- Clarified documentation for 'addtimer'.

- Fixed a typo in a gonryun NPC (Wi -> Wu).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14047 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
brianluau 2009-09-08 00:50:14 +00:00
parent f14d98c005
commit 75bc9caf0e
2 changed files with 18 additions and 7 deletions

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@ -3153,7 +3153,7 @@ currently work due to a bug.
========================
-------------------------
*playerattached;
*playerattached()
Returns the ID of the player currently attached to the script. It will return
0 if noone is attached, or if the attached player no longer exists on the map
@ -3164,7 +3164,7 @@ account ID.
---------------------------------------
*isloggedin(<account id>{,<char id>});
*isloggedin(<account id>{,<char id>})
This function returns 1 if the specified account is logged in and 0 if they
aren't. You can also pass the char_id to check for both account and char id.
@ -5168,14 +5168,15 @@ Since trunk r11779
*deltimer "<NPC object name>::<event label>";
*addtimercount <ticks>,"<NPC object name>::<event label>";
These commands will create, destroy, and delay a countdown timer - 'addtimer' to
These commands will create and manage a player-based timer: 'addtimer' to
create, 'deltimer' to destroy and 'addtimercount' to delay it by the specified
number of ticks. For all three cases, the event label given is the identifier of
that timer.
that timer. A player can have multiple timers running at the same time, and
there can even be multiple timers referencing the same label.
When this timer runs out, a new execution thread will start in the specified NPC
object at the specified label. If no such label is found in the NPC object, it
will run as if clicked. In either case, the script runs with no RID attached.
object at the specified label, and the script will run attached to that player.
If the specified label is not found, the map server will happily print an error.
The ticks are given in 1/1000ths of a second.
@ -5183,6 +5184,16 @@ One more thing. These timers are stored as part of player data. If the player
logs out, all of these get immediately deleted, without executing the script.
If this behavior is undesirable, use some other timer mechanism (like 'sleep').
Example 1:
<NPC Header> {
dispbottom "Starting a 5 second timer...";
addtimer 5000, strnpcinfo(3)+"::On5secs";
end;
On5secs:
dispbottom "5 seconds have passed!";
end;
}
---------------------------------------
*initnpctimer{ "<NPC name>" {, <Attach Flag>} } |

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@ -361,7 +361,7 @@ gonryun,166,196,3 script Soldier#gon 780,{
mes "looked human. I wonder";
mes "what it was...";
next;
mes "[Wa Qiu Wi]";
mes "[Wa Qiu Wu]";
mes "It might have been the";
mes "thief, but it moved";
mes "so fast, it seemed like";