* Fixes#3100.
* Script command getmapxy will now allow integer values for the search value.
* Deprecated UNITTYPE constants as they were replaced by BL.
* Defaulted BL_PC as the target for script command getmapxpy.
* Updated script command getunittype return value to return BL constants.
* Updated scripts to new BL constants.
Thanks to @pajodex's suggestion and @Lemongrass3110!
Banquet for Heroes ep16.1 - walkthrough conversion
* Added main quests of ep16.1 and the quests entries
*** Walther's daily quest will be enabled after quest_db refactor
* Added instances Ritual of Blessing and Room of Consciousness
* Added monsters spawn and entries on prt_prison, prt_cas and prt_q maps
* Prontera castle map changed in this ep
- Moved some NPCs from prt_castle to prt_cas
- Added warps on prt_cas
- Succession of the Prince quest is removed in ep16.1
Thanks to @admkakaroto, https://www.divine-pride.net/
@yoonjunho72, @teededung, @ecdarreola, @spinzaku and to all the contributors !
This PR change the emoticons constant name to match emoticonlist from client side.
Note: the previous emoticons names are now deprecated.
Additionnally emotion and unitemote scripts commands are being merged together to the new format
-> emotion <emotion number>{,<target>};
Where target use the target Game ID (GID) of the unit (npc, pet, character etc..).
* unitemote is now deprecated.
* Additionnally fixed incorrect variable in quests_brasilis.txt
Thanks to @aleos89 and @Lemongrass3110 !
* Moved all npc view constants into src
Source side the constants will use Gravity's naming standard(JT_*)
NPC side still supports the old names without JT_
* Moved all effect constants into src
Added check for effect validation to atcommand effect and all script commands using them
Removed the unused and broken function unit_changeviewsize from unit.c
Replaced a lot of hardcoded effect ids with their respective constants
Cleaned up the effect documentations
* Moved all hat effect constants into src
Added check for effect validation to script command hateffect
* Clean-up permanent monster spawn:
- <delay1>,<delay2>,<event> are actually optionnal field
- <event> value 0 and 1 are meaningless (actually event name with length < 4 are skipped)
* Exported monster AI constants
* Updated docs for monster size constants (already exported)
Notes:
- the default size for monster script cmd was small not medium
- monster script cmd now display a warning for size above SZ_BIG (previously SZ_ALL)
* - Fixed an issue to make <xs> and <ys> optionnals
- Updated npcs scripts
* Leftover in the docs for permanent monster spawn
* Corrected english docs. Credit to @aleos89
Added additionnal warning for xs / ys negative input. Credit @Lemongrass3110
Thanks to @cydh for the idea
While refactoring those events the following other changes were made:
Introducing OnInstanceDestroy event. This event can be used to hook script code right in front of the instance destruction. This can be useful if you have any stored references to an instance id for example.
The script command cmdothernpc will now check if the target event exists and report failures. Therefore it now returns true or false.
All agit(FE,SE,TE) start and end commands from atcommand and script commands have been merged in their respective guild function which now returns a bool value of true for successful actions and false if it did not succeed(if the specific WoE was [not] running).
All global triggered events with mapserver status output now call the same function and therefore have the same mapserver output(including their respective event name of course).
Renamed a few events in the script configuration to match the other names
Added constants for months and weekdays
Additionally added constants for gettime types to make it easier to read.
Replaced all existing usages I found with their proper new syntax or better fitting functions.
* Added parameters for `savepoint are range for `x` and `y` for random savepoint coordinates.
* Added documentation for new savepoint params. Credits to @aleos89
* Updated savepoint on script to follow official behaviour (random save in 3x3). All credits to @Atemo
* Replaced hardcoded gender codes in source
Introduced a new constant for the account based gender and replaced all hardcoded gender references to code 99 with it.
* Replaced hardcoded gender codes in npcs
Exported the gender constants into the script engine and replaced all usages with references to the constants instead of expecting a value behind them.
* Corrected a typo
Thanks to Machiezmo from Discord.
* Fixed an inverted gender logic
Thanks to @secretdataz