Crystal of Forgotten Time (Area 2) ( Forgotten_Crystal_2 )
| ID 102796 |
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Prix d'achat: zeny | Prix de vente: 0 zeny | Poids: 3 | Emplacements: Non spécifié | ||||||||||||||||||||||||||||||||||||||||
| Type: Objet utilisable. | Sous-type: Non spécifié | Genre: Les deux | Lieux: Non spécifié | |||||||||||||||||||||||||||||||||||||||||
| Attaque: Non spécifié | Attaque magique: Non spécifié | Portée: Non spécifié | Défense: Non spécifié | |||||||||||||||||||||||||||||||||||||||||
| Niveau d'arme: Non spécifié | Niveau d'armure: Non spécifié | Niveau d'équipement min.: Non spécifié | Niveau d'équipement max.: Non spécifié | |||||||||||||||||||||||||||||||||||||||||
| Affûtage: Non spécifié | Améliorable: Non spécifié | Élément: Neutre | Classes: Non spécifié | |||||||||||||||||||||||||||||||||||||||||
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Tous Non spécifié
Drapeaux
Empilement
Non spécifié
Utilisation
Commerce
Délai
Non spécifié
if (strcharinfo(3) == "for_dun02")
warp "for_dun02",0,0;
else {
specialeffect2 EF_FREEZING;
showscript "It doesn't seem to have any effect here.", playerattached(), SELF;
}
Références du Script
if
Commande
if
Signature:
Description:
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.
For more information on conditional operators see the operators section above.
bothering to store it in a specific variable:
More examples of using the 'if' command in the real world:
Example 1:
Example 2:
Notice that examples 1 and 2 have the same effect.
Example 3:
Example 4:
Example 5:
See 'strcharinfo' for an explanation of what this function does.
Example 6: Using complex conditions.
The script engine also supports nested 'if' statements:
If the condition isn't met, it'll do the action following the 'else'.
We can also group several actions depending on a condition:
Remember that if you plan to do several actions upon the condition being false, and
you forget to use the curly braces (the { } ), the second action will be executed regardless
the output of the condition, unless of course, you stop the execution of the script if the
condition is true (that is, in the first grouping using a return; , and end; or a close; )
Also, you can have multiple conditions nested or chained.
Exemple:
strcharinfo
Commande
strcharinfo
Signature:
Description:
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.
3 - The name of the map the character is in.
If a character is not a member of any party or guild, an empty string will be
returned when requesting that information.
warp
Commande
warp
Signature:
Description:
This command will take the invoking character or <char id>, if specified, to the specified map, and if
wanted, specified coordinates too, but these can be random.
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:
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 save point.
Exemple:
specialeffect2
Commande
specialeffect2
Signature:
Description:
This command behaves identically to 'specialeffect', but the effect will be
centered on the invoking character's sprite.
<Player name> parameter will display <effect number> on another Player than the
one currently attached to the script. Like with specialeffect, when specifying
a player, <send_target> must be supplied, specifying AREA will retain the default
behavior of the command.
showscript
Commande
showscript
Signature:
Description:
Makes attached player or GID says a message like shouting a skill name, the message
will be seen to everyone around but not in chat window.
flag: Specify target
AREA - Message is sent to players in the vicinity of the source (default).
SELF - Message is sent only to player attached.
playerattached
Commande
playerattached
Signature:
Description:
Returns the ID of the player currently attached to the script. It will return
0 if no one is attached, or if the attached player no longer exists on the map
server. It is wise to check for the attached player in script functions that
deal with timers as there's no guarantee the player will still be logged on
when the timer triggers. Note that the ID of a player is actually their
account ID.
Non spécifié Références du ScriptAucune référence documentée n’a été détectée dans ce script. Non spécifié Références du ScriptAucune référence documentée n’a été détectée dans ce script. Non spécifié Non spécifié Non spécifié Non spécifié Non spécifié Non spécifié Non spécifié Non spécifié Non spécifié |
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