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5 Commits

Author SHA1 Message Date
Atemo
d9ee37d5ec Removed extra script_reportdata 2023-05-25 17:36:58 +02:00
Atemo
0bcc1f66b3 Small correction 2023-05-25 17:08:21 +02:00
Atemo
b0456b0e73 Clean-up 2023-05-24 21:54:01 +02:00
Atemo
b5413b0997 Removed SCRIPT_CMD_END
Terminate the script when SCRIPT_CMD_FAILURE is returned
2023-05-16 17:13:26 +02:00
Atemo
9c21d3af04 Clean-up script.cpp
* Introduced SCRIPT_CMD_END which display an error and put the script state to end
2023-05-10 21:49:15 +02:00
3 changed files with 797 additions and 1151 deletions

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@ -4446,7 +4446,6 @@ you have maximum. Like 'heal', this will not call up any animations or effects.
*recovery <type>{,<option>,<revive_flag>{,<map name>}};
This command will revive and fully restore the HP/SP of the selected characters.
It returns 1 upon successful use.
<type> is the target, and determines the <option> parameter:
0: Player -> Character ID number
@ -6484,8 +6483,7 @@ the invoking character. Example can be found in the wedding script.
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
current SVN, which prevents the cases of multi-spouse problems). It will return
1 upon success or 0 if the character was not married at all.
current SVN, which prevents the cases of multi-spouse problems).
This function will also destroy both wedding rings and send a message to both
players, telling them they are now divorced.
@ -7070,9 +7068,6 @@ the invoking NPC's actions, such as using an emotion or talking.
Whichever of the both NPCs is talked to, both will show a random emotion at the
same time.
As of r16564, command now returns 1 or 0 on success and failure.
A debug message also shows on the console when no events are triggered.
---------------------------------------
*cmdothernpc "<npc name>","<command>";
@ -7080,8 +7075,6 @@ A debug message also shows on the console when no events are triggered.
This is simply "donpcevent <npc name>::OnCommand<command>".
It is an approximation of official server script language's 'cmdothernpc'.
Returns true if the command was executed on the other NPC successfully, false if not.
---------------------------------------
*npctalk "<message>"{,"<NPC name>",<flag>{,<color>}};

File diff suppressed because it is too large Load Diff

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@ -134,7 +134,7 @@
enum script_cmd_result {
SCRIPT_CMD_SUCCESS = 0, ///when a buildin cmd was correctly done
SCRIPT_CMD_FAILURE = 1, ///when an errors appear in cmd, show_debug will follow
SCRIPT_CMD_FAILURE = 1, ///when an errors appear in cmd, show_debug will follow and the script terminate
};
#define SCRIPT_BLOCK_SIZE 512