<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
These are command that are closely tied to the language itself.
goto
goto L_1;
Unconditionally jump to a label. Often used in an "if" body.
callsub
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
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
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
set variable, expression;
Very common command, to set variables.
setarray
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
cleararray variable, value, count;
Fill an array with "count" copies of "value".
getarraysize
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
arrayname[index_expr]
returns index_expr of that array.
if
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
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
debugmes "string"
Print a message to stdout.
Message Commands
These are commands for dialog or one-way chat with players.
mes
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.
It is unknown if the client properly supports dialog with multiple NPCs simultaneously. Note that the server only allows each account one paused script at a time, so it probably wouldn't work anyway.
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
next;
Stop the script until the user presses "Next" in the dialog.
close
close;
Stop executing the script and give the user a "Close" button in the dialog.
close2
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.
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
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
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
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
message "player", "message";
Display (in chat) a message from the server to a single user.
npctalk
npctalk "message";
Make an NPC say something publicly.
Note: in many cases areaannounce is a better choice.
Character Commands
These have to do with attributes of the player.
setlook
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
heal hp, sp
Increase or decrease the player's hp and sp.
itemheal
itemheal "ii"
Increase or decrease the player's hp and sp, for use in item scripts.
percentheal
percentheal "ii"
Increase or decrease the player's hp and sp, by percentage of max HP.
This is probably the best way to instakill the player.
readparam
readparam(type[, "playername"])
Return one of the core parameters of a player.
type is one of the bCamelCase constants, see db/const.txt
getcharid
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
strcharinfo(num)
Return string information about an account: num==0: name num==1: party name num==2: guild name (deprecated)
sc_start
sc_start type, tick, val1[, beingid];
Apply a status effect to a player (or monster?).
type is one of the sc_* constants.
sc_end
sc_end type;
Immediately end status effect on current player.
sc_check
sc_check(type)
Whether a status effect is currently active.
resetstatus
resetstatus;
changesex
changesex;
Ask the login server (via the char server) to toggle this account's sex, then kick the player.
attachrid
attachrid(id)
Change the being associated with this script.
Return true if such a player is logged in.
detachrid
detachrid;
Detach the player associated with this script.
isloggedin
isloggedin(id)
Return true if the given ID is logged in.
Often you shouldn't use this, but attachrid(id) instead
marriage
marriage("otherplayer")
Marry the attached player to the other player.
Return 1 on success and 0 on failure.
divorce
divorce()
Divorce the attached player from their partner
Return 1 on success and 0 on failure.
getpartnerid2
getpartnerid2()
Return the ID of the attached player's partner (0 is none).
getexp
getexp base, job;
Increase the types of experience.
getinventorylist
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
getactivatedpoolskilllist;
Same, but only activated pool skills.
getunactivatedpoolskilllist
getunactivatedpoolskilllist;
Same, but only unactivated pool skills.
poolskill
poolskill skill_id;
Activate a poolable skill.
unpoolskill
unpoolskill skill_id;
Deactivate a poolable skill.
misceffect
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
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
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
shop "npcname";
Close the script and open the given NPC's shop.
isdead
isdead()
Return 1 if the attached player is dead, else 0.
fakenpcname
fakenpcname "name", "newname", new_sprite_id;
Change the appearance of an NPC.
Location Commands
These are commands that have to do with the location of players
warp
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
isat("mapname", x, y)
Return 1 if the attached player is at the given location, 0 otherwise.
areawarp
areawarp "src_map", x0, y0, x1, y1, "dst_map", x, y;
Warp all players in the given area to the given location.
getusers
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
getmapusers("mapname")
Count users on a given map.
getareausers
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
mapwarp "src_map", "dst_map", x, y;
Warp all players from source map to destination location.
npcwarp
npcwarp x, y, "npcname";
Move an NPC to a different location on the same map.
isin
isin("mapname", x0, y0, x1, y1)
Check if the player is in the area.
getx
getx()
Return attached player's x coordinate.
gety
gety()
Return attached player's y coordinate.
getmap
getmap()
Return attached player's current map.
Item Commands
These have to do with items or inventory.
getitem
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
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
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
countitem("itemname") countitem(itemid)
Return the number of the given item in the player's inventory.
checkweight
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
getequipid(equip_point)
Return the ID of the item in the given equip slot.
equip_point is one of the equip_* constants
getequipname
getequipname(equip_point)
Return the name of the item in the given equip slot.
equip_point is one of the equip_* constants
statusup2
statusup2 bType, delta;
Permanently increase or decrease a stat.
bonus
bonus bType, delta
Temporarily increase a stat. For use in item scripts only.
skill
skill id, level[, flag = 1];
Grant a skill.
flag==0: permanent skill flag==1: temporary skill (item scripts only)
(Untested)
setskill
setskill id, level;
Grant a skill permanently.
getskilllv
getskilllv(skill)
Return the player's level of the given skill.
getgmlevel
getgmlevel()
Return the player's GM level.
getopt2
getopt2()
Return the player's opt2 flags.
setopt2
setopt2 flags;
Set the player's opt2 flags.
savepoint
savepoint "mapname", x, y;
Set the player's save point. Used e.g. by Soul Menhirs, and during the time travel quest.
openstorage
openstorage;
Open the player's storage.
getitemname
getitemname("itemname") getitemname(itemid)
Return the name of the item, or "Unknown Item".
nude
nude;
Unequip all items.
unequipbyid
unequipbyid slot_id;
Unequip whatever is in the slot
getareadropitem
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
These are not mostly not related to the RPG or the scripting language.
rand
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
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
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
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
donpcevent "event";
Manually invoke an NPC event.
addtimer
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
initnpctimer;
Set the NPC's attached timer to tick 0 and start it.
This is equivalent to setnpctimer, 0; startnpctimer;
stopnpctimer
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
startnpctimer;
Start the NPC's attached timer, without setting the tick.
setnpctimer
setnpctimer tick;
Set the NPC's timer to a specific tick. Generally, this is only useful for tick 0.
getnpctimer
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
cmdothernpc
cmdothernpc "npc", "Foo";
Invoke ::OnCommandFoo
mobcount
mobcount("mapname", "event")
Count the remaining mobs from the spawn with the given event. Has an offset of -1.
areatimer
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.
Unsorted Commands
These are commands that still need sorting, please edit this page, see talk page for category (and subcategory?) suggestions.
monster
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
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
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.
killmonsterall
killmonsterall "mapname";
Kill all monsters unconditionally.
This command might prevent monsters from respawning. Instead use "killmonster" with "event" == "All".
enablenpc
enablenpc "name";
Enable an NPC.
disablenpc
disablenpc "name";
Disable an NPC.
setmapflag
setmapflag "mapname", flag;
Set an arbitrary mapflag.
removemapflag
removemapflag "mapname", flag;
Unset an arbitrary mapflag.
getmapflag
getmapflag("mapname", flag);
Check an arbitrary mapflag.
pvpon
pvpon "mapname";
Allow PvP on a map.
pvpoff
pvpoff "mapname";
Deny PvP on a map.
emotion
emotion emote_index;
Show a smiley above the OID.
getspellinvocation
getspellinvocation("spell-identifier")
Return the #invocation used for a spell, or "...".
specialeffect
specialeffect type;
Display a special effect on the OID.
Same as "misceffect", but does not fallback when there is no OID.
specialeffect2
specialeffect2 type;
Same as "misceffect", but works when there is an OID.
gmcommand
gmcommand "@command maybe with arguments";
Run a GM command, at level 99. GM_Commands
mapexit
mapexit;
Exits the map server.
bonus2
bonus2 player, type, Amount, Tick;
Currently the only type is bHPDrainRate. This takes Amount per Tick in HPs from player.
In Development
getitemlink
getitemlink("ItemName");
Returns the Manaplus link for use in scripts [@@ID|JName@@]
npcareawarp
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
iscollision map.gat, x, y, type;
Checks if collision is of a type. (Types will be cast as CONST in the const.txt file)