Some LUA Functions Documented..
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### Function: AddIconValue(Spawn, Value)
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Function: AddIconValue(Spawn, Value)
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**Description:**
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Add an icon value to the Spawn.
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Description: Add an icon value to the Spawn (this is not confirmed functional).
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**Parameters:**
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- `Spawn`: Spawn - The spawn or entity involved.
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- `Value`: UInt32 - icon value to be added.
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Parameters:
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Spawn: Spawn - The spawn or entity involved.
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Value: UInt32 - icon value to be added.
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**Returns:** Boolean: True if successful, otherwise False..
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Returns: Boolean: True if successful, otherwise False..
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**Example:**
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Example:
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```lua
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-- Example usage
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AddIconValue(Spawn, Value)
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```
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@ -1,17 +1,14 @@
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### Function: AddQuestPrereqClass(param1, param2)
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Function: AddQuestPrereqClass(Quest: quest, Int8: ClassID)
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**Description:**
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Placeholder description.
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Description: Add a pre requirement class to the Quest.
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**Parameters:**
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- `param1`: unknown - Unknown type.
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- `param2`: int8 - Small integer or boolean flag.
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Parameters:
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quest: Quest - Quest to apply the class pre req.
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ClassID: Int8 - class id from the classes ID's.
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**Returns:** None.
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Returns: None.
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**Example:**
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Example:
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```lua
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-- Example usage
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AddQuestPrereqClass(..., ...)
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```
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-- Example usage: Restricts Quest to Inquisitor(14) class.
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AddQuestPrereqClass(Quest, 14)
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@ -1,21 +1,18 @@
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### Function: AddQuestStepFailureAction(param1, param2, param3, param4, param5, param6)
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Function: AddQuestStepFailureAction(Quest, Step, FunctionName)
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**Description:**
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Placeholder description.
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Description: Associates a Lua function (by name) to be called if the specified quest step fails. This allows custom script handling when a step’s failure condition is met (e.g., timer runs out).
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**Parameters:**
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- `param1`: unknown - Unknown type.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: unknown - Unknown type.
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- `param5`: int32 - Integer value.
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- `param6`: string - String value.
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Parameters:
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**Returns:** None.
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Quest: Quest – The quest object.
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**Example:**
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Step: Int32 – The step number to attach the failure action to.
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```lua
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-- Example usage
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AddQuestStepFailureAction(..., ..., ..., ..., ..., ...)
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```
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FunctionName: String – The name of a Lua function to call on failure.
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Returns: None.
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Example:
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-- Example usage (if step 2 fails, call "OnStealthFail" in the quest script)
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AddQuestStepFailureAction(Quest, 2, "OnStealthFail")
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@ -1,25 +1,18 @@
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### Function: AddThreatTransfer(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10)
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Function: AddThreatTransfer(Originator, Target, Percent)
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**Description:**
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Placeholder description.
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Description: Establishes a hate (threat) transfer link from the originator to the target. A percentage of hate generated by the originator will be transferred to the target. Typically used by abilities where one character siphons or shares aggro with another (e.g., a hate transfer from scout to tank).
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: unknown - Unknown type.
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- `param5`: unknown - Unknown type.
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- `param6`: unknown - Unknown type.
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- `param7`: unknown - Unknown type.
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- `param8`: unknown - Unknown type.
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- `param9`: Spawn - The spawn or entity involved.
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- `param10`: float - Floating point value.
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Parameters:
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**Returns:** None.
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Originator: Spawn – The entity whose threat will be partially transferred.
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**Example:**
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Target: Spawn – The entity receiving the threat.
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```lua
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-- Example usage
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AddThreatTransfer(..., ..., ..., ..., ..., ..., ..., ..., ..., ...)
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```
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Percent: Int32 – The percentage of hate to transfer (e.g., 25 for 25% transfer).
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Returns: None.
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Example:
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-- Example usage (a buff that transfers 30% of a scout's hate to the tank)
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AddThreatTransfer(ScoutPlayer, TankPlayer, 30)
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### Function: AddToWard(param1, param2)
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Function: AddToWard(AdditionalAmount)
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**Description:**
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Placeholder description.
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Description: Used inside a Spell Script. Increases the strength of an existing ward on the target(s) of the spell by the specified amount. If the target(s) has this ward active, this tops it up.
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**Parameters:**
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- `param1`: int32 - Integer value.
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- `param2`: unknown - Unknown type.
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Parameters:
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**Returns:** None.
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AdditionalAmount: Int32 – How much to increase the ward’s remaining absorption by.
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**Example:**
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Returns: None.
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```lua
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-- Example usage
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AddToWard(..., ...)
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```
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Example:
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-- Example usage (reinforce a companion’s ward during battle)
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AddToWard(200)
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### Function: Attack(param1, param2)
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### Function: Attack(NPC, Target)
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**Description:**
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Placeholder description.
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NPC will attack its target (NPC/Player/Bot).
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: Spawn - The spawn or entity involved.
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- `NPC`: Spawn - The spawn or entity involved.
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- `Target`: Spawn - The spawn or entity involved.
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**Returns:** None.
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@ -13,5 +13,5 @@ Placeholder description.
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```lua
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-- Example usage
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Attack(..., ...)
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Attack(NPC, Target)
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```
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### Function: BreatheUnderwater(param1, param2, param3, param4, param5)
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Function: BreatheUnderwater(Spawn, Allow)
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**Description:**
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Placeholder description.
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Description: Toggles the underwater breathing ability for the given spawn (typically a player). When allowed, the spawn can breathe indefinitely underwater (no drowning). This is usually triggered by buffs or items like water-breathing spells. When ran in a Spell Script applies to all Targets of the spell. Otherwise it will apply only to the Spawn specified, Spawn is required.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: unknown - Unknown type.
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- `param5`: bool - Boolean value (true/false).
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The character whose underwater breathing is being set.
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**Example:**
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Allow: Boolean – true to grant underwater breathing; false to require normal breath (drowning applies).
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```lua
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-- Example usage
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BreatheUnderwater(..., ..., ..., ..., ...)
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```
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Returns: None.
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Example:
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-- Example usage:
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BreatheUnderwater(Player, true)
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### Function: CanHarvest(param1, param2, param3, param4, param5, param6)
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Function: CanHarvest(Player, GroundSpawn)
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**Description:**
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Placeholder description.
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Description: Determines if the specified spawn (which should be a player) is currently able to harvest resources (i.e., not in combat and has the required skill/tool). This function checks general conditions for harvesting.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: unknown - Unknown type.
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- `param5`: unknown - Unknown type.
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- `param6`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Player: Spawn – The player to check.
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GroundSpawn: Spawn – The groundspawn to apply the check on.
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**Example:**
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Returns: Boolean – true if the player can harvest at the moment; false if something prevents harvesting (lacking skill).
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```lua
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-- Example usage
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CanHarvest(..., ..., ..., ..., ..., ...)
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```
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Example:
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-- Example usage (before starting an auto-harvest routine, verify the player can harvest)
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if CanHarvest(Player, GroundSpawn) then
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Harvest(Player, GroundSpawn)
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end
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### Function: CanSeeInvis(param1, param2)
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Function: CanSeeInvis(Player, Target)
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**Description:**
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Placeholder description.
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Description: Checks if the given NPC or player can see invisible entities. Some NPCs have see-invis or see-stealth abilities, which this would indicate.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Player/Entity: Spawn – The Player/Entity to check for see-invisibility capability.
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Target: Spawn – The entity to check if Player can see them.
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**Example:**
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Returns: Boolean – true if this spawn can detect invisible targets; false if not.
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```lua
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-- Example usage
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CanSeeInvis(..., ...)
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```
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Example:
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-- Example usage (NPC will attack stealthed players only if it can see invis)
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if IsPlayer(Target) or CanSeeInvis(NPC, Target) then
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Attack(NPC, Target)
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end
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### Function: CancelSpell(param1, param2, param3, param4)
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Function: CancelSpell()
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**Description:**
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Placeholder description.
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Description: Cancels the current spell in the script being ran.
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**Parameters:**
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- `param1`: unknown - Unknown type.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: unknown - Unknown type.
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Parameters: None.
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**Returns:** None.
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Returns: None.
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**Example:**
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Example:
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```lua
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-- Example usage
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CancelSpell(..., ..., ..., ...)
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```
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-- Example usage (Inside a Spell Script)
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CancelSpell()
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### Function: Charm(param1, param2, param3, param4)
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Function: Charm(Spawn, Target)
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**Description:**
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Placeholder description.
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Description: Must be used inside a Spell Script. Sets the Target to become a Pet of the Spawn (Owner).
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The entity casting the charm (e.g., a player or NPC that will become the controller).
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**Example:**
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Target: Spawn – The NPC to be charmed.
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```lua
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-- Example usage
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Charm(..., ..., ..., ...)
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```
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Returns: None.
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Example:
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-- Example usage (NPC charms another NPC during an encounter)
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Charm(NPC, EnemyNPC)
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### Function: CheckLOS(param1, param2)
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Function: CheckLOS(Origin, Target)
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**Description:**
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Placeholder description.
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Description: Checks line-of-sight between two spawns. Returns true if Origin can “see” Target (no significant obstacles in between), false if line of sight is blocked.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Origin: Spawn – The entity from whose perspective to check line of sight.
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**Example:**
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Target: Spawn – The entity to check if visible.
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```lua
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-- Example usage
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CheckLOS(..., ...)
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```
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Returns: Boolean – true if there is line-of-sight; false if something blocks the view between origin and target.
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Example:
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-- Example usage (sniper NPC only shoots if it has line of sight to the player)
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if CheckLOS(SniperNPC, Player) then
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CastSpell(SniperNPC, SNIPER_SHOT_ID, 1, Player)
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end
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### Function: CheckLOSByCoordinates(param1, param2, param3, param4)
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Function: CheckLOSByCoordinates(Origin, X, Y, Z)
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**Description:**
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Placeholder description.
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Description: Checks line-of-sight from a spawn to a specific point in the world coordinates. Useful for verifying a location’s visibility (for example, whether a ground target spell can reach a point).
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: float - Floating point value.
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- `param3`: float - Floating point value.
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- `param4`: float - Floating point value.
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Parameters:
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**Returns:** None.
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Origin: Spawn – The entity from which to check LOS.
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**Example:**
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X: Float – X coordinate of the target point.
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```lua
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-- Example usage
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CheckLOSByCoordinates(..., ..., ..., ...)
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```
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Y: Float – Y coordinate of the target point.
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Z: Float – Z coordinate of the target point.
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Returns: Boolean – true if the line from Origin to (X,Y,Z) is clear; false if it’s obstructed.
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Example:
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-- Example usage (check if a spot is reachable by ranged attack)
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if CheckLOSByCoordinates(Player, targetX, targetY, targetZ) then
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LaunchProjectile(Player, targetX, targetY, targetZ)
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end
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### Function: CheckRaceType(param1, param2, param3, param4)
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Function: CheckRaceType(Spawn, RaceTypeID)
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**Description:**
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Placeholder description.
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Description: Checks if the given spawn’s race matches a specific race type category (such as “Undead,” “Giant,” “Animal,” etc.). This is used in quests or abilities that target categories of creatures.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: int16 - Short integer value.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The entity whose race to check.
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**Example:**
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RaceTypeID: Int32 – The ID of the race type category to compare against.
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```lua
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-- Example usage
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CheckRaceType(..., ..., ..., ...)
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```
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Returns: Boolean – true if the spawn belongs to that race type; false otherwise.
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Example:
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-- Example usage (quest update if target is of the Gnoll race type)
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if CheckRaceType(TargetNPC, RACE_TYPE_GNOLL) then
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UpdateQuestStep(Player, QuestID, Step)
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end
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### Function: ClearEncounter(param1, param2, param3)
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Function: ClearEncounter(Spawn)
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**Description:**
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Placeholder description.
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Description: Clears the encounter association for the given spawn. In EQ2, NPCs engaged in combat are part of an “encounter” group. This function removes the spawn from any encounter, effectively resetting its fight grouping.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The NPC or player whose encounter to clear.
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**Example:**
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Returns: None.
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```lua
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-- Example usage
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ClearEncounter(..., ..., ...)
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```
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Example:
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-- Example usage (after battle ends, remove any leftover encounter tags)
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ClearEncounter(NPC)
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### Function: ClearRunback(param1, param2, param3)
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Function: ClearRunback(NPC)
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**Description:**
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Placeholder description.
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Description: Stops the NPC from trying to return to its “runback” point (the spot it was originally at or a designated safe point). Often used when you want to stop an NPC from automatically fleeing back or resetting.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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Parameters:
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**Returns:** None.
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NPC: Spawn – The NPC to clear runback for.
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**Example:**
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Returns: None.
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```lua
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-- Example usage
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ClearRunback(..., ..., ...)
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```
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Example:
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-- Example usage (prevent an NPC from running back to spawn point after combat)
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ClearRunback(NPC)
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### Function: CompareSpawns(param1, param2, param3, param4)
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Function: CompareSpawns(SpawnA, SpawnB)
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**Description:**
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Placeholder description.
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Description: Compares two spawn objects to determine if they refer to the same actual entity in the world.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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SpawnA: Spawn – The first spawn to compare.
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**Example:**
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SpawnB: Spawn – The second spawn to compare.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
CompareSpawns(..., ..., ..., ...)
|
||||
```
|
||||
Returns: Boolean – true if both SpawnA and SpawnB represent the same spawn (same entity); false if they are different.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (make sure a target hasn’t changed before proceeding)
|
||||
if CompareSpawns(CurrentTarget, GetTarget(Player)) then
|
||||
-- proceed assuming target remains the same
|
||||
end
|
@ -1,18 +1,14 @@
|
||||
### Function: CompleteTransmute(param1, param2, param3)
|
||||
Function: CompleteTransmute(Player)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Finalizes a transmuting action for the player, typically yielding the transmuted components. This would be called after StartTransmute once the process should complete (if not automatic).
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Player: Spawn – The player finishing transmuting.
|
||||
|
||||
**Example:**
|
||||
Returns: None.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
CompleteTransmute(..., ..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (complete the transmuting process after a delay or confirmation)
|
||||
CompleteTransmute(Player)
|
@ -1,19 +1,16 @@
|
||||
### Function: CopySpawnAppearance(param1, param2, param3, param4)
|
||||
Function: CopySpawnAppearance(SourceSpawn, TargetSpawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Copies the appearance (race, gender, outfit, etc.) from one spawn to another. This effectively makes the target look identical to the source. Often used for illusion or clone effects.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
- `param4`: Spawn - The spawn or entity involved.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
SourceSpawn: Spawn – The entity whose appearance to copy.
|
||||
|
||||
**Example:**
|
||||
TargetSpawn: Spawn – The entity that will receive the appearance.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
CopySpawnAppearance(..., ..., ..., ...)
|
||||
```
|
||||
Returns: None.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (make a decoy NPC look like the player)
|
||||
CopySpawnAppearance(Player, DecoyNPC)
|
15
docs/lua_functions/CreateOptionWindow.md
Normal file
15
docs/lua_functions/CreateOptionWindow.md
Normal file
@ -0,0 +1,15 @@
|
||||
Function: CreateOptionWindow()
|
||||
|
||||
Description: Creates a new custom option selection window. This window can hold multiple options (buttons) that the script can present to the player, usually as part of a custom UI or dialogue.
|
||||
|
||||
Parameters: None (after creation, use other functions to add options).
|
||||
|
||||
Returns: OptionWindow – A handle or reference to the newly created option window object.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (creating an option window with choices)
|
||||
local window = CreateOptionWindow()
|
||||
AddOptionWindowOption(window, "Accept Quest", "Do you accept the quest?")
|
||||
AddOptionWindowOption(window, "Decline Quest", "Maybe later.")
|
||||
SendOptionWindow(window, Player)
|
@ -1,16 +1,16 @@
|
||||
### Function: DeleteDBShardID(param1)
|
||||
Function: DeleteDBShardID(ShardID)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Removes the database record for a given spirit shard, effectively deleting the shard (often after it’s been collected or expired).
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: int32 - Integer value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
ShardID: Int32 – The ID of the shard to delete.
|
||||
|
||||
**Example:**
|
||||
Returns: Boolean – true if a shard record was found and deleted; false if not.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
DeleteDBShardID(...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (clean up a shard after player retrieves it)
|
||||
if DeleteDBShardID(shardID) then
|
||||
SendMessage(Player, "You feel whole again as your spirit shard dissipates.", "white")
|
||||
end
|
@ -1,18 +1,14 @@
|
||||
### Function: DismissPet(param1, param2, param3)
|
||||
Function: DismissPet(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Dismisses (despawns) the specified player’s active pet. This works for combat pets, cosmetic pets, deity pets, etc., causing them to vanish as if the player dismissed them manually.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The player whose pet should be dismissed.
|
||||
|
||||
**Example:**
|
||||
Returns: None.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
DismissPet(..., ..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (dismissing a pet at the end of an event)
|
||||
DismissPet(Player)
|
@ -1,19 +1,14 @@
|
||||
### Function: EndAutoMount(param1, param2, param3, param4)
|
||||
Function: EndAutoMount(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Dismounts a player who was auto-mounted via StartAutoMount. Typically called at the end of an automated travel route or upon leaving the area where auto-mount is enforced.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
- `param4`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The player to dismount.
|
||||
|
||||
**Example:**
|
||||
Returns: None.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
EndAutoMount(..., ..., ..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (dismount the player after griffon flight ends)
|
||||
EndAutoMount(Player)
|
@ -1,18 +1,20 @@
|
||||
### Function: GetAlignment(param1, param2, param3)
|
||||
Function: GetAlignment(Player)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the alignment of the player character – typically Good, Neutral, or Evil in EQ2. Alignment often affects starting city and some quest options.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Player: Spawn – The player to query.
|
||||
|
||||
**Example:**
|
||||
Returns: Int32 – An alignment value (e.g., 0=Neutral, 1=Good, 2=Evil as commonly used).
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetAlignment(..., ..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (greet players differently by alignment)
|
||||
if GetAlignment(Player) == 1 then
|
||||
Say(NPC, "Well met, friend of Qeynos.")
|
||||
elseif GetAlignment(Player) == 0 then
|
||||
Say(NPC, "I smell the stench of Freeport on you.")
|
||||
elseif GetAlignment(Player) == 2 then
|
||||
Say(NPC, "Neutrality you say?")
|
||||
end
|
@ -1,16 +1,17 @@
|
||||
### Function: GetCharmedPet(param1)
|
||||
Function: GetCharmedPet(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the NPC that the given player or NPC has charmed, if any. When a player charms an NPC (through a spell), that NPC becomes a pet under their control — this function retrieves it.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity (usually a player) who may have a charmed pet.
|
||||
|
||||
**Example:**
|
||||
Returns: Spawn – The charmed pet NPC if one exists, or nil if there is no active charmed pet.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetCharmedPet(...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (checking if player currently has a charmed creature)
|
||||
local charmed = GetCharmedPet(Player)
|
||||
if charmed ~= nil then
|
||||
Say(charmed, "I am under your control...")
|
||||
end
|
@ -1,16 +1,16 @@
|
||||
### Function: GetClientVersion(param1)
|
||||
Function: GetClientVersion(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the game client version of the specified player (useful if the server supports multiple client versions). This can determine differences in available features or UI.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The player whose client version to get.
|
||||
|
||||
**Example:**
|
||||
Returns: Int32 – The client version number (for example, corresponding to certain expansions or patches).
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetClientVersion(...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (check if player’s client supports a feature)
|
||||
if GetClientVersion(Player) < REQUIRED_CLIENT_VERSION then
|
||||
SendMessage(Player, "Please update your client for the best experience.", "yellow")
|
||||
end
|
@ -1,16 +1,17 @@
|
||||
### Function: GetCosmeticPet(param1)
|
||||
Function: GetCosmeticPet(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the cosmetic pet (fun pet) entity of the given player if one is currently summoned.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The player whose cosmetic pet to retrieve.
|
||||
|
||||
**Example:**
|
||||
Returns: Spawn – The cosmetic pet spawn if active, or nil if the player has no cosmetic pet out.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetCosmeticPet(...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (pet-related quest checking if a particular pet is summoned)
|
||||
local pet = GetCosmeticPet(Player)
|
||||
if pet ~= nil and GetName(pet) == "Frostfell Elf" then
|
||||
Say(NPC, "I see you have a festive friend with you!")
|
||||
end
|
@ -1,16 +1,16 @@
|
||||
### Function: GetDeityPet(param1)
|
||||
Function: GetDeityPet(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the deity pet entity belonging to the specified player, if the deity pet is currently summoned.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The player whose deity pet to get.
|
||||
|
||||
**Example:**
|
||||
Returns: Spawn – The deity pet spawn if it is currently active, or nil if no deity pet is out.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetDeityPet(...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (check for deity pet presence)
|
||||
if GetDeityPet(Player) ~= nil then
|
||||
SendMessage(Player, "Your deity companion watches over you.", "white")
|
||||
end
|
@ -1,17 +1,17 @@
|
||||
### Function: GetFollowTarget(param1, param2)
|
||||
Function: GetFollowTarget(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the current follow target of a given NPC or pet. If the spawn is following someone, this returns the entity being followed.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The NPC (or player’s pet) that might be following a target.
|
||||
|
||||
**Example:**
|
||||
Returns: Spawn – The entity that Spawn is currently following, or nil if it’s not following anyone.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetFollowTarget(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (check who an escort NPC is following)
|
||||
local leader = GetFollowTarget(EscortNPC)
|
||||
if leader == Player then
|
||||
Say(EscortNPC, "I am right behind you!")
|
||||
end
|
@ -1,17 +1,19 @@
|
||||
### Function: GetGroup(param1, param2)
|
||||
Function: GetGroup(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the group object that the given spawn (player or NPC) belongs to. This can be used to iterate over group members or to perform group-wide actions.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity whose group is requested (typically a Player).
|
||||
|
||||
**Example:**
|
||||
Returns: Group – A group object or identifier that represents the spawn’s group. If the spawn is not in a group, this may return nil or an empty group reference.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetGroup(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (send a message to all members of a player's group)
|
||||
local group = GetGroup(Player)
|
||||
if group ~= nil then
|
||||
for _, member in ipairs(GetGroupMembers(group)) do
|
||||
SendMessage(member, "A teammate has activated the device!")
|
||||
end
|
||||
end
|
@ -1,18 +1,16 @@
|
||||
### Function: GetHateList(param1, param2, param3)
|
||||
Function: GetHateList(NPC)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns a list of all spawns currently on the specified NPC’s hate (aggro) list. This includes anyone who has attacked or otherwise generated hate on the NPC.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
NPC: Spawn – The NPC whose hate list to retrieve.
|
||||
|
||||
**Example:**
|
||||
Returns: Table – A list/array of spawns that the NPC currently hates, typically sorted by hate amount (highest first).
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetHateList(..., ..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (apply an effect to all players an epic boss has aggro on)
|
||||
for _, enemy in ipairs(GetHateList(EpicBoss)) do
|
||||
CastSpell(EpicBoss, AOE_DEBUFF_ID, 1, enemy)
|
||||
end
|
@ -1,18 +1,16 @@
|
||||
### Function: GetInfoStructFloat(param1, param2, param3)
|
||||
Function: GetInfoStructFloat(Spawn, FieldName)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves a floating-point field from a spawn’s info data. Could be used for precise position, speed multipliers, etc. if stored there.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: string - String value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity whose info to check.
|
||||
|
||||
**Example:**
|
||||
FieldName: String – The name of the float field.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetInfoStructFloat(..., ..., ...)
|
||||
```
|
||||
Returns: Float – The value of the field.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (get an entity's size scale factor)
|
||||
local scale = GetInfoStructFloat(NPC, "size")
|
@ -1,18 +1,16 @@
|
||||
### Function: GetInfoStructSInt(param1, param2, param3)
|
||||
Function: GetInfoStructSInt(Spawn, FieldName)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Gets a signed integer field from the spawn’s info struct. Similar to GetInfoStructUInt but for fields that can be negative.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: string - String value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity to query.
|
||||
|
||||
**Example:**
|
||||
FieldName: String – The field name to retrieve.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetInfoStructSInt(..., ..., ...)
|
||||
```
|
||||
Returns: Int32 – The value of that field.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (get an NPC's faction alignment which could be negative or positive)
|
||||
local faction = GetInfoStructSInt(NPC, "faction_id")
|
@ -1,18 +1,16 @@
|
||||
### Function: GetInfoStructString(param1, param2, param3)
|
||||
Function: GetInfoStructString(Spawn, FieldName)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves a string field from the spawn’s info data structure. The info struct contains various attributes of a spawn (like name, last name, guild, etc.). FieldName is the identifier of the string field.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: string - String value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity to query.
|
||||
|
||||
**Example:**
|
||||
FieldName: String – The field to retrieve (e.g., "last_name", "guild_name").
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetInfoStructString(..., ..., ...)
|
||||
```
|
||||
Returns: String – The value of that field, or an empty string if not set.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (get a player's surname)
|
||||
local surname = GetInfoStructString(Player, "last_name")
|
@ -1,18 +1,18 @@
|
||||
### Function: GetInfoStructUInt(param1, param2, param3)
|
||||
Function: GetInfoStructUInt(Spawn, FieldName)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves an unsigned integer field from a spawn’s info struct. This can include things like level, model type, gender, etc.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: string - String value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity in question.
|
||||
|
||||
**Example:**
|
||||
FieldName: String – The name of the UInt field to get (e.g., "age", "race_id").
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetInfoStructUInt(..., ..., ...)
|
||||
```
|
||||
Returns: Int32 – The value of the field.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (check an NPC's model type for conditional behavior)
|
||||
if GetInfoStructUInt(NPC, "model_type") == 3 then
|
||||
-- model_type 3 (maybe indicating a mounted model)
|
||||
end
|
@ -1,18 +1,17 @@
|
||||
### Function: GetMostHated(param1, param2, param3)
|
||||
Function: GetMostHated(NPC)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the spawn that currently has the highest hate (aggro) on the specified NPC’s hate list. This is usually the NPC’s current primary target in combat.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
NPC: Spawn – The NPC whose hate list to examine.
|
||||
|
||||
**Example:**
|
||||
Returns: Spawn – The entity with top hate on the NPC (often the tank or highest damage dealer), or nil if the NPC has no hate list.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetMostHated(..., ..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (make the boss shout at whoever has top aggro)
|
||||
local topAggro = GetMostHated(BossNPC)
|
||||
if topAggro ~= nil then
|
||||
Say(BossNPC, "I will destroy you, " .. GetName(topAggro) .. "!")
|
||||
end
|
@ -1,17 +1,14 @@
|
||||
### Function: GetOrigX(param1, param2)
|
||||
Function: GetOrigX(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the original X coordinate of the specified spawn’s spawn point (where it was initially placed in the zone).
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity to query.
|
||||
|
||||
**Example:**
|
||||
Returns: Float – The X position of the spawn’s original location.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetOrigX(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (see how far an NPC has moved from its spawn point on X axis)
|
||||
local deltaX = math.abs(GetX(NPC) - GetOrigX(NPC))
|
@ -1,17 +1,14 @@
|
||||
### Function: GetOrigY(param1, param2)
|
||||
Function: GetOrigY(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the original Y coordinate (vertical position) of the spawn’s starting point in the zone.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity in question.
|
||||
|
||||
**Example:**
|
||||
Returns: Float – The Y coordinate of its original spawn location.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetOrigY(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (for debugging an NPC's elevation change)
|
||||
print("NPC original Y: " .. GetOrigY(NPC) .. ", current Y: " .. GetY(NPC))
|
@ -1,17 +1,14 @@
|
||||
### Function: GetOrigZ(param1, param2)
|
||||
Function: GetOrigZ(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the original Z coordinate of where the spawn was initially placed.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity to check.
|
||||
|
||||
**Example:**
|
||||
Returns: Float – The Z position of the spawn’s original location.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetOrigZ(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (calculate how far NPC roamed from spawn point horizontally)
|
||||
local distanceFromSpawn = math.sqrt((GetX(NPC)-GetOrigX(NPC))^2 + (GetZ(NPC)-GetOrigZ(NPC))^2)
|
@ -1,16 +1,17 @@
|
||||
### Function: GetPet(param1)
|
||||
Function: GetPet(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the pet entity of the given spawn, if one exists. For players, this returns their current summoned combat pet (summoner or necromancer pet, etc.), or for NPCs, a charmed pet or warder.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The owner whose pet we want to get.
|
||||
|
||||
**Example:**
|
||||
Returns: Spawn – The pet entity of the owner, or nil if no pet is present.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetPet(...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (command a player's pet to attack if it exists)
|
||||
local pet = GetPet(Player)
|
||||
if pet ~= nil then
|
||||
Attack(pet, TargetNPC)
|
||||
end
|
@ -1,19 +1,20 @@
|
||||
### Function: GetPlayerHistory(param1, param2, param3, param4)
|
||||
Function: GetPlayerHistory(Player, HistoryID)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the value of a specific player history flag. This tells if a player has a certain historical event or choice recorded (and what value it is).
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
- `param4`: int32 - Integer value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Player: Spawn – The player to check.
|
||||
|
||||
**Example:**
|
||||
HistoryID: Int32 – The history flag ID to retrieve.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetPlayerHistory(..., ..., ..., ...)
|
||||
```
|
||||
Returns: Int32 – The value of that history entry for the player (commonly 0 or 1, but could be other integers if used as counters).
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (branch dialog if player has a specific history flag)
|
||||
if GetPlayerHistory(Player, ALLIED_WITH_GNOLLS_HISTORY_ID) == 1 then
|
||||
Say(NPC, "Welcome, friend of the Gnolls!")
|
||||
else
|
||||
Say(NPC, "Stranger, tread carefully...")
|
||||
end
|
@ -1,17 +1,16 @@
|
||||
### Function: GetPlayersInZone(param1, param2)
|
||||
Function: GetPlayersInZone(Zone)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves a list of all player spawns currently present in the specified zone.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: ZoneServer - The zone object.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Zone: Zone – The zone object or context to search in.
|
||||
|
||||
**Example:**
|
||||
Returns: Table – A list (array) of player Spawn objects in that zone.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetPlayersInZone(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (announce a message to all players in the zone)
|
||||
for _, player in ipairs(GetPlayersInZone(GetZone(NPC))) do
|
||||
SendMessage(player, "The dragon roars in the distance!", "red")
|
||||
end
|
@ -1,20 +1,19 @@
|
||||
### Function: GetQuestCompleteCount(param1, param2, param3, param4, param5)
|
||||
Function: GetQuestCompleteCount(Spawn, QuestID)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves how many times the specified player (Spawn) has completed a particular quest (identified by QuestID). For non-repeatable quests this is usually 0 or 1; for repeatable quests it could be higher.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
- `param3`: unknown - Unknown type.
|
||||
- `param4`: unknown - Unknown type.
|
||||
- `param5`: int32 - Integer value.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The player to check.
|
||||
|
||||
**Example:**
|
||||
QuestID: Int32 – The quest ID to count completions of.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetQuestCompleteCount(..., ..., ..., ..., ...)
|
||||
```
|
||||
Returns: Int32 – The number of times the player has completed that quest.
|
||||
|
||||
Example:
|
||||
|
||||
-- Example usage (give a different dialogue if the player has done a quest multiple times)
|
||||
local timesDone = GetQuestCompleteCount(Player, 9001)
|
||||
if timesDone > 0 then
|
||||
Say(NPC, "Back again? You know the drill.")
|
||||
end
|
@ -1,17 +1,15 @@
|
||||
### Function: GetQuestFlags(param1, param2)
|
||||
Function: GetQuestFlags(Quest)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the bitwise flags set for a quest. These flags might denote various quest properties (such as hidden, completed, failed, etc.). This is more of an internal function for quest data management.
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: unknown - Unknown type.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Quest: Quest – The quest object in question.
|
||||
|
||||
**Example:**
|
||||
Returns: Int32 – The flags value for the quest.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetQuestFlags(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (debugging quest state flags)
|
||||
local flags = GetQuestFlags(Quest)
|
||||
print("Quest flags: " .. flags)
|
@ -1,17 +1,16 @@
|
||||
### Function: GetRaceBaseType(param1, param2)
|
||||
Function: GetRaceBaseType(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Returns the base race category of the spawn, which may be similar to GetRaceType but often refers to an even broader grouping (like “Player” vs “NPC” races or base model types).
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity to check.
|
||||
|
||||
**Example:**
|
||||
Returns: Int32 – An identifier for the base race category.
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetRaceBaseType(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (check if a target is a player character or an NPC by base type)
|
||||
if GetRaceBaseType(Target) == BASE_RACE_PLAYER then
|
||||
Say(NPC, "Greetings, adventurer.")
|
||||
end
|
@ -1,17 +1,16 @@
|
||||
### Function: GetRaceType(param1, param2)
|
||||
Function: GetRaceType(Spawn)
|
||||
|
||||
**Description:**
|
||||
Placeholder description.
|
||||
Description: Retrieves the race type category ID of the specified spawn. Instead of the specific race (human, elf, etc.), this returns a broader category (e.g., humanoid, animal, etc.).
|
||||
|
||||
**Parameters:**
|
||||
- `param1`: Spawn - The spawn or entity involved.
|
||||
- `param2`: unknown - Unknown type.
|
||||
Parameters:
|
||||
|
||||
**Returns:** None.
|
||||
Spawn: Spawn – The entity whose race type to get.
|
||||
|
||||
**Example:**
|
||||
Returns: Int32 – The race type ID of the spawn (corresponding to categories in game data).
|
||||
|
||||
```lua
|
||||
-- Example usage
|
||||
GetRaceType(..., ...)
|
||||
```
|
||||
Example:
|
||||
|
||||
-- Example usage (determine if NPC is animal-type for a charm spell)
|
||||
if GetRaceType(NPC) == RACE_TYPE_ANIMAL then
|
||||
SendMessage(Player, "This creature can be charmed by your spell.", "white")
|
||||
end
|
Loading…
x
Reference in New Issue
Block a user