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rathena-command.txt
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rathena-command.txt
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*mes "<string>"{,"<string>"{,...}};
*next;
*clear;
*close;
*close2;
*end;
*set <variable>,<expression>{,<char_id>};
*set(<variable>,<expression>{,<char id>})
*setd "<variable name>",<value>{,<char_id>};
*getd("<variable name>")
*getvariableofnpc(<variable>,"<npc name>")
*getvar <variable>,<char_id>;
*goto <label>;
*menu "<option_text>",<target_label>{,"<option_text>",<target_label>,...};
*select("<option>"{,"<option>",...})
*prompt("<option>"{,"<option>",...})
*input(<variable>{,<min>{,<max>}})
*callfunc "<function>"{,<argument>,...<argument>};
*callfunc("<function>"{,<argument>,...<argument>})
*callsub <label>{,<argument>,...<argument>};
*callsub(<label>{,<argument>,...<argument>})
*getarg(<index>{,<default_value>})
*getargcount()
*return {<value>};
*function <function name>;
*<function name>{(<argument>,...<argument>)};
*function <function name> {
*is_function("<function name>")
*if (<condition>) <statement>;
*jump_zero (<condition>),<label>;
*switch (expression);
*while (<condition>) <statement>;
*for (<variable initialization>; <condition>; <variable update>) <statement>;
*do { <statement>; } while (<condition>);
*freeloop({<toggle>})
*setarray <array name>[<first value>],<value>{,<value>...<value>};
*cleararray <array name>[<first value to alter>],<value>,<number of values to set>;
*copyarray <destination array>[<first value>],<source array>[<first value>],<amount of data to copy>;
*deletearray <array name>[<first value>]{,<how much to delete>};
*inarray <array name>,<value>;
*countinarray <array name>{[<start index>]},<array name>{[<start index>]};
*getarraysize(<array name>)
*getelementofarray(<array name>,<index>)
*mes "<string>"{,"<string>"{,...}};
*close;
*close2;
*strcharinfo(<type>{,<char_id>})
*convertpcinfo(<char_id>,<type>)
*convertpcinfo(<account_id>,<type>)
*convertpcinfo(<player_name>,<type>)
*strnpcinfo(<type>)
*readparam(<parameter number>{,"<character name>"})
*readparam(<parameter number>{,<char_id>})
*getcharid(<type>{,"<character name>"})
*getnpcid(<type>{,"<npc name>"});
*getchildid({<char_id>})
*getmotherid({<char_id>})
*getfatherid({<char_id>})
*ispartneron({<char_id>})
*getpartnerid({<char_id>})
*getlook(<type>{,<char_id>})
*getsavepoint(<information type>{,<char_id>})
*getcharip({"<character name>"|<account id>|<char id>})
*vip_status(<type>,{"<character name>"})
*vip_time <time>,{"<character name>"};
*addspiritball <count>,<duration>{,<char_id>};
*delspiritball <count>{,<char_id>};
*countspiritball {<char_id>};
*ignoretimeout <flag>{,<char_id>};
*getequipid({<equipment slot>,<char_id>})
*getequipuniqueid(<equipment slot>{,<char_id>})
*getequipname(<equipment slot>{,<char_id>})
*getitemname(<item id>)
*getitemname(<aegis item name>)
stored in the 'Name' field in item_db_*.yml for text version
*getbrokenid(<number>{,<char_id>})
*getequipisequiped(<equipment slot>{,<char_id>})
*getequipisenableref(<equipment slot>{,<char_id>})
*getequiprefinerycnt(<equipment slot>{,<char_id>})
*getequipweaponlv({<equipment slot>{,<char_id>}})
*getequiparmorlv({<equipment slot>{,<char_id>}})
*getequippercentrefinery(<equipment slot>{,<enriched>,<char_id>})
*getequiprefinecost(<equipment slot>,<type>,<information>{,<char id>})
*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>)
*getequipcardcnt(<equipment slot>)
*getinventorylist {<char_id>};
*cardscnt()
*getrefine()
*getnameditem(<item id>,"<name to inscribe>"|<char id>);
*getnameditem("<item name>","<name to inscribe>"|<char id>);
*getitemslots(<item ID>)
*getiteminfo(<item ID>,<type>)
*getiteminfo(<item name>,<type>)
*getiteminfo(<aegis item name>,<type>)
*getequipcardid(<equipment slot>,<card slot>)
*mergeitem({,<char_id>});
*mergeitem2({<item_id>{,<char_id>}});
*mergeitem2({"<item name>"{,<char_id>}});
*getequiptradability(<equipment slot>{,<char id>});
*identifyall({<type>{,<account_id>}});
*getenchantgrade({<equipment slot>,<char_id>})
*getitempos()
function is called. (see EQP_* constants)
*getmapxy("<variable for map name>",<variable for x>,<variable for y>{,<type>,"<search value>"})
*mapid2name(<map ID>)
*getgmlevel({<char_id>})
*getgroupid({<char_id>})
*gettimetick(<tick type>)
*gettime(<type>)
*gettimestr(<"time format">,<max length>{,<time_tick>})
*getusers(<type>)
*getmapusers("<map name>")
*getareausers("<map name>",<x1>,<y1>,<x2>,<y2>)
"*_in" maps, due to all the shops and houses.
*getunits(<type>{,<array_variable>[<first value>]})
*getmapunits(<type>,<"map name">{,<array_variable>[<first value>]})
*getareaunits(<type>,<"map name">,<x1>,<y1>,<x2>,<y2>{,<array_variable>[<first value>]})
*getguildname(<guild id>)
*getguildmember <guild id>{,<type>{,<array_variable>}};
*getguildmaster(<guild id>)
*getguildmasterid(<guild id>)
*is_guild_leader({<guild ID>})
*getcastlename("<map name>")
*getcastledata("<map name>",<type of data>)
*setcastledata "<map name>",<type of data>,<value>;
*getgdskilllv(<guild id>,<skill id>)
*getgdskilllv(<guild id>,"<skill name>")
Refer to 'db/(pre-)re/skill_db.yml' for the full list of skills. (GD_* are guild skills)
*requestguildinfo <guild id>{,"<event label>"};
*getmapguildusers("<map name>",<guild id>)
*getskilllv(<skill id>)
*getskilllv("<skill name>")
*getskilllist({<char_id>});
*getmonsterinfo(<mob ID>,<type>)
*getmobdrops(<mob id>)
*skillpointcount({<char_id>})
*getscrate(<effect type>,<base rate>{,<GID>})
*playerattached()
*getattachedrid();
*isloggedin(<account id>{,<char id>})
*checkweight(<item id>,<amount>{,<item id>,<amount>,<item id>,<amount>,...});
*checkweight("<item name>",<amount>{,"<item name>",<amount>,"<item name>",<amount>,...});
*checkweight2(<id_array>,<amount_array>);
*basicskillcheck()
*checkoption(<option number>{,<char_id>})
*checkoption1(<option number>{,<char_id>})
*checkoption2(<option number>{,<char_id>})
*setoption <option number>{,<flag>{,<char_id>}};
*setcart {<type>{,<char_id>}};
*checkcart({<char_id>});
*setfalcon {<flag>{,<char_id>}};
*checkfalcon({<char_id>});
*setriding {<flag>{,<char_id>}};
*checkriding({<char_id>});
*setdragon {<color>{,<char_id>}};
*checkdragon({<char_id>});
*setmadogear {<flag>{,<type>{,<char_id>}}};
*checkmadogear({<char_id>});
*setmounting {<char_id>};
*ismounting({<char_id>});
*checkwug({<char_id>});
*checkvending({"<Player Name>"})
*checkchatting({"<Player Name>"})
*checkidle({"<Player Name>"})
*checkidlehom({"<Player Name>"})
*checkidlemer({"<Player Name>"})
*agitcheck()
*agitcheck2()
*agitcheck3()
*isnight()
*isday()
*checkre(<type>)
*isequipped(<id>{,<id>{,..}})
*isequippedcnt(<id>{,<id>{,..}})
*checkequipedcard(<item id>)
*attachrid(<account ID>{,force})
*detachrid;
*addrid(<type>{,<flag>{,<parameters>}});
*rid2name(<rid>)
*message "<character name>","<message>";
*dispbottom "<message>"{,<color>{,<char_id>}};
*showscript "<message>"{,<GID>, <flag>};
*warp "<map name>",<x>,<y>{,<char id>};
*areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>{,<x4>,<y4>};
*warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>",<range x>,<range y>};
*warpguild "<map name>",<x>,<y>,<guild_id>;
*warppartner("<map name>",<x>,<y>);
*savepoint "<map name>",<x>,<y>{,{<range x>,<range y>,}<char_id>};
*save "<map name>",<x>,<y>{,{<range x>,<range y>,}<char_id>};
*heal <hp>,<sp>{,<char_id>};
*healap <ap>{,<char_id>};
*itemheal <hp>,<sp>{,<char_id>};
heal = heal * [(100 + STATUS*2) / 100]
*percentheal <hp>,<sp>{,<char_id>};
*recovery <type>{,<option>,<revive_flag>{,<map name>}};
*jobchange <job number>{,<upper flag>,<char_id>};
*jobname(<job number>)
*eaclass({<job number>,<char_id>})
*roclass(<job number>{,<gender>})
*changebase <job ID number>{,<account ID>};
*classchange(<view id>{,"<NPC name>","<flag>"});
*changesex({<char_id>});
*changecharsex({<char_id>});
*getexp <base_exp>,<job_exp>{,<char_id>};
*getexp2 <base_exp>,<job_exp>{,<char_id>};
*getbaseexp_ratio(<percent>{,<base_level>{,char_id});
*getjobexp_ratio(<percent>{,<job_level>{,char_id});
*setlook <look type>,<look value>{,<char_id>};
*changelook <look type>,<look value>{,<char_id>};
*pushpc <direction>,<cells>;
can be specified by using one of the DIR_* constants (src/map/script_constants.hpp).
*recalculatestat;
*needed_status_point(<type>,<val>{,<char id>});
*jobcanentermap("<mapname>"{,<JobID>});
For optional 'JobID', see constant of Job_*, or use player's Class, BaseJob,
*get_revision()
*get_githash()
*getitem <item id>,<amount>{,<account ID>};
*getitem "<item name>",<amount>{,<account ID>};
*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*getitem3 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account ID>};
*getitem3 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account ID>};
.@card2 = .@ele+((.@sc*5)<<8);
*getitembound <item id>,<amount>,<bound type>{,<account ID>};
*getitembound "<item name>",<amount>,<bound type>{,<account ID>};
*getitembound2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>{,<account ID>};
*getitembound2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>{,<account ID>};
*getitembound3 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account ID>};
*getitembound3 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account ID>};
*getnameditem <item id>,<character name|character ID>;
*getnameditem "<item name>",<character name|character ID>;
*rentitem <item id>,<time>{,<account_id>};
*rentitem "<item name>",<time>{,<account_id>};
*rentitem2 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account_id>};
*rentitem2 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account_id>};
*rentitem3 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account_id>};
*rentitem3 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account_id>};
*makeitem <item id>,<amount>,"<map name>",<X>,<Y>{,<canShowEffect>};
*makeitem "<item name>",<amount>,"<map name>",<X>,<Y>{,<canShowEffect>};
*makeitem2 <item id>,<amount>,"<map name>",<X>,<Y>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<canShowEffect>};
*makeitem2 "<item name>",<amount>,"<map name>",<X>,<Y>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<canShowEffect>};
*makeitem3 <item id>,<amount>,"<map name>",<X>,<Y>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<canShowEffect>};
*makeitem3 "<item name>",<amount>,"<map name>",<X>,<Y>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<canShowEffect>};
*cleanarea "<map name>",<x1>,<y1>,<x2>,<y2>;
*cleanmap "<map name>";
*searchitem <array name>,"<item name>";
*delitem <item id>,<amount>{,<account ID>};
*delitem "<item name>",<amount>{,<account ID>};
*cartdelitem <item id>,<amount>{,<account ID>};
*cartdelitem "<item name>",<amount>{,<account ID>};
*storagedelitem <item id>,<amount>{,<account ID>};
*storagedelitem "<item name>",<amount>{,<account ID>};
*guildstoragedelitem <item id>,<amount>{,<account ID>};
*guildstoragedelitem "<item name>",<amount>{,<account ID>};
*delitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*delitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*delitem3 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account ID>};
*delitem3 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<account ID>};
*delitemidx <index>{,<amount>{,<char id>}}
*cartdelitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*cartdelitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*storagedelitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*storagedelitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*guildstoragedelitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*guildstoragedelitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*countitem(<item id>{,<accountID>})
*countitem("<item name>"{,<accountID>})
*cartcountitem(<item id>{,<accountID>})
*cartcountitem("<item name>"{,<accountID>})
*storagecountitem(<item id>{,<accountID>})
*storagecountitem("<item name>"{,<accountID>})
*guildstoragecountitem(<nameID>{,<accountID>})
*guildstoragecountitem("<item name>"{,<accountID>})
*countitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*countitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*countitem3(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<accountID>})
*countitem3("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<accountID>})
*cartcountitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*cartcountitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*storagecountitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*storagecountitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*guildstoragecountitem2(<nameID>,<Identified>,<Refine>,<Attribute>,<Card0>,<Card1>,<Card2>,<Card3>{,<accountID>})
*guildstoragecountitem2("<item name>",<Identified>,<Refine>,<Attribute>,<Card0>,<Card1>,<Card2>,<Card3>{,<accountID>})
*rentalcountitem(<item id>{,<accountID>})
*rentalcountitem("<item name>"{,<accountID>})
*rentalcountitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*rentalcountitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<accountID>})
*rentalcountitem3(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<accountID>})
*rentalcountitem3("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<RandomIDArray>,<RandomValueArray>,<RandomParamArray>{,<accountID>})
*countbound({<bound type>{,<char_id>}})
*groupranditem <group id>{,<sub_group>};
*getrandgroupitem <group_id>{,<quantity>{,<sub_group>{,<identify>{,<char_id>}}}};
*getgroupitem <group_id>{,<identify>{,<char_id>}};
*enable_items;
*disable_items;
*itemskill <skill id>,<skill level>{,<keep requirement>};
*itemskill "<skill name>",<skill level>{,<keep requirement>};
*consumeitem <item id>{,<char_id>};
*consumeitem "<item name>"{,<char_id>};
*produce <item level>;
*cooking <dish level>;
*makerune <% success bonus>{,<char_id>};
*successremovecards <equipment slot>;
*failedremovecards <equipment slot>,<type>;
*repair <broken item number>{,<char_id>};
*repairall {<char_id>};
*successrefitem <equipment slot>{,<count>{,<char_id>}};
*failedrefitem <equipment slot>{,<char_id>};
*downrefitem <equipment slot>{,<count>{,<char_id>}};
*unequip <equipment slot>{,<char_id>};
*delequip <equipment slot>{,<char_id>};
*breakequip <equipment slot>{,<char_id>};
*clearitem {<char_id>};
*equip <item id>{,<char_id>};
*autoequip <item id>,<option>;
*buyingstore <slots>;
*searchstores <uses>,<effect>;
*enable_command;
*disable_command;
*openstorage;
*openstorage2 <storage_id>,<mode>{,<account_id>};
*openmail({<char_id>});
*mail <destination id>,"<sender name>","<title>","<body>"{,<zeny>{,<item id array>,<item amount array>{,refine{,bound{,<item card0 array>{,<item card1 array>{,<item card2 array>{,<item card3 array>
*openauction({<char_id>});
*guildopenstorage()
*guildopenstorage_log({<char id>})
*guild_has_permission(<permission>{,<char id>})
*guildchangegm(<guild id>,<new master's name>)
*guildgetexp <amount>;
*guildskill <skill id>,<level>
*guildskill "<skill name>",<level>
*resetlvl <action type>{,<char_id>};
*resetstatus({<char_id>});
*resetskill({<char_id>});
*resetfeel({<char_id>});
*resethate({<char_id>});
*sc_start <effect type>,<ticks>,<value 1>{,<rate>,<flag>{,<GID>}};
*sc_start2 <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>{,<GID>}};
*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}};
*sc_end <effect type>{,<GID>};
*sc_end_class {<char_id>{,<job_id>}};
*getstatus(<effect type>{,<type>{,<char_id>}})
*skilleffect <skill id>,<number>;
*skilleffect "<skill name>",<number>;
*npcskilleffect <skill id>,<number>,<x>,<y>;
*npcskilleffect "<skill name>",<number>,<x>,<y>;
*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}};
*specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
*removespecialeffect <effect number>{,<send_target>{,"<NPC Name>"}};
*removespecialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
*statusup <stat>{,<char_id>};
*statusup2 <stat>,<amount>{,<char_id>};
*traitstatusup <stat>{,<char_id>};
*traitstatusup2 <stat>,<amount>{,<char_id>};
*bonus <bonus type>,<val1>;
*bonus2 <bonus type>,<val1>,<val2>;
*bonus3 <bonus type>,<val1>,<val2>,<val3>;
*bonus4 <bonus type>,<val1>,<val2>,<val3>,<val4>;
*bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
*bonus_script "<script code>",<duration>{,<flag>{,<type>{,<status_icon>{,<char_id>}}}};
*bonus_script_clear {<flag>,{<char_id>}};
*skill <skill id>,<level>{,<flag>};
*skill "<skill name>",<level>{,<flag>};
*addtoskill <skill id>,<level>{,<flag>};
*addtoskill "<skill name>",<level>{,<flag>};
*nude {<char_id>};
*sit {"<character name>"};
*stand {"<character name>"};
*disguise <Monster ID>{,<char_id>};
*undisguise {<char_id>};
*transform <monster ID>,<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
*transform "<monster name>",<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
*active_transform <monster ID>,<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
*active_transform "<monster name>",<duration>{,<sc type>,<val1>,<val2>,<val3>,<val4>};
*marriage("<spouse name>");
*wedding;
*divorce({<char_id>})
*adopt("<parent_name>","<baby_name>");
*adopt(<parent_id>,<baby_id>);
*pcfollow <id>,<target id>;
*pcstopfollow <id>;
*pcblockmove <id>,<option>;
*unitblockmove <id>,<option>;
*pcblockskill <id>,<option>;
*unitblockskill <id>,<option>;
*setpcblock <type>,<state>{,<account ID>};
*getpcblock {<account ID>};
*monster "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>",<size>,<ai>};
*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>",<size>,<ai>};
*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,<skill id>,<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,"<skill name>",<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
*killmonster "<map name>","<event label>"{,<type>};
*killmonsterall "<map name>"{,<type>};
*strmobinfo(<type>,<monster id>);
*mobcount("<map name>","<event label>")
*clone "<map name>",<x>,<y>,"<event>",<char id>{,<master_id>{,<mode>{,<flag>,<duration>}}}
*summon "monster name",<monster id>{,<Time Out>{,"event label"}};
*addmonsterdrop <monster id>,<item id>,<rate>,{<steal protected>,{<random option group id>}};
*addmonsterdrop "<monster name>",<item id>,<rate>,{<steal protected>,{<random option group id>}};
*delmonsterdrop <monster id>,<item id>;
*delmonsterdrop "<monster name>",<item id>;
*mob_setidleevent <GID>,<event>;
*disablenpc {"<NPC object name>"};
*enablenpc {"<NPC object name>"};
*hideonnpc {"<NPC object name>"};
*hideoffnpc {"<NPC object name>"};
*unloadnpc "<NPC object name>";
*cloakonnpc {"<NPC object name>"{,<character ID>}};
*cloakoffnpc {"<NPC object name>"{,<character ID>}};
*cloakonnpcself {"<NPC object name>"};
*cloakoffnpcself {"<NPC object name>"};
*isnpccloaked {"<NPC object name>"{,<character ID>}};
*doevent "<NPC object name>::<event label>";
*donpcevent "<NPC object name>::<event label>";
*cmdothernpc "<npc name>","<command>";
*npctalk "<message>"{,"<NPC name>",<flag>{,<color>}};
*chatmes "<message>"{,"<NPC name>"};
*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
*setnpcdisplay("<npc name>", "<display name>", <class id>)
*setnpcdisplay("<npc name>", "<display name>")
*setnpcdisplay("<npc name>", <class id>)
*addtimer <ticks>,"NPC::OnLabel";
*deltimer "NPC::OnLabel";
*addtimercount <ticks>,"NPC::OnLabel";
*initnpctimer{ "<NPC name>" {, <Attach Flag>} } |
*stopnpctimer{ "<NPC name>" {, <Detach Flag>} } |
*startnpctimer{ "<NPC name>" {, <Attach Flag>} } |
*setnpctimer <tick>{,"<NPC name>"};
*getnpctimer(<type of information>{,"<NPC name>"})
*attachnpctimer {"<character name>"};
*detachnpctimer {"<NPC name>"};
*sleep {<milliseconds>};
*sleep2 {<milliseconds>};
*awake "<NPC name>";
*progressbar "<color>",<seconds>;
*progressbar_npc "<color>",<seconds>{,<"NPC Name">};
*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>{,<char_id>}}}}}};
*mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
*areaannounce "<map name>",<x1>,<y1>,<x2>,<y2>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
*callshop "<name>"{,<option>};
*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}};
*npcshopitem "<name>",<item id>,<price>,<stock>{,<item id>,<price>,<stock>{,<item id>,<price>,<stock>{,...}}};
*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}};
*npcshopadditem "<name>",<item id>,<price>,<stock>{,<item id>,<price>,<stock>{,<item id>,<price>,<stock>{,...}}};
*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}};
*npcshopattach "<name>"{,<flag>};
*npcshopupdate "<name>",<item_id>,<price>{,<stock>}
*waitingroom "<chatroom name>",<limit>{,"<event label>"{,<trigger>{,<required zeny>{,<min lvl>{,<max lvl>}}}}};
*delwaitingroom {"<NPC object name"};
*enablewaitingroomevent {"<NPC object name>"};
*disablewaitingroomevent {"<NPC object name>"};
*enablearena;
*disablearena;
*getwaitingroomstate(<information type>{,"<NPC object name>"})
*warpwaitingpc "<map name>",<x>,<y>{,<number of people>};
*waitingroomkick "<NPC object name>" , "<character name>";
*getwaitingroomusers "<NPC object name>";
*kickwaitingroomall {"<NPC object name>"};
*setmapflagnosave "<map name>","<alternate map name>",<x>,<y>;
*setmapflag "<map name>",<flag>{,<zone>{,<type>}};
*removemapflag "<map name>",<flag>{,<zone>};
*getmapflag("<map name>",<flag>{,<type>})
*setbattleflag "<battle flag>",<value>{,<reload>};
*getbattleflag("<battle flag>")
*warpportal <source x>,<source y>,"<map name>",<target x>,<target y>;
*mapwarp "<from map>","<to map>",<x>,<y>{,<type>,<ID>};
*maprespawnguildid "<map name>",<guild id>,<flag>;
*agitstart;
*agitend;
*agitstart2;
*agitend2;
*agitstart3;
*agitend3;
*gvgon "<map name>";
*gvgoff "<map name>";
*gvgon3 "<map name>";
*gvgoff3 "<map name>";
*flagemblem <guild id>;
*guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}};
*guardianinfo("<map name>", <guardian number>, <type>);
*getguildalliance(<guild id1>, <guild id2>);
*npcspeed <speed value>;
*npcwalkto <x>,<y>;
*npcstop;
*movenpc "<NPC name>",<x>,<y>{,<dir>};
*debugmes "<message>";
*errormes "<message>";
*logmes "<message>";
*globalmes "<message>"{,"<NPC name>"};
*rand(<number>{,<number>});
*viewpoint <action>,<x>,<y>,<point number>,<color>{,<Char ID>};
*viewpointmap "<map name>",<action>,<x>,<y>,<point number>,<color>;
*cutin "<filename>",<position>;
*emotion <emotion number>{,<target>};
*misceffect <effect number>;
*soundeffect "<effect filename>",<type>;
*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};
*playBGM "<BGM filename>";
*playBGMall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};
*pvpon "<map name>";
*pvpoff "<map name>";
*atcommand "<command>";
*charcommand "<command>";
*bindatcmd "<command>","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>};
*unbindatcmd "<command>";
*useatcmd "<command>";
The three .@atcmd_***** variables will NOT be set when invoking script-bound atcommands
*camerainfo <range>,<rotation>,<latitude>{,<char id>};
*refineui({<char id>})
*openstylist({<char id>})
*laphine_synthesis()
*laphine_upgrade()
*openbank({<char id>})
*unitwalk <GID>,<x>,<y>{,"<event label>"};
*unitwalkto <GID>,<Target GID>{,"<event label>"};
*unitattack <GID>,<Target ID>{,<action type>};
*unitattack <GID>,"<Target Name>"{,<action type>};
*unitkill <GID>;
*unitwarp <GID>,"<map name>",<x>,<y>;
*unitstopattack <GID>;
*unitstopwalk <GID>{,<flag>};
*unittalk <GID>,"<text>"{,flag};
*unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>,<casttime>,<cancel>,<Line_ID>};
*unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>,<casttime>,<cancel>,<Line_ID>};
*unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>{,<casttime>,<cancel>,<Line_ID>};
*unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>{,<casttime>,<cancel>,<Line_ID>};
*unitexists <GID>;
*getunittype <GID>;
*getunitname <GID>;
*setunitname <GID>,"<new name>";
*setunittitle <GID>,<title>;
*getunittitle <GID>;
*getunitdata <GID>,<arrayname>;
*setunitdata <GID>,<parameter>,<new value>;
*geteleminfo <type>{,<char_id>};
*npcskill <skill id>,<skill lvl>,<stat point>,<NPC level>;
*npcskill "<skill name>",<skill lvl>,<stat point>,<NPC level>;
*day;
*night;
*defpattern <set number>,"<regular expression pattern>","<event label>";
*activatepset <set number>;
*deactivatepset <set number>;
*deletepset <set number>;
*pow(<number>,<power>)
*sqrt(<number>)
*distance(<x0>,<y0>,<x1>,<y1>)
*min(<number or array>{,<number or array>,...})
*minimum(<number or array>{,<number or array>,...})
*max(<number or array>{,<number or array>,...})
*maximum(<number or array>{,<number or array>,...})
*round(<number>,<precision>);
*ceil(<number>,<precision>);
*floor(<number>,<precision>);
*md5("<string>")
*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
*escape_sql(<value>)
*setiteminfo(<item id>,<type>,<value>)
*setiteminfo(<aegis item name>,<type>,<value>)
*setitemscript(<item id>,<"{ new item script }">{,<type>});
*atoi("<string>")
*axtoi("<string>")
*strtol("<string>", base)
*compare("<string>","<substring>")
*strcmp("<string>","<string>")
*getstrlen("<string>")
*charisalpha("<string>",<position>)
*charat(<string>,<index>)
*setchar(<string>,<char>,<index>)
*insertchar(<string>,<char>,<index>)
*delchar(<string>,<index>)
*strtoupper(<string>)
*strtolower(<string>)
*charisupper(<string>,<index>)
*charislower(<string>,<index>)
*substr(<string>,<start_index>,<end_index>)
*explode(<dest_array>,<string>,<delimiter>)
*implode(<string_array>{,<glue>})
*sprintf(<format>[,param[,param[,...]]])
*sscanf(<string>,<format>[,param[,param[,...]]])
*strpos(<haystack>,<needle>{,<offset>})
*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})
*countstr(<input>, <search>{, <usecase>})
*preg_match(<regular expression pattern>,<string>{,<offset>})
*setfont <font>;
fonts stored in data\*.eot by using an ID of the font. When the ID
*showdigit <value>{,<type>};
*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;
*checkcell ("<map name>",<x>,<y>,<type>);
*getfreecell "<map name>",<rX>,<rY>{,<x>,<y>,<rangeX>,<rangeY>,<flag>};
*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
*delwall "<name>";
*checkwall "<name>";
*readbook <book id>,<page>;
*open_roulette( {char_id} )
*instance_create("<instance name>"{,<instance mode>{,<owner id>}});
*instance_destroy {<instance id>};
*instance_enter("<instance name>",{<x>,<y>,<char_id>,<instance id>});
*instance_npcname("<npc name>"{,<instance id>})
*instance_mapname("<map name>"{,<instance id>})
*instance_id({<instance mode>})
*instance_warpall "<map name>",<x>,<y>{,<instance id>};
*instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
*instance_check_party(<party id>{,<amount>{,<min>{,<max>}}})
*instance_check_guild(<guild id>{,<amount>{,<min>{,<max>}}})
*instance_check_clan(<clan id>{,<amount>{,<min>{,<max>}}})
*instance_info("<instance name>",<info type>{,<instance_db map index>});
*instance_live_info(<info type>{,<instance id>});
*instance_list(<"map name">{,<instance mode>});
*getinstancevar(<variable>,<instance id>);
*setinstancevar(<variable>,<value>,<instance id>);
*questinfo <Icon>{,<Map Mark Color>{,"<condition>"}};
*questinfo_refresh {<char_id>};
*setquest <ID>{,<char_id>};
*completequest <ID>{,<char_id>};
*erasequest <ID>{,<char_id>};
*changequest <ID>,<ID2>{,<char_id>};
*checkquest(<ID>{,PLAYTIME|HUNTING{,<char_id>}})
*isbegin_quest(<ID>{,<char_id>})
*showevent <icon>{,<mark color>{,<char_id>}}
*open_quest_ui {<quest ID>,{<char ID>}};
*waitingroom2bg_single(<battle group>,{"<map name>",<x>,<y>{,"<npc name>"}});
*waitingroom2bg("<map name>",<x>,<y>,{"<On Quit Event>","<On Death Event>"{,"<NPC Name>"}});
*bg_create("<map name>",<x>,<y>{,"<On Quit Event>","<On Death Event>"});
*bg_join(<battle group>,{"<map name>",{<x>,<y>{,<char id>}});
*bg_team_setxy <Battle Group ID>,<x>,<y>;
*bg_reserve("<battleground_map_name>"{,<ended>});
*bg_unbook("<battleground_map_name>");
*bg_desert({<char_id>});
*bg_warp <Battle Group>,"<map name>",<x>,<y>;
*bg_monster <Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>";
*bg_monster(<Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>");
*bg_monster_set_team <GID>,<Battle Group>;
*bg_leave {<char_id>};
*bg_destroy <Batte Group>;
*areapercentheal "<map name>",<x1>,<y1>,<x2>,<y2>,<hp>,<sp>;
*bg_get_data(<Battle Group>,<type>);
*bg_getareausers(<Battle Group>,"<map name>",<x0>,<y0>,<x1>,<y1>);
*bg_updatescore "<map name>",<Guillaume Score>,<Croix Score>;
*bg_info("<battleground name>", <type>);
*bpet;
*birthpet;
*pet <pet id>;
*catchpet <pet id>;
*makepet <pet id>;
*getpetinfo(<type>{,<char_id>})
*petskillbonus <bonus type>,<value>,<duration>,<delay>;
*petrecovery <status type>,<delay>;
*petloot <max items>;
*petskillsupport <skill id>,<skill level>,<delay>,<percent hp>,<percent sp>;
*petskillsupport "<skill name>",<skill level>,<delay>,<percent hp>,<percent sp>;
*petskillattack <skill id>,<skill level>,<rate>,<bonusrate>;
*petskillattack "<skill name>",<skill level>,<rate>,<bonusrate>;
*petskillattack2 <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>;
*petskillattack2 "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>;
*homevolution;
*morphembryo;
*hommutate {<ID>};
*checkhomcall()
*gethominfo(<type>{,<char_id>})
*homshuffle;
*addhomintimacy <amount>{,<char_id>};
*mercenary_create <class>,<contract time>;
*mercenary_delete {<char id>{,<reply>}};
*mercenary_heal <hp>,<sp>;
*mercenary_sc_start <type>,<tick>,<val1>;
*mercenary_get_calls(<guild>);
*mercenary_set_calls <guild>,<value>;
*mercenary_get_faith(<guild>);
*mercenary_set_faith <guild>,<value>;
*getmercinfo(<type>{,<char id>});
*getpartyname(<party id>)
*getpartymember <party id>{,<type>{,<array_variable>}};
*getpartyleader(<party id>{,<type>})
*is_party_leader({<party ID>})
*party_create("<party name>"{,<character id>{,<item share>,<item share type>}});
*party_destroy(<party id>);
*party_addmember(<party id>,<character id>);
*party_delmember({<character id>,<party id>});
*party_changeleader(<party id>,<character id>);
*party_changeoption(<party id>,<option>,<flag>);
*opendressroom(<flag>{,<char_id>});
*navigateto("<map>"{,<x>,<y>,<flag>,<hide_window>,<monster_id>,<char_id>});
*hateffect(<Hat Effect ID>,<State>);
*getrandomoptinfo(<type>);
*getequiprandomoption(<equipment index>,<index>,<type>{,<char id>});
*setrandomoption(<equipment slot>,<index>,<id>,<value>,<param>{,<char id>});
*randomoptgroup <random option group ID>;
*clan_join(<clan id>{,<char id>});
*clan_leave({<char id>});
*channel_create "<chname>","<alias>"{,"<password>"{<option>{,<delay>{,<color>{,<char_id>}}}}};
*channel_setopt "<chname>",<option>,<value>;
*channel_getopt "<chname>",<option>;
*channel_setcolor "<chname>",<color>;
*channel_setpass "<chname>","<password>";
*channel_setgroup "<chname>",<group_id>{,...,<group_id>};
*channel_setgroup2 "<chname>",<array_of_groups>;
*channel_chat "<chname>","<message>"{,<color>};
*channel_ban "<chname>",<char_id>;
*channel_unban "<chname>",<char_id>;
*channel_kick "<chname>",<char_id>;
*channel_kick "<chname>","<char_name>";
*channel_delete "<chname>";
*achievementadd(<achievement id>{,<char id>})
*achievementremove(<achievement id>{,<char id>})
*achievementinfo(<achievement id>,<type>{,<char id>})
*achievementcomplete(<achievement id>{,<char id>})
*achievementexists(<achievement id>{,<char id>});
*achievementupdate(<achievement id>,<type>,<value>{,<char id>})