Issue Information
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#004999
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0 - None Assigned
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Done
Issue Confirmations
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Yes (1)No (0)
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mob control command reference at script_commands
Posted by Hercules Bot on 17 July 2011 - 03:48 PM
Originally posted by Puncker
http://www.eathena.w...er&showbug=4999
There are still present some references to the mob control command, that was removed from eathena.
http://www.eathena.w...er&showbug=4999
There are still present some references to the mob control command, that was removed from eathena.
QUOTE
But what about GID?
--- ---- ----- ----
GID stands for the Game ID of something, this can either be the GID obtained
through mobspawn (mob control commands) or the account ID of a character.
Another way would be to right click on a mob,
NPC or char as GM sprited char to view the GID.
This is mostly used for the new version of skill and the mob control commmands
implemented (but NEVER documented by Lance. Shame on you...).
--- ---- ----- ----
GID stands for the Game ID of something, this can either be the GID obtained
through mobspawn (mob control commands) or the account ID of a character.
Another way would be to right click on a mob,
NPC or char as GM sprited char to view the GID.
This is mostly used for the new version of skill and the mob control commmands
implemented (but NEVER documented by Lance. Shame on you...).
Originally posted by Kenpachi
Well, it's really confusing because sometimes GID is used as "Guild ID", too. But actually I'd prefer to re-enable the GID-commands at least for players and NPCs instead of removing them completely.
Your opinions?
Well, it's really confusing because sometimes GID is used as "Guild ID", too. But actually I'd prefer to re-enable the GID-commands at least for players and NPCs instead of removing them completely.
Your opinions?
Originally posted by GodLesZ
I vote for it!
Always loved to player with these commands and also seen alot of topics in the old eA.ws board about claiming to readd them.
And the "GID" is another confusing thing of the script documentation, of course..
I vote for it!
Always loved to player with these commands and also seen alot of topics in the old eA.ws board about claiming to readd them.
And the "GID" is another confusing thing of the script documentation, of course..
Originally posted by Xantara
The GID commands are nice to have, but what was the reason for it being removed from eA in the first place?
The GID commands are nice to have, but what was the reason for it being removed from eA in the first place?
Originally posted by Kenpachi
I don't know exactly, but afaik it's just because other commands was changed to use AID instead of GID.
I don't know exactly, but afaik it's just because other commands was changed to use AID instead of GID.
Originally posted by GodLesZ
And i think they arent needed for current offical scripts.I don't know exactly, but afaik it's just because other commands was changed to use AID instead of GID.
Originally posted by Kenpachi
BUMP!
More opinions please.
BUMP!
More opinions please.
Originally posted by Mysterious
I personally haven't ever had a chance to use such commands nor knew how they worked =/. If I did, I would have a better understanding and a more oriented opinion towards it.
I personally haven't ever had a chance to use such commands nor knew how they worked =/. If I did, I would have a better understanding and a more oriented opinion towards it.
Originally posted by Variant
For customization the unit control system for mobs is very useful. I went and just made the monster script command spit out a GID for a single mob on spawn just so I could make use of it for some customized events with mobs.
For example, I created a repetitive instance where a set of mobs would spawn but every level they would be hit with a higher level of some buff (whether it be something like EDP or something completely custom). Which I couldn't figure out how to do without using the 'unitskilluseid' script command.
That's just one way of using them, you could probably have the unit commands be used for other things like interactive allied mobs (talkative mercs!?).
I personally think they're a great addition and should be supported. Also, why not?
For customization the unit control system for mobs is very useful. I went and just made the monster script command spit out a GID for a single mob on spawn just so I could make use of it for some customized events with mobs.
For example, I created a repetitive instance where a set of mobs would spawn but every level they would be hit with a higher level of some buff (whether it be something like EDP or something completely custom). Which I couldn't figure out how to do without using the 'unitskilluseid' script command.
That's just one way of using them, you could probably have the unit commands be used for other things like interactive allied mobs (talkative mercs!?).
I personally think they're a great addition and should be supported. Also, why not?
Originally posted by Mooka
This commands are very useful. rAthena need keep these commands and make a way to get Monster ID.
This commands are very useful. rAthena need keep these commands and make a way to get Monster ID.
Originally posted by Akkarin
Updating status to: Started
Originally posted by EvilPuncker
change all GID to AID when referring to player related commands as unit**** scriptcommands and about the one who asked opinions about re-implementing mobcontrol system, I myself don't agree with it being part of rA source code, maybe a separated source mod is enough
change all GID to AID when referring to player related commands as unit**** scriptcommands and about the one who asked opinions about re-implementing mobcontrol system, I myself don't agree with it being part of rA source code, maybe a separated source mod is enough
Originally posted by Akkarin
Update: Using Ultramage's latest diff for the Mob Control commands I've integrated them back into rAthena (my local working copy) but there's a few glitches here and there. A member of the Core Dev team is now helping me out with this.
Update: Using Ultramage's latest diff for the Mob Control commands I've integrated them back into rAthena (my local working copy) but there's a few glitches here and there. A member of the Core Dev team is now helping me out with this.
mob controller has been thrown out, and GID has been properly explained
changed status to: Done