
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 !
33 lines
1.0 KiB
Plaintext
33 lines
1.0 KiB
Plaintext
//===== rAthena Script =======================================
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//= Sample: Duplicate Test
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20070915
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//===== Description: =========================================
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//= An example of how duplicate NPCs are handled:
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//= NPC variables are shared between all duplicates.
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//= Each duplicate knows its own map coordinates.
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//= Duplicates always override the source NPC's trigger area (even 0x0).
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//= 'OnInit' loads the middle Poring last, for some reason.
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//============================================================
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- script Test Script -1,1,1,{
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mes "Hi.";
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mes "My coords are "+ .map$ +", "+ .x +"/" +.y ;
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close;
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OnInit:
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getmapxy(.map$, .x, .y, 1);
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end;
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OnTouch:
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getmapxy(.map$, .x, .y, 1);
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emotion ET_SCISSOR;
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end;
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}
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prontera,150,175,4 duplicate(Test Script) Test1 909
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prontera,155,175,4 duplicate(Test Script) Test2 909,2,2
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prontera,160,175,4 duplicate(Test Script) Test3 909,3,3
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