1 | ---> PC Command List |
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2 | ------> Here's a list of scripts that can be triggered by PC actions and what they do. |
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3 | ------> Configuration is found at conf/script_athena.conf |
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4 | ------> There are two methods to define the script to be use (event_script_type) |
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5 | ------> 0 - By NPC. There has to be an NPC named in the same manner as the event |
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6 | ------> 1 - By Label. Every label from every NPC with the event name will be |
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7 | executed (note that in this case the event HAS to start with the |
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8 | word 'On', eg: 'OnPCBaseLvUpEvent:') |
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9 | |
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10 | + PCCommand: OnPCLoginEvent |
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11 | + Code by: (davidsiaw) |
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12 | + How it works: |
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13 | When a player logs in, the NPC will run as if he just clicked it. Which means |
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14 | if the script is like this: |
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15 | |
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16 | + Sample: |
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17 | prontera,0,0,0 script OnPCLoginEvent -1,{ |
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18 | mes "lmao"; |
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19 | close; |
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20 | } |
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21 | |
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22 | + Explaination: |
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23 | every player who logs in will receive a message 'lmao' in their face as soon |
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24 | as they can see the map. |
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25 | |
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26 | + Note: |
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27 | 1) The name of the NPC has to match the one specified in scripts_athena.conf |
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28 | 2) I made it invisible because you don't need to see it. Its an abstract NPC |
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29 | 3) If you don't want it, simply delete it |
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30 | 4) If you have more than one only the first found will be execute (when using |
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31 | event_script_type 0) |
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32 | 5) You can put this script in ANY file. |
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33 | 6) I put an end; there because that just makes it do nothing. |
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34 | 7) Modify this script to your liking and give your players a surprise |
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35 | 8) Remember: IT RUNS LIKE A NORMAL NPC. BUT THE ONLY WAY TO 'CLICK' IT IS BY |
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36 | LOGGING ON |
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37 | 9) There are 2 ways to use this - check the examples below! |
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38 | |
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39 | ----------------------------------------------------------------------------- |
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40 | |
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41 | + PCCommand: OnPcBaseLvUpEvent |
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42 | + Code by: lordalfa |
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43 | + How it works: |
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44 | When a player Base level increases, the NPC will run as if he just clicked it. Which means |
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45 | if the script is like this: |
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46 | |
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47 | + Sample: |
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48 | - Script OnPCBaseLvUpEvent -1,{ |
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49 | mes "zomfg...."; |
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50 | close; |
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51 | } |
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52 | |
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53 | + Explanation: |
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54 | whenever a player level ups his/her base level, the words zomfg will pop up |
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55 | in his face. |
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56 | |
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57 | + Note: |
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58 | 1) This script runs every moment the player gains a level. It is adviced if |
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59 | you want to repeatedly use this script, to use a sort of filter. |
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60 | 2) If a player gains multiple levels from a single kill, the script will be |
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61 | only called once at the end. |
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62 | |
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63 | ----------------------------------------------------------------------------- |
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64 | |
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65 | + PCCommand: OnPcJobLvUpEvent |
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66 | + Code by: lordalfa |
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67 | + How it works: |
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68 | It's exactly the same as OnPcBaseLvUpEvent, except it triggers when leveling job. |
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69 | |
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70 | ----------------------------------------------------------------------------- |
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71 | |
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72 | + PCCommand: OnOnNPCKillEvent |
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73 | + Code by: lordalfa |
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74 | + How it works: |
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75 | When a player kills a monster, the NPC will run as if he just clicked it. Which means |
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76 | if the script is like this: |
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77 | |
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78 | + Sample: |
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79 | - script OnNPCKillEvent -1,{ |
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80 | mes "Holy shit"; |
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81 | close; |
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82 | } |
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83 | |
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84 | + Explaination: |
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85 | whenever a player kills a monster on the map, the words "Holy Shit" will appear |
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86 | on the guy's face. |
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87 | |
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88 | + Note: |
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89 | 1) This script runs everytime a player kills a monster It is adviced if |
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90 | you want to repeatedly use this script, to use a sort of filter. |
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91 | 2) The var "KilledRid" is set on the killer, this can be used in |
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92 | strmobinfo to find out info about the Monster that was killed |
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93 | ----------------------------------------------------------------------------- |
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94 | |
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95 | + PCCommand: OnPCKillEvent |
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96 | + Code by: zbuffer aka Lance |
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97 | + How it works: |
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98 | It is exactly the same as OnNPCKillEvent, except it triggers when a player kills another player. |
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99 | |
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100 | ----------------------------------------------------------------------------- |
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101 | |
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102 | + PCCommand: OnPCLoadMapEvent |
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103 | + Code by: zbuffer aka Lance |
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104 | + How it works: |
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105 | When a player logs in on the map, the NPC will run as if he just clicked it. Which means |
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106 | if the script is like this: |
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107 | |
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108 | + Sample: |
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109 | prontera,159,192,2 script OnPCLoadMapEvent 101,{ |
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110 | mes "Holy shit"; |
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111 | close; |
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112 | } |
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113 | |
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114 | ----or---> |
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115 | |
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116 | OnPCLoadMapEvent: |
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117 | announce " " strcharinfo(0) + " has changed map!", 16; |
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118 | end; |
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119 | |
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120 | + Note: |
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121 | 1) Both types will execute regardless of map. |
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122 | 2) The event will only trigger on maps where you enable the 'loadevent' mapflag. |
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123 | |
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124 | ----------------------------------------------------------------------------- |
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125 | |
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126 | + PCCommand: OnPCDieEvent |
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127 | + Code by: Unknown |
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128 | + How it works: |
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129 | When a player dies, the event will be run as if a npc were clicked. The RID of the person killed |
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130 | will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map. |
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131 | Notice that this event is server-wide if used as a floating npc, so if you try running it for |
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132 | more than one map, and want to make a single npc, you'll have to use some sort of filter, which |
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133 | can be getmapxy, something like this: |
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134 | |
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135 | - script PCDieEvent -1,{ |
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136 | if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; |
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137 | if (@mapname$ == "valkyrie") || (@mapname$ == "amatsu") { |
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138 | killmonster "valkyrie","All"; |
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139 | announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; |
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140 | if (killtest != 0) enablenpc "Outern Voices"; |
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141 | if (killedonce == 1) end; |
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142 | set killedonce,1; |
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143 | } else |
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144 | end; |
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145 | |
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146 | L_Finish: |
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147 | end; |
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148 | } |
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149 | |
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150 | ----or----> |
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151 | |
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152 | OnPCDieEvent: |
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153 | if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; |
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154 | if (@mapname$ == "valkyrie") || (@mapname$ == "amatsu") { |
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155 | killmonster "valkyrie","All"; |
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156 | announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; |
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157 | if (killtest != 0) enablenpc "Outern Voices"; |
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158 | if (killedonce == 1) end; |
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159 | set killedonce,1; |
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160 | } else |
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161 | end; |
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162 | |
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163 | L_Finish: |
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164 | end; |
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165 | |
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166 | We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the |
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167 | map. We could also use the command to find if the player died inside a wished area. |
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168 | |
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169 | ----------------------------------------------------------------------------- |
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