Development:TmwAthena Scripting Reference/unstable/magic-v3: Difference between revisions
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[[Scripting Basics]] - [[Scripting Standards]] - [[Scripting Reference]] | [[Scripting Basics]] - [[Scripting Standards]] - [[Scripting Reference]] | ||
For questions feel free to contact us on [https:// | For questions feel free to contact us on [https://web.libera.chat/?channels=#themanaworld-dev IRC] and/or on our [https://forums.themanaworld.org forum]. | ||
</div> | </div> | ||
| Line 119: | Line 119: | ||
</pre> | </pre> | ||
Display a line of text to the player. If a dialog box is not already open for the attached NPC, one will be created. | Display a line of text to the player. If a dialog box is not already open for the attached NPC, one will be created. | ||
If you need to include the '''"''' character inside the message, (especially for dialogs) insert it as '''\"'''. | If you need to include the '''"''' character inside the message, (especially for dialogs) insert it as '''\"'''. | ||
| Line 127: | Line 125: | ||
'''Example''': | '''Example''': | ||
mes "[Me Myself]"; | mes "[Me Myself]"; | ||
mes | mes; | ||
mes "(I clear my throat)" | mes "(I clear my throat)" | ||
mes | mes; | ||
mes "\"I start talking here, and don't close the quotation marks, because I'm not yet done talking."; | mes "\"I start talking here, and don't close the quotation marks, because I'm not yet done talking."; | ||
mes "And start a new line, but without new quotation marks."; | mes "And start a new line, but without new quotation marks."; | ||
| Line 805: | Line 803: | ||
* '''0x10''' the source can attack the target. note: <i>0x10</i> in hexadecimal is <i>16</i> in decimal, not <i>10</i> | * '''0x10''' the source can attack the target. note: <i>0x10</i> in hexadecimal is <i>16</i> in decimal, not <i>10</i> | ||
* '''0x20''' the target is in the line of sight of the source. note: <i>0x20</i> in hexadecimal is <i>32</i> in decimal, not <i>20</i> | * '''0x20''' the target is in the line of sight of the source. note: <i>0x20</i> in hexadecimal is <i>32</i> in decimal, not <i>20</i> | ||
=== get === | |||
<pre> | |||
get(variable or param, being id or name) | |||
</pre> | |||
Allows to get a variable or param from another player, a mob or a npc. Useful to do things like <i>get(Hp, @mobID)</i> | |||
=== min === | |||
<pre> | |||
min(number, number) | |||
</pre> | |||
returns the smallest number of the two | |||
=== max === | |||
<pre> | |||
max(number, number) | |||
</pre> | |||
returns the biggest number of the two | |||
=== pow === | |||
<pre> | |||
pow(number, exponent) | |||
</pre> | |||
returns the <i>number</i> at the power of <i>exponent</i>. | |||
=== sqrt === | |||
<pre> | |||
sqrt(number) | |||
</pre> | |||
returns the square root of <i>number</i>. | |||
=== cbrt === | |||
<pre> | |||
cbrt(number) | |||
</pre> | |||
returns the cubic root of <i>number</i>. | |||
=== elttype === | |||
<pre> | |||
elttype(being id) | |||
</pre> | |||
returns the element type of the being | |||
=== eltlvl === | |||
<pre> | |||
eltlvl(being id) | |||
</pre> | |||
returns the element level of the being | |||
== Unsorted Commands == | == Unsorted Commands == | ||
Latest revision as of 03:56, 27 March 2024
<metakey>Script Language, Code, Source, eAthena Script, AST</metakey> <metadesc>The Mana World Scripting Language Reference</metadesc>
TMW's scripting wiki pages:
Scripting Basics - Scripting Standards - Scripting Reference
For questions feel free to contact us on IRC and/or on our forum.
This page is a reference for commands believed to work in the eAthena scripting language still used by tmwAthena.
Note: A number of problematic commands have been removed from this list, but not all commands have been tested.
Language Commands[edit]
These are command that are closely tied to the language itself.
goto[edit]
goto L_1;
Unconditionally jump to a label. Often used in an "if" body.
callsub[edit]
callsub S_labelname;
Jump to the given label. When the "return" statement is executed, continue on the next line.
It might also be possible to use this as a function, if the form of return with a value is used, but we use temporary variables instead.
callfunc[edit]
callfunc "function_name";
Jump to the given function script. When the "return" statement is executed, continue on the next line of this script.
It might also be possible to use this as a function, if the form of return with a value is used, but we use temporary variables instead.
"return" is broken if this is used from within an if(). If you need a conditional callfunc, first goto a label.
return[edit]
return;
Return from this script or sublabel to the calling function.
It is unknown what happens if this is used from the top-level script, use "close" or "end" instead.
set[edit]
set variable, expression;
Very common command, to set variables.
setarray[edit]
setarray arrayvariable, val1, val2, ...;
Set elements of an array. Previous elements are not cleared. At most 128 elements can be assigned.
It is currently possible, but deprecated, to specify a (zero-based) array index to start at the given part of an array. It's pretty amazing that that code works anyway.
Remember that there are no permanent arrays, only temporary.
cleararray[edit]
cleararray variable, value, count;
Fill an array with "count" copies of "value".
getarraysize[edit]
getarraysize variable;
Get the size of an array. Returns 1 even when empty.
The size of an array is simply one more than the index of the last nonzero integer or nonempty string.
WARNING: most functions that set an array do not bother to clear out high indices. You should almost always use an explicitly-provided size instead.
getelementofarray[edit]
arrayname[index_expr]
returns index_expr of that array.
if[edit]
if (condition) condition_command [conditional_command_args, ...];
If condition is zero, do nothing. Else, evaluate the conditional command.
The only thing special about the if command is the lack of commas during parsing (from my reading this is only a warning?). During execution it is perfectly normal.
Note: you must not use a callsub or callfunc as conditional_command.
end[edit]
end;
Stop executing the script.
Don't use this if you have opened a dialog to the player, use "close" instead. Or, use "close2" and *then* "end".
debugmes[edit]
debugmes "string"
Print a message to stdout.
Message Commands[edit]
These are commands for dialog or one-way chat with players.
mes[edit]
mes "string";
Display a line of text to the player. If a dialog box is not already open for the attached NPC, one will be created.
If you need to include the " character inside the message, (especially for dialogs) insert it as \". When doing several messages without a next; in between, there should be only a single \" at the beginning and the end each.
Example:
mes "[Me Myself]"; mes; mes "(I clear my throat)" mes; mes "\"I start talking here, and don't close the quotation marks, because I'm not yet done talking."; mes "And start a new line, but without new quotation marks."; mes "Here I stop talking, so I close the quotation marks.\"";
gives: [Me Myself]
(I clear my throat)
"I start talking here, and don't close the quotation marks, because I'm not yet done talking.
And start a new line, but without new quotation marks.
Here I stop talking, so I close the quotation marks."
next[edit]
next;
Stop the script until the user presses "Next" in the dialog.
close[edit]
close;
Stop executing the script and give the user a "Close" button in the dialog.
close2[edit]
close2;
Stop the script until the user presses the "Close" button in the dialog, then keep executing the script.
WARNING: unlike close, this command is a blocking command, the usual caveats apply.
[edit]
menu
"option 1", L_1,
"option 2", L_2;
Display a list of choices to the player, then branch to the specified label.
Additionally, the temporary variable "@menu" is set to the 1-based index of the choice.
The options must not contain the character ":", as the protocol uses it as a separator.
input[edit]
input variable_name;
Input an integer or string to the given variable, depending on whether has the '$' string postfix.
The implementation allows variable_name to be omitted if input is an integer, in case l14 is used. Don't use this.
announce[edit]
announce "message", flag;
Do a GM message.
If flag & 0xF == 0 forward it to all map servers. If flag & 0x8, message is from the OID (NPC? usually?) rather than the RID (player).
If (flag & 0x7) == 1, send to all on map. If (flag & 0x7) == 2, send to all in line of sight. If (flag & 0x7) == 3, send to self only. If (flag & 0x7) == anything else, send to all clients.
mapannounce[edit]
mapannounce "mapname", "message", flag;
Send an announcement to all players in map.
Only flag & 0x10 is interpreted, which does not work with the Mana client. So, flag must be 0.
message[edit]
message "player", "message";
Display (in chat) a message from the server to a single user.
npctalk[edit]
npctalk "message";
Make an NPC say something publicly.
Note: in many cases areaannounce is a better choice.
Character Commands[edit]
These have to do with attributes of the player.
setlook[edit]
setlook type, value;
Set an aspect of a character's appearance. Used e.g. by the barber.
There are constant provided for the LOOK type, and for hair color and hair style.
heal[edit]
heal hp, sp[, boolean];
Increase or decrease the player's hp and sp. Add ,1 at the end to make it heal gradually.
readparam[edit]
readparam(type[, "playername"])
Return one of the core parameters of a player.
type is one of the bCamelCase constants, see db/const.txt
getcharid[edit]
getcharid(type[ "playername"])
Get an id of the attached (or given) player.
Type is: 0: char id 1: party id 2: guild id (deprecated) 3: account id
You usually want 3.
strcharinfo[edit]
strcharinfo(num)
Return string information about an account: num==0: name num==1: party name num==2: guild name (deprecated)
sc_start[edit]
sc_start type, tick, val1[, beingid];
Apply a status effect to a player (or monster?).
type is one of the sc_* constants.
sc_end[edit]
sc_end type;
Immediately end status effect on current player.
sc_check[edit]
sc_check(type)
Whether a status effect is currently active.
resetstatus[edit]
resetstatus;
changesex[edit]
changesex;
Ask the login server (via the char server) to toggle this account's sex, then kick the player.
attachrid[edit]
attachrid(id)
Change the being associated with this script.
Return true if such a player is logged in.
detachrid[edit]
detachrid;
Detach the player associated with this script.
isloggedin[edit]
isloggedin(id)
Return true if the given ID is logged in.
Often you shouldn't use this, but attachrid(id) instead
marriage[edit]
marriage("otherplayer")
Marry the attached player to the other player.
Return 1 on success and 0 on failure.
divorce[edit]
divorce()
Divorce the attached player from their partner
Return 1 on success and 0 on failure.
getpartnerid2[edit]
getpartnerid2()
Return the ID of the attached player's partner (0 is none).
getexp[edit]
getexp base, job;
Increase the types of experience.
getinventorylist[edit]
getinventorylist;
Fill in some arrays of useful information: "@inventorylist_id", "@inventorylist_amount", "@inventorylist_equip".
The arrays are not cleared between calls, use "@inventory_count".
getactivatedpoolskilllist[edit]
getactivatedpoolskilllist;
Same, but only activated pool skills.
getunactivatedpoolskilllist[edit]
getunactivatedpoolskilllist;
Same, but only unactivated pool skills.
poolskill[edit]
poolskill skill_id;
Activate a poolable skill.
unpoolskill[edit]
unpoolskill skill_id;
Deactivate a poolable skill.
misceffect[edit]
misceffect type, "player_name";
misceffect type, being_id;
misceffect type;
Display a miscellaneous effect on a being.
In the third form, it will use the OID if possible, and fallback to the RID.
getlook[edit]
getlook(type)
Return part of the player's appearance: val==1: hair val==2: weapon val==3: bottom val==4: middle val==5: top val==6: hair color val==8: shield val==9: shoes
On failure, return -1.
getsavepoint[edit]
getsavepoint(type)
type==0: Return savepoint map type==1: Return savepoint x type==2: Return savepoint y
This is believed to be the only function (other than callfunc and callsub of course) that returns a different type depending on its arguments.
shop[edit]
shop "npcname";
Close the script and open the given NPC's shop.
isdead[edit]
isdead()
Return 1 if the attached player is dead, else 0.
fakenpcname[edit]
fakenpcname "name", "newname", new_sprite_id;
Change the appearance of an NPC.
Location Commands[edit]
These are commands that have to do with the location of players
warp[edit]
warp "mapname", x, y;
Warp the attached player to the given location. "mapname" may have the special values "Random", "SavePoint", and "Save" (case-sensitive), but x and y are still required.
isat[edit]
isat("mapname", x, y)
Return 1 if the attached player is at the given location, 0 otherwise.
areawarp[edit]
areawarp "src_map", x0, y0, x1, y1, "dst_map", x, y;
Warp all players in the given area to the given location. The area is of square shape which has the diagonals x0,y0 and x1,y1.
getusers[edit]
getusers(type)
Count users.
If flag & 0x8, base on OID instead of RID. If (flag & 0x7) == 0, return users on the map. If (flag & 0x7) == 1, return users on the server.
getmapusers[edit]
getmapusers("mapname")
Count users on a given map.
getareausers[edit]
getareausers("mapname", x0, y0, x1, y1, z)
Count users in an area. z can be set to 1 or be left out to check for players who are alive.
mapwarp[edit]
mapwarp "src_map", "dst_map", x, y;
Warp all players from source map to destination location.
npcwarp[edit]
npcwarp x, y, "npcname";
Move an NPC to a different location on the same map.
isin[edit]
isin("mapname", x0, y0, x1, y1)
Check if the player is in the area.
getx[edit]
getx()
Return attached player's x coordinate.
gety[edit]
gety()
Return attached player's y coordinate.
getmap[edit]
getmap()
Return attached player's current map.
Item Commands[edit]
These have to do with items or inventory.
getitem[edit]
getitem "itemname", count[, unused_argument[, playerid]];
getitem itemid, count[, unused_argument[, playerid]];
"ii**"
Grant the attached player (or the given player) "count" copies of an item.
If itemname is unrecognized you get an iten (727) instead.
- Warning
delitem: only deletes one item if applied to not-stackable item (equipment)
getitem: gives item stacked, even if it's equipment
fix: use a loop and only delete/give one item at a time
makeitem[edit]
makeitem "itemname", count, "mapname", x, y;
makeitem itemid, count, "mapname", x, y;
Drop items on the ground.
The special "mapname" value "this" means the map of the attached player.
delitem[edit]
delitem "itemname", count;
delitem itemid, count;
Remove items from the attached player's inventory.
This command is buggy if the player does not have enough of the item. And if the item is not stackable, the command will delete only one of them, even if a higher number is specified.
- Warning
delitem: only deletes one item if applied to not-stackable item (equipment)
getitem: gives item stacked, even if it's equipment
fix: use a loop and only delete/give one item at a time
countitem[edit]
countitem("itemname")
countitem(itemid)
Return the number of the given item in the player's inventory.
checkweight[edit]
checkweight("itemname", count)
checkweight(itemid, count)
Return 0 if adding "count" of the item would put player above max weight, 1 if it would still be less than max weight. Also returns 0 if item does not exist.
getequipid[edit]
getequipid(equip_point)
Return the ID of the item in the given equip slot.
equip_point is one of the equip_* constants
getequipname[edit]
getequipname(equip_point)
Return the name of the item in the given equip slot.
equip_point is one of the equip_* constants
statusup2[edit]
statusup2 bType, delta;
Permanently increase or decrease a stat.
bonus[edit]
bonus bType, delta
Temporarily increase a stat. For use in item scripts only.
skill[edit]
skill id, level[, flag = 1];
Grant a skill.
flag==0: permanent skill flag==1: temporary skill (item scripts only)
(Untested)
setskill[edit]
setskill id, level;
Grant a skill permanently.
getskilllv[edit]
getskilllv(skill)
Return the player's level of the given skill.
getgmlevel[edit]
getgmlevel()
Return the player's GM level.
getopt2[edit]
getopt2()
Return the player's opt2 flags.
setopt2[edit]
setopt2 flags;
Set the player's opt2 flags.
savepoint[edit]
savepoint "mapname", x, y;
Set the player's save point. Used e.g. by Soul Menhirs, and during the time travel quest.
openstorage[edit]
openstorage;
Open the player's storage.
getitemname[edit]
getitemname("itemname")
getitemname(itemid)
Return the name of the item, or "Unknown Item".
nude[edit]
nude;
Unequip all items.
unequipbyid[edit]
unequipbyid slot_id;
Unequip whatever is in the slot
getareadropitem[edit]
getareadropitem("mapname", x0, y0, x1, y1, "itemname"[, delitems = 0]);
getareadropitem("mapname", x0, y0, x1, y1, itemid[, delitems = 0]);
Count items on the floor in an area. If delitems, the items will be deleted as well.
Common Functions[edit]
These are not mostly not related to the RPG or the scripting language.
rand[edit]
rand(range)
rand(min, max)
In the first form, return a random number between 0 (inclusive) and range (exclusive). Return 0 if range is not positive. In the second form, return a random number between min and max, inclusive. Min and max may be swapped.
gettimetick[edit]
gettimetick(type)
Return one of the ticks
type==0 (or other): milliseconds since some point in time, wraps every 50 days. type==1: time since midnight, UTC. type==2: seconds since the epoch.
You should almost always use type 2.
gettime[edit]
gettime(type)
Get a component of the time (UTC).
1: second (0-59) 2: minute (0-59) 3: hour (0-23) 4: day of week (0-6) 5: day of month (1-31) 6: month (1-12) 7: year (1902-2038)
Timers and Events[edit]
These have to do with transfering control in ways that are not immediately obvious.
The most common ones are initnpctimer or startnpctimer, stopnpctimer, and setnpctimer.
donpcevent[edit]
donpcevent "NpcName::Event";
Manually invoke an NPC event.
addtimer[edit]
addtimer tick, "event";
Invoke an NPC event after a delay, for the attached NPC.
This command does the same thing as areatimer, but for only the attached player.
initnpctimer[edit]
initnpctimer;
Set the NPC's attached timer to tick 0 and start it.
This is equivalent to setnpctimer, 0; startnpctimer;
stopnpctimer[edit]
stopnpctimer;
Stop the NPC's attached timer.
This DOES NOT do anything about the tick. But that's okay, you should normally be starting it with initnpctimer.
startnpctimer[edit]
startnpctimer;
Start the NPC's attached timer, without setting the tick.
setnpctimer[edit]
setnpctimer tick;
Set the NPC's timer to a specific tick. Generally, this is only useful for tick 0.
getnpctimer[edit]
getnpctimer(type)
Get the current tick of an NPC's timer.
type==0: timer event tick (like setnpctimer) type==1: bool if it has a next timer. type==2: timer amount
mobcount[edit]
mobcount("mapname", "event")
Count the remaining mobs from the spawn with the given event. Has an offset of -1.
areatimer[edit]
areatimer "mapname", x0, y0, x1, y1, tick, "event";
Add a PC event timer to all players in the area.
After "tick" milliseconds, the given NPC event will fire with each player as the RID.
magic-v3[edit]
commands introduced in magic-v3. please move those to unsorted or into the appropriate categories when magic-v3 is stable.
registercmd[edit]
registercmd "command", "npc[::event]";
Fires the event when the specified command is typed into chat. If you only put the npc name (no event) it does the same as clicking the npc so you can use menus and other things that require user input.
target[edit]
target(source id, target id, flag)
Allows to check multiple things about the target at once. The source and target can by anything (player, npc, mob). The return value is a bitmasking of the tests that succeeded. The flag is a bitmasking of those bits:
- 0x01 the target is in the visible range of the source (which is source position plus and minus AREA_SIZE). This means that the source can see the target on their computer screen (providing the screen is big enough)
- 0x02 the target is in the attack range of the source (based on the calculated attack range, not the base attack range)
- 0x04 the target is walkable, the source has a clear path to target
- 0x08 not yet implemented
- 0x10 the source can attack the target. note: 0x10 in hexadecimal is 16 in decimal, not 10
- 0x20 the target is in the line of sight of the source. note: 0x20 in hexadecimal is 32 in decimal, not 20
get[edit]
get(variable or param, being id or name)
Allows to get a variable or param from another player, a mob or a npc. Useful to do things like get(Hp, @mobID)
min[edit]
min(number, number)
returns the smallest number of the two
max[edit]
max(number, number)
returns the biggest number of the two
pow[edit]
pow(number, exponent)
returns the number at the power of exponent.
sqrt[edit]
sqrt(number)
returns the square root of number.
cbrt[edit]
cbrt(number)
returns the cubic root of number.
elttype[edit]
elttype(being id)
returns the element type of the being
eltlvl[edit]
eltlvl(being id)
returns the element level of the being
Unsorted Commands[edit]
These are commands that still need sorting, please edit this page, see talk page for category (and subcategory?) suggestions.
strnpcinfo[edit]
strnpcinfo(number[, "npc"])
Returns information about the current npc or specified npc. 0 => full name. 1 => anything that comes before # in the name. 2 => anything that comes after the # in the name. 3 => map name.
getnpcx[edit]
getnpcx(["npc"])
Returns the X location of the current or specified npc.
getnpcy[edit]
getnpcy(["npc"])
Returns the Y location of the current or specified npc.
monster[edit]
monster "mapname", x, y, "string", class, count[, "event"];
Spawn monsters at a point. If you define an OnDead event using a trigger area then the event is shot only inside that area, hence the event is ignored when the monster is killed outside the trigger area.
areamonster[edit]
areamonster "mapname", x0, y0, x1, y1, "string", class, count[, "event"];
Spawn monsters in an area. If you define an OnDead event using a trigger area then the event is shot only inside that area, hence the event is ignored when the monster is killed outside the trigger area.
killmonster[edit]
killmonster "mapname", "event";
Kill monsters on a map.
Unless it is "All", "event" must match the one used at spawn time.
If "All" is given, this function properly preserves permanently respawning monsters.
enablenpc[edit]
enablenpc "name";
Enable an NPC.
disablenpc[edit]
disablenpc "name";
Disable an NPC.
setmapflag[edit]
setmapflag "mapname", flag;
Set an arbitrary mapflag.
removemapflag[edit]
removemapflag "mapname", flag;
Unset an arbitrary mapflag.
getmapflag[edit]
getmapflag("mapname", flag);
Check an arbitrary mapflag.
pvp[edit]
pvp number;
Changes the pvp channel of the attached user to the specified channel. Please only use channels above 19 as 0-19 are reserved as special channels. To remove a user from the channel simply do pvp 0;
getpvpflag[edit]
getpvpflag(number)
Gets pvp information for the attached user. 0 returns the pvp channel of the user. 1 returns true if the user is on @hide or else false.
pvpon[edit]
pvpon "mapname";
Allow PvP on a map.
pvpoff[edit]
pvpoff "mapname";
Deny PvP on a map.
emotion[edit]
emotion emote_index;
Show a smiley above the OID.
getspellinvocation[edit]
getspellinvocation("spell-identifier")
Return the #invocation used for a spell, or "...".
specialeffect[edit]
specialeffect type;
Display a special effect on the OID.
Same as "misceffect", but does not fallback when there is no OID.
specialeffect2[edit]
specialeffect2 type;
Same as "misceffect", but works when there is an OID.
gmcommand[edit]
gmcommand "@command maybe with arguments";
Run a GM command, at level 99. GM_Commands
mapexit[edit]
mapexit;
Exits the map server.
bonus2[edit]
bonus2 player, type, Amount, Tick;
Currently the only type is bHPDrainRate. This takes Amount per Tick in HPs from player.
getitemlink[edit]
getitemlink("ItemName");
Returns the Manaplus link for use in scripts [@@ID|JName@@]
npcareawarp[edit]
npcareawarp x0, y0, x1, y1, CollisionBool, "NPC Name";
Warps a NPC to somewhere within the area. If Collision Bool is set to 1 it will spawn on collision, else 0 is not on collision.
iscollision[edit]
iscollision map.gat, x, y, type;
Checks if collision is of a type. (Types will be cast as CONST in the const.txt file)
Deprecated[edit]
itemheal[edit]
This command has been merged into heal. The equivalent is :
heal Hp, Sp, true;
percentheal[edit]
This command has been completely removed. Please use inline math instead. For example to remove 30% hp you would do:
heal ((MaxHp/10) * -3), 0;
killmonsterall[edit]
This command has been deprecated and killmonster should be used instead:
killmonster "mapname", "All";
cmdothernpc[edit]
This command has been deprecated in favor of donpcevent.