Merge pull request #339 from 'cydh/feature/script_command_rid'

This commit is contained in:
Cydh Ramdh 2015-04-03 17:52:13 +07:00
commit 823bc5397b
3 changed files with 675 additions and 490 deletions

View File

@ -378,7 +378,7 @@ Another way would be to right click on a mob,
NPC or char as GM sprited char to view the GID. NPC or char as GM sprited char to view the GID.
This is mostly used for the new version of skill and the mob control commands This is mostly used for the new version of skill and the mob control commands
implemented (but NEVER documented by Lance. Shame on you...). implemented.
Item and pet scripts Item and pet scripts
-------------------- --------------------
@ -935,7 +935,8 @@ chosen once the triggering character leaves the area.
OnTouchNPC: OnTouchNPC:
Similar to OnTouch, but will only trigger for monsters. Similar to OnTouch, but will only trigger for monsters. For this case, by using
'getattachedrid' will returns GID (ID that returned when use 'monster').
OnPCLoginEvent: OnPCLoginEvent:
OnPCLogoutEvent: OnPCLogoutEvent:
@ -1205,8 +1206,8 @@ of 'end' stops this, and ends the script.
--------------------------------------- ---------------------------------------
*set <variable>,<expression>; *set <variable>,<expression>{,<charid>};
*set(<variable>,<expression>) *set(<variable>,<expression>{,<charid>})
This command will set a variable to the value that the expression results in. This command will set a variable to the value that the expression results in.
Variables may either be set through this command or directly, much like any Variables may either be set through this command or directly, much like any
@ -1228,7 +1229,7 @@ Returns the variable reference (since trunk r12870).
--------------------------------------- ---------------------------------------
*setd "<variable name>",<value>; *setd "<variable name>",<value>{,<char_id>};
Works almost identically as set, except the variable name is identified as a string Works almost identically as set, except the variable name is identified as a string
and can thus be constructed dynamically. and can thus be constructed dynamically.
@ -1244,6 +1245,9 @@ Examples:
setd ".@" + .@var$ + "123$", "Poporing is cool"; setd ".@" + .@var$ + "123$", "Poporing is cool";
mes .@Poporing123$; // Displays "Poporing is cool". mes .@Poporing123$; // Displays "Poporing is cool".
NOTE:
'char_id' only works for non-server variables.
--------------------------------------- ---------------------------------------
*getd("<variable name>") *getd("<variable name>")
@ -2231,7 +2235,7 @@ array, shifting all the elements beyond this towards the beginning.
====================================== ======================================
--------------------------------------- ---------------------------------------
*strcharinfo(<type>) *strcharinfo(<type>{,<char_id>})
This function will return either the name, party name or guild name for the This function will return either the name, party name or guild name for the
invoking character. Whatever it returns is determined by type. invoking character. Whatever it returns is determined by type.
@ -2371,9 +2375,9 @@ If an invalid type is given or the NPC does not exist, 0 is returned.
--------------------------------------- ---------------------------------------
*getchildid() *getchildid({<char_id>})
*getmotherid() *getmotherid({<char_id>})
*getfatherid() *getfatherid({<char_id>})
These functions return the character ID of the attached player's child, These functions return the character ID of the attached player's child,
mother, mother, or father, respectively. It returns 0 if no ID is found. mother, mother, or father, respectively. It returns 0 if no ID is found.
@ -2382,14 +2386,14 @@ mother, mother, or father, respectively. It returns 0 if no ID is found.
--------------------------------------- ---------------------------------------
*ispartneron() *ispartneron({<char_id>})
This function returns 1 if the invoking character's marriage partner is This function returns 1 if the invoking character's marriage partner is
currently online and 0 if they are not or if the character has no partner. currently online and 0 if they are not or if the character has no partner.
--------------------------------------- ---------------------------------------
*getpartnerid() *getpartnerid({<char_id>})
This function returns the character ID of the invoking character's marriage This function returns the character ID of the invoking character's marriage
partner, if any. If the invoking character is not married, it will return 0, partner, if any. If the invoking character is not married, it will return 0,
@ -2400,7 +2404,7 @@ which is a quick way to see if they are married:
--------------------------------------- ---------------------------------------
*getlook(<type>) *getlook(<type>{,<char_id>})
This function will return the number for the current character look value This function will return the number for the current character look value
specified by type. See 'setlook' for valid look types. specified by type. See 'setlook' for valid look types.
@ -2410,7 +2414,7 @@ dressed in black. :)
--------------------------------------- ---------------------------------------
*getsavepoint(<information type>) *getsavepoint(<information type>{,<char_id>})
This function will return information about the invoking character's save point. This function will return information about the invoking character's save point.
You can use it to let a character swap between several recorded save points. You can use it to let a character swap between several recorded save points.
@ -2481,7 +2485,7 @@ Counts the spirit ball that player has.
\\ \\
--------------------------------------- ---------------------------------------
*getequipid(<equipment slot>) *getequipid(<equipment slot>{,<char_id>})
This function returns the item ID of the item equipped in the equipment slot This function returns the item ID of the item equipped in the equipment slot
specified on the invoking character. If nothing is equipped there, it returns -1. specified on the invoking character. If nothing is equipped there, it returns -1.
@ -2543,7 +2547,7 @@ armor, but also don't want them to equip if after the check, you would do this:
--------------------------------------- ---------------------------------------
*getequipuniqueid(<equipment slot>) *getequipuniqueid(<equipment slot>{,<char_id>})
This function returns the unique ID (as a string) of the item equipped in the equipment slot This function returns the unique ID (as a string) of the item equipped in the equipment slot
specified on the invoking character. If nothing is equipped there, it returns an empty string. specified on the invoking character. If nothing is equipped there, it returns an empty string.
@ -2551,7 +2555,7 @@ See 'getequipid' for a full list of valid equipment slots.
--------------------------------------- ---------------------------------------
*getequipname(<equipment slot>) *getequipname(<equipment slot>{,<char_id>})
Returns the jname of the item equipped in the specified equipment slot on the Returns the jname of the item equipped in the specified equipment slot on the
invoking character, or an empty string if nothing is equipped in that position. invoking character, or an empty string if nothing is equipped in that position.
@ -2574,7 +2578,7 @@ the players would normally see on screen.)
--------------------------------------- ---------------------------------------
*getbrokenid(<number>) *getbrokenid(<number>{,<char_id>})
This function will search the invoking character's inventory for any broken This function will search the invoking character's inventory for any broken
items, and will return their item ID numbers. Since the character may have items, and will return their item ID numbers. Since the character may have
@ -2590,7 +2594,7 @@ will return the second one, etc. Will return 0 if no such item is found.
--------------------------------------- ---------------------------------------
*getequipisequiped(<equipment slot>) *getequipisequiped(<equipment slot>{,<char_id>})
This functions will return 1 if there is an equipment placed on the specified This functions will return 1 if there is an equipment placed on the specified
equipment slot and 0 otherwise. For a list of equipment slots equipment slot and 0 otherwise. For a list of equipment slots
@ -2607,7 +2611,7 @@ see 'getequipid'. Function originally used by the refining NPCs:
--------------------------------------- ---------------------------------------
*getequipisenableref(<equipment slot>) *getequipisenableref(<equipment slot>{,<char_id>})
Will return 1 if the item equipped on the invoking character in the specified Will return 1 if the item equipped on the invoking character in the specified
equipment slot is refinable, and 0 if it isn't. For a list of equipment slots equipment slot is refinable, and 0 if it isn't. For a list of equipment slots
@ -2624,7 +2628,7 @@ see 'getequipid'.
--------------------------------------- ---------------------------------------
*getequiprefinerycnt(<equipment slot>) *getequiprefinerycnt(<equipment slot>{,<char_id>})
Returns the current number of pluses for the item in the specified equipment Returns the current number of pluses for the item in the specified equipment
slot. For a list of equipment slots see 'getequipid'. slot. For a list of equipment slots see 'getequipid'.
@ -2640,7 +2644,7 @@ this is +10:
--------------------------------------- ---------------------------------------
*getequipweaponlv(<equipment slot>) *getequipweaponlv(<equipment slot>{,<char_id>})
This function returns the weapon level for the weapon equipped in the specified This function returns the weapon level for the weapon equipped in the specified
equipment slot on the invoking character. For a list of equipment slots see equipment slot on the invoking character. For a list of equipment slots see
@ -2681,7 +2685,7 @@ Examples:
--------------------------------------- ---------------------------------------
*getequippercentrefinery(<equipment slot>) *getequippercentrefinery(<equipment slot>{,<char_id>})
This function calculates and returns the percent value chance to successfully This function calculates and returns the percent value chance to successfully
refine the item found in the specified equipment slot of the invoking character refine the item found in the specified equipment slot of the invoking character
@ -2721,7 +2725,7 @@ of possible equipment slots.
--------------------------------------- ---------------------------------------
*getinventorylist; *getinventorylist {<char_id>};
This command sets a bunch of arrays with a complete list of whatever the This command sets a bunch of arrays with a complete list of whatever the
invoking character has in their inventory, including all the data needed to invoking character has in their inventory, including all the data needed to
@ -2847,8 +2851,8 @@ It's useful for when you want to check whether an item contains cards or if it's
--------------------------------------- ---------------------------------------
*mergeitem({<item_id>}); *mergeitem({<item_id>{,<char_id>}});
*mergeitem({"<item name>"}); *mergeitem({"<item name>"{,<char_id>}});
Merge all stackable items that separated by GUID flags Merge all stackable items that separated by GUID flags
(either by flag 4 item_flag.txt or GUID in item_group). (either by flag 4 item_flag.txt or GUID in item_group).
@ -2919,7 +2923,7 @@ map ID doesn't exist.
--------------------------------------- ---------------------------------------
*getgmlevel() *getgmlevel({<char_id>})
This function will return the (GM) level associated with the player group to which This function will return the (GM) level associated with the player group to which
the invoking character belongs. If this is somehow executed from a console command, the invoking character belongs. If this is somehow executed from a console command,
@ -2932,7 +2936,7 @@ specially when talked to by GMs.
--------------------------------------- ---------------------------------------
*getgroupid() *getgroupid({<char_id>})
This function will return the group id to which the invoking player belongs. This function will return the group id to which the invoking player belongs.
@ -3214,7 +3218,7 @@ Example 2:
--------------------------------------- ---------------------------------------
*getskilllist; *getskilllist({<char_id>});
This command sets a bunch of arrays with a complete list of skills the This command sets a bunch of arrays with a complete list of skills the
invoking character has. Here's what you get: invoking character has. Here's what you get:
@ -3319,7 +3323,7 @@ Example:
--------------------------------------- ---------------------------------------
*skillpointcount() *skillpointcount({<char_id>})
Returns the total amount of skill points a character possesses (SkillPoint+SP's used in skills) Returns the total amount of skill points a character possesses (SkillPoint+SP's used in skills)
This command can be used to check the currently attached characters total amount of skill points. This command can be used to check the currently attached characters total amount of skill points.
@ -3366,6 +3370,12 @@ account ID.
--------------------------------------- ---------------------------------------
*getattachedrid();
Returns RID from running script. Script may does not have RID.
---------------------------------------
*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 This function returns 1 if the specified account is logged in and 0 if they
@ -3423,10 +3433,10 @@ things might in some cases be required.
--------------------------------------- ---------------------------------------
*checkoption(<option number>) *checkoption(<option number>{,<char_id>})
*checkoption1(<option number>) *checkoption1(<option number>{,<char_id>})
*checkoption2(<option number>) *checkoption2(<option number>{,<char_id>})
*setoption <option number>{,<flag>}; *setoption <option number>{,<flag>{,<char_id>}};
The 'setoption' series of functions check for a so-called option that is set on The 'setoption' series of functions check for a so-called option that is set on
the invoking character. 'Options' are used to store status conditions and a lot the invoking character. 'Options' are used to store status conditions and a lot
@ -3488,8 +3498,8 @@ core developer (or read the source: src/map/status.h) for the full list.
--------------------------------------- ---------------------------------------
*setcart {<type>}; *setcart {<type>{,<char_id>}};
*checkcart() *checkcart({<char_id>});
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.
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
@ -3504,8 +3514,8 @@ The accompanying function will return 1 if the invoking character has a cart
--------------------------------------- ---------------------------------------
*setfalcon {<flag>}; *setfalcon {<flag>{,<char_id>}};
*checkfalcon() *checkfalcon({<char_id>});
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.
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
@ -3520,8 +3530,8 @@ and 0 if they don't.
--------------------------------------- ---------------------------------------
*setriding {<flag>}; *setriding {<flag>{,<char_id>}};
*checkriding() *checkriding({<char_id>});
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.
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
@ -3537,8 +3547,8 @@ bird and 0 if they aren't.
--------------------------------------- ---------------------------------------
*setdragon {<color>}; *setdragon {<color>{,<char_id>}};
*checkdragon() *checkdragon({<char_id>});
The 'setdragon' function toggles mounting a dragon for the invoking character. The 'setdragon' function toggles mounting a dragon for the invoking character.
It will return 1 if successful, 0 otherwise. It will return 1 if successful, 0 otherwise.
@ -3557,8 +3567,8 @@ dragon and 0 if they aren't.
--------------------------------------- ---------------------------------------
*setmadogear {<flag>}; *setmadogear {<flag>{,<char_id>}};
*checkmadogear() *checkmadogear({<char_id>});
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.
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).
@ -3568,8 +3578,8 @@ Mado and 0 if they don't.
--------------------------------------- ---------------------------------------
*setmounting; *setmounting {<char_id>};
*ismounting() *ismounting({<char_id>});
The 'setmounting' function toggles cash mount for the invoking character. The 'setmounting' function toggles cash mount for the invoking character.
It will return 1 if successful, 0 otherwise. It will return 1 if successful, 0 otherwise.
@ -3581,7 +3591,7 @@ cash mount and 0 if they don't.
--------------------------------------- ---------------------------------------
*checkwug() *checkwug({<char_id>});
This function will return 1 if the invoking character has a This function will return 1 if the invoking character has a
warg and 0 if they don't. warg and 0 if they don't.
@ -3786,7 +3796,7 @@ be seen by anyone else.
--------------------------------------- ---------------------------------------
*dispbottom "<message>"{,<color>}; *dispbottom "<message>"{,<color>{,<char_id>}};
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
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.
--------------------------------------- ---------------------------------------
*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)) {
========================= =========================
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*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,{
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*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
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*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.
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*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.
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*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".
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*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:
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*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:
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*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".

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@ -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);