Added support for NPC/PC names in 'emotion' script command. (topic:249193)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14345 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,8 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2010/06/18
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* Added support for NPC/PC names in 'emotion' script command. [Gepard]
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2010/06/14
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* Rev. 13442 Blocked being able to use the skill CR_DEVOTION on players under the status SC_HELLPOWER. [L0ne_W0lf]
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- Additionally, users afflicted by the status can also no longer use Token of Siegfried to self-res.
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@ -5992,7 +5992,7 @@ A full list of pet IDs can be found inside 'db/pet_db.txt'
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---------------------------------------
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*emotion <emotion number>{, target};
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*emotion <emotion number>{,<target>}{,"<target name>"};
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This command makes an object display an emoticon sprite above their own as
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if they were doing that emotion. For a full list of emotion numbers,
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@ -6003,6 +6003,9 @@ The optional target parameter specifies who will get the emotion on top of
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their head. If 0 (the default if omitted), the NPC in current use will show
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the emotion, if 1, the player that is running the script will display it.
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Target name parameter allows to display emotion on top of other NPC/PC without
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event labels. If specified name is not found, command does nothing.
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---------------------------------------
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*misceffect <effect number>;
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@ -9419,7 +9419,7 @@ BUILDIN_FUNC(gvgoff)
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}
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/*==========================================
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* Shows an emoticon on top of the player/npc
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* emotion emotion#, <target: 0 - NPC, 1 - PC>
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* emotion emotion#, <target: 0 - NPC, 1 - PC>, <NPC/PC name>
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*------------------------------------------*/
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//Optional second parameter added by [Skotlex]
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BUILDIN_FUNC(emotion)
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@ -9435,11 +9435,22 @@ BUILDIN_FUNC(emotion)
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player=script_getnum(st,3);
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if (player) {
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TBL_PC *sd = script_rid2sd(st);
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TBL_PC *sd = NULL;
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if( script_hasdata(st,4) )
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sd = map_nick2sd(script_getstr(st,4));
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else
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sd = script_rid2sd(st);
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if (sd)
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clif_emotion(&sd->bl,type);
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} else
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clif_emotion(map_id2bl(st->oid),type);
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if( script_hasdata(st,4) )
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{
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TBL_NPC *nd = npc_name2id(script_getstr(st,4));
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if(nd)
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clif_emotion(&nd->bl,type);
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}
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else
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clif_emotion(map_id2bl(st->oid),type);
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return 0;
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}
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