
on over time. [erKURITA] - Fitted the many lines into 1 or 2, and corrected some typos on most of the npc\guides. Visual update to the guards, for short. [erKURITA] - Added some info to the docs.[erKURITA] - Added "case" npcs of lighthalzen, they're the first on npc/cities/? Mostly guards. [erKURITA] git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6025 54d463be-8e91-2dee-dedb-b68131a5f0ec
150 lines
4.9 KiB
Plaintext
150 lines
4.9 KiB
Plaintext
---> PC Command List
|
|
------> Here's a list of PC commands and what they do.
|
|
|
|
+ PCCommand: PCLoginEvent
|
|
+ Code by: (davidsiaw)
|
|
+ How it works:
|
|
When a player logs in, the NPC will run as if he just clicked it. Which means
|
|
if the script is like this:
|
|
|
|
+ Sample:
|
|
prontera.gat,0,0,0 script PCLoginEvent -1,{
|
|
mes "lmao";
|
|
close;
|
|
}
|
|
|
|
+ Explaination:
|
|
every player who logs in will recieve a message 'lmao' in their face as soon
|
|
as they can see the map.
|
|
|
|
+ Note:
|
|
1) This NPC will only run if its name is 'PCLoginEvent'
|
|
2) I made it invisible because you don't need to see it. Its an abstract NPC
|
|
3) If you don't want it, simply delete it
|
|
4) If you have more than one PCLoginEvent NPC, strange things will happen.
|
|
5) You can put this script in ANY file.
|
|
6) I put an end; there because that just makes it do nothing.
|
|
7) Modify this script to your liking and give your players a surprise
|
|
8) Remember: IT RUNS LIKE A NORMAL NPC. BUT THE ONLY WAY TO 'CLICK' IT IS BY
|
|
LOGGING ON
|
|
9) There are 2 ways to use this - check the examples below!
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
+ PCCommand: PcBaseUpEvent
|
|
+ Code by: lordalfa
|
|
+ How it works:
|
|
When a player Base level increases, the NPC will run as if he just clicked it. Which means
|
|
if the script is like this:
|
|
|
|
+ Sample:
|
|
- Script PCBaseUpEvent -1,{
|
|
mes "zomfg....";
|
|
close;
|
|
}
|
|
|
|
+ Explaination:
|
|
whenever a player level ups his/her base level, the words zomfg will pop up
|
|
in his face.
|
|
|
|
+ Note:
|
|
1) This script runs every moment the player gains a level. It is adviced if
|
|
you want to repeatedly use this script, to use a sort of filter.
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
+ PCCommand: NPCKillEvent
|
|
+ Code by: lordalfa
|
|
+ How it works:
|
|
When a player kills a monster, the NPC will run as if he just clicked it. Which means
|
|
if the script is like this:
|
|
|
|
+ Sample:
|
|
- script NPCKillEvent -1,{
|
|
mes "Holy shit";
|
|
close;
|
|
}
|
|
|
|
+ Explaination:
|
|
whenever a player kills a monster on the map, the words "Holy Shit" will appear
|
|
on the guy's face.
|
|
|
|
+ Note:
|
|
1) This script runs everytime a player kills a monster It is adviced if
|
|
you want to repeatedly use this script, to use a sort of filter.
|
|
2) The var "KilledRid" is set on the killer, this can be used in
|
|
strmobinfo to find out info about the Monster that was killed
|
|
-----------------------------------------------------------------------------
|
|
|
|
+ PCCommand: PCLoadMapEvent
|
|
+ Code by: zbuffer aka Lance
|
|
+ How it works:
|
|
When a player logs in on the map, the NPC will run as if he just clicked it. Which means
|
|
if the script is like this:
|
|
|
|
+ Sample:
|
|
prontera.gat,159,192,2 script PCLoadMapEvent 101,{
|
|
mes "Holy shit";
|
|
close;
|
|
}
|
|
|
|
----or--->
|
|
|
|
OnPCLoadMapEvent:
|
|
announce " " strcharinfo(0) + " has changed map!", 16;
|
|
end;
|
|
|
|
+ Note:
|
|
1) The first event command would make the npc trigger if the player goes on the map.
|
|
2) The second one would make the trigger work on all maps reguardless of script definations.
|
|
3) It is not recommended to use the second one as it is not optimised and will cause
|
|
unessecery lag.
|
|
1) And as usual... This script runs everytime a player kills a monster It is adviced if
|
|
you want to repeatedly use this script, to use a sort of filter.
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
+ PCCommand: PCDieEvent
|
|
+ Code by: Unknown
|
|
+ How it works:
|
|
When a player dies, the event will be run as if a npc were clicked. The RID of the person killed
|
|
will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map.
|
|
Notice that this event is server-wide if used as a floating npc, so if you try running it for
|
|
more than one map, and want to make a single npc, you'll have to use some sort of filter, which
|
|
can be getmapxy, something like this:
|
|
|
|
- script PCDieEvent -1,{
|
|
if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish;
|
|
if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") {
|
|
killmonster "valkyrie.gat","All";
|
|
announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033;
|
|
if (killtest != 0) enablenpc "Outern Voices";
|
|
if (killedonce == 1) end;
|
|
set killedonce,1;
|
|
} else
|
|
end;
|
|
|
|
L_Finish:
|
|
end;
|
|
}
|
|
|
|
----or---->
|
|
|
|
OnPCDieEvent:
|
|
if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish;
|
|
if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") {
|
|
killmonster "valkyrie.gat","All";
|
|
announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033;
|
|
if (killtest != 0) enablenpc "Outern Voices";
|
|
if (killedonce == 1) end;
|
|
set killedonce,1;
|
|
} else
|
|
end;
|
|
|
|
L_Finish:
|
|
end;
|
|
|
|
We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the
|
|
map. We could also use the command to find if the player died inside a wished area.
|
|
|
|
----------------------------------------------------------------------------- |