فهرست منبع

Added optional param for 'char_id' in some script commands

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
Cydh Ramdh 10 سال پیش
والد
کامیت
ef5fe8e4f1
3فایلهای تغییر یافته به همراه363 افزوده شده و 288 حذف شده
  1. 99 89
      doc/script_commands.txt
  2. 263 198
      src/map/script.c
  3. 1 1
      src/map/script.h

+ 99 - 89
doc/script_commands.txt

@@ -378,7 +378,7 @@ 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 commands
-implemented (but NEVER documented by Lance. Shame on you...).
+implemented.
 
 Item and pet scripts
 --------------------
@@ -935,7 +935,8 @@ chosen once the triggering character leaves the area.
 
 OnTouchNPC:
 
-Similar to OnTouch, but will only trigger for monsters.
+Similar to OnTouch, but will only trigger for monsters. For this case, by using
+'getattachedrid' will returns GID (ID that returned when use 'monster').
 
 OnPCLoginEvent:
 OnPCLogoutEvent:
@@ -1205,8 +1206,8 @@ of 'end' stops this, and ends the script.
 
 ---------------------------------------
 
-*set <variable>,<expression>;
-*set(<variable>,<expression>)
+*set <variable>,<expression>{,<charid>};
+*set(<variable>,<expression>{,<charid>})
 
 This command will set a variable to the value that the expression results in. 
 Variables may either be set through this command or directly, much like any
@@ -1228,7 +1229,7 @@ Returns the variable reference (since trunk r12870).
 
 ---------------------------------------
 
-*setd "<variable name>",<value>;
+*setd "<variable name>",<value>{,<char_id>};
 
 Works almost identically as set, except the variable name is identified as a string 
 and can thus be constructed dynamically.
@@ -1244,6 +1245,9 @@ Examples:
   setd ".@" + .@var$ + "123$", "Poporing is cool";
   mes .@Poporing123$; // Displays "Poporing is cool".
 
+NOTE:
+  'char_id' only works for non-server variables.
+
 ---------------------------------------
 
 *getd("<variable name>")
@@ -2231,7 +2235,7 @@ array, shifting all the elements beyond this towards the beginning.
 ======================================
 ---------------------------------------
 
-*strcharinfo(<type>)
+*strcharinfo(<type>{,<char_id>})
 
 This function will return either the name, party name or guild name for the 
 invoking character. Whatever it returns is determined by type.
@@ -2371,9 +2375,9 @@ If an invalid type is given or the NPC does not exist, 0 is returned.
 
 ---------------------------------------
 
-*getchildid()
-*getmotherid()
-*getfatherid()
+*getchildid({<char_id>})
+*getmotherid({<char_id>})
+*getfatherid({<char_id>})
 
 These functions return the character ID of the attached player's child,
 mother, mother, or father, respectively. It returns 0 if no ID is found.
@@ -2382,14 +2386,14 @@ mother, mother, or father, respectively. It returns 0 if no ID is found.
 
 ---------------------------------------
 
-*ispartneron()
+*ispartneron({<char_id>})
 
 This function returns 1 if the invoking character's marriage partner is 
 currently online and 0 if they are not or if the character has no partner.
 
 ---------------------------------------
 
-*getpartnerid()
+*getpartnerid({<char_id>})
 
 This function returns the character ID of the invoking character's marriage 
 partner, if any. If the invoking character is not married, it will return 0, 
@@ -2400,7 +2404,7 @@ which is a quick way to see if they are married:
 
 ---------------------------------------
 
-*getlook(<type>)
+*getlook(<type>{,<char_id>})
 
 This function will return the number for the current character look value 
 specified by type. See 'setlook' for valid look types.
@@ -2410,7 +2414,7 @@ dressed in black. :)
 
 ---------------------------------------
 
-*getsavepoint(<information type>)
+*getsavepoint(<information type>{,<char_id>})
 
 This function will return information about the invoking character's save point. 
 You can use it to let a character swap between several recorded save points. 
@@ -2481,7 +2485,7 @@ Counts the spirit ball that player has.
 \\
 ---------------------------------------
 
-*getequipid(<equipment slot>)
+*getequipid(<equipment slot>{,<char_id>})
 
 This function returns the item ID of the item equipped in the equipment slot 
 specified on the invoking character. If nothing is equipped there, it returns -1. 
@@ -2543,7 +2547,7 @@ armor, but also don't want them to equip if after the check, you would do this:
 
 ---------------------------------------
 
-*getequipuniqueid(<equipment slot>)
+*getequipuniqueid(<equipment slot>{,<char_id>})
 
 This function returns the unique ID (as a string) of the item equipped in the equipment slot 
 specified on the invoking character. If nothing is equipped there, it returns an empty string.
@@ -2551,7 +2555,7 @@ See 'getequipid' for a full list of valid equipment slots.
 
 ---------------------------------------
 
-*getequipname(<equipment slot>)
+*getequipname(<equipment slot>{,<char_id>})
 
 Returns the jname of the item equipped in the specified equipment slot on the
 invoking character, or an empty string if nothing is equipped in that position.
@@ -2574,7 +2578,7 @@ the players would normally see on screen.)
 
 ---------------------------------------
 
-*getbrokenid(<number>)
+*getbrokenid(<number>{,<char_id>})
 
 This function will search the invoking character's inventory for any broken 
 items, and will return their item ID numbers. Since the character may have 
@@ -2590,7 +2594,7 @@ will return the second one, etc. Will return 0 if no such item is found.
 
 ---------------------------------------
 
-*getequipisequiped(<equipment slot>)
+*getequipisequiped(<equipment slot>{,<char_id>})
 
 This functions will return 1 if there is an equipment placed on the specified
 equipment slot and 0 otherwise. For a list of equipment slots 
@@ -2607,7 +2611,7 @@ see 'getequipid'. Function originally used by the refining NPCs:
 
 ---------------------------------------
 
-*getequipisenableref(<equipment slot>)
+*getequipisenableref(<equipment slot>{,<char_id>})
 
 Will return 1 if the item equipped on the invoking character in the specified 
 equipment slot is refinable, and 0 if it isn't. For a list of equipment slots 
@@ -2624,7 +2628,7 @@ see 'getequipid'.
 
 ---------------------------------------
 
-*getequiprefinerycnt(<equipment slot>)
+*getequiprefinerycnt(<equipment slot>{,<char_id>})
 
 Returns the current number of pluses for the item in the specified equipment 
 slot. For a list of equipment slots see 'getequipid'.
@@ -2640,7 +2644,7 @@ this is +10:
 
 ---------------------------------------
 
-*getequipweaponlv(<equipment slot>)
+*getequipweaponlv(<equipment slot>{,<char_id>})
 
 This function returns the weapon level for the weapon equipped in the specified 
 equipment slot on the invoking character. For a list of equipment slots see 
@@ -2681,7 +2685,7 @@ Examples:
 
 ---------------------------------------
 
-*getequippercentrefinery(<equipment slot>)
+*getequippercentrefinery(<equipment slot>{,<char_id>})
 
 This function calculates and returns the percent value chance to successfully 
 refine the item found in the specified equipment slot of the invoking character 
@@ -2721,7 +2725,7 @@ of possible equipment slots.
 
 ---------------------------------------
 
-*getinventorylist;
+*getinventorylist {<char_id>};
 
 This command sets a bunch of arrays with a complete list of whatever the 
 invoking character has in their inventory, including all the data needed to 
@@ -2847,8 +2851,8 @@ It's useful for when you want to check whether an item contains cards or if it's
 
 ---------------------------------------
 
-*mergeitem({<item_id>});
-*mergeitem({"<item name>"});
+*mergeitem({<item_id>{,<char_id>}});
+*mergeitem({"<item name>"{,<char_id>}});
 
 Merge all stackable items that separated by GUID flags
 (either by flag 4 item_flag.txt or GUID  in item_group).
@@ -2919,7 +2923,7 @@ map ID doesn't exist.
 
 ---------------------------------------
 
-*getgmlevel()
+*getgmlevel({<char_id>})
 
 This function will return the (GM) level associated with the player group to which
 the invoking character belongs. If this is somehow executed from a console command,
@@ -2932,7 +2936,7 @@ specially when talked to by GMs.
 
 ---------------------------------------
 
-*getgroupid()
+*getgroupid({<char_id>})
 
 This function will return the group id to which the invoking player belongs.
 
@@ -3214,7 +3218,7 @@ Example 2:
 
 ---------------------------------------
 
-*getskilllist;
+*getskilllist({<char_id>});
 
 This command sets a bunch of arrays with a complete list of skills the
 invoking character has. Here's what you get:
@@ -3319,7 +3323,7 @@ Example:
 
 ---------------------------------------
 
-*skillpointcount()
+*skillpointcount({<char_id>})
 
 Returns the total amount of skill points a character possesses (SkillPoint+SP's used in skills)
 This command can be used to check the currently attached characters total amount of skill points.
@@ -3366,6 +3370,12 @@ account ID.
 
 ---------------------------------------
 
+*getattachedrid();
+
+Returns RID from running script. Script may does not have RID.
+
+---------------------------------------
+
 *isloggedin(<account id>{,<char id>})
 
 This function returns 1 if the specified account is logged in and 0 if they 
@@ -3423,10 +3433,10 @@ things might in some cases be required.
 
 ---------------------------------------
 
-*checkoption(<option number>)
-*checkoption1(<option number>)
-*checkoption2(<option number>)
-*setoption <option number>{,<flag>};
+*checkoption(<option number>{,<char_id>})
+*checkoption1(<option number>{,<char_id>})
+*checkoption2(<option number>{,<char_id>})
+*setoption <option number>{,<flag>{,<char_id>}};
 
 The 'setoption' series of functions check for a so-called option that is set on 
 the invoking character. 'Options' are used to store status conditions and a lot 
@@ -3488,8 +3498,8 @@ core developer (or read the source: src/map/status.h) for the full list.
 
 ---------------------------------------
 
-*setcart {<type>};
-*checkcart()
+*setcart {<type>{,<char_id>}};
+*checkcart({<char_id>});
 
 If <type> is 0 this command will remove the cart from the character.
 Otherwise it gives the invoking character a cart. The cart given will be 
@@ -3504,8 +3514,8 @@ The accompanying function will return 1 if the invoking character has a cart
 
 ---------------------------------------
 
-*setfalcon {<flag>};
-*checkfalcon()
+*setfalcon {<flag>{,<char_id>}};
+*checkfalcon({<char_id>});
 
 If <flag> is 0 this command will remove the falcon from the character.
 Otherwise it gives the invoking character a falcon. The falcon will be there 
@@ -3520,8 +3530,8 @@ and 0 if they don't.
 
 ---------------------------------------
 
-*setriding {<flag>};
-*checkriding()
+*setriding {<flag>{,<char_id>}};
+*checkriding({<char_id>});
 
 If <flag> is 0 this command will remove the mount from the character.
 Otherwise it gives the invoking character a PecoPeco (if they are a Knight 
@@ -3537,8 +3547,8 @@ bird and 0 if they aren't.
 
 ---------------------------------------
 
-*setdragon {<color>};
-*checkdragon()
+*setdragon {<color>{,<char_id>}};
+*checkdragon({<char_id>});
 
 The 'setdragon' function toggles mounting a dragon for the invoking character.
 It will return 1 if successful, 0 otherwise.
@@ -3557,8 +3567,8 @@ dragon and 0 if they aren't.
 
 ---------------------------------------
 
-*setmadogear {<flag>};
-*checkmadogear()
+*setmadogear {<flag>{,<char_id>}};
+*checkmadogear({<char_id>});
 
 If <flag> is 0 this command will remove the mount from the character.
 Otherwise it gives the invoking character a Mado (if they are a Mechanic).
@@ -3568,8 +3578,8 @@ Mado and 0 if they don't.
 
 ---------------------------------------
 
-*setmounting;
-*ismounting()
+*setmounting {<char_id>};
+*ismounting({<char_id>});
 
 The 'setmounting' function toggles cash mount for the invoking character.
 It will return 1 if successful, 0 otherwise.
@@ -3581,7 +3591,7 @@ cash mount and 0 if they don't.
 
 ---------------------------------------
 
-*checkwug()
+*checkwug({<char_id>});
 
 This function will return 1 if the invoking character has a
 warg and 0 if they don't.
@@ -3786,7 +3796,7 @@ be seen by anyone else.
 
 ---------------------------------------
 
-*dispbottom "<message>"{,<color>};
+*dispbottom "<message>"{,<color>{,<char_id>}};
 
 This command will send the given message with color into the invoking character's chat 
 window. The color format is in RGB (0xRRGGBB). The color is
@@ -3915,8 +3925,8 @@ normally translate to random coordinates.
 
 ---------------------------------------
 
-*savepoint "<map name>",<x>,<y>;
-*save "<map name>",<x>,<y>;
+*savepoint "<map name>",<x>,<y>{,<char_id>};
+*save "<map name>",<x>,<y>{,<char_id>};
 
 These commands save where the invoking character will return to upon clicking
 "Return to Save Point", after death and in some other cases. The two versions are 
@@ -4127,7 +4137,7 @@ do, but this will only happen in a later SVN revision.
 
 ---------------------------------------
 
-*changesex;
+*changesex({<char_id>});
 
 This command will change the gender for the attached character's account. If it 
 was male, it will become female, if it was female, it will become male. The 
@@ -4141,7 +4151,7 @@ they will also have their skills reset upon 'changesex'.
 
 ---------------------------------------
 
-*getexp <base xp>,<job xp>;
+*getexp <base xp>,<job xp>{,<char_id>};
 
 This command will give the invoking character a specified number of base and job 
 experience points. Can be used as a quest reward. Negative values won't work.
@@ -4425,8 +4435,8 @@ Example:
 
 ---------------------------------------
 
-*rentitem <item id>,<time>;
-*rentitem "<item name>",<time>;
+*rentitem <item id>,<time>{,<account_id>};
+*rentitem "<item name>",<time>{,<account_id>};
 
 Creates a rental item in the attached character's inventory. The item will expire 
 in <time> seconds and be automatically deleted. When receiving a rental item, 
@@ -4439,8 +4449,8 @@ Note: 'delitem' in an NPC script can still remove rental items.
 
 ---------------------------------------
 
-*rentitem2 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
-*rentitem2 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
+*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>};
 
 Creates a rental item in the attached character's inventory. The item will expire 
 in <time> seconds and be automatically deleted. See 'rentitem' for further details.
@@ -4597,7 +4607,7 @@ cart or storage. If no cart is mounted, 'cartcountitem2' will return -1.
 
 ---------------------------------------
 
-*countbound({<bound type>})
+*countbound({<bound type>{,<char_id>}})
 
 This function will return the number of bounded items in the character's
 inventory, and sets an array @bound_items[] containing all item IDs of the
@@ -4710,8 +4720,8 @@ target cursor is shown.
 
 ---------------------------------------
 
-*consumeitem <item id>;
-*consumeitem "<item name>";
+*consumeitem <item id>{,<char_id>};
+*consumeitem "<item name>"{,<char_id>};
 
 This command will run the item script of the specified item on the invoking
 character. The character does not need to possess the item, and the item will
@@ -4776,7 +4786,7 @@ to cook the dish the command works.
 
 ---------------------------------------
 
-*makerune <% success bonus>;
+*makerune <% success bonus>{,<char_id>};
 
 This command will open a rune crafting window on the client connected to the
 invoking character. Since this command is officially used in rune ores, a bonus
@@ -4811,14 +4821,14 @@ Whatever the type is, it will also show a failure effect on screen.
 
 ---------------------------------------
 
-*repair <broken item number>;
+*repair <broken item number>{,<char_id>};
 
 This command repairs a broken piece of equipment, using the same list of broken 
 items as available through 'getbrokenid'.
 
 ---------------------------------------
 
-*repairall;
+*repairall {<char_id>};
 
 This command repairs all broken equipment in the attached player's inventory.
 A repair effect will be shown if any items are repaired, else the command will
@@ -4826,7 +4836,7 @@ end silently.
 
 ---------------------------------------
 
-*successrefitem <equipment slot>{,<count>};
+*successrefitem <equipment slot>{,<count>{,<char_id>}};
 
 This command will refine an item in the specified equipment slot of the invoking 
 character by +1, or a count if given. For a list of equipment slots see 'getequipid'.
@@ -4837,7 +4847,7 @@ blacksmith who will later forge a weapon.
 
 ---------------------------------------
 
-*failedrefitem <equipment slot>;
+*failedrefitem <equipment slot>{,<char_id>};
 
 This command will fail to refine an item in the specified equipment slot of the 
 invoking character. The item will be destroyed. This will also display a 'refine 
@@ -4846,7 +4856,7 @@ window.
 
 ---------------------------------------
 
-*downrefitem <equipment slot>{,<count>};
+*downrefitem <equipment slot>{,<count>{,<char_id>}};
 
 This command will downgrade an item in the specified equipment slot of the invoking
 character by -1, or a count if given. For a list of equipment slots see 'getequipid'.
@@ -4855,7 +4865,7 @@ appropriate messages into their chat window.
 
 ---------------------------------------
 
-*unequip <equipment slot>;
+*unequip <equipment slot>{,<char_id>};
 
 This command will unequip whatever is currently equipped in the invoking 
 character's specified equipment slot. For a full list of possible equipment 
@@ -4866,7 +4876,7 @@ them.
 
 ---------------------------------------
 
-*delequip <equipment slot>;
+*delequip <equipment slot>{,<char_id>};
 
 This command will destroy whatever is currently equipped in the invoking
 character's specified equipment slot. For a full list of possible equipment 
@@ -4876,7 +4886,7 @@ This command will return 1 if an item was deleted and 0 otherwise.
 
 ---------------------------------------
 
-*breakequip <equipment slot>;
+*breakequip <equipment slot>{,<char_id>};
 
 This command will break and unequip whatever is currently equipped in the
 invoking character's specified equipment slot. For a full list of possible
@@ -4886,7 +4896,7 @@ This command will return 1 if an item was broken and 0 otherwise.
 
 ---------------------------------------
 
-*clearitem;
+*clearitem {,<char_id>};
 
 This command will destroy all items the invoking character has in their 
 inventory (including equipped items). It will not affect anything else, like 
@@ -4894,7 +4904,7 @@ storage or cart.
 
 ---------------------------------------
 
-*equip <item id>;
+*equip <item id>{,<char_id>};
 *autoequip <item id>,<option>;
 
 These commands are to equip a equipment on the attached character. 
@@ -4977,7 +4987,7 @@ window, to avoid any disruption when both windows overlap.
 
 ---------------------------------------
 
-*openmail;
+*openmail({<char_id>});
 
 This will open a character's Mail window on the client connected to the 
 invoking character.
@@ -4989,7 +4999,7 @@ invoking character.
 
 ---------------------------------------
 
-*openauction;
+*openauction({<char_id>});
 
 This will open the Auction window on the client connected to the invoking character.
 
@@ -5062,7 +5072,7 @@ a fun quest. (Wasting a level point on that is really annoying :D)
 //
 ---------------------------------------
 
-*resetlvl <action type>;
+*resetlvl <action type>{,<char_id>};
 
 This is a character reset command, meant mostly for rebirth script supporting 
 Advanced jobs, which will reset the invoking character's stats and level 
@@ -5084,7 +5094,7 @@ rebirth scripts. Ask AppleGirl why.
 
 ---------------------------------------
 
-*resetstatus;
+*resetstatus({<char_id>});
 
 This is a character reset command, which will reset the stats on the invoking 
 character and give back all the stat points used to raise them previously. 
@@ -5094,7 +5104,7 @@ Used in reset NPC's (duh!)
 
 ---------------------------------------
 
-*resetskill;
+*resetskill({<char_id>});
 
 This command takes off all the skill points on the invoking character, so they 
 only have Basic Skill blanked out (lvl 0) left, and returns the points for them 
@@ -5168,7 +5178,7 @@ Note: to use SC_NOCHAT you should alter Manner
 
 ---------------------------------------
 
-*getstatus(<effect type>{,<type>})
+*getstatus(<effect type>{,<type>{,<char_id>}})
 
 Retrieve information about a specific status effect when called. Depending on <type>
 specified the function will return different information.
@@ -5259,7 +5269,7 @@ behavior of the command.
 
 ---------------------------------------
 
-*statusup <stat>;
+*statusup <stat>{,<char_id>};
 
 This command will bump a specified stat of the invoking character up by one 
 permanently. Stats are to be given as number, but you can use these constants to 
@@ -5274,7 +5284,7 @@ bLuk -  Luck
 
 ---------------------------------------
 
-*statusup2 <stat>,<amount>;
+*statusup2 <stat>,<amount>{,<char_id>};
 
 This command will bump a specified stat of the invoking character up by the 
 specified amount permanently. The amount can be negative. See 'statusup'.
@@ -5436,7 +5446,7 @@ Flag constants:
 
 ---------------------------------------
 
-*nude;
+*nude {<char_id>};
 
 This command will unequip anything equipped on the invoking character.
 
@@ -5453,8 +5463,8 @@ If no character is specified, the command will run for the invoking character.
 
 ---------------------------------------
 
-*disguise <Monster ID>;
-*undisguise;
+*disguise <Monster ID>{,<char_id>};
+*undisguise {<char_id>};
 
 This command disguises the current player with a monster sprite.
 The disguise lasts until 'undisguise' is issued or the player logs out.
@@ -5502,7 +5512,7 @@ the invoking character. Example can be found in the wedding script.
 
 ---------------------------------------
 
-*divorce()
+*divorce({<char_id>})
 
 This function will "un-marry" the invoking character from whoever they were 
 married to. Both will no longer be each other's marriage partner, (at least in 
@@ -7871,7 +7881,7 @@ if (instance_check_party(getcharid(1),2,2,149)) {
 =========================
 ---------------------------------------
 
-*questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}};
+*questinfo <Quest ID>,<Icon>{,<Map Mark Color>{,<Job Class>}};
 
 This is esentially a combination of checkquest and showevent. Use this only
 in an OnInit label. For the Quest ID, specify the quest ID that you want
@@ -7915,7 +7925,7 @@ izlude,100,100,4	script	Test	844,{
 
 ---------------------------------------
 
-*setquest <ID>;
+*setquest <ID>{,<char_id>};
 
 Place quest of <ID> in the users quest log, the state of which is "active".
 
@@ -7923,26 +7933,26 @@ If *questinfo is set, and the same ID is specified here, the icon will be cleare
 
 ---------------------------------------
 
-*completequest <ID>;
+*completequest <ID>{,<char_id>};
 
 Change the state for the given quest <ID> to "complete" and remove from the users quest log.
 
 ---------------------------------------
 
-*erasequest <ID>;
+*erasequest <ID>{,<char_id>};
 
 Remove the quest of the given <ID> from the user's quest log.
 
 ---------------------------------------
 
-*changequest <ID>,<ID2>;
+*changequest <ID>,<ID2>{,<char_id>};
 
 Remove quest of the given <ID> from the user's quest log.
 Add quest of the <ID2> to the the quest log, and the state is "active".
 
 ---------------------------------------
 
-*checkquest(<ID>{,PLAYTIME|HUNTING})
+*checkquest(<ID>{,PLAYTIME|HUNTING{,<char_id>}})
 
 If no additional argument supplied, return the state of the quest: 
 	-1 = Quest not started (not in quest log)
@@ -7964,7 +7974,7 @@ If parameter "HUNTING" is supplied:
 
 ---------------------------------------
 
-*isbegin_quest(<ID>)
+*isbegin_quest(<ID>{,<char_id>})
 
 Return the state of the quest: 
 	0  = Quest not started (not in quest log)
@@ -7973,7 +7983,7 @@ Return the state of the quest:
 
 ---------------------------------------
 
-*showevent <icon>{,<mark color>}
+*showevent <icon>{,<mark color>{,<char_id>}}
 
 Show an emotion on top of a NPC, and optionally,
 a colored mark in the mini-map like "viewpoint".

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 263 - 198
src/map/script.c


+ 1 - 1
src/map/script.h

@@ -159,7 +159,7 @@ void script_warning(const char* src, const char* file, int start_line, const cha
 
 struct script_code* parse_script(const char* src,const char* file,int line,int options);
 void run_script_sub(struct script_code *rootscript,int pos,int rid,int oid, char* file, int lineno);
-void run_script(struct script_code*,int,int,int);
+void run_script(struct script_code *rootscript,int pos,int rid,int oid);
 
 int set_var(struct map_session_data *sd, char *name, void *val);
 int conv_num(struct script_state *st,struct script_data *data);

برخی فایل ها در این مقایسه diff نمایش داده نمی شوند زیرا تعداد فایل ها بسیار زیاد است