Announce Accept Char id (#4203)
Adjusted script command announce to accept charID * Fixes #3901. * Script command announce will now accept a character ID to display locally. Thanks to @sader1992! Co-authored-by: Atemo <Atemo@users.noreply.github.com> Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
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@ -6814,7 +6814,7 @@ as soon as the progress bar activates.
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//
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//
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---------------------------------------
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---------------------------------------
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*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
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*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>{,<char_id>}}}}}};
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This command will broadcast a message to all or most players, similar to
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This command will broadcast a message to all or most players, similar to
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@kami/@kamib GM commands.
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@kami/@kamib GM commands.
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@ -6830,11 +6830,12 @@ Target flags:
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- bc_all: Broadcast message is sent server-wide (default).
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- bc_all: Broadcast message is sent server-wide (default).
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- bc_map: Message is sent to everyone in the same map as the source of the broadcast (see below).
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- bc_map: Message is sent to everyone in the same map as the source of the broadcast (see below).
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- bc_area: Message is sent to players in the vicinity of the source.
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- bc_area: Message is sent to players in the vicinity of the source.
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- bc_self: Message is sent only to current player.
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- bc_self: Message is sent only to current player , if the source flag is bc_pc it also can
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be used to send the Message to the character id if it's provided.
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You cannot use more than one target flag.
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You cannot use more than one target flag.
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Source flags:
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Source flags:
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- bc_pc: Broadcast source is the attached player (default).
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- bc_pc: Broadcast source is the attached player or the character id if it's provided (default).
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- bc_npc: Broadcast source is the NPC, not the player attached to the script
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- bc_npc: Broadcast source is the NPC, not the player attached to the script
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(useful when a player is not attached or the message should be sent to those
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(useful when a player is not attached or the message should be sent to those
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nearby the NPC).
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nearby the NPC).
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@ -6871,6 +6872,9 @@ but it can be used instead in NPCs to "preview" an announce.
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// This will be shown on everyones screen that is in sight of the NPC.
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// This will be shown on everyones screen that is in sight of the NPC.
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announce "This is my message just for you people here",bc_npc|bc_area;
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announce "This is my message just for you people here",bc_npc|bc_area;
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// This will be a private message to the player with character id 150000
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announce "This is my message just for char id 150000",bc_self,0xFFF618,FW_NORMAL,12,0,0,150000;
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---------------------------------------
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---------------------------------------
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*mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
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*mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
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@ -11162,7 +11162,7 @@ BUILDIN_FUNC(announce)
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}else{
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}else{
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struct map_session_data* sd;
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struct map_session_data* sd;
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if( script_rid2sd(sd) )
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if(script_charid2sd(9, sd))
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bl = &sd->bl;
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bl = &sd->bl;
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else
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else
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bl = NULL;
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bl = NULL;
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@ -24705,7 +24705,7 @@ struct script_function buildin_func[] = {
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BUILDIN_DEF(attachnpctimer,"?"), // attached the player id to the npc timer [Celest]
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BUILDIN_DEF(attachnpctimer,"?"), // attached the player id to the npc timer [Celest]
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BUILDIN_DEF(detachnpctimer,"?"), // detached the player id from the npc timer [Celest]
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BUILDIN_DEF(detachnpctimer,"?"), // detached the player id from the npc timer [Celest]
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BUILDIN_DEF(playerattached,""), // returns id of the current attached player. [Skotlex]
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BUILDIN_DEF(playerattached,""), // returns id of the current attached player. [Skotlex]
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BUILDIN_DEF(announce,"si?????"),
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BUILDIN_DEF(announce,"si??????"),
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BUILDIN_DEF(mapannounce,"ssi?????"),
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BUILDIN_DEF(mapannounce,"ssi?????"),
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BUILDIN_DEF(areaannounce,"siiiisi?????"),
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BUILDIN_DEF(areaannounce,"siiiisi?????"),
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BUILDIN_DEF(getusers,"i"),
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BUILDIN_DEF(getusers,"i"),
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