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==Syntax Legends==
==Syntax Legends==
This section describes the syntax formatting used in declarations of configuration options and commands.  
Syntax format used in declarations of configuration options and commands.  


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==Basic Value and Parameter Types==
 
This section describes the basic types that may appear in a configuration option's value or a command parameter.  
== Basic Value and Parameter Types ==
{| class="wikitable" border="1"
Parameters types that may appear in a configuration option's value or a command parameter.
!Type!!Description
{|border="1" cellpadding="2" cellspacing="1"
|- background:#F9F9F9"
!Type
!Description
|-
|-
|align=center|flag||A number with special meaning on its current context. The list of meaningful values are always given.  
|align=center|flag
|A number with special meaning on its current context. The list of meaningful values are always given.  
|-
|-
|align=center|boolean flag||A type of flag with only two meaningful values: '''1''' to enable (turn on) or '''0''' to disable (turn off).  
|align=center|boolean flag
|A type of flag with only two values: '''1''' to enable and '''0''' to disable.  
|-
|-
|align=center|number||Any number. This can be a fractional value (distance) or whole counting numbers (amount, damage, level) depending on the current context.  
|align=center|number
|Any number. This can be a fractional value (separated by dot .) or an integer number.  
|-
|-
|align=center|percent||A number from 0 to 100 that corresponds to a percent. Don't append a percent sign (%) unless otherwise specified.  
|align=center|percent
|A number from 1 to 100 that corresponds to a percent. Don't append a percent sign (%) unless otherwise specified.  
|-
|-
|align=center|seconds||The time specified in seconds. This can be a fractional value (e.g. 0.5).
|align=center|seconds
|The time specified in seconds. Can be a fractional value (ex. 0.5).
|-
|-
|align=center|string||Any text string (alias name, password, callsign). See also Names (Text).
|align=center|string
|Any text string.
|}
|}




==Equipment Slots==
==Equipment Slots==
Kore can now efficiently equip items on specific equipment slots. You can automatically equip an item on certain conditions (equipAuto), when you attack with your weapon (attackEquip), on teleport (teleportAuto_equip), and when using skills (shared skill block attribute equip).
Equipment slot names used by Openkore.  


The following is a list of equipment slots.
{| border="1" cellpadding="2" cellspacing="1"  
{| class="wikitable" border="1"
|- background:#F9F9F9"
!Name!!Description
|+ List of equipment slots.
!Name
!Description
|-
|-
|align=center|topHead||Specifies the top head gear to equip.  
|align=center|topHead
|Upper head slot.
|-
|-
|align=center|midHead||Specifies the middle head gear to equip.  
|align=center|midHead
|Middle head slot.
|-
|-
|align=center|lowHead||Specifies the lower head gear to equip.
|align=center|lowHead
|Lower heads slot.
|-
|-
|align=center|rightHand||Specifies the weapon to equip on the right hand.  
|align=center|rightHand
|Right hand slot.
|-
|-
|align=center|leftHand||Specifies the weapon or shield to equip on the left hand.  
|align=center|leftHand
|Left hand slot.
|-
|-
|align=center|rightAcessory||Specifies the accessory to equip on the right accessory slot.  
|align=center|rightAcessory
|Right Acessory slot.
|-
|-
|align=center|leftAcessory||Specifies the accessory to equip on the left accessory slot.  
|align=center|leftAcessory
|Left Acessory slot.
|-
|-
|align=center|armor||Specifies the armor to equip.  
|align=center|armor
|Armor slot.
|-
|-
|align=center|robe||Specifies the garment to equip.  
|align=center|robe
|Gaments slot.
|-
|-
|align=center|shoes||Specifies the footwear to equip.  
|align=center|shoes
|Footwear slot.
|-
|-
|align=center|arrow||Specifies the arrows to equip when using a bow-type weapon.  
|align=center|arrow
|Arrow or Bullet slot.  
|}
|}




==Message Domains==
== Message Domains ==
Message domains are names used to classify messages printed in the console.
Message domains are names used to classify messages printed in the console.


If you want to find out the domain of certain messages that you see in your console, set the option '''showDomain''' in config.txt to '''1'''. Doing so will make Openkore display domains along with messages in the console.
For information about a certain messages that you see in your console, set the option [[showDomain]] in config.txt to '''1''', making Openkore display domains along with messages in the console.


The following is a list of known message domains:
{| border="1" cellpadding="2" cellspacing="1"  
{| class="wikitable" border="1"
|- background:#F9F9F9"
!Name!!Description
|+ List of known message domains:
!Name
!Description
|-
|-
|align=center|ai_attack||Attack messages  
|align=center|ai_attack
|Attack messages  
|-
|-
|align=center|ai_npcTalk||Sequential conversation with NPC (talknpc) 
|align=center|ai_npcTalk
|NPC talk sequence messages.
|-
|-
|align=center|attacked||Monster attacks you
|align=center|attacked
|Monster attacks you.
|-
|-
|align=center|attackedMiss||Monster attacks you but misses  
|align=center|attackedMiss
|Monster attacks you but misses.
|-
|-
|align=center|attackMon||You attack monster  
|align=center|attackMon
|You attack monster.
|-
|-
|align=center|attackMonMiss||You attack monster but misses  
|align=center|attackMonMiss
|You attack monster but misses.
|-
|-
|align=center|connection||Connection messages  
|align=center|connection
|Connection messages.
|-
|-
|align=center|console||Default domain for messages that have no defined message group. (Note. You can't use this with verboseDomains and squelchDomains.
|align=center|console
|Messages without defined group.
|-
|-
|align=center|deal||Deal messages
|align=center|deal
|Deal messages.
|-
|-
|align=center|drop||Monster drop related  
|align=center|drop
|Monster drop related messages.
|-
|-
|align=center|emotion||Emoticon  
|align=center|emotion
|Emoticon messages.
|-
|-
|align=center|exp||Experience gained  
|align=center|exp
|Experience gained message.
|-
|-
|align=center|equip||Equipment switching  
|align=center|equip
|Equipment switching message.
|-
|-
|align=center|follow||Follow messages  
|align=center|follow
|Follow messages.
|-
|-
|align=center|guildchat||Guild chat message  
|align=center|guildchat
|Guild chat message.
|-
|-
|align=center|guildnotice||Guild notice message  
|align=center|guildnotice
|Guild notice message.
|-
|-
|align=center|info||View info that's requested by the user (status, guild info, etc.)
|align=center|info
|Character information messages.
|-
|-
|align=center|input||Waiting for user input  
|align=center|input
|User input messages.
|-
|-
|align=center|inventory||Inventory related messages
|align=center|inventory
|Inventory related messages.
|-
|-
|align=center|list||List of information (monster list, player list, item list, etc.)
|align=center|list
|Actor's list message.
|-
|-
|align=center|load||Loading config files  
|align=center|load
|Loading config files messages.
|-
|-
|align=center|looter||Attacking looter  
|align=center|looter
|Attacking looter message.
|-
|-
|align=center|map_event||PvP/GvG mode messages  
|align=center|map_event
|PvP/GvG mode messages.
|-
|-
|align=center|emotion||NPC messages
|align=center|npc
|NPC messages.
|-
|-
|align=center|parseMsg_statuslook||Looks (skill status or ailments, muted, summoned spirit, equipment changes, sit, stand)
|align=center|parseMsg_statuslook
|Changed status/equipment messages.
|-
|-
|align=center|parseMsg/hairColor||Hair color change  
|align=center|parseMsg/hairColor
|Hair color change message.
|-
|-
|align=center|parseMsg/job||Job change  
|align=center|parseMsg/job
|Job change message.
|-
|-
|align=center|parseMsg/upgrade||Item upgrading  
|align=center|parseMsg/upgrade
|Item upgrading message.
|-
|-
|align=center|party||Party/follow related  
|align=center|party
|Party/follow related message.
|-
|-
|align=center|partychat||Party chat messages  
|align=center|partychat
|Party chat messages.
|-
|-
|align=center|pet||Pet related messages  
|align=center|pet
|Pet related messages.
|-
|-
|align=center|plugins||Messages about plugin handling
|align=center|plugins
|Plugin handle messages.
|-
|-
|align=center|pm||Private chat message
|align=center|pm
|Received private messages.
|-
|-
|align=center|pm/sent||Private chat message sent by you
|align=center|pm/sent
|Sent private messages.
|-
|-
|align=center|portals||Portal exists
|align=center|portals
|Portal existance messages.
|-
|-
|align=center|portalRecord||Recording of portals
|align=center|portalRecord
|Recording of portals messages.
|-
|-
|align=center|publicchat||Public chat message  
|align=center|publicchat
|Public chat message.
|-
|-
|align=center|refine||Weapon refining  
|align=center|refine
|Weapon refining messages.
|-
|-
|align=center|route||Routing/pathfinding messages  
|align=center|route
|Routing/pathfinding messages.
|-
|-
|align=center|route_teleport||Route teleport messages  
|align=center|route_teleport
|Route teleport messages.
|-
|-
|align=center|schat||GM broadcast messages
|align=center|schat
|GM broadcast messages.
|-
|-
|align=center|selfSkill||Skills used by yourself  
|align=center|selfSkill
|Skills used by yourself messages.
|-
|-
|align=center|skill||Skill use unrelated to attack  
|align=center|skill
|Skills not related to attack messages.
|-
|-
|align=center|sold||Item sold while vending.  
|align=center|sold
|Items sold while vending messages.
|-
|-
|align=center|startup||Messages that are printed during startup.  
|align=center|startup
|Startup messages.
|-
|-
|align=center|storage||Storage item added/removed  
|align=center|storage
|Storage item added/removed messages.
|-
|-
|align=center|success||An operation succeeded  
|align=center|success
|Operation succeeded messages.
|-
|-
|align=center|syntax||Syntax check files  
|align=center|syntax
|Syntax check files messages.
|-
|-
|align=center|syntax||Syntax check files
|align=center|teleport
|Teleporting messages.
|-
|-
|align=center|teleport||Teleporting
|align=center|useItem
|Items used by you messages.
|-
|-
|align=center|useItem||You used item
|align=center|useTeleport
|Attemp to use teleport messages.
|-
|-
|align=center|useTeleport||Attemp to use teleport
|align=center|waypoint
|Waypoint messages.
|-
|-
|align=center|waypoint||Waypoint messages
|align=center|xkore
|-
|X-Kore system messages.
|align=center|xkore||X-Kore system messages  
|}
|}




The following is a list of debug domains.
The following is a list of debug domains:
{|
{|
|
|
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|}
|}


==Names==
This section describes the names used as values in configuration options.


===Equipment Names===
== Names ==
For equipments, it is best to use the console commands to get the exact name of your items (see Item Names). However, this is only applicable if you already have that certain item in your inventory, cart or storage. If you want to specify an equipment that you don't currently possess, use the following syntax as a guide when writing down equipment names:  
Sometimes equipment/item/monster names are different in each server, so Openkore have it's own database in tables folder for defaulting names. Changing the name from the files will affect your configuration.
 
=== Equipment Names ===
----
Openkore equipment name syntax:
 
  # for normal equipments:
  # for normal equipments:
  [BROKEN] [+<upgrade level>] (<item name>) [[<card name>[*<number>]] [<number of slots>]]
  [BROKEN] [+<upgrade level>] (<item name>) [[<card name>[*<number>]] [<number of slots>]]
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'''Notes:'''
'''Notes:'''
*If the equipment is not "broken", omit the '''BROKEN''' part.
* If the equipment is not broken, omit the '''BROKEN''' part.
*If the equipment is not upgraded, omit the +<upgrade level> part.
* If the equipment is not upgraded, omit the +<upgrade level> part.
*Use only the monster name for the card name (omit the "Card" part), e.g. use Hydra for the Hydra Card.
* Use only the monster name for the card name, e.g. use Hydra for the Hydra Card.
*If there is only one card of a certain type slotted on the equipment, omit the *<number> part.
* If there is only one card of a certain type slotted on the equipment, omit the *<number> part.
*If there are more than one type of cards compounded on the equipment, the <card name>*<number> pair can be a colon-separated list. The list should be sorted alphabetically.
* If there are more than one type of cards compounded on the equipment, the <card name>*<number> pair should be colon-separated list. The list should be sorted alphabetically.
*If the equipment is not slotted, omit the [<number of slots>] part.
* If the equipment is not slotted, omit the [<number of slots>] part.
* So far configuration options using item names are not strict with case-sensitivity.
* If you have the equipment, you can use [[Console Commands|console commands]]
 
 
'''Example'''
 
* For a +4 Cranial Mirror Shield, a Hard Padded Armor, a 3-slotted +5 Double Flammable Boned Saber, and a +6 Very Very Strong Wind Tsurugi, use:


'''Example:'''<br/>
If you want to use a +4 Cranial Mirror Shield, a Hard Padded Armor, a 3-slotted +5 Double Flammable Boned Saber, and a +6 Very Very Strong Wind Tsurugi, use:
  +7 Mirror Shield [Thara Frog] [1]
  +7 Mirror Shield [Thara Frog] [1]
  Padded Armor [Pupa] [1]
  Padded Armor [Pupa] [1]
  +5 Saber [Skel Worker,Vadon*2] [3]
  +5 Saber [Skel Worker:Vadon*2] [3]
  +6 VVS Wind Tsurugi
  +6 VVS Wind Tsurugi


In v.1.9.x, the 3-slotted +5 Double Flammable Boned Saber described above would have to be written like the following (note the change in the card separator from comma to colon):
(V.1.9.x) +5 Saber [Skel Worker:Vadon*2] [3]


'''Note.''' So far configuration options using item names are not strict with case-sensitivity.
=== Item Names ===
----
Item names can be found at tables\items.txt, following this syntax:
<Item ID>#<item_name>#
 
In items.txt item names are separated with underscores (_), to use them in your configuration replace them with spaces.




===Item Names===
''' Example '''
The correct item names can be found by using the console commands i (inventory items), cart (cart items), and storage (storage items). You can also use store (buy list from NPC) or vender (vender shop list). Use the names as they are displayed in the lists.


You can also find the simple item names in the file tables\items.txt. For example:
* Item's name is Mirror Shield.
  2107#Mirror_Shield#
  2107#Mirror_Shield#


The string that appears after the first number sign (#) on each line is the item name used by Openkore. Replace the underscores (_) with space. In this case, the item name is Mirror Shield.
'''Note.'''
* So far configuration options using item names are not strict with case-sensitivity.  
* You can also get item's name by using [[Console Commands|console commands]], like '''i, cart, storage'''.


'''Note.''' So far configuration options using item names are not strict with case-sensitivity.


=== Ground Spell Names ===
----
Ground spell names can be found at tables\spells.txt, following this syntax:
<Spell ID> <spell name>


===Ground Spell Names===
''' Example '''
Ground spell names can be found by using the console command spells while certain spells are active on the ground.


You can also find them in the file tables\spells.txt. For example:  
* Ground spell name: Safety Wall
  126 Safety Wall
  126 Safety Wall


The string that appears after the first number on each line is the ground spell name used by Openkore. In this case, the ground spell name is Safety Wall.
'''Note:'''
* Ground spell names can also be found using [[Console Commands|console command]] '''spell''' while certain spells are active on the ground.  
 


'''Note.''' These are case-sensitive.
=== Map Names ===
----
Map names can be found at tables\maps.txt, following this syntax:


<map file name>#<map name>#


===Map Names===
Openkore use just the first name of the map in it's configuration files.
Map names can be found by using the console command where.


You can also find them in the file tables\maps.txt. For example:
''' Example '''
* Map name is Prontera
  prontera.rsw#Prontera City#
  prontera.rsw#Prontera City#


The first word that appears on each line excluding the .rsw file extension is the map name used by Openkore. In this case, the map name is prontera.
'''Notes:'''
* Map names can also be find using [[Console Commands|console command]] '''where'''.


'''Note.''' These are case-sensitive.


=== Monster Names ===
----
Monster names can be found at tables\monsters.txt, following this syntax:
<monster ID> <monster name>


===Monster Names===
''' Example '''
Monster names can be found by using the console command ml while certain monters are on screen.


You can also find them in the file tables\monsters.txt. For example:
* Monster name is Scorpion
  1001 Scorpion
  1001 Scorpion


The string that appears after the first number on each line is the monster name used by Openkore. In this case, the monster name is Scorpion.
'''Notes:'''
* You can also find monster name using [[Console Commands|console command]] '''ml''' while certain monters are on screen.
 
 
=== Player Names ===
----
Player names can be found by using the [[Console Commands|console command]] '''pl''' while certain players are on screen.


'''Note.''' These are case-sensitive.
'''Note.''' These are case-sensitive.




===Player Names===
=== Skill Names ===
Player names can be found by using the console command [[Console Commands|pl]] while certain players are on screen.
----
Skill names can be found at tables\skills.txt, following this syntax:


'''Note.''' These are case-sensitive.
<skill ID> <skill alias> <skill name>


''' Example '''


===Skill Names===
* Skill name is Basic Skill
The correct skill names can be found by using the console command skills to list available skills for your character.
1 NV_BASIC Basic Skill


You can also find them in the file tables\skills.txt. For example:
'''Note:'''
NV_BASIC#Basic_Skill#
* Your skill names can also be find using [[Console Commands|console command]] '''skills'''.


The string that appears after the first number sign (#) on each line is the skill name used by Openkore. Replace the underscores (_) with space. In this case, the skill name is Basic Skill.


'''Note.''' These are case-sensitive.
=== Status Names ===
----
Status names can be found at tables\skillsailments.txt, tables\skillslooks.txt, tables\skillsstate.txt, tables\skillsstatus.txt, following this syntax:


<skill status ID> <status name>


===Status Names===
''' Example '''
Status names can be found by using the console command s while certain status are active on you character.


You can also find them in the files tables\skillsailments.txt, tables\skillslooks.txt, tables\skillsstate.txt, tables\skillsstatus.txt. For example:
* Status name is Poisoned
  1 Poisoned
  1 Poisoned


The string that appears after the first number on each line is the status name used by Openkore. In this case, the status name is Poisoned.
'''Note:'''
* Status names can be found by using the [[Console Commands|console command]] '''s''' while certain status are active on you character.  


'''Note.''' These are case-sensitive.


== NPC Conversation Codes ==
These codes are used for specifying NPC talk sequences or steps when using the [[Console Commands]] or the config.txt options. Each code is separated with a whitespace.


==NPC Conversation Codes==
{| border="1" cellpadding="2" cellspacing="1"
These codes are used for specifying NPC talk sequences or steps when using the console command talknpc or the config.txt option storageAuto_npc_steps.
|- background:#F9F9F9"
 
|+ List of known NPC talk codes.  
The following is a list of known NPC talk codes.  
!Code
{| class="wikitable" border="1"
!Description
!Code!!Description
|-
|-
|align=center|'''c'''||Continue talking to the NPC. This is the same as pressing the next when you talk to an NPC in the RO Client.
!align=center|c
|Continue talking to the NPC. This is the same as pressing the Next buttom.
|-
|-
|align=center|'''r'''(<response #>)||Send response. The response number is the index of the response in the displayed response list (the first response has the index 0). This is the same as selecting a response when you talk to an NPC in the RO Client.  
!align=center|r(<response #>)
|Send a response to the NPC. The response number is the index of the responses in the displayed response list . This is the same as selecting a response when you talk to an NPC.  
|-
|-
|align=center|'''w'''(<seconds>)||Wait for the specified number of seconds before continuing to talk to the NPC using the next talk code.
!align=center|w(<seconds>)
|Wait for the specified number of seconds before continuing to talk to the NPC.
|-
|-
|align=center|'''d'''(<number>)||Send a number to the NPC. Use this if the NPC asks you to enter an amount.   
!align=center|d(<number>)
|Send a number to the NPC. Use this if the NPC asks you to enter an amount.   
|-
|-
|align=center|'''t='''(<string>)||Send a string or text to the NPC. Use this if the NPC asks you to enter some text.  
!align=center|t=(<string>)
|Send a text to the NPC. Use this if the NPC asks you to enter some text.  
|-
|-
|align=center|'''s'''||Get sell list. This is the same as pressing the sell button when you talk to a buy/sell NPC in the RO Client.  
!align=center|s
|Go to sell list. This is the same as pressing the sell button when you talk to a buy/sell NPC.
|-
|-
|align=center|'''b'''||Get the store list. This is the same as pressing the buy button when you talk to a buy/sell NPC in the RO Client.  
!align=center|b
|Go to the store list. This is the same as pressing the buy button when you talk to a buy/sell NPC.  
|-
|-
|align=center|'''b'''(<store item #>),(<amount>)||Buy an item from the NPC. See similar [[Console Commands|buy]]. Note that the amount is not optional.  
!align=center|b(<store item #>),(<amount>)
|Buy an item from the NPC. See similar [[Console Commands|buy]]. Note that the amount is not optional.  
|-
|-
|align=center|'''n'''||Immediately end or cancel conversation with the NPC. This is the same as pressing the close or cancel button when talking to an NPC in the RO Client.  
!align=center|n
|Ends and cancel conversation with the NPC. This is the same as pressing the close or cancel button when talking to an NPC.
|-
|-
|align=center|'''e'''||Wait until the NPC says "Done talking". Use this after the '''s''' or '''b''' talk code when talking to a buy/sell NPC.  
!align=center|e
|Wait until the NPC says "Done talking". Use this after the '''s''' or '''b''' talk code when talking to a buy/sell NPC.  
|}
|}




When specifying NPC talk codes, separate each code with whitespace. For example, by using the following command, you will be able to refine a weapon with the Blacksmith NPC inside Prontera, assuming you are inside the BlackSmith shop in Prontera and the NPC stands on the coordinates (63, 60).  
''' Example '''
 
* Talk to NPC at the coordinates (63, 60), using the talk sequence: Next>Choose fourth response>Next>Choose first response>Next>Next>Choose first response>Next>End.
  talknpc 63 60 c r3 c r0 c c r0 c n
  talknpc 63 60 c r3 c r0 c c r0 c n




==Range Operators==
 
Range operators provide flexibility in specifying values for some config.txt options by specifying ranges instead of exact values. The following defines the syntax for specifying ranges.
== Range Operators ==
{| class="wikitable" border="1"
Range operators provide flexibility in specifying values for some [[config.txt]] options by specifying ranges instead of exact values.
!Symbol!!Description
{| border="1" cellpadding="2" cellspacing="1"  
|- background:#F9F9F9"
|+ List of syntaxes for specifying ranges
!Symbol
!Description
|-
|-
|align=center|'''X'''||Value is exactly equal to X
!align=center|X
|Value is exactly equal to X.
|-
|-
|align=center|'''X..Y'''||Includes all numbers from X to Y
!align=center|X..Y
|Includes all numbers from X to Y.
|-
|-
|align=center|'''X-Y'''|| Includes all numbers from X to Y
!align=center|X-Y
|Includes all numbers from X to Y.
|-
|-
|align=center|'''> X'''||Value is greater than X
!align=center|> X
|Value is greater than X.
|-
|-
|align=center|'''>= X'''||Value is greater than or equal to X
!align=center|>= X
|Value is greater than or equal to X.
|-
|-
|align=center|'''< X'''||Value is less than X
!align=center|< X
|Value is less than X.
|-
|-
|align=center|'''<= X'''||Value is less than or equal to X
!align=center|<= X
|Value is less than or equal to X.
|-
|-
|}
|}




The following example will change config to config_2.txt if you are a Novice whose job level is exacly equal to 10.
''' Example '''
autoConfChange control/config_2.txt {
        isJob Novice
        joblvl 10
}
 


The following example will use level 1 FireBolt on a Geographer if the current SP is greater than '''5''' percent and the monster's [[config.txt|deltaHp]] is from '''-8070''' to '''-7890'''.
* Level is greater than 10
  attackSkillSlot Fire Bolt {
  lvl > 10
        lvl 1
        dist 9
        sp > 5%
        monsters Geographer
        target_deltaHp -8070..-7890
}


* Zenys is equal to 5000.
zeny 5000


The following example will use Heal on self if the current HP is less than '''50''' percent and the current SP is greater than or equal to '''20''' percent.
* Job level is between 10 and 15
  useSelf_skill Heal {
  jlvl 10..15
        lvl 10  
        hp < 50%
        sp >= 20%
}




== Self Conditions ==
== Self Conditions ==
Conditions about the character status/information.
These condition options are shared between the [[attackComboSlot]], [[attackSkillSlot]], [[buyAuto]], [[doCommand]], [[equipAuto]], [[monsterSkill]], [[partySkill]], [[useSelf_item]], and [[useSelf_skill]] configuration blocks.
These condition options are shared between the [[attackComboSlot]], [[attackSkillSlot]], [[buyAuto]], [[doCommand]], [[equipAuto]], [[monsterSkill]], [[partySkill]], [[useSelf_item]], and [[useSelf_skill]] configuration blocks.


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== Target Conditions ==
== Target Conditions ==
=== Monster Conditions ===
=== Monster Conditions ===
Conditions about the monster status/information.
These condition attributes are shared between the [[attackComboSlot]], [[attackSkillSlot]], [[equipAuto]], and [[monsterSkill]] configuration blocks.  
These condition attributes are shared between the [[attackComboSlot]], [[attackSkillSlot]], [[equipAuto]], and [[monsterSkill]] configuration blocks.  


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=== Player Conditions ===
=== Player Conditions ===
Condition about player's status/information.
Currently, only the [[partySkill]] configuration block uses these conditions.  
Currently, only the [[partySkill]] configuration block uses these conditions.  
{|
{|
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== Skill Use Conditions ==
== Skill Use Conditions ==
Conditions about skills.
These options are shared between the [[attackComboSlot]], [[attackSkillSlot]], [[monsterSkill]], [[partySkill]], and [[useSelf_skill]] configuration blocks.  
These options are shared between the [[attackComboSlot]], [[attackSkillSlot]], [[monsterSkill]], [[partySkill]], and [[useSelf_skill]] configuration blocks.  



Revision as of 00:02, 13 December 2009

Syntax Legends

Syntax format used in declarations of configuration options and commands.

Symbol Description
Bold Elements that the user must type exactly as shown.
< > Information that the user must specify.
( ) Required parameters.
[ ] Optional parameters.
| Means OR. This separates choices from which the user must choose only one.


Basic Value and Parameter Types

Parameters types that may appear in a configuration option's value or a command parameter.

Type Description
flag A number with special meaning on its current context. The list of meaningful values are always given.
boolean flag A type of flag with only two values: 1 to enable and 0 to disable.
number Any number. This can be a fractional value (separated by dot .) or an integer number.
percent A number from 1 to 100 that corresponds to a percent. Don't append a percent sign (%) unless otherwise specified.
seconds The time specified in seconds. Can be a fractional value (ex. 0.5).
string Any text string.


Equipment Slots

Equipment slot names used by Openkore.

List of equipment slots.
Name Description
topHead Upper head slot.
midHead Middle head slot.
lowHead Lower heads slot.
rightHand Right hand slot.
leftHand Left hand slot.
rightAcessory Right Acessory slot.
leftAcessory Left Acessory slot.
armor Armor slot.
robe Gaments slot.
shoes Footwear slot.
arrow Arrow or Bullet slot.


Message Domains

Message domains are names used to classify messages printed in the console.

For information about a certain messages that you see in your console, set the option showDomain in config.txt to 1, making Openkore display domains along with messages in the console.

List of known message domains:
Name Description
ai_attack Attack messages
ai_npcTalk NPC talk sequence messages.
attacked Monster attacks you.
attackedMiss Monster attacks you but misses.
attackMon You attack monster.
attackMonMiss You attack monster but misses.
connection Connection messages.
console Messages without defined group.
deal Deal messages.
drop Monster drop related messages.
emotion Emoticon messages.
exp Experience gained message.
equip Equipment switching message.
follow Follow messages.
guildchat Guild chat message.
guildnotice Guild notice message.
info Character information messages.
input User input messages.
inventory Inventory related messages.
list Actor's list message.
load Loading config files messages.
looter Attacking looter message.
map_event PvP/GvG mode messages.
npc NPC messages.
parseMsg_statuslook Changed status/equipment messages.
parseMsg/hairColor Hair color change message.
parseMsg/job Job change message.
parseMsg/upgrade Item upgrading message.
party Party/follow related message.
partychat Party chat messages.
pet Pet related messages.
plugins Plugin handle messages.
pm Received private messages.
pm/sent Sent private messages.
portals Portal existance messages.
portalRecord Recording of portals messages.
publicchat Public chat message.
refine Weapon refining messages.
route Routing/pathfinding messages.
route_teleport Route teleport messages.
schat GM broadcast messages.
selfSkill Skills used by yourself messages.
skill Skills not related to attack messages.
sold Items sold while vending messages.
startup Startup messages.
storage Storage item added/removed messages.
success Operation succeeded messages.
syntax Syntax check files messages.
teleport Teleporting messages.
useItem Items used by you messages.
useTeleport Attemp to use teleport messages.
waypoint Waypoint messages.
xkore X-Kore system messages.


The following is a list of debug domains:

  • ai
  • ai_attack
  • ai_autoCart
  • ai_makeItem
  • ai_move
  • ai_npcTalk
  • attackMonMiss
  • autoBreakTime
  • connection
  • d_sendPacket
  • debug
  • drop
  • equipAuto
  • guild
  • ipc
  • Item
  • monsterSkill
  • npc
  • packetParser
  • parseInput
  • parseMsg
  • parseMsg_comboDelay
  • parseMsg_damage
  • parseMsg_move
  • parseMsg_presence
  • parseMsg_presence/name
  • parseMsg_presence/player
  • parseMsg_presence/remote
  • parseMsg_statuslook
  • parseSendMsg
  • pet
  • route
  • route_teleport
  • sendPacket
  • sitAuto
  • skill
  • storage
  • useTeleport
  • vending


Names

Sometimes equipment/item/monster names are different in each server, so Openkore have it's own database in tables folder for defaulting names. Changing the name from the files will affect your configuration.

Equipment Names


Openkore equipment name syntax:

# for normal equipments:
[BROKEN] [+<upgrade level>] (<item name>) [[<card name>[*<number>]] [<number of slots>]]

# for elemental weapons
[BROKEN][+<upgrade level>][VS|VVS|VVVS][Fire|Earth|Wind|Water](<item name>) 

Notes:

  • If the equipment is not broken, omit the BROKEN part.
  • If the equipment is not upgraded, omit the +<upgrade level> part.
  • Use only the monster name for the card name, e.g. use Hydra for the Hydra Card.
  • If there is only one card of a certain type slotted on the equipment, omit the *<number> part.
  • If there are more than one type of cards compounded on the equipment, the <card name>*<number> pair should be colon-separated list. The list should be sorted alphabetically.
  • If the equipment is not slotted, omit the [<number of slots>] part.
  • So far configuration options using item names are not strict with case-sensitivity.
  • If you have the equipment, you can use console commands


Example

  • For a +4 Cranial Mirror Shield, a Hard Padded Armor, a 3-slotted +5 Double Flammable Boned Saber, and a +6 Very Very Strong Wind Tsurugi, use:
+7 Mirror Shield [Thara Frog] [1]
Padded Armor [Pupa] [1]
+5 Saber [Skel Worker:Vadon*2] [3]
+6 VVS Wind Tsurugi


Item Names


Item names can be found at tables\items.txt, following this syntax:

<Item ID>#<item_name>#

In items.txt item names are separated with underscores (_), to use them in your configuration replace them with spaces.


Example

  • Item's name is Mirror Shield.
2107#Mirror_Shield#

Note.

  • So far configuration options using item names are not strict with case-sensitivity.
  • You can also get item's name by using console commands, like i, cart, storage.


Ground Spell Names


Ground spell names can be found at tables\spells.txt, following this syntax:

<Spell ID> <spell name>

Example

  • Ground spell name: Safety Wall
126 Safety Wall

Note:

  • Ground spell names can also be found using console command spell while certain spells are active on the ground.


Map Names


Map names can be found at tables\maps.txt, following this syntax:

<map file name>#<map name>#

Openkore use just the first name of the map in it's configuration files.

Example

  • Map name is Prontera
prontera.rsw#Prontera City#

Notes:


Monster Names


Monster names can be found at tables\monsters.txt, following this syntax:

<monster ID> <monster name>

Example

  • Monster name is Scorpion
1001 Scorpion

Notes:

  • You can also find monster name using console command ml while certain monters are on screen.


Player Names


Player names can be found by using the console command pl while certain players are on screen.

Note. These are case-sensitive.


Skill Names


Skill names can be found at tables\skills.txt, following this syntax:

<skill ID> <skill alias> <skill name>

Example

  • Skill name is Basic Skill
1 NV_BASIC Basic Skill

Note:


Status Names


Status names can be found at tables\skillsailments.txt, tables\skillslooks.txt, tables\skillsstate.txt, tables\skillsstatus.txt, following this syntax:

<skill status ID> <status name>

Example

  • Status name is Poisoned
1 Poisoned

Note:

  • Status names can be found by using the console command s while certain status are active on you character.


NPC Conversation Codes

These codes are used for specifying NPC talk sequences or steps when using the Console Commands or the config.txt options. Each code is separated with a whitespace.

List of known NPC talk codes.
Code Description
c Continue talking to the NPC. This is the same as pressing the Next buttom.
r(<response #>) Send a response to the NPC. The response number is the index of the responses in the displayed response list . This is the same as selecting a response when you talk to an NPC.
w(<seconds>) Wait for the specified number of seconds before continuing to talk to the NPC.
d(<number>) Send a number to the NPC. Use this if the NPC asks you to enter an amount.
t=(<string>) Send a text to the NPC. Use this if the NPC asks you to enter some text.
s Go to sell list. This is the same as pressing the sell button when you talk to a buy/sell NPC.
b Go to the store list. This is the same as pressing the buy button when you talk to a buy/sell NPC.
b(<store item #>),(<amount>) Buy an item from the NPC. See similar buy. Note that the amount is not optional.
n Ends and cancel conversation with the NPC. This is the same as pressing the close or cancel button when talking to an NPC.
e Wait until the NPC says "Done talking". Use this after the s or b talk code when talking to a buy/sell NPC.


Example

  • Talk to NPC at the coordinates (63, 60), using the talk sequence: Next>Choose fourth response>Next>Choose first response>Next>Next>Choose first response>Next>End.
talknpc 63 60 c r3 c r0 c c r0 c n


Range Operators

Range operators provide flexibility in specifying values for some config.txt options by specifying ranges instead of exact values.

List of syntaxes for specifying ranges
Symbol Description
X Value is exactly equal to X.
X..Y Includes all numbers from X to Y.
X-Y Includes all numbers from X to Y.
> X Value is greater than X.
>= X Value is greater than or equal to X.
< X Value is less than X.
<= X Value is less than or equal to X.


Example

  • Level is greater than 10
lvl > 10
  • Zenys is equal to 5000.
zeny 5000
  • Job level is between 10 and 15
jlvl 10..15


Self Conditions

Conditions about the character status/information. These condition options are shared between the attackComboSlot, attackSkillSlot, buyAuto, doCommand, equipAuto, monsterSkill, partySkill, useSelf_item, and useSelf_skill configuration blocks.

  • whenWater - not working yet


Target Conditions

Monster Conditions

Conditions about the monster status/information. These condition attributes are shared between the attackComboSlot, attackSkillSlot, equipAuto, and monsterSkill configuration blocks.

Player Conditions

Condition about player's status/information. Currently, only the partySkill configuration block uses these conditions.

Skill Use Conditions

Conditions about skills. These options are shared between the attackComboSlot, attackSkillSlot, monsterSkill, partySkill, and useSelf_skill configuration blocks.