Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //===== Cronus Documentation ===============================
- //= Cronus Script Commands
- //===== By: ==================================================
- //= Cronus Dev Team
- //===== Description: =========================================
- //= A reference manual for the Cronus scripting language.
- //= Commands are sorted depending on their functionality.
- //============================================================
- Este documento é um manual de referência para todos os comandos de
- Funções disponíveis no atual Cronus GIT. Não é um simples tutorial.
- Quando as pessoas lhe dizem para "Leia a documentação", eles querem dizer isso.
- A informação foi adquirida principalmente através da análise de como as coisas
- Trabalho no código-fonte do servidor, que foi escrito por muitas pessoas
- Ao longo do tempo, e muitos deles não falam Inglês e nunca deixou quaisquer notas -
- Ou não estão disponíveis para comentários. Como tal, qualquer coisa escrita em
- Aqui pode não estar correto, é apenas correto para o melhor de nossos
- Conhecimento, que é limitado.
- Este não é um lugar para te ensinar programação básica. Este documento não
- Ensinar programação básica por si só. É mais uma referência para aqueles
- Que têm pelo menos uma vaga idéia do que querem fazer e querem saber
- Que ferramentas eles têm disponível para fazê-lo. Tentamos mantê-lo tão simples
- Como viável, mas se você não entender, obter um livro claro sobre
- Programação em geral ajudará melhor do que gritar em torno do fórum para
- Socorro.
- Um pouco de aprendizagem nunca causou a cabeça de ninguém para explodir.
- Estrutura
- ---------
- Os comandos e funções são listados em nenhuma ordem específica:
- *Nome do comando e como chamá-lo.
- Texto descritivo
- Pequeno exemplo, se possível. Normalmente estará incompleto, está lá apenas
- Para lhe dar uma idéia de como ele funciona na prática.
- Para encontrar um comando específico, use Ctrl + F, (ou qualquer tecla chamar uma pesquisa
- Função no que você está lendo isso com) colocar um * seguido pelo
- Comando, e ele deve encontrar a descrição do comando para você.
- Se você encontrar alguma coisa omitida, por favor, informe-nos. :).
- Sintaxe
- ------
- Ao longo deste documento, sempre que um comando deseja um argumento, é
- Dado em <parênteses angulares>. Isso não significa que você deve digitar o ângulo
- Colchetes. :) Se um argumento de um comando é opcional, ele é dado em
- {Curly brackets}. Sem dúvida você viu esta convenção em algum lugar, se
- Você não, se acostumar, é assim que os garotos fazem isso. Se um comando
- Opcionalmente um número não especificado de argumentos, você verá uma lista como
- esta:
- command <argumento>{,<argumento>...<argumento>}
- Isso ainda significa que eles vão querer ser separados por vírgulas.
- Onde um comando quer uma string, ela será dada em "citações", se for um
- Número, ele será dado sem eles. Normalmente, você pode
- Expressão, como um monte de funções ou operadores retornando um
- (Colchetes redondos) em vez da maioria dos números. Os colchetes não serão sempre
- Ser uma boa idéia.
- Onde quer que você se refira a um mapa, use 'mapname' em vez de 'mapname.gat'.
- Script loading structure
- ------------------------
- Os scripts são carregados pelo servidor de mapas conforme
- 'Conf / map-server.conf', mas no arquivo de configuração padrão
- Configuração, ele não carrega nenhum arquivo de script propriamente dito. Em vez disso, ele carrega
- O arquivo 'npc/scripts_main.conf' que contém referências a outros
- arquivos. Os scripts reais são carregados a partir de arquivos txt, que são ligados para cima
- como isso:
- npc: <Caminho para um nome de arquivo>
- Any line like this, invoked, ultimately, by 'map-server.conf' will load up
- the script contained in this file, which will make the script available.
- No file will get loaded twice, to prevent possible errors.
- Another configuration file option of relevance is:
- delnpc: <Caminho para um nome de arquivo>
- Isso descarregará um nome de arquivo de script especificado da memória, que, enquanto
- Aparentemente inútil, às vezes pode ser necessário.
- Sempre que '//' é encontrado em uma linha na leitura, tudo além
- Esta linha é considerada um comentário e é ignorada. Isso funciona
- Onde quer que você o coloque.
- // Esta linha será ignorada ao processar o script.
- Bloquear comentários também podem ser usados, onde você pode colocar / * e * / entre qualquer
- Texto que você deseja que Cronus ignore.
- Exemplo:
- /* Esse texto,
- * Não importa qual nova linha você começa
- * É ignorado, até que o seguinte
- * É encontrado: * /
- Os asteriscos (*) na frente de cada linha são uma preferência pessoal, e é
- não requerido.
- Ao carregar todos os arquivos, o servidor executará todos os
- Comandos neles. Ainda não existem variáveis neste momento, nenhum comando pode ser
- Chamados outros que não os indicados nesta seção. Esses comandos configuram o
- Estrutura básica do script do servidor - criar objetos NPC, spawn monster objects,
- Set map flags, etc. Nenhum código é realmente executado neste ponto, exceto
- eles. Os comandos de nível superior que os scripts são bastante confusos,
- Eles não são estruturados como você esperaria comandos, nome de comando primeiro,
- Mas sim, normalmente começam com um nome de mapa.
- O que é mais confuso sobre os comandos de nível superior é que a maioria deles
- Use um símbolo de tabulação para dividir seus argumentos.
- Para evitar problemas e confusão, os símbolos de tabulação são escritos como '% TAB%'
- Ou '<TAB>' ao longo deste documento, mesmo que isso torne o texto um pouco
- Menos legível. Usar um símbolo invisível para denotar argumentos é um dos
- Coisas ruins sobre esse idioma, mas estamos presos com ele por enquanto. :)
- Aqui está uma lista de comandos de nível superior válidos:
- ** Definir um map flag:
- <nome do mapa>%TAB%mapflag%TAB%<flag>
- Isto irá, ao carregar, definir uma bandeira de mapa especificada em um mapa que você gosta. Estes
- Normalmente dentro de arquivos dentro do 'npc/mapflag' e são carregados primeiro, então pelo
- Tempo o servidor é para cima, todos os mapas têm as bandeiras que devem ter. Mapa
- As bandeiras determinam o comportamento do mapa em relação a vários problemas comuns,
- Para uma explicação melhor, veja 'setmapflag'.
- ** Criar um spawn de monstros permanentes:
- <nome do mapa>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monstro nome>%TAB%<monstro id>,<quantidade>,<delay1>,<delay2>,<event>{,<tamanho>,<mob ai>}
- Nome do mapa é o nome do mapa que os monstros irão desovar. X, Y são os
- Coordena onde o mob deve spawn. Se X e Y são não-zero, eles
- Especifique o "raio" de uma área de retângulo de spawn centrada em x, y. Colocação
- Zeros em vez destas coordenadas gerarão os monstros aleatoriamente. Nota
- Esta é apenas a zona de desova inicial, como mobs random-walk, eles são livres para
- Afastar-se de sua região especificada spawn.
- Nome do monstro é o nome que os monstros terão na tela e não tem
- Relação a seus nomes em qualquer outro lugar. É o identificador da turma que
- , Que identifica o registro de monstros no banco de dados "mob_db.txt"
- Monstros Se o nome do mob é dado como "--ja--", o campo "nome japonês"
- Do banco de dados de monstro é usado, (que, em Cronus, realmente contém
- Um nome em inglês) se for "--en--", é o "nome inglês" do
- Monstro (que contém um nome maiúsculo usado para invocar o
- Monstro com um comando GM).
- Quantidade é a quantidade de monstros que serão gerados quando este comando é
- Executada, ela é afetada pelas taxas de spawn em 'battle.conf'.
- Delay1 e delay2 controlam os atrasos do respawn do monstro - o primeiro é o
- Tempo de respawn da base fixa, ea segunda é variância aleatória em cima da
- Base. Ambos os valores são dados em milissegundos (1000 = 1 segundo). Nota
- Que o servidor também impõe um mínimo respawn atraso de 5 segundos.
- Você pode especificar um nível personalizado para usar para o mob diferente do
- Do banco de dados adjacente ao nível após o nome com uma vírgula. por exemplo:
- "Poring, 50" para um nome irá gerar um monstro com o nome Poring e nível 50.
- Evento é um evento de script a ser executado quando a máfia é morta. O evento
- Deve estar na forma "NPCName::OnEventName" para executar e o nome do evento
- Deve começar com "On". Como com todos os eventos, se o NPC é um
- On-touch NPC, o jogador que aciona o script deve estar dentro de 'trigger'
- Para que o evento funcione.
- Existem dois campos opcionais para tamanho de monstro e AI. O tamanho pode ser 0
- (Médio), 1 (pequeno) ou 2 (grande). AI pode ser 0 (padrão), 1
- (Ataque / amigável), 2 (esfera), 3 (flora), ou 4 (zanzou).
- Alternativamente, um monstro gerado usando 'boss_monster' em vez de 'monster' pode ser
- Detectado no mapa com o status SC_CASH_BOSS_ALARM (usado pelo Espelho Convexo, item ID # 12214).
- ** Nomes NPC
- /!\ AVISO: isto aplica-se a warps, NPCs, duplicatas e lojas /!\
- Nomes de NPC são um pouco especiais e são formatados desta forma:
- <Nome de exibição>{::<Nome exclusivo>}
- Todos os NPCs precisam ter um nome exclusivo que seja usado para identificação
- Finalidades. Quando você tem que identificar um NPC pelo seu nome, você deve usar
- <Nome exclusivo>. Se <Nome exclusivo> não for fornecido, use <Nome de exibição>
- ao invés.
- O cliente tem uma característica especial ao exibir nomes: se o
- Nome contém um caractere '#', oculta essa parte do nome.
- Ex: se o seu NPC é nomeado 'Hunter#hunter1', ele será exibido como 'Hunter'
- <Nome de exibição> deve ter no máximo 36 caracteres.
- <Nome exclusivo> deve ter no máximo 36 caracteres.
- ** Criar um portal
- <from nome do mapa>,<X>,<Y>{,<direção>}%TAB%warp%TAB%<nome>%TAB%<spanx>,<spany>,<para o mapa>,<X>,<Y>
- Isto irá definir um warp NPC que irá deformar um jogador entre mapas, e
- Enquanto a maioria dos argumentos disso são óbvios, alguns merecem menção especial.
- SpanX e SpanY tornarão a deformação sensível a um personagem que não
- Passo diretamente sobre ele, mas entrou em uma zona que é centrada na urdidura
- A partir de coordenadas e é SpanX em cada direção ao longo do eixo X e
- SpanY em cada sentido através do eixo Y.
- Warp NPC objetos também têm um nome, porque você pode usá-lo para se referir a eles
- Mais tarde com 'enablenpc' / 'disablenpc'.
- Enfrentar um objeto warp é irrelevante, não é usado no código e todos
- Os scripts atuais têm um zero lá.
- ** Defina um objeto NPC.
- <nome do mapa>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Nome>%TAB%<sprite>,{<code>}
- <nome do mapa>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Nome>%TAB%<sprite>,<triggerX>,<triggerY>,{<code>}
- Isso colocará um objeto NPC em um mapa especificado na
- Local, e é um comando de nível superior que você usará mais no seu
- Scripting Os NPCs são acionados clicando neles, e / ou caminhando
- Na sua área de disparo, se definido. Veja abaixo.
- Enfrentar é uma direção que o sprite NPC enfrentará. Nem todos os sprites NPC
- Imagens diferentes dependendo da direção em que você olha, então para
- Alguns enfrentamentos não terão sentido. Os revestimentos são contados no sentido anti-horário em
- Incrementos de 45 graus, onde 0 significa virado para o topo do mapa.
- (Então, para transformar o sprite na parte inferior do mapa, você usa o rosto 4,
- E para fazê-la olhar para o sudeste está enfrentando 5.)
- Sprite é o identificador de sprite usado para exibir esse NPC específico. Para um
- Lista completa de números de sprite veja http://kalen.s79.xrea.com/npc/npce.shtml como
- Bem como db / const.txt.
- Você também pode usar a constante de identificação de um monstro em vez disso para exibir um sprite monstro
- Para este NPC, em npcs que têm ids de vista de mobs é encorajado a usar
- OnTouch eventos com um intervalo de 2,2 e com um 'fim' após o cabeçalho para evitar
- Bugs (para mais informações sobre porquê ver npc_click@map/npc.c). É possível usar um trabalho
- Sprite também, mas você deve primeiro defini-lo como um sprite monstro em 'mob_avail.txt',
- Uma descrição completa sobre como fazer isso não está no escopo deste manual.
- Um '-1' sprite fará o NPC invisível (e unchickable).
- Um sprite 'HIDDEN_NPC' fará um NPC que não tenha um sprite, mas é
- Ainda é clicável, o que é útil se você quiser fazer um objeto clicável de
- O terreno 3D.
- TriggerX e triggerY, se for dado, definirão uma área, centrada em NPC e
- Abrangendo células triggerX em todas as direções em X e triggerY em
- Direção em Y. Andando em que área irá acionar o NPC. Se não
- 'OnTouch:' etiqueta especial está presente no código NPC, a execução será
- Início do script, caso contrário, ele será iniciado a partir do
- Etiqueta 'OnTouch:'. Monstros também podem acionar o NPC, embora o rótulo
- 'OnTouchNPC:' é usado neste caso. Se a área esquerda do jogador npc for chamada
- Se presente etiqueta 'OnUnTouch'.
- A parte de código é o código de script que será executado sempre que o NPC for
- Disparado. Pode conter comandos e chamadas de função, descrições de
- Que compõem a maior parte deste documento. Tem de ser em colchetes,
- Diferentemente de outros lugares onde usamos chaves, estes NÃO significam
- Parâmetro opcional.
- ** Defina um objeto NPC 'flutuante'.
- -%TAB%script%TAB%<NPC Name>%TAB%-1,{<code>}
- Isso irá definir um objeto NPC não disparável por meios normais. Isso seria
- Normalmente significa que é inútil uma vez que não pode fazer nada, mas há
- Exceções, principalmente relacionadas à execução de scripts em horários
- Para que esses objetos NPC flutuantes são. Mais sobre isso abaixo.
- ** Defina um NPC loja / cashshop.
- -%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
- <nome do mapa>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
- Isso definirá um NPC de loja, que, quando acionado (que só pode ser feito
- Clicando) fará com que uma vitrine apareça. Nenhum código funciona
- Na loja NPCs e você não pode alterar os preços de outra forma do que editando o
- Próprio script (não existem variáveis mesmo neste ponto de scripting, por isso
- Nem sequer se preocupar em tentar usá-los).
- O item id é o número de item no banco de dados. Se Preço
- É definido como -1, o 'preço de compra' dado no banco de dados do item será usado.
- Caso contrário, o preço que você deu será usado para este item, que é como você
- Criar diferentes preços para os itens em lojas diferentes.
- Você pode alternativamente usar "cashshop" no lugar de "shop" para usar o Cash
- Shop, permitindo que você compre itens com pontos especiais (atualmente
- Armazenados como vars de contas em #CASHPOINTS e #KAFRAPOINTS). este
- Tipo de loja não lhe permitirá vender itens, você só pode comprar
- Itens aqui. O layout usado para definir itens de venda ainda conta, e
- "<Preço>" refere-se a quantos pontos serão gastos comprando-os.
- ** Defina um trader NPC
- <nome do mapa>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>}
- -%TAB%trader%TAB%<NPC Name>%TAB%-1,{<code>}
- Todos os padrões que são válidos para objetos de script também são válidos para objetos do comerciante
- (Veja ** Definir um objeto NPC para obter mais informações).
- Isso definirá um NPC negociador, que pode causar uma loja, cashshop ou janela de mercado
- Para aparecer quando clicado ou chamado por outros meios. Ao contrário da loja / cashshop NPCs esta
- Tipo irá executar um código e pode alterar os itens que estão sendo vendidos ao longo do tempo sem
- Outros objetos NPC.
- Os tipos que um objeto trader podem ter são os seguintes:
- - NST_ZENY (0) Normal Zeny Loja (loja)
- - NST_CASH (1) Loja de dinheiro normal (cashshop)
- - NST_MARKET (2) Normal NPC Market Shop (onde os itens têm disponibilidade limitada
- E precisam ser reformados)
- - NST_CUSTOM (3) Custom Shop (qualquer moeda, item / var / etca, amostra de verificação)
- Salvo especificação em contrário via * tradertype, um objeto trader será definido como
- NST_ZENY.
- Nota: NST_MARKET só está disponível com PACKETVER 20131223 ou mais recente.
- Consulte '12 - Comandos relacionados ao NPC Trader 'e /doc/sample/npc_trader_sample.txt para
- Mais informações sobre como usar este tipo de NPC.
- ** Defina um warp / shop / cashshop / duplicado NPC.
- warp: <nome do mapa>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
- shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
- shop/cashshop/npc: <nome do mapa>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
- npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
- npc: <nome do mapa>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
- Isto duplicará uma warp / shop / cashshop / NPC referida por 'label'.
- As duplicatas de distorção herdam a localização de destino.
- Os duplicados da loja / caixa de pagamento herdam a lista de itens.
- Os duplicados de NPC herdam o código de script.
- O restante (nome, localização, face, sprite, área span / trigger) é
- Obtido a partir da definição do duplicado (não herdado).
- ** Define a function object
- function%TAB%script%TAB%<function name>%TAB%{<code>}
- This will define a function object, callable with the 'callfunc' command
- (see below). This object will load on every map server separately, so you
- can get at it from anywhere. It's not possible to call the code in this
- object by anything other than the 'callfunc' script command.
- The code part is the script code that will execute whenever the function
- is called with 'callfunc'. It has to be in curly brackets, unlike
- elsewhere where we use curly brackets, these do NOT signify an optional
- parameter.
- Once an object is defined which has a 'code' field to it's definition, it
- contains script commands which can actually be triggered and executed.
- ~ RID? GID? ~
- What a RID is and why do you need to know
- -----------------------------------------
- Most scripting commands and functions will want to request data about a
- character, store variables referenced to that character, send stuff to the
- client connected to that specific character. Whenever a script is invoked
- by a character, it is passed a so-called RID - this is the account ID
- number of a character that caused the code to execute by clicking on it,
- walking into it's OnTouch zone, or otherwise.
- If you are only writing common NPCs, you don't need to bother with it.
- However, if you use functions, if you use timers, if you use clock-based
- script activation, you need to be aware of all cases when a script
- execution can be triggered without a RID attached. This will make a lot of
- commands and functions unusable, since they want data from a specific
- character, want to send stuff to a specific client, want to store
- variables specific to that character, and they would not know what
- character to work on if there's no RID.
- Unless you use 'attachrid' to explicitly attach a character to the script
- first (see player-related commands).
- Whenever we say 'invoking character', we mean 'the character who's RID is
- attached to the running script. The script function "playerattached" can
- be used to check which is the currently attached player to the script (it
- will return 0 if the there is no player attached or the attached player no
- longer is logged on to the map-server).
- But what about GID?
- --- ---- ----- ----
- GID stands for the Game ID of something, this can either be the GID of a
- mob obtained through the monster script command (if only summoned one),
- the GID of a NPC obtained through the getnpcid script command or the
- account ID of a character (same as its RID). Another way would be to right
- click on a mob, NPC or char as GM sprited char to view its GID.
- Item and pet scripts
- --------------------
- Each item in the item database has three special fields - Script,
- OnEquip_Script and OnUnequip_Script. The first is script code run every
- time a character equips the item, with the RID of the equipping character.
- Every time they unequip an item, all temporary bonuses given by the script
- commands are cleared, and all the scripts are executed once again to
- rebuild them. This also happens in several other situations (like upon
- login) but the full list is currently unknown.
- OnEquip_Script is a piece of script code run whenever the item is used by
- a character by double-clicking on it. OnUnequip_Script runs whenever the
- equipment is unequipped by a character.
- Not all script commands work properly in the item scripts. Where commands
- and functions are known to be meant specifically for use in item scripts,
- they are described as such.
- Every pet in the pet database has a PetScript field, which determines pet
- behavior. It is invoked wherever a pet of the specified type is spawned
- (hatched from an egg, or loaded from the char server when a character who
- had that pet following them connects). This may occur in some other
- situations as well. Don't expect anything other than commands definitely
- marked as usable in pet scripts to work in there reliably.
- Numbers
- -------
- Beside the common decimal numbers, which are nothing special whatsoever
- (though do not expect to use fractions, since ALL numbers are integer in
- this language), the script engine also handles hexadecimal numbers, which
- are otherwise identical. Writing a number like '0x<hex digits>' will make
- 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 Cronus 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.
- 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/const.txt', 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 - 0 if female, 1 if male.
- 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 Cronus 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/const.txt' 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 Cronus 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) mes "..."; else mes "...";
- clauses with simple
- mes "Welcome, " + (Sex?"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 22 characters. (23rd is the ':'.) There is some confusion in the
- source about whether it's 22, 23 or 24 all over the place, so keeping labels
- under 22 characters could be wise. 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.
- 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.
- 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.";
- 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 -1,{
- .@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 Cronus 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 Cronus 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/const.txt'.
- 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 nome do mapa
- 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 - nome do mapa (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 Cronus, stores an
- English name the players would normally see on screen).
- ---------------------------------------
- *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("<nome do mapa>",<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 nome do mapa>",<variable for x>,<variable for y>,<type>{,"<search string>"})
- 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:
- 0 - Character object
- 1 - NPC object
- 2 - Pet object
- 3 - Monster object
- 4 - Homunculus object
- 5 - Mercenary object
- 6 - Elemental object
- While 3 is meant to look for a monster object, no searching will be done
- if you specify type 3, and the function will always return -1.
- The search string is optional. If it is not specified, the location of the
- invoking character will always be returned for types 0 and 2, the location
- of the NPC running this function for type 1.
- If a search string is specified, for types 0 and 1, the character or NPC
- with the specified name will be located. If type is 3, the search will
- locate the current pet of the character who's name is given in the search
- string, it will NOT locate a pet by name.
- 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,1,"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;
- ---------------------------------------
- *getgroupid()
- This function will return the id of player group the account to which the
- invoking player belongs.
- ---------------------------------------
- *gettimetick(<tick type>)
- This function will return the system time in UNIX epoch time (if tick type
- is 2) or the time since the start of the current day in seconds if tick
- type is 1.
- Passing 0 will make it return the server's tick, which is a measurement in
- milliseconds used by the server's timer system. The server's tick is an
- unsigned int which loops every ~50 days.
- Just in case you don't know, UNIX epoch time is the number of seconds
- elapsed since 1st of January 1970, and is useful to see, for example,
- for how long the character has been online with OnPCLoginEvent and
- OnPCLogoutEvent, which could allow you to make an 'online time counted for
- conviction only' jail script.
- ---------------------------------------
- *gettime(<type>)
- This function returns specified information about the current system time.
- 1 - Seconds (of a minute)
- 2 - Minutes (of an hour)
- 3 - Hour (of a day)
- 4 - Week day (0 for Sunday, 6 is Saturday)
- 5 - Day of the month.
- 6 - Number of the month.
- 7 - Year.
- 8 - Day of the year.
- It will only return numbers.
- if (gettime(4)==6) mes "It's a Saturday. I don't work on Saturdays.";
- ---------------------------------------
- *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 Cronus 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("<nome do mapa>")
- 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.
- ---------------------------------------
- *getareausers({"<nome do mapa>",}{<x1>,<y1>,<x2>,<y2>})
- *getareausers({"<nome do mapa>",}{<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 nome do mapa 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("<nome do mapa>")
- This function returns the name of the castle when given the nome do mapa for
- that castle. The data is read from 'db/castle_db.txt'.
- ---------------------------------------
- *getcastledata("<nome do mapa>",<type of data>)
- *setcastledata "<nome do mapa>",<type of data>,<value>;
- This function returns the castle ownership information for the castle
- referred to by its nome do mapa. 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.
- ---------------------------------------
- *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 const.txt:
- 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/const.txt' 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 "<character name>","<message>";
- That command will send a message to the chat window of the character
- specified by name. The text will also appear above the head of that
- character. It will not be seen by anyone else.
- ---------------------------------------
- *dispbottom "<message>"{,<color_flag>};
- This command will send the given message into the invoking character's
- chat window.
- //Parameto opicional de cor adicionado por Slex Fire
- Para usar uma cor, basta digitar 0x seguido do codigo hexadecimal da cor.
- dispbottom "Esta mensagem é vermelha",0xFF0000;
- Exibe a mensagem "Esta mensagem é vermelha", na cor vermelha, no jogador que está
- attachado ao script.
- ---------------------------------------
- *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 "<nome do mapa>",<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 nome do mapa>",<x1>,<y1>,<x2>,<y2>,"<to nome do mapa>",<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 nome do mapa' 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("<nome do mapa>",<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 "<nome do mapa>",<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. nome do mapa, 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/const.txt'.
- // 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'.
- ---------------------------------------
- *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/const.txt':
- 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 VAR_HEADPALETTE, 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 VAR_BODYPALETTE,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 Cronus
- 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/const.txt).
- 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 Cronus).
- if ( get_version() >= 15000 )
- mes "Welcome to Cronus!";
- ---------------------------------------
- *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>,"<nome do mapa>",<X>,<Y>;
- *makeitem "<item name>",<amount>,"<nome do mapa>",<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
- nome do mapa - The nome do mapa
- 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 nome do mapa is given as "this", the map the invoking character is on
- will be used.
- ---------------------------------------
- *cleanarea "<nome do mapa>",<x1>,<y1>,<x2>,<y2>;
- *cleanmap "<nome do mapa>";
- 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;
- ---------------------------------------
- *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/const.txt'
- 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 (10000 = 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 "<nome do mapa>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};
- *areamonster "<nome do mapa>",<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 "<nome do mapa>",<x>,<y>,<range>,<mob id>,<skill id>,<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
- *areamobuseskill "<nome do mapa>",<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. nome do mapa, 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 "<nome do mapa>","<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 "<nome do mapa>"{,<type>};
- This command will kill all monsters on a specified nome do mapa, 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("<nome do mapa>","<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 nome do mapa 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 "<nome do mapa>",<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 dead branch-style monster to fight for the character.
- summon "--ja--",-1;
- ---------------------------------------
- *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
- ---------------------------------------
- *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.
- ---------------------------------------
- *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/const.txt 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.",0;
- 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/const.txt 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.
- For example:
- announce "This will be shown to everyone at all in green.",bc_all,0x00FF00;
- Will display a global announce in green. The color format is in RGB
- (0xRRGGBB).
- 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 "<nome do mapa>","<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 "<nome do mapa>",<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 (view -1) 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 Cronus, 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 "<nome do mapa>",<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 nome do mapa) 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 "<nome do mapa>","<alternate nome do mapa>",<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 "<nome do mapa>",<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/const.txt' 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 "<nome do mapa>",<flag>;
- This command removes a mapflag from a specified map.
- See 'setmapflag' for a list of mapflags.
- ---------------------------------------
- *getmapflag("<nome do mapa>",<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 nome do mapa 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 "<nome do mapa>",<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 "<nome do mapa>";
- *gvgoff "<nome do mapa>";
- 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 "<nome do mapa>",<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("<nome do mapa>", <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.
- nome do mapa 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\ìœ ì €ì¸í„°íŽ˜ì´ìŠ¤\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/const.txt' 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>{,"<nome do mapa>"}{,<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>"{,"<nome do mapa>"{,<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 nome do mapa is also omitted the BGM will be played for the entire server.
- You can add your own BGMs this way, naturally.
- ---------------------------------------
- *pvpon "<nome do mapa>";
- *pvpoff "<nome do mapa>";
- 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$[] = Array containing the given parameters,
- starting from an index of 0.
- .@atcmd_numparameters = The number of parameters defined.
- Parameters are split on spaces. Multiple spaces aren't grouped together, and
- will create multiple (empty) arguments.
- Any leading spaces before the first parameter will be omitted.
- Usage example:
- When a user types the command "@test", an angel effect will be shown.
- - script atcmd_example -1,{
- OnInit:
- bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
- end;
- OnAtcommand:
- specialeffect2 338;
- end;
- }
- Parameter splitting example:
- @mycommand
- .@atcmd_numparameters -> 0
- .@atcmd_parameters$ -> { }
- @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 -1,{
- 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 -1,{
- OnClock0600:
- day;
- end;
- OnInit:
- // setting correct mode upon server start-up
- if(gettime(3)>=6 && gettime(3)<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 Cronus 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
- ---------------------------------------
- *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("Cronus", 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.
- Example:
- 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$[4]: "PIE"
- ---------------------------------------
- *implode(<string_array>{,<glue>})
- Combines all substrings within the specified string array into a single
- string. If the glue parameter is specified, it will be inserted inbetween
- each substring.
- Example:
- setarray .@my_array$[0], "This", "is", "a", "test";
- implode(.@my_array$, " "); //returns "This is a test"
- ---------------------------------------
- *sprintf(<format>{,param{,param{,...}}})
- C style sprintf. The resulting string is returned same as in PHP. All C
- format specifiers are supported except %n. For more info check sprintf
- function at www.cplusplus.com
- Number of params is only limited by Cronus' script engine.
- Example:
- .@format$ = "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 Cronus' 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/const.txt').
- *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/const.txt'
- *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 "<nome do mapa>",<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 const.txt.
- '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 ("<nome do mapa>",<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/const.txt.
- 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 "<nome do mapa>",<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("<nome do mapa>",<instance id>{,<use base name>{,"<new nome do mapa>"}});
- Attaches the map "<nome do mapa>" 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 nome do mapa>" too the server will instance the map under the "<new nome do mapa>",
- name.
- Returns the resulting nome do mapa 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 "<nome do mapa>"{,<instance id>};
- Detach the map "<nome do mapa>" 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("<nome do mapa>"{,<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
- "<nome do mapa>". 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("<nome do mapa>");
- 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 "<nome do mapa>",<x>,<y>{,<instance id>};
- Warps all players in the instance <instance id> to <nome do mapa> 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("<nome do mapa>"{,<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>,"<nome do mapa>",<x>,<y>,"<name to show>",<mob id>,"<event label>";
- *bg_monster(<Battle Group>,"<nome do mapa>",<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 "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 "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>,<nome do mapa>,<x0>,<y0>,<x1>,<y1>);
- Retrieves amount of players belonging to given battle group on given map
- within an specified rectangular area.
- ----------------------------------------
- *bg_updatescore "<mapname>",<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%<mapname>%TAB%battleground%TAB%2
- ---------------------------------------
- //=====================================
- 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>, returning 1 if <var_id> is already
- present in the queue, otherwise returning 0.
- ---------------------------------------
- *queueremove(<queue_id>,<var_id>);
- Removes <var_id> from queue of <queue_id>, returning 1 if <var_id> is not
- present in the queue, otherwise returning 0.
- ---------------------------------------
- *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.
- Currently 3 options are available:
- HQO_OnDeath (1), HQO_OnLogout (2), HQO_OnMapChange (3)
- Note: The constant names are not final.
- Example:
- queueopt(.@queue_id,0,"MyNPC::MyOnQueueMemberDeathEventName");
- ---------------------------------------
- *queuedel(<queue_id>);
- Deletes <queue_id> and returns 1 when <queue_id> is not found, otherwise
- 0 is returned.
- ---------------------------------------
- *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 there is a next member in the iterator's queue, 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 and returns 1 when it fails,
- otherwise 0 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).
- ----------------------------------------------------
- // Equipe Cronus Dev. Comandos
- *areakill "<mapa>",<x1>,<y1>,<x2>,<y2>{,<tipo>};
- Esse comando funciona é semelhante a outros comandos de AREA, ele serve para matar o que estiver na área determinada,
- conforme o <tipo> que for indicado. O <tipo> é um parêmetro opcional, caso seja omitido o valor será 'zero'.
- Os tipos são: 0= Jogador, 1= Monstro, 2= Ambos. Este comando não precisa estar attachado para funcionar.
- areakill "prt_fild08",100,110,110,120,1;
- Todos os monstros na área entre X 100 Y 110 e X 110 e Y 120, em uma área
- quadrada, no mapa "prt_fild08", vão ser mortos.
- areakill "prontera",150,150,180,180;
- Todos os jogadores na área entre X 150 Y 150 e X 180 e Y 180, em uma área
- quadrada, no mapa "prontera", vão ser mortos.
- areakill "izlude",80,50,100,80,2;
- Todos os jogadores e monstros na área entre X 80 Y 50 e X 100 e Y 80, em uma área
- quadrada, no mapa "izlude", vão ser mortos.
- ----------------------------------------------------
- *OnPCUseSkillEvent:
- Se trata de uma label que é ativada quando o personagem usa uma Skill(habilidade), possibilitando "qualquer" ação,
- quando esta, for executada.
- "A imaginação é o limite!"
- Juntamente com essa label, temos as variáveis especiais:
- lskillid = Variável que contém a ID da skill atualmente executada.
- lskilldest$ = Variável que contém o nome da última skill usada no alvo.
- lskilldest = Variável que contém o ID da última skill usada no alvo.
- Dessa forma você poderá comparar as skills. Sendo possível obter o controle de qualquer skill dentro de uma condição.
- Simples exemplo de uso:
- - script OnPCUseSkillEvent_EXEMPLO -1,{
- OnPCUseSkillEvent:
- if(lskillid == 5) // 5 é o id da skill Golpe Fulminante
- {
- mes "Você executou a skill Golpe Fulminante!";
- close;
- }
- else
- {
- mes "Você não executou a skill Golpe Fulminante!";
- close;
- }
- }
- ----------------------------------------------------
Add Comment
Please, Sign In to add comment