//===== Athena Script =====================================
//= eAthena Script Commands
//===== By ================================================
//= Fredzilla
//===== Helped By =========================================
//= Terminal Vertex & Z3R0 - Helped define getmapxy
//= HappyDenn - Gave everything to do with getpartymember
//= a great help
//= Maeki Rika - A section on general concepts and lots of
//= other updates and additions.
//= zBuffer - Available variable types.
//===== Version ===========================================
//= 1.0 - First release, filled will as much info as I could
//= remember or figure out, most likely there are errors,
//= and things I have missed out
//= 1.1 - Added better discription for "getmapxy"
//= 1.2b- Added a description for getpartymember
//= (+few spelling mistakes corrected)
//= 2.0 - +79kb extra stuff and numerous corrections by
//= Maeki Rika.
//= 2.1 - Small but important corrections, more proofreading.
//= Some important discoveries in item functions, the
//= secret of making VVS weapons with 'getitem2' and
//= other news. (Rika again) +10kb :)
//= 2.2 - Yet more corrections and proofreading.
//= Added available variable types as discovered by
//= zBuffer. Added a section on special variables.
//= Automated generation of HTML version -
//= now with crossreference links!
//= Updated to SVN 2439 (Rika again. :) )
//= 2.3 - Few corrections, with help from Bryant Ching
//= 2.4 - :P Stupid mistakes taken out + more info put in
//= These are from :-
//= 'Function'
//= 'getgmlevel'
//= 'getcharid'
//= 'attachrid'
//= 2.41- Added 2 new commands, of my own creation
//===== Description =======================================
//= A reference manual for the eAthena scripting language
//=========================================================
This document is a reference manual for all the scripting commands and functions
available in current eAthena SVN. It is not a simple tutorial. When people tell
you to "Read The F***ing Manual", they mean this.
The information was mostly acquired through looking up how things actually work
in the source code of the server, which was written by many people over time,
and lots of them don't speak English and never left any notes - or are otherwise
not available for comments. As such, anything written in here might not be
correct, it is only correct to the best of our knowledge, which is limited.
This document is poorly structured and rather messy in general. In fact, further
cleaning up and reordering this document is probably pointless, due to upcoming
switch to Lua scripting language, which will rid us of most of the problems
mentioned herein and make a new manual necessary. But while we have this one, we
should make the most of it, and it might be helpful in making sure the new Lua
engine can actually do everything useful that the old engine could.
This is not a place to teach you basic programming. This document will not teach
you basic programming by itself. It's more of a reference for those who have at
least a vague idea of what they want to do and want to know what tools they have
available to do it. We've tried to keep it as simple as feasible, but if you
don't understand it, getting a clear book on programming in general will help
better than yelling around the forum for help.
A little learning never caused anyone's head to explode.
The commands and functions are listed in no particular order:
*Name of the command and how to call it.
Descriptive text
Small example if possible. Will usually be incomplete, it's there just to
give you an idea of how it works in practice.
To find a specific command, use Ctrl+F, (or whatever keys call up a search
function in whatever you're reading this with) put an * followed by the command
name, and it should find the command description for you.
If you find anything omitted, please respond. :)
Throughout this document, wherever a command wants an argument, it is given in
<angle brackets>. This doesn't mean you should type the angle brackets. :) If an
argument of a command is optional, it is given in {curly brackets}. You've
doubtlessly seen this convention somewhere, if you didn't, get used to it,
that's how big boys do it. If a command can optionally take an unspecified
number of arguments, you'll see a list like this:
command <argument>{,<argument>...<argument>}
This still means they will want to be separated by commas.
Where a command wants a string, it will be given in "quotes", if it's a number,
it will be given without them. Normally, you can put an expression, like a bunch
of functions or operators returning a value, in (round brackets) instead of most
numbers. Round brackets will not always be required, but they're often a good
idea.
Wherever you refer to a map name, it's always 'mapname.gat' or 'mapname.afm' if
you are using AFM maps, (if you don't know what they are, you aren't using them)
and not just 'mapname'. While some commands do know that if you didn't give
'.gat', it should add it, it's pretty tricky to tell which ones they are.
Scripts are loaded by the map server as referenced in the 'conf/map_athena.conf'
configuration file, but in the default configuration, it doesn't load any script
files itself. Instead, it loads the file 'npc/scripts_main.conf' which itself
contains references to other files. The actual scripts are loaded from txt
files, which are linked up like this:
npc: <path to a filename>
Any line like this, invoked, ultimately, by 'map_athena.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: <path to a filename>
This will unload a specifiled script filename from memory, which, while
seemingly useless, may sometimes be required.
Whenever '//' is encountered in a line upon reading, everything beyond this on
that line is considered to be a comment and is ignored. This works wherever you
place it.
Upon loading all the files, the server will execute all the top-level commands
in them. No variables exist yet at this point, no commands can be called other
than those given in this section. These commands set up the basic server script
structure - create NPC objects, spawn monster objects, set map flags, etc. No
code is actually executed at this point except them. The top-level commands the
scripting are pretty confusing, since they aren't structured like you would
expect commands, command name first, but rather, normally start with a map name.
What's more confusing about the top-level commands is that most of them use a
tab symbol to divide their arguments.
To prevent problems and confusion, the tab symbols are written as '| |'
throughout this document, even though this makes the text a bit less readable.
Using an invisible symbol to denote arguments is one of the bad things about
this language, but we're stuck with it for now. :)
Here is a list of valid top-level commands:
** Set a map flag:
<map name>| |mapflag| |<flag>
This will, upon loading, set a specified map flag on a map you like. These are
normally in files inside 'conf/mapflag' and are loaded first, so by the time the
server's up, all the maps have the flags they should have. Map flags determine
the behavior of the map regarding various common problems, for a better
explanation, see 'setmapflag'.
** Create a permanent monster spawn:
<map name>,<x1>,<y1>,<x2>,<y2>| |monster| |<monster name>{,<level>}| |<mob id>,<amount>,<delay1>,<delay2>,<event name>
Map name is the name of the map the monsters will spawn on. x1/y1-y1/y2 is a
square of map coordinates which will limit where they will initially spawn.
Putting zeros instead of these coordinates will spawn the monsters randomly.
It's not certain whether monsters will later be able to venture out of this
square when randomly moving or not. (Can anyone confirm?)
Monster name is the name the monsters will have on screen, and has no relation
whatsoever to their names anywhere else. It's the mob id that counts, which
identifies monster record in 'mob_db.txt' database of monsters. If the mob name
is given as "--ja--", the 'japanese name' field from the monster database is
used, (which, in eAthena, actually contains an english name) if it's "--en--",
it's the 'english name' from the monster database (which contains an uppercase
name used to summon the monster with a GM command).
If you add 4000 to the monster ID, the monster will be spawned in a 'big
version', (monster size class will increase) and if you add 2000, the 'tiny
version' of the monster will be created. This will not, however, make the
monster spawn with a bigger or smaller sprite, like with
@monstersmall/@monsterbig GM commands. Monster size class relates only to the
damage calculation.
Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'battle_athena.conf'.
Delay1 and delay2 are the monster respawn delays - the first one counts the time
since a monster defined in this spawn was last respawned and the second one
counts the time since the monster of this spawn was last killed. Whichever turns
out to be higher will be used. If the resulting number is smaller than a random
value between 5 and 10 seconds, this value will be used instead. (Which is
normally the case if both delay values are zero.) If both delay values are -1,
the monster will never respawn upon death until the server restarts. The times
are given in 1/1000ths of a second.
Level overrides the monster's level from the monster id database, if it is 0,
the level from the database is used.
Event name is an event label that will be triggered every time a monster of that
spawn is killed. If you do not wish to define such an event, put '0' there. For
a full description, of how monster kill events work, see the 'monster' command.
** Define a warp point
<from map name>,<fromX>,<fromY>,<facing>| |warp| |<warp name>| |<spanx>,<spany>,<to map name>,<toX>,<toY>
This will define a warp NPC that will warp a player between maps, and while most
arguments of that are obvious, some deserve special mention.
SpanX and SpanY will make the warp sensitive to a character who didn't step
directly on it, but walked into a zone which is centered on the warp from
coordinates and is SpanX in each direction across the X axis and SpanY in each
direction across the Y axis.
Warp NPC objects also have a name, because you can use it to refer to them later
with 'enablenpc'/'disablenpc'
Facing of a warp object is irrelevant, it is not used in the code and all
current scripts have a zero in there.
** Define an NPC object.
<map name>,<x>,<y>,<facing>| |script| |<NPC Name>| |<sprite id>,{<code>}
<map name>,<x>,<y>,<facing>| |script| |<NPC Name>| |<sprite id>,<triggerX>,<triggerY>,{<code>}
This will place an NPC object on a specified map at the specified location, and
is a top-level command you will use the most in your custom scripting. The NPCs
are triggered by clicking on them, and/or by walking in their trigger area, if
defined, see that below.
Facing is a direction the NPC sprite will face in. Not all NPC sprites have
different images depending on the direction you look from, so for some facing
will be meaningless. Facings are counted counterclockwise in increments of 45
degrees, where 0 means facing towards the top of the map. (So to turn the sprite
towards the bottom of the map, you use facing 4, and to make it look southeast
it's facing 5.)
Sprite id is the sprite number used to display this particular NPC. For a full
list of sprite id numbers see http://kalen.s79.xrea.com/npc/npce.shtml You may
also use a monster's ID number instead to display a monster sprite for this NPC.
It is possible to use a job sprite as well, but you must first define it as a
monster sprite in 'mob_avail.txt', a full description on how to do this is for
another manual. A '-1' sprite id will make the NPC invisible (and unclickable).
A '111' sprite id will make an NPC which does not have a sprite, but is still
clickable, which is useful if you want to make a clickable object of the 3D
terrain.
TriggerX and triggerY, if given, will define an area, centered on NPC and
spanning triggerX cells in every direction across X and triggerY in every
direction across Y. Walking into that area will trigger the NPC. If no
'OnTouch:' special label is present in the NPC code, the execution will start
from the beginning of the script, otherwise, it will start from the 'OnTouch:'
label.
NPC name is kinda special, because it's not only the name of NPC you will see on
screen. It's formatted this way:
<Screen name>{#<Extra name identifier>}{::<Label name>}
The extra identifier is there that you can make an npc with an invisible name
(just omit the screen name, but keep the identifier name) and so that you can
refer to several NPCs which have the same name on screen, which is useful to
make an NPC that relocates depending on special conditions, for example - you
define several NPC objects and hide all except one.
('Hunter#hunter1','Hunter#hunter2'...) The extra name identifiers will let your
code tell them apart.
Label name is used to duplicate NPC objects (more on that below).
The complete NPC name (Screen name + extra identifier) may not exceed 24
characters. The label name is counted separately but also limited to 24
characters.
The code part is the script code that will execute whenever the NPC is
triggered. It may contain commands and function calls, descriptions of which
compose most of this document. It has to be in curly brackets, unlike elsewhere
where we use curly brackets, these do NOT signify an optional parameter.
** Define an NPC duplicate.
<map name>,<x>,<y>,<facing>| |duplicate(<NPC label>)| |<sprite id>
<map name>,<x>,<y>,<facing>| |duplicate(<NPC label>)| |<sprite id>,<triggerX>,<triggerY>
This will duplicate an NPC referred to by the label. The duplicate runs the same
code as the NPC it refers to, but may have different location, facing and sprite
ID. Whether it may actually have it's own size of trigger area is unclear at the
moment - if you need that, try it and tell us of the results.
** Define a 'floating' NPC object.
-| |script| |-1,{<code>}
This will define an NPC object not triggerable by normal means. This would
normally mean it's pointless since it can't do anything, but there are
exceptions, mostly related to running scripts at specified time, which is what
these floating NPC objects are for. More on that below.
** Define a shop NPC.
<map name>,<x>,<y>,<facing>| |shop| |<NPC Name>| |<sprite id>,<itemid>:<price>{,<itemid>:<price>...}
This will define a shop NPC, which, when triggered (which can only be done by
clicking) will cause a shop window to come up. No code whatsoever runs in shop
NPCs and you can't change the prices otherwise than by editing the script
itself. (No variables even exist at this point of scripting, so don't even
bother trying to use them.)
The item id is the number of item in the 'item_db.txt' database. If Price is set
to -1, the 'buy price' given in the item database will be used. Otherwise, the
price you gave will be used for this item, which is how you create differing
prices for items in different shops.
** Define a function object
function| |script| |<function name>| |{
<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.
** Alter a map cell
<map name>| |setcell| |<type>,<x1>,<y1>,<x2>,<y2>
This is sneaky, and isn't used in any official scripts, but it will let you
define an area (x1/y1-x2/y2 square) of a map as having cell type 'type', where
type is a number, which, among other things, defines whether the area is
walkable or not, whether it has Basilica working in it or not, and some other
things. This is a solution just itching for a problem and there's a number of
interesting things you could use it for. Further investigation on what types are
valid and mean what exactly is pending.
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.
Whenever we say 'invoking character', we mean 'the character who's RID is
attached to the running script.'
Each item in the item database has two special fields - EquipScript and
UseScript. 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.
UseScript is a piece of script code run whenever the item is used by a character
by doubleclicking on it.
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.
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 recognised as a
hexadecimal value. Notice that 0x10 is equal to 16. Also notice that if you try
to 'mes 0x10' it will print '16'.
This is not used much, but it pays to know about it.
The meat of every programming language is variables - places where you store
data.
Variables are divided into global (not attached to any specific RID, and
independent of whoever triggered the object) and local (attached to a specific
character object or a specific account object). They are further divided into
permanent (they come back when the server resets) and temporary (they only
persist until the server dies). This is what's called variable scope. :)
Unlike in more advanced languages, all temporary variables are essentially
'global', but not in the sense described above - if one NPC sets a temporary
variable, even if it is character based, if that character triggers another NPC
object, the variable will still be there, so you should be careful and set the
variables you mean to be temporary to something sensible before using them. It
also pays to keep variable names descriptive and reasonably long.
Variable scope is defined by a prefix before the variable name:
" " - Thats right, nothing before a variable, this a permanent variable
attached to the character object.
"@" - A temporary version of a character-based variable.
SVN versions before 2094 revision and RC5 version will also treat 'l' as
a temporary variable prefix, so bevare of having variable names starting
with 'l', they will also be considered temporary, even if you didn't mean
them to be!
"$" - A global permanent variable.
They are stored in "save\mapreg.txt" file and are the only kind of
variables stored in a text file in the SQL version.
"$@" - A global temporary variable.
This is important for scripts which are called with no RID attached, that
is, not triggered by a specific character object.
"#" - A permanent account-based variable.
They are stored with all the account data in "save\accreg.txt" in TXT
versions and in the SQL versions in the 'global_reg_value' table.
There's also a '##' variable prefix, which denotes some kind of account-based
variable, (it gets sent to the char server for storage too) but it is not
certain just what makes it different from a regular '#' variable and whether it
works completely at all. There is no such thing as a temporary account-based
variable.
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:
StatusPoint - Amount of status points remaining.
BaseLevel - Current base level
SkillPoint - Amount of skill points remaining
Class - Current job
Upper - 1 if the character is an advanced job class.
Zeny - Current amount of zeny
Sex - Character's gender, 0 if female, 1 if male.
Weight - The weight the character currently carries.
MaxWeight - The maximum weight the character can carry.
JobLevel - Character's job level
BaseExp - The amount of base experience points the character has.
Notice that it's zero (or close) if the character just got a level.
JobExp - Same for job levels
NextBaseExp - Amount of experience points needed to reach the next base level.
NextJobExp - Same for job levels.
Hp - Current amount of hit points.
MaxHp - Maximum amount of hit points.
Sp - Current spell points.
MaxSp - Maximum amount of spell points.
BaseJob - This is sneaky, apparently meant for baby class support.
This will supposedly equal Job_Acolyte regardless of whether the
character is an acolyte or a baby acolyte, for example.
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.
All of the above variables store numbers. They can store positive and negative
numbers, but only whole numbers (so don't expect to do any fractional math). You
can also store a string in a variable, but this means naming it specially to
denote it contains text rather than a number:
@variable$ is a temporary string variable.
$@variable$ is a global temporary string variable.
Etc, etc.
If a variable was never set, it is considered to equal zero (for number
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.
Arrays (in eAthena 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>]
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:
set @arrayofnumbers[0],1;
You can also do sneaky things like using a variable (or an expression, or even a
value from an another array) to get at an array value:
set @x,100;
set @arrayofnumbers[@x],10;
This will make @arrayofnumbers[100] equal to 10.
Notice that index numbering always starts with 0. Arrays cannot hold more than
128 variables. (So the last one can't have a number higher than 127)
And array indices probably can't be negative. Nobody tested what happens when
you try to get a negatively numbered variable from an array, but it's not going
to be pretty. :)
Arrays can, naturaly, store strings:
@menulines$[0] is the 0th element of the @menulines$ array of strings. Notice
the '$', normally denoting a string variable, before the square brackets that
denotes an array index.
There are some important restrictions on which kinds of variables, depending on
their storage location and type, will actually work:
+=========+======+=======+
|VarType | Norm | Array |
+=========+======+=======+
|$Str$ | OK! | OK! |
+---------+------+-------+
|$@Str$ | OK! | OK! |
+---------+------+-------+
|@Str$ | OK! | OK! |
+---------+------+-------+
|#Str$ |FAIL! | FAIL! |
+---------+------+-------+
|Str$ |FAIL! | FAIL! |
+---------+------+-------+
|$Int | OK! | OK! |
+---------+------+-------+
|$@Int | OK! | OK! |
+---------+------+-------+
|@Int | OK! | OK! |
+---------+------+-------+
|#Int | OK! | FAIL! |
+---------+------+-------+
|Int | OK! | FAIL! |
+---------+------+-------+
In short, this means two important things:
1) account-based and character-based variables cannot form arrays, regardless of
whether they are string or integer.
While the script engine will allow you to define such variables, they will
not actually be stored as arrays as you expect, which can lead to hard-to-
debug errors.
2) account-based and character-based variables may not store strings.
Which is a real pain.
Only those special variables not related directly to specific script commands
are listed here. For a list of those others, see 'getmapxy', 'getinventorylist',
'menu', 'select', 'warpwaitingpc'.
PC_DIE_COUNTER - this permanent character-based variable is automatically
incremented every time that character dies.
jobchange_level - this permanent character-based variable is automatically set
to the job level the character had before the job change,
regardless of whether the job change was performed through the
script command or the GM command.
CLONE_SKILL - this permanent character-based variable stores the ID of the
skill that has been copied with the Plagiarism Rogue skill, if
any such skill has been copied.
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 rounding
down, 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 are the same.
>= - 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
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.
Binary logical operators work only on numbers:
<< - Left shift.
>> - Right shift.
& - And.
| - Or.
^ - Xor.
If you don't know what these five mean, don't bother, you don't need them.
Whether '!' works as a binary not operator for numbers has not been tested.
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', 'menu' and 'jump_zero' commands, invoked with 'doevent'
and 'donpcevent' 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.
In addition to labels you name yourself, there are also some special labels
which the script engine will start execution from in all scripts it finds them
in if a special event happens:
OnClock<hour><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.
OnAgitStart:
OnAgitEnd:
OnAgitInit:
OnAgitEliminate:
OnAgitBreak:
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 castle data is
loaded from the char-server by the map server. (Notice that it won't run when
you @reloadscript.) OnAgitBreak runs in all NPCs of a map when an Emperium is
destroyed. While it is explicitly defined as an event to run when it breaks
whenever an Emperium is spawned, it has some builtin code support for it, so
it's not certain whether you can have that event named anything else.
OnAgitEliminate is similar in that respect, and it runs when an Emperium is
destroyed in a castle that is currently not owned by a guild.
No RID will be attached while any of the abovementioned labels are triggered, so
no character or account-based variables will be accessible, until you attach a
RID with 'attachrid' (see below).
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.
OnPCDieEvent:
OnPCKillEvent:
OnPCLogoutEvent:
OnPCLoginEvent:
OnPCLoadMapEvent:
OnNPCKillEvent:
OnPCBaseUpEvent:
These special labels will be invoked if you have set 'event_script_type' value
in your 'script_athena.conf' to 1, and you can change their names by altering
the configuration options in 'script_athena.conf'. Otherwise, they are only
available as special NPC object names. For more information, see
'npc/sample/PCLoginEvent.txt'
PCDieEvent - triggers every time a character is killed by anything, with
their character ID as RID. If used as an NPC object name, this
object name will be triggered. If used as a label,
'OnPCDieEvent', will be triggered as a label.
PCKillEvent - triggers every time a character is killed by another character, with
the killed character's ID as RID. The ID of the killing
character is set in the special character-based permanent
variable 'killerrid' on the killed character. If used as a
label, 'OnPCKillEvent', will be triggered as a label.
This event will be executed before PCDieEvent, if both are defined.
PCLogoutEvent - triggers every time a character logs out. This event is
triggered before they are actually removed from server's
memory, so the script is invoked with their RID as if they were
still online. If used as a label, 'OnPCLogoutEvent', will be
triggered as a label.
PCLoadMapEvent - supposedly triggered every time a character changes maps with
their RID. However, it's not certain if it actually works, (the
relevant code to trigger it seems to be missing) so please
experiment with it and tell us of the results.
NPCKillEvent - Unlike the others listed above, this label may not be renamed
through the script_athena.conf. This event will trigger
whenever a player kills any kind of monster, MVP or not, with
the RID of the character who scored the killing blow, and set a
special character-based permanent variable 'killedrid' with the
monster's mob ID number. It's not certain whether this has to
be called as 'NPCKillEvent' or 'OnNPCKillEvent' when used as a
label.
PCBaseUpEvent - Unlike the others listed above, this label may not be renamed
through the script_athena.conf. This event will trigger
whenever a character receives a base level, with their RID.
It's not certain whether this has to be called as
'PCBaseUpEvent' or 'OnPCBaseUpEvent' when used as a label.
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.
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 rely on that, since it is not certain just whether the scripting
engine will always behave nicely if you do.
Return to the table of contents
*mes "<string>";
This command will display 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.
Return to the table of contents
*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";
Return to the table of contents
*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.gat,50,50,6| |script| |Woman| |115,{
mes "[Woman]"
mes "Lets see if you win";
callfunc "funcNPC";
mes "Well done you have won";
close;
}
function| |script| |funcNPC| |{
set @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.gat,50,50,6| |script| |Man| |115,{
mes "[Man]"
mes "Gimme a number!";
next;
input @number;
if (callfunc("OddFunc",@number)) mes "It's Odd!";
close;
}
function| |script| |OddFunc| |{
if (getarg(0)%2==0) goto ItsEven;
return (1);
ItsEven:
return (0);
}
Return to the table of contents
*callsub <label name>{,<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.
mes "[Woman]"
mes "Lets see if you win";
callsub Check;
mes "Well done you have won";
Check:
set @win, rand(2);
if(@win==0) return;
mes "Sorry you lost";
There's some confusion on whether you can actually 'callsub(Label)' to return a
value, and there's a good chance it won't work if you try. Use 'callfunc' to
call a function NPC object instead, or use a variable.
Return to the table of contents
*return {(<value>)};
When you use callsub or callfunc, this command allows you to go back to the
calling script. You can optionally return with a value telling the calling
program what exactly happened. To get at this value, you will have to use the
'set' command:
set <variable>,callfunc "<your function>"
Note the round brackets. Turns out you have to enclose just about anything in
brackets if it isn't a straight number for the return command to work with it:
return (@x+@y);
Also note that
if (<condition>) return (<whatever>);
surprisingly, does NOT always work, even though it would make scripts a lot
cleaner, and it might be wiser to avoid using it like that.
For an example see 'callfunc' and 'callsub'
Return to the table of contents
*getarg(<number>)
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 willwill 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 but of 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.gat,50,50,6| |script| |Woman1| |115,{
mes "[Woman]";
mes "Lets see if you win";
callfunc "funcNPC",2;
mes "Well done you have won";
...
place.gat,52,50,6| |script| |Woman2| |115,{
mes "[Woman]";
mes "Lets see if you win";
callfunc "funcNPC",5;
mes "Well done you have won";
...
function| |script| |funcNPC| |{
set @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()' can also be used to carry information back from using the "callfunc"
script command, if the 'return' command is set to return a value:
place.gat,50,50,6| |script| |Woman| |115,{
mes "[Woman]";
mes "Lets see if you win";
callfunc "funcNPC";
mes "Well it seems you have "+getarg(0);
}
function| |script| |funcNPC| |{
set @win, rand(2);
if(@win==0) return(won);
return(lost);
}
It is, however, better to use 'set' to get this value instead (see 'callfunc')
or use 'callfunc' as a function, because otherwise you can't call functions from
within other functions. (Return values mess up the stack.)
Return to the table of contents
*next;
This command will create a 'next' button in the message window for the invoking
character. If no window is currently on screen, it will be created. Used to
segment NPC talking, this command is used A LOT. See 'mes'.
mes "[Woman]";
mes "This would appear on the page";
next;
// This is needed cause it is a new page and the top will now be blank
mes "[Woman]";
mes "This would appear on the 2nd page";
Return to the table of contents
*close;
This command will create a 'close' button in the message window for the invoking
character. If no window is currently on screen, it will be created. 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, cause the script has ended.";
Return to the table of contents
*close2;
This command will create a 'close' button in the message window for the invoking
character. If no window is currently on screen, it will be created. 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.gat",50,50;
end;
Don't expect things to run smoothly if you don't make your scripts 'end' or
'close'.
Return to the table of contents
*menu "<menu option>",<label>{,"<menu option>",<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)
It also sets a special temporary character variable @menu, which contains the
number of option the player picked. (Numbering of options starts at 1.)
menu "I want to Start",L_Start,"I want to end",L_End;
L_Start:
//If they click "I want to Start" they will end up here
L_End:
//If they click "I want to end" they will end up here
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 "I want to Start",-,"I want to end",L_End;
//If they click "I want to Start" they will end up here
L_End:
//If they click "I want to end" they will end up here
Both these examples will perform the same task.
If you give an empty string as a menu item, the item will not display. However,
this will do nothing to the list of labels corresponding to the menu items,
(which should probably be considered a server bug) so
menu "",L_Start,"End",L_End;
will jump to the L_Start label, even though the user has picked "End" and can
only pick "End". You can get around this problem by making sure that all the
empty menu options are at the end of the menu command argument list, so there's
no labels it could screw up. But what if you want to make a menu, but don't know
beforehand if some of the options in it make sense?
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$[0],<list of potential menu items>;
set @i,0; // That's our loop counter.
set @j,0; // That's the menu lines counter.
makemenuloop:
// We record the number of option into the list of options actually
// available. That 'condition' is whatever condition that determines whether
// a menu item number @i actually goes into the menu or not.
if (<condition>) set @menulist$[@j],@possiblemenuitems$[@i];
// We just copied the string, we do need it's number for later though, so we
// file it away as well.
if (<condition>) set @menureference[@j],@i;
// Since we've just added a menu item into the list, we increment the menu
// lines counter.
if (<condition>) set @j,@j+1;
// We go on to the next possible menu item.
set @i,@i+1;
// And continue looping through the list of possible menu items until it
// ends.
if (@i<=getarraysize(@possiblemenuitems)) goto makemenuloop;
This will create you an array @menulist$ 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$[@menureference[@menu-1]] is the string that we used to
display the menu line the user picked. (Yes, it's a handful, but it works.)
You can set up a bunch of 'if (@menureference[@menu-1]==X) goto Y' statements to
route your execution based on the line selected and still generate a different
menu every time, which is handy when you want to, for example, make users select
items in any specific order before proceeding, or make a randomly shuffled menu.
Kafra code bundled with the standard distribution uses a similar array-based
menu technique for teleport lists, but it's much simpler and doesn't use @menu,
probably since that wasn't documented anywhere.
See also 'select', which is probably better in this particular case. Instead of
menu, you could use 'select' like this:
set @dummy,select(@menulist$[0],@menulist$[1],....@menulist$[<X>]);
For the purposes of the technique described above these two statements are
perfectly equivalent.
Return to the table of contents
*rand(<number>{,<number>});
This function returns a number, randomly positioned between 0 and the number you
specify (if you only specify one) and the two numbers you specify if you give it
two.
rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9
rand(2,10) would result in 2,3,4,5,6,7,8,9 or 10
Return to the table of contents
*warp "<map name>",<x>,<y>;
This command will take the invoking character to the specifed map, and if
wanted, specified coordinates too, but these can be random.
warp "place.gat",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.gat",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. If you're using custom maps, beware.
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 savepoint.
Return to the table of contents
*areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>;
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.gat",10,10,120,120,"place2.gat",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.gat",10,10,120,120,"place2.gat",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 "place2".
Like 'warp', areawarp will also explicitly warp characters randomly into the
current map if you give the 'to map name' as "Random".
See also 'warp'.
Return to the table of contents
*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.
Return to the table of contents
*itemheal <hp>,<sp>;
This command works on the invoking character like 'heal', however, it is not
normally used in NPC scripts and will not work as expected there, but is used
all over in item scripts.
Unlike 'heal', which just alters hp/sp and doesn't do anything else at all, this
command also shows healing animations for potions and other stuff, checks
whether the potion was made by a famous alchemist and alters the amount healed,
etc, etc. Since which kind of effect is shown depends on what item was used,
using it in an NPC script will not have a desired effect.
There is also a nice example on using this with the 'rand' function, to give you
a random ammount of healing.
// This will heal anything thing from 100 to 150 HP and no SP
itemheal rand(100,150),0;
Return to the table of contents
*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 ammount of HP or SP
you have maximum. Like 'heal', this will not call up any animations or effects.
Return to the table of contents
*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' is an optional parameter. It is not quite clear how exactly it
works, but it is unnecessary for most common jobchange operations, so we suggest
you just don't use it.
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.
Return to the table of contents
*input <variable>;
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;
set @number, rand(1,10);
input @guess;
if(@guess==@number) goto L_Correct;
mes "[Woman]";
mes "Sorry, that wasn't the number I was thinking of.";
close;
L_Correct:
mes "[Woman]";
mes "Well done that was 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") goto L_Correct;
mes "[Woman]";
mes "Sorry you got it wrong";
close;
L_Correct:
mes "[Woman]";
mes "Well done you typed it correctly";
close;
Notice that in current SVN, you may not input a negative number with this
command. This was done to prevent exploits in badly written scripts, which would
let people, for example, put negative amounts of zeny into a bank script and
recieve free zeny as a result. Unfortunately it limits the uses of the 'input'
command quite a bit.
This command does not work in item scripts, although by all indications it
should. This appears to be either a client limitation or a problem in the way
the packet to open an input window is sent to the client. For now, you just
can't use it item scripts.
Return to the table of contents
*setlook <look type>,<look value>;
This command 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.
// This will change your hair(6), so that it uses palette 8, what ever your
// palette 8 is your hair will use that colour
setlook 6,8;
// 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 colours.
setlook 7,1;
Here are the possible look types:
0 - Base sprite
1 - Hairstyle
2 - Weapon
3 - Head bottom
4 - Head top
5 - Head mid
6 - Hair color
7 - Clothes color
8 - Shield
9 - Shoes
Whatever 'shoes' means is anybody'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 colour numbers are. If you want a serious
example, there is a Stylist script inside the default eAthena installation that
you can look at, this may help you create a Stylist of your own:
'custom\dye.txt'
Return to the table of contents
*set <variable>,<expression>;
This command will set a variable to the value that the expression results in.
This is the only way to set a variable directly.
This is the most basic script command and is used a lot whenever you try to do
anything more advanced than just printing text into a messagebox.
set @x,100;
will make @x equal 100.
set @x,1+5/8+9;
will compute 1+5/8+9 (which is, surprisingly, 10 - remember, all numbers are
integer in this language) and make @x equal it.
Return to the table of contents
*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;
First value is the index of the first element of the array to alter. For
example:
setarray @array[0],200,200,200;
setarray @array[1],300,150;
will produce:
@array[0]=200
@array[1]=300
@array[2]=150
Return to the table of contents
*copyarray <to array>[<first value>],<from array>[<first value>],<amount to copy>;
This command lets you quickly shuffle a lot of data between arrays, which is in
some cases invaluable.
setarray @array[0], 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
@array2[0] = 300
@array2[1] = 400
@array2[2] = 500
@array2[3] = 0
Notice that @array[5] wont be coppied to the second array, and it will return a
0.
Return to the table of contents
*getarraysize(<array name>);
This function returns the number of values that are contained inside the
specified array. Notice that zeros and empty strings at the end of this array
are not counted towards this number.
For example:
setarray @array[0], 100, 200, 300, 400, 500, 600;
set @arraysize,getarraysize(@array);
This will make @arraysize == 6. But if you try this:
setarray @array[0], 100, 200, 300, 400, 500, 600, 0;
set @arraysize,getarraysize(@array);
@arraysize will still equal 6, even though you've set 7 values.
Return to the table of contents
*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
IMPORTANT: deletarray is horribly broken since the earliest days of jAthena. It
tends to merrily remove much more variables than it's told to remove, which
makes it pretty much useless for anything other than removing an array from
memory entirely. This would be very handy, if it always worked.
Return to the table of contents
*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:
set @var1,1;
input @var2;
if(@var1==@var2) goto L_Same;
mes "Sorry that is wrong";
close;
L_Same:
close;
Example 2:
set @var1,1;
input @var2;
if(@var1!=@var2) mes "Sorry that is wrong";
close;
(Notice examples 1 and 2 have the same effect.)
Example 3:
set @var1,@var1+1;
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 forgoten about you";
if (@var==4) set @var,0;
close;
Example 4:
mes "[Quest Person]";
if(countitem(512)>=1) goto L_GiveApple;
// The number 512 was found from item_db, it is the item number for the Apple.
mes "Can you please bring me an apple?";
close;
L_GiveApple:
mes "Oh an apple, I didnt want it, I just wanted to see one";
close;
Example 5:
mes "[Person Checker]";
if($name$!=null) goto L_Check;
mes "Please tell me someones name";
next;
input $name$;
set $name2$,strcharinfo(0);
mes "[Person Checker]";
mes "Thank you";
L_Check:
if($name$==strcharinfo(0) ) goto L_SameName;
mes "[Person Checker]";
mes "You are not the person that " +$name2$+ " mentioned";
L_End:
set $name$,null;
set $name2$,null;
close;
L_SameName:
mes "[Person Checker]";
mes "You are the person that " +$name2$+ " just mentioned";
mes "nice to meet you";
goto L_End;
See 'strcharinfo' for explanation of what this function does.
Example 6: Using complex conditions.
mes "[Multi Checker]";
if( (@queststarted==1) && (countitem(512)>=5) ) goto L_MultiCheck;
// Only if the quest has been started AND You have 5 apples will it goto "L_MultiCheck"
mes "Please get me 5 apples";
set @queststarted,1;
close;
L_MultiCheck:
mes "[Multi Checker]";
mes "Well done you have started the quest of got me 5 apples";
mes "Thank you";
set @queststarted,0;
delitem 512,5;
close;
Return to the table of contents
*getitem <item id>,<amount>{,<character ID>};
*getitem "<item name>",<amount>{,<character ID>};
This command will give a specific amount of specified items to the invoking
character. If an optional character ID is specified, and that character is
currently online, items will be created in their inventory instead. If they are
not online, nothing will happen.
In the first and most commonly used version of this command, tems are referred
to by their database ID number found inside 'db/item_db.txt'.
getitem 502,10 // The person will recieve 10 apples
getitem 617,1 // The person will recieve 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 SVN, drops only Jellopies anyway.
Calling this command with a negative item ID to create a random item will create
an entry in the log file for those if such logging 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 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.
Return to the table of contents
*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<character ID>};
*getitem2 "<Item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<character ID>};
This command will give an amount of specified items to the invoking character.
If an optional character ID is specified, and that 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, which is kinda silly) but is a lot
more flexible, since it allows you to give the player an item altered with it's
specific properties.
Those parameters that are different from 'getitem' are:
identify - Whether you want the item to be identified or not, 0 unidentified,
1 identified.
refine - For how many plusses will it be refined.
It will not let you refine an item higher than +10, if you
specify more it'll still be 10.
attribute - Whether the item is broken (1) or not (0) and NOT an elemental
attribute.
card1,2,3,4 - If you want a card compound to it, place the card ID number into
the specific card slot. Card ID numbers also found in
'db/item_db.txt'
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.
set @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.
set @card3, @charid & 65535;
set @card4, @charid >> 16;
// If you're inscribing non-equipment, @card1 must be 254.
// Arrows are also not equipment. :)
set @card1,254;
// For named equipment, card2 means the Star Crumbs and elemental
// crystals used to make this equipment. For everything else, it's 0.
set @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.
set @card1,255;
// That's the number of star crumbs in a weapon.
set @sc,2;
// That's the number of elemental property of the weapon.
set @ele,1;
// And that's the wacky formula that makes them into
// a single number.
set @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.
Return to the table of contents
*delitem <item id>,<amount>;
*delitem "<item name>",<amount>;
This command will take a specified amount of items from the invoking character.
As all the item commands, this one uses the ID of the item found inside
'db/item_db.txt'. The items are destroyed - there is no way an NPC can simply
own items and have an inventory of them, other as by destroying and recreating
them when needed.
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 to check if the player actually has the item before
you take it from them, Otherwise, you could try to delete items which the
players don't actually have, which won't fail and won't give an error message,
but might open up ways to exploit your script.
Like 'getitem' this command will also accept an 'english name' field from the
database. If the name is not found, nothing will be deleted.
Return to the table of contents
*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 hexidecimal 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. 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.
Return to the table of contents
*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 their 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;
Return to the table of contents
*checkweight(<item id>,<amount>)
*checkweight("<item name>",<amount>)
This function will compute and return 1 if the total weight of a 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.
Like 'getitem', this function will also accept an 'english name' from the
database as an argument.
checkweight(502,10) // 10 apples
if (checkweight(502,10) == 0 ) goto L_OverWeight;
getitem 502,10;
close;
L_OverWeight:
mes "Sorry you cannot hold this ammount of apples";
close;
Or to put this another way:
if (checkweight("APPLE",10)) goto L_Getapples;
mes "Sorry you cannot hold this ammount of apples";
close;
L_Getapples:
getitem 502,10;
close;
Both these examples have the same effect.
Return to the table of contents
*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".
For reference, in there these things are defined:
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'
all of them - some will not work for various internal reasons.
// This would return how many status points you haven't spent yet
readparam(9)
Using this particular information as a function call is not required. Just
putting
StatusPoint
will give you the same result, and some of these parameters work just like
variables (i.e. you can 'set Zeny,100' to make the character have 100 zeny,
destroying whatever zeny they had before, or 'set Zeny,Zeny+100' to give them
100 zeny)
You can also use this command to get stat values:
readparam(bVit)
if(readparam(bVit)<=77) goto L_End;
mes "Only people with over 77 Vit are reading this";
L_End:
close;
Return to the table of contents
*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 character.
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
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.
if (!getcharid(2)) mes "Only members of a guild are allowed beyond this point!";
If the character stated isnt online any number returned with be -1
Return to the table of contents
*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!";
Return to the table of contents
*getpartymember <party id>;
Thank you to HappyDenn for all this information.
This command will find all members of a specified party and returns their names
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 stringarray which contains all the
names of these party members.
$@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 'getarraysise()' which will return 7 in this case.
Example:
// get the character's party ID
getpartymember(getcharid(1));
// immediately copy $@partymembercount value to a new variable, since
// you don't know when 'getpartymember' will get called again for someone
// else's party, overwriting your global array.
set @partymembercount,$@partymembercount;
// copy $@partymembername array to a new array
copyarray @partymembername$[0],$@partymembername$[0],@partymembercount;
//list the party members in NPC dialog
set @count,0;
L_DisplayMember:
if(@count == @partymembercount) goto L_DisplayMemberEnd;
mes (@count + 1) + ". ^0000FF" + @partymembername$[@count] + "^000000";
set @count,@count+1;
goto L_DisplayMember;
L_DisplayMemberEnd:
close;
Return to the table of contents
*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 what ever guild 10007 is, in my case this would return "AlcoROhics"
mes "The guild "+GetGuildName(10007)+" are all nice people.";
// This will do the same as above:
set @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.
Return to the table of contents
*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.
// In this example it would return "MissDjax" cause she owns "AlcoROhics" (10007)
mes getguildmaster(10007)+" runs "+getguildname(10007);
Can be used to check if the character is the guildmaster of the specified guild.
Maybe you want to make a room only guildmasters can enter:
set @GID,getcharid(2);
if(@GID==0) goto L_NoGuild;
if(strcharinfo(0)==getguildmaster(@GID)) goto L_GuildMaster;
mes "Sorry you dont own the guild you are in";
close;
L_NoGuild:
mes "Sorry you are not in a guild";
close;
L_GuildMaster:
mes "Welcome guild master of "+GetGuildName(@GID);
close;
Return to the table of contents
*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 - Character's name.
1 - The name of the party they're in if any.
2 - The name of the guild they're in if any.
If a character is not a member of any party or guild, an empty string will be
returned when requesting that information.
Return to the table of contents
*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 equpped there, it returns 0.
Valid equipment slots are:
1 - Upper head gear
2 - Armor (Where you keep your Jackets and Robes)
3 - What is in your Left hand.
4 - What is in your Right hand.
5 - The garment slot (Mufflers, Hoods, Manteaus)
6 - What foot gear the player has on.
7 - Accessory 1.
8 - Accessory 2.
9 - Middle Headgear (masks and glasses)
10 - Lower Headgear (beards, some masks)
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 equiped, or if you haven't got
something equiped:
if(getequipid(1)==2234) goto L_WearingTiara;
mes "Come back when you have a Tiara on";
close;
L_WearingTiara:
mes "What a lovely Tiara you have on";
close;
You can also use it to make sure people dont pass a point before removing an
item totally from them. Let's say you dont want people to wear Legion Plate
armor, but also dont want them to equip if after the check, you would do this:
if ((getequipid(2) == 2341) || (getequipid(2) == 2342) goto L_EquipedLegionPlate;
// the || is used as an or argument, there is 2341 and 2342 cause there are
// two different legion plate armors, one with a slot one without.
if ((countitem(2341) > 0) || (countitem(2432) > 0) goto L_InventoryLegionPlate;
mes "I will lets you pass";
close2;
warp "place.gat",50,50;
end;
L_EquipedLegionPlate:
mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing";
close;
L_InventoryLegionPlate:
mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing";
close;
Return to the table of contents
*getequipname(<equpment slot>)
This function will return the name of the item equipped in the specified
equipment slot on the invoking character. Almost identical to 'getequipid', good
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(1)==0) goto L_No_HeadGear;
mes "So you are wearing a "+getequipname(1)+" on your head";
close;
L_No_HeadGear:
mes "You are not wearing any head gear";
close;
Return to the table of contents
*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, 0 given as an argument will return the first one found, 1
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(0)==0) goto Skip;
// They do, so let's print the name of the first broken item:
mes "Oh, I see you have a broken "+getitemname(getbrokenid(0))+" here!";
Skip:
mes "You don't have anything broken, quit bothering me.";
Return to the table of contents
*repair <broken item number>;
This command repairs a broken peice 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.
Return to the table of contents
*getequipisequiped(<item id>)
This functions will return 1 if the equipment specified with the ID number is
equipped on the invoking character and 0 if it isn't:
if ((getequipisequiped(2341)) || (getequipisequiped(2342))) goto L_EquipedLegionPlate;
You can also, obviously, use it to check if someone is not wearing a specified
piece of equipment:
if (getequipisequiped(2341) != 1) got L_LegionPlateNotEquiped;
Return to the table of contents
*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(1)) goto L_Refine;
mes "[Refiner]";
mes "I can't refine this hat!...";
close;
L_Refine:
mes "[Refiner]";
mes "Ok I can refine this";
close;
Return to the table of contents
*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 is kinda pointless.
For a list of equipment slots see 'getequipid'.
Return to the table of contents
*getequiprefinerycnt(<equipment slot>)
Returns the current number of plusses 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(1) < 10) goto L_Refine_HeadGear;
mes "Sorry, it's not possible to refine hats better than +10";
close;
L_Refine_HeadGear:
mes "I will now upgrade your "+getequipname(1);
Return to the table of contents
*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 3 (Left hand) and 4 (Right hand) 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.
if(getequipweaponlv(4)==0) mes "Seems you dont have a weapon on";
if(getequipweaponlv(4)==1) mes "You are holding a lvl 1 weapon";
if(getequipweaponlv(4)==2) mes "You are holding a lvl 2 weapon";
if(getequipweaponlv(4)==3) mes "You are holding a lvl 3 weapon";
if(getequipweaponlv(4)==4) mes "You are holding a lvl 4 weapon";
if(getequipweaponlv(4)==5) mes "You are holding a lvl 5 weapon, hm, must be a custom design";
Or for the left hand, cause it can hold a weapon or a shield:
if(getequipid(3)==0) goto L_NothingEquiped;
if(getequipweaponlv(3)==0) mes "You are holding a shield, so it doesnt have a level";
if(getequipweaponlv(3)==1) mes "You are holding a lvl 1 weapon";
if(getequipweaponlv(3)==2) mes "You are holding a lvl 2 weapon";
if(getequipweaponlv(3)==3) mes "You are holding a lvl 3 weapon";
if(getequipweaponlv(3)==4) mes "You are holding a lvl 4 weapon";
if(getequipweaponlv(3)==5) mes "You are holding a lvl 5 weapon, hm, must be a custom design";
close;
L_NothingEquiped:
mes "Seems you have nothing equiped";
close;
Return to the table of contents
*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. The actual formula is beyond the scope of this document, however, it is
calculated as if the character was a blacksmith trying to refine this particular
weapon, and depends on lots and lots of stuff. 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 recoverd by this command it will go to L_Fail
if (getequippercentrefinery(3)<=rand(100)) goto L_Fail;
Return to the table of contents
*successrefitem <equipment slot>;
This command will refine an item in the specified equipment slot of the invoking
character by +1. For a list of equipment slots see 'getequipid'. This command
will not only add the +1, but 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.
The official scripts seem to use the 'successrefitem' command as a function
instead: 'successrefitem(<number>)' but it returns nothing on the stack.
This is since jAthena, so probably nobody knows for sure why is it so.
Return to the table of contents
*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.
The official scripts seem to use the 'failedrefitem' command as a function
instead: 'failedrefitem(<number>)' but it returns nothing on the stack. This is
since jAthena, so probably nobody knows for sure why is it so.
Return to the table of contents
*cutin "<filename with no extension>",<position>;
This command will display a picture stored in the GRF file in the client for the
player.
The files are taken from '\data\texture\A_A£AII’„AI«§\illust' directory in the
GRF file. The filename must be given with no extension, '.bmp' is added by the
client itself and you can't have any other picture format displayed as a cutin.
The biggest one that comes with the client is 400x503 pixels, and the smallest
is 303x493 pixels, it is not known how big a picture has to be before the client
goes insane. Bright magenta (color FF00FF) is considered to be transparent in
these pictures. You can easily add and alter them, but how to do this is outside
of the scope of this document.
The position determines just where on screen the picture will appear:
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.
255 - will remove the cutin previously displayed.
Giving an empty string for the filename and 255 for the position will remove all
cutin pictures. Any other position value will not cause a script error but will
cause the player's client to curl up and die. Only one cutin may be on screen at
any given time, any new cutins will replace it.
// This will display the picture of the 7th kafra,
// the one in orange and the mini-skirt :P
cutin "kafra_7",2;
// This will remove the displayed picture.
cutin "Kafra_7",255;
// This will remove all pictures displayed.
cutin "",255;
The client comes with a few cutin pictures preinstalled which you can use, we
listed the most important ones here:
mets_alpha - This is a old fat man, holding a pipe, also with a pocket watch
and cane
pay_soldier - Wanna take a wild guess, thats right, the Soldiers that appear in
Payon :D
prt_soldier - Obvious
ein_soldier - This guy looks cool, you've got to see him ;) This picture is for
the new Einbroch guards
moc_soldier - Obvious
gef_soldier - Obvious
katsua01 - It is not certain who this girl is (There is no sprite coming with
katsua02 - the client that seems to match very well) but she is believed to
katsua03 - be an NPC in official Comodo. The three pictures give different
facial expressions.
kafra_01 - Obvious
kafra_02 - Obvious
kafra_03 - Obvious
kafra_04 - Obvious
kafra_05 - Obvious
kafra_06 - Obvious
kafra_07 - Do I need to mention this one again ;)
Return to the table of contents
*cutincard <item id>;
This command will display a card picture as a cutin on the client connected to
the invoking character, with position number 4 (middle of screen, movable, but
no title bar). See 'cutin'. To remove this cutin, use the regular 'cutin'
command. Unlike the 'cutin' command, it will not take a filename, but will
instead take an item ID. It will then refer to the text file listing card images
which is normally found within your server's copy of the GRF file to find the
real (korean) filename.
If your server doesn't have that text file in that GRF or can't read it, this
command probably won't work.
Return to the table of contents
*statusup <stat>;
This command will bump a specified stat of the invoking character up by one
permanently. 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
Return to the table of contents
*statusup2 <stat>,<amount>;
This command will bump a specified stat of the invoking character up by the
specified amount permanently. The amount can be negative. See 'statusup'.
// This will decrease a character's Vit forever.
statusup bVit,-1;
Return to the table of contents
*skill <skill id>,<level>{,<flag>};
*addtoskill <skill id>,<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/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/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;
Return to the table of contents
*guildskill <skill id>,<level>{,<flag>}
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 guildmaster, otherwise no failure
message will be given and no error will occur, but nothing will happen - same
about the guild skill trying to exceed the possible maximum. The full list of
guild skills is available in 'db/skill_db.txt', these are all the GD_ skills at
the end.
The flag parameter is currently not functional and it's a mystery of what it
would actually do. (Though probably, like for character skills, it would allow
temporary bumping.) Using this command will bump the guild skill up permanently.
// 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 10000,1,0;
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)
Return to the table of contents
*getskilllv(<skill id>)
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/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:
f (getskilllv(152)) goto L_HasSkillThrowStone;
mes "You dont have Throw Stone";
close;
L_HasSkillThrowStone:
mes "You have got the skill Throw Stone";
close;
Example 2:
if (getskilllv(28) >= 5) goto L_HasSkillHeallvl5orMore;
if (getskilllv(28) == 10) goto L_HasSkillHealMaxed;
mes "You heal skill is below lvl 5";
close;
L_HasSkillHeallvl6orMore:
mes "Your heal lvl is 5 or more";
close;
L_HasSkillHealMaxed:
mes "Your heal lvl has been maxed";
close;
Return to the table of contents
*basicskillcheck()
This function will return the state of the configuration option
'basic_skill_check' in 'battle_athena.conf'. It 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 emoticons, 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.
Return to the table of contents
*getgmlevel()
This function will return the GM level of 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 accessable for certain GM levels, or behave
specially when talked to by GMs.
if (getgmlevel()) mes "What is your command, your godhood?";
if (getgmlevel()) goto Wherever;
If you want to have a GM of a specific level only to access something you can use
it like this
if (getgmlevel()<50) end;
Anyone with less that GM level 50 will have the script end on them, making it
only acessable by GM level 50 and over
Return to the table of contents
*end;
*break;
This command will stop the execution for this particular script. The two
versions are prefectly equivalent. It is the normal way to end a script which
does not use 'mes'.
if (BaseLevel<=10) goto L_Lvl10;
if (BaseLevel<=20) goto L_Lvl20;
if (BaseLevel<=30) goto L_Lvl30;
if (BaseLevel<=40) goto L_Lvl40;
if (BaseLevel<=50) goto L_Lvl50;
if (BaseLevel<=60) goto L_Lvl60;
if (BaseLevel<=70) goto L_Lvl70;
L_Lvl10:
npctalk "Look at that you are still a n00b";
end;
L_Lvl20:
npctalk "Look at that you are getting better, but still a n00b";
end;
L_Lvl30:
npctalk "Look at that you are getting there, you are almost 2nd profession now right???";
end;
L_Lvl40:
npctalk "Look at that you are almost 2nd profession";
end;
Without the use of 'end' it would travel through the labels 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.
Return to the table of contents
*checkoption(<option number>)
*checkoption1(<option number>)
*checkoption2(<option number>)
*setoption <option number>;
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 version of this command are:
1 - Petrified.
2 - Frozen.
3 - Stunned.
4 - Sleeping.
32 - Riding a Peco.
'setoption' will set options on the invoking character. There are no second and
third versions of this command, so you can only change the
petrified/frozen/stunned/sleeping/riding status in this manner.
Option numbers valid for the second version of this command are:
1 - Poisoned.
2 - Cursed.
4 - Silenced.
8 - Blinded (Notice that unless you specfy variable night darkness in the
configuration, all characters will be 'blinded' during the night)
Option numbers valid for the third version of this command are:
1 - Sight in effect.
2 - Hide in effect.
4 - Cloaking in effect.
8 - Falcon present.
64 - GM Perfect Hide in effect.
128 - Cart number 2 present.
256 - Cart number 3 present.
512 - Cart number 4 present.
1024 - Cart number 5 present.
2048 - Orc head present.
4096 - The character is wearing a wedding sprite.
8192 - Ruwach is in effect.
Option numbers are bitmasks - add up option numbers to check for all of them
being present at the same time in one go.
This is definitely not a complete list of available option flag numbers. Ask a
core developer for the full list.
Return to the table of contents
*setcart;
*checkcart()
This command will give the invoking character a cart. The cart given will be
cart number 1 and will work regardless of whether the character is a merchant
class or not.
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!";
Return to the table of contents
*setfalcon;
*checkfalcon()
This command will give 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.
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!";
Return to the table of contents
*setriding;
*checkriding()
This command will give the invoking character a PecoPeco (if they are a Knight
series class) or a GrandPeco (if they are a Crusader seriesclass). Unlike
'setfalcon' and 'setcart' this will not work at all if they aren't of a class
which can ride. This will work if the character doesn't have the riding skill,
however.
The accompanying function will return 1 if the invoking character is riding a
bird and 0 if they don't.
if (checkriding()) mes "PLEASE leave your bird outside! No riding birds on the floor here!";
Return to the table of contents
*savepoint "<map name>",<x>,<y>;
*save "<map name>",<x>,<y>;
This command saves a point that the invoking character will return to upon
'return to save point' if dead or in some other cases. The two versions are
equivalent. Map name, X coordinate and Y coordinate should be perfectly obvious.
This ignores any and all map flags, and can make a character respawn where no
teleportation is otherwise possible.
savepoint "place.gat",350,75;
Return to the table of contents
*gettimetick(<tick type>)
This function will return the system time in UNIX epoch time (if tick type is 0)
or the time since the start of the current day in seconds if tick type is 1.
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 PCLoginEvent and PCLogoutEvent, which could allow
you to make an 'online time counted for conviction only' jail script.
Return to the table of contents
*gettime(<type>)
This function will return 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
It will only return numbers.
if (gettime(4)==6) mes "It's a Saturday. I don't work on Saturdays.";
Return to the table of contents
*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 eAthena 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'.
Return to the table of contents
*openstorage;
This will open a character's Kafra storage window on the client connected to the
invoking character. It does not check wherever it is run from, so you can allow
any feasible NPC to open a kafra storage. (It's not certain whether this works
in item scripts, but if it does, it could be interesting.)
The storage window might not open if a message box or a trade deal is present on
screen already, so you should at least make sure the message box is closed
before you open storage.
mes "I will now open your stash for you";
close2;
openstorage;
end;
Return to the table of contents
*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 character does not belong to any guild.
Return to the table of contents
*itemskill <skill id>,<skill level>,"<skill name to show>";
This is a command meant for item scripts to replicate single-use skills. It will
not work properly in NPC scripts a lot of the time because casting a skill is
not allowed when there is a message window or menu on screen. If there isn't one
cause you've made sure to run this when they already closed it, it should work
just fine and will even show a targeting pointer if this is a targeting skill.
// When you use Anodyne, you will cast Endure(8) level 1,
// and "Endure" will appear above your head as you use it.
605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1,"Endure"; },{}
Return to the table of contents
*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.
Valid item levels are:
1 - Level 1 Weapons
2 - Level 2 Weapons
3 - Level 3 Weapons
16 - Blacksmith's Stones and Metals
32 - Alchemist's Potions
64 - Whitesmith's Coins
123 - Whitesmith's Nuggets
256 - Assassin Cross's Deadly Poison
Return to the table of contents
*monster "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>"};
*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<monster name>",<amount>{,"<event label>"};
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 recognised 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 event label, unlike when defining permanent monster spawns, (for which it's
'0' in most cases) 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
name of the label must start with 'On', otherwise, it will not execute. The RID
attached at this execution will be the RID of the killing character.
The NPC object must be located on the same map as the monster to be killed, or
nothing will be triggered.
monster "place.gat",60,100,"Poring",1002,1,"NPCNAME::OnLabel";
If you do not specify any event label, a label in the NPC object that ran this
command, called 'OnMyMobDead:' will execute anyway, if present.
The coordinates of 0,0 will spawn the monster on a random place on the map.
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:
<Normal NPC object definition. Let's assume you called him NPCNAME.>
mes "[Summon Man]";
mes "Want to start the kill?";
next;
menu "Yes",L_Yes,"No",-;
mes "[Summon Man]";
mes "Come back later";
close;
L_Yes:
monster "prontera.gat",0,0,"Quest Poring",1002,10,"NPCNAME::L_PoringKilled";
// 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;
L_PoringKilled:
set $PoringKilled,$PoringKilled+1;
if ($PoringKilled==10) goto L_AllDead;
end;
L_AllDead:
announce "Summon Man: Well done all the poring are dead",3;
set $PoringKilled,0;
end;
For more good examples see just about any official 2-1 or 2-2 job quest script.
Return to the table of contents
*killmonster "<map name>","<event label>";
This command will kill all monsters that were spawned with 'monster' or
'areamonster' 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.
Return to the table of contents
*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.
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'.
place.gat,100,100,1| |script| |NPC| |53,{
mes "This is what you will see when you click me";
close;
Label:
mes "This is what you will see if the doevent is activated";
close;
}
....
doevent "NPC::Label";
Return to the table of contents
*donpcevent "<event label>";
This command is kinda confusing cause it performs in two completely different
ways.
If the event label is phrased like "::<label name>", all NPC objects that have a
specified label in them will be invoked as if by a 'doevent', but no RID
whatsoever will be attached while they execute.
Otherwise, if the label is given as "<NPC name>::<label name>", a label within
the NPC object that runs this command will be called, but as if it was running
inside another, specified NPC object. No RID will be attached to it in this case
either.
This can be used for making another NPC react to an action that you have done
with the NPC that has this command in it, i.e. show an emotion, or say
something.
place.gat,100,100,1| |script| |NPC| |53,{
mes "Hey NPC2 copy what I do";
close2;
set $@emo, rand(1,30);
donpcevent "NPC2::OnEmo";
OnEmo:
emotion $@emo;
end;
}
place.gat,102,100,1| |script| |NPC2| |53,{
mes "Hey NPC copy what I do";
close2;
set $@emo, rand(1,30);
donpcevent "NPC::OnEmo";
OnEmo:
emotion $@emo;
end;
}
This will make both NPC perform the same random emotion from 1 to 30, and the
emotion will appear above each of their heads.
Return to the table of contents
*stoptimer;
*inittimer;
*enablearena;
*disablearena;
*cmdothernpc "<npc name?>","<command?>";
This set of commands is marked as added by someone going under the nickname
'RoVeRT', as mentioned the source code comments, and has to do with timers and
scheduling working entirely unlike any other timing commands. It is not certain
that they actually even work properly anymore, and most of these read no
arguments, though the 'inittimer'/'stoptimer' pair of commands has to do
something with an 'OnTimer' label and will probably invoke it and 'cmdothernpc'
will execute starting with the label 'OnCommand'. Whatever they actually do, the
other commands can most likely do it better. The two arena commands definitely
do not do anything useful at all.
None of these commands are used in any scripts bundled with eAthena. Most
probably they are deprecated and left in by mistake.
Unless RoVeRT can be found and asked to clarify what these were made for, that
is.
Return to the table of contents
*initnpctimer{ "<NPC object name>"};
*stopnpctimer{ "<NPC object name>"};
*startnpctimer{ "<NPC object name>"};
*setnpctimer <tick>{,"<NPC object name>"};
*getnpctimer(<type of information>{,"<NPC object name>"});
*attachnpctimer {"<character name>"};
*detachnpctimer {"<NPC object name>"};
This set of commands and functions will create and manage an NPC-object based
timer. The NPC object may be declared by name, or the name in all cases may be
omitted, in that case this timer will be based in the object the current script
is running in.
Why is it actually part of an NPCs structure we aren't sure, but it is, and
while 'addtimer'/'deltimer' commands will let you have many different timers
referencing different labels in the same NPC, one each and each with their own
countdown, 'initnpctimer' can only have one per NPC object. But it can trigger
many labels and it can let you know how many have been 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.
It is not quite clear whether the new invocations will always have a RID.
Apparently, the RID that was in effect when the timer was initialised will still
be attached to these executions in some cases, but it's not quite clear -
experiment with RID-dependent commands, like 'mes', and tell us what happens and
who gets the message, if anyone.
Even if they don't have a RID by default, 'attachnpctimer' will allow you to
explicitly attach a character's RID to the timer, which will make them the
target for all character-referencing commands and functions, not to mention
variables. 'detachnpctimer' will make the RID zero, making all character-
referencing functions fail with an error.
'setnpctimer' will explicitly set the timer to a given tick. To make it useful,
you will need the 'getnpctimer' function, for which the type of information
argument means:
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 an "OnTimer<tick>:"
label in the specified NPC.
Example 1:
<NPC Header> {
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";
}
Example 2:
OnTimer15000:
set $quote,rand(5);
if($quote == 0) goto Lquote0;
if($quote == 1) goto Lquote1;
if($quote == 2) goto Lquote2;
if($quote == 3) goto Lquote3;
if($quote == 4) goto Lquote4;
Lquote0:
npctalk "If 0 is randomly picked you will see this";
setnpctimer 0;
end;
Lquote1:
npctalk "If 1 is randomly picked you will see this";
setnpctimer 0;
end;
Lquote2:
npctalk "If 2 is randomly picked you will see this";
setnpctimer 0;
end;
Lquote3:
npctalk "If 3 is randomly picked you will see this";
setnpctimer 0;
end;
Lquote4:
npctalk "If 4 is randomly picked you will see this";
setnpctimer 0;
end;
// This OnInit label will run when the script is loaded, so that the timer
// is initialised immediately as the server starts. It is dropped back to 0
// every time the NPC says something, so it will cycle continiously.
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 cause it will be displayed in
// milliseconds otherwise
close;
Example 4:
mes "[Man]";
mes "Ok I will let you have 30 sec more";
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;
Return to the table of contents
*announce "<text>",<flag>
*mapannounce "<map name>","<text>",<flag>;
This command will broadcast a message to all or most players, similar to
@kami/@kamib GM commands.
The region the broadcast is heard in and the color the message will come up as
will be determined by the flags:
announce "This will be shown to everyone at all in yellow.",0;
The flag values given here definitely have some kind of bit mask behind them but
it's not clear just what means what. Here are the flag values that were tested
and found to work:
0 - Yellow To everyone
1 - Yellow To everyone on the same map as the NPC object it's running from.
2 - Yellow To everyone in the area around the NPC object.
3 - Yellow, Can only be seen by the invoking player.
16 - Blue To everyone.
17 - Blue To everyone on the same map as the NPC object it's running from.
18 - Blue To everyone in the area around the NPC object.
19 - Blue, Can only be seen by the invoking player
Using this for private messages to players is probably not that good an idea.
// This will be a private message to the player using the NPC that made the
// annonucement
announce "This is my message just for you",19;
// This will be shown on everyones screen that is in sight of the NPC.
announce "This is my message just for you people here",2;
The 'mapannounce' command will work just like 'announce', but will only
broadcast to characters currently residing on the specified map. The flags are
given the same as in 'announce', but it is not certain which values will
actually work correctly.
Return to the table of contents
*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 is a bitmask, add up to get the effects you want:
8 - This will count all characters on the same map as the current NPC.
(By default, it will count people on the same map as the character)
7 - Return the amount of players for the entire server.
(By default, only the players on the map will be counted.)
So 'getusers(0)' will return the number of characters on the same map as the
invoking character, while 'getusers(7)' will give the count for entire server.
Return to the table of contents
*getmapusers("<map name>")
This function will return the number of users currently located on the specified
map.
Currently being used in the PVP scripts to check if a PVP room is full of not,
if the number returned it equal to the maximum allowed it will not let you
enter.
Return to the table of contents
*getareausers("<map name>",<x1>,<y1>,<x2>,<y2>)
This function will return the count of connected characters which are located
within the specified area - an x1/y1-x2/y2 square on the specified map.
This is useful for maps that are split into many buildings, such as all the
"*_in.gat" maps, due to all the shops and houses.
Return to the table of contents
*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>)
This function will count all the items with the specified ID number lying on the
ground on the specified map within the x1/y1-x2/y2 square on it and return that
number.
This is the only function around where a parameter may be either a string or a
number! If it's a number, it means that only the items with that item ID number
will be counted. If it is a string, it is assumed to mean the 'english name'
field from the item database. If you give it an empty string, or something that
isn't found from the item database, it will count items number '512' (apples).
Return to the table of contents
*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.
Return to the table of contents
*hideonnpc "<NPC object name>";
*hideoffnpc "<NPC object name>";
These commands will make the NPC object specified display as hidden/visible,
even though not actually disabled per se. Hidden as in thief Hide skill, (this
is performed through using the same option number as the thief Hide skill does)
but unfortunately, not detectable by Ruwach or Sight.
As they are now, these commands are pointless and deprecated, 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.
Return to the table of contents
*sc_start <effect type>,<ticks>,<extra argument>{,<target ID number>};
*sc_start2 <effect type>,<ticks>,<extra argument>,<percent chance>{,<target ID number>};
*sc_end <effect type>{,<target ID number>};
These command bestow a status effect on the invoking character. This command is
used a lot in the item scripts.
// This would poison them for 10 min
sc_start SC_Poison,600000,0;
Effect type is a number of effect, 'db/const.txt' lists the common (mostly
negative) status effect types as constants, starting with 'SC_'. You can also
use this to give someone an effect of a player-cast spell:
// This will bless someone as if with Bless 10:
sc_start 10,240000,10;
Extra argument's meaning differs depending on the effect type, for most effects
caused by a player skill the extra argument means the level of the skill that
would have been used to create that effect, for others it might have no meaning
whatsoever. You can actually bless someone with a 0 bless spell level this way,
which is fun, but weird.
The target ID number, if given, will cause the status effect to appear on a
specified character, instead of the one attached to the running script. This has
not been properly tested.
'sc_start2' is perfectly equivalent, but unlike 'sc_start', a status change
effect will only occur with a specified percentage chance. 10000 given as the
chance is equivalent to a 100% chance, 0 is a zero.
'sc_end' will remove a specified status effect.
You can see the full list of status effects caused by skills in
'src/map/status.h' - they are currently not fully documented, but most of that
should be rather obvious.
Return to the table of contents
*getscrate(<effect type>,<base rate>{,<target ID number>})
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)) goto BlindHimNow;
You can see the full list of available effect types you can possibly inflict in
'db/const.txt' under 'Eff_'.
It is pretty certain that addressing the target by an ID number will not
currently work due to a bug.
Return to the table of contents
*debugmes "<message>";
This command will send the message to the server console (map-server window). It
will not be displayed anywhere else.
debugmes strcharinfo(0)+" has just done this that and the other";
// You would see in the map-server window "NAME has just done this that and
// the other"
Return to the table of contents
*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'
Return to the table of contents
*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.
Return to the table of contents
*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 xp, 0 job xp, wipes the
status effects, 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 XP/JXP. Skills and attribute
values are not altered.
3 - Base level 1, base xp 0. Nothing else is changed.
4 - Job level 1, job xp 0. Nothing else is changed.
In all cases it will also unequip everything the character has on.
Even though it doesn't return a value, it is used as a function in the official
rebirth scripts. Ask AppleGirl why.
Return to the table of contents
*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!)
Return to the table of contents
*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_athena.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!)
Return to the table of contents
*changebase <job ID number>;
This will change the appearance of the invoking character to that of a specified
job class. Nothing but appearance will change. This command is used in item
scripts for "Wedding Dress" and "Tuxedo" so the character like job 22, which is
the job number of the wedding sprites.
It would be entered in the equip bonus section of an item
2338,Wedding_Dress,Wedding Dress,5,43000,0,500,,0,,0,2088958,0,16,,0,0,{(This is for use bonus)},{ bonus bMdef,15; changebase 22; },
This command only works when inside item scripts, though it's not certain why.
Return to the table of contents
*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 char server, but there is no way to send this
information to the client, so the player will continue to see their character as
the gender it previously was. What the other players will see before the relogin
is not clear.
If the character currently connected when this command was invoked was a
Dancer/Gypsy or Bard/Clown, they will become a Swordman upon 'changesex'.
Whatever happens to their skills is not clear. Whatever happens if another
character on the same account was a gender-specific class is not clear either,
but it's likely that the client will have serious issues with that, since no
other characters on the same account will get altered.
There's good reasons to be very careful when using this command. Resetting their
skills beforehand if they were a Bard/Clown/Dancer/Gypsy, running 'jobchange' on
them manually and using 'gmcommand' to immediately kick them offline once the
gender is changed is suggested.
Return to the table of contents
*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>};
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 chatroom name is 60 letters.
The limit is the maximum number of people allowed to enter the chat room. 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.
It's funny, but for compatibility with jAthena, you can swap the event label and
the trigger parameters, and it will still work.
// 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, it will say "Disco - Waiting Room"
// and will have 8 waiting slots. Clicking this will enter the chat room, where
// the player will be able to wait until 8 people accumulate. Once this happens,
// it will cause the NPC "Bouncer" run the label "OnStart"
waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",8;
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.
Return to the table of contents
*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, but it might be that it stays around hanging in the
air.
Return to the table of contents
*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.
Return to the table of contents
*getwaitingroomstate(<information type>{,"<NPC object name>"})
This function will return information about the wating 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 chatting.
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.
Return to the table of contents
*warpwaitingpc "<map name>",<x>,<y>{,<number of people>};
This command will warp the amount of characters equal to the trigger number of
the waiting room chat attached to the NPC object running this command to the
specified map and coordinates, kicking them out of the chat. Those waiting the
longest will get warped first. It can also do a random warp on the same map
("Random" instead of map name) and warp to the save point ("SavePoint").
The list of characters to warp is taken from the list of the chat room members.
Those not in the chat room will not be considered even if they are talking to
the NPC in question. If the number of people is given, exactly this much people
will be warped. That command is the whole point behind the idea of a waiting
room.
This command can also keep track of who just got warped. It does this by setting
special variables:
$@warpwaitingpc[] is an array containing the character id numbers of the
characters who were just warped.
$@warpwaitingpcnum contains the number of the character it just warped.
See also 'getpartymember' for advice on what to do with those variables.
The obvious way of using this effectively would be to set up a waiting room for
two characters to be warped onto a random PVP map for a one-on-one duel, for
example.
Return to the table of contents
*waitingroomkickall {"<NPC object name>"};
This command would kick everybody out of a specified waiting room chat. IF it
was properly linked into the script interpreter which it isn't, even though the
code for it is in place. Expect this to become available in upcoming SVN
releases.
Return to the table of contents
*attachrid(<Account ID>)
*detachrid
A 'RID' is an ID of a character who caused the NPC script to run, as has been
explained above in the introduction section. Quite a bit of commands want a RID
to work, since they wouldn't know where to send information otherwise. And in
quite a few cases the script gets invoked with a RID of zero (like through
OnTime special labels). If an NPC script needs this, it can attach a specified
character's id to itself. by calling the 'attachrid' function.
'attachrid' returns 1 if the character was found online and 0 if it wasn't.
This could also be used, while running in a script invoked by a character
through talking to an NPC, to mess with other characters.
Detaching the RID will make the RID of the script zero.
You can gain you own RID by using this command
getcharid(3)
or for someone else
getcharid(3,NAME)
Where NAME = the name of the person
Example
input @NAME$; < You would enter the name of a person
attachrid(getcharid(3,@NAME$)); < It will find the RID of that person and attach it to this script
mes "Someone want you"; < This will appear of the other persons screen
close;
This comes with its draw backs, without checks you will get errors in your map-server
A check can look like this
input @NAME$;
if(isloggedin(getcharid(3,@NAME$))==0) goto L_Notlogged;
.........
L_Notlogged:
mes "That person is not logged in";
close;
Return to the table of contents
*setmapflagnosave "<map name>","<alternate map name>",<x>,<y>;
This command sets the 'nosave' flag for the specified map and also gives an
alternate respawn-upon-relogin point.
It does not make a map impossible to make a savepoint 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.
Return to the table of contents
*setmapflag "<map name>",<flag>;
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, mf_nopvp), WoE behavior (mf_gvg,mf_gvg_noparty), ability to use
skills or open up trade deals (mf_notrade, mf_noskill, mf_noicewall), current
weather effects (mf_snow, mf_fog, mf_sakura, mf_leaves, mf_rain, mf_clouds,
mf_fireworks) and whether day/night will be in effect on this map (mf_indoors).
Return to the table of contents
*emotion <emotion number>;
This command makes the NPC object display an emoticon sprite above their own as
if they were a player doing that emotion. For a full list of emotion numbers,
see 'db/const.txt' under 'e_'. The inobvious ones are 'e_what' (a question mark)
and 'e_gasp' (the exclamation mark).
Return to the table of contents
*maprespawnguildid "<map name>",<guild id>,<flag>;
This command goes through the specified map and for each player and monster
found there does stuff.
Flag is a bitmask (add up numbers to get effects you want)
1 - warp all guild members to their savepoints.
2 - warp all non-guild members to their savepoints.
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 all intruiders out).
Characters not belonging to any guild will warp out regardless of the flag setting.
For examples, check the WoE scripts in the distribution.
Return to the table of contents
*agitstart;
*agitend;
These two commands will start and end War of Emperium.
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:' events to run everywhere, respectively, and setting a so-called
'agit_flag' which also doesn't do much interesting itself. 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.
Return to the table of contents
*agitcheck(0)
*agitcheck 1;
These function and command will let you check whether the server is currently in
the War of Emperium mode. (that is, if 'agit_flag' is set. Even if it is set,
doesn't mean that there's even one map in GVG mode somewhere) Calling
'agitcheck' as a function (the argument must be zero) will return 1 if WoE is on
and 0 if it isn't. Running 'agitcheck' as a command will instead set a local
variable @agit_flag to 1 if the server is in WoE mode and 0 if it isn't.
Return to the table of contents
*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.gat",1);
Return to the table of contents
*getcastledata("<map name>",<type of data>)
*setcastledata "<map name>",<type of data>,<value>;
This function returns the castle ownership information for the castle referred
to by it's map name. Castle information stored in 'save\castle.txt' for the TXT
version of the server and in 'guild_castle' table for the SQL version.
Valid types of data are:
0 - Will make the map server request the castle data from the char server, and
always return 0. This, apparently, will also cause indirectly the execution
of an 'OnAgitInit:' event mentioned at the beginning of this document.
1 - Guild ID
2 - Castle Economy score.
3 - Castle Defence score.
4 - Number of times the economy was invested in today.
5 - Number of times the defence was invested in today.
9 - Will return 1 if a Kafra was hired for this castle, 0 otherwise.
10 - Is 1 if the 1st guardian is present (Soldier Guardian)
11 - Is 1 if the 2nd guardian is present (Soldier Guardian)
12 - Is 1 if the 3rd guardian is present (Soldier Guardian)
13 - Is 1 if the 4th guardian is present (Archer Guardian)
14 - Is 1 if the 5th guardian is present (Archer Guardian)
15 - Is 1 if the 6th guardian is present (Knight Guardian)
16 - Is 1 if the 7th guardian is present (Knight Guardian)
17 - Is 1 if the 8th guardian is present (Knight Guardian)
18-25 types of data will return current hit point values for guardians 1-8
respectively.
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. Data type of 0 won't do
anything, obviously.
Return to the table of contents
*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.
Return to the table of contents
*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.
Return to the table of contents
*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.
Return to the table of contents
*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 SVN 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.
Return to the table of contents
*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 SVN, which prevents the cases of multi-spouse problems). It will return
1 upon success or 0 if the character was not married at all.
This function will also destroy both wedding rings and send a message to both
players, telling them they are now divorced.
Return to the table of contents
*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.
Return to the table of contents
*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!";
Return to the table of contents
*warppartner("<map name>",<x>,<y>);
This function will find the invoking character's marriage partner, if any, and
warp them to the map and coordinates given. Go kidnap that spouse. :) It will
return 1 upon success and 0 if the partner is not online, the character is not
married, or if there's no invoking character (no RID). 0,0 will, as usual,
normally translate to random coordinates.
Return to the table of contents
*adopt "<parent name>","<parent name>","<novice name>";
*adopt("<parent name>","<parent name>","<novice name>");
This command will set up a novice as a baby of a married couple. All three are
referred to by character name. The correct variables are set on all three
characters in the same call. The command will unequip anything the novice has
equipped and make them a Job_Baby class, as well as send them a 'your job has
been changed' message.
Beware of calling this from inside a 'callfunc' function, cause upon successful
adoption, this command returns a zero, as if it were a function. This is likely
to screw up execution of a 'return' command. You may try to call it as a
function instead, but it doesn't return anything upon an error, which may also
cause script execution to throw up errors.
Nothing will happen (and nothing will be returned either) if either future
parent is below base level 70 and/or if any of the three characters is not found
online.
Return to the table of contents
*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 eAthena, stores an english name
the players would normally see on screen.)
Return to the table of contents
*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 successfuly
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.
Return to the table of contents
*getexp <base xp>,<job xp>;
This command will give the invoking character a specified number of base and job
experience points. Can be used as a quest reward. Negative amounts of experience
were not tested but should work.
getexp 10000,5000;
You can also use the "set" command with the constants defined in 'db/const.txt':
// These 2 combined has the same effect as the above command
set BaseExp,BaseExp+10000;
set JobExp,JobExp+5000;
You can also reduce the ammount of experience points:
set BaseExp,BaseExp-10000;
Return to the table of contents
*getinventorylist;
This command sets a bunch of arrays with a complete list of whatever the
invoking character has in their 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[] - whether the item is equipped or not.
@inventorylist_refine[] - for how much it is refined.
@inventorylist_identify[] - whether it's refined.
@inventorylist_attribute[] - whether it is broken.
@inventorylist_card1[] - These four arrays contain card data for the items.
@inventorylist_card2[] These data slots are also used to store names
@inventorylist_card3[] inscribed on the items, so you can explicitly check
@inventorylist_card4[] if the character owns an item made by a specific
craftsman.
@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 local and numeric.
Return to the table of contents
*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.
Return to the table of contents
*clearitem;
This command will destroy all items the invoking character has in their
inventory. (that includes equipped items) It will not affect anything else, like
storage or cart.
Return to the table of contents
*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 SVN revision.
Return to the table of contents
*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.
Return to the table of contents
*soundeffect "<effect filename>",<number>
*soundeffectall "<effect filename>",<number>
These two commands will play a sound effect to either the invoking character
only 'soundeffect' or everyone around ('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 of the wav in GRF. It must have an extension.
It's not quite certain what the number actually does, it is sent to the client
directly, probably it determines which directory of the GRF the effect is played
from - the sound effect type. 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.
You can add your own effects this way, naturally.
Return to the table of contents
*mapwarp "<from map>","<to map>",<x>,<y>;
This command will collect all characters located on the From map and warp them
wholesale to the same point on the To map, or randomly distribute them there if
the coordinates are zero. "Random" is understood as a special To map name and
will mean randomly shuffling everyone on the same map.
Return to the table of contents
*mobcount("<map name>","<event label>")
This function will count all the monsters on the specified map that have a given
event label and return the number or 0 if it can't find any. Naturally, only
monsters spawned with 'monster' and 'areamonster' script commands can be like
this.
However, apparently, if you pass this function an empty string for the event
label, it should return the total count of normal permanently respawning
monsters instead. With the current dynamic mobs system, 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.
Return to the table of contents
*strmobinfo(<type>,<monster id>);
This function will return information about a monster record in the database, as
per 'db/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.
Return to the table of contents
*guardianinfo(<guardian number>)
This function will return the current hit point value for the specified guardian
number, if such guardian is currently installed. This function will only work if
the invoking character is on a castle map, and will refer only to the guardians
of that castle, regardless of anything else, i.e. whether the character is a
member of the guild owning the castle, etc, etc.
If no guardian is installed in this slot, the function will return -1.
Return to the table of contents
*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' OR 'petpetskillattack2' and 'petskillsupport' OR 'petheal' at
the same time. 'petheal' is deprecated and is no longer used in the default pet
scripts.
*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>;
*petheal <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/skill_db.txt'.
'petheal' works the same as 'petskillsupport' but has the skill ID hardcoded to
28 (Heal). This command is deprecated.
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>,<skill level>,<rate>,<bonusrate>;
*petskillattack2 <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>;
These two commands 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'.
'petskillattack2' will make the pet cast the skill with a fixed amount of damage
inflicted and the specified number of attacks.
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 occuring 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 abovementioned commands will only be exibited if
the pet is loyal and appropriate configuration options are set in
'battle_athena.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.
Return to the table of contents
*skilleffect <skill id>,<number>;
This command will display the visual and sound effects of a specified skill (see
'db/skill_db.txt' for a full list of skills) on the invoking character's sprite.
Nothing but the special effects and animation will happen. If the skill's normal
effect displays a floating number, the number given will float up.
// This will heal the character with 2000 hp, buff with
// Bless 10 and Increase AGI 5, and display appropriate
// effects.
mes "Blessed be!";
skilleffect 28,2000;
heal 2000,0;
skilleffect 34,0;
// That's bless 10.
sc_start 10,240000,10;
skilleffect 29,0;
// That's agi 5
sc_start 12,140000,5;
Return to the table of contents
*specialeffect <effect number>;
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.)
Return to the table of contents
*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.
Return to the table of contents
*gmcommand "<character name>:<command line>";
*atcommand "<character name>:<command line>";
*charcommand "<character name>:<command line>";
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.
The first form, 'gmcommand' existed pre-SVN2177, after that, it was replaced by
two different commands, one 'atcommand', for the commands that start with '@',
the other, 'charcommand', for the commands that start with '#' and affect other
characters. (You can configure this second symbol to be something else, so it
might be different for you.)
Even though the character name and the ':' are not used for anything whatsoever,
it is required to give them in this command because it is processed exactly as
if typed from the keyboard, and that is how it will arrive into the processing
function if it is typed from the keyboard. The character name given must be the
same length as the name of the invoking character object, although nothing else
is required of it.
// This will ask the invoker for a character name and then use the '@nuke'
// GM command on them, killing them mercilessly.
input @player$;
atcommand strcharinfo(0)+":@nuke "+@player$
This command has a lot of good uses, I am sure you can have some fun with this
one.
Return to the table of contents
*npctalk "<message>";
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";
Return to the table of contents
*hasitems(0)
This function will return 1 if the invoking character has anything at all in
their inventory and 0 if they do not. Even though the argument is not used for
anything, it is required.
Return to the table of contents
*getlook(<type>)
This function will return the number for the current look value of the invoking
character 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. :)
Return to the table of contents
*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 savepoints.
Available information types are:
0 - Map name (a string)
1 - X coordinate
2 - Y coordinate
Return to the table of contents
*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. (see 'npc/custom/devnpc.txt' for an example
of such usage)
'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.
'npcstop' will stop the motion.
While in transit, the NPC will be clickable, but invoking it will cause it to
stop motion, 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.
Return to the table of contents
*getmapxy("<variable for map name>",<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.
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.gat,164,301,3| |script| |Meh| |730,{
mes "My name is Meh. I'm here so that Nyah can find me.";
close;
}
prontera.gat,164,299,3| |script| |Nyah| |730,{
mes "My name is Nyah.";
mes "I will now search for Meh all across the world!";
if (getmapxy(@mapname$,@mapx,@mapy,1,"Meh")!=0) goto Notfound;
mes "And I found him on map "+@mapname$+" at X:"+@mapx+" Y:"+@mapy+" !";
close;
Notfound:
mes "I can't seem to find Meh anywhere!";
close;
}
Notice that NPC objects disabled with 'disablenpc' will still be located.
Return to the table of contents
*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.
Return to the table of contents
*skilluseid <skill>,<level>;
*doskill <skill>,<level>;
*skillusepos <skill>,<level>,<x>,<y>;
These commands will cause the invoking character to use a specified skill at the
specified level, as if they had that skill, with their current level and stats.
If the skill involves targeting a character, no targeting pointer will come up -
the invoking character will automatically be the skill target.
'doskill' is an alias for 'skilluseid'.
'skillusepos' will specify a target map square for the skill to be used. If that
skill is an area effect skill, it will be centered at the square specified. It
will not work if the skill is supposed to be targeted on character or monster.
Return to the table of contents
*logmes "<message>";
This command will write the message given to the map server npc log file, as
specified in 'conf/log_athena.conf'. In the TXT version of the server, the log
file is 'log/npclog.log' by default. In the SQL version, if SQL logging is
enabled, the message will go to the 'npclog' table, otherwise, it will go to the
same log file.
If logs are not enabled, nothing will happen.
Return to the table of contents
*summon "<monster name>",<mob id>{,"<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 Homonuculus' will be displayed centered on the
invoking character.
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;
Return to the table of contents
*isnight()
*isday()
These functions will return 1 or 0 depending on whether the server is in night
mode or day mode. 'isnight' returns 1 if it's night and 0 if it isn't, 'isday'
the other way around. They can be used interchangeably, pick the one you like
more:
// These two are equivalent:
if (isday()) mes "I only prowl in the night.";
if (isnight()!=1) mes "I only prowl in the night.";
Return to the table of contents
*isequipped(<card id>{,<card id>{,<card id>{,<card id>}}})
This function will return 1 if the invoking character has all of the card item
IDs given inserted into slots in the equipment they are currently wearing at the
same time. Up to 4 cards may be tested for at the same time.
If even one of the cards given is not both inserted and worn, 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?";
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.
Return to the table of contents
*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?";
Return to the table of contents
*getrefine()
This function will return the number of plusses the weapon currently equipped on
the invoking character has been refined for.
While this function was meant for item scripts, it will work outside them:
if (getrefine()==10) mes "Wow. That's a murder weapon.";
Return to the table of contents
*day;
*night;
These two commands will switch the entire server between day and night mode.
Depending on the configuration, it may cause differing client effects. If your
server is set to cycle between day and night, it will eventually return to that
cycle.
This example will set the night time to start at 03 AM and end at 08 AM, and the
nighttime will persist if the server restarts during the night, if the automated
day/night switching is turned off in the configuration files. Figure it out on
your own:
-| |script| |DayNight| |-1,{
end;
OnClock0300:
OnClock0800:
OnInit:
set $@minutesfrommidnight, gettime(3)*60+gettime(2);
set $@night_start, 180; // 03:00
set $@night_end, 480; // 08:00
if ($@minutesfrommidnight>=$@night_start &&
$@minutesfrommidnight<$@night_end) goto StartNight;
goto StartDay;
StartNight:
night;
end;
StartDay:
day;
end;
}
Return to the table of contents
*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.
Return to the table of contents
*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 ID 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.
4 - Pet friendly level (intimacy score). 1000 is full loyalty.
3 - Pet hungry level. 100 is completely full.
Return to the table of contents
*jump_zero (<condition>),<label>;
This command works kinda like an 'if'+'goto' combination in one go. (See 'if').
If the condition is false (equal to zero) this command will immediately jump to
the specified label like in 'goto'.
While 'if' is more generally useful, for some cases this could be an
optimisation.
Return to the table of contents
*select("<option>"{,"<option>"..."<option>"})
This function is a handy replacement for 'menu' for some specific cases where
you don't want a complex label structure - like, for example, asking simple yes-
no questions. 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', this command has a problem with empty strings - if some of the
option strings given to it are empty, you won't be able to tell which one the
user really picked. The number it returns will only make sense if all the empty
strings are last in the list of options.
Return to the table of contents
*getmapmobs("<map name>")
This function will return the total count of monsters currently located on the
specified map. If the map name is given as "this", the map the invoking
character is on will be used. If the map is not found, or the invoker is not a
character while the map is "this", it will return -1.
Return to the table of contents
*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. (Which is a good thing.)
Return to the table of contents
*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. Default compilation and most binary distributions
aren't, which is probably bad, since these, while complex to use, are quite
fascinating.
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 organised 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 it's place.
Using regular expressions is high wizardry. But with this high wizardry comes
unparallelled 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/
For an example of this in use, see 'npc\custom\eliza.txt'.
With this you could, for example, automagically punish players for asking for
zeny in public places, or alternatively, automagically give them zeny instead if
they want it so much.
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*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.
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*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.
Items that may not be equipped may NOT be inscribed with a name with this
function. Which is why this is a function which will return a value - 1 if an
item was successfully created and 0 if it wasn't for whatever reason. Like
'getitem' this function will also take an 'english name' from the itemdb
database as an item name and will return 0 if nothing is found.
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*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.
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*fakenpcname "<npc object name>","<npc display name>",<npc sprite id>
This function will change the specified NPC object's display name to the one you
give. While the name the players will see will now be different, the real object
name the NPC has will stay the same, so you can still adress it with events as
you did before.
The sprite used for the NPC will be changed to the one you specify as well, to
keep it the same, specify the sprite you originally used when defining the NPC
object.
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*warpparty "<map name>",<X>,<Y>,<Party ID>
*warpguild "<map name>",<X>,<Y>,<Guild ID>
Allow you to warp everyone inside a specific party/guild to another place
Like the normal 'warp' command there are some special things you can put in
the map name for added effects
"Random" - Will warp everyone to a random location on thier current map
"SavePoint" - Will take everyone in the party/guild to the save point of the
person who activated this command
"SavePointAll" - Will take everyone in the party/guild back to there own save
point
To find the Party/Guild ID you can use 'getcharid'
warpparty "prontera.gat",150,150,getcharid(1);
getcharid(1) will return the party ID of the person who activate the command
Preseting a party ID as a Variable will work too, and also the rare occasion
where you might just state the number, but I dont see that coming up
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