Merge pull request #339 from 'cydh/feature/script_command_rid'
This commit is contained in:
commit
823bc5397b
@ -378,7 +378,7 @@ Another way would be to right click on a mob,
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NPC or char as GM sprited char to view the GID.
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NPC or char as GM sprited char to view the GID.
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This is mostly used for the new version of skill and the mob control commands
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This is mostly used for the new version of skill and the mob control commands
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implemented (but NEVER documented by Lance. Shame on you...).
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implemented.
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Item and pet scripts
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Item and pet scripts
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--------------------
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--------------------
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@ -935,7 +935,8 @@ chosen once the triggering character leaves the area.
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OnTouchNPC:
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OnTouchNPC:
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Similar to OnTouch, but will only trigger for monsters.
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Similar to OnTouch, but will only trigger for monsters. For this case, by using
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'getattachedrid' will returns GID (ID that returned when use 'monster').
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OnPCLoginEvent:
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OnPCLoginEvent:
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OnPCLogoutEvent:
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OnPCLogoutEvent:
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@ -1205,8 +1206,8 @@ of 'end' stops this, and ends the script.
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---------------------------------------
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---------------------------------------
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*set <variable>,<expression>;
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*set <variable>,<expression>{,<charid>};
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*set(<variable>,<expression>)
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*set(<variable>,<expression>{,<charid>})
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This command will set a variable to the value that the expression results in.
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This command will set a variable to the value that the expression results in.
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Variables may either be set through this command or directly, much like any
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Variables may either be set through this command or directly, much like any
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@ -1228,7 +1229,7 @@ Returns the variable reference (since trunk r12870).
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---------------------------------------
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---------------------------------------
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*setd "<variable name>",<value>;
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*setd "<variable name>",<value>{,<char_id>};
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Works almost identically as set, except the variable name is identified as a string
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Works almost identically as set, except the variable name is identified as a string
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and can thus be constructed dynamically.
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and can thus be constructed dynamically.
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@ -1244,6 +1245,9 @@ Examples:
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setd ".@" + .@var$ + "123$", "Poporing is cool";
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setd ".@" + .@var$ + "123$", "Poporing is cool";
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mes .@Poporing123$; // Displays "Poporing is cool".
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mes .@Poporing123$; // Displays "Poporing is cool".
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NOTE:
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'char_id' only works for non-server variables.
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---------------------------------------
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---------------------------------------
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*getd("<variable name>")
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*getd("<variable name>")
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@ -2231,7 +2235,7 @@ array, shifting all the elements beyond this towards the beginning.
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======================================
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======================================
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---------------------------------------
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---------------------------------------
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*strcharinfo(<type>)
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*strcharinfo(<type>{,<char_id>})
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This function will return either the name, party name or guild name for the
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This function will return either the name, party name or guild name for the
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invoking character. Whatever it returns is determined by type.
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invoking character. Whatever it returns is determined by type.
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@ -2371,9 +2375,9 @@ If an invalid type is given or the NPC does not exist, 0 is returned.
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---------------------------------------
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---------------------------------------
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*getchildid()
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*getchildid({<char_id>})
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*getmotherid()
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*getmotherid({<char_id>})
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*getfatherid()
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*getfatherid({<char_id>})
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These functions return the character ID of the attached player's child,
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These functions return the character ID of the attached player's child,
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mother, mother, or father, respectively. It returns 0 if no ID is found.
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mother, mother, or father, respectively. It returns 0 if no ID is found.
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@ -2382,14 +2386,14 @@ mother, mother, or father, respectively. It returns 0 if no ID is found.
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---------------------------------------
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---------------------------------------
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*ispartneron()
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*ispartneron({<char_id>})
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This function returns 1 if the invoking character's marriage partner is
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This function returns 1 if the invoking character's marriage partner is
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currently online and 0 if they are not or if the character has no partner.
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currently online and 0 if they are not or if the character has no partner.
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---------------------------------------
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---------------------------------------
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*getpartnerid()
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*getpartnerid({<char_id>})
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This function returns the character ID of the invoking character's marriage
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This function returns the character ID of the invoking character's marriage
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partner, if any. If the invoking character is not married, it will return 0,
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partner, if any. If the invoking character is not married, it will return 0,
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@ -2400,7 +2404,7 @@ which is a quick way to see if they are married:
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---------------------------------------
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---------------------------------------
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*getlook(<type>)
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*getlook(<type>{,<char_id>})
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This function will return the number for the current character look value
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This function will return the number for the current character look value
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specified by type. See 'setlook' for valid look types.
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specified by type. See 'setlook' for valid look types.
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@ -2410,7 +2414,7 @@ dressed in black. :)
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---------------------------------------
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---------------------------------------
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*getsavepoint(<information type>)
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*getsavepoint(<information type>{,<char_id>})
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This function will return information about the invoking character's save point.
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This function will return information about the invoking character's save point.
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You can use it to let a character swap between several recorded save points.
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You can use it to let a character swap between several recorded save points.
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@ -2481,7 +2485,7 @@ Counts the spirit ball that player has.
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\\
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\\
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---------------------------------------
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---------------------------------------
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*getequipid(<equipment slot>)
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*getequipid(<equipment slot>{,<char_id>})
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This function returns the item ID of the item equipped in the equipment slot
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This function returns the item ID of the item equipped in the equipment slot
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specified on the invoking character. If nothing is equipped there, it returns -1.
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specified on the invoking character. If nothing is equipped there, it returns -1.
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@ -2543,7 +2547,7 @@ armor, but also don't want them to equip if after the check, you would do this:
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---------------------------------------
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---------------------------------------
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*getequipuniqueid(<equipment slot>)
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*getequipuniqueid(<equipment slot>{,<char_id>})
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This function returns the unique ID (as a string) of the item equipped in the equipment slot
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This function returns the unique ID (as a string) of the item equipped in the equipment slot
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specified on the invoking character. If nothing is equipped there, it returns an empty string.
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specified on the invoking character. If nothing is equipped there, it returns an empty string.
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@ -2551,7 +2555,7 @@ See 'getequipid' for a full list of valid equipment slots.
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---------------------------------------
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---------------------------------------
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*getequipname(<equipment slot>)
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*getequipname(<equipment slot>{,<char_id>})
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Returns the jname of the item equipped in the specified equipment slot on the
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Returns the jname of the item equipped in the specified equipment slot on the
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invoking character, or an empty string if nothing is equipped in that position.
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invoking character, or an empty string if nothing is equipped in that position.
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@ -2574,7 +2578,7 @@ the players would normally see on screen.)
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---------------------------------------
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---------------------------------------
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*getbrokenid(<number>)
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*getbrokenid(<number>{,<char_id>})
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This function will search the invoking character's inventory for any broken
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This function will search the invoking character's inventory for any broken
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items, and will return their item ID numbers. Since the character may have
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items, and will return their item ID numbers. Since the character may have
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@ -2590,7 +2594,7 @@ will return the second one, etc. Will return 0 if no such item is found.
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---------------------------------------
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---------------------------------------
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*getequipisequiped(<equipment slot>)
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*getequipisequiped(<equipment slot>{,<char_id>})
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This functions will return 1 if there is an equipment placed on the specified
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This functions will return 1 if there is an equipment placed on the specified
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equipment slot and 0 otherwise. For a list of equipment slots
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equipment slot and 0 otherwise. For a list of equipment slots
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@ -2607,7 +2611,7 @@ see 'getequipid'. Function originally used by the refining NPCs:
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---------------------------------------
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---------------------------------------
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*getequipisenableref(<equipment slot>)
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*getequipisenableref(<equipment slot>{,<char_id>})
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Will return 1 if the item equipped on the invoking character in the specified
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Will return 1 if the item equipped on the invoking character in the specified
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equipment slot is refinable, and 0 if it isn't. For a list of equipment slots
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equipment slot is refinable, and 0 if it isn't. For a list of equipment slots
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@ -2624,7 +2628,7 @@ see 'getequipid'.
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---------------------------------------
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---------------------------------------
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*getequiprefinerycnt(<equipment slot>)
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*getequiprefinerycnt(<equipment slot>{,<char_id>})
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Returns the current number of pluses for the item in the specified equipment
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Returns the current number of pluses for the item in the specified equipment
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slot. For a list of equipment slots see 'getequipid'.
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slot. For a list of equipment slots see 'getequipid'.
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@ -2640,7 +2644,7 @@ this is +10:
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---------------------------------------
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---------------------------------------
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*getequipweaponlv(<equipment slot>)
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*getequipweaponlv(<equipment slot>{,<char_id>})
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This function returns the weapon level for the weapon equipped in the specified
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This function returns the weapon level for the weapon equipped in the specified
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equipment slot on the invoking character. For a list of equipment slots see
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equipment slot on the invoking character. For a list of equipment slots see
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@ -2681,7 +2685,7 @@ Examples:
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---------------------------------------
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---------------------------------------
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*getequippercentrefinery(<equipment slot>)
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*getequippercentrefinery(<equipment slot>{,<char_id>})
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This function calculates and returns the percent value chance to successfully
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This function calculates and returns the percent value chance to successfully
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refine the item found in the specified equipment slot of the invoking character
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refine the item found in the specified equipment slot of the invoking character
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@ -2721,7 +2725,7 @@ of possible equipment slots.
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---------------------------------------
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---------------------------------------
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*getinventorylist;
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*getinventorylist {<char_id>};
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This command sets a bunch of arrays with a complete list of whatever the
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This command sets a bunch of arrays with a complete list of whatever the
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invoking character has in their inventory, including all the data needed to
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invoking character has in their inventory, including all the data needed to
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@ -2847,8 +2851,8 @@ It's useful for when you want to check whether an item contains cards or if it's
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---------------------------------------
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---------------------------------------
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*mergeitem({<item_id>});
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*mergeitem({<item_id>{,<char_id>}});
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*mergeitem({"<item name>"});
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*mergeitem({"<item name>"{,<char_id>}});
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Merge all stackable items that separated by GUID flags
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Merge all stackable items that separated by GUID flags
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(either by flag 4 item_flag.txt or GUID in item_group).
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(either by flag 4 item_flag.txt or GUID in item_group).
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@ -2919,7 +2923,7 @@ map ID doesn't exist.
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---------------------------------------
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---------------------------------------
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*getgmlevel()
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*getgmlevel({<char_id>})
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This function will return the (GM) level associated with the player group to which
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This function will return the (GM) level associated with the player group to which
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the invoking character belongs. If this is somehow executed from a console command,
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the invoking character belongs. If this is somehow executed from a console command,
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@ -2932,7 +2936,7 @@ specially when talked to by GMs.
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---------------------------------------
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---------------------------------------
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*getgroupid()
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*getgroupid({<char_id>})
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This function will return the group id to which the invoking player belongs.
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This function will return the group id to which the invoking player belongs.
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@ -3214,7 +3218,7 @@ Example 2:
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---------------------------------------
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---------------------------------------
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*getskilllist;
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*getskilllist({<char_id>});
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This command sets a bunch of arrays with a complete list of skills the
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This command sets a bunch of arrays with a complete list of skills the
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invoking character has. Here's what you get:
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invoking character has. Here's what you get:
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@ -3319,7 +3323,7 @@ Example:
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---------------------------------------
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---------------------------------------
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*skillpointcount()
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*skillpointcount({<char_id>})
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Returns the total amount of skill points a character possesses (SkillPoint+SP's used in skills)
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Returns the total amount of skill points a character possesses (SkillPoint+SP's used in skills)
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This command can be used to check the currently attached characters total amount of skill points.
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This command can be used to check the currently attached characters total amount of skill points.
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@ -3366,6 +3370,12 @@ account ID.
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---------------------------------------
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---------------------------------------
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*getattachedrid();
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Returns RID from running script. Script may does not have RID.
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---------------------------------------
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*isloggedin(<account id>{,<char id>})
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*isloggedin(<account id>{,<char id>})
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This function returns 1 if the specified account is logged in and 0 if they
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This function returns 1 if the specified account is logged in and 0 if they
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@ -3423,10 +3433,10 @@ things might in some cases be required.
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---------------------------------------
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---------------------------------------
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*checkoption(<option number>)
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*checkoption(<option number>{,<char_id>})
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*checkoption1(<option number>)
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*checkoption1(<option number>{,<char_id>})
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*checkoption2(<option number>)
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*checkoption2(<option number>{,<char_id>})
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*setoption <option number>{,<flag>};
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*setoption <option number>{,<flag>{,<char_id>}};
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The 'setoption' series of functions check for a so-called option that is set on
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The 'setoption' series of functions check for a so-called option that is set on
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the invoking character. 'Options' are used to store status conditions and a lot
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the invoking character. 'Options' are used to store status conditions and a lot
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@ -3488,8 +3498,8 @@ core developer (or read the source: src/map/status.h) for the full list.
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---------------------------------------
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---------------------------------------
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*setcart {<type>};
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*setcart {<type>{,<char_id>}};
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*checkcart()
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*checkcart({<char_id>});
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If <type> is 0 this command will remove the cart from the character.
|
If <type> is 0 this command will remove the cart from the character.
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Otherwise it gives the invoking character a cart. The cart given will be
|
Otherwise it gives the invoking character a cart. The cart given will be
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@ -3504,8 +3514,8 @@ The accompanying function will return 1 if the invoking character has a cart
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---------------------------------------
|
---------------------------------------
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|
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*setfalcon {<flag>};
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*setfalcon {<flag>{,<char_id>}};
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*checkfalcon()
|
*checkfalcon({<char_id>});
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If <flag> is 0 this command will remove the falcon from the character.
|
If <flag> is 0 this command will remove the falcon from the character.
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Otherwise it gives the invoking character a falcon. The falcon will be there
|
Otherwise it gives the invoking character a falcon. The falcon will be there
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@ -3520,8 +3530,8 @@ and 0 if they don't.
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|
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---------------------------------------
|
---------------------------------------
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*setriding {<flag>};
|
*setriding {<flag>{,<char_id>}};
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*checkriding()
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*checkriding({<char_id>});
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If <flag> is 0 this command will remove the mount from the character.
|
If <flag> is 0 this command will remove the mount from the character.
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Otherwise it gives the invoking character a PecoPeco (if they are a Knight
|
Otherwise it gives the invoking character a PecoPeco (if they are a Knight
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@ -3537,8 +3547,8 @@ bird and 0 if they aren't.
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|
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---------------------------------------
|
---------------------------------------
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|
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*setdragon {<color>};
|
*setdragon {<color>{,<char_id>}};
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*checkdragon()
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*checkdragon({<char_id>});
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|
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The 'setdragon' function toggles mounting a dragon for the invoking character.
|
The 'setdragon' function toggles mounting a dragon for the invoking character.
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It will return 1 if successful, 0 otherwise.
|
It will return 1 if successful, 0 otherwise.
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@ -3557,8 +3567,8 @@ dragon and 0 if they aren't.
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|
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---------------------------------------
|
---------------------------------------
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|
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*setmadogear {<flag>};
|
*setmadogear {<flag>{,<char_id>}};
|
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*checkmadogear()
|
*checkmadogear({<char_id>});
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|
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If <flag> is 0 this command will remove the mount from the character.
|
If <flag> is 0 this command will remove the mount from the character.
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Otherwise it gives the invoking character a Mado (if they are a Mechanic).
|
Otherwise it gives the invoking character a Mado (if they are a Mechanic).
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@ -3568,8 +3578,8 @@ Mado and 0 if they don't.
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|
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---------------------------------------
|
---------------------------------------
|
||||||
|
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*setmounting;
|
*setmounting {<char_id>};
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*ismounting()
|
*ismounting({<char_id>});
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The 'setmounting' function toggles cash mount for the invoking character.
|
The 'setmounting' function toggles cash mount for the invoking character.
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It will return 1 if successful, 0 otherwise.
|
It will return 1 if successful, 0 otherwise.
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@ -3581,7 +3591,7 @@ cash mount and 0 if they don't.
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---------------------------------------
|
---------------------------------------
|
||||||
|
|
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*checkwug()
|
*checkwug({<char_id>});
|
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|
|
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This function will return 1 if the invoking character has a
|
This function will return 1 if the invoking character has a
|
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warg and 0 if they don't.
|
warg and 0 if they don't.
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||||||
@ -3786,7 +3796,7 @@ be seen by anyone else.
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|||||||
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||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
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*dispbottom "<message>"{,<color>};
|
*dispbottom "<message>"{,<color>{,<char_id>}};
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|
|
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This command will send the given message with color into the invoking character's chat
|
This command will send the given message with color into the invoking character's chat
|
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window. The color format is in RGB (0xRRGGBB). The color is
|
window. The color format is in RGB (0xRRGGBB). The color is
|
||||||
@ -3915,8 +3925,8 @@ normally translate to random coordinates.
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|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*savepoint "<map name>",<x>,<y>;
|
*savepoint "<map name>",<x>,<y>{,<char_id>};
|
||||||
*save "<map name>",<x>,<y>;
|
*save "<map name>",<x>,<y>{,<char_id>};
|
||||||
|
|
||||||
These commands save where the invoking character will return to upon clicking
|
These commands save where the invoking character will return to upon clicking
|
||||||
"Return to Save Point", after death and in some other cases. The two versions are
|
"Return to Save Point", after death and in some other cases. The two versions are
|
||||||
@ -4127,7 +4137,7 @@ do, but this will only happen in a later SVN revision.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*changesex;
|
*changesex({<char_id>});
|
||||||
|
|
||||||
This command will change the gender for the attached character's account. If it
|
This command will change the gender for the attached character's account. If it
|
||||||
was male, it will become female, if it was female, it will become male. The
|
was male, it will become female, if it was female, it will become male. The
|
||||||
@ -4141,7 +4151,7 @@ they will also have their skills reset upon 'changesex'.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*getexp <base xp>,<job xp>;
|
*getexp <base xp>,<job xp>{,<char_id>};
|
||||||
|
|
||||||
This command will give the invoking character a specified number of base and job
|
This command will give the invoking character a specified number of base and job
|
||||||
experience points. Can be used as a quest reward. Negative values won't work.
|
experience points. Can be used as a quest reward. Negative values won't work.
|
||||||
@ -4425,8 +4435,8 @@ Example:
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*rentitem <item id>,<time>;
|
*rentitem <item id>,<time>{,<account_id>};
|
||||||
*rentitem "<item name>",<time>;
|
*rentitem "<item name>",<time>{,<account_id>};
|
||||||
|
|
||||||
Creates a rental item in the attached character's inventory. The item will expire
|
Creates a rental item in the attached character's inventory. The item will expire
|
||||||
in <time> seconds and be automatically deleted. When receiving a rental item,
|
in <time> seconds and be automatically deleted. When receiving a rental item,
|
||||||
@ -4439,8 +4449,8 @@ Note: 'delitem' in an NPC script can still remove rental items.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*rentitem2 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
|
*rentitem2 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account_id>};
|
||||||
*rentitem2 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
|
*rentitem2 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account_id>};
|
||||||
|
|
||||||
Creates a rental item in the attached character's inventory. The item will expire
|
Creates a rental item in the attached character's inventory. The item will expire
|
||||||
in <time> seconds and be automatically deleted. See 'rentitem' for further details.
|
in <time> seconds and be automatically deleted. See 'rentitem' for further details.
|
||||||
@ -4597,7 +4607,7 @@ cart or storage. If no cart is mounted, 'cartcountitem2' will return -1.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*countbound({<bound type>})
|
*countbound({<bound type>{,<char_id>}})
|
||||||
|
|
||||||
This function will return the number of bounded items in the character's
|
This function will return the number of bounded items in the character's
|
||||||
inventory, and sets an array @bound_items[] containing all item IDs of the
|
inventory, and sets an array @bound_items[] containing all item IDs of the
|
||||||
@ -4710,8 +4720,8 @@ target cursor is shown.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*consumeitem <item id>;
|
*consumeitem <item id>{,<char_id>};
|
||||||
*consumeitem "<item name>";
|
*consumeitem "<item name>"{,<char_id>};
|
||||||
|
|
||||||
This command will run the item script of the specified item on the invoking
|
This command will run the item script of the specified item on the invoking
|
||||||
character. The character does not need to possess the item, and the item will
|
character. The character does not need to possess the item, and the item will
|
||||||
@ -4776,7 +4786,7 @@ to cook the dish the command works.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*makerune <% success bonus>;
|
*makerune <% success bonus>{,<char_id>};
|
||||||
|
|
||||||
This command will open a rune crafting window on the client connected to the
|
This command will open a rune crafting window on the client connected to the
|
||||||
invoking character. Since this command is officially used in rune ores, a bonus
|
invoking character. Since this command is officially used in rune ores, a bonus
|
||||||
@ -4811,14 +4821,14 @@ Whatever the type is, it will also show a failure effect on screen.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*repair <broken item number>;
|
*repair <broken item number>{,<char_id>};
|
||||||
|
|
||||||
This command repairs a broken piece of equipment, using the same list of broken
|
This command repairs a broken piece of equipment, using the same list of broken
|
||||||
items as available through 'getbrokenid'.
|
items as available through 'getbrokenid'.
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*repairall;
|
*repairall {<char_id>};
|
||||||
|
|
||||||
This command repairs all broken equipment in the attached player's inventory.
|
This command repairs all broken equipment in the attached player's inventory.
|
||||||
A repair effect will be shown if any items are repaired, else the command will
|
A repair effect will be shown if any items are repaired, else the command will
|
||||||
@ -4826,7 +4836,7 @@ end silently.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*successrefitem <equipment slot>{,<count>};
|
*successrefitem <equipment slot>{,<count>{,<char_id>}};
|
||||||
|
|
||||||
This command will refine an item in the specified equipment slot of the invoking
|
This command will refine an item in the specified equipment slot of the invoking
|
||||||
character by +1, or a count if given. For a list of equipment slots see 'getequipid'.
|
character by +1, or a count if given. For a list of equipment slots see 'getequipid'.
|
||||||
@ -4837,7 +4847,7 @@ blacksmith who will later forge a weapon.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*failedrefitem <equipment slot>;
|
*failedrefitem <equipment slot>{,<char_id>};
|
||||||
|
|
||||||
This command will fail to refine an item in the specified equipment slot of the
|
This command will fail to refine an item in the specified equipment slot of the
|
||||||
invoking character. The item will be destroyed. This will also display a 'refine
|
invoking character. The item will be destroyed. This will also display a 'refine
|
||||||
@ -4846,7 +4856,7 @@ window.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*downrefitem <equipment slot>{,<count>};
|
*downrefitem <equipment slot>{,<count>{,<char_id>}};
|
||||||
|
|
||||||
This command will downgrade an item in the specified equipment slot of the invoking
|
This command will downgrade an item in the specified equipment slot of the invoking
|
||||||
character by -1, or a count if given. For a list of equipment slots see 'getequipid'.
|
character by -1, or a count if given. For a list of equipment slots see 'getequipid'.
|
||||||
@ -4855,7 +4865,7 @@ appropriate messages into their chat window.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*unequip <equipment slot>;
|
*unequip <equipment slot>{,<char_id>};
|
||||||
|
|
||||||
This command will unequip whatever is currently equipped in the invoking
|
This command will unequip whatever is currently equipped in the invoking
|
||||||
character's specified equipment slot. For a full list of possible equipment
|
character's specified equipment slot. For a full list of possible equipment
|
||||||
@ -4866,7 +4876,7 @@ them.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*delequip <equipment slot>;
|
*delequip <equipment slot>{,<char_id>};
|
||||||
|
|
||||||
This command will destroy whatever is currently equipped in the invoking
|
This command will destroy whatever is currently equipped in the invoking
|
||||||
character's specified equipment slot. For a full list of possible equipment
|
character's specified equipment slot. For a full list of possible equipment
|
||||||
@ -4876,7 +4886,7 @@ This command will return 1 if an item was deleted and 0 otherwise.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*breakequip <equipment slot>;
|
*breakequip <equipment slot>{,<char_id>};
|
||||||
|
|
||||||
This command will break and unequip whatever is currently equipped in the
|
This command will break and unequip whatever is currently equipped in the
|
||||||
invoking character's specified equipment slot. For a full list of possible
|
invoking character's specified equipment slot. For a full list of possible
|
||||||
@ -4886,7 +4896,7 @@ This command will return 1 if an item was broken and 0 otherwise.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*clearitem;
|
*clearitem {,<char_id>};
|
||||||
|
|
||||||
This command will destroy all items the invoking character has in their
|
This command will destroy all items the invoking character has in their
|
||||||
inventory (including equipped items). It will not affect anything else, like
|
inventory (including equipped items). It will not affect anything else, like
|
||||||
@ -4894,7 +4904,7 @@ storage or cart.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*equip <item id>;
|
*equip <item id>{,<char_id>};
|
||||||
*autoequip <item id>,<option>;
|
*autoequip <item id>,<option>;
|
||||||
|
|
||||||
These commands are to equip a equipment on the attached character.
|
These commands are to equip a equipment on the attached character.
|
||||||
@ -4977,7 +4987,7 @@ window, to avoid any disruption when both windows overlap.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*openmail;
|
*openmail({<char_id>});
|
||||||
|
|
||||||
This will open a character's Mail window on the client connected to the
|
This will open a character's Mail window on the client connected to the
|
||||||
invoking character.
|
invoking character.
|
||||||
@ -4989,7 +4999,7 @@ invoking character.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*openauction;
|
*openauction({<char_id>});
|
||||||
|
|
||||||
This will open the Auction window on the client connected to the invoking character.
|
This will open the Auction window on the client connected to the invoking character.
|
||||||
|
|
||||||
@ -5062,7 +5072,7 @@ a fun quest. (Wasting a level point on that is really annoying :D)
|
|||||||
//
|
//
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*resetlvl <action type>;
|
*resetlvl <action type>{,<char_id>};
|
||||||
|
|
||||||
This is a character reset command, meant mostly for rebirth script supporting
|
This is a character reset command, meant mostly for rebirth script supporting
|
||||||
Advanced jobs, which will reset the invoking character's stats and level
|
Advanced jobs, which will reset the invoking character's stats and level
|
||||||
@ -5084,7 +5094,7 @@ rebirth scripts. Ask AppleGirl why.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*resetstatus;
|
*resetstatus({<char_id>});
|
||||||
|
|
||||||
This is a character reset command, which will reset the stats on the invoking
|
This is a character reset command, which will reset the stats on the invoking
|
||||||
character and give back all the stat points used to raise them previously.
|
character and give back all the stat points used to raise them previously.
|
||||||
@ -5094,7 +5104,7 @@ Used in reset NPC's (duh!)
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*resetskill;
|
*resetskill({<char_id>});
|
||||||
|
|
||||||
This command takes off all the skill points on the invoking character, so they
|
This command takes off all the skill points on the invoking character, so they
|
||||||
only have Basic Skill blanked out (lvl 0) left, and returns the points for them
|
only have Basic Skill blanked out (lvl 0) left, and returns the points for them
|
||||||
@ -5168,7 +5178,7 @@ Note: to use SC_NOCHAT you should alter Manner
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*getstatus(<effect type>{,<type>})
|
*getstatus(<effect type>{,<type>{,<char_id>}})
|
||||||
|
|
||||||
Retrieve information about a specific status effect when called. Depending on <type>
|
Retrieve information about a specific status effect when called. Depending on <type>
|
||||||
specified the function will return different information.
|
specified the function will return different information.
|
||||||
@ -5259,7 +5269,7 @@ behavior of the command.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*statusup <stat>;
|
*statusup <stat>{,<char_id>};
|
||||||
|
|
||||||
This command will bump a specified stat of the invoking character up by one
|
This command will bump a specified stat of the invoking character up by one
|
||||||
permanently. Stats are to be given as number, but you can use these constants to
|
permanently. Stats are to be given as number, but you can use these constants to
|
||||||
@ -5274,7 +5284,7 @@ bLuk - Luck
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*statusup2 <stat>,<amount>;
|
*statusup2 <stat>,<amount>{,<char_id>};
|
||||||
|
|
||||||
This command will bump a specified stat of the invoking character up by the
|
This command will bump a specified stat of the invoking character up by the
|
||||||
specified amount permanently. The amount can be negative. See 'statusup'.
|
specified amount permanently. The amount can be negative. See 'statusup'.
|
||||||
@ -5436,7 +5446,7 @@ Flag constants:
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*nude;
|
*nude {<char_id>};
|
||||||
|
|
||||||
This command will unequip anything equipped on the invoking character.
|
This command will unequip anything equipped on the invoking character.
|
||||||
|
|
||||||
@ -5453,8 +5463,8 @@ If no character is specified, the command will run for the invoking character.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*disguise <Monster ID>;
|
*disguise <Monster ID>{,<char_id>};
|
||||||
*undisguise;
|
*undisguise {<char_id>};
|
||||||
|
|
||||||
This command disguises the current player with a monster sprite.
|
This command disguises the current player with a monster sprite.
|
||||||
The disguise lasts until 'undisguise' is issued or the player logs out.
|
The disguise lasts until 'undisguise' is issued or the player logs out.
|
||||||
@ -5502,7 +5512,7 @@ the invoking character. Example can be found in the wedding script.
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*divorce()
|
*divorce({<char_id>})
|
||||||
|
|
||||||
This function will "un-marry" the invoking character from whoever they were
|
This function will "un-marry" the invoking character from whoever they were
|
||||||
married to. Both will no longer be each other's marriage partner, (at least in
|
married to. Both will no longer be each other's marriage partner, (at least in
|
||||||
@ -7871,7 +7881,7 @@ if (instance_check_party(getcharid(1),2,2,149)) {
|
|||||||
=========================
|
=========================
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}};
|
*questinfo <Quest ID>,<Icon>{,<Map Mark Color>{,<Job Class>}};
|
||||||
|
|
||||||
This is esentially a combination of checkquest and showevent. Use this only
|
This is esentially a combination of checkquest and showevent. Use this only
|
||||||
in an OnInit label. For the Quest ID, specify the quest ID that you want
|
in an OnInit label. For the Quest ID, specify the quest ID that you want
|
||||||
@ -7915,7 +7925,7 @@ izlude,100,100,4 script Test 844,{
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*setquest <ID>;
|
*setquest <ID>{,<char_id>};
|
||||||
|
|
||||||
Place quest of <ID> in the users quest log, the state of which is "active".
|
Place quest of <ID> in the users quest log, the state of which is "active".
|
||||||
|
|
||||||
@ -7923,26 +7933,26 @@ If *questinfo is set, and the same ID is specified here, the icon will be cleare
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*completequest <ID>;
|
*completequest <ID>{,<char_id>};
|
||||||
|
|
||||||
Change the state for the given quest <ID> to "complete" and remove from the users quest log.
|
Change the state for the given quest <ID> to "complete" and remove from the users quest log.
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*erasequest <ID>;
|
*erasequest <ID>{,<char_id>};
|
||||||
|
|
||||||
Remove the quest of the given <ID> from the user's quest log.
|
Remove the quest of the given <ID> from the user's quest log.
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*changequest <ID>,<ID2>;
|
*changequest <ID>,<ID2>{,<char_id>};
|
||||||
|
|
||||||
Remove quest of the given <ID> from the user's quest log.
|
Remove quest of the given <ID> from the user's quest log.
|
||||||
Add quest of the <ID2> to the the quest log, and the state is "active".
|
Add quest of the <ID2> to the the quest log, and the state is "active".
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*checkquest(<ID>{,PLAYTIME|HUNTING})
|
*checkquest(<ID>{,PLAYTIME|HUNTING{,<char_id>}})
|
||||||
|
|
||||||
If no additional argument supplied, return the state of the quest:
|
If no additional argument supplied, return the state of the quest:
|
||||||
-1 = Quest not started (not in quest log)
|
-1 = Quest not started (not in quest log)
|
||||||
@ -7964,7 +7974,7 @@ If parameter "HUNTING" is supplied:
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*isbegin_quest(<ID>)
|
*isbegin_quest(<ID>{,<char_id>})
|
||||||
|
|
||||||
Return the state of the quest:
|
Return the state of the quest:
|
||||||
0 = Quest not started (not in quest log)
|
0 = Quest not started (not in quest log)
|
||||||
@ -7973,7 +7983,7 @@ Return the state of the quest:
|
|||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
*showevent <icon>{,<mark color>}
|
*showevent <icon>{,<mark color>{,<char_id>}}
|
||||||
|
|
||||||
Show an emotion on top of a NPC, and optionally,
|
Show an emotion on top of a NPC, and optionally,
|
||||||
a colored mark in the mini-map like "viewpoint".
|
a colored mark in the mini-map like "viewpoint".
|
||||||
|
969
src/map/script.c
969
src/map/script.c
File diff suppressed because it is too large
Load Diff
@ -159,7 +159,7 @@ void script_warning(const char* src, const char* file, int start_line, const cha
|
|||||||
|
|
||||||
struct script_code* parse_script(const char* src,const char* file,int line,int options);
|
struct script_code* parse_script(const char* src,const char* file,int line,int options);
|
||||||
void run_script_sub(struct script_code *rootscript,int pos,int rid,int oid, char* file, int lineno);
|
void run_script_sub(struct script_code *rootscript,int pos,int rid,int oid, char* file, int lineno);
|
||||||
void run_script(struct script_code*,int,int,int);
|
void run_script(struct script_code *rootscript,int pos,int rid,int oid);
|
||||||
|
|
||||||
int set_var(struct map_session_data *sd, char *name, void *val);
|
int set_var(struct map_session_data *sd, char *name, void *val);
|
||||||
int conv_num(struct script_state *st,struct script_data *data);
|
int conv_num(struct script_state *st,struct script_data *data);
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||||||
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