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9181 lines
322 KiB
Text
9181 lines
322 KiB
Text
//===== Hercules Documentation ===============================
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//= Hercules Script Commands
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//===== By: ==================================================
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//= Hercules Dev Team
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//===== Description: =========================================
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//= A reference manual for the Hercules scripting language.
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//= Commands are sorted depending on their functionality.
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//============================================================
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This document is a reference manual for all the scripting commands and
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functions available in current Hercules GIT. It is not a simple tutorial.
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When people tell you to "Read The F***ing Manual", they mean this.
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The information was mostly acquired through looking up how things actually
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work in the source code of the server, which was written by many people
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over time, and lots of them don't speak English and never left any notes -
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or are otherwise not available for comments. As such, anything written in
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here might not be correct, it is only correct to the best of our
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knowledge, which is limited.
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This is not a place to teach you basic programming. This document will not
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teach you basic programming by itself. It's more of a reference for those
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who have at least a vague idea of what they want to do and want to know
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what tools they have available to do it. We've tried to keep it as simple
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as feasible, but if you don't understand it, getting a clear book on
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programming in general will help better than yelling around the forum for
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help.
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A little learning never caused anyone's head to explode.
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Structure
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---------
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The commands and functions are listed in no particular order:
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*Name of the command and how to call it.
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Descriptive text
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Small example if possible. Will usually be incomplete, it's there just
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to give you an idea of how it works in practice.
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To find a specific command, use Ctrl+F, (or whatever keys call up a search
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function in whatever you're reading this with) put an * followed by the
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command name, and it should find the command description for you.
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If you find anything omitted, please tell us. :)
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Syntax
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------
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Throughout this document, wherever a command wants an argument, it is
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given in <angle brackets>. This doesn't mean you should type the angle
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brackets. :) If an argument of a command is optional, it is given in
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{curly brackets}. You've doubtlessly seen this convention somewhere, if
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you didn't, get used to it, that's how big boys do it. If a command can
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optionally take an unspecified number of arguments, you'll see a list like
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this:
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command <argument>{,<argument>...<argument>}
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This still means they will want to be separated by commas.
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Where a command wants a string, it will be given in "quotes", if it's a
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number, it will be given without them. Normally, you can put an
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expression, like a bunch of functions or operators returning a value, in
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(round brackets) instead of most numbers. Round brackets will not always
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be required, but they're often a good idea.
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Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'.
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Script loading structure
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------------------------
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Scripts are loaded by the map server as referenced in the
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'conf/map-server.conf' configuration file, but in the default
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configuration, it doesn't load any script files itself. Instead, it loads
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the file 'npc/scripts_main.conf' which itself contains references to other
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files. The actual scripts are loaded from txt files, which are linked up
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like this:
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npc: <path to a filename>
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Any line like this, invoked, ultimately, by 'map-server.conf' will load up
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the script contained in this file, which will make the script available.
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No file will get loaded twice, to prevent possible errors.
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Another configuration file option of relevance is:
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delnpc: <path to a filename>
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This will unload a specified script filename from memory, which, while
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seemingly useless, may sometimes be required.
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Whenever '//' is encountered in a line upon reading, everything beyond
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this on that line is considered to be a comment and is ignored. This works
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wherever you place it.
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// This line will be ignored when processing the script.
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Block comments can also be used, where you can place /* and */ between any
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text you wish Hercules to ignore.
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Example:
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/* This text,
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* no matter which new line you start
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* is ignored, until the following
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* symbol is encountered: */
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The asterisks (*) in front of each line is a personal preference, and is
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not required.
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Upon loading all the files, the server will execute all the top-level
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commands in them. No variables exist yet at this point, no commands can be
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called other than those given in this section. These commands set up the
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basic server script structure - create NPC objects, spawn monster objects,
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set map flags, etc. No code is actually executed at this point except
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them. The top-level commands the scripting are pretty confusing, since
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they aren't structured like you would expect commands, command name first,
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but rather, normally start with a map name.
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What's more confusing about the top-level commands is that most of them
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use a tab symbol to divide their arguments.
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To prevent problems and confusion, the tab symbols are written as '%TAB%'
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or '<TAB>' throughout this document, even though this makes the text a bit
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less readable. Using an invisible symbol to denote arguments is one of the
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bad things about this language, but we're stuck with it for now. :)
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Here is a list of valid top-level commands:
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** Set a map flag:
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<map name>%TAB%mapflag%TAB%<flag>
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This will, upon loading, set a specified map flag on a map you like. These
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are normally in files inside 'npc/mapflag' and are loaded first, so by the
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time the server's up, all the maps have the flags they should have. Map
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flags determine the behavior of the map regarding various common problems,
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for a better explanation, see 'setmapflag'.
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** Create a permanent monster spawn:
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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}
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Map name is the name of the map the monsters will spawn on. X,Y are the
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coordinates where the mob should spawn. If X's and Y's are non-zero, they
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specify the 'radius' of a spawn-rectangle area centered at x,y. Putting
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zeros instead of these coordinates will spawn the monsters randomly. Note
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this is only the initial spawn zone, as mobs random-walk, they are free to
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move away from their specified spawn region.
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Monster name is the name the monsters will have on screen, and has no
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relation whatsoever to their names anywhere else. It's the mob id that
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counts, which identifies monster record in 'mob_db.txt' database of
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monsters. If the mob name is given as "--ja--", the 'japanese name' field
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from the monster database is used, (which, in Hercules, actually contains
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an English name) if it's "--en--", it's the 'english name' from the
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monster database (which contains an uppercase name used to summon the
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monster with a GM command).
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Amount is the amount of monsters that will be spawned when this command is
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executed, it is affected by spawn rates in 'battle.conf'.
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Delay1 and delay2 control monster respawn delays - the first one is the
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fixed base respawn time, and the second is random variance on top of the
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base time. Both values are given in milliseconds (1000 = 1 second). Note
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that the server also enforces a minimum respawn delay of 5 seconds.
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You can specify a custom level to use for the mob different from the one
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of the database by adjoining the level after the name with a comma. eg:
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"Poring,50" for a name will spawn a monster with name Poring and level 50.
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Event is a script event to be executed when the mob is killed. The event
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must be in the form "NPCName::OnEventName" to execute, and the event name
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label should start with "On". As with all events, if the NPC is an
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on-touch NPC, the player who triggers the script must be within 'trigger'
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range for the event to work.
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There are two optional fields for monster size and AI. Size can be 0
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(medium), 1 (small), or 2 (big). AI can be 0 (default), 1
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(attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou).
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Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be
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detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214).
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** NPC names
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/!\ WARNING: this applies to warps, NPCs, duplicates and shops /!\
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NPC names are kinda special and are formatted this way:
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<Display name>{::<Unique name>}
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All NPCs need to have a unique name that is used for identification
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purposes. When you have to identify a NPC by it's name, you should use
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<Unique name>. If <Unique name> is not provided, use <Display name>
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instead.
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The client has a special feature when displaying names: if the display
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name contains a '#' character, it hides that part of the name.
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Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'
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<Display name> must be at most 24 characters in length.
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<Unique name> must be at most 24 characters in length.
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** Define a warp point
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<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>
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This will define a warp NPC that will warp a player between maps, and
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while most arguments of that are obvious, some deserve special mention.
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SpanX and SpanY will make the warp sensitive to a character who didn't
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step directly on it, but walked into a zone which is centered on the warp
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from coordinates and is SpanX in each direction across the X axis and
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SpanY in each direction across the Y axis.
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Warp NPC objects also have a name, because you can use it to refer to them
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later with 'enablenpc'/'disablenpc'.
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Facing of a warp object is irrelevant, it is not used in the code and all
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current scripts have a zero in there.
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** Define an NPC object.
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<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<code>}
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<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>,{<code>}
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This will place an NPC object on a specified map at the specified
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location, and is a top-level command you will use the most in your custom
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scripting. The NPCs are triggered by clicking on them, and/or by walking
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in their trigger area, if defined. See that below.
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Facing is a direction the NPC sprite will face in. Not all NPC sprites
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have different images depending on the direction you look from, so for
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some facing will be meaningless. Facings are counted counterclockwise in
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increments of 45 degrees, where 0 means facing towards the top of the map.
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(So to turn the sprite towards the bottom of the map, you use facing 4,
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and to make it look southeast it's facing 5.)
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Sprite is the sprite identifier used to display this particular NPC. For a
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full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as
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well as db/constants.conf.
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You may also use a monster's ID constant instead to display a monster sprite
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for this NPC, in npcs that have view ids of mobs it's encouraged to use
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OnTouch events with a 2,2 range and with an 'end' after the header to avoid
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bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job
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sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt',
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a full description on how to do this is not in the scope of this manual.
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A 'FAKE_NPC' sprite will make the NPC invisible (and unclickable).
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A 'HIDDEN_NPC' sprite will make an NPC which does not have a sprite, but is
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still clickable, which is useful if you want to make a clickable object of
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the 3D terrain.
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TriggerX and triggerY, if given, will define an area, centered on NPC and
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spanning triggerX cells in every direction across X and triggerY in every
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direction across Y. Walking into that area will trigger the NPC. If no
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'OnTouch:' special label is present in the NPC code, the execution will
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start from the beginning of the script, otherwise, it will start from the
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'OnTouch:' label. Monsters can also trigger the NPC, though the label
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'OnTouchNPC:' is used in this case. If player left area npc will called
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if present label 'OnUnTouch'.
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The code part is the script code that will execute whenever the NPC is
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triggered. It may contain commands and function calls, descriptions of
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which compose most of this document. It has to be in curly brackets,
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unlike elsewhere where we use curly brackets, these do NOT signify an
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optional parameter.
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** Define a 'floating' NPC object.
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-%TAB%script%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>}
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This will define an NPC object not triggerable by normal means. This would
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normally mean it's pointless since it can't do anything, but there are
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exceptions, mostly related to running scripts at specified time, which is
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what these floating NPC objects are for. More on that below.
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** Define a shop/cashshop NPC.
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-%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
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<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
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This will define a shop NPC, which, when triggered (which can only be done
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by clicking) will cause a shop window to come up. No code whatsoever runs
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in shop NPCs and you can't change the prices otherwise than by editing the
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script itself (no variables even exist at this point of scripting, so
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don't even bother trying to use them).
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The item id is the number of item in the 'item_db.txt' database. If Price
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is set to -1, the 'buy price' given in the item database will be used.
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Otherwise, the price you gave will be used for this item, which is how you
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create differing prices for items in different shops.
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You can alternatively use "cashshop" in place of "shop" to use the Cash
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Shop interface, allowing you to buy items with special points (Currently
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stored as account vars in #CASHPOINTS and #KAFRAPOINTS). This
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type of shop will not allow you to sell items at it, you may only purchase
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items here. The layout used to define sale items still count, and
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"<price>" refers to how many points will be spent purchasing the them.
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** Define a trader NPC
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<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>}
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-%TAB%trader%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>}
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All the standards that are valid to script objects are also valid for trader objects
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(see ** Define an NPC object for more information).
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This will define a trader NPC, which can cause a shop, cashshop or market window
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to come up when clicked or called by other means. Unlike shop/cashshop NPCs this
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type will run a code and can change the items that are being sold over time without
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other NPC objects.
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The types that a trader object can have are the following:
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- NST_ZENY (0) Normal Zeny Shop (shop)
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- NST_CASH (1) Normal Cash Shop (cashshop)
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- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability
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and need to be refurbished)
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- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
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Unless otherwise specified via *tradertype an trader object will be defined as
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NST_ZENY.
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Note: NST_MARKET is only available with PACKETVER 20131223 or newer.
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See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for
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more information regarding how to use this NPC type.
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** Define an warp/shop/cashshop/NPC duplicate.
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warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
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shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
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shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
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npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
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npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
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This will duplicate an warp/shop/cashshop/NPC referred to by 'label'.
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Warp duplicates inherit the target location.
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Shop/cashshop duplicates inherit the item list.
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NPC duplicates inherit the script code.
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The rest (name, location, facing, sprite, span/trigger area) is
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obtained from the definition of the duplicate (not inherited).
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** Define a function object
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function%TAB%script%TAB%<function name>%TAB%{<code>}
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This will define a function object, callable with the 'callfunc' command
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(see below). This object will load on every map server separately, so you
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can get at it from anywhere. It's not possible to call the code in this
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object by anything other than the 'callfunc' script command.
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The code part is the script code that will execute whenever the function
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is called with 'callfunc'. It has to be in curly brackets, unlike
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elsewhere where we use curly brackets, these do NOT signify an optional
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parameter.
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Once an object is defined which has a 'code' field to it's definition, it
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contains script commands which can actually be triggered and executed.
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~ RID? GID? ~
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What a RID is and why do you need to know
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-----------------------------------------
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Most scripting commands and functions will want to request data about a
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character, store variables referenced to that character, send stuff to the
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client connected to that specific character. Whenever a script is invoked
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by a character, it is passed a so-called RID - this is the account ID
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number of a character that caused the code to execute by clicking on it,
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walking into it's OnTouch zone, or otherwise.
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If you are only writing common NPCs, you don't need to bother with it.
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However, if you use functions, if you use timers, if you use clock-based
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script activation, you need to be aware of all cases when a script
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execution can be triggered without a RID attached. This will make a lot of
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commands and functions unusable, since they want data from a specific
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character, want to send stuff to a specific client, want to store
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variables specific to that character, and they would not know what
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character to work on if there's no RID.
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Unless you use 'attachrid' to explicitly attach a character to the script
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first (see player-related commands).
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Whenever we say 'invoking character', we mean 'the character who's RID is
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attached to the running script. The script function "playerattached" can
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be used to check which is the currently attached player to the script (it
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will return 0 if the there is no player attached or the attached player no
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longer is logged on to the map-server).
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But what about GID?
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--- ---- ----- ----
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GID stands for the Game ID of something, this can either be the GID of a
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mob obtained through the monster script command (if only summoned one),
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the GID of a NPC obtained through the getnpcid script command or the
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account ID of a character (same as its RID). Another way would be to right
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click on a mob, NPC or char as GM sprited char to view its GID.
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Item and pet scripts
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--------------------
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Each item in the item database has three special fields - Script,
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OnEquip_Script and OnUnequip_Script. The first is script code run every
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time a character equips the item, with the RID of the equipping character.
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Every time they unequip an item, all temporary bonuses given by the script
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commands are cleared, and all the scripts are executed once again to
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rebuild them. This also happens in several other situations (like upon
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login) but the full list is currently unknown.
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OnEquip_Script is a piece of script code run whenever the item is used by
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a character by double-clicking on it. OnUnequip_Script runs whenever the
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equipment is unequipped by a character.
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Not all script commands work properly in the item scripts. Where commands
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and functions are known to be meant specifically for use in item scripts,
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they are described as such.
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Every pet in the pet database has a PetScript field, which determines pet
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behavior. It is invoked wherever a pet of the specified type is spawned
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(hatched from an egg, or loaded from the char server when a character who
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had that pet following them connects). This may occur in some other
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situations as well. Don't expect anything other than commands definitely
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marked as usable in pet scripts to work in there reliably.
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Numbers
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-------
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Beside the common decimal numbers, which are nothing special whatsoever
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(though do not expect to use fractions, since ALL numbers are integer in
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this language), the script engine also handles hexadecimal numbers, which
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are otherwise identical. Writing a number like '0x<hex digits>' will make
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it recognized as a hexadecimal value. Notice that 0x10 is equal to 16.
|
|
Also notice that if you try to 'mes 0x10' it will print '16'.
|
|
|
|
Number values can't exceed the limits of an integer variable: Any number
|
|
greater than INT_MAX (2147483647) or smaller than INT_MIN (-2147483648) will
|
|
be capped to those values and will cause a warning to be reported.
|
|
|
|
Variables
|
|
---------
|
|
|
|
The meat of every programming language is variables - places where you
|
|
store data.
|
|
|
|
In Hercules scripting language, variable names are case sensitive. Even though
|
|
at the current time the script engine accepts them even with the incorrect
|
|
case, it is not advised to rely on this behavior, as it may change at any
|
|
time.
|
|
|
|
Variables are divided into and uniquely identified by the combination of:
|
|
prefix - determines the scope and extent (or lifetime) of the variable
|
|
name - an identifier consisting of '_' and alphanumeric characters
|
|
postfix - determines the type of the variable: integer or string
|
|
|
|
Scope can be:
|
|
global - global to all servers
|
|
local - local to the server
|
|
account - attached to the account of the character identified by RID
|
|
character - attached to the character identified by RID
|
|
npc - attached to the NPC
|
|
scope - attached to the scope of the instance
|
|
|
|
Extent can be:
|
|
permanent - They still exist when the server resets.
|
|
temporary - They cease to exist when the server resets.
|
|
|
|
Prefix: scope and extent
|
|
nothing - A permanent variable attached to the character, the default
|
|
variable type.
|
|
"@" - A temporary variable attached to the character.
|
|
They disappear when the character logs out.
|
|
"$" - A global permanent variable.
|
|
They are stored in database table `mapreg`.
|
|
"$@" - A global temporary variable.
|
|
They are important for scripts which are called with no RID
|
|
attached, that is, not triggered by a specific character object.
|
|
"." - A NPC variable.
|
|
They exist in the NPC and disappear when the server restarts or
|
|
the NPC is reloaded. Can be accessed from inside the NPC or by
|
|
calling 'getvariableofnpc'. Function objects can also have
|
|
.variables which are accessible from inside the function,
|
|
however 'getvariableofnpc' does NOT work on function objects.
|
|
".@" - A scope variable.
|
|
They are unique to the character, script and scope. Each script
|
|
execution has its own scope that ends when the script ends.
|
|
Calling a function with callsub/callfunc starts a new scope,
|
|
returning from the function ends it. When a scope ends, its
|
|
variables are converted to values ('return .@var;' returns a
|
|
value, not a reference).
|
|
"'" - An instance variable.
|
|
These are used with the instancing system, and are unique to
|
|
each instance.
|
|
"#" - A permanent local account variable.
|
|
"##" - A permanent global account variable stored by the login server.
|
|
The only difference you will note from normal # variables is
|
|
when you have multiple char-servers connected to the same
|
|
login-server. The # variables are unique to each char-server,
|
|
while the ## variables are shared by all these char-servers.
|
|
|
|
Postfix: integer or string
|
|
nothing - integer variable, can store positive and negative numbers, but
|
|
only whole numbers (so don't expect to do any fractional math).
|
|
'$' - string variable, can store text.
|
|
|
|
Examples:
|
|
name - permanent character integer variable
|
|
name$ - permanent character string variable
|
|
@name - temporary character integer variable
|
|
@name$ - temporary character string variable
|
|
$name - permanent global integer variable
|
|
$name$ - permanent global string variable
|
|
$@name - temporary global integer variable
|
|
$@name$ - temporary global string variable
|
|
.name - NPC integer variable
|
|
.name$ - NPC string variable
|
|
.@name - scope integer variable
|
|
.@name$ - scope string variable
|
|
'name - instance integer variable
|
|
'name$ - instance string variable
|
|
#name - permanent local account integer variable
|
|
#name$ - permanent local account string variable
|
|
##name - permanent global account integer variable
|
|
##name$ - permanent global account string variable
|
|
|
|
If a variable was never set, it is considered to equal zero for integer
|
|
variables or an empty string ("", nothing between the quotes) for string
|
|
variables. Once you set it to that, the variable is as good as forgotten
|
|
forever, and no trace remains of it even if it was stored with character
|
|
or account data. The maximum length of variable name including prefix and
|
|
suffix is 32.
|
|
|
|
Some variables are special, that is, they are already defined for you by
|
|
the scripting engine. You can see the full list somewhere in
|
|
'db/constants.conf', which is a file you should read, since it also
|
|
allows you to replace lots of numbered arguments for many commands with
|
|
easier to read text. The special variables most commonly used are all
|
|
permanent character-based variables:
|
|
|
|
Zeny - Amount of Zeny.
|
|
Hp - Current amount of hit points.
|
|
MaxHp - Maximum amount of hit points.
|
|
Sp - Current spell points.
|
|
MaxSp - Maximum amount of spell points.
|
|
StatusPoint - Amount of status points remaining.
|
|
SkillPoint - Amount of skill points remaining.
|
|
BaseLevel - Character's base level.
|
|
JobLevel - Character's job level.
|
|
BaseExp - Amount of base experience points.
|
|
JobExp - Amount of job experience points.
|
|
NextBaseExp - Amount of base experience points needed to reach next level.
|
|
NextJobExp - Amount of job experience points needed to reach next level.
|
|
Weight - Amount of weight the character currently carries.
|
|
Display as in Weight/10.
|
|
MaxWeight - Maximum weight the character can carry.
|
|
Display as in MaxWeight/10.
|
|
Sex - Character's gender (SEX_MALE or SEX_FEMALE).
|
|
Class - Character's job.
|
|
Upper - 0 if the character is normal class, 1 if advanced, 2 if baby.
|
|
BaseClass - The character's 1-1 'normal' job, regardless of Upper value.
|
|
For example, this will return Job_Acolyte for Acolyte,
|
|
Priest/Monk, High Priest/Champion, and Arch Bishop/Sura.
|
|
If the character has not reached a 1-1 class, it will return
|
|
Job_Novice.
|
|
BaseJob - The character's 'normal' job, regardless of Upper value.
|
|
For example, this will return Job_Acolyte for Acolyte,
|
|
Baby Acolyte, and High Acolyte.
|
|
Karma - The character's karma. Karma system is not fully functional,
|
|
but this doesn't mean this doesn't work at all. Not tested.
|
|
Manner - The character's manner rating. Becomes negative if the
|
|
player utters words forbidden through the use of
|
|
'manner.txt' client-side file.
|
|
|
|
While these behave as variables, do not always expect to just set them -
|
|
it is not certain whether this will work for all of them. Whenever there
|
|
is a command or a function to set something, it's usually preferable to
|
|
use that instead. The notable exception is Zeny, which you can and often
|
|
will address directly - setting it will make the character own this number
|
|
of Zeny. If you try to set Zeny to a negative number, the script will be
|
|
terminated with an error.
|
|
|
|
Assigning variables
|
|
--------- ---------
|
|
|
|
Variables can be accessed and assigned values directly without the use of
|
|
the built-in 'set' function. This means that variables can be accessed and
|
|
modified much like other programming languages.
|
|
|
|
.@x = 100;
|
|
.@x = .@y = 100;
|
|
|
|
Support for modifying variable values using 'set' is still supported (and
|
|
required to exist for this method to work) so previous scripts will
|
|
continue working. Its usage, though, is deprecated, and it should never be
|
|
used in new scripts unless there are special reasons to do so.
|
|
|
|
When assigning values, all operator methods are supported which exist in
|
|
the below 'Operators' section. For instance:
|
|
|
|
.@x += 100;
|
|
.@x -= 100;
|
|
.@x *= 2;
|
|
.@x /= 2;
|
|
.@x %= 5;
|
|
.@x >>= 2;
|
|
.@x <<= 2;
|
|
|
|
Will all work. For more information on available operators, see the
|
|
Operators section described below. All operators listed there may be
|
|
placed in-front of the '=' sign when modifying variables to perform the
|
|
action as required.
|
|
|
|
Increment and decrement operators are also provided, for your convenience.
|
|
Pre-increment and pre-decrement operators:
|
|
|
|
++.@x; // same as .@x = .@x + 1
|
|
--.@x; // same as .@x = .@x - 1
|
|
|
|
Post-increment and post-decrement operators:
|
|
|
|
.@x++; // similar to .@x = .@x + 1
|
|
.@x--; // similar to .@x = .@x - 1
|
|
|
|
The difference between pre- and post- increment/decrement operators is that,
|
|
when used in an expression, the pre- ones will be executed before evaluating
|
|
the expression, while the post- ones will be executed after. For example:
|
|
|
|
.@x = 1;
|
|
.@y = ++.@x; // After this line is executed, both .@y and .@x will be 2
|
|
.@x = 1;
|
|
.@y = .@x++; // After this line is executed, .@y will be 1, .@x will be 2
|
|
|
|
Note: The pre-increment/pre-decrement operators are, by design, faster (or at
|
|
least not slower) than their respective post- equivalent.
|
|
|
|
Note:
|
|
|
|
!! Currently the scripting engine does not support directly copying array
|
|
!! variables. In order to copy arrays between variables the use of
|
|
!! 'copyarray' function is still required.
|
|
|
|
Strings
|
|
-------
|
|
|
|
Strings are enclosed in "double quotes". To include the literal double
|
|
quote symbol (") in a string you need to escape it with a blackslash:
|
|
|
|
.@string$ = "This string contains some \"double quote\" symbols";
|
|
|
|
Arrays
|
|
------
|
|
|
|
Arrays (in Hercules at least) are essentially a set of variables going
|
|
under the same name. You can tell between the specific variables of an
|
|
array with an 'array index', a number of a variable in that array:
|
|
|
|
<variable name>[<array index>]
|
|
|
|
All variable types can be used as arrays.
|
|
|
|
Variables stored in this way, inside an array, are also called 'array
|
|
elements'. Arrays are specifically useful for storing a set of similar
|
|
data (like several item IDs for example) and then looping through it. You
|
|
can address any array variable as if it was a normal variable:
|
|
|
|
.@arrayofnumbers[0] = 1;
|
|
|
|
You can use a variable (or an expression, or even a value from an another
|
|
array) as array index:
|
|
|
|
.@x = 100;
|
|
.@arrayofnumbers[.@x] = 10;
|
|
|
|
This will make .@arrayofnumbers[100] equal to 10.
|
|
|
|
Index numbering always starts with 0 and arrays can hold over 2 billion
|
|
variables. As such, the (guaranteed) allowed values for indices are in the
|
|
range 0 ~ 2147483647.
|
|
|
|
If the array index is omitted, it defaults to zero. Writing
|
|
.@arrayofnumbers is perfectly equivalent to writing .@arrayofnumbers[0].
|
|
|
|
Arrays can naturally store strings:
|
|
|
|
.@menulines$[0] is the 0th element of the .@menulines$ array of strings.
|
|
Notice the '$', normally denoting a string variable, before the square
|
|
brackets that denotes an array index.
|
|
|
|
Variable References
|
|
-------------------
|
|
|
|
//##TODO
|
|
|
|
Hard-coded constants
|
|
--------------------
|
|
Most of the constants defined by the scripting engine can be found in
|
|
'db/constants.conf' and have the same value independently of settings
|
|
that are core related, but there are constants that can be used to
|
|
retrieve core information that's set when the server is compiled.
|
|
|
|
PACKETVER - Server packet version
|
|
MAX_LEVEL - Maximum level
|
|
MAX_STORAGE - Maximum storage items
|
|
MAX_GUILD_STORAGE - Maximum guild storage items
|
|
MAX_CART - Maximum cart items
|
|
MAX_INVENTORY - Maximum inventory items
|
|
MAX_ZENY - Maximum Zeny
|
|
MAX_BG_MEMBERS - Maximum BattleGround members
|
|
MAX_CHAT_USERS - Maximum Chat users
|
|
MAX_REFINE - Maximum Refine level
|
|
|
|
Send targets and status options are also hard-coded and can be found
|
|
in src/map/script.c::script_hardcoded_constants or in functions that
|
|
currently use them.
|
|
|
|
Operators
|
|
---------
|
|
|
|
Operators are things you can do to variables and numbers. They are either
|
|
the common mathematical operations or conditional operators:
|
|
|
|
+ - will add two numbers. If you try to add two strings, the result will
|
|
be a string glued together at the +. You can add a number to a string,
|
|
and the result will be a string. No other math operators work with
|
|
strings.
|
|
- - will subtract two numbers.
|
|
* - will multiply two numbers.
|
|
/ - will divide two numbers. Note that this is an integer division, i.e.
|
|
7/2 is not equal 3.5, it's equal 3.
|
|
% - will give you the remainder of the division. 7%2 is equal to 1.
|
|
|
|
There are also conditional operators. This has to do with the conditional
|
|
command 'if' and they are meant to return either 1 if the condition is
|
|
satisfied and 0 if it isn't. That's what they call 'boolean' variables. 0
|
|
means 'False'. Anything except the zero is 'True'. Odd as it is, -1 and -5
|
|
and anything below zero will also be True.)
|
|
|
|
You can compare numbers to each other and you compare strings to each
|
|
other, but you can not compare numbers to strings.
|
|
|
|
== - Is true if both sides are equal. For strings, it means they contain
|
|
the same value.
|
|
>= - True if the first value is equal to, or greater than, the second
|
|
value.
|
|
<= - True if the first value is equal to, or less than, the second value.
|
|
> - True if the first value greater than the second value.
|
|
< - True if the first value is less than the second value.
|
|
!= - True if the first value IS NOT equal to the second one.
|
|
~= - True if the second value (as regular expression) matches the first
|
|
value. Both values must be strings. See the script function pcre_match
|
|
for more details and advanced features.
|
|
~! - True if the second value (as regular expression) DOES NOT match the
|
|
first value. Both values must be strings. See script function pcre_match
|
|
for more details and advanced features.
|
|
|
|
Examples:
|
|
|
|
1==1 is True.
|
|
1<2 is True while 1>2 is False.
|
|
.@x>2 is True if .@x is equal to 3. But it isn't true if .@x is 2.
|
|
|
|
Only '==', '!=', '~=' and '~!' have been tested for comparing strings. Since
|
|
there's no way to code a seriously complex data structure in this language,
|
|
trying to sort strings by alphabet would be pointless anyway.
|
|
|
|
Comparisons can be stacked in the same condition:
|
|
|
|
&& - Is True if and only if BOTH sides are true.
|
|
('1==1 && 2==2' is true. '2==1 && 1==1' is false.)
|
|
|| - Is True if either side of this expression is True.
|
|
|
|
1==1 && 2==2 is True.
|
|
1==1 && 2==1 is False.
|
|
1==1 || 2==1 is True.
|
|
|
|
Logical bitwise operators work only on numbers, and they are the following:
|
|
|
|
<< - Left shift.
|
|
>> - Right shift.
|
|
Left shift moves the binary 1(s) of a number n positions to the left,
|
|
which is the same as multiplying by 2, n times.
|
|
In the other hand, Right shift moves the binary 1(s) of a number n
|
|
positions to the right, which is the same as dividing by 2, n times.
|
|
Example:
|
|
b = 2;
|
|
a = b << 3;
|
|
mes a;
|
|
a = a >> 2;
|
|
mes a;
|
|
The first mes command would display 16, which is the same as:
|
|
2 x (2 x 2 x 2) = 16.
|
|
The second mes command would display 4, which is the same as:
|
|
16 / 2 = 8; 8 / 2 = 4.
|
|
& - And.
|
|
| - Or.
|
|
The bitwise operator AND (&) is used to test two values against each
|
|
other, and results in setting bits which are active in both arguments.
|
|
This can be used for a few things, but in Hercules this operator is
|
|
usually used to create bit-masks in scripts.
|
|
|
|
The bitwise operator OR (|) sets to 1 a binary position if the binary
|
|
position of one of the numbers is 1. This way a variable can hold
|
|
several values we can check, known as bit-mask. A variable currently
|
|
can hold up to 32 bit-masks (from position 0 to position 1). This is a
|
|
cheap(skate) and easy way to avoid using arrays to store several
|
|
checks that a player can have.
|
|
|
|
A bit-mask basically is (ab)using the variables bits to set various
|
|
options in one variable. With the current limit in variables it is
|
|
possible to store 32 different options in one variable (by using the
|
|
bits on position 0 to 31).
|
|
|
|
Example(s):
|
|
- Basic example of the & operator, bit example:
|
|
10 & 2 = 2
|
|
Why? :
|
|
10 = 2^1 + 2^3 (2 + 8), so in bits, it would be 1010
|
|
2 = 2^1 (2), so in bits (same size) it would be 0010
|
|
The & (AND) operator sets bits which are active (1) in both
|
|
arguments, so in the example 1010 & 0010, only the 2^1 bit is
|
|
active (1) in both. Resulting in the bit 0010, which is 2.
|
|
- Basic example of creating and using a bit-mask:
|
|
.@options = 2|4|16; // (note: this is the same as 2+4+16, or 22)
|
|
if (.@options & 1) mes "Option 1 is activated";
|
|
if (.@options & 2) mes "Option 2 is activated";
|
|
if (.@options & 4) mes "Option 3 is activated";
|
|
if (.@options & 8) mes "Option 4 is activated";
|
|
if (.@options & 16) mes "Option 5 is activated";
|
|
This would return the messages about option 2, 3 and 5 being shown
|
|
(since we've set the 2,4 and 16 bit to 1).
|
|
^ - Xor.
|
|
The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if
|
|
both numbers have the same value in the said position. On the other
|
|
hand, it sets to 1 if they have different values in the said binary
|
|
position. This is another way of setting and unsetting bits in
|
|
bit-masks.
|
|
|
|
Example:
|
|
- First let's set the quests that are currently in progress:
|
|
inProgress = 1|8|16; // quest 1,8 and 16 are in progress
|
|
- After playing for a bit, the player starts another quest:
|
|
if( inProgress&2 == 0 ){
|
|
// this will set the bit for quest 2 (inProgress has that bit set to 0)
|
|
inProgress = inProgress^2;
|
|
mes "Quest 2: find a newbie and be helpful to him for an hour.";
|
|
close;
|
|
}
|
|
- After spending some time reading info on Xor's, the player finally
|
|
completes quest 1:
|
|
if( inProgress&1 && isComplete ) {
|
|
// this will unset the bit for quest 1 (inProgress has that bit set to 1)
|
|
inProgress = inProgress^1;
|
|
mes "Quest 1 complete!! You unlocked the secrets of the Xor dynasty, use them wisely.";
|
|
close;
|
|
}
|
|
|
|
Unary operators with only with a single number, which follows the
|
|
operator, and are the following:
|
|
|
|
- - Negation.
|
|
The sign of the number will be reversed. If the number was positive,
|
|
it will become negative and vice versa.
|
|
|
|
Example:
|
|
.@myvar = 10;
|
|
mes "Negative 10 is "+(-.@myvar);
|
|
|
|
! - Logical Not.
|
|
Reverses the boolean result of an expression. True will become false
|
|
and false will become true.
|
|
|
|
Example:
|
|
if(!callfunc("F_dosomething")) {
|
|
mes "Doing something failed.";
|
|
close;
|
|
}
|
|
|
|
~ - Bitwise Not.
|
|
Reverses each bit in a number, also known as one's complement. Cleared
|
|
bits are set, and set bits are cleared.
|
|
|
|
Example:
|
|
- Ensure, that quest 2 is disabled, while keeping all other active, if
|
|
they are.
|
|
inProgress = inProgress&(~2);
|
|
// same as set inProgress,inProgress&0xfffffffd
|
|
|
|
Ternary operators take three expressions (numbers, strings or boolean),
|
|
and are the following:
|
|
|
|
?: - Conditional operator
|
|
Very useful e.g. to replace
|
|
|
|
if (Sex == SEX_MALE)
|
|
mes "You're Male.";
|
|
else
|
|
mes "You're Female.";
|
|
|
|
clauses with simple
|
|
|
|
mes "Welcome, " + (Sex == SEX_MALE ? "Mr." : "Mrs.") + " " + strcharinfo(0);
|
|
|
|
or to replace any other simple if-else clauses. It might be worth
|
|
mentioning that ?: has low priority and has to be enclosed with
|
|
parenthesis in most (if not all) cases.
|
|
|
|
Operator Precedence and Associativity
|
|
|
|
Operator precedence and associativity work more or less like they do in
|
|
mathematics. The rules can be summarized with the following table:
|
|
|
|
Precedence | Description | Associativity
|
|
---------------------------------------------------------------------------
|
|
1 (highest) | [] Array subscripting | None
|
|
---------------------------------------------------------------------------
|
|
2 | ++ Increment | None
|
|
| -- Decrement |
|
|
---------------------------------------------------------------------------
|
|
2 | - Unary minus | Right to left
|
|
| ! Logical NOT |
|
|
| ~ Bitwise NOT (One's Complement) |
|
|
---------------------------------------------------------------------------
|
|
3 | * Multiplication | Left to right
|
|
| / Division |
|
|
| % Modulo (remainder) |
|
|
---------------------------------------------------------------------------
|
|
4 | + Addition | Left to right
|
|
| - Subtraction |
|
|
---------------------------------------------------------------------------
|
|
5 | << Bitwise left shift | Left to right
|
|
| >> Bitwise right shift |
|
|
---------------------------------------------------------------------------
|
|
6 | < Less than | Left to right
|
|
| <= Less than or equal to |
|
|
| > Greater than |
|
|
| >= Greater than or equal to |
|
|
---------------------------------------------------------------------------
|
|
7 | == Equal to | Left to right
|
|
| != Not equal to |
|
|
| ~= Regexp match |
|
|
| ~! Regexp non-match |
|
|
---------------------------------------------------------------------------
|
|
8 | & Bitwise AND | Left to right
|
|
---------------------------------------------------------------------------
|
|
9 | ^ Bitwise XOR (exclusive or) | Left to right
|
|
---------------------------------------------------------------------------
|
|
10 | | Bitwise OR (inclusive or) | Left to right
|
|
---------------------------------------------------------------------------
|
|
11 | && Logical AND | Left to right
|
|
---------------------------------------------------------------------------
|
|
12 | || Logical OR | Left to right
|
|
---------------------------------------------------------------------------
|
|
13 | ?: Ternary conditional | Right to left
|
|
---------------------------------------------------------------------------
|
|
14 | = Direct assignment | Right to left
|
|
(lowest) | += Assignment by sum |
|
|
| -= Assignment by difference |
|
|
| *= Assignment by product |
|
|
| /= Assignment by quotient |
|
|
| %= Assignment by remainder |
|
|
| <<= Assignment by bitwise left shift |
|
|
| >>= Assignment by bitwise right shift |
|
|
| &= Assignment by bitwise AND |
|
|
| ^= Assignment by bitwise XOR |
|
|
| |= Assignment by bitwise OR |
|
|
|
|
Operator precedence means some operators are evaluated before others. For
|
|
example, in 2 + 4 * 5 , the multiplication has higher precedence so 4 * 5 is
|
|
evaluated first yielding 2 + 20 == 22 and not 6 * 5 == 30 .
|
|
|
|
Operator associativity defines what happens if a sequence of the same
|
|
operators is used one after another: whether the evaluator will evaluate the
|
|
left operations first or the right. For example, in 8 - 4 - 2 , subtraction is
|
|
left associative so the expression is evaluated left to right. 8 - 4 is
|
|
evaluated first making the expression 4 - 2 == 2 and not 8 - 2 == 6 .
|
|
|
|
Labels
|
|
------
|
|
|
|
Within executable script code, some lines can be labels:
|
|
|
|
<label name>:
|
|
|
|
Labels are points of reference in your script, which can be used to route
|
|
execution with 'goto' and 'menu' commands, invoked with 'doevent', 'donpcevent'
|
|
and 'callsub' commands and are otherwise essential. A label's name may not be
|
|
longer than 23 characters. (24th is the ':'.) It may only contain alphanumeric
|
|
characters and underscore. In addition to labels you name yourself, there are
|
|
also some special labels which the script engine will start execution from if
|
|
a special event happens:
|
|
|
|
OnClock<hour><minute>:
|
|
OnMinute<minute>:
|
|
OnHour<hour>:
|
|
On<weekday><hour><minute>:
|
|
OnDay<month><day>:
|
|
|
|
This will execute when the server clock hits the specified date or time.
|
|
Hours and minutes are given in military time. ('0105' will mean 01:05 AM).
|
|
Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01
|
|
to 31. Remember the zero. :)
|
|
|
|
OnInit:
|
|
OnInterIfInit:
|
|
OnInterIfInitOnce:
|
|
|
|
OnInit will execute every time the scripts loading is complete, including
|
|
when they are reloaded with @reloadscript command. OnInterIfInit will
|
|
execute when the map server connects to a char server, OnInterIfInitOnce
|
|
will only execute once and will not execute if the map server reconnects
|
|
to the char server later. Note that all those events will be executed upon
|
|
scripts reloading.
|
|
|
|
OnAgitStart:
|
|
OnAgitEnd:
|
|
OnAgitInit:
|
|
OnAgitStart2:
|
|
OnAgitEnd2:
|
|
OnAgitInit2:
|
|
|
|
OnAgitStart will run whenever the server shifts into WoE mode, whether it
|
|
is done with @agitstart GM command or with 'AgitStart' script command.
|
|
OnAgitEnd will do likewise for the end of WoE.
|
|
|
|
OnAgitInit will run when data for all castles and all guilds that hold a
|
|
castle is received by map-server from the char-server after initial
|
|
connect.
|
|
|
|
No RID will be attached while any of the above mentioned labels are
|
|
triggered, so no character or account-based variables will be accessible,
|
|
until you attach a RID with 'attachrid' (see below).
|
|
|
|
The above also applies to, the last three labels, the only difference is
|
|
that these labels are used exclusively for WoE SE, and are called
|
|
independently.
|
|
|
|
OnInstanceInit:
|
|
|
|
This label will be executed when an instance is created and initialized through
|
|
the 'instance_init' command. It will run again if @reloadscript is used while
|
|
an instance is in progress.
|
|
|
|
OnTouch:
|
|
|
|
This label will be executed if a trigger area is defined for the NPC
|
|
object it's in. If it isn't present, the execution will start from the
|
|
beginning of the NPC code. The RID of the triggering character object will
|
|
be attached.
|
|
|
|
OnTouch_:
|
|
|
|
Similar to OnTouch, but will only run one instance. Another character is
|
|
chosen once the triggering character leaves the area.
|
|
|
|
OnUnTouch:
|
|
|
|
This label will be executed if plater leave trigger area is defined for the NPC
|
|
object it's in. If it isn't present, nothing will happend.
|
|
The RID of the triggering character object will be attached.
|
|
|
|
OnPCLoginEvent:
|
|
OnPCLogoutEvent:
|
|
OnPCBaseLvUpEvent:
|
|
OnPCJobLvUpEvent:
|
|
|
|
It's pretty obvious when these four special labels will be invoked.
|
|
|
|
OnPCDieEvent:
|
|
|
|
This special label triggers when a player dies. The variable 'killerrid'
|
|
is set to the ID of the killer.
|
|
|
|
OnPCKillEvent:
|
|
|
|
This special label triggers when a player kills another player. The
|
|
variable 'killedrid' is set to the ID of the player killed.
|
|
|
|
OnNPCKillEvent:
|
|
|
|
This special label triggers when a player kills a monster. The variable
|
|
'killedrid' is set to the Class of the monster killed.
|
|
|
|
OnPCLoadMapEvent:
|
|
|
|
This special label will trigger once a player steps in a map marked with
|
|
the 'loadevent' mapflag and attach its RID. The fact that this label
|
|
requires a mapflag for it to work is because, otherwise, it'd be
|
|
server-wide and trigger every time a player would change maps. Imagine the
|
|
server load with 1,000 players (oh the pain...)
|
|
|
|
Only the special labels which are not associated with any script command
|
|
are listed here. There are other kinds of labels which may be triggered in
|
|
a similar manner, but they are described with their associated commands.
|
|
|
|
OnCountFunds:
|
|
|
|
This special label is triggered when a player opens a trader NPC object that
|
|
is NST_CUSTOM. It is used to define different currency types to the trader via
|
|
*setcurrency. Should be used along with OnPayFunds, see /doc/sample/npc_trader_sample.txt
|
|
for more information.
|
|
|
|
OnPayFunds:
|
|
|
|
This special label is triggered when a purchase is made on a trader NPC object
|
|
that is NST_CUSTOM. Receives @price, total cost and @points, secondary input
|
|
field for cash windows. It is used to remove items that are set as currency.
|
|
Should be used along with OnCountFunds, see /doc/sample/npc_trader_sample.txt
|
|
for more information.
|
|
|
|
On<label name>:
|
|
|
|
These special labels are used with Mob scripts mostly, and script commands
|
|
that requires you to point/link a command to a mob or another NPC, giving
|
|
a label name to start from. The label name can be any of your liking, but
|
|
must be started with "On".
|
|
|
|
Example:
|
|
|
|
monster "prontera",123,42,"Poringz0rd",2341,23,"Master::OnThisMobDeath";
|
|
|
|
amatsu,13,152,4 script Master 767,{
|
|
mes "Hi there";
|
|
close;
|
|
|
|
OnThisMobDeath:
|
|
announce "Hey, "+strcharinfo(0)+" just killed a Poringz0rd!",bc_blue|bc_all;
|
|
end;
|
|
}
|
|
|
|
Each time you kill one, that announce will appear in blue to everyone.
|
|
|
|
"Global" labels
|
|
|
|
There's a catch with labels and doevent. If you call a label (using
|
|
doevent) and called label is in NPC that has trigger area, that label must
|
|
end with "Global" to work globally (i.e. if RID is outside of the trigger
|
|
area, which usually happens since otherwise there would be no point
|
|
calling the label with doevent, because OnTouch would do the job). For
|
|
further reference look for npc_event in npc.c.
|
|
|
|
Scripting commands and functions
|
|
--------------------------------
|
|
|
|
The commands and functions are listed here in no particular order. There's
|
|
a difference between commands and functions - commands leave no 'return
|
|
value' which might be used in a conditional statement, as a command
|
|
argument, or stored in a variable. Calling commands as if they were
|
|
functions will sometimes work, but is not advised, as this can lead to
|
|
some hard to track errors. Calling functions as if they were commands will
|
|
mess up the stack, so 'return' command will not return correctly after
|
|
this happens in a particular script.
|
|
|
|
All commands must end with a ';'. Actually, you may expect to have
|
|
multiple commands on one line if you properly terminate them with a ';',
|
|
but it's better if you don't, since it is not certain just whether the
|
|
scripting engine will behave nicely if you do.
|
|
|
|
Please note that command and function names are case sensitive.
|
|
|
|
-------------------------
|
|
|
|
|
|
From here on, we will have the commands sorted as followed:
|
|
|
|
1 - Basic Commands
|
|
2 - Information-Retrieving Commands
|
|
-- 2.1 - Item-Related Commands
|
|
-- 2.2 - Guild-Related Commands
|
|
3 - Checking Commands
|
|
-- 3.1 - Checking Item-Related Commands
|
|
4 - Player-Related Commands
|
|
-- 4.1 - Player Item-Related Commands
|
|
-- 4.2 - Guild-Related Commands
|
|
-- 4.3 - Marriage-Related Commands
|
|
5 - Mob / NPC Related commands
|
|
-- 5.1 - Time-Related Commands
|
|
-- 5.2 - Guild-Related Commands
|
|
6 - Other Commands
|
|
7 - Instance-Related Commands
|
|
8 - Quest Log Commands
|
|
9 - Battleground Commands
|
|
10 - Mercenary Commands
|
|
11 - Queue Commands
|
|
12 - NPC Trader Commands
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
1 - Basic Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*mes "<string>"{,"<string>"..."<string>"};
|
|
|
|
This command will displays a box on the screen for the invoking character,
|
|
if no such box is displayed already, and will print the string specified
|
|
into that box. There is normally no 'close' or 'next' button on this box,
|
|
unless you create one with 'close' or 'next', and while it's open the
|
|
player can't do much else, so it's important to create a button later. If
|
|
the string is empty, it will show up as an empty line.
|
|
|
|
mes "Text that will appear in the box";
|
|
|
|
Inside the string you may put color codes, which will alter the color of
|
|
the text printed after them. The color codes are all '^<R><G><B>' and
|
|
contain three hexadecimal numbers representing colors as if they were
|
|
HTML colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is
|
|
bright blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also
|
|
a color that is considered transparent whenever the client is drawing
|
|
windows on screen, so printing text in that color will have kind of a
|
|
weird effect. You may also use C_ constants accompany with "F_MesColor"
|
|
function for the color effect, see the full list of the available ones
|
|
in 'db/constants.conf'
|
|
under 'C_'. Once you've set a text's color to something, you have to set
|
|
it back to black unless you want all the rest of the text be in that color:
|
|
|
|
mes "This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so.";
|
|
mes callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE";
|
|
|
|
Notice that the text coloring is handled purely by the client. If you use
|
|
non-English characters, the color codes might get screwed if they stick to
|
|
letters with no intervening space. Separating them with spaces from the
|
|
letters on either side solves the problem.
|
|
|
|
To display multiple lines of message while only using a single mes;
|
|
command, use the script command in the following format:
|
|
|
|
mes "Line 1", "Line 2", "Line 3";
|
|
|
|
This will display 3 different lines while only consuming a single line in
|
|
the relevant script file.
|
|
|
|
If you're using a client from 2011-10-10aRagexe.exe onwards, you can also
|
|
use automatic navigation and open URLs in browser by using some HTML-like
|
|
labels. For example:
|
|
|
|
mes "go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats";
|
|
|
|
Will make the [Hat Maker] text clickable in the client and start a navigation
|
|
to that point.
|
|
|
|
mes "You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything";
|
|
|
|
Clicking Google will open the browser and point to Google website.
|
|
|
|
---------------------------------------
|
|
|
|
*next;
|
|
|
|
This command will display a 'next' button in the message window for the
|
|
invoking character. Clicking on it will cause the window to clear and
|
|
display a new one. Used to segment NPC-talking, next is often used in
|
|
combination with 'mes' and 'close'.
|
|
|
|
If no window is currently on screen, one will be created, but once the
|
|
invoking character clicks on it, a warning is thrown on the server console
|
|
and the script will terminate.
|
|
|
|
mes "[Woman]";
|
|
mes "This would appear on the page";
|
|
next;
|
|
// This is needed since it is a new page and the top will now be blank
|
|
mes "[Woman]";
|
|
mes "This would appear on the 2nd page";
|
|
|
|
---------------------------------------
|
|
|
|
*close;
|
|
|
|
This command will create a 'close' button in the message window for the
|
|
invoking character. If no window is currently on screen, the script
|
|
command 'end;' must be used. This is one of the ways to end a speech from
|
|
an NPC. Once the button is clicked, the NPC script execution will end, and
|
|
the message box will disappear.
|
|
|
|
mes "[Woman]";
|
|
mes "I am finished talking to you, click the close button.";
|
|
close;
|
|
mes "This command will not run at all, since the script has ended.";
|
|
|
|
---------------------------------------
|
|
|
|
*close2;
|
|
|
|
This command will create a 'close' button in the message window for the
|
|
invoking character. WARNING: If no window is currently on screen, the
|
|
script execution will halt indefinitely! See 'close'. There is one
|
|
important difference, though - even though the message box will have
|
|
closed, the script execution will not stop, and commands after 'close2'
|
|
will still run, meaning an 'end' has to be used to stop the script, unless
|
|
you make it stop in some other manner.
|
|
|
|
mes "[Woman]";
|
|
mes "I will warp you now.";
|
|
close2;
|
|
warp "place",50,50;
|
|
end;
|
|
|
|
Don't expect things to run smoothly if you don't make your scripts 'end'.
|
|
|
|
---------------------------------------
|
|
|
|
*end;
|
|
|
|
This command will stop the execution for this particular script.
|
|
It is required for any script not using 'mes'.
|
|
|
|
if (BaseLevel <= 10) {
|
|
npctalk "Look at that you are still a n00b";
|
|
end;
|
|
}
|
|
if (BaseLevel <= 20) {
|
|
npctalk "Look at that you are getting better, but still a n00b";
|
|
end;
|
|
}
|
|
if (BaseLevel <= 30) {
|
|
npctalk "Look at that you are getting there, you are almost 2nd profession now right???";
|
|
end;
|
|
}
|
|
if (BaseLevel <= 40) {
|
|
npctalk "Look at that you are almost 2nd profession";
|
|
end;
|
|
}
|
|
|
|
Without the use of 'end' it would travel through the ifs until the end
|
|
of the script. If you were lvl 10 or less, you would see all the speech
|
|
lines, the use of 'end' stops this, and ends the script.
|
|
|
|
---------------------------------------
|
|
|
|
*set <variable>,<expression>;
|
|
*set(<variable>,<expression>)
|
|
|
|
This command will set a variable to the value that the expression results
|
|
in. This isn't the only way to set a variable directly: you can set them
|
|
much like any other programming language as stated before (refer to the
|
|
'Assigning variables' section).
|
|
|
|
This command is deprecated and it shouldn't be used in new scripts, except
|
|
some special cases (mostly, set getvariableofnpc). Use direct value
|
|
assignment instead.
|
|
|
|
---------------------------------------
|
|
|
|
*setd "<variable name>",<value>;
|
|
|
|
Works almost identically as set, except the variable name is identified as
|
|
a string and can thus be constructed dynamically.
|
|
|
|
This command is equivalent to:
|
|
set getd("variable name"),<value>;
|
|
|
|
Examples:
|
|
|
|
setd ".@var$", "Poporing";
|
|
mes .@var$; // Displays "Poporing".
|
|
|
|
setd ".@" + .@var$ + "123$", "Poporing is cool";
|
|
mes .@Poporing123$; // Displays "Poporing is cool".
|
|
|
|
---------------------------------------
|
|
|
|
*getd("<variable name>")
|
|
|
|
Returns a reference to a variable, the name can be constructed dynamically.
|
|
Refer to 'setd' for usage.
|
|
|
|
This can also be used to set an array dynamically:
|
|
setarray getd(".array[0]"), 1, 2, 3, 4, 5;
|
|
|
|
Examples:
|
|
|
|
mes "The value of $varReference is: " + getd("$varRefence");
|
|
set .@i, getd("$" + "pikachu");
|
|
|
|
---------------------------------------
|
|
|
|
*getvariableofnpc(<variable>,"<npc name>")
|
|
|
|
Returns a reference to a NPC variable (. prefix) from the target NPC.
|
|
This can only be used to get . variables.
|
|
|
|
Examples:
|
|
|
|
//This will return the value of .var, note that this can't be used, since
|
|
//the value isn't caught.
|
|
getvariableofnpc(.var,"TargetNPC");
|
|
|
|
//This will set the .v variable to the value of the TargetNPC's .var
|
|
//variable.
|
|
.v = getvariableofnpc(.var,"TargetNPC");
|
|
|
|
//This will set the .var variable of TargetNPC to 1.
|
|
set getvariableofnpc(.var,"TargetNPC"), 1;
|
|
|
|
Note: even though function objects can have .variables, getvariableofnpc
|
|
will not work on them.
|
|
|
|
---------------------------------------
|
|
|
|
*goto <label>;
|
|
|
|
This command will make the script jump to a label, usually used in
|
|
conjunction with other command, such as "if", but often used on it's own.
|
|
|
|
...
|
|
goto Label;
|
|
mes "This will not be seen";
|
|
Label:
|
|
mes "This will be seen";
|
|
|
|
Gotos are considered to be harmful and should be avoided whenever possible.
|
|
|
|
---------------------------------------
|
|
|
|
*menu "<option_text>",<target_label>{,"<option_text>",<target_label>,...};
|
|
|
|
This command will create a selectable menu for the invoking character.
|
|
Only one menu can be on screen at the same time.
|
|
|
|
Depending on what the player picks from the menu, the script execution
|
|
will continue from the corresponding label. It's string-label pairs, not
|
|
label-string.
|
|
|
|
This command is deprecated and it should not be used in new scripts, as it
|
|
is likely to be removed at a later time. Please consider using select() or
|
|
prompt() instead.
|
|
|
|
Options can be grouped together, separated by the character ':'.
|
|
|
|
menu "A:B",L_Wrong,"C",L_Right;
|
|
|
|
It also sets a special temporary character variable @menu, which contains
|
|
the number of option the player picked. Numbering of options starts at 1.
|
|
This number is consistent with empty options and grouped options.
|
|
|
|
menu "A::B",L_Wrong,"",L_Impossible,"C",L_Right;
|
|
L_Wrong:
|
|
// If they click "A" or "B" they will end up here
|
|
// @menu == 1 if "A"
|
|
// @menu == 2 will never happen because the option is empty
|
|
// @menu == 3 if "B"
|
|
L_Impossible:
|
|
// Empty options are not displayed and therefore can't be selected
|
|
// this label will never be reached from the menu command
|
|
L_Right:
|
|
// If they click "C" they will end up here
|
|
// @menu == 5
|
|
|
|
If a label is '-', the script execution will continue right after the menu
|
|
command if that option is selected, this can be used to save you time, and
|
|
optimize big scripts.
|
|
|
|
menu "A::B:",-,"C",L_Right;
|
|
// If they click "A" or "B" they will end up here
|
|
// @menu == 1 if "A"
|
|
// @menu == 3 if "B"
|
|
L_Right:
|
|
// If they click "C" they will end up here
|
|
// @menu == 5
|
|
|
|
Both these examples will perform the exact same task.
|
|
|
|
If you give an empty string as a menu item, the item will not display.
|
|
This can effectively be used to script dynamic menus by using empty string
|
|
for entries that should be unavailable at that time.
|
|
|
|
You can do it by using arrays, but watch carefully - this trick isn't high
|
|
wizardry, but minor magic at least. You can't expect to easily duplicate
|
|
it until you understand how it works.
|
|
|
|
Create a temporary array of strings to contain your menu items, and
|
|
populate it with the strings that should go into the menu at this
|
|
execution, making sure not to leave any gaps. Normally, you do it with a
|
|
loop and an extra counter, like this:
|
|
|
|
setarray .@possiblemenuitems$[0],<list of potential menu items>;
|
|
.@j = 0; // That's the menu lines counter.
|
|
|
|
// We loop through the list of possible menu items.
|
|
// .@i is our loop counter.
|
|
for (.@i = 0; .@i < getarraysize(.@possiblemenuitems$); ++.@i) {
|
|
// That 'condition' is whatever condition that determines whether
|
|
// a menu item number .@i actually goes into the menu or not.
|
|
|
|
if (<condition>)
|
|
{
|
|
// We record the option into the list of options actually
|
|
// available.
|
|
|
|
set .@menulist$[.@j],.@possiblemenuitems$[.@i];
|
|
|
|
// We just copied the string, we do need it's number for later
|
|
// though, so we record it as well.
|
|
|
|
set .@menureference[.@j],.@i;
|
|
|
|
// Since we've just added a menu item into the list, we
|
|
// increment the menu lines counter.
|
|
|
|
++.@j;
|
|
}
|
|
|
|
// We go on to the next possible menu item.
|
|
}
|
|
|
|
This will create you an array .@menulist$ which contains the text of all
|
|
items that should actually go into the menu based on your condition, and
|
|
an array .@menureference, which contains their numbers in the list of
|
|
possible menu items. Remember, arrays start with 0. There's less of them
|
|
than the possible menu items you've defined, but the menu command can
|
|
handle the empty lines - only if they are last in the list, and if it's
|
|
made this way, they are. Now comes a dirty trick:
|
|
|
|
// X is whatever the most menu items you expect to handle.
|
|
menu .@menulist$[0],-,.@menulist$[1],-,...,.@menulist$[<X>],-;
|
|
|
|
This calls up a menu of all your items. Since you didn't copy some of the
|
|
possible menu items into the list, it's end is empty and so no menu items
|
|
will show up past the end. But this menu call doesn't jump anywhere, it
|
|
just continues execution right after the menu command. (And it's a good
|
|
thing it doesn't, cause you can only explicitly define labels to jump to,
|
|
and how do you know which ones to define if you don't know beforehand
|
|
which options will end up where in your menu?)
|
|
But how do you figure out which option the user picked? Enter the @menu.
|
|
|
|
@menu contains the number of option that the user selected from the list,
|
|
starting with 1 for the first option. You know now which option the user
|
|
picked and which number in your real list of possible menu items it
|
|
translated to:
|
|
|
|
mes "You selected "+.@possiblemenuitems$[.@menureference[@menu-1]]+"!";
|
|
|
|
@menu is the number of option the user picked.
|
|
@menu-1 is the array index for the list of actually used menu items that
|
|
we made.
|
|
.@menureference[@menu-1] is the number of the item in the array of possible
|
|
menu items that we've saved just for this purpose.
|
|
|
|
And .@possiblemenuitems$[.@menureference[@menu-1]] is the string that we
|
|
used to display the menu line the user picked. (Yes, it's a handful, but
|
|
it works.)
|
|
|
|
You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto Y'
|
|
statements to route your execution based on the line selected and still
|
|
generate a different menu every time, which is handy when you want to, for
|
|
example, make users select items in any specific order before proceeding,
|
|
or make a randomly shuffled menu.
|
|
|
|
Kafra code bundled with the standard distribution uses a similar
|
|
array-based menu technique for teleport lists, but it's much simpler and
|
|
doesn't use @menu, probably since that wasn't documented anywhere.
|
|
|
|
See also 'select', which is probably better in this particular case.
|
|
Instead of menu, you could use 'select' like this:
|
|
|
|
.@dummy = select(.@menulist$[0],.@menulist$[1],...,.@menulist$[<X>]);
|
|
|
|
For the purposes of the technique described above these two statements are
|
|
perfectly equivalent.
|
|
|
|
---------------------------------------
|
|
|
|
*select("<option>"{,"<option>",...})
|
|
*prompt("<option>"{,"<option>",...})
|
|
|
|
This function is a handy replacement for 'menu' that doesn't use a complex
|
|
label structure. It will return the number of menu option picked,
|
|
starting with 1. Like 'menu', it will also set the variable @menu to
|
|
contain the option the user picked.
|
|
|
|
if (select("Yes:No") == 1)
|
|
mes "You said yes, I know.";
|
|
|
|
And like 'menu', the selected option is consistent with grouped options
|
|
and empty options.
|
|
|
|
'prompt' works almost the same as select, except that when a character
|
|
clicks the Cancel button, this function will return 255 instead.
|
|
|
|
---------------------------------------
|
|
|
|
*input(<variable>{,<min>{,<max>}})
|
|
|
|
This command will make an input box pop up on the client connected to the
|
|
invoking character, to allow entering of a number or a string. This has
|
|
many uses, one example would be a guessing game, also making use of the
|
|
'rand' function:
|
|
|
|
mes "[Woman]";
|
|
mes "Try and guess the number I am thinking of.";
|
|
mes "The number will be between 1 and 10.";
|
|
next;
|
|
.@number = rand(1,10);
|
|
input .@guess;
|
|
if (.@guess == .@number) {
|
|
mes "[Woman]";
|
|
mes "Well done that was the number I was thinking of";
|
|
close;
|
|
} else {
|
|
mes "[Woman]";
|
|
mes "Sorry, that wasn't the number I was thinking of.";
|
|
close;
|
|
}
|
|
|
|
If you give the input command a string variable to put the input in, it
|
|
will allow the player to enter text. Otherwise, only numbers will be
|
|
allowed.
|
|
|
|
mes "[Woman]";
|
|
mes "Please say HELLO";
|
|
next;
|
|
input .@var$;
|
|
if (.@var$ == "HELLO") {
|
|
mes "[Woman]";
|
|
mes "Well done you typed it correctly";
|
|
close;
|
|
} else {
|
|
mes "[Woman]";
|
|
mes "Sorry you got it wrong";
|
|
close;
|
|
}
|
|
|
|
Normally you may not input a negative number with this command.
|
|
This is done to prevent exploits in badly written scripts, which would let
|
|
people, for example, put negative amounts of Zeny into a bank script and
|
|
receive free Zeny as a result.
|
|
|
|
The command has two optional arguments and a return value.
|
|
The default value of 'min' and 'max' can be set with 'input_min_value' and
|
|
'input_max_value' in script.conf.
|
|
For numeric inputs the value is capped to the range [min,max]. Returns 1
|
|
if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise.
|
|
For string inputs it returns 1 if the string was longer than 'max', -1 is
|
|
shorter than 'min' and 0 otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*callfunc "<function>"{,<argument>,...<argument>};
|
|
*callfunc("<function>"{,<argument>,...<argument>})
|
|
|
|
This command lets you call up a function NPC. A function NPC can be called
|
|
from any script on any map server. Using the 'return' command it will come
|
|
back to the place that called it.
|
|
|
|
place,50,50,6%TAB%script%TAB%Woman%TAB%115,{
|
|
mes "[Woman]"
|
|
mes "Lets see if you win";
|
|
callfunc "funcNPC";
|
|
mes "Well done you have won";
|
|
close;
|
|
}
|
|
function%TAB%script%TAB%funcNPC%TAB%{
|
|
.@win = rand(2);
|
|
if (.@win == 0)
|
|
return;
|
|
mes "Sorry you lost";
|
|
end;
|
|
}
|
|
|
|
You can pass arguments to your function - values telling it what exactly
|
|
to do - which will be available there with getarg() (see 'getarg').
|
|
Notice that returning is not mandatory, you can end execution right there.
|
|
|
|
If you want to return a real value from inside your function NPC, it is
|
|
better to write it in the function form, which will also work and will
|
|
make the script generally cleaner:
|
|
|
|
place,50,50,6%TAB%script%TAB%Man%TAB%115,{
|
|
mes "[Man]"
|
|
mes "Gimme a number!";
|
|
next;
|
|
input .@number;
|
|
if (callfunc("OddFunc",.@number)) mes "It's Odd!";
|
|
close;
|
|
}
|
|
function%TAB%script%TAB%OddFunc%TAB%{
|
|
if (getarg(0)%2==0) return 0;// it's even
|
|
return 1;// it's odd
|
|
}
|
|
|
|
Alternately, user-defined functions may be called directly without the use
|
|
of the 'callfunc' script command.
|
|
|
|
function<TAB>script<TAB>SayHello<TAB>{
|
|
mes "Hello " + getarg(0);
|
|
return 0;
|
|
}
|
|
|
|
place,50,50,6<TAB>script<TAB>Man<TAB>115,{
|
|
mes "[Man]";
|
|
SayHello strcharinfo(0);
|
|
close;
|
|
}
|
|
|
|
Note:
|
|
|
|
!! A user-defined function must be declared /before/ a script attempts to
|
|
!! call it. That is to say, any functions should be placed above scripts
|
|
!! or NPCs (or loaded in a separate file first) before attempting to call
|
|
!! them directly.
|
|
|
|
---------------------------------------
|
|
|
|
*callsub <label>{,<argument>,...<argument>};
|
|
*callsub(<label>{,<argument>,...<argument>})
|
|
|
|
This command will go to a specified label within the current script (do
|
|
NOT use quotes around it) coming in as if it were a 'callfunc' call, and
|
|
pass it arguments given, if any, which can be recovered there with
|
|
'getarg'. When done there, you should use the 'return' command to go back
|
|
to the point from where this label was called. This is used when there is
|
|
a specific thing the script will do over and over, this lets you use the
|
|
same bit of code as many times as you like, to save space and time,
|
|
without creating extra NPC objects which are needed with 'callfunc'. A
|
|
label is not callable in this manner from another script.
|
|
|
|
Example 1: callsub for checking (if checks pass, return to script)
|
|
callsub S_CheckFull, "guild_vs2",50;
|
|
switch( rand(4) ) {
|
|
case 0: warp "guild_vs2",9,50; end;
|
|
case 1: warp "guild_vs2",49,90; end;
|
|
case 2: warp "guild_vs2",90,50; end;
|
|
case 3: warp "guild_vs2",49,9; end;
|
|
}
|
|
|
|
...
|
|
|
|
S_CheckFull:
|
|
if (getmapusers(getarg(0)) >= getarg(1)) {
|
|
mes "I'm sorry, this arena is full. Please try again later.";
|
|
close;
|
|
}
|
|
return;
|
|
|
|
Example 2: callsub used repeatedly, with different arguments
|
|
// notice how the Zeny check/delete is reused, instead of copy-pasting for
|
|
// every warp.
|
|
switch(select("Abyss Lake:Amatsu Dungeon:Anthell:Ayothaya Dungeon:Beacon Island, Pharos") {
|
|
case 1: callsub S_DunWarp,"hu_fild05",192,207;
|
|
case 2: callsub S_DunWarp,"ama_in02",119,181;
|
|
case 3: callsub S_DunWarp,"moc_fild20",164,145;
|
|
case 4: callsub S_DunWarp,"ayo_fild02",279,150;
|
|
case 5: callsub S_DunWarp,"cmd_fild07",132,125;
|
|
// etc
|
|
}
|
|
|
|
...
|
|
|
|
S_DunWarp:
|
|
// getarg(0) = "mapname"
|
|
// getarg(1) = x
|
|
// getarg(2) = y
|
|
if (Zeny >= 100) {
|
|
Zeny -= 100;
|
|
warp getarg(0),getarg(1),getarg(2);
|
|
} else {
|
|
mes "Dungeon warp costs 100 Zeny.";
|
|
}
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*getarg(<index>{,<default_value>})
|
|
|
|
This function is used when you use the 'callsub' or 'callfunc' commands.
|
|
In the call you can specify variables that will make that call different
|
|
from another one. This function will return an argument the function or
|
|
subroutine was called with, and is the normal way to get them.
|
|
This is another thing that can let you use the same code more than once.
|
|
|
|
Argument numbering starts with 0, i.e. the first argument you gave is
|
|
number 0. If no such argument was given, a zero is returned.
|
|
|
|
place,50,50,6%TAB%script%TAB%Woman1%TAB%115,{
|
|
mes "[Woman]";
|
|
mes "Lets see if you win";
|
|
callfunc "funcNPC",2;
|
|
mes "Well done you have won";
|
|
|
|
...
|
|
|
|
place,52,50,6%TAB%script%TAB%Woman2%TAB%115,{
|
|
mes "[Woman]";
|
|
mes "Lets see if you win";
|
|
callfunc "funcNPC",5;
|
|
mes "Well done you have won";
|
|
|
|
...
|
|
|
|
function%TAB%script%TAB%funcNPC%TAB%{
|
|
.@win = rand(getarg(0));
|
|
if(.@win==0) return;
|
|
mes "Sorry you lost";
|
|
|
|
"woman1" NPC object calls the funcNPC. The argument it gives in this call
|
|
is stated as 2, so when the random number is generated by the 'rand'
|
|
function, it can only be 0 or 1. Whereas "woman2" gives 5 as the argument
|
|
number 0 when calling the function, so the random number could be 0, 1, 2,
|
|
3 or 4, this makes "woman2" less likely to say the player won.
|
|
|
|
You can pass multiple arguments in a function call:
|
|
|
|
callfunc "funcNPC",5,4,3;
|
|
|
|
getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3.
|
|
|
|
Getarg also has an optional argument:
|
|
If the target argument exists, it is returned.
|
|
Otherwise, if <default_value> is present it is returned instead, if not
|
|
the script terminates immediately.
|
|
|
|
In previous example getarg(2,-1) would be 3 and getarg(3,-1) would be -1.
|
|
|
|
---------------------------------------
|
|
|
|
*getargcount()
|
|
|
|
This function is used when you use the 'callsub' or 'callfunc' commands.
|
|
In the call you can specify arguments. This function will return the
|
|
number of arguments provided.
|
|
|
|
Example:
|
|
callfunc "funcNPC",5,4,3;
|
|
...
|
|
function%TAB%script%TAB%funcNPC%TAB%{
|
|
.@count = getargcount(); // 3
|
|
...
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*return {<value>};
|
|
|
|
This command causes the script execution to leave previously called
|
|
function with callfunc or script with callsub and return to the location,
|
|
where the call originated from. Optionally a return value can be supplied,
|
|
when the call was done using the function form.
|
|
|
|
Using this command outside of functions or scripts referenced by callsub
|
|
will result in error and termination of the script.
|
|
|
|
callfunc "<your function>";// when nothing is returned
|
|
<variable> = callfunc("<your function>");
|
|
// when a value is being returned
|
|
|
|
---------------------------------------
|
|
|
|
*function <function name>;
|
|
*<function name>{(<argument>,...<argument>)};
|
|
*function <function name> {
|
|
<code>
|
|
}
|
|
|
|
This works like callfunc, and is used for cleaner and faster scripting.
|
|
The function must be defined and used within a script, and works like a
|
|
label with arguments.
|
|
Note that the name may only contain alphanumeric characters and underscore.
|
|
|
|
Usage:
|
|
|
|
1. Declare the function.
|
|
function <function name>;
|
|
2. Call the function anywhere within the script.
|
|
It can also return a value when used with parentheses.
|
|
<function name>;
|
|
3. Define the function within the script.
|
|
<function name> {<code>}
|
|
|
|
Example:
|
|
|
|
prontera,154,189,4 script Item Seller 767,{
|
|
/* Function declaration */
|
|
function SF_Selling;
|
|
|
|
if (Zeny > 50) {
|
|
mes "Welcome!";
|
|
/* Function call */
|
|
SF_Selling;
|
|
}
|
|
else mes "You need 50z, sorry!";
|
|
close;
|
|
|
|
/* Function definition */
|
|
function SF_Selling {
|
|
mes "Would you like to buy a phracon for 50z?";
|
|
next;
|
|
if(select("Yes","No, thanks") == 1) {
|
|
Zeny -= 50;
|
|
getitem 1010,1;
|
|
mes "Thank you!";
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
Example with parameters and return value:
|
|
|
|
prontera,150,150,0 script TestNPC 123,{
|
|
/* Function declaration */
|
|
function MyAdd;
|
|
|
|
mes "Enter two numbers.";
|
|
next;
|
|
input .@a;
|
|
input .@b;
|
|
/* Function call */
|
|
mes .@a+" + "+.@b+" = "+MyAdd(.@a,.@b);
|
|
close;
|
|
|
|
/* Function definition */
|
|
function MyAdd {
|
|
return getarg(0)+getarg(1);
|
|
}
|
|
}
|
|
|
|
|
|
---------------------------------------
|
|
|
|
*is_function("<function name>")
|
|
|
|
This command checks whether a function exists.
|
|
It returns 1 if function is found, or 0 if it isn't.
|
|
|
|
Example:
|
|
|
|
function script try {
|
|
dothat;
|
|
}
|
|
|
|
- script test FAKE_NPC,{
|
|
.@try = is_function("try"); // 1
|
|
.@not = is_function("not"); // 0
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*if (<condition>) <statement>;
|
|
|
|
This is the basic conditional statement command, and just about the only
|
|
one available in this scripting language.
|
|
|
|
The condition can be any expression. All expressions resulting in a
|
|
non-zero value will be considered True, including negative values. All
|
|
expressions resulting in a zero are false.
|
|
|
|
If the expression results in True, the statement will be executed. If it
|
|
isn't true, nothing happens and we move on to the next line of the script.
|
|
|
|
if (1) mes "This will always print.";
|
|
if (0) mes "And this will never print.";
|
|
if (5) mes "This will also always print.";
|
|
if (-1) mes "Funny as it is, this will also print just fine.";
|
|
|
|
For more information on conditional operators see the operators section
|
|
above.
|
|
Anything that is returned by a function can be used in a condition check
|
|
without bothering to store it in a specific variable:
|
|
|
|
if (strcharinfo(0)=="Daniel Jackson") mes "It is true, you are Daniel!";
|
|
|
|
More examples of using the 'if' command in the real world:
|
|
|
|
Example 1:
|
|
|
|
.@var1 = 1;
|
|
input .@var2;
|
|
if (.@var1 == .@var2)
|
|
close;
|
|
mes "Sorry that is wrong";
|
|
close;
|
|
|
|
Example 2:
|
|
|
|
.@var1 = 1;
|
|
input .@var2;
|
|
if (.@var1 != .@var2)
|
|
mes "Sorry that is wrong";
|
|
close;
|
|
|
|
(Notice examples 1 and 2 have the same effect.)
|
|
|
|
Example 3:
|
|
|
|
++.@var1;
|
|
mes "[Forgetfull Man]";
|
|
if (.@var == 1) mes "This is the first time you have talked to me";
|
|
if (.@var == 2) mes "This is the second time you have talked to me";
|
|
if (.@var == 3) mes "This is the third time you have talked to me";
|
|
if (.@var == 4) mes "This is the forth time you have talked to me, but I think I am getting amnesia, I have forgotten about you";
|
|
if (.@var == 4) .@var = 0;
|
|
close;
|
|
|
|
Example 4:
|
|
|
|
mes "[Quest Person]";
|
|
// The (AegisName) constant Apple comes from item_db, it is the item number 512.
|
|
if (countitem(Apple) >= 1) {
|
|
mes "Oh an apple, I didn't want it, I just wanted to see one";
|
|
close;
|
|
}
|
|
mes "Can you please bring me an apple?";
|
|
close;
|
|
|
|
Example 5: Using complex conditions.
|
|
|
|
mes "[Multi Checker]";
|
|
if ((queststarted == 1) && (countitem(Apple) >= 5)) {
|
|
// Executed only if the quest has been started AND You have 5 apples
|
|
mes "[Multi Checker]";
|
|
mes "Well done you have started the quest of got me 5 apples";
|
|
mes "Thank you";
|
|
queststarted = 0;
|
|
delitem Apple, 5;
|
|
close;
|
|
}
|
|
mes "Please get me 5 apples";
|
|
queststarted = 1;
|
|
close;
|
|
|
|
If the condition doesn't meet, it'll do the action following the else.
|
|
We can also group several actions depending on a condition, this way:
|
|
|
|
if (<condition) {
|
|
dothis1;
|
|
dothis2;
|
|
dothis3;
|
|
} else {
|
|
dothat1;
|
|
dothat2;
|
|
dothat3;
|
|
dothat4;
|
|
}
|
|
|
|
Example 6:
|
|
|
|
mes "[Person Checker]";
|
|
if ($name$ == "") {
|
|
mes "Please tell me someone's name";
|
|
next;
|
|
input $name$;
|
|
$name2$ = strcharinfo(0);
|
|
mes "[Person Checker]";
|
|
mes "Thank you";
|
|
close;
|
|
}
|
|
if ($name$ == strcharinfo(0)) {
|
|
mes "You are the person that " +$name2$+ " just mentioned";
|
|
mes "nice to meet you";
|
|
} else {
|
|
mes "You are not the person that " +$name2$+ " mentioned";
|
|
}
|
|
$name$ = "";
|
|
$name2$ = "";
|
|
close;
|
|
|
|
See 'strcharinfo' for explanation of what this function does.
|
|
|
|
Remember that if you plan to do several actions upon the condition being
|
|
false, and you forget to use the curly braces (the { } ), the second
|
|
action will be executed regardless the output of the condition, unless of
|
|
course, you stop the execution of the script if the condition is true
|
|
(that is, in the first grouping using a return; , and end; or a close; ).
|
|
|
|
Also, you can have multiple conditions nested or chained, and don't worry
|
|
about limits as to how many nested if you can have, there is no spoon ;).
|
|
|
|
...
|
|
if (<condition 1>)
|
|
dothis;
|
|
else if (<condition 2>) {
|
|
dotheother;
|
|
do that;
|
|
end;
|
|
} else
|
|
do this;
|
|
...
|
|
|
|
---------------------------------------
|
|
|
|
*while (<condition>) <statement>;
|
|
|
|
This is probably the simplest and most frequently used loop structure. The
|
|
'while' statement can be interpreted as "while <condition> is true,
|
|
perform <statement>". It is a pretest loop, meaning the conditional
|
|
expression is tested before any of the statements in the body of the loop
|
|
are performed. If the condition evaluates to false, the statement(s) in
|
|
the body of the loop is/are never executed. If the condition evaluates to
|
|
true, the statement(s) are executed, then control transfers back to the
|
|
conditional expression, which is reevaluated and the cycle continues.
|
|
|
|
Multiple statements can be grouped with { }, curly braces, just like with
|
|
the 'if' statement.
|
|
|
|
Example 1:
|
|
while (switch(select("Yes:No") == 2 ))
|
|
mes "You picked no.";
|
|
|
|
Example 2: multiple statements
|
|
while (switch(select("Yes:No") == 2 )) {
|
|
mes "Why did you pick no?";
|
|
mes "You should pick yes instead!";
|
|
}
|
|
|
|
Example 3: counter-controlled loop
|
|
.@i = 1;
|
|
while (.@i <= 5) {
|
|
mes "This line will print 5 times.";
|
|
++.@i;
|
|
}
|
|
|
|
Example 4: sentinel-controlled loop
|
|
mes "Input 0 to stop";
|
|
input .@num;
|
|
while (.@num != 0) {
|
|
mes "You entered " + .@num;
|
|
input .@num;
|
|
}
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*for (<variable initialization>; <condition>; <variable update>) <statement>;
|
|
|
|
Another pretest looping structure is the 'for' statement. It is considered
|
|
a specialized form of the 'while' statement, and is usually associated
|
|
with counter-controlled loops. Here are the steps of the 'for' statement:
|
|
the initialize statement is executed first and only once. The condition
|
|
test is performed. When the condition evaluates to false, the rest of the
|
|
for statement is skipped. When the condition evaluates to true, the body
|
|
of the loop is executed, then the update statement is executed (this
|
|
usually involves incrementing a variable). Then the condition is
|
|
reevaluated and the cycle continues.
|
|
|
|
Example 1:
|
|
for (.@i = 0; .@i < 5; ++.@i)
|
|
mes "This line will print 5 times.";
|
|
|
|
Example 2:
|
|
mes "This will print the numbers 1 - 5.";
|
|
for (.@i = 1; .@i <= 5; ++.@i)
|
|
mes .@i;
|
|
|
|
---------------------------------------
|
|
|
|
*do { <statement>; } while (<condition>);
|
|
|
|
The 'do...while' is the only post-test loop structure available in this
|
|
script language. With a post-test, the statements are executed once before
|
|
the condition is tested. When the condition is true, the statement(s) are
|
|
repeated. When the condition is false, control is transferred to the
|
|
statement following the 'do...while' loop expression.
|
|
|
|
Example 1: sentinel-controlled loop
|
|
mes "This menu will keep appearing until you pick Cancel";
|
|
do {
|
|
.@choice = select("One:Two:Three:Cancel");
|
|
} while (.@choice != 4);
|
|
|
|
Example 2: counter-controlled loop
|
|
mes "This will countdown from 10 to 1.";
|
|
.@i = 10;
|
|
do {
|
|
mes .@i--;
|
|
} while (.@i > 0);
|
|
|
|
---------------------------------------
|
|
|
|
*freeloop(<toggle>)
|
|
|
|
Toggling this to enabled (1) allows the script instance to bypass the
|
|
infinite loop protection, allowing your script to loop as much as it may
|
|
need. Disabling (0) may warn you if an infinite loop is detected if your
|
|
script is looping too many times.
|
|
|
|
Please note, once again, that this isn't a solution to all problems, and by
|
|
disabling this protection your Hercules server may become laggy or
|
|
unresponsive if the script it is used in is performing lenghty loop
|
|
operations.
|
|
|
|
Example:
|
|
freeloop(1); // enable script to loop freely
|
|
|
|
//Be aware with what you do here.
|
|
for (.@i = 0; .@i < .@bigloop; ++.@i) {
|
|
dothis;
|
|
// will sleep the script for 1ms when detect an infinity loop to
|
|
// let Hercules do what it need to do (socket, timer, process,
|
|
// etc.)
|
|
}
|
|
|
|
freeloop(0); // disable
|
|
|
|
for (.@i = 0; .@i < .@bigloop; ++.@i) {
|
|
dothis;
|
|
// throw an infinity loop error
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*setarray <array name>[<first value>],<value>{,<value>...<value>};
|
|
|
|
This command will allow you to quickly fill up an array in one go. Check
|
|
the Kafra scripts in the distribution to see this used a lot.
|
|
|
|
setarray .@array[0], 100, 200, 300, 400, 500, 600;
|
|
|
|
The index of the first element of the array to alter can be omitted if
|
|
zero. For example:
|
|
|
|
setarray .@array, 200, 200, 200;
|
|
setarray .@array[1], 300, 150;
|
|
|
|
will produce:
|
|
|
|
.@array[0] = 200
|
|
.@array[1] = 300
|
|
.@array[2] = 150
|
|
|
|
---------------------------------------
|
|
|
|
*cleararray <array name>[<first value to alter>],<value>,<number of values to set>;
|
|
|
|
This command will change many array values at the same time to the same
|
|
value.
|
|
|
|
setarray .@array, 100, 200, 300, 400, 500, 600;
|
|
// This will make all 6 values 0
|
|
cleararray .@array[0], 0, 6;
|
|
// This will make array element 0 change to 245
|
|
cleararray .@array[0], 245, 1;
|
|
// This is equivalent to the above
|
|
cleararray .@array, 245, 1;
|
|
// This will make elements 1 and 2 change to 345
|
|
cleararray .@array[1], 345, 2;
|
|
|
|
See 'setarray'.
|
|
|
|
---------------------------------------
|
|
|
|
*copyarray <destination array>[<first value>],<source array>[<first value>],<amount of data to copy>;
|
|
|
|
This command lets you quickly shuffle a lot of data between arrays, which
|
|
is in some cases invaluable.
|
|
|
|
setarray .@array, 100, 200, 300, 400, 500, 600;
|
|
// So we have made .@array[]
|
|
copyarray .@array2[0],.@array[2],2;
|
|
|
|
// Now, .@array2[0] will be equal to .@array[2] (300) and
|
|
// .@array2[1] will be equal to .@array[3].
|
|
|
|
So using the examples above:
|
|
.@array[0] = 100
|
|
.@array[1] = 200
|
|
.@array[2] = 300
|
|
.@array[3] = 400
|
|
.@array[4] = 500
|
|
.@array[5] = 600
|
|
|
|
New Array:
|
|
.@array2[0] = 300
|
|
.@array2[1] = 400
|
|
.@array2[2] = 0
|
|
.@array2[3] = 0
|
|
|
|
Notice that .@array[4] and .@array[5] won't be copied to the second array,
|
|
and it will return a 0.
|
|
|
|
---------------------------------------
|
|
|
|
*deletearray <array name>[<first value>],<how much to delete>;
|
|
|
|
This command will delete a specified number of array elements totally from
|
|
an array, shifting all the elements beyond this towards the beginning.
|
|
|
|
// This will delete array element 0, and move all the other array
|
|
// elements up one place.
|
|
deletearray .@array[0],1
|
|
|
|
// This would delete array elements numbered 1, 2 and 3, leave element 0
|
|
// in its place, and move the other elements ups, so there are no gaps.
|
|
deletearray .@array[1],3
|
|
|
|
If the amount of items to delete is not specified, all elements of the
|
|
array starting from the specified one to the end, are deleted. If no
|
|
starting element is specified either, the the entire array will be
|
|
deleted.
|
|
|
|
// This would delete all elements of the array starting from 2, leaving
|
|
// element 0 and 1
|
|
deletearray .@array[2];
|
|
|
|
// This would delete all elements of the array
|
|
deletearray .@array;
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
1 - End of Basic-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
2 - Information-retrieving Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*strcharinfo(<type>)
|
|
|
|
This function will return either the name, party name or guild name for
|
|
the invoking character. Whatever it returns is determined by type.
|
|
(0) PC_NAME - Character's name.
|
|
(1) PC_PARTY - The name of the party they're in if any.
|
|
(2) PC_GUILD - The name of the guild they're in if any.
|
|
(3) PC_MAP - The name of the map the character is in.
|
|
|
|
If a character is not a member of any party or guild, an empty string will
|
|
be returned when requesting that information.
|
|
|
|
Note: Numbers can also be used in <type>, but their usage is disncouraged as
|
|
using only numbers reduces script readability
|
|
|
|
---------------------------------------
|
|
|
|
*strnpcinfo(<type>)
|
|
|
|
This function will return the various parts of the name of the calling NPC.
|
|
Whatever it returns is determined by type.
|
|
|
|
0 - The NPC's display name (visible#hidden)
|
|
1 - The visible part of the NPC's display name
|
|
2 - The hidden part of the NPC's display name
|
|
3 - The NPC's unique name (::name)
|
|
4 - The name of the map the NPC is in.
|
|
|
|
---------------------------------------
|
|
|
|
*charid2rid(<char id>)
|
|
|
|
This function returns the RID of the character with the given character ID.
|
|
|
|
If the character is offline or doesn't exist, 0 is returned.
|
|
|
|
---------------------------------------
|
|
|
|
*getarraysize(<array name>)
|
|
|
|
This function returns highest index of the array that is filled.
|
|
Notice that zeros and empty strings at the end of this array are not
|
|
counted towards this number.
|
|
|
|
For example:
|
|
|
|
setarray .@array, 100, 200, 300, 400, 500, 600;
|
|
.@arraysize = getarraysize(.@array);
|
|
|
|
This will make .@arraysize == 6. But if you try this:
|
|
|
|
setarray .@array, 100, 200, 300, 400, 500, 600, 0;
|
|
.@arraysize = getarraysize(.@array);
|
|
|
|
.@arraysize will still equal 6, even though you've set 7 values.
|
|
|
|
If you do this:
|
|
|
|
.@array[1000] = 1;
|
|
.@arraysize = getarraysize(.@array);
|
|
|
|
.@arraysize will be 1000, even though only one element has been set.
|
|
|
|
---------------------------------------
|
|
|
|
*getelementofarray(<array name>,<index>)
|
|
|
|
This command retrieves the value of the element of given array at given
|
|
index. This is equivalent to using:
|
|
|
|
<array name>[<index>]
|
|
|
|
The reason for this is, that this short form is internally converted into
|
|
a call to getelementofarray, when the script is loaded.
|
|
|
|
Also useful when passing arrays to functions or accessing another npc's
|
|
arrays:
|
|
getelementofarray(getarg(0),<index>)
|
|
getelementofarray(getvariableofnpc(.var, "testNPC"),<index>)
|
|
|
|
---------------------------------------
|
|
|
|
*readparam(<parameter number>)
|
|
|
|
This function will return the basic stats of an invoking character,
|
|
referred to by the parameter number. Instead of a number, you can use a
|
|
parameter name if it is defined in 'db/constants.conf'.
|
|
|
|
Example parameters:
|
|
|
|
StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight,
|
|
MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp,
|
|
Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk
|
|
|
|
All of these also behave as variables, but don't expect to be able to just
|
|
'set' them - some will not work for various internal reasons.
|
|
|
|
Example 1:
|
|
|
|
// Returns how many status points you haven't spent yet.
|
|
mes "Unused status points: "+readparam(9);
|
|
|
|
Using this particular information as a function call is not required.
|
|
Typing this will return the same result:
|
|
|
|
mes "Unused status points: "+StatusPoint;
|
|
|
|
Example 2:
|
|
|
|
You can also use this command to get stat values.
|
|
|
|
if (readparam(bVit) > 77)
|
|
mes "Only people with over 77 Vit are reading this!";
|
|
|
|
Example 3:
|
|
|
|
// Display your current weight
|
|
mes "Your current weight is "+( Weight/10 )+"/"+( MaxWeight/10 );
|
|
|
|
---------------------------------------
|
|
|
|
*getcharid(<type>{,"<character name>"})
|
|
|
|
This function will return a unique ID number of the invoking character,
|
|
or, if a character name is specified, of that player.
|
|
|
|
Type is the kind of associated ID number required:
|
|
|
|
0 - Character ID number.
|
|
1 - Party ID number.
|
|
2 - Guild ID number.
|
|
3 - Account ID number.
|
|
4 - Battle ground ID
|
|
|
|
For most purposes other than printing it, a number is better to have than
|
|
a name (people do horrifying things to their character names).
|
|
|
|
If the character is not in a party or not in a guild, the function will
|
|
return 0 if guild or party number is requested. If a name is specified and
|
|
the character is not found, 0 is returned.
|
|
|
|
If getcharid(0) returns a zero, the script got called not by a character
|
|
and doesn't have an attached RID. Note that this will cause the map server
|
|
to print "player not attached!" error messages, so it is preferred to use
|
|
"playerattached" to check for the character attached to the script.
|
|
|
|
if( getcharid(2) == 0 ) mes "Only members of a guild are allowed here!";
|
|
|
|
---------------------------------------
|
|
|
|
*getnpcid(<type>{,"<npc name>"});
|
|
|
|
Retrieves IDs of the currently invoked NPC. If a unique npc name is given,
|
|
IDs of that NPC are retrieved instead. Type specifies what ID to retrieve
|
|
and can be one of the following:
|
|
|
|
0 - Unit ID (GID)
|
|
|
|
If an invalid type is given or the NPC does not exist, 0 is returned.
|
|
|
|
---------------------------------------
|
|
|
|
*getchildid()
|
|
*getmotherid()
|
|
*getfatherid()
|
|
|
|
These functions return the character ID of the attached player's child,
|
|
mother, mother, or father, respectively. It returns 0 if no ID is found.
|
|
|
|
if (getmotherid()) mes "Your mother's ID is: "+getmotherid();
|
|
|
|
---------------------------------------
|
|
|
|
*ispartneron()
|
|
|
|
This function returns 1 if the invoking character's marriage partner is
|
|
currently online and 0 if they are not or if the character has no partner.
|
|
|
|
---------------------------------------
|
|
|
|
*getpartnerid()
|
|
|
|
This function returns the character ID of the invoking character's
|
|
marriage partner, if any. If the invoking character is not married, it
|
|
will return 0, which is a quick way to see if they are married:
|
|
|
|
if (!getpartnerid()) mes "I'm not going to be your girlfriend!";
|
|
if (getpartnerid()) mes "You're married already!";
|
|
|
|
---------------------------------------
|
|
|
|
*getpartyname(<party id>)
|
|
|
|
This function will return the name of a party that has the specified ID
|
|
number. If there is no such party ID, "null" will be returned.
|
|
|
|
Lets say the ID of a party was saved as a global variable:
|
|
|
|
// This would return the name of the party from the ID stored in a
|
|
// variable
|
|
mes "You're in the '"+getpartyname($@var)+"' party, I know!";
|
|
|
|
---------------------------------------
|
|
|
|
*getpartymember <party id>{,<type>};
|
|
|
|
This command will find all members of a specified party and returns their
|
|
names (or character id or account id depending on the value of "type")
|
|
into an array of temporary global variables. There's actually quite a few
|
|
commands like this which will fill a special variable with data upon
|
|
execution and not do anything else.
|
|
|
|
Upon executing this,
|
|
|
|
$@partymembername$[] is a global temporary string array which contains all
|
|
the names of these party members.
|
|
(only set when type is 0 or not specified)
|
|
|
|
$@partymembercid[] is a global temporary number array which contains the
|
|
character id of these party members.
|
|
(only set when type is 1)
|
|
|
|
$@partymemberaid[] is a global temporary number array which contains the
|
|
account id of these party members.
|
|
(only set when type is 2)
|
|
|
|
$@partymembercount is the number of party members that were found.
|
|
|
|
The party members will (apparently) be found regardless of whether they
|
|
are online or offline. Note that the names come in no particular order.
|
|
|
|
Be sure to use $@partymembercount to go through this array, and not
|
|
'getarraysize', because it is not cleared between runs of 'getpartymember'.
|
|
If someone with 7 party members invokes this script, the array would have
|
|
7 elements. But if another person calls up the NPC, and he has a party of
|
|
5, the server will not clear the array for you, overwriting the values
|
|
instead. So in addition to returning the 5 member names, the 6th and 7th
|
|
elements from the last call remain, and you will get 5+2 members, of which
|
|
the last 2 don't belong to the new guy's party. $@partymembercount will
|
|
always contain the correct number, (5) unlike 'getarraysize()' which will
|
|
return 7 in this case.
|
|
|
|
Example 1: list party member names
|
|
|
|
// get the party member names
|
|
getpartymember getcharid(1),0;
|
|
|
|
// It's a good idea to copy the global temporary $@partymember*****
|
|
// variables to your own scope variables because if you have pauses in
|
|
// this script (sleep, sleep2, next, close2, input, menu, select, or
|
|
// prompt), another player could click this NPC, trigger
|
|
// 'getpartymember', and overwrite the $@partymember***** variables.
|
|
.@count = $@partymembercount;
|
|
copyarray .@name$[0], $@partymembername$[0], $@partymembercount;
|
|
|
|
// list the party member names
|
|
for (.@i = 0; .@i < .@count; ++.@i) {
|
|
mes (.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000";
|
|
}
|
|
close;
|
|
|
|
|
|
Example 2: check party count (with a 'next' pause), before warping to event
|
|
|
|
.register_num = 5; // How many party members are required?
|
|
|
|
// get the charID and accountID of character's party members
|
|
getpartymember getcharid(1), 1;
|
|
getpartymember getcharid(1), 2;
|
|
|
|
if ($@partymembercount != .register_num) {
|
|
mes "Please form a party of "+ .register_num +" to continue";
|
|
close;
|
|
}
|
|
|
|
// loop through both and use 'isloggedin' to count online party members
|
|
for (.@i = 0; .@i < $@partymembercount; ++.@i)
|
|
if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i]))
|
|
.@count_online++;
|
|
// We search accountID & charID because a single party can have
|
|
// multiple characters from the same account. Without searching
|
|
// through the charID, if a player has 2 characters from the same
|
|
// account inside the party but only 1 char online, it would count
|
|
// their online char twice.
|
|
|
|
if (.@count_online != .register_num) {
|
|
mes "All your party members must be online to continue";
|
|
close;
|
|
}
|
|
|
|
// copy the array to prevent players cheating the system
|
|
copyarray .@partymembercid, $@partymembercid, .register_num;
|
|
|
|
mes "Are you ready?";
|
|
next; // careful here
|
|
select "Yes";
|
|
|
|
// When a script hits a next, menu, sleep or input that pauses the
|
|
// script, players can invite or /leave and make changes in their
|
|
// party. To prevent this, we call getpartymember again and compare
|
|
// with the original values.
|
|
|
|
getpartymember getcharid(1), 1;
|
|
if ($@partymembercount != .register_num) {
|
|
mes "You've made changes to your party !";
|
|
close;
|
|
}
|
|
for (.@i = 0; .@i < $@partymembercount; ++.@i) {
|
|
if (.@partymembercid[.@i] != $@partymembercid[.@i]) {
|
|
mes "You've made changes to your party !";
|
|
close;
|
|
}
|
|
}
|
|
|
|
// Finally, it's safe to start the event!
|
|
warpparty "event_map", 0,0, getcharid(1);
|
|
|
|
---------------------------------------
|
|
|
|
*getpartyleader(<party id>{,<type>})
|
|
|
|
This function returns some information about the given party-id's leader.
|
|
When type is omitted, the default information retrieved is the leader's
|
|
name. Possible types are:
|
|
|
|
1: Leader account id
|
|
2: Leader character id
|
|
3: Leader's class
|
|
4: Leader's current map name
|
|
5: Leader's current level as stored on the party structure (may not be
|
|
current level if leader leveled up recently).
|
|
|
|
If retrieval fails (leader not found or party does not exist), this
|
|
function returns "null" instead of the character name, and -1 for the
|
|
other types.
|
|
|
|
---------------------------------------
|
|
|
|
*getlook(<type>)
|
|
|
|
This function will return the number for the current character look value
|
|
specified by type. See 'setlook' for valid look types.
|
|
|
|
This can be used to make a certain script behave differently for
|
|
characters dressed in black. :)
|
|
|
|
---------------------------------------
|
|
|
|
*getsavepoint(<information type>)
|
|
|
|
This function will return information about the invoking character's save
|
|
point. You can use it to let a character swap between several recorded
|
|
save points. Available information types are:
|
|
|
|
0 - Map name (a string)
|
|
1 - X coordinate
|
|
2 - Y coordinate
|
|
|
|
---------------------------------------
|
|
|
|
*getcharip({"<character name>"|<account id>|<char id>})
|
|
|
|
This function will return the IP address of the invoking character, or, if
|
|
a player is specified, of that character. A blank string is returned if no
|
|
player is attached.
|
|
|
|
Examples:
|
|
|
|
// Outputs IP address of attached player.
|
|
mes "Your IP: " + getcharip();
|
|
|
|
// Outputs IP address of character "Silver".
|
|
mes "Silver's IP: " + getcharip("Silver");
|
|
|
|
---------------------------------------
|
|
|
|
*sit({"<character name>"})
|
|
*stand({"<character name>"})
|
|
|
|
This function will force a character to sit/stand if it is standing/sitting.
|
|
If no player is specified, the attached player will be used.
|
|
|
|
---------------------------------------
|
|
|
|
*issit({"<character name>"})
|
|
|
|
This function will return a number depending on the character's sitting state.
|
|
If the character is sitting, it will return 1, otherwise (standing) it will return 0.
|
|
In case no player is specified, the function will return the state of the attached player.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
2.1 - Item-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*getequipid(<equipment slot>)
|
|
|
|
This function returns the item ID of the item equipped in the equipment
|
|
slot specified on the invoking character. If nothing is equipped there, it
|
|
returns -1. Valid equipment slots are:
|
|
|
|
EQI_HEAD_TOP (1) - Upper head gear
|
|
EQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes)
|
|
EQI_HAND_L (3) - What is in your Left hand.
|
|
EQI_HAND_R (4) - What is in your Right hand.
|
|
EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus)
|
|
EQI_SHOES (6) - What foot gear the player has on.
|
|
EQI_ACC_L (7) - Accessory 1.
|
|
EQI_ACC_R (8) - Accessory 2.
|
|
EQI_HEAD_MID (9) - Middle Headgear (masks and glasses)
|
|
EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)
|
|
EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
|
|
EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
|
|
EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
|
|
EQI_COSTUME_GARMENT (14) - Costume Garment
|
|
EQI_SHADOW_ARMOR (15) - Shadow Armor
|
|
EQI_SHADOW_WEAPON (16) - Shadow Weapon
|
|
EQI_SHADOW_SHIELD (17) - Shadow Shield
|
|
EQI_SHADOW_SHOES (18) - Shadow Shoes
|
|
EQI_SHADOW_ACC_R (19) - Shadow Accessory 2
|
|
EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
|
|
|
|
Notice that a few items occupy several equipment slots, and if the
|
|
character is wearing such an item, 'getequipid' will return it's ID number
|
|
for either slot.
|
|
|
|
Can be used to check if you have something equipped, or if you haven't got
|
|
something equipped:
|
|
|
|
if(getequipid(EQI_HEAD_TOP) == Tiara) {
|
|
mes "What a lovely Tiara you have on";
|
|
close;
|
|
}
|
|
mes "Come back when you have a Tiara on";
|
|
close;
|
|
|
|
You can also use it to make sure people don't pass a point before removing
|
|
an item totally from them. Let's say you don't want people to wear Legion
|
|
Plate armor, but also don't want them to equip if after the check, you
|
|
would do this:
|
|
|
|
if (getequipid(EQI_ARMOR) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) {
|
|
mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing";
|
|
close;
|
|
}
|
|
if (countitem(Full_Plate_Armor) > 0 || countitem(Full_Plate_Armor_) > 0) {
|
|
mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing";
|
|
close;
|
|
}
|
|
mes "I will lets you pass";
|
|
close2;
|
|
warp "place",50,50;
|
|
end;
|
|
|
|
---------------------------------------
|
|
|
|
*getequipname(<equipment slot>)
|
|
|
|
Returns the jname of the item equipped in the specified equipment slot on
|
|
the invoking character, or an empty string if nothing is equipped in that
|
|
position.
|
|
Does the same thing as getitemname(getequipid()). Useful for an NPC to
|
|
state what your are wearing, or maybe saving as a string variable.
|
|
See 'getequipid' for a full list of valid equipment slots.
|
|
|
|
if( getequipname(EQI_HEAD_TOP) != "" )
|
|
mes "So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head";
|
|
else
|
|
mes "You are not wearing a head gear";
|
|
|
|
---------------------------------------
|
|
|
|
*getitemname(<item id>)
|
|
|
|
Given the database ID number of an item, this function will return the
|
|
text stored in the 'japanese name' field (which, in Hercules, stores an
|
|
English name the players would normally see on screen).
|
|
Return "null" if no such item exist.
|
|
|
|
---------------------------------------
|
|
|
|
*getbrokenid(<number>)
|
|
|
|
This function will search the invoking character's inventory for any
|
|
broken items, and will return their item ID numbers. Since the character
|
|
may have several broken items, 1 given as an argument will return the
|
|
first one found, 2 will return the second one, etc. Will return 0 if no
|
|
such item is found.
|
|
|
|
// Let's see if they have anything broken:
|
|
if (getbrokenid(1)==0)
|
|
mes "You don't have anything broken, quit bothering me.";
|
|
else // They do, so let's print the name of the first broken item:
|
|
mes "Oh, I see you have a broken "+getitemname(getbrokenid(1))+" here!";
|
|
|
|
---------------------------------------
|
|
|
|
*getbrokencount()
|
|
|
|
This function will return the total amount of broken equipment on the
|
|
invoking character.
|
|
|
|
---------------------------------------
|
|
|
|
*getequipisequiped(<equipment slot>)
|
|
|
|
This functions will return 1 if there is an equipment placed on the
|
|
specified equipment slot and 0 otherwise. For a list of equipment slots
|
|
see 'getequipid'. Function originally used by the refining NPCs:
|
|
|
|
if (getequipisequiped(EQI_HEAD_TOP)) {
|
|
mes "[Refiner]";
|
|
mes "That's a fine hat you are wearing there...";
|
|
close;
|
|
}
|
|
mes "[Refiner]";
|
|
mes "Do you want me to refine your dumb head?";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*getequipisenableref(<equipment slot>)
|
|
|
|
Will return 1 if the item equipped on the invoking character in the
|
|
specified equipment slot is refinable, and 0 if it isn't. For a list of
|
|
equipment slots see 'getequipid'.
|
|
|
|
if (getequipisenableref(EQI_HEAD_TOP)) {
|
|
mes "[Refiner]";
|
|
mes "Ok I can refine this";
|
|
close;
|
|
}
|
|
mes "[Refiner]";
|
|
mes "I can't refine this hat!...";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*getequiprefinerycnt(<equipment slot>)
|
|
|
|
Returns the current number of pluses for the item in the specified
|
|
equipment slot. For a list of equipment slots see 'getequipid'.
|
|
|
|
Can be used to check if you have reached a maximum refine value, default
|
|
for this is +10:
|
|
|
|
if(getequiprefinerycnt(EQI_HEAD_TOP) < 10)
|
|
mes "I will now upgrade your "+getequipname(EQI_HEAD_TOP);
|
|
else
|
|
mes "Sorry, it's not possible to refine hats better than +10";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*getequipweaponlv(<equipment slot>)
|
|
|
|
This function returns the weapon level for the weapon equipped in the
|
|
specified equipment slot on the invoking character. For a list of
|
|
equipment slots see 'getequipid'.
|
|
|
|
Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons
|
|
have a weapon level. You can, however, probably, use this field for other
|
|
equippable custom items as a flag or something.
|
|
|
|
If no item is equipped in this slot, or if it doesn't have a weapon level
|
|
according to the database, 0 will be returned.
|
|
|
|
Examples:
|
|
|
|
// Right hand can only contain a weapon.
|
|
switch (getequipweaponlv(EQI_HAND_R)) {
|
|
case 1: mes "You are holding a lvl 1 weapon."; break;
|
|
case 2: mes "You are holding a lvl 2 weapon."; break;
|
|
case 3: mes "You are holding a lvl 3 weapon."; break;
|
|
case 4: mes "You are holding a lvl 4 weapon."; break;
|
|
case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break;
|
|
default: mes "Seems you don't have a weapon on."; break;
|
|
}
|
|
|
|
// Left hand can hold either a weapon or shield.
|
|
if (getequipid(EQI_HAND_R) == 0) {
|
|
mes "Seems you have nothing equipped here.";
|
|
close;
|
|
}
|
|
switch (getequipweaponlv(EQI_HAND_L)) {
|
|
case 0: mes "You are holding a shield, so it doesn't have a level."; break;
|
|
case 1: mes "You are holding a lvl 1 weapon."; break;
|
|
case 2: mes "You are holding a lvl 2 weapon."; break;
|
|
case 3: mes "You are holding a lvl 3 weapon."; break;
|
|
case 4: mes "You are holding a lvl 4 weapon."; break;
|
|
case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*getequippercentrefinery(<equipment slot>)
|
|
|
|
This function calculates and returns the percent value chance to
|
|
successfully refine the item found in the specified equipment slot of the
|
|
invoking character by +1. There is no actual formula, the success rate for
|
|
a given weapon level of a certain refine level is found in the
|
|
db/refine_db.txt file. For a list of equipment slots see 'getequipid'.
|
|
|
|
These values can be displayed for the player to see, or used to calculate
|
|
the random change of a refine succeeding or failing and then going through
|
|
with it (which is what the official NPC refinery scripts use it for).
|
|
|
|
// This will find a random number from 0 - 99 and if that is equal to or
|
|
// more than the value recovered by this command it will show a message
|
|
if (getequippercentrefinery(EQI_HAND_L) <= rand(100))
|
|
mes "Aww";
|
|
|
|
---------------------------------------
|
|
|
|
*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>)
|
|
|
|
This function will count all the items with the specified ID number lying
|
|
on the ground on the specified map within the x1/y1-x2/y2 square on it and
|
|
return that number.
|
|
|
|
This is the only function around where a parameter may be either a string
|
|
or a number! If it's a number, it means that only the items with that item
|
|
ID number will be counted. If it is a string, it is assumed to mean the
|
|
'english name' field from the item database. If you give it an empty
|
|
string, or something that isn't found from the item database, it will
|
|
count items number '512' (apples).
|
|
|
|
---------------------------------------
|
|
|
|
*getequipcardcnt(<equipment slot>)
|
|
|
|
This function will return the number of cards that have been compounded
|
|
onto a specific equipped item for the invoking character. See 'getequipid'
|
|
for a list of possible equipment slots.
|
|
|
|
---------------------------------------
|
|
|
|
*getinventorylist;
|
|
|
|
This command sets a bunch of arrays with a complete list of whatever the
|
|
invoking character has in its inventory, including all the data needed to
|
|
recreate these items perfectly if they are destroyed. Here's what you get:
|
|
|
|
@inventorylist_id[] - array of item ids.
|
|
@inventorylist_amount[] - their corresponding item amounts.
|
|
@inventorylist_equip[] - will return the slot the item is equipped on, if at all.
|
|
@inventorylist_refine[] - for how much it is refined.
|
|
@inventorylist_identify[] - whether it is identified.
|
|
@inventorylist_attribute[] - whether it is broken.
|
|
@inventorylist_card1[] - These four arrays contain card data for the
|
|
@inventorylist_card2[] items. These data slots are also used to store
|
|
@inventorylist_card3[] names inscribed on the items, so you can
|
|
@inventorylist_card4[] explicitly check if the character owns an item
|
|
made by a specific craftsman.
|
|
@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
|
|
expires.
|
|
@inventorylist_bound - whether it is an account bounded item or not.
|
|
@inventorylist_count - the number of items in these lists.
|
|
|
|
This could be handy to save/restore a character's inventory, since no
|
|
other command returns such a complete set of data, and could also be the
|
|
only way to correctly handle an NPC trader for carded and named items who
|
|
could resell them - since NPC objects cannot own items, so they have to
|
|
store item data in variables and recreate the items.
|
|
|
|
Notice that the variables this command generates are all temporary,
|
|
attached to the character, and integer.
|
|
|
|
Be sure to use @inventorylist_count to go through these arrays, and not
|
|
'getarraysize', because the arrays are not automatically cleared between
|
|
runs of 'getinventorylist'.
|
|
|
|
---------------------------------------
|
|
|
|
*getcartinventorylist;
|
|
|
|
This command sets a bunch of arrays with a complete list of whatever the
|
|
invoking character has in its cart_inventory, including all the data needed to
|
|
recreate these items perfectly if they are destroyed. Here's what you get:
|
|
|
|
@cartinventorylist_id[] - array of item ids.
|
|
@cartinventorylist_amount[] - their corresponding item amounts.
|
|
@cartinventorylist_refine[] - for how much it is refined.
|
|
@cartinventorylist_identify[] - whether it is identified.
|
|
@cartinventorylist_attribute[] - whether it is broken.
|
|
@cartinventorylist_card1[] - These four arrays contain card data for the
|
|
@cartinventorylist_card2[] items. These data slots are also used to store
|
|
@cartinventorylist_card3[] names inscribed on the items, so you can
|
|
@cartinventorylist_card4[] explicitly check if the character owns an item
|
|
made by a specific craftsman.
|
|
@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
|
|
expires.
|
|
@cartinventorylist_bound - whether it is an account bounded item or not.
|
|
@cartinventorylist_count - the number of items in these lists.
|
|
|
|
This could be handy to save/restore a character's cart_inventory, since no
|
|
other command returns such a complete set of data, and could also be the
|
|
only way to correctly handle an NPC trader for carded and named items who
|
|
could resell them - since NPC objects cannot own items, so they have to
|
|
store item data in variables and recreate the items.
|
|
|
|
Notice that the variables this command generates are all temporary,
|
|
attached to the character, and integer.
|
|
|
|
Be sure to use @cartinventorylist_count to go through these arrays, and not
|
|
'getarraysize', because the arrays are not automatically cleared between
|
|
runs of 'getcartinventorylist'.
|
|
|
|
---------------------------------------
|
|
|
|
*cardscnt()
|
|
|
|
This function will return the number of cards inserted into the weapon
|
|
currently equipped on the invoking character.
|
|
While this function was meant for item scripts, it will work outside them:
|
|
|
|
if (cardscnt()==4) mes "So you've stuck four cards into that weapon, think you're cool now?";
|
|
|
|
---------------------------------------
|
|
|
|
*getrefine()
|
|
|
|
This function will return the refine count of the equipment from which
|
|
the function is called. This function is intended for use in item scripts.
|
|
|
|
if (getrefine()==10) mes "Wow. That's a murder weapon.";
|
|
|
|
---------------------------------------
|
|
|
|
*getnameditem(<item id>,"<name to inscribe>");
|
|
*getnameditem("<item name>","<name to inscribe>");
|
|
|
|
This function is equivalent to using 'getitem', however, it will not just
|
|
give the character an item object, but will also inscribe it with a
|
|
specified character's name. You may not inscribe items with arbitrary
|
|
strings, only with names of characters that actually exist. While this
|
|
isn't said anywhere specifically, apparently, named items may not have
|
|
cards in them, slots or no - these data slots are taken by the character
|
|
ID who's name is inscribed. Only one remains free and it's not quite clear
|
|
if a card may be there.
|
|
|
|
This function will return 1 if an item was successfully created and 0 if
|
|
it wasn't for whatever reason. Like 'getitem', this function will also
|
|
accept an 'english name' from the item database as an item name and will
|
|
return 0 if no such item exists.
|
|
|
|
---------------------------------------
|
|
|
|
*getitemslots(<item ID>)
|
|
|
|
This function will look up the item with the specified ID number in the
|
|
database and return the number of slots this kind of items has - 0 if they
|
|
are not slotted. It will also be 0 for all non-equippable items,
|
|
naturally, unless someone messed up the item database. It will return -1
|
|
if there is no such item.
|
|
|
|
Example:
|
|
|
|
//.@slots now has the amount of slots of the item with ID 1205.
|
|
.@slots = getitemslots(1205);
|
|
|
|
---------------------------------------
|
|
|
|
*getiteminfo(<item ID>,<type>)
|
|
|
|
This function will look up the item with the specified ID number in the
|
|
database and return the info set by TYPE argument.
|
|
It will return -1 if there is no such item.
|
|
|
|
Valid types are:
|
|
0 - Buy Price; 1 - Sell Price; 2 - Item Type;
|
|
3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
|
|
if = 0, then monsters don't drop it at all (rare or a quest item)
|
|
if = 10000, then this item is sold in NPC shops only
|
|
4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
|
|
10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
|
|
|
|
If RENEWAL is defined, 15 - matk
|
|
|
|
Check sample in doc/sample/getiteminfo.txt
|
|
|
|
---------------------------------------
|
|
|
|
*getequipcardid(<equipment slot>,<card slot>)
|
|
|
|
Returns value for equipped item slot in the indicated slot (0, 1, 2, or 3).
|
|
|
|
This function returns CARD ID, 255,254,-255 (for card 0, if the item is
|
|
produced). It's useful for when you want to check whether an item contains
|
|
cards or if it's signed.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
2.1 - End of Item-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*getmapxy("<variable for map name>",<variable for x>,<variable for y>,<type>{,"<search parameter>"})
|
|
|
|
This function will locate a character object, NPC object or pet's
|
|
coordinates and place their coordinates into the variables specified when
|
|
calling it. It will return 0 if the search was successful, and -1 if the
|
|
parameters given were not variables or the search was not successful.
|
|
|
|
Type is the type of object to search for:
|
|
|
|
UNITTYPE_PC - Character object
|
|
UNITTYPE_NPC - NPC object
|
|
UNITTYPE_PET - Pet object
|
|
UNITTYPE_MOB - Monster object
|
|
UNITTYPE_HOM - Homunculus object
|
|
UNITTYPE_MER - Mercenary object
|
|
UNITTYPE_ELEM - Elemental object
|
|
|
|
To look for a monster object, monster GID is required. The function will
|
|
always return -1 when search using string.
|
|
|
|
The search parameter is optional. If it is not specified, the location of the
|
|
invoking character will always be returned for UNITTYPE_PC, the location of the
|
|
NPC running this function for UNITTYPE_NPC. If a search parameter is specified,
|
|
for UNITTYPE_PC and UNITTYPE_NPC, the character or NPC with the specified name
|
|
or GID will be located.
|
|
|
|
If type is UNITTYPE_PET, UNITTYPE_HOM, UNITTYPE_MER or UNITTYPE_ELEM the search
|
|
will locate the owner's pet/homun/mercenary/elementals if the search parameter
|
|
is not provided. It will NOT locate these object by name, but can be done if GID
|
|
is provided.
|
|
|
|
What a mess. Example, a working and tested one now:
|
|
|
|
prontera,164,301,3%TAB%script%TAB%Meh%TAB%730,{
|
|
mes "My name is Meh. I'm here so that Nyah can find me.";
|
|
close;
|
|
}
|
|
|
|
prontera,164,299,3%TAB%script%TAB%Nyah%TAB%730,{
|
|
mes "My name is Nyah.";
|
|
mes "I will now search for Meh all across the world!";
|
|
if (getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_NPC, "Meh") != 0) {
|
|
mes "I can't seem to find Meh anywhere!";
|
|
close;
|
|
}
|
|
mes "And I found him on map "+.@mapname$+" at X:"+.@mapx+" Y:"+.@mapy+" !";
|
|
close;
|
|
}
|
|
|
|
Notice that NPC objects disabled with 'disablenpc' will still be located.
|
|
|
|
---------------------------------------
|
|
|
|
*getgmlevel()
|
|
|
|
This function will return the (GM) level of player group the account to
|
|
which the invoking character belongs. If this is somehow executed from a
|
|
console command, 99 will be returned, and 0 will be returned if the
|
|
account has no GM level.
|
|
|
|
This allows you to make NPC's only accessible for certain GM levels, or
|
|
behave specially when talked to by GMs.
|
|
|
|
if (getgmlevel()) mes "What is your command, your godhood?";
|
|
if (getgmlevel() < 99) end;
|
|
|
|
---------------------------------------
|
|
|
|
*setgroupid(<new group id>{,"<character name>"|<account id>})
|
|
|
|
This function will temporary adjust the id of player group the account to which the
|
|
player specified if the new group id is available.
|
|
Return 1 if success, otherwise it will return 0.
|
|
|
|
---------------------------------------
|
|
|
|
*getgroupid()
|
|
|
|
This function will return the id of player group the account to which the
|
|
invoking player belongs.
|
|
|
|
---------------------------------------
|
|
|
|
*gettimetick(<type>)
|
|
|
|
Valid types are :
|
|
0 - server's tick (milleseconds), unsigned int, loops every ~50 days
|
|
1 - time since the start of the current day in seconds
|
|
2 - UNIX epoch time (number of seconds elapsed since 1st of January 1970)
|
|
|
|
---------------------------------------
|
|
|
|
*gettime(<type>)
|
|
|
|
This function returns specified information about the current system time.
|
|
|
|
Valid types:
|
|
1 - GETTIME_SECOND - Seconds (of a minute)
|
|
2 - GETTIME_MINUTE - Minutes (of an hour)
|
|
3 - GETTIME_HOUR - Hour (of a day)
|
|
4 - GETTIME_WEEKDAY - Week day (0 for Sunday, 6 is Saturday)
|
|
- Additional: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY
|
|
5 - GETTIME_DAYOFMONTH - Day of the month.
|
|
6 - GETTIME_MONTH - Number of the month.
|
|
- Additional: JANUARY, FEBRUARY, MARCH, APRIL, MAY, JUNE, JULY, AUGUST, SEPTEMBER, OCTOBER, NOVEMBER, DECEMBER
|
|
7 - GETTIME_YEAR - Year
|
|
8 - GETTIME_DAYOFYEAR - Day of the year.
|
|
|
|
It will only return numbers based on types.
|
|
Example :
|
|
if (gettime(GETTIME_WEEKDAY) == SATURDAY) {
|
|
mes "It's a Saturday. I don't work on Saturdays.";
|
|
} else if (gettime(GETTIME_MONTH) == JANUARY) {
|
|
mes "It's January. I don't work on January.";
|
|
} else if (gettime(GETTIME_MONTH) == OCTOBER && gettime(GETTIME_DAYOFMONTH) == 31) {
|
|
mes "It's Halloween.";
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*gettimestr(<format string>,<max length>)
|
|
|
|
This function will return a string containing time data as specified by
|
|
the format string.
|
|
|
|
This uses the C function 'strfmtime', which obeys special format
|
|
characters. For a full description see, for example, the description of
|
|
'strfmtime' at http://www.delorie.com/gnu/docs/glibc/libc_437.html
|
|
All the format characters given in there should properly work.
|
|
Max length is the maximum length of a time string to generate.
|
|
|
|
The example given in Hercules sample scripts works like this:
|
|
|
|
mes gettimestr("%Y-%m/%d %H:%M:%S",21);
|
|
|
|
This will print a full date and time like 'YYYY-MM/DD HH:MM:SS'.
|
|
|
|
---------------------------------------
|
|
|
|
*getusers(<type>)
|
|
|
|
This function will return a number of users on a map or the whole server.
|
|
What it returns is specified by Type.
|
|
|
|
Type can be one of the following values, which control what is returned:
|
|
|
|
0 - Count of all characters on the map of the invoking character.
|
|
1 - Count of all characters in the entire server.
|
|
8 - Count of all characters on the map of the NPC the script is
|
|
running in.
|
|
|
|
---------------------------------------
|
|
|
|
*getmapusers("<map name>")
|
|
|
|
This function will return the number of users currently located on the
|
|
specified map.
|
|
|
|
Currently being used in the PVP scripts to check if a PVP room is full of
|
|
not, if the number returned it equal to the maximum allowed it will not
|
|
let you enter.
|
|
|
|
Return -1 if the map name is invalid.
|
|
|
|
---------------------------------------
|
|
|
|
*getareausers({"<map name>",}{<x1>,<y1>,<x2>,<y2>})
|
|
*getareausers({"<map name>",}{<radius>})
|
|
|
|
This function will return the count of connected characters which are
|
|
located within the specified area. Area can be x1/y1-x2/y2 square,
|
|
or radius from npc position. If map name missing, used attached player map.
|
|
|
|
This is useful for maps that are split into many buildings, such as all
|
|
the "*_in" maps, due to all the shops and houses.
|
|
|
|
Examples:
|
|
// return players in area npc area on current map.
|
|
.@num = getareausers();
|
|
// return players in square (1, 1) - (10, 10)
|
|
.@num = "players: " + getareausers(1, 1, 10, 10);
|
|
|
|
---------------------------------------
|
|
|
|
*getusersname;
|
|
|
|
This command will give the invoking character a list of names of the
|
|
connected characters (including themselves) into an NPC script message
|
|
window (see 'mes') paging it by 10 names as if with the 'next' command.
|
|
|
|
You need to put a 'close' after that yourself.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
2.2 - Guild-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*getguildname(<guild id>)
|
|
|
|
This function returns a guild's name given an ID number. If there is no
|
|
such guild, "null" will be returned;
|
|
|
|
// Would print whatever guild 10007 name is.
|
|
mes "The guild "+getguildname(10007)+" are all nice people.";
|
|
|
|
// This will do the same as above:
|
|
.@var = 10007;
|
|
mes "We have some friends in "+getguildname(.@var)+", you know.";
|
|
|
|
This is used all over the WoE controlling scripts. You could also use it
|
|
for a guild-based event.
|
|
|
|
---------------------------------------
|
|
|
|
*getguildmaster(<guild id>)
|
|
|
|
This function return the name of the master of the guild which has the
|
|
specified ID number. If there is no such guild, "null" will be returned.
|
|
|
|
// Would return the guild master of guild 10007, whatever that might be.
|
|
mes getguildmaster(10007)+" runs "+getguildname(10007);
|
|
|
|
Can be used to check if the character is the guild master of the specified
|
|
guild.
|
|
|
|
Maybe you want to make a room only guild masters can enter:
|
|
|
|
.@GID = getcharid(2);
|
|
if (.@GID == 0) {
|
|
mes "Sorry you are not in a guild";
|
|
close;
|
|
}
|
|
if (strcharinfo(0) == getguildmaster(.@GID)) {
|
|
mes "Welcome guild master of "+GetGuildName(.@GID);
|
|
close;
|
|
}
|
|
mes "Sorry you don't own the guild you are in";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*getguildmasterid(<guild id>)
|
|
|
|
This function will return the character ID number of the guild master of
|
|
the guild specified by the ID. 0 if the character is not a guild master of
|
|
any guild.
|
|
|
|
---------------------------------------
|
|
|
|
*getcastlename("<map name>")
|
|
|
|
This function returns the name of the castle when given the map name for
|
|
that castle. The data is read from 'db/castle_db.txt'.
|
|
|
|
---------------------------------------
|
|
|
|
*getcastledata("<map name>",<type of data>)
|
|
*setcastledata "<map name>",<type of data>,<value>;
|
|
|
|
This function returns the castle ownership information for the castle
|
|
referred to by its map name. Castle information is stored in
|
|
`guild_castle` SQL table.
|
|
|
|
Types of data correspond to `guild_castle` table columns:
|
|
|
|
1 - `guild_id` - Guild ID.
|
|
2 - `economy` - Castle Economy score.
|
|
3 - `defense` - Castle Defense score.
|
|
4 - `triggerE` - Number of times the economy was invested in today.
|
|
5 - `triggerD` - Number of times the defense was invested in today.
|
|
6 - `nextTime` - unused
|
|
7 - `payTime` - unused
|
|
8 - `createTime` - unused
|
|
9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise.
|
|
10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian)
|
|
11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian)
|
|
12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian)
|
|
13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian)
|
|
14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian)
|
|
15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian)
|
|
16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian)
|
|
17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian)
|
|
|
|
All types of data have their meaning determined by War of Emperium
|
|
scripts, with exception of:
|
|
- `guild_id` that is always the ID of the guild that owns the castle,
|
|
- `defense` that is used in Guardians & Emperium HP calculations,
|
|
- `visibleG` that is always considered to hold guardian presence bits.
|
|
|
|
The 'setcastledata' command will behave identically, but instead of
|
|
returning values for the specified types of accessible data, it will alter
|
|
them and cause them to be sent to the char-server for storage.
|
|
|
|
Changing Guild ID or Castle Defense will trigger additional actions, like
|
|
recalculating guardians' HP.
|
|
|
|
---------------------------------------
|
|
|
|
*getgdskilllv(<guild id>,<skill id>)
|
|
*getgdskilllv(<guild id>,"<skill name>")
|
|
|
|
This function returns the level of the skill <skill id> of the guild
|
|
<guild id>.
|
|
If the guild does not have that skill, 0 is returned.
|
|
If the guild does not exist, -1 is returned.
|
|
Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills.
|
|
GD_* are guild skills
|
|
|
|
---------------------------------------
|
|
|
|
*requestguildinfo <guild id>{,"<event label>"};
|
|
|
|
This command requests the guild data from the char server and merrily
|
|
continues with the execution. Whenever the guild information becomes
|
|
available (which happens instantly if the guild information is already in
|
|
memory, or later, if it isn't and the map server has to wait for the char
|
|
server to reply) it will run the specified event as in a 'doevent' call.
|
|
|
|
---------------------------------------
|
|
|
|
*getmapguildusers(<mapname>,<guild id>)
|
|
|
|
Returns the amount of characters from the specified guild on the given map.
|
|
|
|
Example:
|
|
|
|
mes "You have "+getmapguildusers("prontera",getcharid(2))+" guild members in Prontera.";
|
|
|
|
---------------------------------------
|
|
|
|
*getguildmember <guild id>{,<type>};
|
|
|
|
This command will find all members of a specified guild and returns their names
|
|
(or character id or account id depending on the value of "type") into an array
|
|
of temporary global variables.
|
|
|
|
Upon executing this,
|
|
|
|
$@guildmembername$[] is a global temporary string array which contains all the
|
|
names of these guild members.
|
|
(only set when type is 0 or not specified)
|
|
|
|
$@guildmembercid[] is a global temporary number array which contains the
|
|
character id of these guild members.
|
|
(only set when type is 1)
|
|
|
|
$@guildmemberaid[] is a global temporary number array which contains the
|
|
account id of these guild members.
|
|
(only set when type is 2)
|
|
|
|
$@guildmembercount is the number of guild members that were found.
|
|
|
|
The guild members will be found regardless of whether they are online or offline.
|
|
Note that the names come in no particular order.
|
|
|
|
Be sure to use $@guildmembercount to go through this array, and not
|
|
'getarraysize', because it is not cleared between runs of 'getguildmember'.
|
|
|
|
For usage examples, see 'getpartymember'.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
2.2 - End of Guild-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*getskilllv(<skill id>)
|
|
*getskilllv("<skill name>")
|
|
|
|
This function returns the level of the specified skill that the invoking
|
|
character has. If they don't have the skill, 0 will be returned. The full
|
|
list of character skills is available in 'db/(pre-)re/skill_db.txt'.
|
|
|
|
There are two main uses for this function, it can check whether the
|
|
character has a skill or not, and it can tell you if the level is high
|
|
enough.
|
|
|
|
Example 1:
|
|
|
|
if (getskilllv(TF_THROWSTONE)) {
|
|
// TF_THROWSTONE is defined in skill_db.txt and its value is 152
|
|
mes "You have got the skill Throw Stone";
|
|
close;
|
|
}
|
|
mes "You don't have Throw Stone";
|
|
close;
|
|
|
|
Example 2:
|
|
|
|
if (getskilllv(AL_HEAL) == 10) {
|
|
mes "Your heal lvl has been maxed";
|
|
close;
|
|
}
|
|
if (getskilllv(AL_HEAL) >= 5) {
|
|
mes "Your heal lvl is 5 or more";
|
|
close;
|
|
}
|
|
mes "You heal skill is below lvl 5";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*getskilllist;
|
|
|
|
This command sets a bunch of arrays with a complete list of skills the
|
|
invoking character has. Here's what you get:
|
|
|
|
@skilllist_id[] - skill ids.
|
|
@skilllist_lv[] - skill levels.
|
|
@skilllist_flag[] - see 'skill' for the meaning of skill flags.
|
|
@skilllist_count - number of skills in the above arrays.
|
|
|
|
While 'getskillv' is probably more useful for most situations, this is the
|
|
easiest way to store all the skills and make the character something else
|
|
for a while. Advanced job for a day? :) This could also be useful to see
|
|
how many skills a character has.
|
|
|
|
---------------------------------------
|
|
|
|
*getpetinfo(<type>)
|
|
|
|
This function will return pet information for the pet the invoking
|
|
character currently has active. Valid types are:
|
|
|
|
0 - Unique pet ID number as stored by the char server and distinguishing
|
|
it from all other pets the characters actually have. This value is
|
|
currently useless, at most you can use it to tell pets apart reliably.
|
|
1 - Pet class number as per 'db/pet_db.txt' - will tell you what kind of
|
|
a pet it is.
|
|
2 - Pet name. Will return "null" if there's no pet.
|
|
3 - Pet friendly level (intimacy score). 1000 is full loyalty.
|
|
4 - Pet hungry level. 100 is completely full.
|
|
5 - Pet rename flag. 0 means this pet has not been named yet.
|
|
|
|
If the invoking player doesn't own a pet, this command will return
|
|
"null" for type 2, and return 0 for other types.
|
|
|
|
---------------------------------------
|
|
|
|
*petstat(<flag>)
|
|
|
|
Returns current pet status, all are integers except name.
|
|
Returns 0 or "" if the player doesn't have pets.
|
|
|
|
Flags usable:
|
|
PET_CLASS
|
|
PET_NAME
|
|
PET_LEVEL
|
|
PET_HUNGRY
|
|
PET_INTIMATE
|
|
|
|
Example:
|
|
.@i = petstat(PET_CLASS);
|
|
|
|
---------------------------------------
|
|
|
|
*getmonsterinfo(<mob ID>,<type>)
|
|
|
|
This function will look up the monster with the specified ID number in the
|
|
mob database and return the info set by TYPE argument.
|
|
It will return -1 if there is no such monster (or the type value is
|
|
invalid), or "null" if you requested the monster's name.
|
|
|
|
Valid types are listed in constants.conf:
|
|
MOB_NAME 0
|
|
MOB_LV 1
|
|
MOB_MAXHP 2
|
|
MOB_BASEEXP 3
|
|
MOB_JOBEXP 4
|
|
MOB_ATK1 5
|
|
MOB_ATK2 6
|
|
MOB_DEF 7
|
|
MOB_MDEF 8
|
|
MOB_STR 9
|
|
MOB_AGI 10
|
|
MOB_VIT 11
|
|
MOB_INT 12
|
|
MOB_DEX 13
|
|
MOB_LUK 14
|
|
MOB_RANGE 15
|
|
MOB_RANGE2 16
|
|
MOB_RANGE3 17
|
|
MOB_SIZE 18
|
|
MOB_RACE 19
|
|
MOB_ELEMENT 20
|
|
MOB_MODE 21
|
|
MOB_MVPEXP 22
|
|
|
|
Check sample in doc/sample/getmonsterinfo.txt
|
|
|
|
---------------------------------------
|
|
|
|
*addmonsterdrop(<mob id or name>, <item id>, <rate>)
|
|
|
|
This command will temporarily add a drop to an existing monster. If the
|
|
monster already drops the specified item, its drop rate will be updated to the
|
|
given value.
|
|
|
|
Both the monster and the item must be valid. Acceptable values for the drop
|
|
rate are in the range [1:10000].
|
|
|
|
Return value will be 1 in case of success (the item was added or its drop rate
|
|
was updated), and 0 otherwise (there were no free item drop slots).
|
|
|
|
Example:
|
|
// Add Poring Doll (741) to the Poring's (1002) drops, with 1% (100) rate
|
|
addmonsterdrop(1002, 741, 100);
|
|
|
|
---------------------------------------
|
|
|
|
*delmonsterdrop(<mob id or name>, <item id>)
|
|
|
|
This command will temporarily remove a drop from an existing monster.
|
|
|
|
Both the monster and the item must be valid.
|
|
|
|
Return value will be 1 in case of success (the item was removed), and 0
|
|
otherwise (the monster didn't have the specified item in its drop list).
|
|
|
|
Example:
|
|
// Remove Jellopy (909) from the Poring's (1002) drops
|
|
delmonsterdrop(1002, 909);
|
|
|
|
---------------------------------------
|
|
|
|
*getmobdrops(<mob id>)
|
|
|
|
This command will find all drops of the specified mob and return the item
|
|
IDs and drop percentages into arrays of temporary global variables.
|
|
'getmobdrops' returns 1 if successful and 0 if the mob ID doesn't exist.
|
|
|
|
Upon executing this,
|
|
|
|
$@MobDrop_item[] is a global temporary number array which contains the
|
|
item IDs of the monster's drops.
|
|
|
|
$@MobDrop_rate[] is a global temporary number array which contains the
|
|
drop percentages of each item. (1 = .01%)
|
|
|
|
$@MobDrop_count is the number of item drops found.
|
|
|
|
Be sure to use $@MobDrop_count to go through the arrays, and not
|
|
'getarraysize', because the temporary global arrays are not cleared
|
|
between runs of 'getmobdrops'. If a mob with 7 item drops is looked up,
|
|
the arrays would have 7 elements. But if another mob is looked up and it
|
|
only has 5 item drops, the server will not clear the arrays for you,
|
|
overwriting the values instead. So in addition to returning the 5 item
|
|
drops, the 6th and 7th elements from the last call remain, and you will
|
|
get 5+2 item drops, of which the last 2 don't belong to the new mob.
|
|
$@MobDrop_count will always contain the correct number (5), unlike
|
|
'getarraysize()' which would return 7 in this case.
|
|
|
|
Example:
|
|
|
|
// get a Mob ID from the user
|
|
input .@mob_id;
|
|
|
|
if (getmobdrops(.@mob_id)) { // 'getmobdrops' returns 1 on success
|
|
// immediately copy global temporary variables into scope
|
|
// variables, since we don't know when 'getmobdrops' will get
|
|
// called again for another mob, overwriting your global temporary
|
|
// variables.
|
|
.@count = $@MobDrop_count;
|
|
copyarray .@item[0],$@MobDrop_item[0],.@count;
|
|
copyarray .@rate[0],$@MobDrop_rate[0],.@count;
|
|
|
|
mes getmonsterinfo(.@mob_id,MOB_NAME) + " - " + .@count + " drops found:";
|
|
for (.@i = 0; .@i < .@count; ++.@i) {
|
|
mes .@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%";
|
|
}
|
|
} else {
|
|
mes "Unknown monster ID.";
|
|
}
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*skillpointcount()
|
|
|
|
Returns the total amount of skill points a character possesses
|
|
(SkillPoint+SP's used in skills) This command can be used to check the
|
|
currently attached characters total amount of skill points. This means the
|
|
skill points used in skill are counted, and added to SkillPoints (number
|
|
of skill points not used).
|
|
|
|
Example:
|
|
|
|
//This will set the temp character variable @skill_points to the amount of
|
|
//skill points, and then tell the player the value.
|
|
@skill_points = skillpointcount();
|
|
mes "You have "+@skill_points+" skill points in total!";
|
|
|
|
//Self-explanatory... :P
|
|
if (skillpointcount() > 20)
|
|
mes "Wow, you have more then 20 Skill Points in total!";
|
|
|
|
This command does not count skills which are set as flag 3 (permamently
|
|
granted) (e.g. ALL_BUYING_STORE/ALL_INCCARRY).
|
|
---------------------------------------
|
|
|
|
*getscrate(<effect type>,<base rate>{,<GID>})
|
|
|
|
This function will return the chance of a status effect affecting the
|
|
invoking character, in percent, modified by the their current defense
|
|
against said status. The 'base rate' is the base chance of the status
|
|
effect being inflicted, in percent.
|
|
|
|
if (rand(100) > getscrate(Eff_Blind, 50)) {
|
|
// do something
|
|
}
|
|
|
|
You can see the full list of available effect types you can possibly
|
|
inflict in 'db/constants.conf' under 'Eff_'.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
3 - Checking-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*playerattached()
|
|
|
|
Returns the ID of the player currently attached to the script. It will
|
|
return 0 if no one is attached, or if the attached player no longer exists
|
|
on the map server. It is wise to check for the attached player in script
|
|
functions that deal with timers as there's no guarantee the player will
|
|
still be logged on when the timer triggers. Note that the ID of a player
|
|
is actually their account ID.
|
|
|
|
---------------------------------------
|
|
|
|
*isloggedin(<account id>{,<char id>})
|
|
|
|
This function returns 1 if the specified account is logged in and 0 if
|
|
they aren't. You can also pass the char_id to check for both account and
|
|
char id.
|
|
|
|
---------------------------------------
|
|
|
|
*checkweight(<item id>,<amount>{,<item id>,<amount>,<item id>,<amount>,...});
|
|
*checkweight("<item name>",<amount>{,"<item name>",<amount>,"<item name>",<amount>,...});
|
|
*checkweight2(<id_array>,<amount_array>);
|
|
|
|
These functions will compute and return 1 if the total weight of the
|
|
specified number of specific items does not exceed the invoking
|
|
character's carrying capacity, and 0 otherwise. It is important to see if
|
|
a player can carry the items you expect to give them, failing to do that
|
|
may open your script up to abuse or create some very unfair errors.
|
|
|
|
The second function will check an array of items and amounts, and also
|
|
returns 1 on success and 0 on failure.
|
|
|
|
The functions, in addition to checking to see if the player is capable of
|
|
holding a set amount of items, also ensure the player has room in their
|
|
inventory for the item(s) they will be receiving.
|
|
|
|
Like 'getitem', this function will also accept an 'english name' from the
|
|
database as an argument.
|
|
|
|
Example 1:
|
|
|
|
if (checkweight(512,10)) {
|
|
getitem 512,10;
|
|
} else {
|
|
mes "Sorry, you cannot hold this amount of apples!";
|
|
}
|
|
|
|
Example 2:
|
|
|
|
setarray .@item[0],512,513,514;
|
|
setarray .@amount[0],10,5,5;
|
|
if (!checkweight(.@item,.@amount)) {
|
|
mes "Sorry, you cannot hold this amount of fruit!";
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*basicskillcheck()
|
|
|
|
This function will return the state of the configuration option
|
|
'basic_skill_check' in 'battle.conf'. Returns 1 if the option is enabled
|
|
and 0 if it isn't. If the 'basic_skill_check' option is enabled, which it
|
|
is by default, characters must have a certain number of basic skill levels
|
|
to sit, request a trade, use emotions, etc. Making your script behave
|
|
differently depending on whether the characters must actually have the
|
|
skill to do all these things might in some cases be required.
|
|
|
|
---------------------------------------
|
|
|
|
*checkoption(<option number>)
|
|
*checkoption1(<option number>)
|
|
*checkoption2(<option number>)
|
|
*setoption <option number>{,<flag>};
|
|
|
|
The 'setoption' series of functions check for a so-called option that is
|
|
set on the invoking character. 'Options' are used to store status
|
|
conditions and a lot of other non-permanent character data of the yes-no
|
|
kind. For most common cases, it is better to use 'checkcart',
|
|
'checkfalcon', 'checkpeco' and other similar functions, but there are some
|
|
options which you cannot get at this way. They return 1 if the option is
|
|
set and 0 if the option is not set.
|
|
|
|
Option numbers valid for the first (option) version of this command are:
|
|
|
|
0x000001 - Sight in effect.
|
|
0x000002 - Hide in effect.
|
|
0x000004 - Cloaking in effect.
|
|
0x000008 - Cart number 1 present.
|
|
0x000010 - Falcon present.
|
|
0x000020 - Peco Peco present.
|
|
0x000040 - GM Perfect Hide in effect.
|
|
0x000080 - Cart number 2 present.
|
|
0x000100 - Cart number 3 present.
|
|
0x000200 - Cart number 4 present.
|
|
0x000400 - Cart number 5 present.
|
|
0x000800 - Orc head present.
|
|
0x001000 - The character is wearing a wedding sprite.
|
|
0x002000 - Ruwach is in effect.
|
|
0x004000 - Chasewalk in effect.
|
|
0x008000 - Flying or Xmas suit.
|
|
0x010000 - Sighttrasher.
|
|
0x100000 - Warg present.
|
|
0x200000 - The character is riding a warg.
|
|
|
|
Option numbers valid for the second version (opt1) of this command are:
|
|
|
|
1 - Petrified.
|
|
2 - Frozen.
|
|
3 - Stunned.
|
|
4 - Sleeping.
|
|
6 - Petrifying (the state where you can still walk)
|
|
|
|
Option numbers valid for the third version (opt2) of this command are:
|
|
|
|
0x01 - Poisoned.
|
|
0x02 - Cursed.
|
|
0x04 - Silenced.
|
|
0x08 - Signum Crucis (plays a howl-like sound effect, but otherwise no
|
|
visible effects are displayed)
|
|
0x10 - Blinded.
|
|
0x80 - Deadly poisoned.
|
|
|
|
Option numbers (except for opt1) are bit-masks - you can add them up to
|
|
check for several states, but the functions will return true if at least
|
|
one of them is in effect.
|
|
|
|
'setoption' will set options on the invoking character. There are no
|
|
second and third versions of this command, so you can only change the
|
|
values in the first list (cloak, cart, ruwach, etc). If flag is 1 (default
|
|
when omitted), the option will be added to what the character currently
|
|
has; if 0, the option is removed.
|
|
|
|
This is definitely not a complete list of available option flag numbers.
|
|
Ask a core developer (or read the source: src/map/status.h) for the full
|
|
list.
|
|
|
|
---------------------------------------
|
|
|
|
*setcart {<type>};
|
|
*checkcart()
|
|
|
|
If <type> is 0 this command will remove the cart from the character.
|
|
Otherwise it gives the invoking character a cart. The cart given will be
|
|
cart number <type> and will work regardless of whether the character is a
|
|
merchant class or not.
|
|
Note: the character needs to have the skill MC_PUSHCART to gain a cart.
|
|
|
|
The accompanying function will return 1 if the invoking character has a
|
|
cart (any kind of cart) and 0 if they don't.
|
|
|
|
if (checkcart()) mes "But you already have a cart!";
|
|
|
|
---------------------------------------
|
|
|
|
*setfalcon {<flag>};
|
|
*checkfalcon()
|
|
|
|
If <flag> is 0 this command will remove the falcon from the character.
|
|
Otherwise it gives the invoking character a falcon. The falcon will be
|
|
there regardless of whether the character is a hunter or not. It will
|
|
(probably) not have any useful effects for non-hunters though.
|
|
Note: the character needs to have the skill HT_FALCON to gain a falcon.
|
|
|
|
The accompanying function will return 1 if the invoking character has a
|
|
falcon and 0 if they don't.
|
|
|
|
if (checkfalcon()) mes "But you already have a falcon!";
|
|
|
|
---------------------------------------
|
|
|
|
*setmount {<flag>};
|
|
*checkmount()
|
|
|
|
If <flag> is MOUNT_NONE (or 0) this command will remove the mount from the
|
|
character.
|
|
|
|
Otherwise it gives the invoking character the desired combat mount, where
|
|
allowed by their class and skills.
|
|
|
|
If no flag is specified, the mount is automatically chosen according to the
|
|
character's class and skills.
|
|
|
|
The following flag values are accepted:
|
|
|
|
MOUNT_NONE:
|
|
- Dismount
|
|
MOUNT_PECO:
|
|
- PecoPeco (Knight series class)
|
|
- GrandPeco (Crusader series class)
|
|
- Gryphon (Royal Guard)
|
|
MOUNT_WUG:
|
|
- Warg (Ranger)
|
|
MOUNT_MADO:
|
|
- Mado Gear (Mechanic)
|
|
MOUNT_DRAGON:
|
|
MOUNT_DRAGON_GREEN:
|
|
MOUNT_DRAGON_BROWN:
|
|
MOUNT_DRAGON_GRAY:
|
|
MOUNT_DRAGON_BLUE:
|
|
MOUNT_DRAGON_RED:
|
|
- Dragon (Rune Knight)
|
|
if MOUNT_DRAGON is specified, a the default (green) dragon will be used.
|
|
|
|
Unlike 'setfalcon' and 'setcart' this will not work at all if they aren't of a
|
|
class which can ride a mount.
|
|
|
|
The accompanying function will return 0 if the invoking character is not on a
|
|
mount, and a non-zero value (according to the above constants) if they are.
|
|
Note: in case of dragons, the returned value will always be MOUNT_DRAGON,
|
|
regardless of color.
|
|
|
|
if (checkmount())
|
|
mes "Leave your mount outside! No riding mounts on the floor here!";
|
|
|
|
if (checkmount() == MOUNT_DRAGON)
|
|
mes "Wow, your dragon is cool! Can I pet it?";
|
|
|
|
---------------------------------------
|
|
|
|
*setcashmount;
|
|
*hascashmount()
|
|
|
|
The 'setcashmount' function toggles cash mount for the invoking character.
|
|
It will return 1 if successful, 0 otherwise.
|
|
|
|
Note: Character must not be mounting a non-cash mount (eg. dragon, peco,
|
|
wug, etc.)
|
|
|
|
The accompanying function will return 1 if the invoking character has a
|
|
cash mount and 0 if they don't.
|
|
|
|
---------------------------------------
|
|
|
|
*checkwug()
|
|
|
|
This function will return 1 if the invoking character has a warg and 0 if
|
|
they don't.
|
|
|
|
---------------------------------------
|
|
|
|
*checkvending({"<Player Name>"})
|
|
*checkchatting({"<Player Name>"})
|
|
|
|
Checks if the player is vending or in a chatroom.
|
|
Name is optional, and defaults to the attached player if omitted.
|
|
|
|
Return values for 'checkvending' are
|
|
0 = not vending
|
|
1 = normal vending
|
|
2 = vending using @autotrade
|
|
|
|
'checkchatting' returns 1 if they are in a chat room, 0 if they are not.
|
|
|
|
Examples:
|
|
//This will check if Aaron is vending, and if so, put a message in
|
|
//front of the attached player saying Aaron is vending.
|
|
if (checkvending("Aaron"))
|
|
mes "Aaron is currently vending!";
|
|
|
|
//This will check if the attached player in a chat room or not.
|
|
if (checkchatting())
|
|
mes "You are currently in a chat room!";
|
|
|
|
---------------------------------------
|
|
|
|
*checkidle({"<Player Name>"})
|
|
|
|
Returns the time, in seconds, that the specified player has been idle.
|
|
Name is optional, and defaults to the attached player if omitted.
|
|
|
|
---------------------------------------
|
|
|
|
*agitcheck()
|
|
*agitcheck2()
|
|
|
|
These function will let you check whether the server is currently in WoE
|
|
mode (or WoE SE mode if the second function is called) and will return 1
|
|
if War of Emperium is on and 0 if it isn't.
|
|
|
|
---------------------------------------
|
|
|
|
*isnight()
|
|
|
|
This functions will return true or false depending on whether the server is in
|
|
night mode or day mode:
|
|
|
|
if (!isnight()) mes "I only prowl in the night.";
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
3.1 - Checking Item-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*isequipped(<item id>{,<item id>{,<item id>{,<item id>}}})
|
|
|
|
This function will return 1 if the invoking character has all of the item
|
|
IDs given equipped (if card IDs are passed, then it checks if the cards
|
|
are inserted into slots in the equipment they are currently wearing).
|
|
Theoretically there is no limit to the number of items that may be tested
|
|
for at the same time.
|
|
If even one of the items given is not equipped, 0 will be returned.
|
|
|
|
// (Poring,Santa Poring,Poporing,Marin)
|
|
if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!";
|
|
// (Poring)
|
|
if (isequipped(4001)) mes "A poring card is useful, don't you think?";
|
|
// (Earring)
|
|
if (isequipped(2622)) mes "You got a pair of nice Earring.";
|
|
|
|
The function was meant for item scripts to support the cards released by
|
|
Gravity in February 2005, but it will work just fine in normal NPC scripts.
|
|
|
|
---------------------------------------
|
|
|
|
*isequippedcnt(<item id>{,<item id>{,<item id>{,<item id>}}})
|
|
|
|
This function is similar to 'isequipped', but instead of 1 or 0, it will
|
|
return the number of equipped items/cards in the list given that were found on the
|
|
invoking character.
|
|
|
|
if (isequippedcnt(4001,4005,4033,4196) == 4) mes "Finally got all four poring cards?";
|
|
if (isequippedcnt(5353,2622) == 2) mes "You equipped both Helm of Sun and Earring.";
|
|
|
|
---------------------------------------
|
|
|
|
*checkequipedcard(<card id>)
|
|
|
|
This function will return 1 if the card specified by it's item ID number
|
|
is inserted into any equipment they have in their inventory, currently
|
|
equipped or not.
|
|
|
|
---------------------------------------
|
|
|
|
*getequipisidentify(<equipment slot>)
|
|
|
|
This function will return 1 if an item in the specified equipment slot is
|
|
identified and 0 if it isn't. Since you can't even equip unidentified
|
|
equipment, there's a question of whether it can actually end up there, and
|
|
it will normally return 1 all the time if there is an item in this
|
|
equipment slot, which makes this script command kinda pointless.
|
|
For a list of equipment slots see 'getequipid'.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
3.0 & 3.1 - End of Checking/Item-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4 - Player-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*attachrid(<account ID>)
|
|
*detachrid;
|
|
|
|
These commands allow the manipulation of the script's currently attached
|
|
player. While attachrid allows attaching of a different player by using
|
|
its account id for the parameter rid, detachrid makes the following
|
|
commands run as if the script was never invoked by a player.
|
|
|
|
In case, that the player cannot be attached, such as, when the player went
|
|
offline in the mean time, attachrid returns 0, otherwise 1.
|
|
|
|
---------------------------------------
|
|
|
|
*rid2name(<rid>)
|
|
|
|
Converts rid to name. Note: The player/monster/NPC must be online/enabled.
|
|
Good for PCKillEvent where you can convert 'killedrid' to the name of the
|
|
player.
|
|
|
|
Note: rid2name may not produce correct character names since rid means
|
|
account id.
|
|
It will return the current online character of the account only.
|
|
|
|
---------------------------------------
|
|
|
|
*message <account ID>,"<message>";
|
|
*message "<character name>","<message>";
|
|
|
|
That command will send a message to the chat window of the character
|
|
specified by account ID or name. The text will also appear above the head
|
|
of that character. It will not be seen by anyone else.
|
|
|
|
---------------------------------------
|
|
|
|
*dispbottom "<message>"{,<color>};
|
|
|
|
This command will send the given message into the invoking character's
|
|
chat window. The color format is in RGB (0xRRGGBB), and default to green
|
|
if <color> field is left out.
|
|
|
|
---------------------------------------
|
|
|
|
*showscript "<message>"{,<GID>};
|
|
|
|
Makes attached player or GID says a message like shouting a skill name, the message
|
|
will be seen to everyone around but not in chat window.
|
|
|
|
---------------------------------------
|
|
|
|
*warp "<map name>",<x>,<y>{,<flag>};
|
|
|
|
This command will take the invoking character to the specified map, and if
|
|
wanted, specified coordinates too, but these can be random.
|
|
|
|
warp "place",50,55;
|
|
|
|
This would take them to X 50 Y 55 on the map called "place". If your X and
|
|
Y coordinates land on an unwalkable map square, it will send the warped
|
|
character to a random place. Same will happen if they are both zero:
|
|
|
|
warp "place",0,0;
|
|
|
|
Notice that while warping people to coordinates 0,0 will normally get them
|
|
into a random place, it's not certain to always be so. Darned if I know
|
|
where this is actually coded, it might be that this happens because square
|
|
0,0 is unwalkable on all official maps. Beware if you're using custom maps.
|
|
|
|
There are also three special 'map names' you can use:
|
|
|
|
"Random" will warp the player randomly on the current map.
|
|
"Save" and "SavePoint" will warp the player back to their save point.
|
|
|
|
If flag parameter is set to 0, after player warped will be not stopped
|
|
currend running npc script. Running script after warp can be issue for
|
|
Gravity client if warp to other maps.
|
|
|
|
---------------------------------------
|
|
|
|
*areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>{,<x4>,<y4>};
|
|
|
|
This command is similar to 'warp', however, it will not refer to the
|
|
invoking character, but instead, all characters within a specified area,
|
|
defined by the x1/y1-x2/y2 square, will be warped. Nobody outside the area
|
|
will be affected, including the activating character, if they are outside
|
|
the area.
|
|
|
|
areawarp "place",10,10,120,120,"place2",150,150;
|
|
|
|
Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a
|
|
square shape, on the map called "place", will be affected, and warped to
|
|
"place2" X 150 Y 150.
|
|
|
|
areawarp "place",10,10,120,120,"place2",0,0;
|
|
|
|
By using ,0,0; as the destination coordinates it will take all the
|
|
characters in the affected area to a random set of co-ordinates on the
|
|
"place2" map.
|
|
|
|
areawarp "place",10,10,120,120,"place2",150,150,200,200;
|
|
|
|
By using the optional x4 and y4 parameters, the destination coordinates
|
|
will be a random place within the defined x3/y3-x4/y4 square.
|
|
|
|
Like 'warp', areawarp will also explicitly warp characters randomly into
|
|
the current map if you give the 'to map name' as "Random".
|
|
|
|
See also 'warp'.
|
|
|
|
---------------------------------------
|
|
|
|
*warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>"};
|
|
|
|
Warps a party to specified map and coordinate given the party ID, which
|
|
you can get with getcharid(1). You can also request another party id given
|
|
a member's name with getcharid(1,<player_name>).
|
|
|
|
You can use the following "map names" for special warping behavior:
|
|
Random: All party members are randomly warped in their current map
|
|
(as if they all used a fly wing).
|
|
SavePointAll: All party members are warped to their respective save point.
|
|
SavePoint: All party members are warped to the save point of the
|
|
currently attached player (will fail if there's no player
|
|
attached).
|
|
Leader: All party members are warped to the leader's position. The
|
|
leader must be online and in the current map-server for this
|
|
to work.
|
|
|
|
If you specify a from_mapname, warpparty will only affect those on that
|
|
map.
|
|
|
|
Example:
|
|
|
|
mes "[Party Warper]";
|
|
mes "Here you go!";
|
|
close2;
|
|
.@id = getcharid(1);
|
|
warpparty "prontera",150,100,.@id;
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*warpchar "<mapname>",<x>,<y>,<char_id>;
|
|
|
|
Warps another player to specified map and coordinate given the char id,
|
|
which you can get with getcharid(0,<player_name>). Obviously this is
|
|
useless if you want to warp the same player that is executing this script,
|
|
unless it's some kind of "chosen" script.
|
|
|
|
Example:
|
|
|
|
warpchar "prontera",150,100,150001;
|
|
|
|
---------------------------------------
|
|
|
|
*warpguild "<mapname>",<x>,<y>,<guild_id>;
|
|
|
|
Warps a guild to specified map and coordinate given the guild id, which
|
|
you can get with getcharid(2). You can also request another guild id given
|
|
the member's name with getcharid(2,<player_name>).
|
|
|
|
You can use the following "map names" for special warping behavior:
|
|
Random: All guild members are randomly warped in their current map
|
|
(as if they all used a fly wing)
|
|
SavePointAll: All guild members are warped to their respective save point.
|
|
SavePoint: All guild members are warped to the save point of the
|
|
currently attached player (will fail if there's no player
|
|
attached).
|
|
|
|
Example:
|
|
|
|
warpguild "prontera",x,y,Guild_ID;
|
|
|
|
---------------------------------------
|
|
|
|
*warppartner("<map name>",<x>,<y>);
|
|
|
|
This function will find the invoking character's marriage partner, if any,
|
|
and warp them to the map and coordinates given. Go kidnap that spouse. :)
|
|
It will return 1 upon success and 0 if the partner is not online, the
|
|
character is not married, or if there's no invoking character (no RID).
|
|
0,0 will, as usual, normally translate to random coordinates.
|
|
|
|
---------------------------------------
|
|
|
|
*savepoint "<map name>",<x>,<y>;
|
|
|
|
This command saves where the invoking character will return to upon
|
|
'return to save point', if dead or in some other cases. The two versions
|
|
are equivalent. Map name, X coordinate and Y coordinate should be
|
|
perfectly obvious. This ignores any and all map flags, and can make a
|
|
character respawn where no teleportation is otherwise possible.
|
|
|
|
savepoint "place",350,75;
|
|
|
|
---------------------------------------
|
|
|
|
*heal <hp>,<sp>;
|
|
|
|
This command will heal a set amount of HP and/or SP on the invoking
|
|
character.
|
|
|
|
heal 30000,0; // This will heal 30,000 HP
|
|
heal 0,30000; // This will heal 30,000 SP
|
|
heal 300,300; // This will heal 300 HP and 300 SP
|
|
|
|
This command just alters the hit points and spell points of the invoking
|
|
character and produces no other output whatsoever.
|
|
|
|
---------------------------------------
|
|
|
|
*itemheal <hp>,<sp>;
|
|
|
|
This command heals given relative amounts of HP and/or SP on the invoking
|
|
character. Unlike heal, this command is intended for use in item scripts.
|
|
It applies potion-related bonuses, such as alchemist ranking, cards,
|
|
status changes.
|
|
It also applies a sp/vit-related bonus that is calculated by:
|
|
heal = heal*[(100+STATUS*2)/100]
|
|
So if a player has 99 vit and the script is 'itemheal 5,0':
|
|
heal(hp) = 5*[(100+99*2)/100]
|
|
heal(hp) = 14,9
|
|
heal(hp) = 14
|
|
heal(sp) = 0
|
|
|
|
When used inside an NPC script, potion-related bonuses are omitted.
|
|
|
|
There is also a nice example on using this with the 'rand' function, to
|
|
give you a random amount of healing.
|
|
|
|
// If the player has 50 vit and no bonuses this will heal
|
|
// anything from 200 to 300 HP and 5 SP
|
|
itemheal rand(100,150),5;
|
|
|
|
---------------------------------------
|
|
|
|
*percentheal <hp>,<sp>;
|
|
|
|
This command will heal the invoking character. It heals the character, but
|
|
not by a set value - it adds percent of their maximum HP/SP.
|
|
|
|
percentheal 100,0; // This will heal 100% HP
|
|
percentheal 0,100; // This will heal 100% SP
|
|
percentheal 50,50; // This will heal 50% HP and 50% SP
|
|
|
|
So the amount that this will heal will depend on the total amount of HP or
|
|
SP you have maximum. Like 'heal', this will not call up any animations or
|
|
effects.
|
|
|
|
---------------------------------------
|
|
|
|
*recovery;
|
|
|
|
This command will revive and restore full HP and SP to all characters
|
|
currently connected to the server.
|
|
|
|
---------------------------------------
|
|
|
|
*jobchange <job number>{,<upper flag>};
|
|
|
|
This command will change the job class of the invoking character.
|
|
|
|
jobchange 1; // This would change your player into a Swordman
|
|
jobchange 4002; // This would change your player into a Swordman High
|
|
|
|
This command does work with numbers, but you can also use job names. The
|
|
full list of job names and the numbers they correspond to can be found in
|
|
'db/constants.conf'.
|
|
|
|
// This would change your player into a Swordman
|
|
jobchange Job_Swordman;
|
|
// This would change your player into a Swordman High
|
|
jobchange Job_Swordman_High;
|
|
|
|
'upper flag' can alternatively be used to specify the type of job one
|
|
changes to. For example, jobchange Job_Swordman,1; will change the
|
|
character to a high swordsman. The upper values are:
|
|
-1 (or when omitted): preserves the current job type.
|
|
0: Normal/standard classes
|
|
1: High/Advanced classes
|
|
2: Baby classes
|
|
|
|
This command will also set a permanent character-based variable
|
|
'jobchange_level' which will contain the job level at the time right
|
|
before changing jobs, which can be checked for later in scripts.
|
|
|
|
---------------------------------------
|
|
|
|
*jobname (<job number>)
|
|
|
|
This command retrieves the name of the given job using the messages.conf
|
|
entries 550 to 650.
|
|
|
|
mes "[Kid]";
|
|
mes "I never thought I'd met a "+jobname(Class)+" here of all places.";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*eaclass ({<job number>})
|
|
|
|
This commands returns the "eA job-number" corresponding to the given
|
|
class, and uses the invoking player's class if none is given. The eA
|
|
job-number is also a class number system, but it's one that comes with
|
|
constants which make it easy to convert among classes. The command will
|
|
return -1 if you pass it a job number which doesn't have an eA job-number
|
|
equivalent.
|
|
|
|
.@eac = eaclass();
|
|
if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
|
|
mes "Your base job is Swordman.";
|
|
if (.@eac&EAJL_UPPER)
|
|
mes "You are a rebirth job.";
|
|
if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
|
|
mes "You must be a Swordman, Baby Swordman or High Swordman.";
|
|
|
|
For more information on the eA Job System, see the docs/ea_job_system.txt
|
|
file.
|
|
|
|
---------------------------------------
|
|
*roclass <job number> {,<gender>}
|
|
|
|
Does the opposite of eaclass. That is, given an eA job-number, it returns
|
|
the corresponding RO class number. A gender is required because both Bard
|
|
and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the
|
|
invoking player's gender if none is given (if no player is attached,
|
|
male will be used by default). The command will return -1 if there is no
|
|
valid class to represent the specified job (for example, if you try to get
|
|
the baby version of a Taekwon class).
|
|
|
|
.@eac = eaclass();
|
|
//Check if class is already rebirth
|
|
if (.@eac&EAJL_UPPER) {
|
|
mes "You look strong.";
|
|
close;
|
|
}
|
|
.@eac = roclass(.@eac|EAJL_UPPER);
|
|
//Check if class has a rebirth version
|
|
if (.@eac != -1) {
|
|
mes "Bet you can't wait to become a "+jobname(.@eac)+"!";
|
|
close;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*changebase <job ID number>;
|
|
|
|
This command will change the appearance of the invoking character to that
|
|
of a specified job class. Nothing but appearance will change.
|
|
|
|
Examples:
|
|
|
|
/* This example is an item script in the item db */
|
|
{
|
|
Id: 2338
|
|
AegisName: "Wedding_Dress"
|
|
Name: "Wedding Dress"
|
|
Type: 5
|
|
Buy: 43000
|
|
Weight: 500
|
|
Job: 0xFFFFFFFE
|
|
Loc: 16
|
|
Script: <"
|
|
bonus bMdef,15;
|
|
changebase Job_Wedding;
|
|
">
|
|
},
|
|
|
|
changebase Job_Novice; // Changes player to Novice sprite.
|
|
|
|
changebase Class; // Changes player back to default sprite.
|
|
|
|
---------------------------------------
|
|
|
|
*classchange <view id>,<type>;
|
|
|
|
This command is very ancient, it's origins are clouded in mystery.
|
|
It will send a 'display id change' packet to everyone in the immediate
|
|
area of the NPC object, which will supposedly make the NPC look like a
|
|
different sprite, an NPC sprite ID, or a monster ID. This effect is not
|
|
stored anywhere and will not persist (Which is odd, cause it would be
|
|
relatively easy to make it do so) and most importantly, will not work at
|
|
all since this command was broken with the introduction of advanced
|
|
classes. The code is written with the assumption that the lowest sprite
|
|
IDs are the job sprites and the anything beyond them is monster and NPC
|
|
sprites, but since the advanced classes rolled in, they got the ID numbers
|
|
on the other end of the number pool where monster sprites float.
|
|
|
|
As a result it is currently impossible to call this command with a valid
|
|
view id. It will do nothing whatsoever if the view ID is below 4047.
|
|
Getting it to run will actually just crash the client.
|
|
|
|
It could be a real gem if it can be gotten to actually do what it's
|
|
supposed to do, but this will only happen in a later Git revision.
|
|
|
|
---------------------------------------
|
|
|
|
*changesex;
|
|
|
|
This command will change the gender for the attached character's account.
|
|
If it was male, it will become female, if it was female, it will become
|
|
male. The change will be written to the character server, the player will
|
|
receive the message: "Need disconnection to perform change-sex request..."
|
|
and the player will be immediately kicked to the login screen. When they
|
|
log back in, they will be the opposite sex.
|
|
|
|
If there are any Dancer/Gypsy or Bard/Clown characters on the account,
|
|
they will also have their skills reset upon 'changesex'.
|
|
|
|
---------------------------------------
|
|
|
|
*changecharsex;
|
|
|
|
This command is exactly same as changesex, with an exception that,
|
|
character sex will be changed instead of account sex.
|
|
Requires client 2014-10-22 or greater.
|
|
|
|
---------------------------------------
|
|
|
|
*getexp <base xp>,<job xp>;
|
|
|
|
This command will give the invoking character a specified number of base
|
|
and job experience points. Should be used as a quest reward. Negative values
|
|
won't work.
|
|
Is subject to EXP bonuses and to the `quest_exp_rate` config option.
|
|
|
|
getexp 10000,5000;
|
|
|
|
You can also assign directly to the parameters defined in
|
|
'db/constants.conf':
|
|
|
|
BaseExp += 10000;
|
|
JobExp += 5000;
|
|
|
|
You can also reduce the amount of experience points:
|
|
|
|
BaseExp -= 10000;
|
|
|
|
When setting the parameters directly no bonuses or config options are applied.
|
|
|
|
---------------------------------------
|
|
|
|
*setlook <look type>,<look value>;
|
|
*changelook <look type>,<look value>;
|
|
|
|
'setlook' will alter the look data for the invoking character. It is used
|
|
mainly for changing the palette used on hair and clothes: you specify
|
|
which look type you want to change, then the palette you want to use. Make
|
|
sure you specify a palette number that exists/is usable by the client you
|
|
use. 'changelook' works the same, but is only client side (it doesn't save
|
|
the look value).
|
|
|
|
// This will change your hair(6), so that it uses palette 8, what ever
|
|
// your palette 8 is, your hair will use that color.
|
|
|
|
setlook LOOK_HAIR_COLOR, 8;
|
|
|
|
// This will change your clothes(7), so they are using palette 1,
|
|
// whatever your palette 1 is, your clothes will then use that set of
|
|
// colors.
|
|
|
|
setlook LOOK_CLOTHES_COLOR, 1;
|
|
|
|
Here are the possible look types:
|
|
|
|
0 - LOOK_BASE Base sprite
|
|
1 - LOOK_HAIR Hairstyle
|
|
2 - LOOK_WEAPON Weapon
|
|
3 - LOOK_HEAD_BOTTOM Head bottom
|
|
4 - LOOK_HEAD_TOP Head top
|
|
5 - LOOK_HEAD_MID Head mid
|
|
6 - LOOK_HAIR_COLOR Hair color
|
|
7 - LOOK_CLOTHES_COLOR Clothes color
|
|
8 - LOOK_SHIELD Shield
|
|
9 - LOOK_SHOES Shoes
|
|
10 - LOOK_BODY Body(N/A)
|
|
11 - LOOK_FLOOR FLOOR(N/A)
|
|
12 - LOOK_ROBE Robe
|
|
|
|
Whatever 'shoes' means is anyone's guess, ask Gravity - the client does
|
|
nothing with this value. It still wants it from the server though, so it
|
|
is kept, but normally doesn't do a thing.
|
|
|
|
Only the look data for hairstyle, hair color and clothes color are saved
|
|
to the char server's database and will persist. The rest freely change as
|
|
the character puts on and removes equipment, changes maps, logs in and out
|
|
and otherwise you should not expect to set them. In fact, messing with
|
|
them is generally hazardous, do it at your own risk, it is not tested
|
|
what will this actually do - it won't cause database corruption and
|
|
probably won't cause a server crash, but it's easy to crash the client
|
|
with just about anything unusual.
|
|
|
|
However, it might be an easy way to quickly check for empty view IDs for
|
|
sprites, which is essential for making custom headgear.
|
|
|
|
Since a lot of people have different palettes for hair and clothes, it's
|
|
impossible to tell you what all the color numbers are. If you want a
|
|
serious example, there is a Stylist script inside the default Hercules
|
|
installation that you can look at: 'npc/custom/stylist.txt'
|
|
|
|
---------------------------------------
|
|
|
|
*pushpc <direction>,<cells>;
|
|
|
|
This command will push the currently attached player to given direction by
|
|
given amount of square cells. Direction is the same as used when declaring
|
|
NPCs, and can be specified by using one of the DIR_* constants
|
|
(db/constants.conf).
|
|
|
|
The knock-back is not restricted by items or map flags, only obstacles are
|
|
taken into account. If there is not enough space to perform the push (e.g.
|
|
due to a wall), the character is pushed only up to the obstacle.
|
|
|
|
// pushes the character 5 cells in 3 o'clock direction from it's
|
|
// current position.
|
|
pushpc DIR_EAST, 5;
|
|
|
|
---------------------------------------
|
|
|
|
*get_version()
|
|
|
|
This command will return the SVN revision number or Git SHA-1 hash the
|
|
server is currently running on (depends on whether you used a SVN or Git
|
|
client for getting Hercules).
|
|
|
|
if ( get_version() >= 15000 )
|
|
mes "Welcome to Hercules!";
|
|
|
|
---------------------------------------
|
|
|
|
*montransform <monster id>,<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}};
|
|
*montransform "<monster name>",<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}};
|
|
|
|
This command can transform your character into monster and you can still
|
|
use all your skills like a normal character.
|
|
Can only be removed when your killed or if you die or if duration is over.
|
|
|
|
for sc_type,val1,val2,val3,val4, see 'sc_start','sc_start2','sc_start4' commands.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4.1 - Player Item-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*getitem <item id>,<amount>{,<account ID>};
|
|
*getitem "<item name>",<amount>{,<account ID>};
|
|
|
|
This command will give a specific amount of specified items to the target
|
|
character. If the character is not online, nothing will happen.
|
|
If <account ID> is not specified, items will be created in the invoking
|
|
character inventory instead.
|
|
|
|
In the first and most commonly used version of this command, items are
|
|
referred to by their database ID number found in 'db/(pre-)re/item_db.txt'.
|
|
|
|
getitem 502,10 // The person will receive 10 apples
|
|
getitem 617,1 // The person will receive 1 Old Violet Box
|
|
|
|
Giving an item ID of -1 will give a specified number of random items from
|
|
the list of those that fall out of Old Blue Box. Unlike in all other
|
|
cases, these will be unidentified, if they turn out to be equipment. This
|
|
is exactly what's written in the Old Blue Box's item script.
|
|
|
|
Other negative IDs also correspond to other random item generating item
|
|
tables:
|
|
|
|
Giving an item ID of -2 will produce the effects of Old Violet Box.
|
|
Giving an item ID of -3 will produce the effects of Old Card Album.
|
|
Giving an item ID of -4 will produce the effects of Gift Box.
|
|
Giving an item ID of -5 will produce the effects of Worn Out Scroll,
|
|
which, in current Git, drops only Jellopies anyway.
|
|
|
|
This transaction is logged if the log script generated transactions option
|
|
is enabled.
|
|
|
|
You may also create an item by it's name in the 'english name' field in
|
|
the item database:
|
|
|
|
getitem "RED_POTION",10;
|
|
|
|
Which will do what you'd expect. If it can't find that name in the
|
|
database, apples will be created anyway. It is often a VERY GOOD IDEA to
|
|
use it like this.
|
|
|
|
This is used in pretty much all NPC scripts that have to do with items and
|
|
quite a few item scripts. For more examples check just about any official
|
|
script.
|
|
|
|
---------------------------------------
|
|
|
|
*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
|
|
*getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
|
|
|
|
This command will give an amount of specified items to the invoking
|
|
character. If an optional account ID is specified, and the target
|
|
character is currently online, items will be created in their inventory
|
|
instead. If they are not online, nothing will happen. It works essentially
|
|
the same as 'getitem' (it even works for negative ID numbers the same way)
|
|
but is a lot more flexible.
|
|
|
|
Those parameters that are different from 'getitem' are:
|
|
|
|
identify - Whether you want the item to be identified (1) or not (0).
|
|
refine - For how many pluses will it be refined. It will not let you
|
|
refine an item higher than the max refine.
|
|
attribute - Whether the item is broken (1) or not (0).
|
|
card1,2,3,4 - If you want a card compound to it, place the card ID number
|
|
into the specific card slot.
|
|
|
|
Card1-card4 values are also used to store name information for named
|
|
items, as well as the elemental property of weapons and armor. You can
|
|
create a named item in this manner, however, if you just need a named
|
|
piece of standard equipment, it is much easier to the 'getnameditem'
|
|
function instead.
|
|
|
|
You will need to keep these values if you want to destroy and then
|
|
perfectly recreate a named item, for this see 'getinventorylist'.
|
|
|
|
If you still want to try creating a named item with this command because
|
|
'getnameditem' won't do it for you cause it's too limited, you can do it
|
|
like this. Careful, minor magic ahead.
|
|
|
|
// First, let's get an ID of a character who's name will be on the
|
|
// item. Only an existing character's name may be there.
|
|
// Let's assume our character is 'Adam' and find his ID.
|
|
|
|
.@charid = getcharid(0,"Adam");
|
|
|
|
// Now we split the character ID number into two portions with a
|
|
// binary shift operation. If you don't understand what this does,
|
|
// just copy it.
|
|
|
|
.@card3 = .@charid & 65535;
|
|
.@card4 = .@charid >> 16;
|
|
|
|
// If you're inscribing non-equipment, .@card1 must be 254.
|
|
// Arrows are also not equipment. :)
|
|
.@card1 = 254;
|
|
|
|
// For named equipment, card2 means the Star Crumbs and elemental
|
|
// crystals used to make this equipment. For everything else, it's 0.
|
|
|
|
.@card2 = 0;
|
|
|
|
// Now, let's give the character who invoked the script some
|
|
// Adam's Apples:
|
|
|
|
getitem2 512,1,1,0,0,.@card1,.@card2,.@card3,.@card4;
|
|
|
|
This wasn't tested with all possible items, so I can't give any promises,
|
|
experiment first before relying on it.
|
|
|
|
To create equipment, continue this example it like this:
|
|
|
|
// We've already have card3 and card4 loaded with correct
|
|
// values so we'll just set up card1 and card2 with data
|
|
// for an Ice Stiletto.
|
|
|
|
// If you're inscribing equipment, .@card1 must be 255.
|
|
.@card1 = 255;
|
|
|
|
// That's the number of star crumbs in a weapon.
|
|
.@sc = 2;
|
|
|
|
// That's the number of elemental property of the weapon.
|
|
.@ele = 1;
|
|
|
|
// And that's the wacky formula that makes them into
|
|
// a single number.
|
|
.@card2 = .@ele+((.@sc*5)<<8);
|
|
|
|
// That will make us an Adam's +2 VVS Ice Stiletto:
|
|
|
|
getitem2 1216,1,1,2,0,.@card1,.@card2,.@card3,.@card4;
|
|
|
|
Experiment with the number of star crumbs - I'm not certain just how much
|
|
will work most and what it depends on. The valid element numbers are:
|
|
|
|
1 - Ice, 2 - Earth 3 - Fire 4 - Wind.
|
|
|
|
You can, apparently, even create duplicates of the same pet egg with this
|
|
command, creating a pet which is the same, but simultaneously exists in
|
|
two eggs, and may hatch from either, although, I'm not sure what kind of a
|
|
mess will this really cause.
|
|
|
|
---------------------------------------
|
|
*getitembound <item id>,<amount>,<bound type>{,<account ID>};
|
|
*getitembound "<item name>",<amount>,<bound type>{,<account ID>};
|
|
|
|
This command behaves identically to 'getitem', but the items created will be
|
|
bound to the target character as specified by the bound type. All items created
|
|
in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
|
|
some cases cannot be traded or stored.
|
|
|
|
Valid bound types are:
|
|
1 - Account Bound
|
|
2 - Guild Bound
|
|
3 - Party Bound
|
|
4 - Character Bound
|
|
|
|
---------------------------------------
|
|
|
|
*getitembound2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>;
|
|
*getitembound2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>;
|
|
|
|
This command behaves identically to 'getitem2', but the items created will be
|
|
bound to the target character as specified by the bound type. All items created
|
|
in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
|
|
some cases cannot be traded or stored.
|
|
|
|
For a list of bound types see 'getitembound'.
|
|
|
|
---------------------------------------
|
|
|
|
*countbound({<bound type>})
|
|
|
|
This function will return the number of bounded items in the character's
|
|
inventory, and sets an array @bound_items[] containing all item IDs of the
|
|
counted items. If a bound type is specified, only those items will be counted.
|
|
|
|
For a list of bound types see 'getitembound'.
|
|
|
|
Example:
|
|
mes "You currently have "+countbound()+" bounded items.";
|
|
next;
|
|
mes "The list of bounded items include:";
|
|
for (.@i = 0; .@i < getarraysize(@bound_items); ++.@i)
|
|
mes getitemname(@bound_items[.@i]);
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*checkbound(<item_id>{,<bound_type>{,<refine>{,<attribute>{,<card_1>{,<card_2>{,<card_3>{,<card_4>}}}}}}});
|
|
|
|
This command allows you to check whether or not the attached player has the specified bound item in their inventory.
|
|
If a bound type is not specified or a bound type of 0 is used, it will search the player's inventory for a bound item
|
|
of any type, so long as the other parameters match. In all cases, this command will return the bound type of the
|
|
item found, or 0 if the specified item was not found.
|
|
|
|
Valid bound types are:
|
|
0 - All Bound types.
|
|
1 - Account Bound
|
|
2 - Guild Bound
|
|
3 - Party Bound
|
|
4 - Character Bound
|
|
|
|
Optional Parameters:
|
|
bound_type - checks to see if the item has the specified bound type.
|
|
refine - checks to see if the item is refined to the given number.
|
|
attribute - whether the item is broken (1) or not (0).
|
|
card 1,2,3,4 - checks to see if the specified cards are compounded on the item as well.
|
|
|
|
Example:
|
|
// This will check if you have a bound (any type) 1205 (Cutter).
|
|
if (checkbound(1205)) {
|
|
mes "You have a bound Cutter";
|
|
} else {
|
|
mes "You do not have a bound Cutter";
|
|
}
|
|
close;
|
|
|
|
// This will also check if you have a bound (any type) 1205 (Cutter).
|
|
if (checkbound(1205,0)) {
|
|
mes "You have a bound Cutter";
|
|
} else {
|
|
mes "You do not have a bound Cutter";
|
|
}
|
|
close;
|
|
|
|
// This will check if the player doesn't have a bound 1205 (Cutter).
|
|
if (!checkbound(1205)) {
|
|
mes "You do not have a bound Cutter";
|
|
} else {
|
|
mes "You do have a bound Cutter";
|
|
}
|
|
close;
|
|
|
|
// This will check if the item found, has a bound type of 2 (guild_bound)
|
|
if (checkbound(1205) == 2) {
|
|
mes "You have a guild_bound Cutter";
|
|
} else {
|
|
mes "You do not have a guild_bound Cutter.";
|
|
}
|
|
close;
|
|
|
|
// This will check if you have a 'guild_bound' +7 1205 (Cutter).
|
|
if (checkbound(1205, 2, 7)) {
|
|
mes "You have a +7 guild_bound Cutter.";
|
|
} else {
|
|
mes "You don't have the required item.";
|
|
}
|
|
close;
|
|
---------------------------------------
|
|
|
|
*getnameditem <item id>,<character name|character ID>;
|
|
*getnameditem "<item name>",<character name|character ID>;
|
|
|
|
Create an item signed with the given character's name.
|
|
|
|
The command returns 1 when the item is created successfully, or 0 if it
|
|
fails. Failure occurs when:
|
|
- There is no player attached.
|
|
- Item name or ID is not valid.
|
|
- The given character ID/name is offline.
|
|
|
|
Example:
|
|
|
|
//This will give the currently attached player a Aaron's Apple (if Aaron
|
|
//is online).
|
|
getnameditem "Apple","Aaron";
|
|
|
|
//Self-explanatory (I hope).
|
|
if (getnameitem("Apple","Aaron")) {
|
|
mes "You now have a Aaron's Apple!";
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*rentitem <item id>,<time>;
|
|
*rentitem "<item name>",<time>;
|
|
|
|
Creates a rental item in the attached character's inventory. The item will
|
|
expire in <time> seconds and be automatically deleted. When receiving a
|
|
rental item, the character will receive a message in their chat window.
|
|
The character will also receive warning messages in their chat window
|
|
before the item disappears.
|
|
|
|
This command can not be used to rent stackable items. Rental items cannot
|
|
be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade
|
|
mask 75).
|
|
Note: 'delitem' in an NPC script can still remove rental items.
|
|
|
|
---------------------------------------
|
|
|
|
*makeitem <item id>,<amount>,"<map name>",<X>,<Y>;
|
|
*makeitem "<item name>",<amount>,"<map name>",<X>,<Y>;
|
|
|
|
This command will create an item lying around on a specified map in the
|
|
specified location.
|
|
|
|
itemid - Found in 'db/(pre-)re/item_db.txt'
|
|
amount - Amount you want produced
|
|
map name - The map name
|
|
X - The X coordinate
|
|
Y - The Y coordinate.
|
|
|
|
This item will still disappear just like any other dropped item. Like
|
|
'getitem', it also accepts an 'english name' field from the database and
|
|
creates apples if the name isn't found.
|
|
If the map name is given as "this", the map the invoking character is on
|
|
will be used.
|
|
|
|
---------------------------------------
|
|
|
|
*cleanarea "<map name>",<x1>,<y1>,<x2>,<y2>;
|
|
*cleanmap "<map name>";
|
|
|
|
These commands will clear all items lying on the ground on the specified
|
|
map, either within the x1/y1-x2/y2 rectangle or across the entire map.
|
|
|
|
---------------------------------------
|
|
|
|
*searchitem <array name>,"<item name>";
|
|
|
|
This command will fill the given array with the ID of items whose name
|
|
matches the given one. It returns the number of items found. For
|
|
performance reasons, the results array is limited to 10 items.
|
|
|
|
mes "What item are you looking for?";
|
|
input .@name$;
|
|
.@qty = searchitem(.@matches[0],.@name$);
|
|
mes "I found "+.@qty+" items:";
|
|
for (.@i = 0; .@i < .@qty; ++.@i)
|
|
//Display name (eg: "Apple[0]")
|
|
mes getitemname(.@matches[.@i])+"["+getitemslots(.@matches[.@i])+"]";
|
|
|
|
---------------------------------------
|
|
|
|
*delitem <item id>,<amount>{,<account ID>};
|
|
*delitem "<item name>",<amount>{,<account ID>};
|
|
|
|
This command will remove a specified amount of items from the invoking or
|
|
target character. Like all the item commands, it uses the item ID found
|
|
inside 'db/(pre-)re/item_db.txt'.
|
|
|
|
delitem 502,10; // The person will lose 10 apples
|
|
delitem 617,1; // The person will lose 1 Old Violet Box
|
|
|
|
It is always a good idea to check if the player actually has the items
|
|
before you delete them. If you try to delete more items that the player
|
|
has, the player will lose the ones he/she has and the script will be
|
|
terminated with an error.
|
|
|
|
Like 'getitem' this command will also accept an 'english name' field from
|
|
the database. If the name is not found, nothing will be deleted.
|
|
|
|
---------------------------------------
|
|
|
|
*delitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
|
|
*delitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
|
|
|
|
This command will remove a specified amount of items from the invoking or
|
|
target character.
|
|
Check 'getitem2' to understand its expanded parameters.
|
|
|
|
---------------------------------------
|
|
|
|
*countitem(<item id>)
|
|
*countitem("<item name>")
|
|
|
|
This function will return the number of items for the specified item ID
|
|
that the invoking character has in the inventory.
|
|
|
|
mes "[Item Checker]";
|
|
mes "Hmmm, it seems you have "+countitem(502)+" apples";
|
|
close;
|
|
|
|
Like 'getitem', this function will also accept an 'english name' from the
|
|
database as an argument.
|
|
|
|
If you want to state the number at the end of a sentence, you can do it by
|
|
adding up strings:
|
|
|
|
mes "[Item Checker]";
|
|
mes "Hmmm, the total number of apples you are holding is "+countitem("APPLE");
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*countitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>)
|
|
*countitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>)
|
|
|
|
Expanded version of 'countitem' function, used for created/carded/forged
|
|
items.
|
|
|
|
This function will return the number of items for the specified item ID
|
|
and other parameters that the invoking character has in the inventory.
|
|
Check 'getitem2' to understand the arguments of the function.
|
|
|
|
---------------------------------------
|
|
|
|
*groupranditem <item_id/constant>;
|
|
|
|
Returns the item_id of a random item picked from the item container specified. There
|
|
are different item containers and they are specified in 'db/(pre-)re/item_group.conf'.
|
|
|
|
Example:
|
|
getitem groupranditem(603),1;
|
|
getitem groupranditem(Old_Blue_Box),1;
|
|
|
|
---------------------------------------
|
|
|
|
*getrandgroupitem <item_id/constant>,<quantity>;
|
|
|
|
Similar to the above example, this command allows players to obtain the specified
|
|
quantity of a random item from the container. The different containers
|
|
are specified in 'db/(pre-)re/item_group.conf'.
|
|
|
|
Example:
|
|
getrandgroupitem Old_Blue_Box,1;
|
|
getrandgroupitem 603,1;
|
|
|
|
---------------------------------------
|
|
|
|
*packageitem
|
|
|
|
This command has only 1 param which is optional. If the package item_id is not provided, it
|
|
will try to use the item id from the item it is being used from (if called from an item script).
|
|
It runs a item package and grants the items accordingly to the attached player.
|
|
|
|
Example:
|
|
|
|
/* This example is an item script from the item db */
|
|
{
|
|
Id: 12477
|
|
AegisName: "Gift_Bundle"
|
|
Name: "Gift Bundle"
|
|
Type: 2
|
|
Buy: 0
|
|
Script: <" packageitem(); ">
|
|
},
|
|
|
|
---------------------------------------
|
|
|
|
*enable_items;
|
|
*disable_items;
|
|
|
|
These commands enable/disable changing of equipments while an NPC is
|
|
running. When disable_items is run, equipments cannot be changed during
|
|
scripts until enable_items is called or the script has terminated. To
|
|
avoid possible exploits, when disable_items is invoked, it will only
|
|
disable changing equips while running that script in particular. Note that
|
|
if a different script also calls disable_items, it will override the last
|
|
call (so you may want to call this command at the start of your script
|
|
without assuming the effect is still in effect).
|
|
If 'item_enabled_npc' option is set to Yes in 'items.conf' all NPC are
|
|
allowing changing of equipment by default except for those have been set
|
|
with 'disable_items'.
|
|
|
|
---------------------------------------
|
|
|
|
*itemskill <skill id>,<skill level>,{flag};
|
|
*itemskill "<skill name>",<skill level>,{flag};
|
|
|
|
This command meant for item scripts to replicate single-use skills in
|
|
usable items. It will not work properly if there is a visible dialog
|
|
window or menu.
|
|
If the skill is self or auto-targeting, it will be used immediately.
|
|
Otherwise, a target cursor is shown.
|
|
Flag is a optional param and, when present, the command will not check for
|
|
skill requirements.
|
|
|
|
// When Anodyne is used, it will cast Endure (8), Level 1, as if the
|
|
// actual skill has been used from skill tree.
|
|
605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1; },{}
|
|
|
|
---------------------------------------
|
|
|
|
*itemeffect <item id>;
|
|
*itemeffect "<item name>";
|
|
*consumeitem is an alias of itemeffect (added for compatibility)
|
|
|
|
This command will run the item script of the specified item on the
|
|
invoking character. The character does not need to posess the item, and
|
|
the item will not be deleted. While this command is intended for usable
|
|
items, it will run for any item type.
|
|
|
|
---------------------------------------
|
|
|
|
*produce <item level>;
|
|
|
|
This command will open a crafting window on the client connected to the
|
|
invoking character. The 'item level' is a number which determines what
|
|
kind of a crafting window will pop-up.
|
|
|
|
You can see the full list of such item levels in 'db/produce_db.txt' which
|
|
determines what can actually be produced. The window will not be empty
|
|
only if the invoking character can actually produce the items of that type
|
|
and has the appropriate raw materials in their inventory.
|
|
|
|
The success rate to produce the item is the same as the success rate of
|
|
the skill associated with the item level. If there is no skill id, the
|
|
success rate will be 50%.
|
|
|
|
Valid item levels are:
|
|
|
|
1 - Level 1 Weapons
|
|
2 - Level 2 Weapons
|
|
3 - Level 3 Weapons
|
|
21 - Blacksmith's Stones and Metals
|
|
22 - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison
|
|
23 - Elemental Converters
|
|
|
|
---------------------------------------
|
|
|
|
*cooking <dish level>;
|
|
|
|
This command will open a produce window on the client connected to the
|
|
invoking character. The 'dish level' is the number which determines what
|
|
kind of dish level you can produce. You can see the full list of dishes
|
|
that can be produced in 'db/produce_db.txt'.
|
|
|
|
The window will be shown empty if the invoking character does not have
|
|
enough of the required incredients to cook a dish.
|
|
|
|
Valid dish levels are:
|
|
|
|
11 - Level 1 Dish
|
|
12 - Level 2 Dish
|
|
13 - Level 3 Dish
|
|
14 - Level 4 Dish
|
|
15 - Level 5 Dish
|
|
16 - Level 6 Dish
|
|
17 - Level 7 Dish
|
|
18 - Level 8 Dish
|
|
19 - Level 9 Dish
|
|
20 - Level 10 Dish
|
|
|
|
Although it's required to set a dish level, it doesn't matter if you set
|
|
it to 1 and you want to cook a level 10 dish, as long as you got the
|
|
required ingredients to cook the dish the command works.
|
|
|
|
---------------------------------------
|
|
|
|
*makerune <% success bonus>;
|
|
|
|
This command will open a rune crafting window on the client connected to
|
|
the invoking character. Since this command is officially used in rune
|
|
ores, a bonus success rate must be specified (which adds to the base
|
|
formula).
|
|
|
|
You can see the full list of runes that can be produced in
|
|
'db/produce_db.txt'. The window will not be empty only if the invoking
|
|
character can actually produce a rune and has the appropriate raw
|
|
materials in their inventory.
|
|
|
|
---------------------------------------
|
|
|
|
*successremovecards <equipment slot>;
|
|
|
|
This command will remove all cards from the item found in the specified
|
|
equipment slot of the invoking character, create new card items and give
|
|
them to the character. If any cards were removed in this manner, it will
|
|
also show a success effect.
|
|
|
|
---------------------------------------
|
|
|
|
*failedremovecards <equipment slot>,<type>;
|
|
|
|
This command will remove all cards from the item found in the specified
|
|
equipment slot of the invoking character. 'type' determines what happens
|
|
to the item and the cards:
|
|
|
|
0 - will destroy both the item and the cards.
|
|
1 - will keep the item, but destroy the cards.
|
|
2 - will keep the cards, but destroy the item.
|
|
|
|
Whatever the type is, it will also show a failure effect on screen.
|
|
|
|
---------------------------------------
|
|
|
|
*repair <broken item number>;
|
|
|
|
This command repairs a broken piece of equipment, using the same list of
|
|
broken items as available through 'getbrokenid'.
|
|
|
|
The official scripts seem to use the repair command as a function instead:
|
|
'repair(<number>)' but it returns nothing on the stack. Probably only
|
|
Valaris, who made it, can answer why is it so.
|
|
|
|
---------------------------------------
|
|
|
|
*repairall;
|
|
|
|
This command repairs all broken equipment in the attached player's
|
|
inventory. A repair effect will be shown if any items are repaired, else
|
|
the command will end silently.
|
|
|
|
---------------------------------------
|
|
|
|
*successrefitem <equipment slot>{,<upgrade_count>};
|
|
|
|
This command will refine an item in the specified equipment slot of the
|
|
invoking character by +1 (unless <upgrade_count> is specified).
|
|
For a list of equipment slots see 'getequipid'.
|
|
This command will also display a 'refine success'
|
|
effect on the character and put appropriate messages into their chat
|
|
window. It will also give the character fame points if a weapon reached
|
|
+10 this way, even though these will only take effect for blacksmith who
|
|
will later forge a weapon.
|
|
|
|
---------------------------------------
|
|
|
|
*failedrefitem <equipment slot>;
|
|
|
|
This command will fail to refine an item in the specified equipment slot
|
|
of the invoking character. The item will be destroyed. This will also
|
|
display a 'refine failure' effect on the character and put appropriate
|
|
messages into their chat window.
|
|
|
|
---------------------------------------
|
|
|
|
*downrefitem <equipment slot>{,<downgrade_count>};
|
|
|
|
This command will downgrade an item by - 1 (unless optional <downgrade_count> is provided)
|
|
in the specified equipment slot of the invoking character.
|
|
So the item will not be destroyed unlike in the
|
|
failedrefitem script command. This will also display a 'refine failure'
|
|
effect on the character and put appropriate messages into their chat
|
|
window.
|
|
|
|
---------------------------------------
|
|
|
|
*unequip <equipment slot>;
|
|
|
|
This command will unequip whatever is currently equipped in the invoking
|
|
character's specified equipment slot. For a full list of possible
|
|
equipment slots see 'getequipid'.
|
|
|
|
If an item occupies several equipment slots, it will get unequipped from
|
|
all of them.
|
|
|
|
---------------------------------------
|
|
|
|
*clearitem;
|
|
|
|
This command will destroy all items the invoking character has in their
|
|
inventory (including equipped items). It will not affect anything else,
|
|
like storage or cart.
|
|
|
|
---------------------------------------
|
|
|
|
*equip <item id>;
|
|
*equip2 <item id>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
|
|
*autoequip <item id>,<option>;
|
|
|
|
These commands are to equip a equipment on the attached character.
|
|
The equip function will equip the item ID given when the player has this
|
|
item in his/her inventory, while the autoequip function will equip the
|
|
given item ID when this is looted. The option parameter of the autoequip
|
|
is 1 or 0, 1 to turn it on, and 0 to turn it off.
|
|
|
|
Examples:
|
|
|
|
//This will equip a 1104 (falchion) on the character if this is in the
|
|
//inventory.
|
|
equip 1104;
|
|
|
|
//This will equip a +10 1104 (falchion) on the character if this is in the
|
|
//inventory.
|
|
equip2 1104,10,0,0,0,0,0;
|
|
|
|
//The invoked character will now automatically equip a falchion when it's
|
|
//looted.
|
|
autoequip 1104,1;
|
|
|
|
//The invoked character will no longer automatically equip a falchion.
|
|
autoequip 1104,0;
|
|
|
|
---------------------------------------
|
|
|
|
*buyingstore <slots>;
|
|
|
|
Invokes buying store preparation window like the skill 'Open Buying
|
|
Store', without the item requirement. Amount of slots is limited by the
|
|
server to a maximum of 5 slots by default.
|
|
|
|
Example:
|
|
|
|
// Gives the player opportunity to buy 4 different kinds of items.
|
|
buyingstore 4;
|
|
|
|
---------------------------------------
|
|
|
|
*searchstores <uses>,<effect>;
|
|
|
|
Invokes the store search window, which allows to search for both vending
|
|
and buying stores. Parameter uses indicates, how many searches can be
|
|
started, before the window has to be reopened. Effect value affects what
|
|
happens when a result item is double-clicked and can be one of the
|
|
following:
|
|
|
|
0 = Shows the store's position on the mini-map and highlights the shop
|
|
sign with yellow color, when the store is on same map as the
|
|
invoking player.
|
|
1 = Directly opens the shop, regardless of distance.
|
|
|
|
Example:
|
|
|
|
// Item Universal_Catalog_Gold (10 uses, effect: open shop)
|
|
searchstores 10,1;
|
|
|
|
---------------------------------------
|
|
|
|
*mergeitem;
|
|
|
|
mergeitem opens the item merge window,
|
|
The Item merge window shows all stackable item(same ItemID) with different
|
|
serial, that can be merged into one stack.
|
|
Check sample: npc/other/item_merge.txt
|
|
|
|
---------------------------------------
|
|
|
|
*delequip <equipment slot>;
|
|
|
|
This command will destroy whatever is currently equipped in the invoking
|
|
character's specified equipment slot. For a full list of possible equipment
|
|
slots see 'getequipid'.
|
|
|
|
It is always a good idea to check if the player actually has the item you want
|
|
before you use this command. If you try to delete in a position that the player
|
|
has no gear, script will be terminated with an error.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4.1 - End of Player Item-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*openstorage;
|
|
|
|
This will open character's Kafra storage window on the client connected to
|
|
the invoking character. It can be used from any kind of NPC or item
|
|
script, not just limited to Kafra Staff.
|
|
|
|
The storage window opens regardless of whether there are open NPC dialogs
|
|
or not, but it is preferred to close the dialog before displaying the
|
|
storage window, to avoid any disruption when both windows overlap.
|
|
|
|
mes "I will now open your stash for you";
|
|
close2;
|
|
openstorage;
|
|
end;
|
|
|
|
---------------------------------------
|
|
|
|
*openmail;
|
|
|
|
This will open a character's Mail window on the client connected to the
|
|
invoking character.
|
|
|
|
mes "Close this window to open your mail inbox.";
|
|
close2;
|
|
openmail;
|
|
end;
|
|
|
|
---------------------------------------
|
|
|
|
*openauction;
|
|
|
|
This will open the Auction window on the client connected to the invoking
|
|
character.
|
|
|
|
mes "Close this window to open the Auction window.";
|
|
close2;
|
|
openauction;
|
|
end;
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4.2 - Guild-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*guildopenstorage()
|
|
|
|
This function works the same as 'openstorage' but will open a guild
|
|
storage window instead for the guild storage of the guild the invoking
|
|
character belongs to. This is a function because it returns a value - 0 if
|
|
the guild storage was opened successfully and 1 if it wasn't. (Notice,
|
|
it's a ZERO upon success.)
|
|
Since guild storage is only accessible to one character at one time, it
|
|
may fail if another character is accessing the guild storage at the same
|
|
time.
|
|
|
|
This will also fail and return 2 if the attached character does not belong
|
|
to any guild.
|
|
|
|
---------------------------------------
|
|
|
|
*guildchangegm(<guild id>,<new master's name>)
|
|
|
|
This function will change the Guild Master of a guild. The ID is the
|
|
guild's id, and the new guild master's name must be passed.
|
|
|
|
Returns 1 on success, 0 otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*guildgetexp <amount>;
|
|
|
|
This will give the specified amount of guild experience points to the
|
|
guild the invoking character belongs to. It will silently fail if they do
|
|
not belong to any guild.
|
|
|
|
---------------------------------------
|
|
|
|
*guildskill <skill id>,<level>
|
|
*guildskill "<skill name>",<level>
|
|
|
|
This command will bump up the specified guild skill by the specified
|
|
number of levels. This refers to the invoking character and will only work
|
|
if the invoking character is a member of a guild AND it's guild master,
|
|
otherwise no failure message will be given and no error will occur, but
|
|
nothing will happen. The full list of guild skills is available in
|
|
'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
|
|
If a level higher than the maximum is given as parameter the skill will be
|
|
leveled to the maximum and not above.
|
|
|
|
// This would give your character's guild one level of Approval
|
|
// (GD_APPROVAL ID 10000). Notice that if you try to add two levels of
|
|
// Approval, or add Approval when the guild already has it, it will only
|
|
// have one level of Approval afterwards.
|
|
guildskill 10000,1;
|
|
|
|
You might want to make a quest for getting a certain guild skill, make it
|
|
hard enough that all the guild needs to help or something. Doing this for
|
|
the Glory of the Guild skill, which allows your guild to use an emblem, is
|
|
a good idea for a fun quest. (Wasting a level point on that is really
|
|
annoying :D)
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4.2 - End of Guild-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*resetlvl <action type>;
|
|
|
|
This is a character reset command, meant mostly for rebirth script
|
|
supporting Advanced jobs, which will reset the invoking character's stats
|
|
and level depending on the action type given. Valid action types are:
|
|
|
|
1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp,
|
|
wipes the status effects (only the ones settable by 'setoption'),
|
|
sets all stats to 1. If the new job is 'Novice High', give 100 status
|
|
points, give First Aid and Play Dead skills.
|
|
2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp.
|
|
Skills and attribute values are not altered.
|
|
3 - Base level 1, base exp 0. Nothing else is changed.
|
|
4 - Job level 1, job exp 0. Nothing else is changed.
|
|
|
|
In all cases everything the character has on will be unequipped.
|
|
|
|
Even though it doesn't return a value, it is used as a function in the
|
|
official rebirth scripts.
|
|
|
|
---------------------------------------
|
|
|
|
*resetstatus;
|
|
|
|
This is a character reset command, which will reset the stats on the
|
|
invoking character and give back all the stat points used to raise them
|
|
previously. Nothing will happen to any other numbers about the character.
|
|
|
|
Used in reset NPC's (duh!).
|
|
|
|
---------------------------------------
|
|
|
|
*resetskill;
|
|
|
|
This command takes off all the skill points on the invoking character, so
|
|
they only have Basic Skill blanked out (lvl 0) left, and returns the
|
|
points for them to spend again. Nothing else will change but the skills.
|
|
Quest skills will also reset if 'quest_skill_reset' option is set to Yes
|
|
in 'battle.conf'. If the 'quest_skill_learn' option is set in there, the
|
|
points in the quest skills will also count towards the total.
|
|
|
|
Used in reset NPC's (duh!).
|
|
|
|
---------------------------------------
|
|
|
|
*sc_start <effect type>,<ticks>,<value 1>{,<rate>,<flag>{,<GID>}};
|
|
*sc_start2 <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>{,<GID>}};
|
|
*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}};
|
|
*sc_end <effect type>{,<GID>};
|
|
|
|
These commands will bestow a status effect on a character.
|
|
|
|
The <effect type> determines which status is invoked. This can be either a number
|
|
or constant, with the common statuses (mostly negative) found in
|
|
'db/constants.conf' with the 'SC_' prefix. A full list is located in
|
|
'src/map/status.h', though they are not currently documented.
|
|
|
|
The duration of the status is given in <ticks>, or milleseconds.
|
|
|
|
Certain status changes take an additional parameter <value 1>, which typically
|
|
modifies player stats by the given number or percentage. This differs for each
|
|
status, and is sometimes zero.
|
|
|
|
Optional value <rate> is the chance that the status will be invoked (10000 = 1%).
|
|
This is used primarily in item scripts. When used in an NPC script, a flag MUST
|
|
be defined for the rate to work.
|
|
|
|
Optional value <flag> is how the status change start will be handled (a bitmask).
|
|
SCFLAG_NONE = 0x00: No special behavior.
|
|
SCFLAG_NOAVOID = 0x01: Status change cannot be avoided.
|
|
SCFLAG_FIXEDTICK = 0x02: Tick cannot be reduced by stats (default).
|
|
SCFLAG_LOADED = 0x04: sc_data was loaded, no value will be altered.
|
|
SCFLAG_FIXEDRATE = 0x08: Rate cannot be reduced.
|
|
SCFLAG_NOICON = 0x10: Status icon (SI) won't be shown.
|
|
|
|
If a <GID> is given, the status change will be invoked on the specified character
|
|
instead of the one attached to the script. This can only be defined after setting
|
|
a rate and flag.
|
|
|
|
'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
|
|
for effects that require them. The meaning of the extra values vary depending on the
|
|
effect type.
|
|
|
|
'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
|
|
perform a complete removal of all statuses (although permanent ones will re-apply).
|
|
|
|
Examples:
|
|
// This will poison the invoking character for 10 minutes at 50% chance.
|
|
sc_start SC_POISON,600000,0,5000;
|
|
|
|
// This will bestow the effect of Level 10 Blessing.
|
|
sc_start 10,240000,10;
|
|
|
|
// Elemental armor defense takes the following four values:
|
|
// val1 is the first element, val2 is the resistance to the element val1.
|
|
// val3 is the second element, val4 is the resistance to the element val3.
|
|
sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
|
|
|
|
// This will end the Freezing status for the invoking character.
|
|
sc_end SC_FREEZE;
|
|
|
|
Note: to use SC_NOCHAT you should alter Manner
|
|
Manner = -5; // Will mute a user for 5 minutes
|
|
Manner = 0; // Will unmute a user
|
|
Manner = 5; // Will unmute a user and prevent the next use of 'Manner'
|
|
|
|
---------------------------------------
|
|
|
|
*getstatus <effect type>{,<type>};
|
|
|
|
Retrieve information about a specific status effect when called. Depending
|
|
on <type> specified the function will return different information.
|
|
|
|
Possible <type> values:
|
|
- 0 or undefined: whether the status is active
|
|
- 1: the val1 of the status
|
|
- 2: the val2 of the status
|
|
- 3: the val3 of the status
|
|
- 4: the val4 of the status
|
|
- 5: the amount of time in milliseconds that the status has remaining
|
|
|
|
If <type> is not defined or is set to 0, then the script function will
|
|
either return 1 if the status is active, or 0 if the status is not active.
|
|
If the status is not active when any of the <type> fields are provided,
|
|
this script function will always return 0.
|
|
|
|
---------------------------------------
|
|
|
|
*skilleffect <skill id>,<number>;
|
|
*skilleffect "<skill name>",<number>;
|
|
|
|
This command displays visual and aural effects of given skill on currently
|
|
attached character. The number parameter is for skill whose visual effect
|
|
involves displaying of a number (healing or damaging). Note that this
|
|
command will not actually use the skill: it is intended for scripts which
|
|
simulate skill usage by the NPC, such as buffs, by setting appropriate
|
|
status and displaying the skill's effect.
|
|
|
|
mes "Be blessed!";
|
|
// Heal of 2000 HP
|
|
heal 2000,0;
|
|
skilleffect 28,2000;
|
|
// Blessing Level 10
|
|
sc_start 10,240000,10;
|
|
skilleffect 34,0;
|
|
// Increase AGI Level 5
|
|
sc_start 12,140000,5;
|
|
skilleffect 29,0;
|
|
|
|
This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
|
|
Increase AGI Lv 5, and display appropriate effects.
|
|
|
|
---------------------------------------
|
|
|
|
*npcskilleffect <skill id>,<number>,<x>,<y>;
|
|
*npcskilleffect "<skill name>",<number>,<x>,<y>;
|
|
|
|
This command behaves identically to 'skilleffect', however, the effect
|
|
will not be centered on the invoking character's sprite, nor on the NPC
|
|
sprite, if any, but will be centered at map coordinates given on the same
|
|
map as the invoking character.
|
|
|
|
---------------------------------------
|
|
|
|
*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}};
|
|
|
|
This command will display special effect with the given number, centered
|
|
on the specified NPCs coordinates, if any. For a full list of special
|
|
effect numbers known see 'doc/effect_list.txt'. Some effect numbers are
|
|
known not to work in some client releases. (Notably, rain is absent from
|
|
any client executables released after April 2005.)
|
|
|
|
<NPC name> parameter will display <effect number> on another NPC. If the
|
|
NPC specified does not exist, the command will do nothing. When specifying
|
|
an NPC, <send_target> must be specified when specifying an <NPC Name>,
|
|
specifying AREA will retain the default behavior of the command.
|
|
|
|
// this will make the NPC "John Doe#1"
|
|
// show the effect "EF_HIT1" specified by
|
|
// Jane Doe. I wonder what John did...
|
|
mes "[Jane Doe]";
|
|
mes "Well, I never!";
|
|
specialeffect EF_HIT1,AREA,"John Doe#1";
|
|
close;
|
|
|
|
---------------------------------------
|
|
|
|
*specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
|
|
|
|
This command behaves identically to the 'specialeffect', but the effect
|
|
will be centered on the invoking character's sprite.
|
|
|
|
<Player name> parameter will display <effect number> on another Player
|
|
than the one currently attached to the script. Like with specialeffect,
|
|
when specifying a player, <send_target> must be supplied, specifying AREA
|
|
will retain the default behavior of the command.
|
|
|
|
---------------------------------------
|
|
|
|
*statusup <stat>;
|
|
|
|
This command will bump a specified stat of the invoking character up by
|
|
one permanently using status points to do so, if there aren't enough to perform
|
|
the change nothing will happen.
|
|
Stats are to be given as number, but you can use these constants to replace them:
|
|
|
|
bStr - Strength
|
|
bVit - Vitality
|
|
bInt - Intelligence
|
|
bAgi - Agility
|
|
bDex - Dexterity
|
|
bLuk - Luck
|
|
|
|
---------------------------------------
|
|
|
|
*statusup2 <stat>,<amount>;
|
|
|
|
This command will bump a specified stat of the invoking character up by
|
|
the specified amount permanently without using status points.
|
|
Amount can be negative. See 'statusup'.
|
|
|
|
// This will decrease a character's Vit forever.
|
|
statusup bVit,-1;
|
|
|
|
---------------------------------------
|
|
|
|
*bonus <bonus type>,<val1>;
|
|
*bonus2 <bonus type>,<val1>,<val2>;
|
|
*bonus3 <bonus type>,<val1>,<val2>,<val3>;
|
|
*bonus4 <bonus type>,<val1>,<val2>,<val3>,<val4>;
|
|
*bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
|
|
|
|
These commands are meant to be used in item scripts. They will probably
|
|
work outside item scripts, but the bonus will not persist for long. They,
|
|
as expected, refer only to an invoking character.
|
|
|
|
You can find the full list of possible bonuses and which command to use
|
|
for each kind in 'doc/item_bonus.txt'.
|
|
|
|
---------------------------------------
|
|
|
|
*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
|
|
*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
|
|
*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
|
|
*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
|
|
|
|
These commands are meant to be used in item scripts. They will probably
|
|
work outside item scripts, but the bonus will not persist for long. They,
|
|
as expected, refer only to an invoking character.
|
|
|
|
What these commands do is 'attach' a script to the player which will get
|
|
executed on attack (or when attacked in the case of autobonus2).
|
|
|
|
Rate is the trigger rate of the script (1000 = 100%).
|
|
|
|
Duration is the time that the bonus will last for since the script has
|
|
triggered.
|
|
|
|
Skill ID/skill name the skill which will be used as trigger to start the
|
|
bonus (for autobonus3).
|
|
|
|
The optional argument 'flag' is used to classify the type of attack where
|
|
the script can trigger (it shares the same flags as the bAutoSpell bonus
|
|
script):
|
|
|
|
Range criteria:
|
|
BF_SHORT: Trigger on melee attack
|
|
BF_LONG: Trigger on ranged attack
|
|
Default: BF_SHORT+BF_LONG
|
|
Attack type criteria:
|
|
BF_WEAPON: Trigger on weapon skills
|
|
BF_MAGIC: Trigger on magic skills
|
|
BF_MISC: Trigger on misc skills
|
|
Default: BF_WEAPON
|
|
Skill criteria:
|
|
BF_NORMAL: Trigger on normal attacks
|
|
BF_SKILL: Trigger on skills
|
|
default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
|
|
otherwise BF_SKILL+BF_NORMAL is used.
|
|
|
|
The difference between the optional argument 'other script' and the 'bonus
|
|
script' is that, the former one triggers only when attacking (or attacked)
|
|
and the latter one runs on status calculation as well, which makes sure,
|
|
within the duration, the "bonus" that get lost on status calculation is
|
|
restored. So, 'bonus script' is technically supposed to accept "bonus"
|
|
command only. And we usually use 'other script' to show visual effects.
|
|
|
|
In all cases, when the script triggers, the attached player will be the
|
|
one who holds the bonus. There is currently no way of knowing within this
|
|
script who was the other character (the attacker in autobonus2, or the
|
|
target in autobonus and autobonus3).
|
|
|
|
//Grants a 1% chance of starting the state "all stats +10" for 10 seconds
|
|
//when using weapon or misc attacks (both melee and ranged skills) and
|
|
//shows a special effect when the bonus is active.
|
|
autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
|
|
|
|
---------------------------------------
|
|
|
|
*skill <skill id>,<level>{,<flag>};
|
|
*skill "<skill name>",<level>{,<flag>};
|
|
*addtoskill <skill id>,<level>{,<flag>};
|
|
*addtoskill "<skill name>",<level>{,<flag>};
|
|
|
|
These commands will give the invoking character a specified skill. This is
|
|
also used for item scripts.
|
|
|
|
Level is obvious. Skill id is the ID number of the skill in question as
|
|
per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this
|
|
can be used to give a character a monster's skill, but you're welcome to
|
|
try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'.
|
|
|
|
Flag is 0 if the skill is given permanently (will get written with the
|
|
character data) or 1 if it is temporary (will be lost eventually, this is
|
|
meant for card item scripts usage.). The flag parameter is optional, and
|
|
defaults to 1 in 'skill' and to 2 in 'addtoskill'.
|
|
|
|
Flag 2 means that the level parameter is to be interpreted as a stackable
|
|
additional bonus to the skill level. If the character did not have that
|
|
skill previously, they will now at 0+the level given.
|
|
|
|
// This will permanently give the character Stone Throw
|
|
// (TF_THROWSTONE,152), at level 1.
|
|
skill 152,1,0;
|
|
|
|
Flag 3 is the same as flag 0 in that it saves to the database. However,
|
|
these skills are ignored when any action is taken that adjusts the skill
|
|
tree (reset/job change).
|
|
|
|
---------------------------------------
|
|
|
|
*nude;
|
|
|
|
This command will unequip anything equipped on the invoking character.
|
|
|
|
It is not required to do this when changing jobs since 'jobchange' will
|
|
unequip everything not equippable by the new job class anyway.
|
|
|
|
---------------------------------------
|
|
|
|
*disguise <Monster ID>;
|
|
*undisguise;
|
|
|
|
This command disguises the current player with a monster sprite.
|
|
The disguise lasts until 'undisguise' is issued or the player logs out.
|
|
|
|
Example:
|
|
|
|
disguise 1002; // Disguise character as a Poring.
|
|
next;
|
|
undisguise; // Return to normal character sprite.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4.3 - Marriage-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*marriage("<spouse name>");
|
|
|
|
This function will marry two characters, the invoking character and the
|
|
one referred to by name given, together, setting them up as each other's
|
|
marriage partner. No second function call has to be issued (in current Git
|
|
at least) to make sure the marriage works both ways. The function returns
|
|
1 upon success, or 0 if the marriage could not be completed, either
|
|
because the other character wasn't found or because one of the two
|
|
characters is already married.
|
|
|
|
This will do nothing else for the marriage except setting up the spouse ID
|
|
for both of these characters. No rings will be given and no effects will
|
|
be shown.
|
|
|
|
---------------------------------------
|
|
|
|
*wedding;
|
|
|
|
This command will call up wedding effects - the music and confetti -
|
|
centered on the invoking character. Example can be found in the wedding
|
|
script.
|
|
|
|
---------------------------------------
|
|
|
|
*divorce()
|
|
|
|
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 Git, which prevents the cases of multi-spouse
|
|
problems). It will return 1 upon success or 0 if the character was not
|
|
married at all.
|
|
|
|
This function will also destroy both wedding rings and send a message to
|
|
both players, telling them they are now divorced.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4.3 - End of Marriage-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*pcfollow <id>,<target id>;
|
|
*pcstopfollow <id>;
|
|
|
|
Makes a character follow or stop following someone. This command does the
|
|
same as the @follow command. The main difference is that @follow can use
|
|
character names, and this commands needs the Account ID for the target.
|
|
|
|
Examples:
|
|
|
|
// This will make Aaron follow Bullah, when both of these characters are
|
|
// online.
|
|
pcfollow getcharid(3,"Aaron"),getcharid(3,"Bullah");
|
|
|
|
// Makes Aaron stop following whoever he is following.
|
|
pcstopfollow getcharid(3,"Aaron");
|
|
|
|
---------------------------------------
|
|
|
|
*pcblockmove <id>,<option>;
|
|
|
|
Prevents the given ID from moving when the option != 0, and 0 enables the
|
|
ID to move again. The ID can either be the GID of a monster/NPC or account
|
|
ID of a character, and will run for the attached player if zero is
|
|
supplied.
|
|
|
|
Examples:
|
|
|
|
// Prevents the current char from moving away.
|
|
pcblockmove getcharid(3),1;
|
|
|
|
// Enables the current char to move again.
|
|
pcblockmove getcharid(3),0;
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
4 - End of Player-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
5 - Mob / NPC Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*monster "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};
|
|
*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};
|
|
|
|
This command will spawn a monster on the specified coordinates on the
|
|
specified map. If the script is invoked by a character, a special map
|
|
name, "this", will be recognized to mean the name of the map the invoking
|
|
character is located at. This command works fine in the item scripts.
|
|
|
|
The same command arguments mean the same things as described above in the
|
|
beginning of this document when talking about permanent monster spawns.
|
|
Monsters spawned in this manner will not respawn upon being killed.
|
|
|
|
Unlike the permanent monster spawns, if the mob id is -1, a random monster
|
|
will be picked from the entire database according to the rules configured
|
|
in the server for dead branches. This will work for all other kinds of
|
|
non-permanent monster spawns.
|
|
|
|
The only very special thing about this command is an event label, which is
|
|
an optional parameter. This label is written like
|
|
'<NPC object name>::<label name>' and upon the monster being killed, it
|
|
will execute the script inside of the specified NPC object starting from
|
|
the label given. The RID of the player attached at this execution will be
|
|
the RID of the killing character.
|
|
|
|
<size> can be:
|
|
0 = medium (default)
|
|
1 = small
|
|
2 = big
|
|
|
|
<ai> can be:
|
|
0 = none (default)
|
|
1 = attack/friendly
|
|
2 = sphere (Alchemist skill)
|
|
3 = flora (Alchemist skill)
|
|
4 = zanzou (Kagerou/Oboro skill)
|
|
|
|
monster "place",60,100,"Poring",1002,1,"NPCNAME::OnLabel";
|
|
|
|
The coordinates of 0,0 will spawn the monster on a random place on the
|
|
map. Both 'monster' and 'areamonster' return the GID of the monster
|
|
spawned if there was ONLY ONE monster to be spawned. This is useful for
|
|
controlling each of the spawned mobs with the unit* commands shown below.
|
|
For example:
|
|
|
|
// We'll make a poring which will automatically attack invoking player:
|
|
.@mobGID = monster("prontera",150,150,"Poring",PORING,1); // PORING is defined in the mob db and its value is 1002
|
|
unitattack .@mobGID, getcharid(3); // Attacker GID, attacked GID
|
|
|
|
The way you can get the GID of more than only one monster is looping
|
|
through all the summons to get their individual GIDs and do whatever you
|
|
want with them. For example:
|
|
|
|
// We want to summon .mobnumber porings which will give us a kiss
|
|
for (.@i = 0; .@i < .mobnumber; ++.@i) {
|
|
.@mobGID = monster "map",.x,.y,"Kisser Poring",PORING,1;
|
|
unitemote .@mobGID, e_kis;
|
|
}
|
|
|
|
Refer to the unit* commands below.
|
|
|
|
The 'areamonster' command works much like the 'monster' command and is not
|
|
significantly different, but spawns the monsters within a square defined
|
|
by x1/y1-x2/y2.
|
|
|
|
Simple monster killing script:
|
|
|
|
<NPC object definition. Let's assume you called him NPCNAME.>
|
|
mes "[Summon Man]";
|
|
mes "Want to start the kill?";
|
|
next;
|
|
if (select("Yes:No") != 1) {
|
|
mes "[Summon Man]";
|
|
mes "Come back later";
|
|
close;
|
|
}
|
|
monster "prontera",0,0,"Quest Poring",PORING,10,"NPCNAME::OnPoringKilled";
|
|
// By using 0,0 it will spawn them in a random place.
|
|
mes "[Summon Man]";
|
|
mes "Now go and kill all the Poring I summoned";
|
|
// He summoned ten.
|
|
close;
|
|
OnPoringKilled:
|
|
++$poring_killed;
|
|
if ($poring_killed == 10) {
|
|
announce "Summon Man: Well done all the poring are dead",bc_self;
|
|
$poring_killed = 0;
|
|
}
|
|
end;
|
|
|
|
For more examples see just about any official 2-1 or 2-2 job quest script.
|
|
|
|
---------------------------------------
|
|
|
|
*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,<skill id>,<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
|
|
*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,"<skill name>",<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
|
|
|
|
This command will make all monsters of the specified mob ID in the
|
|
specified area use the specified skill. Map name, x, and y define the
|
|
center of the area, which extending <range> cells in each direction (ex: a
|
|
range of 3 would create a 7x7 square). The skill can be specified by skill
|
|
ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest
|
|
should be self-explanatory.
|
|
|
|
<target type> can be:
|
|
0 = self
|
|
1 = the mob's current target
|
|
2 = the mob's master
|
|
3 = random target
|
|
|
|
Example:
|
|
|
|
// spawn 1 Shining Plant in the 5x5 area centered on (155,188)
|
|
areamonster "prontera",153,186,157,190,"Shining Plant",1083,1;
|
|
// make the plant cast level 10 Cold Bolt on a random target
|
|
areamobuseskill "prontera",155,188,2,1083,"MG_COLDBOLT",10,3000,1,e_gg,3;
|
|
|
|
---------------------------------------
|
|
|
|
*killmonster "<map name>","<event label>"{,<type>};
|
|
|
|
This command will kill all monsters that were spawned with 'monster' or
|
|
'addmonster' and have a specified event label attached to them. Commonly
|
|
used to get rid of remaining quest monsters once the quest is complete.
|
|
|
|
If the label is given as "All", all monsters which have their respawn
|
|
times set to -1 (like all the monsters summoned with 'monster' or
|
|
'areamonster' script command, and all monsters summoned with GM commands,
|
|
but no other ones - that is, all non-permanent monsters) on the specified
|
|
map will be killed regardless of the event label value.
|
|
|
|
killmonster supports an optional argument type. Using 1 for type will make
|
|
the command fire "OnMyMobDead" events from any monsters that do die as a
|
|
result of this command.
|
|
|
|
---------------------------------------
|
|
|
|
*killmonsterall "<map name>"{,<type>};
|
|
|
|
This command will kill all monsters on a specified map name, regardless of
|
|
how they were spawned or what they are without triggering any event label
|
|
attached to them, unless you specify 1 for type parameter. In this case,
|
|
mob death labels will be allowed totrigger when there is no player. Any
|
|
other number for this parameter won't be recognized.
|
|
|
|
---------------------------------------
|
|
|
|
*strmobinfo(<type>,<monster id>);
|
|
|
|
This function will return information about a monster record in the
|
|
database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information
|
|
returned. Valid types are:
|
|
|
|
1 - 'english name' field in the database, a string.
|
|
2 - 'japanese name' field in the database, a string.
|
|
All other returned values are numbers:
|
|
3 - Level.
|
|
4 - Maximum HP.
|
|
5 - Maximum SP.
|
|
6 - Experience reward.
|
|
7 - Job experience reward.
|
|
|
|
---------------------------------------
|
|
|
|
*mobcount("<map name>","<event label>")
|
|
|
|
This function will count all the monsters on the specified map that have a
|
|
given event label and return the number or 0 if it can't find any.
|
|
Naturally, only monsters spawned with 'monster' and 'areamonster' script
|
|
commands can have non-empty event label.
|
|
If you pass this function an empty string for the event label, it will
|
|
return the total count of monster without event label, including
|
|
permanently spawning monsters.
|
|
|
|
With the dynamic mobs system enabled, where mobs are not kept in memory
|
|
for maps with no actual people playing on them, this will return a 0 for
|
|
any such map.
|
|
|
|
If the event label is given as "all", all monsters will be counted,
|
|
regardless of having any event label attached.
|
|
|
|
If the map name is given as "this", the map the invoking character is on
|
|
will be used. If the map is not found, or the invoker is not a character
|
|
while the map is "this", it will return -1.
|
|
|
|
---------------------------------------
|
|
|
|
*clone "<map name>",<x>,<y>,"<event>",<char id>{,<master_id>{,<mode>{,<flag>,<duration>}}}
|
|
|
|
This command creates a monster which is a copy of another player. The
|
|
first four arguments serve the same purpose as in the monster script
|
|
command, The <char id> is the character id of the player to clone (player
|
|
must be online).
|
|
If <master id> is given, the clone will be a 'slave/minion' of it.
|
|
Master_id must be a character id of another online player.
|
|
|
|
The mode can be specified to determine the behavior of the clone, its
|
|
values are the same as the ones used for the mode field in the mob_db. The
|
|
default mode is aggressive, assists, can move, can attack.
|
|
|
|
Flag can be either zero or one currently. If zero, the clone is a normal
|
|
monster that'll target players, if one, it is considered a summoned
|
|
monster, and as such, it'll target other monsters. Defaults to zero.
|
|
|
|
The duration specifies how long the clone will live before it is
|
|
auto-removed. Specified in seconds, defaults to no limit (zero).
|
|
|
|
Returned value is the monster ID of the spawned clone. If command fails,
|
|
returned value is zero.
|
|
|
|
---------------------------------------
|
|
|
|
*summon "Monster name",<monster id>{,<Time Out>{,"event label"}};
|
|
|
|
This command will summon a monster. (see also 'monster') Unlike monsters
|
|
spawned with other commands, this one will set up the monster to fight to
|
|
protect the invoking character. Monster name and mob id obey the same
|
|
rules as the one given at the beginning of this document for permanent
|
|
monster spawns with the exceptions mentioned when describing 'monster'
|
|
command.
|
|
|
|
The effect for the skill 'Call Homunculus' will be displayed centered on
|
|
the invoking character.
|
|
|
|
Timeout is the time in milliseconds the summon lives, and is set default
|
|
to 60000 (1 minute). Note that also the value 0 will set the timer to
|
|
default, and it is not possible to create a spawn that lasts forever.
|
|
If an event label is given, upon the monster being killed, the event label
|
|
will run as if by 'donpcevent'.
|
|
|
|
// Will summon a poring to fight for the character.
|
|
summon "--ja--", PORING;
|
|
|
|
---------------------------------------
|
|
|
|
*homevolution;
|
|
|
|
This command will try to evolve the current player's homunculus.
|
|
If it doesn't work, the /swt emotion is shown.
|
|
|
|
To evolve a homunculus, the invoking player must have a homunculus, the
|
|
homunculus must not be the last evolution and the homunculus must have
|
|
above 91000 intimacy with its owner.
|
|
|
|
---------------------------------------
|
|
|
|
*gethominfo(<type>)
|
|
|
|
This function works as a direct counterpart of 'getpetinfo':
|
|
0 - Homunculus unique ID
|
|
1 - Homunculus Class
|
|
2 - Name
|
|
3 - Friendly level (intimacy score). 100000 is full loyalty.
|
|
4 - Hungry level. 100 is completely full.
|
|
5 - Rename flag. 0 means this homunculus has not been named yet.
|
|
6 - Homunculus level
|
|
|
|
If the attached player doesn't own a homunculus, this command will return
|
|
"null" for type 2, and return 0 for other types.
|
|
|
|
---------------------------------------
|
|
|
|
*morphembryo;
|
|
|
|
This command will try to put the invoking player's Homunculus in an
|
|
uncallable state, required for mutation into a Homunculus S. The player
|
|
will also receive a Strange Embryo (ID 6415) in their inventory if
|
|
successful, which is deleted upon mutation.
|
|
|
|
The command will fail if the invoking player does not have an evolved
|
|
Homunculus at level 99 or above. The /swt emotion is shown upon failure.
|
|
|
|
Returns 1 upon success and 0 for all failures.
|
|
|
|
---------------------------------------
|
|
|
|
*hommutate {<ID>};
|
|
|
|
This command will try to mutate the invoking player's Homunculus into
|
|
a Homunculus S. The Strange Embryo (ID 6415) is deleted upon success.
|
|
|
|
The command will fail if the invoking player does not have an evolved
|
|
Homunculus at level 99 or above, if it is not in the embryo state
|
|
(from the 'morphembryo' command), or if the invoking player does not
|
|
possess a Strange Embryo. The /swt emotion is shown upon failure.
|
|
|
|
If the optional parameter <ID> is set, the invoking player's Homunculus
|
|
will change into the specified Homunculus ID. Otherwise, a random Homunculus S
|
|
will be chosen. See 'db/homunculus_db.txt' for a full list of IDs.
|
|
|
|
Returns 1 upon success and 0 for all failures.
|
|
|
|
---------------------------------------
|
|
|
|
*checkhomcall()
|
|
|
|
This function checks if the attached player's Homunculus is active,
|
|
and will return the following values:
|
|
-1: The player has no Homunculus.
|
|
0: The player's Homunculus is active.
|
|
1: The player's Homunculus is vaporized.
|
|
2: The player's Homunculus is in morph state.
|
|
|
|
---------------------------------------
|
|
|
|
*getunittype <GID>;
|
|
|
|
Returns the type of object from the given Game ID. Returns -1 if the given GID
|
|
does not exist. The return values are :-
|
|
|
|
UNITTYPE_PC 0
|
|
UNITTYPE_NPC 1
|
|
UNITTYPE_PET 2
|
|
UNITTYPE_MOB 3
|
|
UNITTYPE_HOM 4
|
|
UNITTYPE_MER 5
|
|
UNITTYPE_ELEM 6
|
|
|
|
---------------------------------------
|
|
|
|
*unitwalk <GID>,<x>,<y>;
|
|
*unitwalk <GID>,<target_GID>;
|
|
|
|
This is one command, but can be used in two ways. If only the first
|
|
argument is given, the unit whose GID is given will start walking towards
|
|
the target whose GID is given.
|
|
|
|
When 2 arguments are passed, the given unit will walk to the given x,y
|
|
coordinates on the map where the unit currently is.
|
|
|
|
Examples:
|
|
|
|
//Will move/walk the poring we made to the coordinates 150,150
|
|
unitwalk .GID,150,150;
|
|
|
|
//NPC will move towards the attached player.
|
|
unitwalk .GID,getcharid(3);//a player's GID is their account ID
|
|
|
|
---------------------------------------
|
|
|
|
*unitkill <GID>;
|
|
*unitwarp <GID>,<Mapname>,<x>,<y>;
|
|
*unitattack <GID>,<Target ID>;
|
|
*unitstop <GID>;
|
|
*unittalk <GID>,<Text>;
|
|
*unitemote <GID>,<Emote>;
|
|
|
|
Okay, these commands should be fairly self explaining.
|
|
For the emotions, you can look in db/constants.conf for prefixes with e_
|
|
PS: unitwarp supports a <GID> of zero, which causes the executor of the
|
|
script to be affected. This can be used with OnTouchNPC to warp
|
|
monsters:
|
|
|
|
OnTouchNPC:
|
|
unitwarp 0,"this",-1,-1;
|
|
|
|
---------------------------------------
|
|
|
|
*disablenpc "<NPC object name>";
|
|
*enablenpc "<NPC object name>";
|
|
|
|
These two commands will disable and enable, respectively, an NPC object
|
|
specified by name. The disabled NPC will disappear from sight and will no
|
|
longer be triggerable in the normal way. It is not clear whether it will
|
|
still be accessible through 'donpcevent' and other triggering commands,
|
|
but it probably will be. You can disable even warp NPCs if you know their
|
|
object names, which is an easy way to make a map only accessible through
|
|
walking half the time. Then you 'enablenpc' them back.
|
|
|
|
You can also use these commands to create the illusion of an NPC switching
|
|
between several locations, which is often better than actually moving the
|
|
NPC - create one NPC object with a visible and a hidden part to their
|
|
name, make a few copies, and then disable all except one.
|
|
|
|
---------------------------------------
|
|
|
|
*hideonnpc "<NPC object name>";
|
|
*hideoffnpc "<NPC object name>";
|
|
|
|
These commands will make the NPC object specified display as hidden or
|
|
visible, even though not actually disabled per se. Hidden as in thief Hide
|
|
skill, but unfortunately, not detectable by Ruwach or Sight.
|
|
|
|
As they are now, these commands are pointless, it is suggested to use
|
|
'disablenpc'/'enablenpc', because these two commands actually unload the
|
|
NPC sprite location and other accompanying data from memory when it is not
|
|
used. However, you can use these for some quest ideas (such as cloaking
|
|
NPCs talking while hidden then revealing... you can wonder around =P).
|
|
|
|
---------------------------------------
|
|
|
|
*doevent "<NPC object name>::<event label>";
|
|
|
|
This command will start a new execution thread in a specified NPC object
|
|
at the specified label. The execution of the script running this command
|
|
will not stop, and the event called by the 'doevent' command will not run
|
|
until the invoking script has terminated. No parameters may be passed with
|
|
a doevent call.
|
|
|
|
The script of the NPC object invoked in this manner will run as if it's
|
|
been invoked by the RID that was active in the script that issued a
|
|
'doevent'. As such, the command will not work if an RID is not attached.
|
|
|
|
place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
|
|
mes "This is what you will see when you click me";
|
|
close;
|
|
OnLabel:
|
|
mes "This is what you will see if the doevent is activated";
|
|
close;
|
|
}
|
|
|
|
....
|
|
|
|
doevent "NPC::OnLabel";
|
|
|
|
---------------------------------------
|
|
|
|
*donpcevent "<NPC object name>::<event label>";
|
|
|
|
This command invokes the event label code within an another NPC or NPCs.
|
|
It starts a separate instance of execution, and the invoking NPC will
|
|
resume execution its immediately.
|
|
|
|
If the supplied event label has the form "NpcName::OnLabel", then only
|
|
given NPC's event label will be invoked (much like 'goto' into another
|
|
NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all
|
|
NPCs with given label will be invoked, one after another. In both cases
|
|
the invoked script will run without an attached RID, whether or not the
|
|
invoking script was attached to a player. The event label name is required
|
|
to start with "On".
|
|
|
|
This command can be used to make other NPCs act, as if they were
|
|
responding to the invoking NPC's actions, such as using an emotion or
|
|
talking.
|
|
|
|
place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
|
|
mes "Hey NPC2 copy what I do";
|
|
close2;
|
|
@emote = rand(1,30);
|
|
donpcevent "NPC2::OnEmote";
|
|
OnEmote:
|
|
emotion @emote;
|
|
end;
|
|
}
|
|
|
|
place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{
|
|
mes "Hey NPC copy what I do";
|
|
close2;
|
|
@emote = rand(1,30);
|
|
donpcevent "NPC::OnEmote";
|
|
OnEmote:
|
|
emotion @emote;
|
|
end;
|
|
}
|
|
|
|
Whichever of the both NPCs is talked to, both will show a random emotion
|
|
at the same time.
|
|
|
|
Command returns 1 or 0 on success and failure.
|
|
A debug message also shows on the console when no events are triggered.
|
|
|
|
---------------------------------------
|
|
|
|
*npctalk "<message>"{,"<npc name>"};
|
|
|
|
This command will display a message to the surrounding area as if the NPC
|
|
object running it was a player talking - that is, above their head and in
|
|
the chat window. The display name of the NPC will get appended in front of
|
|
the message to complete the effect.
|
|
|
|
// This will make everyone in the area see the NPC greet the character
|
|
// who just invoked it.
|
|
npctalk "Hello "+strcharinfo(0)+", how are you?";
|
|
npctalk "Hello "+strcharinfo(0)+", how are you?","Another_NPC_Name";
|
|
|
|
---------------------------------------
|
|
|
|
*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
|
|
*setnpcdisplay("<npc name>", "<display name>", <class id>)
|
|
*setnpcdisplay("<npc name>", "<display name>")
|
|
*setnpcdisplay("<npc name>", <class id>)
|
|
|
|
Changes the display name and/or display class of the target NPC.
|
|
Returns 0 is successful, 1 if the NPC does not exist.
|
|
Size is 0 = normal 1 = small 2 = big.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
5.1 - Time-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*addtimer <ticks>,"NPC::OnLabel";
|
|
*deltimer "NPC::OnLabel";
|
|
*addtimercount "NPC::OnLabel",<ticks>;
|
|
|
|
These commands will create, destroy, and delay a countdown timer -
|
|
'addtimer' to create, 'deltimer' to destroy and 'addtimercount' to delay
|
|
it by the specified number of ticks. For all three cases, the event label
|
|
given is the identifier of that timer. The timer runs on the character
|
|
object that is attached to the script, and can have multiple instances.
|
|
When the label is run, it is run as if the player that the timer runs on
|
|
has clicked the NPC.
|
|
|
|
When this timer runs out, a new execution thread will start in the
|
|
specified NPC object at the specified label.
|
|
|
|
The ticks are given in 1/1000ths of a second.
|
|
|
|
One more thing. These timers are stored as part of player data. If the
|
|
player logs out, all of these get immediately deleted, without executing
|
|
the script. If this behavior is undesirable, use some other timer
|
|
mechanism (like 'sleep').
|
|
|
|
Example:
|
|
<NPC Header> {
|
|
dispbottom "Starting a 5 second timer...";
|
|
addtimer 5000, strnpcinfo(3)+"::On5secs";
|
|
end;
|
|
On5secs:
|
|
dispbottom "5 seconds have passed!";
|
|
end;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*initnpctimer { "<NPC name>" {, <Attach Flag>} } |
|
|
{ "<NPC name>" | <Attach Flag> };
|
|
*stopnpctimer { "<NPC name>" {, <Detach Flag>} } |
|
|
{ "<NPC name>" | <Detach Flag> };
|
|
*startnpctimer { "<NPC name>" {, <Attach Flag>} } |
|
|
{ "<NPC name>" | <Attach Flag> };
|
|
*setnpctimer <tick>{,"<NPC name>"};
|
|
*getnpctimer (<type of information>{,"<NPC name>"})
|
|
*attachnpctimer {"<character name>"};
|
|
*detachnpctimer {"<NPC name>"};
|
|
|
|
This set of commands and functions will create and manage an NPC-based
|
|
timer. The NPC name may be omitted, in which case the calling NPC is used
|
|
as target.
|
|
|
|
Contrary to addtimer/deltimer commands which let you have many different
|
|
timers referencing different labels in the same NPC, each with their own
|
|
countdown, 'initnpctimer' can only have one per NPC object. But it can
|
|
trigger many labels and let you know how many were triggered already and
|
|
how many still remain.
|
|
|
|
This timer is counting up from 0 in ticks of 1/1000ths of a second each.
|
|
Upon creating this timer, the execution will not stop, but will happily
|
|
continue onward. The timer will then invoke new execution threads at
|
|
labels "OnTimer<time>:" in the NPC object it is attached to.
|
|
|
|
To create the timer, use the 'initnpctimer', which will start it running.
|
|
'stopnpctimer' will pause the timer, without clearing the current tick,
|
|
while 'startnpctimer' will let the paused timer continue.
|
|
|
|
By default timers do not have a RID attached, which lets them continue
|
|
even if the player that started them logs off. To attach a RID to a timer,
|
|
you can either use the optional "attach flag" when using
|
|
'initnpctimer/startnpctimer', or do it manually by using 'attachnpctimer'.
|
|
Likewise, the optional flag of stopnpctimer lets you detach any RID after
|
|
stopping the timer, and by using 'detachnpctimer' you can detach a RID at
|
|
any time.
|
|
|
|
Normally there is only a single timer per NPC, but as an exception, as
|
|
long as you attach a player to the timer, you can have multiple timers
|
|
running at once, because these will get stored on the players instead of
|
|
the NPC.
|
|
NOTE: You need to attach the RID before the timer _before_ you start it to
|
|
get a player-attached timer. Otherwise it'll stay a NPC timer (no effect).
|
|
|
|
If the player that is attached to the npctimer logs out, the
|
|
"OnTimerQuit:" event label of that NPC will be triggered, so you can do
|
|
the appropriate cleanup (the player is still attached when this event is
|
|
triggered).
|
|
|
|
The 'setnpctimer' command will explicitly set the timer to a given tick.
|
|
'getnpctimer' provides timer information. Its parameter defines what type:
|
|
|
|
0 - Will return the current tick count of the timer.
|
|
1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the
|
|
specified NPC waiting for execution.
|
|
2 - Will return the number of times the timer has triggered and will
|
|
trigger an "OnTimer<tick>:" label in the specified NPC.
|
|
|
|
Example 1:
|
|
|
|
<NPC Header> {
|
|
// We need to use attachnpctimer because the mes command below
|
|
// needs RID attach
|
|
attachnpctimer;
|
|
initnpctimer;
|
|
npctalk "I cant talk right now, give me 10 seconds";
|
|
end;
|
|
OnTimer5000:
|
|
npctalk "Ok 5 seconds more";
|
|
end;
|
|
OnTimer6000:
|
|
npctalk "4";
|
|
end;
|
|
OnTimer7000:
|
|
npctalk "3";
|
|
end;
|
|
OnTimer8000:
|
|
npctalk "2";
|
|
end;
|
|
OnTimer9000:
|
|
npctalk "1";
|
|
end;
|
|
OnTimer10000:
|
|
stopnpctimer;
|
|
mes "[Man]";
|
|
mes "Ok we can talk now";
|
|
detachnpctimer;
|
|
// and remember attachnpctimer and detachnpctimer can only be used
|
|
// while the NPC timer is not running!
|
|
}
|
|
|
|
Example 2:
|
|
|
|
OnTimer15000:
|
|
npctalk "Another 15 seconds have passed.";
|
|
|
|
// You have to use 'initnpctimer' instead of 'setnpctimer 0'.
|
|
// This is equal to 'setnpctimer 0' + 'startnpctimer'.
|
|
// Alternatively, you can also insert another 'OnTimer15001' label
|
|
// so that the timer won't stop.
|
|
initnpctimer;
|
|
end;
|
|
|
|
// This OnInit label will run when the script is loaded, so that the
|
|
// timer is initialized immediately as the server starts. It is
|
|
// dropped back to 0 every time the NPC says something, so it will
|
|
// cycle continuously.
|
|
OnInit:
|
|
initnpctimer;
|
|
end;
|
|
|
|
Example 3:
|
|
|
|
mes "[Man]";
|
|
mes "I have been waiting "+(getnpctimer(0)/1000)+" seconds for you.";
|
|
// We divide the timer returned by 1000 to convert milliseconds to
|
|
// seconds.
|
|
close;
|
|
|
|
Example 4:
|
|
|
|
mes "[Man]";
|
|
mes "Ok, I will let you have 30 more seconds...";
|
|
close2;
|
|
setnpctimer (getnpctimer(0)-30000);
|
|
// Notice the 'close2'. If there were a 'next' there the timer would
|
|
// be changed only after the player pressed the 'next' button.
|
|
end;
|
|
|
|
---------------------------------------
|
|
|
|
*sleep <milliseconds>;
|
|
*sleep2 <milliseconds>;
|
|
*awake "<NPC name>";
|
|
|
|
These commands are used to control the pause of a NPC.
|
|
sleep and sleep2 will pause the script for the given amount of
|
|
milliseconds.
|
|
Awake is used to cancel a sleep. When awake is called on a NPC it will run
|
|
as if the sleep timer ran out, and thus making the script continue. Sleep
|
|
and sleep2 basically do the same, but the main difference is that sleep
|
|
will not keep the rid, while sleep2 does.
|
|
|
|
Examples:
|
|
// This will pause the script for 10 seconds and ditch the RID
|
|
// (so no player is attached anymore)
|
|
sleep 10000;
|
|
// Pauses the script for 5 seconds, and continue with the RID attached.
|
|
sleep2 5000;
|
|
//Cancels any running sleep timers on the NPC 'NPC'.
|
|
awake "NPC";
|
|
|
|
---------------------------------------
|
|
|
|
*progressbar "<color>",<seconds>;
|
|
|
|
This command works almost like sleep2, but displays a progress bar above
|
|
the head of the currently attached character (like cast bar). Once the
|
|
given amount of seconds passes, the script resumes. If the character moves
|
|
while the progress bar progresses, it is aborted and the script ends. The
|
|
color format is in RGB (0xRRGGBB). The color is currently ignored by the
|
|
client and appears always green.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
5.1 - End of Time-related commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
|
|
|
|
This command will broadcast a message to all or most players, similar to
|
|
@kami/@kamib GM commands.
|
|
|
|
announce "This will be shown to everyone at all in yellow.", bc_all;
|
|
|
|
The region the broadcast is heard in (target), source of the broadcast and
|
|
the color the message will come up as is determined by the flags.
|
|
|
|
The flag values are coded as constants in db/constants.conf to make them
|
|
easier to use.
|
|
|
|
Target flags:
|
|
- bc_all: Broadcast message is sent server-wide (default).
|
|
- bc_map: Message is sent to everyone in the same map as the source of
|
|
the broadcast (see below).
|
|
- bc_area: Message is sent to players in the vicinity of the source.
|
|
- bc_self: Message is sent only to current player.
|
|
You cannot use more than one target flag.
|
|
|
|
Source flags:
|
|
- bc_pc: Broadcast source is the attached player (default).
|
|
- bc_npc: Broadcast source is the NPC, not the player attached to the
|
|
script (useful when a player is not attached or the message
|
|
should be sent to those nearby the NPC).
|
|
You cannot use more than one source flag.
|
|
|
|
Special flags:
|
|
- bc_yellow:Broadcast will be displayed in yellow color (default).
|
|
- bc_blue: Broadcast will be displayed in blue color.
|
|
- bc_woe: Indicates that this broadcast is 'WoE Information' that can
|
|
be disabled client-side.
|
|
Due to the way client handles broadcasts, it is impossible to set both
|
|
bc_blue and bc_woe.
|
|
|
|
The optional parameters allow usage of broadcasts in custom colors,
|
|
font-weights, sizes etc. If any of the optional parameters is used,
|
|
special flag is ignored. Optional parameters may not work well (or at all)
|
|
depending on a game client used.
|
|
|
|
The color parameter is a single number which can be in hexadecimal
|
|
notation. C_ constant can also be used for color effects, see the full list
|
|
of the available ones in 'db/constants.conf' under 'C_'.
|
|
|
|
For example:
|
|
announce "This announcement will be shown to everyone in green.",bc_all,0x00FF00;
|
|
Will display a global announce in green. The color format is in RGB
|
|
(0xRRGGBB).
|
|
|
|
Another example:
|
|
announce "This announcement will shown to everyone in purple.",bc_all,C_PURPLE;
|
|
|
|
In official scripts only two font-weights (types) are used:
|
|
- normal (FW_NORMAL = 400, default),
|
|
- bold (FW_BOLD = 700).
|
|
|
|
Default font size is 12.
|
|
|
|
Using this for private messages to players is probably not that good an
|
|
idea, but it can be used instead in NPCs to "preview" an announce.
|
|
|
|
// This will be a private message to the player using the NPC that
|
|
// made the announcement
|
|
announce "This is my message just for you",bc_blue|bc_self;
|
|
|
|
// This will be shown on everyones screen that is in sight of the NPC.
|
|
announce "This is my message just for you people here",bc_npc|bc_area;
|
|
|
|
---------------------------------------
|
|
|
|
*mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
|
|
|
|
This command will work like 'announce' but will only broadcast to
|
|
characters currently residing on the specified map. The flag and optional
|
|
parameters parameters are the same as in 'announce', but target and source
|
|
flags are ignored.
|
|
|
|
---------------------------------------
|
|
|
|
*areaannounce "<map name>",<x1>,<y1>,<x2>,<y2>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
|
|
|
|
This command works like 'announce' but will only broadcast to characters
|
|
residing in the specified x1/y1-x2/y2 rectangle on the map given. The
|
|
flags and optional parameters are the same as in 'announce', but target
|
|
and source flags are ignored.
|
|
|
|
areaannounce "prt_church",0,0,350,350,"God's in his heaven, all right with the world",0;
|
|
|
|
---------------------------------------
|
|
|
|
*callshop "<name>",<option>;
|
|
|
|
These are a series of commands used to create dynamic shops.
|
|
The callshop function calls an invisible shop (FAKE_NPC) as if the player
|
|
clicked on it.
|
|
|
|
For the options on callShop:
|
|
0 = The normal window (buy, sell and cancel)
|
|
1 = The buy window
|
|
2 = The sell window
|
|
|
|
Example:
|
|
|
|
//Will call the shop named DaShop and opens the buy menu.
|
|
callshop "DaShop",1;
|
|
|
|
|
|
The shop which is called by callshop (as long as an npcshop* command is
|
|
executed from that NPC (see note 1)) will trigger the labels OnBuyItem and
|
|
OnSellitem. These labels can take over handling for relatively the buying
|
|
of items from the shop and selling the items to a shop. Via these labels
|
|
you can customize the way an item is bought or sold by a player.
|
|
|
|
In the OnBuyItem, two arrays are set (@bought_nameid and
|
|
@bought_quantity), which hold information about the name id (item id) sold
|
|
and the amount sold of it. Same goes for the OnSellItem label, only the
|
|
variables are named different (@sold_nameid, @sold_quantity, @sold_refine,
|
|
@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3,
|
|
@sold_card4). An example on a shop comes with Hercules, and can be found
|
|
in the doc/sample/npc_dynamic_shop.txt file.
|
|
|
|
This example shows how to use the labels and their set variables to create
|
|
a dynamic shop.
|
|
|
|
Note 1: These labels will only be triggered if a npcshop* command is
|
|
executed, this is because these commands set a special data on the shop
|
|
NPC, named master_nd in the source.
|
|
The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is
|
|
given in the shop.
|
|
|
|
---------------------------------------
|
|
|
|
*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
|
|
|
|
This command lets you override the contents of an existing NPC shop or
|
|
cashshop. The current sell list will be wiped, and only the items
|
|
specified with the price specified will be for sale.
|
|
|
|
The function returns 1 if shop was updated successfully, or 0 if not found.
|
|
|
|
Note that you cannot use -1 to specify default selling price!
|
|
|
|
---------------------------------------
|
|
|
|
*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
|
|
|
|
This command will add more items at the end of the selling list for the
|
|
specified NPC shop or cashshop. If you specify an item already for sell,
|
|
that item will appear twice on the sell list.
|
|
|
|
The function returns 1 if shop was updated successfully, or 0 if not found.
|
|
|
|
Note that you cannot use -1 to specify default selling price!
|
|
|
|
---------------------------------------
|
|
|
|
*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}}
|
|
|
|
This command will remove items from the specified NPC shop or cashshop.
|
|
If the item to remove exists more than once on the shop, all instances
|
|
will be removed.
|
|
|
|
Note that the function returns 1 even if no items were removed. The return
|
|
value is only to confirm that the shop was indeed found.
|
|
|
|
---------------------------------------
|
|
|
|
*npcshopattach "<name>"{,<flag>}
|
|
|
|
This command will attach the current script to the given NPC shop.
|
|
When a script is attached to a shop, the events "OnBuyItem" and
|
|
"OnSellItem" of your script will be executed whenever a player buys/sells
|
|
from the shop. Additionally, the arrays @bought_nameid[],
|
|
@bought_quantity[] or @sold_nameid[] and @sold_quantity[] will be filled
|
|
up with the items and quantities bought/sold.
|
|
|
|
The optional parameter specifies whether to attach ("1") or detach ("0")
|
|
from the shop (the default is to attach). Note that detaching will detach
|
|
any NPC attached to the shop, even if it's from another script, while
|
|
attaching will override any other script that may be already attached.
|
|
|
|
The function returns 0 if the shop was not found, 1 otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>};
|
|
|
|
This command will create a chat room, owned by the NPC object running this
|
|
script and displayed above the NPC sprite.
|
|
The maximum length of a chat room name is 60 letters.
|
|
|
|
The limit is the maximum number of people allowed to enter the chat room.
|
|
The attached NPC is included in this count. If the optional event and
|
|
trigger parameters are given, the event label
|
|
("<NPC object name>::<label name>") will be invoked as if with a 'doevent'
|
|
upon the number of people in the chat room reaching the given triggering
|
|
amount.
|
|
|
|
// The NPC will just show a box above its head that says "Hello World",
|
|
// clicking it will do nothing, since the limit is zero.
|
|
waitingroom "Hello World",0;
|
|
|
|
// The NPC will have a box above its head, with "Disco - Waiting Room"
|
|
// written on it, and will have 8 waiting slots. Clicking this will enter
|
|
// the chat room, where the player will be able to wait until 7 players
|
|
// accumulate. Once this happens, it will cause the NPC "Bouncer" run the
|
|
// label "OnStart".
|
|
|
|
waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",7;
|
|
|
|
// The NPC will have a box above its head, with "Party - Waiting Room"
|
|
// written on it, and will have 8 waiting slots. Clicking this will allow
|
|
// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where
|
|
// the player will be able to wait until 7 players accumulate. Once this
|
|
// happens, it will cause the NPC "Bouncer" run the label "OnStart".
|
|
|
|
waitingroom "Party - Waiting Room",8,"Bouncer::OnStart",7,5000,50,99;
|
|
|
|
Creating a waiting room does not stop the execution of the script and it
|
|
will continue to the next line.
|
|
|
|
For more examples see the 2-1 and 2-2 job quest scripts which make
|
|
extensive use of waiting rooms.
|
|
|
|
---------------------------------------
|
|
|
|
*delwaitingroom {"<NPC object name"};
|
|
|
|
This command will delete a waiting room. If no parameter is given, it will
|
|
delete a waiting room attached to the NPC object running this command, if
|
|
it is, it will delete a waiting room owned by another NPC object. This is
|
|
the only way to get rid of a waiting room, nothing else will cause it to
|
|
disappear.
|
|
|
|
It's not clear what happens to a waiting room if the NPC is disabled with
|
|
'disablenpc', by the way.
|
|
|
|
---------------------------------------
|
|
|
|
*enablewaitingroomevent {"<NPC object name>"};
|
|
*disablewaitingroomevent {"<NPC object name>"};
|
|
|
|
This will enable and disable triggering the waiting room event (see
|
|
'waitingroom') respectively. Optionally giving an NPC object name will do
|
|
that for a specified NPC object. The chat room will not disappear when
|
|
triggering is disabled and enabled in this manner and players will not be
|
|
kicked out of it. Enabling a chat room event will also cause it to
|
|
immediately check whether the number of users in it exceeded the trigger
|
|
amount and trigger the event accordingly.
|
|
|
|
Normally, whenever a waiting room was created to make sure that only one
|
|
character is, for example, trying to pass a job quest trial, and no other
|
|
characters are present in the room to mess up the script.
|
|
|
|
---------------------------------------
|
|
|
|
*getwaitingroomstate(<information type>{,"<NPC object name>"})
|
|
|
|
This function will return information about the waiting room state for the
|
|
attached waiting room or for a waiting room attached to the specified NPC
|
|
if any.
|
|
|
|
The valid information types are:
|
|
|
|
0 - Number of users currently in the waiting room
|
|
$@chatmembers[] - list of user account_id
|
|
1 - Maximum number of users allowed.
|
|
2 - Will return 1 if the waiting room has a trigger set.
|
|
0 otherwise.
|
|
3 - Will return 1 if the waiting room is currently disabled.
|
|
0 otherwise.
|
|
4 - The Title of the waiting room (string)
|
|
5 - Password of the waiting room, if any. Pointless, since there is no
|
|
way to set a password on a waiting room right now.
|
|
16 - Event name of the waiting room (string)
|
|
32 - Whether or not the waiting room is full.
|
|
33 - Whether the amount of users in the waiting room is higher than the
|
|
trigger number.
|
|
34 - Minimum Base Level to enter waiting room.
|
|
35 - Maximum Base Level to enter waiting room.
|
|
36 - Minimum Zeny to enter waiting room.
|
|
|
|
|
|
---------------------------------------
|
|
|
|
*warpwaitingpc "<map name>",<x>,<y>{,<number of people>};
|
|
|
|
This command will warp the amount of characters equal to the trigger
|
|
number of the waiting room chat attached to the NPC object running this
|
|
command to the specified map and coordinates, kicking them out of the
|
|
chat. Those waiting the longest will get warped first. It can also do a
|
|
random warp on the same map ("Random" instead of map name) and warp to the
|
|
save point ("SavePoint").
|
|
|
|
The list of characters to warp is taken from the list of the chat room
|
|
members. Those not in the chat room will not be considered even if they
|
|
are talking to the NPC in question. If the number of people is given,
|
|
exactly this much people will be warped.
|
|
|
|
This command can also keep track of who just got warped. It does this by
|
|
setting special variables:
|
|
|
|
$@warpwaitingpc[] is an array containing the account_id numbers of the
|
|
characters who were just warped.
|
|
$@warpwaitingpcnum contains the number of the character it just warped.
|
|
|
|
See also 'getpartymember' for advice on what to do with those variables.
|
|
|
|
The obvious way of using this effectively would be to set up a waiting
|
|
room for two characters to be warped onto a random PVP map for a
|
|
one-on-one duel, for example.
|
|
|
|
---------------------------------------
|
|
|
|
*kickwaitingroomall {"<NPC object name>"};
|
|
|
|
This command kicks everybody out of a specified waiting room chat.
|
|
|
|
---------------------------------------
|
|
|
|
*setmapflagnosave "<map name>","<alternate map name>",<x>,<y>;
|
|
|
|
This command sets the 'nosave' flag for the specified map and also gives
|
|
an alternate respawn-upon-relogin point.
|
|
|
|
It does not make a map impossible to make a save point on as you would
|
|
normally think, 'savepoint' will still work. It will, however, make the
|
|
specified map kick the reconnecting players off to the alternate map given
|
|
to the coordinates specified.
|
|
|
|
---------------------------------------
|
|
|
|
*setmapflag "<map name>",<flag>{,<val>};
|
|
|
|
This command marks a specified map with a map flag given. Map flags alter
|
|
the behavior of the map, you can see the list of the available ones in
|
|
'db/constants.conf' under 'mf_'.
|
|
|
|
The map flags alter the behavior of the map regarding teleporting
|
|
(mf_nomemo, mf_noteleport, mf_nowarp, mf_nogo), storing location when
|
|
disconnected (mf_nosave), dead branch usage (mf_nobranch), penalties upon
|
|
death (mf_nopenalty, mf_nozenypenalty), PVP behavior (mf_pvp,
|
|
mf_pvp_noparty, mf_pvp_noguild), WoE behavior (mf_gvg,mf_gvg_noparty),
|
|
ability to use skills or open up trade deals (mf_notrade, mf_novending,
|
|
mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog,
|
|
mf_sakura, mf_leaves, mf_rain, mf_clouds, mf_fireworks) and whether night
|
|
will be in effect on this map (mf_nightenabled).
|
|
|
|
The val optional parameter is as the mapflags variable when one exists, it
|
|
may be a number or a string depending on the mapflag in question.
|
|
|
|
---------------------------------------
|
|
|
|
*removemapflag "<map name>",<flag>;
|
|
|
|
This command removes a mapflag from a specified map.
|
|
See 'setmapflag' for a list of mapflags.
|
|
|
|
---------------------------------------
|
|
|
|
*getmapflag("<map name>",<flag>)
|
|
|
|
This command checks the status of a given mapflag and returns the
|
|
mapflag's state.
|
|
0 means OFF, and 1 means ON. See 'setmapflag' for a list of mapflags.
|
|
|
|
---------------------------------------
|
|
|
|
*setbattleflag "<battle flag>",<value>;
|
|
*getbattleflag("<battle flag>")
|
|
|
|
Sets or gets the value of the given battle flag.
|
|
Battle flags are the flags found in the battle/*.conf files and is also
|
|
used in Lupus' variable rates script.
|
|
|
|
Examples:
|
|
|
|
// Will set the base experience rate to 20x (2000%)
|
|
setbattleflag "base_exp_rate",2000;
|
|
|
|
// Will return the value of the base experience rate (when used after the
|
|
// above example, it would print 2000).
|
|
mes getbattleflag("base_exp_rate");
|
|
|
|
---------------------------------------
|
|
|
|
*warpportal <x>,<y>,"<mapname>",<x>,<y>;
|
|
|
|
Creates a warp Portal as if a acolyte class character did it.
|
|
The first x and y is the place of the warp portal on the map where the NPC
|
|
is on the mapname and second x and y is the target area of the warp portal.
|
|
|
|
Examples:
|
|
|
|
// Will create a warp portal on the NPC's map at 150,150
|
|
// leading to prontera, coords 150,180.
|
|
warpportal 150,150,"prontera",150,180;
|
|
|
|
---------------------------------------
|
|
|
|
*mapwarp "<from map>","<to map>",<x>,<y>{,<type>,<ID>};
|
|
|
|
This command will collect all characters located on the From map and warp
|
|
them wholesale to the same point on the To map, or randomly distribute
|
|
them there if the coordinates are zero. "Random" is understood as a
|
|
special To map name and will mean randomly shuffling everyone on the same
|
|
map.
|
|
|
|
Optionally, a type and ID can be specified. Available types are:
|
|
|
|
0 - Everyone
|
|
1 - Guild
|
|
2 - Party
|
|
|
|
Example:
|
|
|
|
// Will warp all members of guild with ID 63 on map prontera to alberta.
|
|
mapwarp "prontera","alberta",150,150,1,63;
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
5.2 - Guild-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*maprespawnguildid "<map name>",<guild id>,<flag>;
|
|
|
|
This command goes through the specified map and for each player and
|
|
monster found there does stuff.
|
|
|
|
Flag is a bit-mask (add up numbers to get effects you want)
|
|
1 - warp all guild members to their save points.
|
|
2 - warp all non-guild members to their save points.
|
|
4 - remove all monsters which are not guardian or Emperium.
|
|
|
|
Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium
|
|
and kick all characters out', which is what the official scripts do upon
|
|
castle surrender. Upon start of WoE, the scripts do 2 (warp out all people
|
|
not in the guild that owns the castle).
|
|
|
|
Characters not belonging to any guild will be warped out regardless of the
|
|
flag setting.
|
|
|
|
For examples, check the WoE scripts in the distribution.
|
|
|
|
---------------------------------------
|
|
|
|
*agitstart;
|
|
*agitend;
|
|
*agitstart2;
|
|
*agitend2;
|
|
|
|
These four commands will start/end War of Emperium or War of Emperium SE.
|
|
|
|
This is a bit more complex than it sounds, since the commands themselves
|
|
won't actually do anything interesting, except causing all 'OnAgitStart:'
|
|
and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of
|
|
latter two commands, events to run everywhere, respectively. They are used
|
|
as simple triggers to run a lot of complex scripts all across the server,
|
|
and they, in turn, are triggered by clock with an 'OnClock<time>:'
|
|
time-triggering label.
|
|
|
|
---------------------------------------
|
|
|
|
*gvgon "<map name>";
|
|
*gvgoff "<map name>";
|
|
|
|
These commands will turn GVG mode for the specified maps on and off,
|
|
setting up appropriate map flags. In GVG mode, maps behave as if during
|
|
the time of WoE, even though WoE itself may or may not actually be in
|
|
effect.
|
|
|
|
---------------------------------------
|
|
|
|
*flagemblem <guild id>;
|
|
|
|
This command only works when run by the NPC objects which have sprite id
|
|
722, which is a 3D guild flag sprite. If it isn't, the data will change,
|
|
but nothing will be seen by anyone. If it is invoked in that manner, the
|
|
emblem of the specified guild will appear on the flag, though, if any
|
|
players are watching it at this moment, they will not see the emblem
|
|
change until they move out of sight of the flag and return.
|
|
|
|
This is commonly used in official guildwar scripts with a function call
|
|
which returns a guild id:
|
|
|
|
// This will change the emblem on the flag to that of the guild that owns
|
|
// "guildcastle"
|
|
|
|
flagemblem getcastledata("guildcastle",1);
|
|
|
|
---------------------------------------
|
|
|
|
*guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}};
|
|
|
|
This command is roughly equivalent to 'monster', but is meant to be used
|
|
with castle guardian monsters and will only work with them. It will set
|
|
the guardian characteristics up according to the castle's investment
|
|
values and otherwise set the things up that only castle guardians need.
|
|
|
|
Returns the id of the mob or 0 if an error occurred.
|
|
When 'guardian index' isn't supplied it produces a temporary guardian.
|
|
Temporary guardians are not saved with the castle and can't be accessed by
|
|
guardianinfo.
|
|
|
|
---------------------------------------
|
|
|
|
*guardianinfo("<map name>", <guardian number>, <type>);
|
|
|
|
This function will return various info about the specified guardian, or -1
|
|
if it fails for some reason. It is primarily used in the castle manager
|
|
NPC.
|
|
|
|
Map name and guardian number (value between 0 and 7) define the target.
|
|
Type indicates what information to return:
|
|
0 - visibility (whether the guardian is installed or not)
|
|
1 - max. hp
|
|
2 - current hp
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
5.2 - End of Guild-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*npcspeed <speed value>;
|
|
*npcwalkto <x>,<y>;
|
|
*npcstop;
|
|
|
|
These commands will make the NPC object in question move around the map.
|
|
As they currently are, they are a bit buggy and are not useful for much
|
|
more than making an NPC move randomly around the map.
|
|
|
|
'npcspeed' will set the NPCs walking speed to a specified value. As in the
|
|
@speed GM command, 200 is the slowest possible speed while 0 is the
|
|
fastest possible (instant motion). 100 is the default character walking
|
|
speed.
|
|
'npcwalkto' will start the NPC sprite moving towards the specified
|
|
coordinates on the same map as it is currently on. The script proceeds
|
|
immediately after the NPC begins moving.
|
|
'npcstop' will stop the motion.
|
|
|
|
While in transit, the NPC will be clickable, but invoking it will cause it
|
|
to stop moving, which will make it's coordinates different from what the
|
|
client computed based on the speed and motion coordinates. The effect is
|
|
rather unnerving.
|
|
|
|
Only a few NPC sprites have walking animations, and those that do, do not
|
|
get the animation invoked when moving the NPC, due to the problem in the
|
|
NPC walking code, which looks a bit silly. You might have better success
|
|
by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
|
|
|
|
---------------------------------------
|
|
|
|
*movenpc "<NPC name>",<x>,<y>{,<dir>};
|
|
|
|
This command looks like the npcwalktoxy function,but is a little different.
|
|
|
|
While npcwalktoxy just makes the NPC 'walk' to the coordinates given
|
|
(which sometimes gives problems if the path isn't a straight line without
|
|
objects), this command just moves the NPC. It basically warps out and in
|
|
on the current and given spot. Direction can be used to change the NPC's
|
|
facing direction.
|
|
|
|
Example:
|
|
|
|
// This will move Bugga from to the coordinates 100,20 (if those
|
|
// coordinates are legit).
|
|
movenpc "Bugga",100,20;
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
6 - Other Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*debugmes "<message>";
|
|
|
|
This command will send the message to the server console (map-server
|
|
window). It will not be displayed anywhere else.
|
|
//
|
|
// Displays "NAME has clicked me!" in the map-server window.
|
|
debugmes strcharinfo(0)+" has clicked me!";
|
|
|
|
// debugmes "\033[38D\033[K ==Message== \n"; // enable colour code.
|
|
---------------------------------------
|
|
|
|
*logmes "<message>";
|
|
|
|
This command will write the message given to the map server NPC log file,
|
|
as specified in 'conf/logs.conf'. If SQL logging is enabled, the message
|
|
will go to the 'npclog' table.
|
|
|
|
If logs are not enabled for NPCs, nothing will happen.
|
|
|
|
---------------------------------------
|
|
|
|
*globalmes "<message>"{,"<NPC name>"};
|
|
|
|
This command will send a message to the chat window of all currently
|
|
connected characters.
|
|
|
|
If NPC name is specified, the message will be sent as if the sender would
|
|
be the NPC with the said name.
|
|
|
|
---------------------------------------
|
|
|
|
*channelmes("<#channel>", "<message>");
|
|
|
|
This command will send a message to the specified chat channel.
|
|
|
|
The sent message will not include any character's names.
|
|
|
|
For special channels, such as #map and #ally, the attached RID's map or guild
|
|
will be used.
|
|
|
|
If the channel doesn't exist (or, in the case of a character-specific channel,
|
|
no RID is attached), false will be returned. In case of success, true is
|
|
returned.
|
|
|
|
---------------------------------------
|
|
*rand(<number>{,<number>});
|
|
|
|
This function returns a number ...
|
|
(if you specify one) ... randomly positioned between 0 and the number you
|
|
specify -1.
|
|
(if you specify two) ... randomly positioned between the two numbers you
|
|
specify.
|
|
|
|
rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9
|
|
rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9
|
|
rand(2,5) would result in 2,3,4 or 5
|
|
|
|
---------------------------------------
|
|
|
|
*viewpoint <action>,<x>,<y>,<point number>,<color>;
|
|
|
|
This command will mark places on the mini map in the client connected to
|
|
the invoking character. It uses the normal X and Y coordinates from the
|
|
main map. The colors of the marks are defined using a hexadecimal number,
|
|
same as the ones used to color text in 'mes' output, but are written as
|
|
hexadecimal numbers in C. (They look like 0x<six numbers>.)
|
|
|
|
Action is what you want to do with a point, 1 will set it, while 2 will
|
|
clear it. 0 will also set it, but automatically removes the point after 15
|
|
seconds.
|
|
Point number is the number of the point - you can have several. If more
|
|
than one point is drawn at the same coordinates, they will cycle, which
|
|
can be used to create flashing marks.
|
|
|
|
// This command will show a mark at coordinates X 30 Y 40, is mark
|
|
// number 1, and will be red.
|
|
|
|
viewpoint 1,30,40,1,0xFF0000;
|
|
|
|
This will create three points:
|
|
|
|
viewpoint 1,30,40,1,0xFF0000;
|
|
viewpoint 1,35,45,2,0xFF0000;
|
|
viewpoint 1,40,50,3,0xFF0000;
|
|
|
|
And this is how you remove them:
|
|
|
|
viewpoint 2,30,40,1,0xFF0000;
|
|
viewpoint 2,35,45,2,0xFF0000;
|
|
viewpoint 2,40,50,3,0xFF0000;
|
|
|
|
The client determines what it does with the points entirely, the server
|
|
keeps no memory of where the points are set whatsoever.
|
|
|
|
---------------------------------------
|
|
|
|
*cutin "<filename>",<position>;
|
|
|
|
This command will display a picture, usually an NPC illustration, also
|
|
called cutin, for the currently attached client. The position parameter
|
|
determines the placement of the illustration and takes following values:
|
|
|
|
0 - bottom left corner
|
|
1 - bottom middle
|
|
2 - bottom right corner
|
|
3 - middle of screen in a movable window with an empty title bar
|
|
4 - middle of screen without the window header, but still movable
|
|
|
|
The picture is read from data\texture\유저인터페이스\illust, from both the
|
|
GRF archive and data folder, and is required to be a bitmap. The file
|
|
extension .bmp can be omitted. Magenta color (#ff00ff) is considered
|
|
transparent. There is no limit placed on the size of the illustrations
|
|
by the client, although loading of large pictures (about 700x700 and
|
|
larger) causes the client to freeze shortly (lag). Typically the size is
|
|
about 320x480. New illustrations can be added by just putting the new file
|
|
into the location above.
|
|
|
|
The client is able to display only one cutin at the same time and each new
|
|
one will cause the old one to disappear. To delete the currently displayed
|
|
illustration without displaying a new one, an empty file name and position
|
|
255 must be used.
|
|
|
|
// Displays the Comodo Kafra illustration in lower right corner.
|
|
cutin "kafra_07",2;
|
|
|
|
// Typical way to end a script, which displayed an illustration during a
|
|
// dialog with a player.
|
|
mes "See you.";
|
|
close2;
|
|
cutin "",255;
|
|
end;
|
|
|
|
---------------------------------------
|
|
|
|
*pet <pet id>;
|
|
|
|
This command is used in all the item scripts for taming items. Running
|
|
this command will make the pet catching cursor appear on the client
|
|
connected to the invoking character, usable on the monsters with the
|
|
specified pet ID number. It will still work outside an item script.
|
|
|
|
A full list of pet IDs can be found inside 'db/pet_db.txt'
|
|
|
|
---------------------------------------
|
|
|
|
*emotion <emotion number>{,<target>{,"<target name>"}};
|
|
|
|
This command makes an object display an emotion sprite above their own as
|
|
if they were doing that emotion. For a full list of emotion numbers, see
|
|
'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a
|
|
question mark) and 'e_gasp' (the exclamation mark).
|
|
|
|
The optional target parameter specifies who will get the emotion on top of
|
|
their head. If 0 (default if omitted), the NPC in current use will show
|
|
the emotion, if 1, the player that is running the script will display it.
|
|
|
|
Target name parameter allows to display emotion on top of other NPC/PC
|
|
without event labels. If specified name is not found, command does nothing.
|
|
|
|
---------------------------------------
|
|
|
|
*misceffect <effect number>;
|
|
|
|
This command, if run from an NPC object that has a sprite, will call up a
|
|
specified effect number, centered on the NPC sprite. If the running code
|
|
does not have an object ID (a 'floating' NPC) or is not running from an
|
|
NPC object at all (an item script) the effect will be centered on the
|
|
character who's RID got attached to the script, if any. For usable item
|
|
scripts, this command will create an effect centered on the player using
|
|
the item.
|
|
|
|
A full list of known effects is found in 'doc/effect_list.txt'. The list
|
|
of those that actually work may differ greatly between client versions.
|
|
|
|
---------------------------------------
|
|
|
|
*soundeffect "<effect filename>",<type>;
|
|
*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};
|
|
|
|
These two commands will play a sound effect to either the invoking
|
|
character only ('soundeffect') or multiple characters ('soundeffectall').
|
|
If the running code does not have an object ID (a 'floating' NPC) or is
|
|
not running from an NPC object at all (an item script) the sound will be
|
|
centered on the character who's RID got attached to the script, if any.
|
|
If it does, it will be centered on that object. (an NPC sprite)
|
|
|
|
Effect filename is the filename in a GRF. It must have the .wav extension.
|
|
|
|
It's not quite certain what the 'type' actually does, it is sent to the
|
|
client directly. It probably determines which directory to play the effect
|
|
from. It's certain that giving 0 for the number will play sound files from
|
|
'\data\wav\', but where the other numbers will read from is unclear.
|
|
|
|
The sound files themselves must be in the PCM format, and file names
|
|
should also have a maximum length of 23 characters including the .wav
|
|
extension:
|
|
|
|
soundeffect "1234567890123456789.wav", 0; // will play the soundeffect
|
|
soundeffect "12345678901234567890.wav", 0; // throws gravity error
|
|
|
|
You can add your own effects this way, naturally.
|
|
|
|
---------------------------------------
|
|
|
|
*playbgm "<BGM filename>";
|
|
*playbgmall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};
|
|
|
|
These two commands will play a Background Music to either the invoking
|
|
character only ('playbgm') or multiple characters ('playbgmall').
|
|
|
|
BGM filename is the filename in /BGM/ folder. It has to be in .mp3
|
|
extension, but it's not required to specify the extension in the script.
|
|
|
|
If coordinates are omitted, BGM will be broadcasted on the entire map. If
|
|
the map name is also omitted the BGM will be played for the entire server.
|
|
|
|
You can add your own BGMs this way, naturally.
|
|
|
|
---------------------------------------
|
|
|
|
*pvpon "<map name>";
|
|
*pvpoff "<map name>";
|
|
|
|
These commands will turn PVP mode for the specified maps on and off.
|
|
Beside setting the flags referred to in 'setmapflag', 'pvpon' will also
|
|
create a PVP timer and ranking as will @pvpon GM command do.
|
|
|
|
---------------------------------------
|
|
|
|
*atcommand "<command>";
|
|
|
|
This command will run the given command line exactly as if it was typed in
|
|
from the keyboard by the player connected to the invoking character, and
|
|
that character belonged to an account which had GM level 99.
|
|
|
|
// This will ask the invoker for a character name and then use the
|
|
// '@nuke' GM command on them, killing them mercilessly.
|
|
input .@player$;
|
|
atcommand "@nuke "+.@player$;
|
|
|
|
This command has a lot of good uses, I am sure you can have some fun with
|
|
this one.
|
|
|
|
---------------------------------------
|
|
|
|
*charcommand "<command>";
|
|
|
|
This command will run the given command line exactly as if it was typed in
|
|
from the keyboard from a character that belonged to an account which had
|
|
GM level 99.
|
|
|
|
The commands can also run without an attached rid.
|
|
|
|
// This would do the same as above, but now
|
|
// it doesn't need a player attached by default.
|
|
charcommand "#option 0 0 0 Roy";
|
|
|
|
---------------------------------------
|
|
|
|
*bindatcmd "command","<NPC object name>::<event label>"{,<group level>,<group level char>,<log>};
|
|
|
|
This command will bind a NPC event label to an atcommand. Upon execution
|
|
of the atcommand, the user will invoke the NPC event label. Each atcommand
|
|
is only allowed one binding. If you rebind, it will override the original
|
|
binding. If group level is provided, only users of that group level or
|
|
above will be able to access the command, if not provided, everyone will
|
|
be able to access the command.
|
|
"group level char" is the minimum group level required for the label to be
|
|
used on others like a char command would, e.g. "#command "target" params",
|
|
when not provided, "group level char" defaults to 99.
|
|
"log" whether to log the usages of this command with the atcommand log
|
|
(1 = log, 0 = no log), default is to not log.
|
|
|
|
The following variables are set upon execution:
|
|
.@atcmd_command$ = The name of the @command used.
|
|
.@atcmd_parameters$[] = Array containing the given parameters,
|
|
starting from an index of 0.
|
|
.@atcmd_numparameters = The number of parameters defined.
|
|
|
|
Parameters are split on spaces. Multiple spaces aren't grouped together, and
|
|
will create multiple (empty) arguments.
|
|
Any leading spaces before the first parameter will be omitted.
|
|
|
|
Usage example:
|
|
|
|
When a user types the command "@test", an angel effect will be shown.
|
|
|
|
- script atcmd_example FAKE_NPC,{
|
|
OnInit:
|
|
bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
|
|
end;
|
|
OnAtcommand:
|
|
specialeffect2 338;
|
|
end;
|
|
}
|
|
|
|
Parameter splitting example:
|
|
@mycommand
|
|
.@atcmd_numparameters -> 0
|
|
.@atcmd_parameters$ -> { }
|
|
@mycommand<space><space>
|
|
.@atcmd_numparameters -> 0
|
|
.@atcmd_parameters$ -> { }
|
|
@mycommand<space>foo
|
|
.@atcmd_numparameters -> 1
|
|
.@atcmd_parameters$ -> { "foo" }
|
|
@mycommand<space><space>foo
|
|
.@atcmd_numparameters -> 1
|
|
.@atcmd_parameters$ -> { "foo" }
|
|
@mycommand<space>foo<space>bar
|
|
.@atcmd_numparameters -> 2
|
|
.@atcmd_parameters$ -> { "foo", "bar" }
|
|
@mycommand<space>foo<space><space>bar
|
|
.@atcmd_numparameters -> 3
|
|
.@atcmd_parameters$ -> { "foo", "", "bar" }
|
|
@mycommand<space>foo<space>
|
|
.@atcmd_numparameters -> 2
|
|
.@atcmd_parameters$ -> { "foo", "" }
|
|
@mycommand<space>foo<space><space>
|
|
.@atcmd_numparameters -> 3
|
|
.@atcmd_parameters$ -> { "foo", "", "" }
|
|
|
|
The called event label needs to take care of joining arguments together, in
|
|
case it expects spaces. For example:
|
|
|
|
- script atcmd_example FAKE_NPC,{
|
|
OnInit:
|
|
bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
|
|
end;
|
|
OnAtcommand:
|
|
// This command expects a character name (that may contain spaces) as
|
|
// the only parameter.
|
|
.@name$ = "";
|
|
for (.@i = 0; .@i < .@atcmd_numparameters; ++.@i) {
|
|
.@name$ += (.@i > 0 ? " " : "") + .@atcmd_parameters$[.@i];
|
|
}
|
|
dispbottom("The specified name is: '" + .@name$ + "'");
|
|
end;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*unbindatcmd "command";
|
|
|
|
This command will unbind a NPC event label from an atcommand.
|
|
|
|
---------------------------------------
|
|
|
|
*useatcmd "command";
|
|
|
|
This command will execute an atcommand binding on the attached RID from a
|
|
script. The three .@atcmd_***** variables will NOT be set when invoking
|
|
scripts-atcommands this way.
|
|
|
|
---------------------------------------
|
|
|
|
*unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>};
|
|
*unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>};
|
|
*unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>;
|
|
*unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>;
|
|
|
|
This is the replacement of the older commands, these use the same values
|
|
for GID as the other unit* commands (See 'GID').
|
|
|
|
Skill ID is the ID of the skill, skill level is the level of the skill.
|
|
For the position, the x and y are given in the unitskillusepos.
|
|
|
|
---------------------------------------
|
|
|
|
*npcskill <skill id>,<skill lvl>,<stat point>,<NPC level>;
|
|
*npcskill "<skill name>",<skill lvl>,<stat point>,<NPC level>;
|
|
|
|
This command causes the attached NPC object to cast a skill on the
|
|
attached player. The skill will have no cast time or cooldown. The player
|
|
must be within the default skill range or the command will fail silently.
|
|
|
|
The "stat point" parameter temporarily sets all NPC stats to the given
|
|
value, and "NPC level" is the temporary level of the NPC (used in some
|
|
skills). Neither value can be greater than the max level defined in
|
|
config, and will not work properly if the NPC has a mob sprite.
|
|
|
|
// Casts Level 10 Heal on the attached player, calculated with
|
|
// all stats 99 and base level 60.
|
|
npcskill "AL_HEAL",10,99,60;
|
|
|
|
---------------------------------------
|
|
|
|
*setnpcdistance <distance>
|
|
|
|
This command can reduce distance from where npc can be clicked.
|
|
Usefull to use from OnInit event.
|
|
|
|
// Set distance to one tile on server load
|
|
OnInit:
|
|
setnpcdistance 1;
|
|
|
|
---------------------------------------
|
|
|
|
*getnpcdir {<name>};
|
|
|
|
Return current npc direction for parameter "name" or for attached npc
|
|
if it missing. If name missing and not attached npc, return -1.
|
|
|
|
Example:
|
|
.@dir = getnpcdir();
|
|
|
|
---------------------------------------
|
|
|
|
*setnpcdir {<name>,} <direction>;
|
|
|
|
Set npc direction. If npc name missing, will be used attached npc.
|
|
|
|
Example:
|
|
setnpcdir 2;
|
|
|
|
---------------------------------------
|
|
|
|
*getnpcclass {<name>};
|
|
|
|
Return npc class/sprite id for npc with given name or for attached npc.
|
|
If name missing and no attached npc, return -1.
|
|
|
|
Example:
|
|
.@class = getnpcclass();
|
|
|
|
---------------------------------------
|
|
|
|
*day;
|
|
*night;
|
|
|
|
These two commands will switch the entire server between day and night
|
|
mode respectively. If your server is set to cycle between day and night by
|
|
configuration, it will eventually return to that cycle.
|
|
|
|
Example:
|
|
|
|
- script DayNight FAKE_NPC,{
|
|
OnClock0600:
|
|
day;
|
|
end;
|
|
OnInit:
|
|
// setting correct mode upon server start-up
|
|
if (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 18) end;
|
|
OnClock1800:
|
|
night;
|
|
end;
|
|
}
|
|
|
|
This script allows to emulate the day/night cycle as the server does, but
|
|
also allows triggering additional effects upon change, like announces,
|
|
gifts, etc.
|
|
The day/night cycle set by configuration should be disabled when this
|
|
script is used.
|
|
|
|
---------------------------------------
|
|
|
|
*pcre_match("<string>","<regex>");
|
|
|
|
This command is only available if the server is compiled with regular
|
|
expressions library enabled.
|
|
|
|
The string <string> will be searched for a match to the regular expression
|
|
<regex>, and the number of matches will be returned.
|
|
|
|
An alternative way to invoke this command is to use the operators '~=' or '~!'.
|
|
The operator '~=' is exactly the same as pcre_match, while the operator '~!'
|
|
will return 1 if no matches were found, or 0 if at least a match was found.
|
|
|
|
if (pcre_match("string", "regex")) mes "There was a match.";
|
|
if ("string" ~= "regex") mes "There was a match.";
|
|
if ("string" ~! "regex") mes "There were no matches.";
|
|
|
|
You can find more usage examples in the test script npc/custom/test.txt.
|
|
|
|
Using regular expressions is high wizardry. But with this high wizardry
|
|
comes unparalleled power of text manipulation. For an explanation of what
|
|
a regular expression pattern is, see a few web pages:
|
|
|
|
http://www.regular-expressions.info/
|
|
http://www.weitz.de/regex-coach/
|
|
|
|
Additionally, the following temporary variables will be filled (unless the
|
|
command is invoked as '~!'):
|
|
|
|
- $@regexmatchcount: The number of matches detected, including any
|
|
parenthesized capture-groups.
|
|
- $@regexmatch$[0]: The part of <string> That matched the full <regex> pattern.
|
|
- $@regexmatch$[1 .. $@regexmatchcount]: The parts of <string> that matched
|
|
each of the parenthesized capture-groups in <pattern>.
|
|
|
|
A capture group is a part of a regex enclosed in (parentheses) in order to
|
|
store in a variable the part of the expression that was matched by that part of
|
|
the regex. For more details, see the links above, as this is not intended to be
|
|
a regex tutorial.
|
|
|
|
---------------------------------------
|
|
|
|
*defpattern <set number>,"<regular expression pattern>","<event label>";
|
|
*activatepset <set number>;
|
|
*deactivatepset <set number>;
|
|
*deletepset <set number>;
|
|
|
|
This set of commands is only available if the server is compiled with
|
|
regular expressions library enabled.
|
|
|
|
They will make the NPC object listen for text spoken publicly by players
|
|
and match it against regular expression patterns, then trigger labels
|
|
associated with these regular expression patterns.
|
|
|
|
Patterns are organized into sets, which are referred to by a set number.
|
|
You can have multiple sets patterns, and multiple patterns may be active
|
|
at once. Numbers for pattern sets start at 1.
|
|
|
|
'defpattern' will associate a given regular expression pattern with an
|
|
event label. This event will be triggered whenever something a player says
|
|
is matched by this regular expression pattern, if the pattern is currently
|
|
active.
|
|
|
|
'activatepset' will make the pattern set specified active. An active
|
|
pattern will enable triggering labels defined with 'defpattern', which
|
|
will not happen by default.
|
|
'deactivatepset' will deactivate a specified pattern set. Giving -1 as a
|
|
pattern set number in this case will deactivate all pattern sets defined.
|
|
|
|
'deletepset' will delete a pattern set from memory, so you can create a
|
|
new pattern set in its place.
|
|
|
|
For an example of this in use, see doc/sample/npc_test_pcre.txt
|
|
|
|
With this you could, for example, automatically punish players for asking
|
|
for Zeny in public places, or alternatively, automatically give them Zeny
|
|
instead if they want it so much.
|
|
|
|
---------------------------------------
|
|
|
|
*pow(<number>,<power>)
|
|
|
|
Returns the result of the calculation.
|
|
|
|
Example:
|
|
.@i = pow(2,3); // .@i will be 8
|
|
|
|
---------------------------------------
|
|
|
|
*log10(<number>)
|
|
|
|
Returns log base 10 of the number.
|
|
|
|
Note: The value is truncated to integer.
|
|
|
|
Example:
|
|
.@i = log10(100); // .@i will be 2
|
|
|
|
---------------------------------------
|
|
|
|
*sqrt(<number>)
|
|
|
|
Returns square-root of number.
|
|
|
|
Note: The value is truncated to integer.
|
|
|
|
Example:
|
|
.@i = sqrt(25); // .@i will be 5
|
|
|
|
---------------------------------------
|
|
|
|
*distance(<x0>,<y0>,<x1>,<y1>)
|
|
|
|
Returns distance between 2 points.
|
|
|
|
Note: When Hercules is configured to use circular areas, the Euclidean distance
|
|
is returned, otherwise the Chebyshev distance. The value is truncated to
|
|
integer.
|
|
|
|
Example:
|
|
.@i = distance(100,200,101,202);
|
|
|
|
---------------------------------------
|
|
|
|
*min(<number>{,<number>...<number>})
|
|
*max(<number>{,<number>...<number>})
|
|
|
|
Returns the smallest (or biggest) from the set of given numbers.
|
|
|
|
Example:
|
|
.@minimum = min(1, -6, -2, 8, 2); // .@minimum will be equal to -6
|
|
.@maximum = max(0, 5, 10, 4); // .@maximum will be equal to 10
|
|
.@level = min(BaseLevel, 70); // .@level will be the character's base level, capped to 70
|
|
|
|
---------------------------------------
|
|
|
|
*md5("<string>")
|
|
|
|
Returns the md5 checksum of a number or string.
|
|
|
|
Example:
|
|
mes md5(12345);
|
|
mes md5("12345"); // Will both display 827ccb0eea8a706c4c34a16891f84e7b
|
|
mes md5("qwerty");// Will display d8578edf8458ce06fbc5bb76a58c5ca4
|
|
|
|
---------------------------------------
|
|
|
|
*swap <variable>,<variable>;
|
|
|
|
Swap the value of 2 variables. Both sides must be same integer or string type.
|
|
|
|
Example:
|
|
.@var1 = 111;
|
|
.@var2 = 222;
|
|
swap .@var1, .@var2;
|
|
mes "var1 = "+ .@var1; // return 222
|
|
mes "var2 = "+ .@var2; // return 111
|
|
|
|
---------------------------------------
|
|
|
|
*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
|
|
*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
|
|
|
|
Executes an SQL query. A 'select' query can fill array variables with up
|
|
to 128 rows of values, and will return the number of rows (the array size).
|
|
|
|
Note that 'query_sql' runs on the main database while 'query_logsql' runs
|
|
on the log database.
|
|
|
|
Example:
|
|
.@nb = query_sql("select name,fame from `char` ORDER BY fame DESC LIMIT 5", .@name$, .@fame);
|
|
mes "Hall Of Fame: TOP5";
|
|
mes "1."+.@name$[0]+"("+.@fame[0]+")"; // Will return a person with the biggest fame value.
|
|
mes "2."+.@name$[1]+"("+.@fame[1]+")";
|
|
mes "3."+.@name$[2]+"("+.@fame[2]+")";
|
|
mes "4."+.@name$[3]+"("+.@fame[3]+")";
|
|
mes "5."+.@name$[4]+"("+.@fame[4]+")";
|
|
|
|
---------------------------------------
|
|
|
|
*escape_sql(<value>)
|
|
|
|
Converts the value to a string and escapes special characters so that it's
|
|
safe to use in query_sql(). Returns the escaped form of the given value.
|
|
|
|
Example:
|
|
.@str$ = "John's Laptop";
|
|
.@esc_str$ = escape_sql(.@name$); // Escaped string: John\'s Laptop
|
|
|
|
---------------------------------------
|
|
|
|
*setiteminfo(<item id>,<type>,<value>)
|
|
|
|
This function will set some value of an item.
|
|
Returns the new value on success, or -1 on fail (item_id not found or
|
|
invalid type).
|
|
|
|
Valid types are:
|
|
0 - Buy Price; 1 - Sell Price; 2 - Item Type;
|
|
3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
|
|
if = 0, then monsters don't drop it at all (rare or a quest item)
|
|
if = 10000, then this item is sold in NPC shops only
|
|
4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
|
|
10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
|
|
|
|
Example:
|
|
|
|
setiteminfo Stone, 6, 9990; // Stone now weighs 999.0
|
|
|
|
---------------------------------------
|
|
|
|
*setitemscript(<item id>,<"{ new item script }">{,<type>});
|
|
|
|
Set a new script bonus to the Item. Very useful for game events.
|
|
You can remove an item's itemscript by leaving the itemscript argument
|
|
empty. Returns 1 on success, or 0 on fail (item_id not found or new item
|
|
script is invalid).
|
|
Type can optionally be used indicates which script to set (default is 0):
|
|
0 - Script
|
|
1 - OnEquip_Script
|
|
2 - OnUnequip_Script
|
|
|
|
Example:
|
|
|
|
setitemscript Silver_Ring_, "{ if(isequipped(2236)==0)end; if(getskilllv(26)){skill 40,1;}else{skill 26,1+isequipped(2636);} }";
|
|
setitemscript Silver_Ring_, "";
|
|
|
|
---------------------------------------
|
|
|
|
*atoi("<string>")
|
|
*axtoi("<string>")
|
|
*strtol("string", base)
|
|
|
|
These commands are used to convert strings to numbers. 'atoi' will
|
|
interpret given string as a decimal number (base 10), while 'axtoi'
|
|
interprets strings as hexadecimal numbers (base 16). 'strtol' lets
|
|
the user specify a base (valid range is between 2 and 36 inclusive,
|
|
or the special value0, which means auto-detection).
|
|
|
|
The atoi and strtol functions conform to the C functions with the same
|
|
names, and axtoi is the same as strtol, with a base of 16. Results are
|
|
clamped to signed 32 bit int range (INT_MIN ~ INT_MAX)
|
|
|
|
Example:
|
|
|
|
.@var = atoi("11"); // Sets .@var to 11
|
|
.@var = axtoi("FF"); // Sets .@var to 255
|
|
mes axtoi("11"); // Displays 17 (1 = 1, 10 = 16)
|
|
.@var = strtol("11", 10); // Sets .@var to 11 (11 base 10)
|
|
.@var = strtol("11", 16); // Sets .@var to 17 (11 base 16)
|
|
.@var = strtol("11", 0); // Sets .@var to 11 (11 base 10, auto-detected)
|
|
.@var = strtol("0x11", 0); // Sets .@var to 17 (11 base 16, auto-detected because of the "0x" prefix)
|
|
.@var = strtol("011", 0); // Sets .@var to 9 (11 base 8, auto-detected because of the "0" prefix)
|
|
.@var = strtol("11", 2); // Sets .@var to 3 (binary 11)
|
|
|
|
---------------------------------------
|
|
|
|
*compare("<string>","<substring>")
|
|
|
|
This command returns 1 or 0 when the substring is in the main string (1)
|
|
or not (0). This command is not case sensitive.
|
|
|
|
Examples:
|
|
|
|
//dothis; will be executed ('Bloody Murderer' contains 'Blood').
|
|
if (compare("Bloody Murderer","Blood"))
|
|
dothis;
|
|
//dothat; will not be executed ('Blood butterfly' does not contain 'Bloody').
|
|
if (compare("Blood Butterfly","Bloody"))
|
|
dothat;
|
|
|
|
---------------------------------------
|
|
|
|
*strcmp("<string>","<string>")
|
|
|
|
This command compares two strings and is similar to strcmp in C.
|
|
|
|
Return Values:
|
|
>0 : String 1 > String 2
|
|
0 : Strings are equal
|
|
<0 : String 1 < String 2
|
|
|
|
Examples:
|
|
.@a = strcmp("abcdef","ABCDEF");
|
|
if (.@a > 0){
|
|
mes ".@a is greater than 0."; //Output is this.
|
|
}else{
|
|
mes ".@a is less or equal to 0";
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*getstrlen("<string>")
|
|
|
|
This function will return the length of the string given as an argument.
|
|
It is useful to check if anything input by the player exceeds name length
|
|
limits and other length limits and asking them to try to input something
|
|
else.
|
|
|
|
---------------------------------------
|
|
|
|
*charisalpha("<string>",<position>)
|
|
|
|
This function will return 1 if the character number Position in the given
|
|
string is a letter, 0 if it isn't a letter but a digit or a space.
|
|
The first letter is position 0.
|
|
|
|
---------------------------------------
|
|
|
|
*charat(<string>,<index>)
|
|
|
|
Returns char at specified index. If index is out of range, returns an
|
|
empty string.
|
|
|
|
Example:
|
|
|
|
charat("This is a string", 10); //returns "s"
|
|
|
|
---------------------------------------
|
|
|
|
*setchar(<string>,<char>,<index>)
|
|
|
|
Returns the original string with the char at the specified index set to
|
|
the specified char. If index is out of range, the original string will be
|
|
returned. Only the 1st char in the <char> parameter will be used.
|
|
|
|
Example:
|
|
|
|
setchar("Cat", "B", 0); //returns "Bat"
|
|
|
|
---------------------------------------
|
|
|
|
*insertchar(<string>,<char>,<index>)
|
|
|
|
Returns the original string with the specified char inserted at the
|
|
specified index. If index is out of range, the char will be inserted on
|
|
the end of the string that it is closest. Only the 1st char in the <char>
|
|
parameter will be used.
|
|
|
|
Example:
|
|
|
|
insertchar("laughter", "s", 0); //returns "slaughter"
|
|
|
|
---------------------------------------
|
|
|
|
*delchar(<string>,<index>)
|
|
|
|
Returns the original string with the char at the specified index removed.
|
|
If index is out of range, original string will be returned.
|
|
|
|
Example:
|
|
|
|
delchar("Diet", 3); //returns "Die"
|
|
|
|
---------------------------------------
|
|
|
|
*strtoupper(<string>)
|
|
*strtolower(<string>)
|
|
|
|
Returns the specified string in it's uppercase/lowercase form.
|
|
All non-alpha characters will be preserved.
|
|
|
|
Example:
|
|
|
|
strtoupper("The duck is blue!!"); //returns "THE DUCK IS BLUE!!"
|
|
|
|
---------------------------------------
|
|
|
|
*charisupper(<string>,<index>)
|
|
*charislower(<string>,<index>)
|
|
|
|
Returns 1 if character at specified index of specified string is
|
|
uppercase for 'charisupper' or lowercase for 'charislower'. Otherwise, 0.
|
|
Characters not of the alphabelt will return 0.
|
|
|
|
Example:
|
|
|
|
charisupper("Hercules", 0); //returns 1
|
|
|
|
---------------------------------------
|
|
|
|
*substr(<string>,<start_index>,<end_index>)
|
|
|
|
Returns the sub-string of the specified string inclusively between the set
|
|
indexes. If indexes are out of range, or the start index is after the end
|
|
index, an empty string will be returned.
|
|
|
|
Example:
|
|
|
|
substr("foobar", 3, 5); //returns "bar"
|
|
|
|
---------------------------------------
|
|
|
|
*explode(<dest_array>,<string>,<delimiter>)
|
|
|
|
Breaks a string up into substrings based on the specified delimiter.
|
|
Substrings will be stored within the specified string array. Only the 1st
|
|
char of the delimiter parameter will be used. If an empty string is passed
|
|
as a delimiter, the string will be placed in the array in its original
|
|
form, without any changes. Return the number of elements written to
|
|
<dest_array>.
|
|
|
|
Example:
|
|
|
|
.@num_elements = explode(.@my_array$, "Explode:Test:1965:red:PIE", ":");
|
|
//.@my_array$ contents will be...
|
|
//.@my_array$[0]: "Explode"
|
|
//.@my_array$[1]: "Test"
|
|
//.@my_array$[2]: "1965"
|
|
//.@my_array$[3]: "red"
|
|
//.@my_array$[4]: "PIE"
|
|
//.@num_elements: 5
|
|
|
|
---------------------------------------
|
|
|
|
*implode(<string_array>{,<glue>})
|
|
|
|
Combines all substrings within the specified string array into a single
|
|
string. If the glue parameter is specified, it will be inserted inbetween
|
|
each substring.
|
|
|
|
Example:
|
|
setarray .@my_array$[0], "This", "is", "a", "test";
|
|
implode(.@my_array$, " "); //returns "This is a test"
|
|
|
|
---------------------------------------
|
|
|
|
*sprintf(<format>{,param{,param{,...}}})
|
|
|
|
C style sprintf. The resulting string is returned same as in PHP. All C
|
|
format specifiers are supported except %n. For more info check sprintf
|
|
function at www.cplusplus.com
|
|
Number of params is only limited by Hercules' script engine.
|
|
|
|
Example:
|
|
.@format$ = "The %s contains %d monkeys";
|
|
dispbottom(sprintf(.@format$, "zoo", 5));
|
|
//prints "The zoo contains 5 monkeys"
|
|
|
|
dispbottom(sprintf(.@format$, "barrel", 82));
|
|
//prints "The barrel contains 82 monkeys"
|
|
|
|
---------------------------------------
|
|
|
|
*sscanf(<string>,<format>{,param{,param{,...}}})
|
|
|
|
C style sscanf. All C format specifiers are supported.
|
|
More info: sscanf @ www.cplusplus.com. The number of params is only
|
|
limited by Hercules' script engine.
|
|
|
|
Example:
|
|
sscanf("This is a test: 42 foobar", "This is a test: %d %s", .@num, .@str$);
|
|
dispbottom(.@num + " " + .@str$); //prints "42 foobar"
|
|
|
|
---------------------------------------
|
|
|
|
*strpos(<haystack>,<needle>{,<offset>})
|
|
|
|
PHP style strpos. Finds a substring (needle) within a string (haystack).
|
|
The offset parameter indicates the index of the string to start searching.
|
|
Returns index of substring on successful search, else -1.
|
|
Comparison is case sensitive.
|
|
|
|
Example:
|
|
strpos("foobar", "bar", 0); //returns 3
|
|
strpos("foobarfoo", "foo", 0); //returns 0
|
|
strpos("foobarfoo", "foo", 1); //returns 6
|
|
|
|
---------------------------------------
|
|
|
|
*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})
|
|
|
|
Replaces all instances of a search string in the input with the specified
|
|
replacement string. By default is case sensitive unless <usecase> is set
|
|
to 0. If specified it will only replace as many instances as specified
|
|
in the count parameter.
|
|
|
|
Example:
|
|
replacestr("testing tester", "test", "dash"); //returns "dashing dasher"
|
|
replacestr("Donkey", "don", "mon", 0); //returns "monkey"
|
|
replacestr("test test test test test", "test", "yay", 0, 3); //returns "yay yay yay test test"
|
|
|
|
---------------------------------------
|
|
|
|
*countstr(<input>, <search>{, <usecase>})
|
|
|
|
Counts all instances of a search string in the input. By default is case
|
|
sensitive unless <usecase> is set to 0.
|
|
|
|
Example:
|
|
countstr("test test test Test", "test"); //returns 3
|
|
countstr("cake Cake", "Cake", 0); //returns 2
|
|
|
|
---------------------------------------
|
|
|
|
*setfont <font>;
|
|
|
|
This command sets the current RO client interface font to one of the fonts
|
|
stored in data\*.eot by using an ID of the font. When the ID of the
|
|
currently used font is used, default interface font is used again.
|
|
|
|
0 - Default
|
|
1 - RixLoveangel
|
|
2 - RixSquirrel
|
|
3 - NHCgogo
|
|
4 - RixDiary
|
|
5 - RixMiniHeart
|
|
6 - RixFreshman
|
|
7 - RixKid
|
|
8 - RixMagic
|
|
9 - RixJJangu
|
|
|
|
---------------------------------------
|
|
|
|
*showdigit <value>{,<type>};
|
|
|
|
Displays given numeric 'value' in large digital clock font on top of the
|
|
screen. The optional parameter 'type' specifies visual aspects of the
|
|
"clock" and can be one of the following values:
|
|
|
|
0 - Displays the value for 5 seconds (default).
|
|
1 - Incremental counter (1 tick/second).
|
|
2 - Decremental counter (1 tick/second). Does not stop at zero, but
|
|
overflows.
|
|
3 - Decremental counter (1 tick/second). Two digits only, stops at
|
|
zero.
|
|
|
|
For type 1 and 2 the start value is set by using negative number of the
|
|
one intended to set (ex. -10 starts the counter at 10 seconds). Except for
|
|
type 3 the value is interpreted as seconds and formatted as time in days,
|
|
hours, minutes and seconds. Note, that the official script command does
|
|
not have the optional parameter.
|
|
|
|
// displays 23:59:59 for 5 seconds
|
|
showdigit 86399;
|
|
|
|
// counter that starts at 60 and runs for 60 seconds
|
|
showdigit 60,3;
|
|
|
|
---------------------------------------
|
|
|
|
* The Pet AI commands
|
|
|
|
These commands will only work if the invoking character has a pet, and are
|
|
meant to be executed from pet scripts. They will modify the pet AI
|
|
decision-making for the current pet of the invoking character, and will
|
|
NOT have any independent effect by themselves, which is why only one of
|
|
them each may be in effect at any time for a specific pet. A pet may
|
|
have 'petloot', 'petskillbonus', 'petskillattack' and 'petskillsupport' at the
|
|
same time.
|
|
|
|
*petskillbonus <bonus type>,<value>,<duration>,<delay>;
|
|
|
|
This command will make the pet give a bonus to the owner's stat (bonus
|
|
type - bInt,bVit,bDex,bAgi,bLuk,bStr,bSpeedRate - for a full list, see the
|
|
values starting with 'b' in 'db/constants.conf').
|
|
|
|
*petrecovery <status type>,<delay>;
|
|
|
|
This command will make the pet cure a specified status condition. The
|
|
curing actions will occur once every <delay> seconds. For a full list of
|
|
status conditions that can be cured, see the list of 'SC_' status
|
|
condition constants in 'db/constants.conf'
|
|
|
|
*petloot <max items>;
|
|
|
|
This command will turn on pet looting, with a maximum number of items to
|
|
loot specified. Pet will store items and return them when the maximum is
|
|
reached or when pet performance is activated.
|
|
|
|
*petskillsupport <skill id>,<skill level>,<delay>,<percent hp>,<percent sp>;
|
|
*petskillsupport "<skill name>",<skill level>,<delay>,<percent hp>,<percent sp>;
|
|
|
|
This will make the pet use a specified support skill on the owner whenever
|
|
the HP and SP are below the given percent values, with a specified delay
|
|
time between activations. The skill numbers are as per
|
|
'db/(pre-)re/skill_db.txt'.
|
|
It's not quite certain who's stats will be used for the skills cast, the
|
|
character's or the pets. Probably, Skotlex can answer that question.
|
|
|
|
*petskillattack <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>;
|
|
*petskillattack "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>;
|
|
|
|
This command will make the pet cast an attack skill on the enemy the pet's
|
|
owner is currently fighting. Skill IDs and levels are as per 'petskillsupport'.
|
|
If <number of attacks> is specified different than 0, it will make the pet cast
|
|
the skill with a fixed amount of damage inflicted and the specified number of
|
|
attacks. A value of zero uses the skill's defaults.
|
|
|
|
All commands with delays and durations will only make the behavior active
|
|
for the specified duration of seconds, with a delay of the specified
|
|
number of seconds between activations. Rates are a chance of the effect
|
|
occurring and are given in percent. 'bonusrate' is added to the normal
|
|
rate if the pet intimacy is at the maximum possible.
|
|
|
|
The behavior modified with the above mentioned commands will only be
|
|
exhibited if the pet is loyal and appropriate configuration options are
|
|
set in 'battle.conf'.
|
|
|
|
Pet scripts in the database normally run whenever a pet of that type
|
|
hatches from the egg. Other commands usable in item scripts (see 'bonus')
|
|
will also happily run from pet scripts. Apparently, the pet-specific
|
|
commands will also work in NPC scripts and modify the behavior of the
|
|
current pet up until the pet is hatched again. (Which will also occur when
|
|
the character is logged in again with the pet still out of the egg.) It is
|
|
not certain for how long the effect of such command running from an NPC
|
|
script will eventually persist, but apparently, it is possible to usefully
|
|
employ them in usable item scripts to create pet buffing items.
|
|
|
|
Nobody tried this before, so you're essentially on your own here.
|
|
|
|
---------------------------------------
|
|
|
|
*bpet;
|
|
|
|
This command opens up a pet hatching window on the client connected to the
|
|
invoking character. It is used in item script for the pet incubators and
|
|
will let the player hatch an owned egg. If the character has no eggs, it
|
|
will just open up an empty incubator window.
|
|
This is still usable outside item scripts.
|
|
|
|
---------------------------------------
|
|
|
|
*makepet <pet id>;
|
|
|
|
This command will create a pet egg and put it in the invoking character's
|
|
inventory. The kind of pet is specified by pet ID numbers listed in
|
|
'db/pet_db.txt'. The egg is created exactly as if the character just
|
|
successfully caught a pet in the normal way.
|
|
|
|
// This will make you a poring:
|
|
makepet 1002;
|
|
|
|
Notice that you absolutely have to create pet eggs with this command. If
|
|
you try to give a pet egg with 'getitem', pet data will not be created by
|
|
the char server and the egg will disappear when anyone tries to hatch it.
|
|
|
|
---------------------------------------
|
|
|
|
*homshuffle;
|
|
|
|
This will recalculate the homunculus stats according to its level, of the
|
|
current invoking character.
|
|
|
|
---------------------------------------
|
|
|
|
*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;
|
|
|
|
Each map cell has several 'flags' that specify the properties of that cell.
|
|
These include terrain properties (walkability, shootability, presence of
|
|
water), skills (basilica, land protector, ...) and other (NPC nearby, no
|
|
vending, ...).
|
|
Each of these can be 'on' or 'off'. Together they define a cell's behavior.
|
|
|
|
This command lets you alter these flags for all map cells in the specified
|
|
(x1,y1)-(x2,y2) rectangle.
|
|
'type' defines which flag to modify. Possible options include cell_walkable,
|
|
cell_shootable, cell_basilica. For a full list, see constants.conf.
|
|
'flag' can be 0 or 1 (0:clear flag, 1:set flag).
|
|
|
|
Example:
|
|
|
|
setcell "arena",0,0,300,300,cell_basilica,1;
|
|
setcell "arena",140,140,160,160,cell_basilica,0;
|
|
setcell "arena",135,135,165,165,cell_walkable,0;
|
|
setcell "arena",140,140,160,160,cell_walkable,1;
|
|
|
|
This will add a makeshift ring into the center of the map. The ring will
|
|
be surrounded by a 5-cell wide 'gap' to prevent interference from outside,
|
|
and the rest of the map will be marked as 'basilica', preventing observers
|
|
from casting any offensive skills or fighting among themselves. Note that
|
|
the wall will not be shown nor known client-side, which may cause movement
|
|
problems.
|
|
|
|
Another example:
|
|
|
|
OnBarricadeDeploy:
|
|
setcell "schg_cas05",114,51,125,51,cell_walkable,0;
|
|
end;
|
|
OnBarricadeBreak:
|
|
setcell "schg_cas05",114,51,125,51,cell_walkable,1;
|
|
end;
|
|
|
|
This could be a part of the WoE:SE script, where attackers are not allowed
|
|
to proceed until all barricades are destroyed. This script would place and
|
|
remove a nonwalkable row of cells after the barricade mobs.
|
|
|
|
---------------------------------------
|
|
|
|
*checkcell ("<map name>",<x>,<y>,<type>);
|
|
|
|
This command will return 1 or 0, depending on whether the specified cell
|
|
has the 'type' flag set or not. There are various types to check, all
|
|
mimicking the server's cell_chk enumeration. The types can be found in
|
|
db/constants.conf.
|
|
|
|
The meaning of the individual types can be confusing, so here's an
|
|
overview:
|
|
- cell_chkwall/water/cliff
|
|
these check directly for the 'terrain component' of the specified cell
|
|
- cell_chkpass/reach/nopass/noreach
|
|
passable = not wall & not cliff, reachable = passable
|
|
wrt. no-stacking mod
|
|
- cell_chknpc/basilica/landprotector/novending/nochat
|
|
these check for specific dynamic flags (name indicates what they do)
|
|
|
|
Example:
|
|
|
|
mes "Pick a destination map.";
|
|
input .@map$;
|
|
mes "Alright, now give me the coordinates.";
|
|
input .@x;
|
|
input .@y;
|
|
if( !checkcell(.@map$,.@x,.@y,cell_chkpass) )
|
|
{
|
|
mes "Can't warp you there, sorry!";
|
|
close;
|
|
}
|
|
else
|
|
{
|
|
mes "Ok, get ready...";
|
|
close2;
|
|
warp .@map$, .@x, .@y;
|
|
end;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
|
|
*delwall "<name>";
|
|
|
|
Creates an invisible wall, an array of "setcell" starting from x,y and
|
|
doing a line of the given size in the given direction. The difference with
|
|
setcell is this one update client part too to avoid the glitch problem.
|
|
Directions are the same as NPC sprite facing directions: 0=north,
|
|
1=northwest, 2=west, etc.
|
|
|
|
---------------------------------------
|
|
|
|
*readbook <book id>,<page>;
|
|
|
|
This will open a book item at the specified page.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
7 - Instance-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*instance_create("<instance name>",<owner id>{,<optional owner_type>});
|
|
|
|
Create an instance using the name "<instance name>" for the <owner_id> of
|
|
owner_type (when not provided, defaults to IOT_PARTY). Most instance_*
|
|
commands are used in conjunction with this command and depend on the
|
|
ID this command returns.
|
|
|
|
Example:
|
|
// Store the Party ID of the invoking character.
|
|
.@party_id = getcharid(1);
|
|
|
|
// Attempt to create an instance using that party ID.
|
|
.@id = instance_create("Endless Tower", .@party_id);
|
|
if (.@id == -1) { // Invalid type - not used anymore
|
|
...
|
|
} else if (.@id == -2) { // Invalid Party ID
|
|
...
|
|
} else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded)
|
|
...
|
|
} else if (.@id == -4) { // Already exists
|
|
...
|
|
} else (.@id < 0) { // Unspecified error while queuing instance.
|
|
...
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*instance_destroy {<instance id>};
|
|
|
|
Destroys instance with the ID <instance id>. If no ID is specified, the
|
|
instance the script is attached to is used. If in the end no instance_id,
|
|
is found the command halts the script execution.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_attachmap("<map name>",<instance id>{,<use base name>{,"<new map name>"}});
|
|
|
|
Attaches the map "<map name>" to the instance specified with
|
|
<instance id>. The optional parameter specifies, whether a map requires
|
|
emulation for instancing (1) or not (0 = default). if use base name is specified,
|
|
and "<new map name>" too the server will instance the map under the "<new map name>",
|
|
name.
|
|
|
|
Returns the resulting map name on success or an empty string on failure.
|
|
|
|
Example:
|
|
instance_attachmap("prontera", .@instance_id,1,"via");
|
|
^ the above creates a instance (or clone) of prontera, on a map called "via"
|
|
|
|
---------------------------------------
|
|
|
|
*instance_detachmap "<map name>"{,<instance id>};
|
|
|
|
Detach the map "<map name>" to the instance with the <instance id>. If no
|
|
ID is specified, the instance the script is attached to is used. If in the
|
|
end no instance_id is found the command halts the script execution.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_init <instance id>;
|
|
|
|
Initializes the instance given by <instance id>. This copies all NPCs from
|
|
the source maps to the instanced maps.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
|
|
|
|
Works like announce, but has the <instance id> parameter. If instance id
|
|
is -1, the instance the script is attached to is used. If in the
|
|
end no instance_id is found the command halts the script execution.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_attach <instance id>;
|
|
|
|
Attaches the current script to the instance given by <instance id>.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_npcname("<npc name>"{,<instance id>});
|
|
|
|
Retrieves the unique name given to a copy of an NPC given by "<npc name>"
|
|
in an instance specified <instance id>. If no ID is specified, the
|
|
instance the script is attached to is used. If in the end no instance_id,
|
|
is found the command halts the script execution.
|
|
|
|
---------------------------------------
|
|
|
|
*has_instance("<map name>"{,<instance id>});
|
|
|
|
Checks whether or not the given map belongs to specified instance. If no
|
|
ID is specified, the instance the script is attached to is used. If the
|
|
script is not attached to an instance, it'll try to check whether the,
|
|
player attached to the script possesses an instance with a map matching
|
|
"<map name>". If in the end no instance_id is found the command halts the,
|
|
script execution.
|
|
|
|
Returns name of the instanced map on success, otherwise an empty string.
|
|
|
|
---------------------------------------
|
|
|
|
*has_instance2("<map name>");
|
|
|
|
Same as has_instance, with exception it returns the instance id of the map,
|
|
as long as the user is assigned to a instance containing that map.
|
|
It will return -1 upon failure, valid instance ids are >= 0.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_id();
|
|
|
|
Retrieves the instance id of the script it is being run on.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_warpall "<map name>",<x>,<y>{,<instance id>};
|
|
|
|
Warps all players in the instance <instance id> to <map name> at given
|
|
coordinates. If no ID is specified, the instance the script is attached to
|
|
is used. If in the end no instance_id is found the command halts the,
|
|
script execution.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_set_timeout <alive timeout>,<idle timeout>{,<instance id>};
|
|
|
|
Sets the timeout values for an instance given by <instance id>. If no ID
|
|
is specified, the instance the script is attached to is used. If in the end,
|
|
no instance_id is found the command halts the script execution.
|
|
|
|
Parameter <alive timeout> specifies the total amount of time the instance
|
|
will exist. Parameter <idle timeout> specifies how long players have, when
|
|
they are outside of the instance, until it is destroyed.
|
|
|
|
Both timeout values are in seconds.
|
|
|
|
---------------------------------------
|
|
|
|
*instance_check_party(<party id>{,<amount>{,<min>{,<max>}}});
|
|
|
|
This function checks if a party meets certain requirements, returning 1 if
|
|
all conditions are met and 0 otherwise. It will only check online
|
|
characters.
|
|
|
|
amount - number of online party members (default is 1).
|
|
min - minimum level of all characters in the party (default is 1).
|
|
max - maximum level of all characters in the party (default is max
|
|
level in conf).
|
|
|
|
Example:
|
|
|
|
if (instance_check_party(getcharid(1),2,2,149)) {
|
|
mes "Your party meets the Memorial Dungeon requirements.",
|
|
mes "All online members are between levels 1-150 and at least two are online.";
|
|
close;
|
|
} else {
|
|
mes "Sorry, your party does not meet the requirements.";
|
|
close;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*instance_check_guild(<guild_id>{,<amount>{,<min>{,<max>}}});
|
|
|
|
This function checks if a guild meets certain requirements, returning 1 if
|
|
all conditions are met and 0 otherwise. it will only check online characters.
|
|
|
|
amount - number of online guild members (default is 1).
|
|
min - minimum level of all characters in the guild (default is 1).
|
|
max - maximum level of all characters in the guild (default is max level in conf).
|
|
|
|
Example:
|
|
if (instance_check_guild(getcharid(2), 2, 1, 150)) {
|
|
mes "Your guild meets the Memorial Dungeon requirements.",
|
|
mes "All online members are between levels 1-150 and at least two are online.";
|
|
close;
|
|
} else {
|
|
mes "Sorry, your guild does not meet the requirements.";
|
|
close;
|
|
}
|
|
|
|
---------------------------------------
|
|
*instance_set_respawn(<map_name>,<x>,<y>{,<instance_id>});
|
|
|
|
Updates the 'reload spawn' position of a instance,
|
|
that is where players in the instance are sent to upon @reloadscript,
|
|
uses the npc instance (if any) when instance_id is not provided,
|
|
handy to update a instance's progress so that when/if @reloadscript happens
|
|
the damage to the players progress is reduced.
|
|
It is most effective when used with instance variables (which are @reloadscript persistent)
|
|
|
|
If a player warps into a instance before this command has been used,
|
|
it will use the player's warp destination as the initial respawn point,
|
|
it can of course be modified by using this script command at any point.
|
|
|
|
---------------------------------------
|
|
*instance_mapname("<map name>"{,<instance id>})
|
|
|
|
Returns the unique name of the instanced map. If no instance ID is specified,
|
|
the instance the script is attached to is used. If the script is not attached to
|
|
an instance, the instance of the currently attached player's party is used. If
|
|
that fails, the command returns an empty string instead.
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
7 - End of Instance-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
8 - Quest Log-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}};
|
|
|
|
This is esentially a combination of questprogress and showevent. Use this only
|
|
in an OnInit label. For the Quest ID, specify the quest ID that you want
|
|
checked if it has been started yet.
|
|
|
|
For Icon, use one of the following:
|
|
|
|
No Icon : QTYPE_NONE
|
|
! Quest Icon : QTYPE_QUEST
|
|
? Quest Icon : QTYPE_QUEST2
|
|
! Job Icon : QTYPE_JOB
|
|
? Job Icon : QTYPE_JOB2
|
|
! Event Icon : QTYPE_EVENT
|
|
? Event Icon : QTYPE_EVENT2
|
|
Warg : QTYPE_WARG
|
|
Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410)
|
|
|
|
Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC,
|
|
the available color values are:
|
|
|
|
0 - No Marker
|
|
1 - Yellow Marker
|
|
2 - Green Marker
|
|
3 - Purple Marker
|
|
|
|
When a user shows up on a map, each NPC is checked for questinfo that has been set.
|
|
If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear.
|
|
|
|
Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class.
|
|
|
|
Example
|
|
izlude,100,100,4 script Test 844,{
|
|
mes "[Test]";
|
|
mes "Hello World.";
|
|
close;
|
|
|
|
OnInit:
|
|
questinfo 1001, QTYPE_QUEST, 0, Job_Novice;
|
|
end;
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*setquest <ID>;
|
|
|
|
Place quest of <ID> in the users quest log, the state of which is "active".
|
|
|
|
If *questinfo is set, and the same ID is specified here, the icon will be cleared when the quest is set.
|
|
|
|
---------------------------------------
|
|
|
|
*completequest <ID>{,<ID2>};
|
|
|
|
Change the state for the given quest <ID> to "complete" and remove from
|
|
the users quest log.
|
|
|
|
If a second quest id of greater value is specified, all quests between the two
|
|
will be completed.
|
|
|
|
---------------------------------------
|
|
|
|
*erasequest <ID>{,<ID2>};
|
|
|
|
Remove the quest of the given <ID> from the user's quest log.
|
|
|
|
If a second quest id of greater value is specified, all quests between the two
|
|
will be erased.
|
|
|
|
---------------------------------------
|
|
|
|
*changequest <ID>,<ID2>;
|
|
|
|
Remove quest of the given <ID> from the user's quest log.
|
|
Add quest of the <ID2> to the the quest log, and the state is "active".
|
|
|
|
---------------------------------------
|
|
|
|
*questprogress(<ID>{,PLAYTIME|HUNTING})
|
|
|
|
If no additional argument supplied, return the state of the quest:
|
|
0 = Quest not started (not in quest log)
|
|
1 = Quest has been given
|
|
2 = Quest completed
|
|
|
|
If parameter 'PLAYTIME' is supplied:
|
|
0 = Quest not started (not in quest log)
|
|
1 = The time limit has not yet been reached
|
|
2 = The time limit has been reached
|
|
|
|
If parameter 'HUNTING' is supplied:
|
|
0 = Quest not started (not in quest log)
|
|
1 = Player hasn't killed all of the target monsters
|
|
2 = Player has killed all of the target monsters
|
|
|
|
---------------------------------------
|
|
|
|
*questactive(<ID>)
|
|
|
|
Check whether the given quest is in its active state.
|
|
|
|
Returns true if the quest is active, false otherwise (quest not started,
|
|
inactive or completed)
|
|
|
|
---------------------------------------
|
|
|
|
*showevent <icon>{,<mark color>}
|
|
|
|
Show an emotion on top of a NPC, and optionally,
|
|
a colored mark in the mini-map like "viewpoint".
|
|
This is used to indicate that a NPC has a quest or an event to
|
|
a certain player.
|
|
|
|
Available Icons:
|
|
|
|
Remove Icon : QTYPE_NONE
|
|
! Quest Icon : QTYPE_QUEST
|
|
? Quest Icon : QTYPE_QUEST2
|
|
! Job Icon : QTYPE_JOB
|
|
? Job Icon : QTYPE_JOB2
|
|
! Event Icon : QTYPE_EVENT
|
|
? Event Icon : QTYPE_EVENT2
|
|
Warg : QTYPE_WARG
|
|
Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410)
|
|
|
|
Mark Color:
|
|
0 - No Mark
|
|
1 - Yellow Mark
|
|
2 - Green Mark
|
|
3 - Purple Mark
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
8 - End of Quest Log-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
9 - Battlegrounds-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*waitingroom2bg_single(<battle group>,"<mapname>",<x>,<y>,"<npc name>");
|
|
|
|
Adds the first waiting player from the chat room of given NPC to an
|
|
existing battleground group and warps it to specified coordinates on given
|
|
map.
|
|
|
|
---------------------------------------
|
|
|
|
*waitingroom2bg("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"{,"<npc name>"});
|
|
|
|
<Mapname> and X Y coordinates refer to where the "respawn" base is, where
|
|
the player group will respawn when they die.
|
|
<On Quit Event> refers to an NPC label that attaches to the character and
|
|
is run when they relog.
|
|
<On Death Event> refers to an NPC label that attaches to the character and
|
|
is run when they die. Can be "" for empty.
|
|
|
|
Unlike the prior command, the latter will attach a GROUP in a waiting room
|
|
to the battleground, and sets the array $@arenamembers[0] where 0 holds
|
|
the IDs of the first group, and 1 holds the IDs of the second.
|
|
|
|
If the option parameter is left out, the waiting room of the current NPC
|
|
is used.
|
|
|
|
Example:
|
|
// Battle Group will be referred to as $@KvM01BG_id1, and when they
|
|
// die, respawn at bat_c01,52,129.
|
|
$@KvM01BG_id1 = waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie");
|
|
end;
|
|
|
|
----------------------------------------
|
|
|
|
*bg_team_setxy <Battle Group ID>,<x>,<y>;
|
|
|
|
Update the respawn point of the given battle group to x, y on the same
|
|
map. The <Battle Group ID> can be retrieved using getcharid(4).
|
|
|
|
Example:
|
|
bg_team_setxy getcharid(4),56,212;
|
|
mapannounce "bat_a01", "Group [1] has taken the work shop, and will now respawn there.",bc_map,0xFFCE00;
|
|
end;
|
|
|
|
----------------------------------------
|
|
|
|
*bg_warp <Battle Group>,"<Mapname>",<x>,<y>;
|
|
|
|
Similar to warp command.
|
|
Place all members of <Battle Group> at <mapname> at x y.
|
|
|
|
Example:
|
|
//place the battle group one for Tierra Gorge at starting position.
|
|
bg_warp $@TierraBG1_id1,"bat_a01",352,342;
|
|
end;
|
|
|
|
----------------------------------------
|
|
|
|
*bg_monster <Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>";
|
|
|
|
Similar to monster script command.
|
|
Spawn a monster with allegiance to the given battle group.
|
|
Does not allow for the summoning of multiple monsters.
|
|
Monsters are similar to that in War of Emperium, in that the specified
|
|
Battle group is considered friendly.
|
|
|
|
Example:
|
|
// It can be used in two different ways.
|
|
bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",OBJ_B,"Feed Depot#1::OnMyMobDead";
|
|
end;
|
|
|
|
// Alternatively, you can set an ID for the monster using "set".
|
|
// This becomes useful when used with the command below.
|
|
$@Guardian_3 = bg_monster($@TierraBG1_id2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"NPCNAME::OnMyMobDead");
|
|
end;
|
|
|
|
----------------------------------------
|
|
|
|
*bg_monster_set_team <GID>,<Battle Group>;
|
|
|
|
This command will change the allegiance if a monster in a battle ground.
|
|
GID can be set when spawning the monster via the bg_monster command.
|
|
|
|
Example:
|
|
|
|
end;
|
|
|
|
OnEnable:
|
|
mapannounce "bat_b01", "A guardian has been summoned for Battle Group 2!", bc_map, 0xFFCE00;
|
|
set $@Guardian, bg_monster($@BG_2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"NPCNAME::OnMyMobDead");
|
|
initnpctimer;
|
|
end;
|
|
|
|
OnTimer1000:
|
|
stopnpctimer;
|
|
mapannounce "bat_b01", "Erm, sorry about that! This monster was meant for Battle Group 1.", bc_map, 0xFFCE00;
|
|
bg_monster_set_team $@Guardian, $@BG_1;
|
|
end;
|
|
|
|
----------------------------------------
|
|
|
|
*bg_leave;
|
|
|
|
Removes attached player from their Battle Group.
|
|
|
|
----------------------------------------
|
|
|
|
*bg_destroy <Batte Group>;
|
|
|
|
As the name says, destroys the battle group created for that battle ground.
|
|
|
|
----------------------------------------
|
|
|
|
*areapercentheal "<mapname>",<x1>,<y1>,<x2>,<y2>,<hp>,<sp>;
|
|
|
|
Not exactly limited to battleground use, this will restore HP/SP in a
|
|
defined area at a percentage.
|
|
|
|
Example:
|
|
areapercentheal "bat_a01",52,208,61,217,100,100;
|
|
end;
|
|
|
|
----------------------------------------
|
|
|
|
*bg_get_data(<Battle Group>,<type>);
|
|
|
|
Retrieves data related to given battle group. Type can be one of the
|
|
following:
|
|
|
|
0 - Amount of players currently belonging to the group.
|
|
|
|
----------------------------------------
|
|
|
|
*bg_getareausers(<battle group>,"<map_name>",<x0>,<y0>,<x1>,<y1>);
|
|
|
|
Retrieves amount of players belonging to given battle group on given map
|
|
within an specified rectangular area.
|
|
|
|
----------------------------------------
|
|
|
|
*bg_updatescore "<map_name>",<Guillaume Score>,<Croix Score>;
|
|
|
|
This command will force the update of the displayed scoreboard.
|
|
It is only usable when the map is defined as a Type 2 Battleground:
|
|
mapflag%TAB%<map_name>%TAB%battleground%TAB%2
|
|
|
|
----------------------------------------
|
|
|
|
*bg_create_team "<map_name>",<Respawn X>,<Respawn Y>;
|
|
|
|
This command will create a new BG Team.
|
|
When player dies, they will be respawned map_name,X,Y as mentioned.
|
|
|
|
Command will return -1 if BG Creation is failed,
|
|
else it will return the BG ID(Also known as TeamID).
|
|
|
|
----------------------------------------
|
|
|
|
*bg_join_team <Team_ID>{,<account_id>};
|
|
|
|
This command will make the attached player join to Team with ID as mentioned.
|
|
If account_id is provided, command will look for that player, instead of the attached player.
|
|
|
|
Command will return -1 if Player is not found, 0 if join is failed, 1 upon successful.
|
|
|
|
----------------------------------------
|
|
|
|
*bg_match_over "<Arena Name>"{,<Cancelled>};
|
|
|
|
This command will end the battleground Arena
|
|
(Arena Name as referred to, in conf/battlegrounds.conf)
|
|
If Cancelled is not provided, it will set the join delay, as mentioned in conf/battlegrounds.conf
|
|
else, it will just destroy the Teams and queue's.
|
|
|
|
Command will return 0 when successful, else it will return 1.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
9 - End of Battlegrounds-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
10 - Mercenary Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*mercenary_create <class>,<contract time>;
|
|
|
|
This command summons a mercenary of given class, for given amount of time
|
|
in milliseconds. Typically used in item scripts of mercenary scrolls.
|
|
|
|
----------------------------------------
|
|
|
|
*mercenary_heal <hp>,<sp>;
|
|
|
|
This command works like 'heal', but affects the mercenary of the currently
|
|
attached character.
|
|
|
|
----------------------------------------
|
|
|
|
*mercenary_sc_start <type>,<tick>,<val1>;
|
|
|
|
This command works like 'sc_start', but affects the mercenary of the
|
|
currently attached character.
|
|
|
|
----------------------------------------
|
|
|
|
*mercenary_get_calls(<guild>);
|
|
*mercenary_set_calls <guild>,<value>;
|
|
|
|
Sets or gets the mercenary calls value for given guild for currently
|
|
attached character. Guild can be one or the following constants:
|
|
|
|
ARCH_MERC_GUILD
|
|
SPEAR_MERC_GUILD
|
|
SWORD_MERC_GUILD
|
|
|
|
----------------------------------------
|
|
|
|
*mercenary_get_faith(<guild>);
|
|
*mercenary_set_faith <guild>,<value>;
|
|
|
|
Sets or gets the mercenary faith value for given guild for currently
|
|
attached character. Guild can be one or the following constants:
|
|
|
|
ARCH_MERC_GUILD
|
|
SPEAR_MERC_GUILD
|
|
SWORD_MERC_GUILD
|
|
|
|
---------------------------------------
|
|
|
|
*getmercinfo(<type>{,<char id>});
|
|
|
|
Retrieves information about mercenary of the currently attached character.
|
|
If char id is given, the information of that character is retrieved
|
|
instead. Type specifies what information to retrieve and can be one of the
|
|
following:
|
|
|
|
0 - Database ID
|
|
1 - Class
|
|
2 - Name
|
|
3 - Faith value for this mercenary's guild, if any
|
|
4 - Calls value for this mercenary's guild, if any
|
|
5 - Kill count
|
|
6 - Remaining life time in msec
|
|
7 - Level
|
|
|
|
If the character does not have a mercenary, the command returns ""
|
|
for name and 0 for all other types.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
10 - End of Mercenary-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
11 - Queue-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
*queue();
|
|
|
|
Creates a new queue instance and returns the created queue id.
|
|
|
|
---------------------------------------
|
|
|
|
*queuesize(<queue_id>);
|
|
|
|
Returns the amount of entries in the queue instance of <queue_id>.
|
|
|
|
---------------------------------------
|
|
|
|
*queueadd(<queue_id>, <var_id>);
|
|
|
|
Adds <var_id> to queue of <queue_id>.
|
|
|
|
Returns false if <var_id> couldn't be added (was already present in the queue),
|
|
true otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*queueremove(<queue_id>, <var_id>);
|
|
|
|
Removes <var_id> from queue of <queue_id>.
|
|
|
|
Returns false if <var_id> couldn't be removed (wasn't present in the queue),
|
|
true otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*queueopt(<queue_id>,<optionType>,{Optional <option val>});
|
|
|
|
Modifies <queue_id>'s <optionType>. When <option val> is not present
|
|
<optionType> is removed from <queue_id>. When present it modifies
|
|
<queue_id>'s <optionType> with the new <option val> value.
|
|
|
|
Returns true on success, false on failure.
|
|
|
|
Currently 3 options are available:
|
|
- QUEUEOPT_DEATH (1)
|
|
- QUEUEOPT_LOGOUT (2)
|
|
- QUEUEOPT_MAPCHANGE (3)
|
|
|
|
When the QUEUEOPT_MAPCHANGE event is triggered, it sets a temp char var
|
|
@Queue_Destination_Map$ with the destination map name.
|
|
|
|
Example:
|
|
queueopt(.@queue_id, QUEUEOPT_DEATH, "MyNPC::OnQueueMemberDeathEvent");
|
|
|
|
---------------------------------------
|
|
|
|
*queuedel(<queue_id>);
|
|
|
|
Deletes the queue <queue_id>.
|
|
|
|
Returns false if the queue wasn't found, true otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*queueiterator(<queue_id>);
|
|
|
|
Creates a new queue iterator instance.
|
|
A queue iterator is not a reference to a queue's actual members, it copies
|
|
the queues members when initialized, this way you can loop through them
|
|
even if you remove them from the queue.
|
|
|
|
---------------------------------------
|
|
|
|
*qicheck(<queue_iterator_id>);
|
|
|
|
Checks whether the current member in the iterator's queue exists.
|
|
|
|
Returns 1 when it does, 0 otherwise.
|
|
|
|
---------------------------------------
|
|
|
|
*qiget(<queue_iterator_id>);
|
|
|
|
obtains the next member in the iterator's queue, returns the next member's
|
|
id or 0 when it doesnt exist.
|
|
|
|
Example:
|
|
for (.@elem = qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); .@elem = qiget(.@queue_iterator_id)) {
|
|
//Do something
|
|
}
|
|
|
|
---------------------------------------
|
|
|
|
*qiclear(<queue_iterator_id>);
|
|
|
|
Deletes a queue iterator from memory.
|
|
|
|
Returns false when it fails, otherwise 1 is returned.
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
11 - End of Queue-Related Commands
|
|
//=====================================
|
|
---------------------------------------
|
|
|
|
---------------------------------------
|
|
//=====================================
|
|
12 - NPC Trader-Related Commands
|
|
//=====================================
|
|
Commands that control NPC Trader Shops
|
|
See /doc/sample/npc_trader_sample.txt
|
|
---------------------------------------
|
|
|
|
*openshop({NPC_Name});
|
|
|
|
opens the trader shop from the currently-attached npc unless,
|
|
when the optional NPC_Name param is used.
|
|
|
|
---------------------------------------
|
|
|
|
*sellitem <Item_ID>{,<price>{,<qty>}};
|
|
|
|
adds (or modifies) <Item_ID> data to the shop,
|
|
when <price> is not provided (or when it is -1) itemdb default is used.
|
|
qty is only necessary for NST_MARKET trader types.
|
|
|
|
when <Item_ID> is already in the shop,
|
|
the previous data (price/qty), is overwritten with the new.
|
|
|
|
---------------------------------------
|
|
|
|
*stopselling <Item_ID>;
|
|
|
|
attempts to remove <Item_ID> from the current shop list.
|
|
|
|
---------------------------------------
|
|
|
|
*setcurrency <Val1>{,<Val2>};
|
|
|
|
updates the currently attached player shop funds,
|
|
to be used within a "OnCountFunds" event of a NST_CUSTOM trader type.
|
|
|
|
<Val1> is the value used in the *Cash* Points field
|
|
<Val2> is the value used in the Kafra Points field
|
|
|
|
---------------------------------------
|
|
|
|
*tradertype(<Type>);
|
|
|
|
Modifies the npc trader type, item list is cleared upon modifiying the value.
|
|
By default, all npcs staart with tradertype(NST_ZENY);
|
|
|
|
- NST_ZENY (0) Normal Zeny Shop
|
|
- NST_CASH (1) Normal Cash Shop
|
|
- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished)
|
|
- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
|
|
|
|
---------------------------------------
|
|
|
|
*purchaseok();
|
|
|
|
Signs that the transaction (on a NST_CUSTOM trader) has been successful,
|
|
to be used within a "OnPayFunds" event of a NST_CUSTOM trader.
|
|
|
|
---------------------------------------
|
|
|
|
*shopcount(<Item_ID>);
|
|
|
|
Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET trader).
|
|
|
|
---------------------------------------
|