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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-12 16:28:34 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-12 16:28:34 +0200
commitd23e321537e0a2672fb77fd0c1e45e26a8b38ef9 (patch)
tree823ac2030a11e5e12d69cdcf8cb0bf40e891ae4a /src
parent9134263ca185a34726cb4cd2f9ee4849f9354674 (diff)
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Fixed too long lua documentation
Diffstat (limited to 'src')
-rw-r--r--src/scripting/lua.cpp67
1 files changed, 46 insertions, 21 deletions
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index 66496f8..d7a1323 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -248,7 +248,8 @@ static int on_mapupdate(lua_State *s)
*/
/** LUA npc_create (creation)
- * npc_create(string name, int spriteID, int gender, int x, int y, function talkfunct, function updatefunct)
+ * npc_create(string name, int spriteID, int gender, int x, int y,
+ * function talkfunct, function updatefunct)
**
* **Return value:** A handle to the created NPC.
*
@@ -392,7 +393,8 @@ static int monster_remove(lua_State *s)
}
/** LUA trigger_create (creation)
- * trigger_create(int x, int y, int width, int height, function trigger_function, int arg, bool once)
+ * trigger_create(int x, int y, int width, int height,
+ * function trigger_function, int arg, bool once)
**
* Creates a new trigger area with the given ''height'' and ''width'' in pixels
* at the map position ''x'':''y'' in pixels. When a being steps into this area
@@ -722,12 +724,16 @@ static int announce(lua_State *s)
* {string itemNname, int itemNamount, int itemNcost})
**
* FIXME: Move into a seperate file
- * Opens a trade window for ''character'' while talking with ''npc''. ''mode'' is true for selling and false for buying. You have to set each items the NPC is buying/selling, the cost and the maximum amount in {}.
+ * Opens a trade window for ''character'' while talking with ''npc''. ''mode''
+ * is true for selling and false for buying. You have to set each items the NPC
+ * is buying/selling, the cost and the maximum amount in {}.
*
- * **Note:** If the fourth parameters (table type) is omitted or invalid, and the mode set to sell (true),
+ * **Note:** If the fourth parameters (table type) is omitted or invalid, and
+ * the mode set to sell (true),
* the whole player inventory is then sellable.
*
- * **N.B.:** Be sure to put a ''value'' (item cost) parameter in your items.xml to permit the player to sell it when using this option.
+ * **N.B.:** Be sure to put a ''value'' (item cost) parameter in your items.xml
+ * to permit the player to sell it when using this option.
*
* **Return values:**
* * **0** when a trade has been started
@@ -737,38 +743,52 @@ static int announce(lua_State *s)
* **Examples:**
* <code lua npc_trade.lua>
* -- "A buy sample."
- * local buycase = npc_trade(npc, ch, false, { {"Sword", 10, 20}, {"Bow", 10, 30}, {"Dagger", 10, 50} })
+ * local buycase = npc_trade(npc, ch, false, {
+ * {"Sword", 10, 20},
+ * {"Bow", 10, 30},
+ * {"Dagger", 10, 50}
+ * })
* if buycase == 0 then
* npc_message(npc, ch, "What do you want to buy?")
* elseif buycase == 1 then
* npc_message(npc, ch, "I've got no items to sell.")
* else
- * npc_message(npc, ch, "Hmm, something went wrong... Ask a scripter to fix the buying mode!")
+ * npc_message(npc, ch, "Hmm, something went wrong... Ask a scripter to
+ * fix the buying mode!")
* end
*
* -- ...
*
* -- "Example: Let the player sell only pre-determined items."
- * local sellcase = npc_trade(npc, ch, true, { {"Sword", 10, 20}, {"Bow", 10, 30},
- * {"Dagger", 10, 200}, {"Knife", 10, 300}, {"Arrow", 10, 500}, {"Cactus Drink", 10, 25} })
+ * local sellcase = npc_trade(npc, ch, true, {
+ * {"Sword", 10, 20},
+ * {"Bow", 10, 30},
+ * {"Dagger", 10, 200},
+ * {"Knife", 10, 300},
+ * {"Arrow", 10, 500},
+ * {"Cactus Drink", 10, 25}
+ * })
* if sellcase == 0 then
* npc_message(npc, ch, "Here we go:")
* elseif sellcase == 1 then
* npc_message(npc, ch, "I'm not interested by your items.")
* else
- * npc_message(npc, ch, "Hmm, something went wrong... Ask a scripter to fix me!")
+ * npc_message(npc, ch, "Hmm, something went wrong...")
+ * npc_message(npc, ch, "Ask a scripter to fix me!")
* end
*
* -- ...
*
- * -- "Example: Let the player sell every item with a 'value' parameter in the server's items.xml file
+ * -- "Example: Let the player sell every item with a 'value' parameter in
+ * the server's items.xml file
* local sellcase = npc_trade(npc, ch, true)
* if sellcase == 0 then
* npc_message(npc, ch, "Ok, what do you want to sell:")
* elseif sellcase == 1 then
* npc_message(npc, ch, "I'm not interested by any of your items.")
* else
- * npc_message(npc, ch, "Hmm, something went wrong... Ask a scripter to fix this!")
+ * npc_message(npc, ch, "Hmm, something went wrong...")
+ * npc_message(npc, ch, "Ask a scripter to fix me!")
* end
* </code>
*/
@@ -888,8 +908,10 @@ static int npc_trade(lua_State *s)
}
/** LUA chr_inv_count (inventory)
- * chr_inv_count(handle character, bool inInventory, bool inEquipment, int id1, ..., int idN)
- * chr_inv_count(handle character, bool inInventory, bool inEquipment, string name1, ..., string nameN)
+ * chr_inv_count(handle character, bool inInventory, bool inEquipment,
+ * int id1, ..., int idN)
+ * chr_inv_count(handle character, bool inInventory, bool inEquipment,
+ * string name1, ..., string nameN)
**
* The boolean values ''inInventory'' and ''inEquipment'' make possible to
* select whether equipped or carried items must be counted.
@@ -923,8 +945,10 @@ static int chr_inv_count(lua_State *s)
}
/** LUA chr_inv_change (inventory)
- * chr_inv_change(handle character, int id1, int number1, ..., int idN, numberN)
- * chr_inv_change(handle character, string name1, int number1, ..., string nameN, numberN)
+ * chr_inv_change(handle character,
+ * int id1, int number1, ..., int idN, numberN)
+ * chr_inv_change(handle character,
+ * string name1, int number1, ..., string nameN, numberN)
**
* **Return value:** Boolean true on success, boolean false on failure.
*
@@ -988,11 +1012,12 @@ static int chr_inv_change(lua_State *s)
* chr_get_inventory(character): table[]{slot, item id, name, amount}
**
* used to get a full view of a character's inventory.
- * This is not the preferred way to know whether an item is in the character's inventory:
+ * This is not the preferred way to know whether an item is in the character's
+ * inventory:
* Use chr_inv_count for simple cases.
*
- * **Return value:** A table containing all the info about the character's inventory.
- * Empty slots are not listed.
+ * **Return value:** A table containing all the info about the character's
+ * inventory. Empty slots are not listed.
*
* **Example of use:**
* <code lua>
@@ -1057,8 +1082,8 @@ static int chr_get_inventory(lua_State *s)
* This is not the preferred way to know whether an item is equipped:
* Use chr_inv_count for simple cases.
*
- * **Return value:** A table containing all the info about the character's equipment.
- * Empty slots are not listed.
+ * **Return value:** A table containing all the info about the character's
+ * equipment. Empty slots are not listed.
*
* **Example of use:**
* <code lua>