Added notes about block comments to script_commands.txt.
Also, changed all occurrences of 'eAthena' to 'rAthena'. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15024 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1,7 +1,7 @@
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//===== Athena Doc ========================================
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//= eAthena Script Commands
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//= rAthena Script Commands
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//===== Description =======================================
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//= A reference manual for the eAthena scripting language.
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//= A reference manual for the rAthena scripting language.
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//= Commands are sorted depending on their functionality.
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//===== Version ===========================================
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//= 3.45.20110709
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@ -186,7 +186,7 @@
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//=========================================================
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This document is a reference manual for all the scripting commands and functions
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available in current eAthena SVN. It is not a simple tutorial. When people tell
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available in current rAthena SVN. It is not a simple tutorial. When people tell
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you to "Read The F***ing Manual", they mean this.
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The information was mostly acquired through looking up how things actually work
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@ -272,6 +272,19 @@ Whenever '//' is encountered in a line upon reading, everything beyond this on
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that line is considered to be a comment and is ignored. This works wherever you
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place it.
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// This line will be ignored when processing the script.
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Block comments can also be used, where you can place /* and */ between any text you
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wish rAthena to ignore.
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Example:
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/* This text,
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* no matter which new line you start
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* is ignored, until the following
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* symbol is encountered: */
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The asterisks (*) in front of each line is a personal preference, and is not required.
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Upon loading all the files, the server will execute all the top-level commands
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in them. No variables exist yet at this point, no commands can be called other
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than those given in this section. These commands set up the basic server script
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@ -315,7 +328,7 @@ Monster name is the name the monsters will have on screen, and has no relation
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whatsoever to their names anywhere else. It's the mob id that counts, which
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identifies monster record in 'mob_db.txt' database of monsters. If the mob name
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is given as "--ja--", the 'japanese name' field from the monster database is
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used, (which, in eAthena, actually contains an english name) if it's "--en--",
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used, (which, in rAthena, actually contains an english name) if it's "--en--",
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it's the 'english name' from the monster database (which contains an uppercase
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name used to summon the monster with a GM command).
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@ -576,7 +589,7 @@ Variables
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The meat of every programming language is variables - places where you store
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data.
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In the eAthena scripting language, variable names are not case sensitive.
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In the rAthena scripting language, variable names are not case sensitive.
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Variables are divided into and uniquely identified by the combination of:
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prefix - determines the scope and extent (or lifetime) of the variable
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@ -716,7 +729,7 @@ To include symbol '"' in a string you should use prefix '\"'
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Arrays
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------
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Arrays (in eAthena at least) are essentially a set of variables going under the
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Arrays (in rAthena at least) are essentially a set of variables going under the
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same name. You can tell between the specific variables of an array with an
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'array index', a number of a variable in that array:
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@ -863,7 +876,7 @@ Logical bitwise operators work only on numbers, and they are the following:
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| - Or.
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The bitwise operator AND (&) is used to test two values against each other,
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and results in setting bits which are active in both arguments. This can
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be used for a few things, but in eAthena this operator is usually used to
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be used for a few things, but in rAthena this operator is usually used to
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create bit-masks in scripts.
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The bitwise operator OR (|)sets to 1 a binary position if the binary position
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@ -2498,7 +2511,7 @@ See 'getequipid' for a full list of valid equipment slots.
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*getitemname(<item id>)
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Given the database ID number of an item, this function will return the text
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stored in the 'japanese name' field (which, in eAthena, stores an english name
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stored in the 'japanese name' field (which, in rAthena, stores an english name
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the players would normally see on screen.)
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---------------------------------------
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@ -2881,7 +2894,7 @@ http://www.delorie.com/gnu/docs/glibc/libc_437.html
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All the format characters given in there should properly work.
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Max length is the maximum length of a time string to generate.
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The example given in eAthena sample scripts works like this:
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The example given in rAthena sample scripts works like this:
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mes gettimestr("%Y-%m/%d %H:%M:%S",21);
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@ -3998,7 +4011,7 @@ sprites, which is essential for making custom headgear.
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Since a lot of people have different palettes for hair and clothes, it's
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impossible to tell you what all the color numbers are. If you want a serious
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example, there is a Stylist script inside the default eAthena installation that
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example, there is a Stylist script inside the default rAthena installation that
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you can look at, this may help you create a Stylist of your own:
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'custom\dye.txt'
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@ -5680,7 +5693,7 @@ hold information about the name id (item id) sold and the amount sold of it. Sam
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goes for the OnSellItem label, only the variables are named different
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(@sold_nameid, @sold_quantity, @sold_refine, @sold_attribute, @sold_identify,
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@sold_card1, @sold_card2, @sold_card3, @sold_card4). An example on a shop comes
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with eAthena, and can be found in the doc/sample/npc_dynamic_shop.txt file.
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with rAthena, and can be found in the doc/sample/npc_dynamic_shop.txt file.
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This example shows how to use the labels and their set variables to create a dynamic shop.
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@ -5814,7 +5827,7 @@ characters are present in the room to mess up the script.
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The 'enablearena'/'disablearena' commands are just aliases with no parameter.
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These are supposedly left here for compatibility with official server scripts,
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but no eathena script uses these at the moment.
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but no rAthena script uses these at the moment.
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---------------------------------------
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