* Fixed Elemental Sword database entry, bugreport:6134
* Clarified documentation for "doevent" and "donpcevent", as per bugreport:428 (doc\script_commands.txt) * A major cleanup/rewrite of the "Whisper System" documentation (doc\whisper_sys.txt) * A few other minor documentation corrections git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16358 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -6049,7 +6049,7 @@
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13411,BF_Sword2,Brave Gladiator Blade,4,20,,0,115,,1,0,0x000654E3,7,2,2,3,80,1,2,{ bonus bStr,1; bonus bDex,1; bonus2 bAddRace,RC_DemiHuman,75; bonus bMatkRate,10; bonus bUnbreakableWeapon,0; },{},{}
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13412,Twin_Edge_B,Twin Edge of Naght Sieger,4,20,,1500,150,,1,3,0x000654E2,2,2,2,4,75,1,2,{ bonus bAtkEle,Ele_Water; skill "MG_FROSTDIVER",5; autobonus "{ bonus bIgnoreDefRace,RC_NonBoss; }",50,5000; },{},{}
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13413,Twin_Edge_R,Twin Edge of Naght Sieger,4,20,,1500,160,,1,3,0x000654E2,2,2,2,4,75,1,2,{ bonus bAtkEle,Ele_Fire; skill "WZ_METEOR",3; autobonus "{ bonus bIgnoreDefRace,RC_NonBoss; }",50,5000; },{},{}
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13414,Elemental_Sword,Elemental Sword,4,20,,1200,105,,1,3,0x000654E2,2,2,2,3,70,1,2,{ bonus bStr,2; bonus bInt,4; bonus bDex,1; bonus bMatk,95; bonus2 bAddEle,Ele_Neutral,10; bonus3 bAutoSpell,"MG_COLDBOLT",3,50; bonus4 bAutoSpellOnSkill,"MG_COLDBOLT","MG_FIREBOLT",3,1000; bonus4 bAutoSpellOnSkill,"MG_FIREBOLT","MG_LIGHTNINGBOLT",3,10000; bonus4 bAutoSpellOnSkill,"MG_LIGHTNINGBOLT","WZ_EARTHSPIKE",3,10000; },{},{}
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13414,Elemental_Sword,Elemental Sword,4,20,,1200,105:95,,1,3,0x000654E2,2,2,2,3,70,1,2,{ bonus bStr,2; bonus bInt,4; bonus bDex,1; bonus2 bAddEle,Ele_Neutral,10; bonus3 bAutoSpell,"MG_COLDBOLT",3,50; bonus4 bAutoSpellOnSkill,"MG_COLDBOLT","MG_FIREBOLT",3,1000; bonus4 bAutoSpellOnSkill,"MG_FIREBOLT","MG_LIGHTNINGBOLT",3,10000; bonus4 bAutoSpellOnSkill,"MG_LIGHTNINGBOLT","WZ_EARTHSPIKE",3,10000; },{},{}
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13415,N_Falchion,Novice Falchion,4,0,,0,59,,1,3,0x000654E3,7,2,2,1,2,0,2,{},{},{}
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13416,Krieger_Onehand_Sword1,Glorious Flamberge,4,20,,0,130,,1,0,0x000654E3,7,2,2,4,80,1,2,{ bonus2 bAddRace,RC_DemiHuman,75; bonus2 bIgnoreDefRate,RC_DemiHuman,20; bonus bUnbreakableWeapon,0; if(getrefine() > 5) { bonus2 bAddRace,RC_DemiHuman,(getrefine()-4)*(getrefine()-4); bonus2 bIgnoreDefRate,RC_DemiHuman,5; } if(getrefine() > 6) bonus bAspdRate,5; if(getrefine() > 8) { bonus bAspdRate,5; bonus4 bAutoSpellOnSkill,"SM_BASH","NPC_CRITICALWOUND",2,200; } },{},{}
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13417,Krieger_Onehand_Sword2,Glorious Rapier,4,20,,0,130,,1,0,0x000654E3,7,2,2,4,80,1,2,{ bonus bInt,getrefine()-5; bonus bMatkRate,10; bonus bUnbreakableWeapon,0; if(getrefine() > 5) bonus bUseSPrate,-10; if(getrefine() > 8) bonus bInt,5; },{},{}
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@ -1,5 +1,5 @@
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//===== Athena Doc=== =====================================
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//= rAthena Job System
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//===== Athena Doc=========================================
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//= eAthena Job System
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//===== By ================================================
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//= Skotlex
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//===== Version ===========================================
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@ -7,7 +7,7 @@
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//=========================================================
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//= 1.0 - Standardized doc file
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//===== Description =======================================
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//= A reference description of eA's mob_db 'mode' field
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//= A reference description of rAthena's mob_db 'mode' field
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//=========================================================
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Bit Legend:
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@ -5390,11 +5390,13 @@ while hidden then revealing.... you can wonder around =P
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*doevent "<NPC object name>::<event label>";
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This command will start a new execution thread in a specified NPC object at the
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specified label. The execution of the script running this command will not stop.
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No parameters may be passed with a doevent call.
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specified label. The execution of the script running this command will not stop,
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and the event called by the 'doevent' command will not run until the invoking
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script has terminated. No parameters may be passed with a doevent call.
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The script of the NPC object invoked in this manner will run as if it's been
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invoked by the RID that was active in the script that issued a 'doevent'.
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invoked by the RID that was active in the script that issued a 'doevent'. As
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such, the command will not work if an RID is not attached.
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place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
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mes "This is what you will see when you click me";
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@ -5412,13 +5414,16 @@ invoked by the RID that was active in the script that issued a 'doevent'.
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*donpcevent "{NPC NAME}::<event label>";
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This command invokes the event label code within an another NPC or NPCs. If
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event label has the form "NpcName::OnLabel", then only given NPC's event label
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will be invoked (much like 'goto' into another NPC). If the form is "::OnLabel"
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(NpcName omitted), the event code of all NPCs with given label will be invoked,
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one after another. In both cases the invoked script will run without an attached
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RID, whether or not the invoking script was attached to a player. The event
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label name is required to start with On.
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This command invokes the event label code within an another NPC or NPCs. It
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starts a separate instance of execution, and the invoking NPC will resume
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execution its immediately.
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If the supplied event label has the form "NpcName::OnLabel", then only given
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NPC's event label will be invoked (much like 'goto' into another NPC). If the
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form is "::OnLabel" (NPC name omitted), the event code of all NPCs with given
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label will be invoked, one after another. In both cases the invoked script
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will run without an attached RID, whether or not the invoking script was
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attached to a player. The event label name is required to start with "On".
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This command can be used to make other NPCs act, as if they were responding to
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the invoking NPC's actions, such as using an emotion or talking.
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@ -1,29 +1,41 @@
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Adapted from: http://www.eathena.ws/board/index.php?showtopic=42659
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Copied by: Massdriller
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Post made by: lordalfa
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//===== Athena Doc ========================================
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//= NPC Whisper System
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//===== By ================================================
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//= lordalfa, Massdriller
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//===== Version ===========================================
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//= 1.1
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//=========================================================
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//= 1.1 - Cleanup. [Euphy]
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//===== Description =======================================
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//= A description of rAthena's NPC whispering system.
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//=========================================================
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As requested by MassDriller, I made this piece of code to allow you to whisper your NPCS and let them execute some commands for you.
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This piece of code to allows characters to execute events in NPCs by whispering
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them up to ten parameters. The NPC must have an "OnWhisperGlobal" label, or an
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"event not found" error will result.
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An example of what you can do with it, before you eventually go on reading.
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NPC:<NPC Name> <String>{#String 2{#...{#String 10}}}
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The whispered strings are separated by the "#" character, and are each stored
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into separate temporary character string variables:
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Let's say you prepared a special NPC called NPCCommander.
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You whisper to NPCCommander in Game with formatted instructions like these:
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@whispervar0$, @whispervar1$, ... @whispervar9$
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//============================================================
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---------------------------------------------------------------------------------
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[To NPC:NPCCommander] Report#Killstealing#Lordalfa
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Below is an example of how this feature might be used.
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You whisper an NPC "NPCCommander" in-game with the following instructions:
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//============================================================
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NPC:NPCCommander Report#Killstealing#Lordalfa
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Now what happens is that this code allows you to trigger a Label called "OnWhisperGlobal" into that NPC and execute some code, passing it The values you just input.
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The parameters are passed on to the "OnWhisperGlobal" label of the NPC, and can
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be processed accordingly:
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Values will be passed into Temp string Variables called @whispervar0$, @whispervar1$ and so on..
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In the example above:
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@whispervar0$ would contain the word "Report"
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@whispervar1$ would contain the word "KillStealing"
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@whispervar2$ would contain the word "Lordalfa"
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so you might prepare the NPC Label to process these Variables and give Executing Character a Feedback ( via dispbottom "message" for example )
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Now , it's allowed to use up to 10 commands in a Row, separed by "#" character, they will be splitted and passed to the NPC Label in their respective variables, for you to process them.
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- script NPCCommander -1,{
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OnWhisperGlobal:
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// The following code will inform player "Lordalfa" that he has been
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// reported for killstealing.
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if (@whispervar0$ == "Report")
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message @whispervar2$,"You have been reported for "+@whispervar1$+".";
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end;
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}
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@ -386,13 +386,14 @@ REPLACE INTO `item_db_re` VALUES (2564,'Feral_Tail','Feral Tail',5,20,NULL,0,NUL
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# Accessories
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REPLACE INTO `item_db_re` VALUES (2629,'Magingiorde','Megingjard',5,20,NULL,8000,NULL,2,NULL,0,0xFFFFFFFF,7,2,136,NULL,94,0,0,'bonus bStr,40+BaseLevel/5; bonus bMdef,7; if(readparam(bStr)==120) bonus2 bAddRace,RC_Boss,10;',NULL,NULL);
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#Cards
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# Cards
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REPLACE INTO `item_db_re` VALUES (4302,'Tao_Gunka_Card','Tao Gunka Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,16,NULL,NULL,NULL,NULL,'bonus bMaxHPrate,100; bonus bDefRate,-50; bonus bMdefRate,-50;',NULL,NULL);
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# More Armors
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REPLACE INTO `item_db_re` VALUES (15000,'Bone_Plate','Bone Plate',5,20,NULL,1000,NULL,60,NULL,1,0x000654E2,2,2,16,NULL,85,1,0,'bonus bStr,1; bonus bMdef,3; bonus2 bIgnoreDefRate,RC_DemiHuman,10; bonus2 bIgnoreDefRate,RC_Brute,10; bonus3 bAutoSpellWhenHit,\"NPC_WIDEBLEEDING\",1,10;',NULL,NULL);
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# Weapons
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REPLACE INTO `item_db_re` VALUES (13414,'Elemental_Sword','Elemental Sword',4,20,NULL,1200,'105:95',NULL,1,3,0x000654E2,2,2,2,3,70,1,2,'bonus bStr,2; bonus bInt,4; bonus bDex,1; bonus2 bAddEle,Ele_Neutral,10; bonus3 bAutoSpell,\"MG_COLDBOLT\",3,50; bonus4 bAutoSpellOnSkill,\"MG_COLDBOLT\",\"MG_FIREBOLT\",3,1000; bonus4 bAutoSpellOnSkill,\"MG_FIREBOLT\",\"MG_LIGHTNINGBOLT\",3,10000; bonus4 bAutoSpellOnSkill,\"MG_LIGHTNINGBOLT\",\"WZ_EARTHSPIKE\",3,10000;',NULL,NULL);
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REPLACE INTO `item_db_re` VALUES (16010,'Red_Ether_Bag','Red Ether Bag',4,20,NULL,0,'15:100',NULL,1,1,0x0004C5B2,7,2,2,3,102,1,8,' if(getrefine()>=6){ bonus2 bSkillAtk,\"GN_CRAZYWEED\",20+((getrefine()-5)*2); bonus2 bSkillAtk,\"GN_DEMONIC_FIRE\",20+((getrefine()-5)*2); } else { bonus2 bSkillAtk,\"GN_CRAZYWEED\",20; bonus2 bSkillAtk,\"GN_DEMONIC_FIRE\",20; } ',NULL,NULL);
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REPLACE INTO `item_db_re` VALUES (16013,'Judgement_Mace1','Judgement Mace I',4,20,NULL,1200,'140:180',NULL,1,2,0x00000100,2,2,2,3,100,1,8,' bonus bStr,1; bonus bInt,1; autobonus \"{ bonus2 bAddRace,RC_Demon,20; }\",10,7000,BF_WEAPON|BF_MAGIC,\"{ specialeffect2 EF_BLOODDRAIN; }\"; if (isequipped(2472,2570,15030)) { bonus2 bAddRace,RC_Undead,15; bonus2 bMagicAddRace,RC_Undead,15; bonus2 bSkillAtk,\"AB_ADORAMUS\",100; };',NULL,NULL);
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