M2 Docs
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Enumerations | |
enum | eMakeItemArgs |
arg enum for pc.make_item0; 1: vnum or locale_name, 2: count; socket 1-2-3; (type, value)*7; | |
enum | eMakeItemType |
type enum for pc.make_item0 | |
enum | MKGLD |
enum for pc.make_guild0 function | |
Functions | |
int32_t | highscore_show (lua_State *L) |
it will send an INFO chat packet to the current player about his registered highscore filtered by [board_name] and [order] (only 0-1 for [order]) More... | |
int32_t | highscore_register (lua_State *L) |
it will insert inside player.register a row containing [board_name] [value] [order] (only 0-1 for [order]) More... | |
int32_t | member_chat (lua_State *L) |
it will send a TALKING chat packet containing [text] to the current player's party More... | |
int32_t | member_clear_ready (lua_State *L) |
it will remove the affect DUNGEON_READY from the whole current player's party (unused) More... | |
int32_t | member_set_ready (lua_State *L) |
it will set the affect DUNGEON_READY to the whole current player's party (unused) More... | |
int32_t | mob_spawn (lua_State *L) |
it will spawn a mob [vnum] in [map_index] coordinates [local_x],[local_y] for [count] times, and if [is_aggressive]=true it will be aggressive More... | |
int32_t | mob_spawn_group (lua_State *L) |
it will spawn a mob group [vnum] in [map_index] coordinates [local_x],[local_y] for [count] times, and if [is_aggressive]=true it will be aggressive More... | |
int32_t | affect_add (lua_State *L) |
it will add to the current pc the affect with apply bonus [apply_type] with value [value] for [duration] seconds (affect id AFFECT_QUEST_START_IDX) More... | |
int32_t | affect_remove (lua_State *L) |
it will remove from the current pc the affect with apply bonus [apply_type] (affect id AFFECT_QUEST_START_IDX+GetCurrentPC()->GetCurrentQuestIndex()) More... | |
int32_t | affect_remove_bad (lua_State *L) |
it will remove from the current pc all the negative affects (skill debuffs, poison, bleeding, fire, stun, slow) More... | |
int32_t | affect_remove_good (lua_State *L) |
it will remove from the current pc all the positive affects (skill buffs, potion buffs, firework buffs) More... | |
int32_t | affect_add_hair (lua_State *L) |
it will add to the current pc the affect with apply bonus [apply_type] with value [hair_id] for [duration] seconds (affect id AFFECT_HAIR) More... | |
int32_t | affect_remove_hair (lua_State *L) |
it will remove from the current pc the affect AFFECT_HAIR More... | |
int32_t | affect_get_apply_on (lua_State *L) |
lua will return the apply_type of the specified [affect_type] (cube type affects will still return the first entry, not the whole list) More... | |
int32_t | affect_add_collect (lua_State *L) |
it will add to the current pc the affect with apply bonus [apply_type] with value [value] for [duration] seconds (affect id AFFECT_COLLECT) More... | |
int32_t | affect_add_collect_point (lua_State *L) |
it will add to the current pc the affect with point bonus [point_type] with value [value] for [duration] seconds (affect id AFFECT_COLLECT) More... | |
int32_t | affect_remove_collect (lua_State *L) |
it will remove from the current pc the affect with apply bonus [apply_type] and value [value] (affect id AFFECT_COLLECT) More... | |
int32_t | affect_remove_all_collect (lua_State *L) |
it will remove from the current pc all the AFFECT_COLLECT affects More... | |
int32_t | arena_start_duel (lua_State *L) |
it will start the duel between you and player [name]. The first who will get [total_rounds] wins, will win. More... | |
int32_t | arena_add_map (lua_State *L) |
it will add an arena location in [map_index]; player A will spawn at the coordinates [startposAX],[startposAY] and player B at [startposBX],[startposBY] Note: the observer point (where you will be warped if you want to see the fight) will be (PosA+PosB)/2 More... | |
int32_t | arena_get_duel_list (lua_State *L) |
lua will return the list of every arena duel More... | |
int32_t | arena_add_observer (lua_State *L) |
the current player will be warped to the respective observer arena coordinates (you get them by using arena.get_duel_list) More... | |
int32_t | arena_is_in_arena (lua_State *L) |
lua will return whether or not player [pid] is NOT in an arena map (must not be used for the contrary reason) More... | |
int32_t | ba_start (lua_State *L) |
it will start the battle arena for the specific [empire] More... | |
int32_t | building_get_land_id (lua_State *L) |
lua will return the id of the land in map [map_index] coordinates [map_x] [map_y] if found, otherwise 0 More... | |
int32_t | building_get_land_info (lua_State *L) |
lua will return the info of the land [land_id] More... | |
int32_t | building_set_land_owner (lua_State *L) |
it will set the guild owner of the land [land_id] to [guild_id] More... | |
int32_t | building_has_land (lua_State *L) |
lua will return if the guild [guild_id] does NOT have a land (must not be used for the contrary reason) More... | |
int32_t | building_reconstruct (lua_State *L) |
it will create or recreate the object [object_proto_id]'s npc and should only be used in the guild's land. it will get the guild's id from the current npc and the land's id from the guild's id. it will get the spawn coordinates from the object [object_proto_id]'s reg_1,reg_2 (initial x,y) reg_3,reg_4 (ending x,y) fields. it's usually used for NPCs in the vnum range of 14000~14049, 20044~20046, 20060~20072 and 20077~20079. More... | |
int32_t | dance_event_go_home (lua_State *L) |
it will warp back to village everyone inside the map index 115 in the coordinates startpos 764503~22807 endpos 772362~26499 More... | |
int32_t | dl_startRaid (lua_State *L) |
it will start the dragon lair event in the current pc's map index for the current pc's guild id More... | |
int32_t | ds_open_refine_window (lua_State *L) |
it will open the dragon soul refine window for the current pc More... | |
int32_t | ds_give_qualification (lua_State *L) |
it will give the dragon soul qualification for the current pc More... | |
int32_t | ds_is_qualified (lua_State *L) |
lua will return 1 if the current pc has the dragon soul qualification, 0 otherwise More... | |
int32_t | dungeon_notice (lua_State *L) |
it will send a notice [text] inside the current dungeon More... | |
int32_t | dungeon_set_quest_flag (lua_State *L) |
it will change the current quest's [flag_name] to [flag_value] from everyone inside the current dungeon More... | |
int32_t | dungeon_set_flag (lua_State *L) |
it will change the current dungeon's flag [flag_name] to [flag_value] More... | |
int32_t | dungeon_get_flag (lua_State *L) |
lua will return the current dungeon's flag [flag_name]'s value More... | |
int32_t | dungeon_get_flag_from_map_index (lua_State *L) |
lua will return the dungeon [map_index]'s flag [flag_name]'s value More... | |
int32_t | dungeon_get_map_index (lua_State *L) |
lua will return the current dungeon's map index More... | |
int32_t | dungeon_regen_file (lua_State *L) |
it will read and spawn ONCE the regen file [regen_filename], respawn event NOT included, in the current dungeon More... | |
int32_t | dungeon_set_regen_file (lua_State *L) |
it will read and spawn the regen file [regen_filename], respawn event included, in the current dungeon More... | |
int32_t | dungeon_clear_regen (lua_State *L) |
it will clear any regen of the current dungeon More... | |
int32_t | dungeon_check_eliminated (lua_State *L) |
it there will be 0 monsters in the current dungeon, it will check if an exit or warp condition has been set, and creates the relative event runned after n seconds (specified by d.set_exit/warp_all_at_eliminate) More... | |
int32_t | dungeon_set_exit_all_at_eliminate (lua_State *L) |
it will set an exit all condition after [seconds] in the current dungeon; it's triggered by d.check_eliminated and only if there is no monster left. More... | |
int32_t | dungeon_set_warp_at_eliminate (lua_State *L) |
it will set a warp all condition after [seconds] to map [map_index] coordinates [map_x] [map_y], inside the current dungeon; it's triggered either by d.check_eliminated when there is no monster left or if [regen_filename] has been cleared More... | |
int32_t | dungeon_new_jump (lua_State *L) |
it will create a new dungeon instance from map [map_index] and warp yourself to the generated map at [world_x] [world_y] coordinates More... | |
int32_t | dungeon_new_jump_guild (lua_State *L) |
it will create a new dungeon instance from map [map_index] and warp you and every guild member of yours of your current map to the generated map at [world_x] [world_y] coordinates More... | |
int32_t | dungeon_new_jump_all (lua_State *L) |
it will create a new dungeon instance from map [map_index] and warp you and everyone else of your current map to the generated map at [world_x] [world_y] coordinates More... | |
int32_t | dungeon_new_jump_party (lua_State *L) |
it will create a new dungeon instance from map [map_index] and warp you and every party member of yours of your current map to the generated map at [world_x] [world_y] coordinates More... | |
int32_t | dungeon_jump_all (lua_State *L) |
it will warp you and every party member of yours in the current dungeon at [world_x] [world_y] coordinates (no uiloading refresh) More... | |
int32_t | dungeon_warp_all (lua_State *L) |
it will warp you and every party member of yours in the current dungeon at [world_x] [world_y] coordinates (there will be a uiloading refresh) More... | |
int32_t | dungeon_get_kill_stone_count (lua_State *L) |
lua will return the count of every metin stone destroyed in the current dungeon [unk1] and [unk2] are unused, but required, otherwise it will return 0 (two random numbers is enough) More... | |
int32_t | dungeon_get_kill_mob_count (lua_State *L) |
lua will return the count of every monster destroyed in the current dungeon [unk1] and [unk2] are unused, but required, otherwise it will return 0 (two random numbers is enough) More... | |
int32_t | dungeon_is_use_potion (lua_State *L) |
lua will return false if you cannot use potions in the current dungeon, true otherwise (don't use it for the contrary reason) [unk1] and [unk2] are unused, but required, otherwise it will return true (two random numbers is enough) More... | |
int32_t | dungeon_revived (lua_State *L) |
lua will return false if you cannot be revived in the current dungeon, true otherwise (don't use it for the contrary reason) [unk1] and [unk2] are unused, but required, otherwise it will return true (two random numbers is enough) More... | |
int32_t | dungeon_set_dest (lua_State *L) |
it will move your current dungeon's party to the local [map_x] and [map_y] coordinates, no refresh (mostly client-side) More... | |
int32_t | dungeon_unique_set_maxhp (lua_State *L) |
it will set the unique mob [unique_name]'s max hp to [max_hp] (in the current dungeon) More... | |
int32_t | dungeon_unique_set_hp (lua_State *L) |
it will set the unique mob [unique_name]'s hp to [hp] (in the current dungeon) More... | |
int32_t | dungeon_unique_set_def_grade (lua_State *L) |
it will set the unique mob [unique_name]'s def_grade to [def_grade] (in the current dungeon) More... | |
int32_t | dungeon_unique_get_hp_perc (lua_State *L) |
lua will return the unique mob [unique_name]'s hp percent (in the current dungeon) More... | |
int32_t | dungeon_is_unique_dead (lua_State *L) |
lua will return whether or not the unique mob [unique_name] dungeon is dead (in the current dungeon) More... | |
int32_t | dungeon_purge_unique (lua_State *L) |
it will purge (destroy/make disappear) the unique mob [unique_name] (in the current dungeon) More... | |
int32_t | dungeon_purge_area (lua_State *L) |
it will purge (destroy/make disappear) all the monsters in the square range [StartPosX],[StartPosY] until [EndPosX],[EndPosY] (in the current dungeon) More... | |
int32_t | dungeon_kill_area (lua_State *L) |
it will kill all the monsters in the square range [StartPosX],[StartPosY] until [EndPosX],[EndPosY] (in the current dungeon) More... | |
int32_t | dungeon_kill_unique (lua_State *L) |
it will kill the unique mob [unique_name] (in the current dungeon) More... | |
int32_t | dungeon_spawn_stone_door (lua_State *L) |
it will spawn a stone door (vnum 13001) with the unique name [unique_name] in the area name [area_name] (in the current dungeon) More... | |
int32_t | dungeon_spawn_wooden_door (lua_State *L) |
it will spawn a wooden door (vnum 13000) with the unique name [unique_name] in the area name [area_name] (in the current dungeon) its hp/max_hp are hardcoded to 10000, and def grade to 300 (unique bonus) More... | |
int32_t | dungeon_spawn_move_group (lua_State *L) |
it will spawn a monster group [group_id] in the area [pos_from],[pos_to] (in the current dungeon) More... | |
int32_t | dungeon_spawn_move_unique (lua_State *L) |
it will spawn the monster [mob_vnum] with unique name [unique_name] in the area [pos_from],[pos_to] (in the current dungeon) More... | |
int32_t | dungeon_spawn_unique (lua_State *L) |
it will spawn the monster [mob_vnum] with unique name [unique_name] in the area [area_name] (in the current dungeon) More... | |
int32_t | dungeon_spawn (lua_State *L) |
it will spawn the monster [mob_vnum] in the area [area_name] (in the current dungeon) More... | |
int32_t | dungeon_set_unique (lua_State *L) |
it will set to the monster [mob_vid] the unique name [unique_name] (in the current dungeon) More... | |
int32_t | dungeon_get_damage_from_race (lua_State *L) |
lua will return the DamageRaceFlag of the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_get_damage_from_affect (lua_State *L) |
lua will return the list of any DamageAffectFlag of the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_set_damage_from_race (lua_State *L) |
it will append the DamageRaceFlag [damage_race_flag] to the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_set_damage_from_affect (lua_State *L) |
it will append the DamageAffectFlag [damage_affect_flag] to the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_unset_damage_from_race (lua_State *L) |
it will remove the DamageRaceFlag [damage_race_flag] from the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_unset_damage_from_affect (lua_State *L) |
it will remove the DamageAffectFlag [damage_affect_flag] from the mob [mob_vid] More... | |
int32_t | dungeon_reset_damage_from_race (lua_State *L) |
it will remove all the DamageRaceFlag from the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_reset_damage_from_affect (lua_State *L) |
it will remove all the DamageAffectFlag from the mob [mob_vid] available even outside of dungeons, like with the return of the spawn_mob0 func More... | |
int32_t | dungeon_is_available0 (lua_State *L) |
lua will return true if the current dungeon is not nullptr, false otherwise More... | |
int32_t | dungeon_get_unique_vid (lua_State *L) |
lua will return the vid of the specific [unique_name] monster (in the current dungeon) More... | |
int32_t | dungeon_spawn_mob (lua_State *L) |
it will spawn a mob [mob_vnum] in the coordinates [map_x][map_y] (in the current dungeon) if [radius] is specified, the spawn coordinates will be affect by a little if [count] is specified, there will be spawned a total of [count] mobs instead of one, and the returned vid will be the one of the first spawned one More... | |
int32_t | dungeon_spawn_mob_dir (lua_State *L) |
it will spawn a mob [mob_vnum] in the coordinates [map_x][map_y] and in the direction of [direction] (in the current dungeon) More... | |
int32_t | dungeon_spawn_mob_ac_dir (lua_State *L) |
it will spawn a mob [mob_vnum] in the coordinates [map_x][map_y] and in the direction of [direction] (in the current dungeon) the spawned monster will have no spawn effect More... | |
int32_t | dungeon_spawn_goto_mob (lua_State *L) |
it will spawn a mob (vnum 20039) in the square range from [from_x][from_y] to [to_x][to_y] More... | |
int32_t | dungeon_spawn_name_mob (lua_State *L) |
it will spawn a mob [mob_vnum] in [map_x][map_y] with the name [name] (mostly, for NPCs) More... | |
int32_t | dungeon_spawn_group (lua_State *L) |
it will spawn the mob group [group_vnum] in [map_x][map_y] with radius [radius] and the aggressive flag as [is_aggressive] for [count] times the [radius] isn't fundamental, even 0 for it is enough More... | |
int32_t | dungeon_join (lua_State *L) |
it will create a dungeon in [map_index] and warp yourself (or your whole party if near) into it this function is famous for being instable, use d.new_jump and d.new_jump_party altogether with party.is_party() instead More... | |
int32_t | dungeon_exit (lua_State *L) |
it will warp yourself to the saved exit location (not specifically in the current dungeon) More... | |
int32_t | dungeon_exit_all (lua_State *L) |
it will warp everyone to the saved exit location (in the current dungeon) More... | |
int32_t | dungeon_say_diff_by_item_group (lua_State *L) |
it will show to everyone in the current dungeon the [can_proceed_text] say if individually they have at least one of the items of the [item_group_name] item group otherwise they will get the [cannot_proceed_text] say and will be warped out of the current dungeon More... | |
int32_t | dungeon_exit_all_by_item_group (lua_State *L) |
it will warp out everyone who doesn't have at least one of the items of the [item_group_name] item group (in the current dungeon) More... | |
int32_t | dungeon_delete_item_in_item_group_from_all (lua_State *L) |
it will warp out everyone who doesn't have at least one of the items of the [item_group_name] item group (in the current dungeon) More... | |
int32_t | dungeon_kill_all (lua_State *L) |
it will kill every monster in the current dungeon More... | |
int32_t | dungeon_purge (lua_State *L) |
it will purge (destroy/make disappear) every monster in the current dungeon More... | |
int32_t | dungeon_exit_all_to_start_position (lua_State *L) |
it will warp out everyone to the start position (in the current dungeon) More... | |
int32_t | dungeon_count_monster (lua_State *L) |
lua will return the count of the monsters residing in the current dungeon More... | |
int32_t | dungeon_select (lua_State *L) |
it will set the dungeon map [map_index] as the current dungeon More... | |
int32_t | dungeon_find (lua_State *L) |
lua will return whether or not the dungeon map [map_index] has been found More... | |
int32_t | dungeon_all_near_to (lua_State *L) |
it will warp everyone near the coordinates [map_x],[map_y] with a max distance of 30px More... | |
int32_t | dungeon_set_warp_location (lua_State *L) |
it will set the warp location to map [map_index] in the coordinates [map_x],[map_y] More... | |
int32_t | dungeon_set_item_group (lua_State *L) |
it will set the item group [item_group_name] with [total_count] elements and for each of them two additional [item_vnum],[item_count] arguments More... | |
int32_t | dungeon_set_quest_flag2 (lua_State *L) |
it will change the [quest_name]'s [flag_name] to [flag_value] from everyone inside the current dungeon More... | |
int32_t | forked_set_dead_count (lua_State *L) |
it will set the current player's dead count to the event flag's "threeway_war_dead_count" More... | |
int32_t | forked_get_dead_count (lua_State *L) |
lua will return the current player's dead count (threeway event) More... | |
int32_t | forked_init_kill_count_per_empire (lua_State *L) |
it will set the current player's empire's score to 0 (threeway event) More... | |
int32_t | forked_init (lua_State *L) |
it will initialize the threeway event and choose a random event map More... | |
int32_t | forked_sungzi_start_pos (lua_State *L) |
lua will return the initial position of the current player's empire's forked sungzi map More... | |
int32_t | forked_pass_start_pos (lua_State *L) |
lua will return the initial position of the current player's empire's forked pass map More... | |
int32_t | forked_sungzi_mapindex (lua_State *L) |
lua will return the map_index of the current player's empire's forked sungzi map More... | |
int32_t | forked_pass_mapindex_by_empire (lua_State *L) |
lua will return the map_index of the empire [empire]'s forked pass map More... | |
int32_t | forked_get_pass_path_my_empire (lua_State *L) |
lua will return the map_index of the current player's forked pass path map More... | |
int32_t | forked_get_pass_path_by_empire (lua_State *L) |
lua will return the map_index of the empire [empire]'s forked pass path map More... | |
int32_t | forked_is_forked_mapindex (lua_State *L) |
lua will return true if [map_index] is a threeway war map, false otherwise More... | |
int32_t | forked_is_sungzi_mapindex (lua_State *L) |
lua will return true if [map_index] is a sungzi war map, false otherwise More... | |
int32_t | forked_warp_all_in_map (lua_State *L) |
it will warp everyone from [from_map_index] to the (not necessarily threeway map) [to_map_index] in the coordinates [map_x][map_y] in [seconds] seconds More... | |
int32_t | forked_is_registered_user (lua_State *L) |
lua will return true if the current player is a registered threeway user, otherwise false More... | |
int32_t | forked_register_user (lua_State *L) |
it will register the current player as threeway user More... | |
int32_t | forked_purge_all_monsters (lua_State *L) |
it will purge (destroy/make disappear) all the monsters in the threeway event More... | |
int32_t | forked_get_kill_score0 (lua_State *L) |
lua will return the kill score of the specific [empire] (threeway event) More... | |
int32_t | game_set_event_flag (lua_State *L) |
it will set the event name [event_name] with the value [event_value] More... | |
int32_t | game_get_event_flag (lua_State *L) |
lua will return the event name [event_name]'s value More... | |
int32_t | game_request_make_guild (lua_State *L) |
it will open the client-side guild make window More... | |
int32_t | game_get_safebox_level (lua_State *L) |
lua will return the current player's safebox level More... | |
int32_t | game_set_safebox_level (lua_State *L) |
it will set the current player's safebox level to [safebox_level More... | |
int32_t | game_open_safebox (lua_State *L) |
it will open the current player's safebox login window More... | |
int32_t | game_open_mall (lua_State *L) |
it will open the current player's mall (itemshop) login window More... | |
int32_t | game_drop_item (lua_State *L) |
it will create an item [item_vnum] with count [count] on the ground beside the current player More... | |
int32_t | game_drop_item_with_ownership (lua_State *L) |
it will create an item [item_vnum] with count [count] on the ground beside the current player it will have the ownership set to the current player for [ownership_duration] seconds (10 if not specified) More... | |
int32_t | game_drop_item_with_ownership_and_dice (lua_State *L) |
it will create an item [item_vnum] with count [count] on the ground beside the current player it will have the ownership set to the current player for [ownership_duration] seconds (10 if not specified) if the player has a party, the item will be rolled amongst them (check party.is_party() to be sure you're not giving it to the player alone) More... | |
int32_t | game_web_mall (lua_State *L) |
it will open the current player's web mall (itemshop page) window More... | |
int32_t | _get_locale (lua_State *L) |
lua will return the name of the locale More... | |
int32_t | _number (lua_State *L) |
lua will return a random number between [min] and [max] More... | |
int32_t | _time_to_str (lua_State *L) |
lua will return the asctime of [timestamp] More... | |
int32_t | _say (lua_State *L) |
it will send a script packet containing [text] with a trailing "[ENTER]" to the current pc More... | |
int32_t | _chat (lua_State *L) |
it will send a TALKING chat packet containing [text] to the current pc More... | |
int32_t | _cmdchat (lua_State *L) |
it will send a COMMAND chat packet containing [text] to the current pc More... | |
int32_t | _syschat (lua_State *L) |
it will send an INFO chat packet containing [text] to the current pc More... | |
int32_t | _chat_in_map0 (lua_State *L) |
it will send a TALKING chat packet containing [text] to everyone in map [map_index] More... | |
int32_t | _cmdchat_in_map0 (lua_State *L) |
it will send a COMMAND chat packet containing [text] to everyone in map [map_index] More... | |
int32_t | _syschat_in_map0 (lua_State *L) |
it will send an INFO chat packet containing [text] to everyone in map [map_index] More... | |
int32_t | _notice (lua_State *L) |
it will send a NOTICE chat packet containing [text] to the current pc More... | |
int32_t | _left_image (lua_State *L) |
it will send a LEFTIMAGE script packet containing [text] to the current pc More... | |
int32_t | _top_image (lua_State *L) |
it will send a LEFTIMAGE script packet containing [text] to the current pc More... | |
int32_t | _set_skin (lua_State *L) |
it will set the quest skin as [skin_id] to the current pc (usually NOWINDOW, NORMAL, CINEMATIC, SCROLL) More... | |
int32_t | _set_server_timer (lua_State *L) |
it will create a server_timer event [name] called ONCE in [time] seconds with an argument [arg] (usually the map index) More... | |
int32_t | _set_server_loop_timer (lua_State *L) |
it will create a server_timer event [name] it will be runned and REPEATED every [time] seconds with an argument [arg] (usually the map index) More... | |
int32_t | _clear_server_timer (lua_State *L) |
it will delete a server_timer event [name] with argument [arg] (usually the map index) More... | |
int32_t | _set_named_loop_timer (lua_State *L) |
it will create a timer event [name] for the current player and it will be runned and REPEATED every [timer] seconds More... | |
int32_t | _get_server_timer_arg (lua_State *L) |
lua will return the current server_timer's arg (usually the map index) More... | |
int32_t | _set_timer (lua_State *L) |
it will create a timer event "" for the current player and it will be runned ONCE in [timer] seconds More... | |
int32_t | _set_named_timer (lua_State *L) |
it will create a timer event [name] for the current player and it will be runned ONCE in [timer] seconds More... | |
int32_t | _timer (lua_State *L) |
it will create a timer event [name] for the current player and it will be runned ONCE in [timer] seconds More... | |
int32_t | _clear_named_timer (lua_State *L) |
it will delete a timer event [name] from the current player More... | |
int32_t | _getnpcid (lua_State *L) |
lua will return the npc id from the [name] specified inside questnpc.txt More... | |
int32_t | _is_test_server (lua_State *L) |
lua will return true if the config TEST_SERVER is true, false otherwise More... | |
int32_t | _is_speed_server (lua_State *L) |
lua will return true if the config SPEED_SERVER is true, false otherwise More... | |
int32_t | _raw_script (lua_State *L) |
it will send a script packet containing [text] to the current pc More... | |
int32_t | _char_log (lua_State *L) |
it will send a char_log for the current player with what=[what], how=[how], hint=[hint] char_log = a row of type CHARACTER in the database's table log.log More... | |
int32_t | _item_log (lua_State *L) |
it will send an item_log for the current player about the item [item_id] with how=[how], hint=[hint] it will send nothing if the item [item_id] is not found item_log = a row of type ITEM in the database's table log.log More... | |
int32_t | _syslog (lua_State *L) |
it will write a line [text] in the syslog file of the actual game core if the [log_level] flag is higher than 0, this line will be added only if the test_server mode is active More... | |
int32_t | _syserr (lua_State *L) |
it will write a line [text] in the syserr file of the actual game core More... | |
int32_t | _syslog2 (lua_State *L) |
it will write a line [text] in the syslog file of the actual game core (server_timer safe) if the [log_level] flag is higher than 0, this line will be added only if the test_server mode is active More... | |
int32_t | _syserr2 (lua_State *L) |
it will write a line [text] in the syserr file of the actual game core (server_timer safe) More... | |
int32_t | _set_bgm_volume_enable (lua_State *L) |
it will enable the bgm volume (required line in settings.lua) More... | |
int32_t | _add_bgm_info (lua_State *L) |
it will enable the bgm [filename] for the map [map_index] it will be played client-side when accessing the specified map used mostly in settings.lua More... | |
int32_t | _add_goto_info (lua_State *L) |
it will enable, for the specific player [empire], a /goto [name] location for [map_index] coordinates [world_x],[world_y] More... | |
int32_t | _refine_pick (lua_State *L) |
it will refine the pickaxe in inventory position [item_cell] More... | |
int32_t | _fish_real_refine_rod (lua_State *L) |
it will refine the fishrod in inventory position [item_cell] More... | |
int32_t | _give_char_privilege (lua_State *L) |
it will set to player [pid] the priv type [type] with value [value] More... | |
int32_t | _give_empire_privilege (lua_State *L) |
it will set to the empire [empire] the priv type [type] with value [value] for [time] seconds More... | |
int32_t | _give_guild_privilege (lua_State *L) |
it will set to the guild [guild_id] the priv type [type] with value [value] for [time] seconds More... | |
int32_t | _get_empire_privilege_string (lua_State *L) |
lua will return all the priv types of the specific [empire] as preformatted std::string text More... | |
int32_t | _get_empire_privilege (lua_State *L) |
lua will return the priv type [type]'s value of the specific [empire] More... | |
int32_t | _get_guild_privilege_string (lua_State *L) |
lua will return all the priv types of the specific [guild] as preformatted std::string text More... | |
int32_t | _get_guildid_byname (lua_State *L) |
lua will return the id of the guild's [name] More... | |
int32_t | _get_guild_privilege (lua_State *L) |
lua will return the priv type [type]'s value of the specific [guild] More... | |
int32_t | _item_name (lua_State *L) |
lua will return the item [item_vnum]'s locale name More... | |
int32_t | _mob_name (lua_State *L) |
lua will return the mob [mob_vnum]'s locale name More... | |
int32_t | _mob_vnum (lua_State *L) |
lua will return the vnum of the mob's [mob_name] More... | |
int32_t | _get_global_time (lua_State *L) |
lua will return the timestamp of the server More... | |
int32_t | _get_channel_id (lua_State *L) |
lua will return the actual game core's CHANNEL value More... | |
int32_t | _do_command (lua_State *L) |
it will make the current player send the specified [command] (gm level checked) More... | |
int32_t | _find_pc (lua_State *L) |
lua will return the player [name]'s vid, 0 otherwise More... | |
int32_t | _find_pc_cond (lua_State *L) |
lua will return the first player's vid having the level between [min_level]~[max_level] and job as [job_flag] More... | |
int32_t | _find_npc_by_vnum (lua_State *L) |
lua will return the first npc [npc_vnum]'s vid More... | |
int32_t | _set_quest_state (lua_State *L) |
it will set the quest [quest_name]'s state to [state_name] More... | |
int32_t | _get_quest_state (lua_State *L) |
lua will return the quest [quest_name]'s state (the relative [quest_name].__status value) More... | |
int32_t | _under_han (lua_State *L) |
lua will return whether or not [text] is a valid hangul std::string (korean alphabet) More... | |
int32_t | _big_notice (lua_State *L) |
it will send a BIG_NOTICE chat packet containing [text] to the current pc More... | |
int32_t | _big_notice_in_map (lua_State *L) |
it will send a BIG_NOTICE chat packet containing [text] to everyone in the current player's map More... | |
int32_t | _big_notice_all (lua_State *L) |
it will send a BIG_NOTICE chat packet containing [text] to everyone More... | |
int32_t | _notice_all (lua_State *L) |
it will send a BIG_NOTICE chat packet containing [text] to everyone More... | |
int32_t | _warp_all_to_village (lua_State *L) |
it will warp everyone from map [LuaNumber] back to village in [time] seconds More... | |
int32_t | _warp_to_village (lua_State *L) |
it will warp the current player back to village More... | |
int32_t | _say_in_map (lua_State *L) |
it will send a script packet containing [text] with a trailing "[ENTER][DONE]" to everyone in map [map_index] More... | |
int32_t | _kill_all_in_map (lua_State *L) |
it will kill every monster in map [map_index] More... | |
int32_t | _regen_in_map (lua_State *L) |
it will load the regen file [filename] ONCE in map [map_index] More... | |
int32_t | _enable_over9refine (lua_State *L) |
it will allow the refine from item [vnum_from] to item [vnum_to], used mostly in settings.lua More... | |
int32_t | _add_ox_quiz (lua_State *L) |
it will add in the oxevent the quiz [quiz] having the answer [answer] by the level [level] you can make different quiz lists based on different level; it's the same used to pick up questions with oxevent.quiz the answer is simply true/false More... | |
int32_t | _block_chat (lua_State *L) |
it will block the player [name]'s chat for [time] seconds the [time] can also be a formatted std::string such as "7d 1h 25m 50s" (check parse_time_str in Utils.cpp) More... | |
int32_t | _spawn_mob0 (lua_State *L) |
it will spawn a mob [vnum] in [map_index] coordinates [map_x],[map_y] More... | |
int32_t | _spawn_mob (lua_State *L) |
it will spawn a mob [vnum] beside the current player for [count] times, and if [is_aggressive]=true it will be aggressive More... | |
int32_t | _spawn_mob_in_map (lua_State *L) |
it will spawn a mob [vnum] in [map_index] coordinates [map_x],[map_y] for [count] times, and if [is_aggressive]=true it will be aggressive More... | |
int32_t | _notice_in_map (lua_State *L) |
it will send a NOTICE chat packet containing [text] to everyone in the current player's map if [big_font] is true, it will be a BIG_NOTICE chat packet instead More... | |
int32_t | _get_locale_base_path (lua_State *L) |
lua will return the path of the loaded locale (e.g. locale/germany) More... | |
int32_t | _purge_area (lua_State *L) |
it will purge (destroy/make disappear) all the monsters in the square range [StartPosX],[StartPosY] until [EndPosX],[EndPosY] More... | |
int32_t | _warp_all_in_area_to_area (lua_State *L) |
it will warp everyone in the square range [FromStartPosX],[FromStartPosY] until [FromEndPosX],[FromEndPosY] to [ToStartPosX],[ToStartPosY] until [ToEndPosX],[ToEndPosY] More... | |
int32_t | _get_special_item_group (lua_State *L) |
lua will return the list of every element of the relative special_item_group's [group_id] More... | |
int32_t | _get_table_postfix (lua_State *L) |
lua will return the TABLE_POSTFIX value in the current game core's CONFIG ("" by default) More... | |
int32_t | _mysql_direct_query (lua_State *L) |
it will send the mysql query [query]; default database: player More... | |
int32_t | _mysql_escape_string (lua_State *L) |
lua will return the escaped std::string of the mysql query [query] More... | |
int32_t | _mysql_password (lua_State *L) |
lua will return the hashed std::string of [password] the password algorithm is: sha1(sha1_bin(password)) More... | |
int32_t | _get_item_attr_norm_table (lua_State *L) |
lua will return the list of the fields in item_attr More... | |
int32_t | _get_item_attr_rare_table (lua_State *L) |
lua will return the list of the fields in item_attr_rare More... | |
int32_t | _map_allow_find (lua_State *L) |
lua will return whether or not this game core contains the map [map_index] (to be more precise, if it has been specified in the MAP_ALLOW game CONFIG) More... | |
int32_t | guild_around_ranking_string (lua_State *L) |
lua will return a colored guild members' rank as say text of the current player's guild More... | |
int32_t | guild_high_ranking_string (lua_State *L) |
lua will return a colored guild list' top rank as say text of the current player's guild More... | |
int32_t | guild_get_ladder_point (lua_State *L) |
lua will return the current player's guild's ladder points (the guild rank points) More... | |
int32_t | guild_get_rank (lua_State *L) |
lua will return the current player's guild's rank of the server More... | |
int32_t | guild_is_war (lua_State *L) |
lua will return whether or not the current player's guild is in war against the guild [guild_id] More... | |
int32_t | guild_name (lua_State *L) |
lua will return the guild [guild_id]'s name More... | |
int32_t | guild_level (lua_State *L) |
lua will return the guild [guild_id]'s level More... | |
int32_t | guild_war_enter (lua_State *L) |
you will join the war against guild [guild_id] More... | |
int32_t | guild_get_any_war (lua_State *L) |
lua will return the opponent guild's id of the current player's guild More... | |
int32_t | guild_get_name (lua_State *L) |
lua will return the guild [guild_id]'s name More... | |
int32_t | guild_war_bet (lua_State *L) |
the current player will make a bet at the war [war_id] against the guild [guild_id] for [amount] yangs More... | |
int32_t | guild_is_bet (lua_State *L) |
lua will return whether or not the current player made a bet at the war [war_id] More... | |
int32_t | guild_get_warp_war_list (lua_State *L) |
lua will return the table of the available guild war lists More... | |
int32_t | guild_get_reserve_war_table (lua_State *L) |
lua will return the table of the reserved guild wars More... | |
int32_t | guild_get_member_count (lua_State *L) |
lua will return the count of how many people are present in the current player's guild More... | |
int32_t | guild_change_master (lua_State *L) |
it will change the current player's guild master to player [name] More... | |
int32_t | guild_change_master_with_limit (lua_State *L) |
it will change the current player's guild master to player [name]. More... | |
int32_t | guild_get_id0 (lua_State *L) |
lua will return the current player's guild's id More... | |
int32_t | guild_get_sp0 (lua_State *L) |
lua will return the current player's guild's spirit points More... | |
int32_t | guild_get_maxsp0 (lua_State *L) |
lua will return the current player's guild's max spirit points More... | |
int32_t | guild_get_money0 (lua_State *L) |
lua will return the current player's guild's money More... | |
int32_t | guild_get_max_member0 (lua_State *L) |
lua will return the current player's guild's max allowed members More... | |
int32_t | guild_get_total_member_level0 (lua_State *L) |
lua will return the current player's guild's average member level More... | |
int32_t | guild_has_land0 (lua_State *L) |
lua will return whether or not the current player's guild has a land More... | |
int32_t | guild_get_win_count0 (lua_State *L) |
lua will return the current player's guild's win count More... | |
int32_t | guild_get_draw_count0 (lua_State *L) |
lua will return the current player's guild's draw count More... | |
int32_t | guild_get_loss_count0 (lua_State *L) |
lua will return the current player's guild's loss count More... | |
int32_t | guild_add_comment0 (lua_State *L) |
it will add a comment [comment] in the current player's guild's board (the author is current player's name) More... | |
int32_t | guild_set_ladder_point0 (lua_State *L) |
it will set the current player's guild's ladder points to [ladder_point] More... | |
int32_t | guild_get_skill_level0 (lua_State *L) |
lua will return the current player's guild's skill [skill_id]'s level More... | |
int32_t | guild_set_skill_level0 (lua_State *L) |
it will set the current player's guild's skill [skill_id]'s value to [value] More... | |
int32_t | guild_get_skill_point0 (lua_State *L) |
lua will return the current player's guild's skill points More... | |
int32_t | guild_set_skill_point0 (lua_State *L) |
it will set the current player's guild's skill points to [value] More... | |
int32_t | guild_get_exp_level0 (lua_State *L) |
lua will return the needed exp for levelling up a guild to level [level] More... | |
int32_t | guild_offer_exp0 (lua_State *L) |
the current player will offer [exp] exp points to his guild More... | |
int32_t | guild_give_exp0 (lua_State *L) |
it will give [exp] exp points to the current player's guild (it won't decrease the current player's exp) More... | |
int32_t | horse_is_riding (lua_State *L) |
lua will return whether or not the current player is riding the horse More... | |
int32_t | horse_is_summon (lua_State *L) |
lua will return whether or not the current player's horse is summoned More... | |
int32_t | horse_ride (lua_State *L) |
the current player will ride the horse More... | |
int32_t | horse_unride (lua_State *L) |
the current player will unride the horse More... | |
int32_t | horse_summon (lua_State *L) |
the current player will summon the horse if [from_afar]=true, it will be spawned from afar; if [horse_vnum] is specified, the spawned horse's vnum will be [horse_vnum]; if [horse_name] is specified, the spawned horse's name will be [horse_name]; More... | |
int32_t | horse_unsummon (lua_State *L) |
the current player will unsummon the horse More... | |
int32_t | horse_is_mine (lua_State *L) |
lua will return true if the current npc is the current player's horse, false otherwise More... | |
int32_t | horse_set_level (lua_State *L) |
the current player's horse level will be set to [level] More... | |
int32_t | horse_get_level (lua_State *L) |
lua will return the current player's horse level More... | |
int32_t | horse_advance (lua_State *L) |
the current player's horse level will be increased by one More... | |
int32_t | horse_get_health (lua_State *L) |
lua will return the current player's horse health, 0 otherwise More... | |
int32_t | horse_get_health_pct (lua_State *L) |
lua will return the current player's horse health as percentage, 0 otherwise More... | |
int32_t | horse_get_stamina (lua_State *L) |
lua will return the current player's horse stamina, 0 otherwise More... | |
int32_t | horse_get_stamina_pct (lua_State *L) |
lua will return the current player's horse stamina as percentage, 0 otherwise More... | |
int32_t | horse_get_grade (lua_State *L) |
lua will return the current player's horse grade More... | |
int32_t | horse_is_dead (lua_State *L) |
lua will return whether or not the current player's horse is dead (health<=0) More... | |
int32_t | horse_revive (lua_State *L) |
the current player's horse will be revived More... | |
int32_t | horse_feed (lua_State *L) |
the current player's horse will be fed More... | |
int32_t | horse_set_name (lua_State *L) |
the current player's horse's name will be set to [name] More... | |
int32_t | horse_get_name (lua_State *L) |
lua will return the current player's horse's name More... | |
int32_t | horse_set_stat0 (lua_State *L) |
it will set the current player's horse health to [health] (max 50) and stamina to [stamina] (max 200) More... | |
int32_t | item_get_cell (lua_State *L) |
it will return the current item's cell More... | |
int32_t | item_select_cell (lua_State *L) |
the current item's will be set to the item in pos [cell] of the current player More... | |
int32_t | item_select (lua_State *L) |
the current item's will be set to the item id [item_id] More... | |
int32_t | item_get_id (lua_State *L) |
lua will return the current item's id More... | |
int32_t | item_remove (lua_State *L) |
it will remove the current item More... | |
int32_t | item_get_socket (lua_State *L) |
lua will return the value of the current item's socket [index] (from 0 to 2) More... | |
int32_t | item_set_socket (lua_State *L) |
il will set the value of the current item's socket [index] to [value] More... | |
int32_t | item_get_vnum (lua_State *L) |
lua will return the vnum of the current item More... | |
int32_t | item_has_flag (lua_State *L) |
lua will return whether or not the current item has the flag's value [value] More... | |
int32_t | item_get_value (lua_State *L) |
lua will return the value in pos [index] of the current item More... | |
int32_t | item_set_value (lua_State *L) |
it will set the value in pos [index] to [value] of the current item More... | |
int32_t | item_get_name (lua_State *L) |
lua will return the name of the current item More... | |
int32_t | item_get_size (lua_State *L) |
lua will return the size of the current item More... | |
int32_t | item_get_count (lua_State *L) |
lua will return the count of the current item More... | |
int32_t | item_get_type (lua_State *L) |
lua will return the type of the current item More... | |
int32_t | item_get_sub_type (lua_State *L) |
lua will return the subtype of the current item More... | |
int32_t | item_get_refine_vnum (lua_State *L) |
lua will return the refine vnum of the current item More... | |
int32_t | item_next_refine_vnum (lua_State *L) |
lua will return the refine vnum of the item [vnum] More... | |
int32_t | item_get_level (lua_State *L) |
lua will return the refine level of the current item More... | |
int32_t | item_can_over9refine (lua_State *L) |
lua will return whether or not the current item has been added by enable_over9refine More... | |
int32_t | item_change_to_over9 (lua_State *L) |
it will refine the current item to its relative over9 refine, if present (by enable_over9refine) More... | |
int32_t | item_over9refine (lua_State *L) |
it will refine the current item to its relative refine, if present (by enable_over9refine) More... | |
int32_t | item_get_over9_material_vnum (lua_State *L) |
lua will return the material vnum of the item [vnum] More... | |
int32_t | item_get_level_limit (lua_State *L) |
lua will return the level limit of the current item More... | |
int32_t | item_start_realtime_expire (lua_State *L) |
it will start the real time expire event for the current item (useless) More... | |
int32_t | item_copy_and_give_before_remove (lua_State *L) |
it will copy and replace the current item to a new one by vnum [vnum] More... | |
int32_t | item_get_wearflag0 (lua_State *L) |
lua will return the current item's wear flag More... | |
int32_t | item_has_wearflag0 (lua_State *L) |
lua will return whether or not the current item has the wear flag's value [value] More... | |
int32_t | item_get_antiflag0 (lua_State *L) |
lua will return the current item's anti flag More... | |
int32_t | item_has_antiflag0 (lua_State *L) |
lua will return whether or not the current item has the anti flag's value [value] More... | |
int32_t | item_get_immuneflag0 (lua_State *L) |
lua will return the current item's immune flag More... | |
int32_t | item_has_immuneflag0 (lua_State *L) |
lua will return whether or not the current item has the immune flag's value [value] More... | |
int32_t | item_add_attr0 (lua_State *L) |
it will add a bonus to the current item based on the specific [mode] if [mode]=0, it will add a normal and a rare bonus; if [mode]=1, it will add a normal bonus; if [mode]=2, it will add a rare bonus; More... | |
int32_t | item_change_attr0 (lua_State *L) |
it will change the bonuses to the current item based on the specific [mode] if [mode]=0, it will switch both normal and rare bonuses; if [mode]=1, it will switch the normal bonuses; if [mode]=2, it will switch the rare bonuses; More... | |
int32_t | item_clear_attr0 (lua_State *L) |
it will clear the bonuses to the current item based on the specific [mode] if [mode]=0, it will clear both normal and rare bonuses; if [mode]=1, it will clear the normal bonuses; if [mode]=2, it will clear the rare bonuses; More... | |
int32_t | item_count_attr0 (lua_State *L) |
lua will return the count of the bonuses to the current item based on the specific [mode] More... | |
int32_t | item_get_attr0 (lua_State *L) |
lua will return the list of all the bonuses of the current items More... | |
int32_t | item_set_attr0 (lua_State *L) |
it will set the current item's attr bonuses with the list of parameters [id1~7] to [value1~7] More... | |
int32_t | item_set_count0 (lua_State *L) |
it will set the current item's count to [count] More... | |
int32_t | item_is_available0 (lua_State *L) |
lua will return whether or not there's a current item More... | |
int32_t | marriage_engage_to (lua_State *L) |
it will make an engagement request between the current player and the player [vid] More... | |
int32_t | marriage_remove (lua_State *L) |
it will remove the current player's engagement request More... | |
int32_t | marriage_set_to_marriage (lua_State *L) |
it will make the current player and the requested one engaged More... | |
int32_t | marriage_find_married_vid (lua_State *L) |
lua will return the current player's married player's vid More... | |
int32_t | marriage_get_wedding_list (lua_State *L) |
lua will return the table of the available weddings More... | |
int32_t | marriage_join_wedding (lua_State *L) |
the current player will join the wedding between player [pid1] and [pid2] More... | |
int32_t | marriage_warp_to_my_marriage_map (lua_State *L) |
the current player will warp to his/her wedding map More... | |
int32_t | marriage_end_wedding (lua_State *L) |
the current player's wedding will be terminated More... | |
int32_t | marriage_wedding_dark (lua_State *L) |
the current player's wedding's environment will be set to dark if [to_dark] is true, day otherwise More... | |
int32_t | marriage_wedding_client_command (lua_State *L) |
everyone in the current player's wedding will get a COMMAND script packet [command] More... | |
int32_t | marriage_wedding_is_playing_music (lua_State *L) |
lua will return whether or not in the current player's wedding the wedding music is in play More... | |
int32_t | marriage_wedding_music (lua_State *L) |
the current player's wedding's music [filename] will be set to play if [to_play] is true, stopped otherwise More... | |
int32_t | marriage_wedding_snow (lua_State *L) |
the current player's wedding's weather will be set to snow if [to_snow] is true, normal otherwise More... | |
int32_t | marriage_in_my_wedding (lua_State *L) |
lua will return whether or not the current player is in his/her wedding map More... | |
int32_t | marriage_get_married_time (lua_State *L) |
lua will return the timestamp of how long the current player is married More... | |
int32_t | mgmt_monarch_state (lua_State *L) |
lua will return the info of the empire [empire]'s monarch More... | |
int32_t | mgmt_monarch_change_lord (lua_State *L) |
it will change the empire [empire]'s monarch with player [pid] More... | |
int32_t | takemonarchmoney (lua_State *L) |
if the current player is monarch, it will make the player retrieve the relative empire's money by [money] More... | |
int32_t | is_guild_master (lua_State *L) |
lua will return whether or not the current player is guild master (duplicate function) More... | |
int32_t | monarch_bless (lua_State *L) |
if the current player is monarch or gm, for 2kk empire's money he can full heal his own empire's players More... | |
int32_t | monarch_powerup (lua_State *L) |
if the current player is monarch or gm, for 5kk empire's money he can power up his own empire's players More... | |
int32_t | monarch_defenseup (lua_State *L) |
if the current player is monarch or gm, for 5kk yangs he can defense up his own empire's players More... | |
int32_t | is_monarch (lua_State *L) |
lua will returh whether or not the current player is monarch More... | |
int32_t | spawn_mob (lua_State *L) |
if the current player is a monarch, it will spawn the mob [mob_vnum] in the commented code: if the spawned mob would have been the castle frog (vnum 11505), it will have been spawned in the relative empire castle for 100kk empire's money More... | |
int32_t | spawn_guard (lua_State *L) |
if the current player is a monarch, it will spawn the mob group [group_vnum] for 10~100kk empire's money the cost is based on the [group_vnum] range: 9501~2,9511~2,9521~2=10kk; 9503~4,9513~4,9523~4=30kk; 9505~6,9515~6,9525~6=100kk; the [region_index] is 0 north, 1 east, 2 west, 3 south More... | |
int32_t | frog_to_empire_money (lua_State *L) |
if the current player is a monarch, it will spawn the castle frog (vnum 11505) in the relative empire castle for 100kk empire's money More... | |
int32_t | monarch_warp (lua_State *L) |
if the current player is a monarch, he will warp to the player [name] for 10k empire's money, and only if of the same empire More... | |
int32_t | empire_info (lua_State *L) |
if the current player is a monarch, it will print to him the relative empire's money More... | |
int32_t | monarch_transfer (lua_State *L) |
if the current player is a monarch, the player [name] will be warped to him for 10k empire's money, and only if of the same empire More... | |
int32_t | monarch_notice (lua_State *L) |
if the current player is a monarch, it will send a message [text] to the relative empire More... | |
int32_t | monarch_mob (lua_State *L) |
if the current player is a monarch, it will spawn the relative mob [mob_vnum] for 5kk empire's money More... | |
int32_t | monarch_transfer2 (lua_State *L) |
if the current player is a monarch, the player [name] will be warped to him for 10k empire's money, and only if of the same empire More... | |
int32_t | npc_open_shop (lua_State *L) |
it will open the npc's shop id [shop_vnum] More... | |
int32_t | npc_is_pc (lua_State *L) |
lua will return whether or not the current npc is a pc More... | |
int32_t | npc_get_empire (lua_State *L) |
lua will return the current npc's empire More... | |
int32_t | npc_get_race (lua_State *L) |
lua will return the current npc's race More... | |
int32_t | npc_get_guild (lua_State *L) |
lua will return the current npc's guild id More... | |
int32_t | npc_get_remain_skill_book_count (lua_State *L) |
if the npc is the santa (vnum 20031), lua will return its relative att grade bonus More... | |
int32_t | npc_dec_remain_skill_book_count (lua_State *L) |
if the npc is the santa (vnum 20031), the current npc's att grade bonus will be decreased by 1 More... | |
int32_t | npc_get_remain_hairdye_count (lua_State *L) |
if the npc is the santa (vnum 20031), lua will return its relative def grade bonus More... | |
int32_t | npc_dec_remain_hairdye_count (lua_State *L) |
if the npc is the santa (vnum 20031), the current npc's def grade bonus will be decreased by 1 More... | |
int32_t | npc_is_quest (lua_State *L) |
lua will return whether or not the current npc is of the current quest More... | |
int32_t | npc_kill (lua_State *L) |
it will kill the current npc More... | |
int32_t | npc_purge (lua_State *L) |
it will purge (destroy/make disappear) the current npc More... | |
int32_t | npc_is_near (lua_State *L) |
lua will return whether or not the current npc is near the current pc More... | |
int32_t | npc_is_near_vid (lua_State *L) |
lua will return whether or not the current npc is near the pc [vid] More... | |
int32_t | npc_unlock (lua_State *L) |
it will unlock the current npc that was unclickable by npc.lock More... | |
int32_t | npc_lock (lua_State *L) |
it will block the current npc making it unclickable until npc.unlock is used More... | |
int32_t | npc_get_leader_vid (lua_State *L) |
lua will return the current npc's group's leader vid More... | |
int32_t | npc_get_vid (lua_State *L) |
lua will return the current npc's vid More... | |
int32_t | npc_get_vid_attack_mul (lua_State *L) |
lua will return the npc [vid]'s attack multiply More... | |
int32_t | npc_set_vid_attack_mul (lua_State *L) |
it will set the npc [vid]'s attack multiply to [value] More... | |
int32_t | npc_get_vid_damage_mul (lua_State *L) |
lua will return the npc [vid]'s damage multiply More... | |
int32_t | npc_set_vid_damage_mul (lua_State *L) |
it will set the npc [vid]'s damage multiply to [value] More... | |
int32_t | npc_get_level0 (lua_State *L) |
lua will return the npc's level More... | |
int32_t | npc_get_name0 (lua_State *L) |
lua will return the npc's name More... | |
int32_t | npc_get_pid0 (lua_State *L) |
lua will return the npc's pid More... | |
int32_t | npc_get_vnum0 (lua_State *L) |
lua will return the npc's vnum More... | |
int32_t | npc_is_available0 (lua_State *L) |
lua will return whether or not there is a current npc More... | |
int32_t | oxevent_get_status (lua_State *L) |
lua will return the oxevent status More... | |
int32_t | oxevent_get_oxquiz_fn (lua_State *L) |
lua will return the oxquiz file name (locale_path+"oxquiz.lua" by default) More... | |
int32_t | oxevent_set_oxquiz_fn (lua_State *L) |
it will set the oxquiz file name as locale_path+[filename] More... | |
int32_t | oxevent_set_oxquiz_fn0 (lua_State *L) |
it will set the oxquiz file name as [filename] More... | |
int32_t | oxevent_open (lua_State *L) |
it will read the oxquiz file and set the oxevent status as OXEVENT_OPEN More... | |
int32_t | oxevent_close (lua_State *L) |
it will set the oxevent status as OXEVENT_CLOSE More... | |
int32_t | oxevent_quiz (lua_State *L) |
it will pick up an oxquiz question with level=[level] and make the announcement the answer will be given after [timeout] seconds More... | |
int32_t | oxevent_get_attender (lua_State *L) |
lua will return the count of the remaining oxevent's partecipants (no observers) More... | |
int32_t | oxevent_end_event (lua_State *L) |
it will stop the oxevent within 5 seconds and set its status to OXEVENT_FINISH More... | |
int32_t | oxevent_end_event_force (lua_State *L) |
it will stop the oxevent and set its status to OXEVENT_FINISH More... | |
int32_t | oxevent_give_item (lua_State *L) |
it will give to every remaining oxevent's partecipants (no observers) More... | |
int32_t | party_clear_ready (lua_State *L) |
it clears the AFFECT_DUNGEON_READY affect from each near member More... | |
int32_t | party_get_max_level (lua_State *L) |
lua will return the higher level of the party More... | |
int32_t | party_get_min_level (lua_State *L) |
lua will return the lower level of the party More... | |
int32_t | party_leave_party (lua_State *L) |
the current pc leaves the party, and lua will return whether it succeeded or not More... | |
int32_t | party_delete_party (lua_State *L) |
the current pc deletes the party if the current pc is leader, and lua will return whether it succeeded or not More... | |
int32_t | party_run_cinematic (lua_State *L) |
it sends a RUN_CINEMA [str] script to all the near members More... | |
int32_t | party_show_cinematic (lua_State *L) |
it sends a CINEMATIC [str] packet script to all the near members More... | |
int32_t | party_get_near_count (lua_State *L) |
lua will return the count of near members More... | |
int32_t | party_syschat (lua_State *L) |
it will send a syschat [s] message to any online member More... | |
int32_t | party_is_leader (lua_State *L) |
lua will return true if pc is the leader, otherwise false More... | |
int32_t | party_is_party (lua_State *L) |
lua will return true if pc is in a party, otherwise false More... | |
int32_t | party_get_leader_pid (lua_State *L) |
lua will return the pid of the party's leader, otherwise -1 More... | |
int32_t | party_chat (lua_State *L) |
it will send a chat [s] message to any online member More... | |
int32_t | party_is_map_member_flag_lt (lua_State *L) |
lua will return whether or not [value] is higher than the party flag [flagname] for each member More... | |
int32_t | party_set_flag (lua_State *L) |
each party member will have the party flag [flagname] set as [value] More... | |
int32_t | party_get_flag (lua_State *L) |
lua will return the value of the party flag [flagname] More... | |
int32_t | party_set_quest_flag (lua_State *L) |
each party member will have the quest flag [flagname] set as [value] More... | |
int32_t | party_is_in_dungeon (lua_State *L) |
lua will return whether or not the party is in dungeon More... | |
int32_t | party_give_buff (lua_State *L) |
it will give the relative buff to the every party member in the current pc map, and lua will return whether or not the buff has been given More... | |
int32_t | party_get_member_pids (lua_State *L) |
lua will return a list of every online party member's pid present in the same map of the current pc More... | |
int32_t | pc_has_master_skill (lua_State *L) |
lua will return whether or not the current player's skill [skill_id] is at least master or higher (lvl 21 or above) More... | |
int32_t | pc_remove_skill_book_no_delay (lua_State *L) |
it will remove the affect SKILL_NO_BOOK_DELAY from the current player More... | |
int32_t | pc_is_skill_book_no_delay (lua_State *L) |
lua will return whether or not the current player has the affect SKILL_NO_BOOK_DELAY More... | |
int32_t | pc_learn_grand_master_skill (lua_State *L) |
it will increase the grand master skill [skill_id] of the current player if learnable More... | |
int32_t | pc_set_warp_location (lua_State *L) |
it will set the warp location of the current player to map [map_index] in the coordinates [world_x] and [world_y] More... | |
int32_t | pc_set_warp_location_local (lua_State *L) |
it will set the warp location of the current player to map [map_index] in the coordinates [local_x] and [local_y] More... | |
int32_t | pc_get_start_location (lua_State *L) |
lua will return the start location of the current player's empire More... | |
int32_t | pc_warp (lua_State *L) |
it will warp the current player to map [map_index] in the coordinates [world_x] and [world_y] More... | |
int32_t | pc_warp_local (lua_State *L) |
it will warp the current player to map [map_index] in the coordinates [local_x] and [local_y] More... | |
int32_t | pc_warp_exit (lua_State *L) |
it will warp the current player to the previous saved location (like by pc.save_exit_location) More... | |
int32_t | pc_in_dungeon (lua_State *L) |
lua will return whether or not the current player is in a dungeon More... | |
int32_t | pc_hasguild (lua_State *L) |
lua will return whether or not the current player is in a guild More... | |
int32_t | pc_getguild (lua_State *L) |
lua will return the current player's guild id More... | |
int32_t | pc_isguildmaster (lua_State *L) |
lua will return whether or not the current player is guild master More... | |
int32_t | pc_destroy_guild (lua_State *L) |
it will destroy the current player's guild if guild master More... | |
int32_t | pc_remove_from_guild (lua_State *L) |
it will remove the current player from the guild More... | |
int32_t | pc_give_gold (lua_State *L) |
it will give to the current player [amount] yangs More... | |
int32_t | pc_warp_to_guild_war_observer_position (lua_State *L) |
it will warp the current player in the guild war between [guild_id1] and [guild_id2] as observer More... | |
int32_t | pc_give_item_from_special_item_group (lua_State *L) |
it will give to the current player the item by special_item_group [special_item_group_id] if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it More... | |
int32_t | pc_enough_inventory (lua_State *L) |
lua will return whether or not the current player has enough space in the inventory to store the item [item_vnum] More... | |
int32_t | pc_give_item (lua_State *L) |
it will give to the current player the item by name|vnum [item_name] with count [count] only if the current quest's flag [flag_name] is NOT set (probably, to prevent duplicated rewards) if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it More... | |
int32_t | pc_give_or_drop_item (lua_State *L) |
it will give to the current player the item by name|vnum [item_name] with count [count] if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it More... | |
int32_t | pc_give_or_drop_item_with_dice (lua_State *L) |
it will give to the current player the item by name|vnum [item_name] with count [count] in dice mode if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it dice mode = it will be given to a random party member if the current player is in party, otherwise it will be given to the current player More... | |
int32_t | pc_give_or_drop_item_and_select (lua_State *L) |
it will give to the current player the item by name|vnum [item_name] with count [count], and, if succeeded, the item will become the new current item if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it More... | |
int32_t | pc_get_current_map_index (lua_State *L) |
lua will return the current player's map index More... | |
int32_t | pc_get_x (lua_State *L) |
lua will return the current player's world map x More... | |
int32_t | pc_get_y (lua_State *L) |
lua will return the current player's world map y More... | |
int32_t | pc_get_local_x (lua_State *L) |
lua will return the current player's local map x More... | |
int32_t | pc_get_local_y (lua_State *L) |
lua will return the current player's local map y More... | |
int32_t | pc_count_item (lua_State *L) |
lua will return the count of the item by name|vnum [item_name] from the whole current player's inventory More... | |
int32_t | pc_remove_item (lua_State *L) |
it will remove the first item found by name|vnum [item_name], and, if [count] is specified, it will remove only [count] unities instead of all More... | |
int32_t | pc_get_leadership (lua_State *L) |
lua will return the current player's leadership subskill's level More... | |
int32_t | pc_reset_point (lua_State *L) |
it will reset the current player's status points More... | |
int32_t | pc_get_playtime (lua_State *L) |
lua will return the current player's playtime More... | |
int32_t | pc_get_vid (lua_State *L) |
lua will return the current player's vid More... | |
int32_t | pc_get_name (lua_State *L) |
lua will return the current player's name More... | |
int32_t | pc_get_next_exp (lua_State *L) |
lua will return the current player's next exp More... | |
int32_t | pc_get_exp (lua_State *L) |
lua will return the current player's exp More... | |
int32_t | pc_get_race (lua_State *L) |
lua will return the current player's race More... | |
int32_t | pc_change_sex (lua_State *L) |
it will switch the current player's sex More... | |
int32_t | pc_get_job (lua_State *L) |
lua will return the current player's job More... | |
int32_t | pc_get_max_sp (lua_State *L) |
lua will return the current player's max sp More... | |
int32_t | pc_get_sp (lua_State *L) |
lua will return the current player's sp More... | |
int32_t | pc_change_sp (lua_State *L) |
it will set the current player's sp to [amount] More... | |
int32_t | pc_get_max_hp (lua_State *L) |
lua will return the current player's max hp More... | |
int32_t | pc_get_hp (lua_State *L) |
lua will return the current player's hp More... | |
int32_t | pc_get_level (lua_State *L) |
lua will return the current player's level More... | |
int32_t | pc_set_level (lua_State *L) |
it will set the current player's level to [level] More... | |
int32_t | pc_get_weapon (lua_State *L) |
lua will return the current player's wear weapon's vnum More... | |
int32_t | pc_get_armor (lua_State *L) |
lua will return the current player's wear armor's vnum More... | |
int32_t | pc_get_wear (lua_State *L) |
lua will return the current player's wear in pos [cell]'s vnum More... | |
int32_t | pc_get_money (lua_State *L) |
lua will return the current player's yangs More... | |
int32_t | pc_get_real_alignment (lua_State *L) |
lua will return the current player's real_alignment More... | |
int32_t | pc_get_alignment (lua_State *L) |
lua will return the current player's alignment More... | |
int32_t | pc_change_alignment (lua_State *L) |
it will change the current player's alignment to [amount] (increase or decrease) More... | |
int32_t | pc_change_money (lua_State *L) |
it will change the current player's yangs to [amount] (increase or decrease) More... | |
int32_t | pc_set_another_quest_flag (lua_State *L) |
it will set the current player's quest [questname]'s flag [flagname]'s value to [value] More... | |
int32_t | pc_get_another_quest_flag (lua_State *L) |
lua will return the current player's quest [questname]'s flag [flagname]'s value More... | |
int32_t | pc_get_flag (lua_State *L) |
lua will return the current player's quest flag [questandflag]'s value (it must be as "quest.flag") More... | |
int32_t | pc_get_quest_flag (lua_State *L) |
lua will return the current player's quest flag GetCurrentQuestName()".[flagname]"'s value More... | |
int32_t | pc_set_flag (lua_State *L) |
it will set the current player's quest flag [questandflag]'s value (it must be as "quest.flag") to [value] More... | |
int32_t | pc_set_quest_flag (lua_State *L) |
it will set the current player's quest flag GetCurrentQuestName()".[flagname]"'s value to [value] More... | |
int32_t | pc_del_quest_flag (lua_State *L) |
it will delete from the current player the quest flag GetCurrentQuestName()".[flagname]" More... | |
int32_t | pc_give_exp2 (lua_State *L) |
it will give to player [name] [exp] exp points (via point change) More... | |
int32_t | pc_give_exp (lua_State *L) |
it will give to player [name] [exp] exp points More... | |
int32_t | pc_give_exp_perc (lua_State *L) |
it will give to player [name] just [perc] percent of the exp required for the level [level] More... | |
int32_t | pc_get_empire (lua_State *L) |
lua will return the current player's empire More... | |
int32_t | pc_get_part (lua_State *L) |
lua will return the current player's part [part_id] More... | |
int32_t | pc_set_part (lua_State *L) |
it will set the current player's part [part_id] to [value] More... | |
int32_t | pc_get_skillgroup (lua_State *L) |
lua will return the current player's skill group More... | |
int32_t | pc_set_skillgroup (lua_State *L) |
it will set the current player's skill group to [skillgroup_id] (0: none, 1: first, 2: second) More... | |
int32_t | pc_is_polymorphed (lua_State *L) |
lua will return whether or not the current player is polymorphed More... | |
int32_t | pc_remove_polymorph (lua_State *L) |
it will remove the polymorph from current player More... | |
int32_t | pc_polymorph (lua_State *L) |
it will polymorph the current player into [vnum] for [duration] seconds More... | |
int32_t | pc_is_mount (lua_State *L) |
lua will return whether or not the current player is mounting More... | |
int32_t | pc_mount (lua_State *L) |
the current player will mount [mount_vnum] (as affect MOUNT) until [duration] timestamp More... | |
int32_t | pc_mount_bonus (lua_State *L) |
it will add the affect MOUNT_BONUS to the current player with apply bonus [apply_id] set to [value] until [duration] timestamp More... | |
int32_t | pc_unmount (lua_State *L) |
it will unride the current player's horse More... | |
int32_t | pc_get_horse_level (lua_State *L) |
lua will return the current player's horse's level More... | |
int32_t | pc_get_horse_hp (lua_State *L) |
lua will return the current player's horse's health More... | |
int32_t | pc_get_horse_stamina (lua_State *L) |
lua will return the current player's horse's stamina More... | |
int32_t | pc_is_horse_alive (lua_State *L) |
lua will return whether the current player's horse is alive (health > 0) More... | |
int32_t | pc_revive_horse (lua_State *L) |
it will revive the current player's horse More... | |
int32_t | pc_have_map_scroll (lua_State *L) |
lua will return whether or not the current player has any location scroll for the map [map_name] More... | |
int32_t | pc_get_war_map (lua_State *L) |
lua will return the current player's guild war map's index More... | |
int32_t | pc_have_pos_scroll (lua_State *L) |
lua will return whether or not the current player has any location scroll for the coordinates [world_x][world_y] with range [range] More... | |
int32_t | pc_get_equip_refine_level (lua_State *L) |
lua will return the current player's wear item in pos [cell]'s refine level More... | |
int32_t | pc_refine_equip (lua_State *L) |
it will refine the current player's wear item in pos [cell] if its refine level is below [level_limit] with the percent of success of [pct] to the relative item's refined vnum More... | |
int32_t | pc_get_skill_level (lua_State *L) |
lua will return the current player's skill [vnum]'s level More... | |
int32_t | pc_give_lotto (lua_State *L) |
it will insert a lotto ticket with player's pid in player.lotto_list, and will give to the current player a lotto item (vnum 50001, count 1, socket0 the lotto_list's insert id, socket1 event flag "lotto_round") More... | |
int32_t | pc_aggregate_monster (lua_State *L) |
it will aggro against the current player all the monsters close More... | |
int32_t | pc_forget_my_attacker (lua_State *L) |
it will let all the monsters forget about attacking the current player, and be in REVIVE_INVISIBLE for 5 seconds More... | |
int32_t | pc_attract_ranger (lua_State *L) |
it will set the BOW_DISTANCE to 150 for 3 minutes to the monsters close to the current player More... | |
int32_t | pc_select_pid (lua_State *L) |
it will select the current player to player [pid] More... | |
int32_t | pc_select_vid (lua_State *L) |
it will select the current player to player [vid] More... | |
int32_t | pc_get_sex (lua_State *L) |
lua will return the current player's sex (0 male, 1 female) More... | |
int32_t | pc_is_engaged (lua_State *L) |
lua will return whether or not the current player is engaged More... | |
int32_t | pc_is_married (lua_State *L) |
lua will return whether or not the current player is married More... | |
int32_t | pc_is_engaged_or_married (lua_State *L) |
lua will return whether or not the current player is married/engaged More... | |
int32_t | pc_is_gm (lua_State *L) |
lua will return whether or not the current player is gm More... | |
int32_t | pc_get_gm_level (lua_State *L) |
lua will return the current player's gm level (normal players are 0) More... | |
int32_t | pc_mining (lua_State *L) |
it will start the mining event for the current player (available only for ore_npc.click quest events) More... | |
int32_t | pc_diamond_refine (lua_State *L) |
it will refine the current player's current ore item (mineral) with the percentage [pct] of success, and with the cost of [cost] yangs More... | |
int32_t | pc_ore_refine (lua_State *L) |
it will refine the current player's ore item (mineral) in inventory position [cell] with the percentage [pct] of success, and with the cost of [cost] yangs More... | |
int32_t | pc_clear_skill (lua_State *L) |
it will clear the current player's skills More... | |
int32_t | pc_clear_sub_skill (lua_State *L) |
it will clear the current player's sub skills More... | |
int32_t | pc_set_skill_point (lua_State *L) |
it will set the current player's skill points to [amount] More... | |
int32_t | pc_clear_one_skill (lua_State *L) |
it will clear the current player's skill [vnum] More... | |
int32_t | pc_is_clear_skill_group (lua_State *L) |
lua will return whether or not the current player's quest flag "skill_group_clear.clear" is 1 More... | |
int32_t | pc_save_exit_location (lua_State *L) |
it will save the current position as exit location for the current player More... | |
int32_t | pc_teleport (lua_State *L) |
if the first arg is a number, it will warp the current player to a hardcoded town id [town_id] (only values between 0~9 are available) if the first arg is a std::string, it will warp the current player to the player [player_name] More... | |
int32_t | pc_set_skill_level (lua_State *L) |
it will set the skill [vnum] to [level] for the current player More... | |
int32_t | pc_give_polymorph_book (lua_State *L) |
it will give to the current player the marble item (vnum 50322) with socket0 [vnum], socket1 [practice_count], socket2 [book_level]; the field [level_limit] is required but unused More... | |
int32_t | pc_upgrade_polymorph_book (lua_State *L) |
it will upgrade the current item of the current player (for marble poly items, but not checked). It will increase socket1 per 50, and socket2 by one More... | |
int32_t | pc_get_premium_remain_sec (lua_State *L) |
lua will return the current player's premium [index]'s value; if [index]==0 exp, 1 item, 2 safebox, 3 autoloot, 4 fish_mind, 5 marriage_fast, 6 gold More... | |
int32_t | pc_send_block_mode (lua_State *L) |
it will set the current player's block mode to [mode] More... | |
int32_t | pc_change_empire (lua_State *L) |
it will change the current player's empire to [empire] More... | |
int32_t | pc_get_change_empire_count (lua_State *L) |
lua will return the current player's change_empire count More... | |
int32_t | pc_set_change_empire_count (lua_State *L) |
it will increase the current player's change_empire count by one More... | |
int32_t | pc_change_name (lua_State *L) |
it will switch the current player's name to [name] deleting also the friend list of the old name from everyone More... | |
int32_t | pc_is_dead (lua_State *L) |
lua will return whether or not the current player is dead More... | |
int32_t | pc_reset_status (lua_State *L) |
it will reset the specific status [type] to 1; [type]=0 vit, [type]=1 int, [type]=2 str, [type]=3 dex; More... | |
int32_t | pc_get_ht (lua_State *L) |
lua will return the current player's vit points More... | |
int32_t | pc_set_ht (lua_State *L) |
it will set the vit points to [value] for the current player More... | |
int32_t | pc_get_iq (lua_State *L) |
lua will return the current player's int points More... | |
int32_t | pc_set_iq (lua_State *L) |
it will set the int points to [value] for the current player More... | |
int32_t | pc_get_st (lua_State *L) |
lua will return the current player's str points More... | |
int32_t | pc_set_st (lua_State *L) |
it will set the str points to [value] for the current player More... | |
int32_t | pc_get_dx (lua_State *L) |
lua will return the current player's dex points More... | |
int32_t | pc_set_dx (lua_State *L) |
it will set the dex points to [value] for the current player More... | |
int32_t | pc_is_near_vid (lua_State *L) |
lua will return whether or not the player [vid] has a distance at maximum of [distance] from the current player More... | |
int32_t | pc_get_socket_items (lua_State *L) |
lua will return the table of any items containing stone sockets More... | |
int32_t | pc_get_empty_inventory_count (lua_State *L) |
lua will return how many empty slots are present in the current player's inventory More... | |
int32_t | pc_get_logoff_interval (lua_State *L) |
lua will return the current player's logoff interval the logoff interval is a variable set at login and it's the result of NOW()-last_play (so the time passed before the last login) More... | |
int32_t | pc_get_player_id (lua_State *L) |
lua will return the current player's pid More... | |
int32_t | pc_get_account_id (lua_State *L) |
lua will return the current player's account id More... | |
int32_t | pc_get_account (lua_State *L) |
lua will return the current player's account name More... | |
int32_t | pc_is_riding (lua_State *L) |
lua will return whether or not the current player is riding (either horse or mount) More... | |
int32_t | pc_get_special_ride_vnum (lua_State *L) |
lua will return the current player's mount seal's vnum and left time More... | |
int32_t | pc_can_warp (lua_State *L) |
lua will return whether or not the current player can warp More... | |
int32_t | pc_dec_skill_point (lua_State *L) |
it will decrease the current player's skill points by one More... | |
int32_t | pc_get_skill_point (lua_State *L) |
lua will return the current player's skill points More... | |
int32_t | pc_get_channel_id (lua_State *L) |
lua will return the current game's channel id More... | |
int32_t | pc_give_poly_marble (lua_State *L) |
lua will return whether or not the polymorph marble of the mob [vnum] has been created and given to the current player More... | |
int32_t | pc_get_sig_items (lua_State *L) |
lua will return the list of every mount seal item's vnum by id [group_vnum] More... | |
int32_t | pc_charge_cash (lua_State *L) |
lua will return whether or not the cash charge request of [amount] by type [charge_type] has been sent More... | |
int32_t | pc_give_award (lua_State *L) |
it will create the item [vnum], count [count] with reason [why] to the current pc More... | |
int32_t | pc_give_award_socket (lua_State *L) |
it will create the item [vnum], count [count] and sockets [socket1~3] with reason [why] to the current pc More... | |
int32_t | pc_get_informer_type (lua_State *L) |
lua will return the current item award's cmd for the current pc (available only in the quest event item_informer) More... | |
int32_t | pc_get_informer_item (lua_State *L) |
lua will return the current item award's vnum for the current pc (available only in the quest event item_informer) More... | |
int32_t | pc_get_killee_drop_pct (lua_State *L) |
lua will return the current npc's kill drop pct for the current pc More... | |
int32_t | pc_make_item0 (lua_State *L) |
it will make the item [vnumcount][1] by count [vnumcount][2], sockets [sockets], attrs [attrs] in the mode [mode] if [mode] is 0, it will give it directly in the inventory; if [mode] is 1, it will put it in the ground, beside the current player without ownership; if [mode] is 2, it will put it in the ground, beside the current player with current player's ownership; More... | |
int32_t | pc_set_race0 (lua_State *L) |
it will set the current player's race to [race]; sex will be kept (lycan is only male) 0: warrior, 1: ninja, 2: sura, 3: shaman, 4: lycan More... | |
int32_t | pc_del_another_quest_flag (lua_State *L) |
it will delete the [questname].[flagname] quest flag from the current player More... | |
int32_t | pc_pointchange (lua_State *L) |
it will temporary (until relogin) add to the current player the [point_type] with amount [amount]; if [client_refresh]=true, it will send the changed amount in the update client packet as well if [is_around]=true, it will send the update client packet to everyone close to the current player; if false, only to the current player More... | |
int32_t | pc_pullmob (lua_State *L) |
it will all the mobs close to the current player (such as /pull) More... | |
int32_t | pc_set_level0 (lua_State *L) |
it will set the current player's level to [level]; it will reset points, skills and subskills as well (such as /level) More... | |
int32_t | pc_set_gm_level (lua_State *L) |
it will reset the current player's gm level to [level] (it's safe: it's based on gmlist/gmhost) More... | |
int32_t | pc_if_fire (lua_State *L) |
lua will return whether or not the current player is on fire More... | |
int32_t | pc_if_invisible (lua_State *L) |
lua will return whether or not the current player is invisible More... | |
int32_t | pc_if_poison (lua_State *L) |
lua will return whether or not the current player is poisoned More... | |
int32_t | pc_if_bleeding (lua_State *L) |
lua will return whether or not the current player is bleeding More... | |
int32_t | pc_if_slow (lua_State *L) |
lua will return whether or not the current player is slowed More... | |
int32_t | pc_if_stun (lua_State *L) |
lua will return whether or not the current player is stunned More... | |
int32_t | pc_sf_fire (lua_State *L) |
it will turn on fire the current player if [mode] is true, unturn the fire otherwise More... | |
int32_t | pc_sf_invisible (lua_State *L) |
it will turn (gm) invisible the current player if [mode] is true, unturn invisibility otherwise otherwise More... | |
int32_t | pc_sf_poison (lua_State *L) |
it will poison the current player if [mode] is true, depoison otherwise More... | |
int32_t | pc_sf_bleeding (lua_State *L) |
it will bleed the current player if [mode] is true, debleed otherwise More... | |
int32_t | pc_sf_slow (lua_State *L) |
it will slow the current player if [mode] is true, deslow otherwise More... | |
int32_t | pc_sf_stun (lua_State *L) |
it will stun the current player if [mode] is true, destun otherwise More... | |
int32_t | pc_sf_kill (lua_State *L) |
it will kill the player [name] More... | |
int32_t | pc_sf_dead (lua_State *L) |
it will kill the current player More... | |
int32_t | pc_get_exp_level (lua_State *L) |
lua will return the exp required for the level [level] More... | |
int32_t | pc_get_exp_level0 (lua_State *L) |
lua will return just [pct] percent of the exp required for the level [level] More... | |
int32_t | pc_get_ip0 (lua_State *L) |
lua will return the current player's ip More... | |
int32_t | pc_get_client_version0 (lua_State *L) |
lua will return the current player's client version More... | |
int32_t | pc_dc_delayed0 (lua_State *L) |
it will disconnect the current player in [seconds] seconds (if you run twice, the second time, the second could fail since there's already a disconnect event) More... | |
int32_t | pc_dc_direct0 (lua_State *L) |
it will immediately disconnect the current player with the reason [reason] More... | |
int32_t | pc_is_trade0 (lua_State *L) |
lua will return whether or not the current pc is exchanging More... | |
int32_t | pc_is_busy0 (lua_State *L) |
lua will return whether or not the current pc is busy with exchange, myshop, shopowner, safebox/mall, cube windows More... | |
int32_t | pc_is_arena0 (lua_State *L) |
lua will return whether or not the current pc is in the arena dueling More... | |
int32_t | pc_is_arena_observer0 (lua_State *L) |
lua will return whether or not the current pc is in arena observer mode More... | |
int32_t | pc_equip_slot0 (lua_State *L) |
it will equip the item [slot] from the inventory More... | |
int32_t | pc_unequip_slot0 (lua_State *L) |
it will unequip the equipped item [slot] More... | |
int32_t | pc_is_available0 (lua_State *L) |
lua will return whether or not there is a current pc More... | |
int32_t | pc_give_random_book0 (lua_State *L) |
lua will return whether or not it succedeed More... | |
int32_t | pc_is_pvp0 (lua_State *L) |
lua will return whether or not the current pc is pvp fighting More... | |
int32_t | pc_make_guild0 (lua_State *L) |
it will make the guild [guild_name], and the current pc will be its leader More... | |
int32_t | pet_summon (lua_State *L) |
it will summon a pet [mob_vnum] with the name [pet_name] for the current pc if [from_afar] is specified and true, the pet will be spawned afar, otherwise it will be close to the current pc More... | |
int32_t | pet_unsummon (lua_State *L) |
it will unsummon a pet [mob_vnum] from the current pc More... | |
int32_t | pet_count_summoned (lua_State *L) |
lua will return the count of the current pc's summoned pets More... | |
int32_t | pet_is_summon (lua_State *L) |
lua will return whether or not the current pc has a pet [mob_vnum] spawned More... | |
int32_t | pet_spawn_effect (lua_State *L) |
it will append to the current pc's spawned pet [mob_vnum] the effect [effect_pathfile] (full client's path) More... | |
int32_t | quest_start (lua_State *L) |
it will start the quest and send the current quest's letter (hardcoded in questlib.lua: send_letter) More... | |
int32_t | quest_done (lua_State *L) |
it will stop the quest and clear the current quest's letter (hardcoded in questlib.lua: clear_letter) More... | |
int32_t | quest_set_title (lua_State *L) |
it will set the title of the current quest's letter to [quest_title] that will be sent with q.start() (hardcoded in questlib.lua: send_letter) More... | |
int32_t | quest_set_another_title (lua_State *L) |
it will set the title of the quest [quest_name]'s letter to [quest_title] More... | |
int32_t | quest_set_clock_name (lua_State *L) |
it will set the title of the current quest's clock to clock_name More... | |
int32_t | quest_set_clock_value (lua_State *L) |
it will set the value of the current quest's clock clock_value More... | |
int32_t | quest_set_counter_name (lua_State *L) |
it will set the title of the current quest's counter to counter_name More... | |
int32_t | quest_set_counter_value (lua_State *L) |
it will set the value of the current quest's counter counter_value More... | |
int32_t | quest_set_icon_file (lua_State *L) |
it will set the icon of the current quest's letter to [icon_name] that will be sent with q.start() (hardcoded in questlib.lua: send_letter_ex) the path starts from "D:/ymir work/ui/game/quest/questicon/"+[icon_name] and it is clearly client-side related More... | |
int32_t | quest_setstate (lua_State *L) |
it will set the state of the current quest to state_name More... | |
int32_t | quest_coroutine_yield (lua_State *L) |
it will set the current quest to be yielded, in few words, it will be paused and other quests will be processed in meantime (hardcoded in questlib.lua: select, select_table, wait, input, confirm, select_item) More... | |
int32_t | quest_no_send (lua_State *L) |
it will set a global NoSend flag and all the quests of everyone won't ever send any GC_SCRIPT packet to the players' clients More... | |
int32_t | quest_get_current_quest_index (lua_State *L) |
lua will return the index of the current quest More... | |
int32_t | quest_get_current_quest_name (lua_State *L) |
lua will return the name of the current quest More... | |
int32_t | quest_begin_other_pc_block (lua_State *L) |
it will ignore the current pc and will switch control to the player [pid]'s quests instead (usually used for each element of the party.get_member_pids() result) More... | |
int32_t | quest_end_other_pc_block (lua_State *L) |
it will switch control to the current pc after having used q.begin_other_pc_block More... | |
int32_t | speedserver_get_wday (lua_State *L) |
lua will return the exp table of the specific [empire] and [wday] More... | |
int32_t | speedserver_set_wday (lua_State *L) |
it will set for the empire [empire] in the [wday] day, the [exp_percent] exp% until [end_hour]:[end_minute] More... | |
int32_t | speedserver_init_wday (lua_State *L) |
it will initialize the exp table for the empire [empire] in the [wday] day More... | |
int32_t | speedserver_get_holiday (lua_State *L) |
lua will return the exp table of the specific [empire] for the date [year]/[month]/[day] More... | |
int32_t | speedserver_set_holiday (lua_State *L) |
it will set for the empire [empire] until [year]/[month]/[day] [end_hour]:[end_minute], the [exp_percent] exp% More... | |
int32_t | speedserver_init_holiday (lua_State *L) |
it will initialize the exp table for the empire [empire] for the [year]/[month]/[day] date More... | |
int32_t | speedserver_get_current_exp_priv (lua_State *L) |
lua will return the exp table's information of the empire [empire] More... | |
int32_t | target_pos (lua_State *L) |
it will create a target circle in the map [map_index], coordinates [map_x] and [map_y] with the name [target_name] (only the current pc can see it); the minimap will display the relative [target_desc] description if present, and it will be shown to the client if [send_to_client]=1 (if not present, it's still 1 by default) to trigger the event via quest when the player reach the relative target, you can use "when [target_name].target.arrive begin"; it is common to use "__TARGET__" for the [target_name] More... | |
int32_t | target_vid (lua_State *L) |
it will create a target circle on the player/npc [vid]'s head with the name [target_name] (only the current pc can see it); the minimap will display the relative [target_desc] description if present, and it will be shown to the client if [send_to_client]=1 (if not present, it's still 1 by default) to trigger the event via quest when the player clicks on the relative target, you can use "when [target_name].target.click begin"; it is common to use "__TARGET__" for the [target_name] More... | |
int32_t | target_delete (lua_State *L) |
it will delete the target [target_name] from the current pc's target list; it is common to use "__TARGET__" for the [target_name] More... | |
int32_t | target_clear (lua_State *L) |
it will delete all the targets from the current pc's target list More... | |
int32_t | target_id (lua_State *L) |
lua will return the vid of the the current pc's [target_name], or 0 if not found More... | |
int32_t quest::_add_bgm_info | ( | lua_State * | L | ) |
it will enable the bgm [filename] for the map [map_index]
it will be played client-side when accessing the specified map
used mostly in settings.lua
int32_t quest::_add_goto_info | ( | lua_State * | L | ) |
it will enable, for the specific player [empire], a /goto [name]
location for [map_index] coordinates [world_x],[world_y]
int32_t quest::_add_ox_quiz | ( | lua_State * | L | ) |
it will add in the oxevent the quiz [quiz] having the answer [answer] by the level [level]
you can make different quiz lists based on different level; it's the same used to pick up questions with oxevent.quiz
the answer is simply true/false
int32_t quest::_big_notice | ( | lua_State * | L | ) |
it will send a BIG_NOTICE chat packet containing [text] to the current pc
int32_t quest::_big_notice_all | ( | lua_State * | L | ) |
it will send a BIG_NOTICE chat packet containing [text] to everyone
int32_t quest::_big_notice_in_map | ( | lua_State * | L | ) |
it will send a BIG_NOTICE chat packet containing [text] to everyone in the current player's map
int32_t quest::_block_chat | ( | lua_State * | L | ) |
it will block the player [name]'s chat for [time] seconds
the [time] can also be a formatted std::string such as "7d 1h 25m 50s" (check parse_time_str in Utils.cpp)
int32_t quest::_char_log | ( | lua_State * | L | ) |
it will send a char_log for the current player with what=[what], how=[how], hint=[hint]
char_log = a row of type CHARACTER in the database's table log.log
int32_t quest::_chat | ( | lua_State * | L | ) |
it will send a TALKING chat packet containing [text] to the current pc
int32_t quest::_chat_in_map0 | ( | lua_State * | L | ) |
it will send a TALKING chat packet containing [text] to everyone in map [map_index]
int32_t quest::_clear_named_timer | ( | lua_State * | L | ) |
it will delete a timer event [name] from the current player
int32_t quest::_clear_server_timer | ( | lua_State * | L | ) |
it will delete a server_timer event [name] with argument [arg] (usually the map index)
int32_t quest::_cmdchat | ( | lua_State * | L | ) |
it will send a COMMAND chat packet containing [text] to the current pc
int32_t quest::_cmdchat_in_map0 | ( | lua_State * | L | ) |
it will send a COMMAND chat packet containing [text] to everyone in map [map_index]
int32_t quest::_do_command | ( | lua_State * | L | ) |
it will make the current player send the specified [command] (gm level checked)
int32_t quest::_enable_over9refine | ( | lua_State * | L | ) |
it will allow the refine from item [vnum_from] to item [vnum_to], used mostly in settings.lua
int32_t quest::_find_npc_by_vnum | ( | lua_State * | L | ) |
lua will return the first npc [npc_vnum]'s vid
int32_t quest::_find_pc | ( | lua_State * | L | ) |
lua will return the player [name]'s vid, 0 otherwise
int32_t quest::_find_pc_cond | ( | lua_State * | L | ) |
lua will return the first player's vid having the level between [min_level]~[max_level] and job as [job_flag]
int32_t quest::_fish_real_refine_rod | ( | lua_State * | L | ) |
it will refine the fishrod in inventory position [item_cell]
int32_t quest::_get_channel_id | ( | lua_State * | L | ) |
lua will return the actual game core's CHANNEL value
int32_t quest::_get_empire_privilege | ( | lua_State * | L | ) |
lua will return the priv type [type]'s value of the specific [empire]
int32_t quest::_get_empire_privilege_string | ( | lua_State * | L | ) |
lua will return all the priv types of the specific [empire] as preformatted std::string text
int32_t quest::_get_global_time | ( | lua_State * | L | ) |
lua will return the timestamp of the server
get_time()
get_global_time()
int32_t quest::_get_guild_privilege | ( | lua_State * | L | ) |
lua will return the priv type [type]'s value of the specific [guild]
int32_t quest::_get_guild_privilege_string | ( | lua_State * | L | ) |
lua will return all the priv types of the specific [guild] as preformatted std::string text
int32_t quest::_get_guildid_byname | ( | lua_State * | L | ) |
lua will return the id of the guild's [name]
int32_t quest::_get_item_attr_norm_table | ( | lua_State * | L | ) |
lua will return the list of the fields in item_attr
int32_t quest::_get_item_attr_rare_table | ( | lua_State * | L | ) |
lua will return the list of the fields in item_attr_rare
int32_t quest::_get_locale | ( | lua_State * | L | ) |
lua will return the name of the locale
int32_t quest::_get_locale_base_path | ( | lua_State * | L | ) |
lua will return the path of the loaded locale (e.g. locale/germany)
int32_t quest::_get_quest_state | ( | lua_State * | L | ) |
lua will return the quest [quest_name]'s state (the relative [quest_name].__status value)
int32_t quest::_get_server_timer_arg | ( | lua_State * | L | ) |
lua will return the current server_timer's arg (usually the map index)
int32_t quest::_get_special_item_group | ( | lua_State * | L | ) |
lua will return the list of every element of the relative special_item_group's [group_id]
int32_t quest::_get_table_postfix | ( | lua_State * | L | ) |
lua will return the TABLE_POSTFIX value in the current game core's CONFIG ("" by default)
int32_t quest::_getnpcid | ( | lua_State * | L | ) |
lua will return the npc id from the [name] specified inside questnpc.txt
int32_t quest::_give_char_privilege | ( | lua_State * | L | ) |
it will set to player [pid] the priv type [type] with value [value]
int32_t quest::_give_empire_privilege | ( | lua_State * | L | ) |
it will set to the empire [empire] the priv type [type] with value [value] for [time] seconds
int32_t quest::_give_guild_privilege | ( | lua_State * | L | ) |
it will set to the guild [guild_id] the priv type [type] with value [value] for [time] seconds
int32_t quest::_is_speed_server | ( | lua_State * | L | ) |
lua will return true if the config SPEED_SERVER is true, false otherwise
int32_t quest::_is_test_server | ( | lua_State * | L | ) |
lua will return true if the config TEST_SERVER is true, false otherwise
int32_t quest::_item_log | ( | lua_State * | L | ) |
it will send an item_log for the current player about the item [item_id] with how=[how], hint=[hint]
it will send nothing if the item [item_id] is not found
item_log = a row of type ITEM in the database's table log.log
int32_t quest::_item_name | ( | lua_State * | L | ) |
lua will return the item [item_vnum]'s locale name
int32_t quest::_kill_all_in_map | ( | lua_State * | L | ) |
it will kill every monster in map [map_index]
int32_t quest::_left_image | ( | lua_State * | L | ) |
it will send a LEFTIMAGE script packet containing [text] to the current pc
int32_t quest::_map_allow_find | ( | lua_State * | L | ) |
lua will return whether or not this game core contains the map [map_index] (to be more precise, if it has been specified in the MAP_ALLOW game CONFIG)
int32_t quest::_mob_name | ( | lua_State * | L | ) |
lua will return the mob [mob_vnum]'s locale name
int32_t quest::_mob_vnum | ( | lua_State * | L | ) |
lua will return the vnum of the mob's [mob_name]
int32_t quest::_mysql_direct_query | ( | lua_State * | L | ) |
it will send the mysql query [query]; default database: player
int32_t quest::_mysql_escape_string | ( | lua_State * | L | ) |
lua will return the escaped std::string of the mysql query [query]
int32_t quest::_mysql_password | ( | lua_State * | L | ) |
lua will return the hashed std::string of [password]
the password algorithm is: sha1(sha1_bin(password))
int32_t quest::_notice | ( | lua_State * | L | ) |
it will send a NOTICE chat packet containing [text] to the current pc
int32_t quest::_notice_all | ( | lua_State * | L | ) |
it will send a BIG_NOTICE chat packet containing [text] to everyone
int32_t quest::_notice_in_map | ( | lua_State * | L | ) |
it will send a NOTICE chat packet containing [text] to everyone in the current player's map
if [big_font] is true, it will be a BIG_NOTICE chat packet instead
int32_t quest::_number | ( | lua_State * | L | ) |
lua will return a random number between [min] and [max]
int32_t quest::_purge_area | ( | lua_State * | L | ) |
it will purge (destroy/make disappear) all the monsters in the square range [StartPosX],[StartPosY] until [EndPosX],[EndPosY]
int32_t quest::_raw_script | ( | lua_State * | L | ) |
it will send a script packet containing [text] to the current pc
int32_t quest::_refine_pick | ( | lua_State * | L | ) |
it will refine the pickaxe in inventory position [item_cell]
int32_t quest::_regen_in_map | ( | lua_State * | L | ) |
it will load the regen file [filename] ONCE in map [map_index]
int32_t quest::_say | ( | lua_State * | L | ) |
it will send a script packet containing [text] with a trailing "[ENTER]" to the current pc
int32_t quest::_say_in_map | ( | lua_State * | L | ) |
it will send a script packet containing [text] with a trailing "[ENTER][DONE]" to everyone in map [map_index]
int32_t quest::_set_bgm_volume_enable | ( | lua_State * | L | ) |
it will enable the bgm volume (required line in settings.lua)
int32_t quest::_set_named_loop_timer | ( | lua_State * | L | ) |
it will create a timer event [name] for the current player and it will be runned and REPEATED every [timer] seconds
int32_t quest::_set_named_timer | ( | lua_State * | L | ) |
it will create a timer event [name] for the current player and it will be runned ONCE in [timer] seconds
int32_t quest::_set_quest_state | ( | lua_State * | L | ) |
it will set the quest [quest_name]'s state to [state_name]
int32_t quest::_set_server_loop_timer | ( | lua_State * | L | ) |
it will create a server_timer event [name] it will be runned and REPEATED every [time] seconds with an argument [arg] (usually the map index)
int32_t quest::_set_server_timer | ( | lua_State * | L | ) |
it will create a server_timer event [name] called ONCE in [time] seconds with an argument [arg] (usually the map index)
int32_t quest::_set_skin | ( | lua_State * | L | ) |
it will set the quest skin as [skin_id] to the current pc (usually NOWINDOW, NORMAL, CINEMATIC, SCROLL)
set_skin(LuaNumber skin_id)
setskin(LuaNumber skin_id)
int32_t quest::_set_timer | ( | lua_State * | L | ) |
it will create a timer event "" for the current player and it will be runned ONCE in [timer] seconds
int32_t quest::_spawn_mob | ( | lua_State * | L | ) |
it will spawn a mob [vnum] beside the current player for [count] times, and if [is_aggressive]=true it will be aggressive
int32_t quest::_spawn_mob0 | ( | lua_State * | L | ) |
it will spawn a mob [vnum] in [map_index] coordinates [map_x],[map_y]
int32_t quest::_spawn_mob_in_map | ( | lua_State * | L | ) |
it will spawn a mob [vnum] in [map_index] coordinates [map_x],[map_y] for [count] times, and if [is_aggressive]=true it will be aggressive
int32_t quest::_syschat | ( | lua_State * | L | ) |
it will send an INFO chat packet containing [text] to the current pc
int32_t quest::_syschat_in_map0 | ( | lua_State * | L | ) |
it will send an INFO chat packet containing [text] to everyone in map [map_index]
int32_t quest::_syserr | ( | lua_State * | L | ) |
it will write a line [text] in the syserr file of the actual game core
int32_t quest::_syserr2 | ( | lua_State * | L | ) |
it will write a line [text] in the syserr file of the actual game core (server_timer safe)
int32_t quest::_syslog | ( | lua_State * | L | ) |
it will write a line [text] in the syslog file of the actual game core
if the [log_level] flag is higher than 0, this line will be added only if the test_server mode is active
int32_t quest::_syslog2 | ( | lua_State * | L | ) |
it will write a line [text] in the syslog file of the actual game core (server_timer safe)
if the [log_level] flag is higher than 0, this line will be added only if the test_server mode is active
int32_t quest::_time_to_str | ( | lua_State * | L | ) |
lua will return the asctime of [timestamp]
int32_t quest::_timer | ( | lua_State * | L | ) |
it will create a timer event [name] for the current player and it will be runned ONCE in [timer] seconds
int32_t quest::_top_image | ( | lua_State * | L | ) |
it will send a LEFTIMAGE script packet containing [text] to the current pc
int32_t quest::_under_han | ( | lua_State * | L | ) |
lua will return whether or not [text] is a valid hangul std::string (korean alphabet)
int32_t quest::_warp_all_in_area_to_area | ( | lua_State * | L | ) |
it will warp everyone in the square range [FromStartPosX],[FromStartPosY] until [FromEndPosX],[FromEndPosY] to [ToStartPosX],[ToStartPosY] until [ToEndPosX],[ToEndPosY]
int32_t quest::_warp_all_to_village | ( | lua_State * | L | ) |
it will warp everyone from map [LuaNumber] back to village in [time] seconds
int32_t quest::_warp_to_village | ( | lua_State * | L | ) |
int32_t quest::affect_add | ( | lua_State * | L | ) |
it will add to the current pc the affect with apply bonus [apply_type] with value [value] for [duration] seconds (affect id AFFECT_QUEST_START_IDX)
int32_t quest::affect_add_collect | ( | lua_State * | L | ) |
it will add to the current pc the affect with apply bonus [apply_type] with value [value] for [duration] seconds (affect id AFFECT_COLLECT)
int32_t quest::affect_add_collect_point | ( | lua_State * | L | ) |
it will add to the current pc the affect with point bonus [point_type] with value [value] for [duration] seconds (affect id AFFECT_COLLECT)
int32_t quest::affect_add_hair | ( | lua_State * | L | ) |
it will add to the current pc the affect with apply bonus [apply_type] with value [hair_id] for [duration] seconds (affect id AFFECT_HAIR)
int32_t quest::affect_get_apply_on | ( | lua_State * | L | ) |
lua will return the apply_type of the specified [affect_type] (cube type affects will still return the first entry, not the whole list)
int32_t quest::affect_remove | ( | lua_State * | L | ) |
it will remove from the current pc the affect with apply bonus [apply_type] (affect id AFFECT_QUEST_START_IDX+GetCurrentPC()->GetCurrentQuestIndex())
int32_t quest::affect_remove_all_collect | ( | lua_State * | L | ) |
it will remove from the current pc all the AFFECT_COLLECT affects
int32_t quest::affect_remove_bad | ( | lua_State * | L | ) |
it will remove from the current pc all the negative affects (skill debuffs, poison, bleeding, fire, stun, slow)
int32_t quest::affect_remove_collect | ( | lua_State * | L | ) |
it will remove from the current pc the affect with apply bonus [apply_type] and value [value] (affect id AFFECT_COLLECT)
int32_t quest::affect_remove_good | ( | lua_State * | L | ) |
it will remove from the current pc all the positive affects (skill buffs, potion buffs, firework buffs)
int32_t quest::affect_remove_hair | ( | lua_State * | L | ) |
it will remove from the current pc the affect AFFECT_HAIR
int32_t quest::arena_add_map | ( | lua_State * | L | ) |
it will add an arena location in [map_index]; player A will spawn at the coordinates [startposAX],[startposAY] and player B at [startposBX],[startposBY]
Note: the observer point (where you will be warped if you want to see the fight) will be (PosA+PosB)/2
int32_t quest::arena_add_observer | ( | lua_State * | L | ) |
the current player will be warped to the respective observer arena coordinates (you get them by using arena.get_duel_list)
int32_t quest::arena_get_duel_list | ( | lua_State * | L | ) |
lua will return the list of every arena duel
int32_t quest::arena_is_in_arena | ( | lua_State * | L | ) |
lua will return whether or not player [pid] is NOT in an arena map (must not be used for the contrary reason)
int32_t quest::arena_start_duel | ( | lua_State * | L | ) |
it will start the duel between you and player [name]. The first who will get [total_rounds] wins, will win.
int32_t quest::ba_start | ( | lua_State * | L | ) |
it will start the battle arena for the specific [empire]
int32_t quest::building_get_land_id | ( | lua_State * | L | ) |
lua will return the id of the land in map [map_index] coordinates [map_x] [map_y] if found, otherwise 0
int32_t quest::building_get_land_info | ( | lua_State * | L | ) |
lua will return the info of the land [land_id]
int32_t quest::building_has_land | ( | lua_State * | L | ) |
lua will return if the guild [guild_id] does NOT have a land (must not be used for the contrary reason)
int32_t quest::building_reconstruct | ( | lua_State * | L | ) |
it will create or recreate the object [object_proto_id]'s npc and should only be used in the guild's land.
it will get the guild's id from the current npc and the land's id from the guild's id.
it will get the spawn coordinates from the object [object_proto_id]'s reg_1,reg_2 (initial x,y) reg_3,reg_4 (ending x,y) fields.
it's usually used for NPCs in the vnum range of 14000~14049, 20044~20046, 20060~20072 and 20077~20079.
int32_t quest::building_set_land_owner | ( | lua_State * | L | ) |
it will set the guild owner of the land [land_id] to [guild_id]
int32_t quest::dance_event_go_home | ( | lua_State * | L | ) |
it will warp back to village everyone inside the map index 115 in the coordinates startpos 764503~22807 endpos 772362~26499
int32_t quest::dl_startRaid | ( | lua_State * | L | ) |
it will start the dragon lair event in the current pc's map index for the current pc's guild id
int32_t quest::ds_give_qualification | ( | lua_State * | L | ) |
it will give the dragon soul qualification for the current pc
int32_t quest::ds_is_qualified | ( | lua_State * | L | ) |
lua will return 1 if the current pc has the dragon soul qualification, 0 otherwise
int32_t quest::ds_open_refine_window | ( | lua_State * | L | ) |
it will open the dragon soul refine window for the current pc
int32_t quest::dungeon_all_near_to | ( | lua_State * | L | ) |
it will warp everyone near the coordinates [map_x],[map_y] with a max distance of 30px
int32_t quest::dungeon_check_eliminated | ( | lua_State * | L | ) |
it there will be 0 monsters in the current dungeon, it will check if an exit or warp condition has been set, and creates the relative event runned after n seconds (specified by d.set_exit/warp_all_at_eliminate)
int32_t quest::dungeon_clear_regen | ( | lua_State * | L | ) |
int32_t quest::dungeon_count_monster | ( | lua_State * | L | ) |
lua will return the count of the monsters residing in the current dungeon
int32_t quest::dungeon_delete_item_in_item_group_from_all | ( | lua_State * | L | ) |
it will warp out everyone who doesn't have at least one of the items of the [item_group_name] item group (in the current dungeon)
int32_t quest::dungeon_exit | ( | lua_State * | L | ) |
it will warp yourself to the saved exit location (not specifically in the current dungeon)
int32_t quest::dungeon_exit_all | ( | lua_State * | L | ) |
it will warp everyone to the saved exit location (in the current dungeon)
int32_t quest::dungeon_exit_all_by_item_group | ( | lua_State * | L | ) |
it will warp out everyone who doesn't have at least one of the items of the [item_group_name] item group (in the current dungeon)
int32_t quest::dungeon_exit_all_to_start_position | ( | lua_State * | L | ) |
it will warp out everyone to the start position (in the current dungeon)
int32_t quest::dungeon_find | ( | lua_State * | L | ) |
lua will return whether or not the dungeon map [map_index] has been found
int32_t quest::dungeon_get_damage_from_affect | ( | lua_State * | L | ) |
lua will return the list of any DamageAffectFlag of the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_get_damage_from_race | ( | lua_State * | L | ) |
lua will return the DamageRaceFlag of the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_get_flag | ( | lua_State * | L | ) |
lua will return the current dungeon's flag [flag_name]'s value
int32_t quest::dungeon_get_flag_from_map_index | ( | lua_State * | L | ) |
lua will return the dungeon [map_index]'s flag [flag_name]'s value
int32_t quest::dungeon_get_kill_mob_count | ( | lua_State * | L | ) |
lua will return the count of every monster destroyed in the current dungeon
[unk1] and [unk2] are unused, but required, otherwise it will return 0 (two random numbers is enough)
int32_t quest::dungeon_get_kill_stone_count | ( | lua_State * | L | ) |
lua will return the count of every metin stone destroyed in the current dungeon
[unk1] and [unk2] are unused, but required, otherwise it will return 0 (two random numbers is enough)
int32_t quest::dungeon_get_map_index | ( | lua_State * | L | ) |
lua will return the current dungeon's map index
int32_t quest::dungeon_get_unique_vid | ( | lua_State * | L | ) |
lua will return the vid of the specific [unique_name] monster (in the current dungeon)
int32_t quest::dungeon_is_available0 | ( | lua_State * | L | ) |
lua will return true if the current dungeon is not nullptr, false otherwise
int32_t quest::dungeon_is_unique_dead | ( | lua_State * | L | ) |
lua will return whether or not the unique mob [unique_name] dungeon is dead (in the current dungeon)
int32_t quest::dungeon_is_use_potion | ( | lua_State * | L | ) |
lua will return false if you cannot use potions in the current dungeon, true otherwise (don't use it for the contrary reason)
[unk1] and [unk2] are unused, but required, otherwise it will return true (two random numbers is enough)
int32_t quest::dungeon_join | ( | lua_State * | L | ) |
it will create a dungeon in [map_index] and warp yourself (or your whole party if near) into it
this function is famous for being instable, use d.new_jump and d.new_jump_party altogether with party.is_party() instead
int32_t quest::dungeon_jump_all | ( | lua_State * | L | ) |
it will warp you and every party member of yours in the current dungeon at [world_x] [world_y] coordinates (no uiloading refresh)
int32_t quest::dungeon_kill_all | ( | lua_State * | L | ) |
int32_t quest::dungeon_kill_area | ( | lua_State * | L | ) |
it will kill all the monsters in the square range [StartPosX],[StartPosY] until [EndPosX],[EndPosY] (in the current dungeon)
int32_t quest::dungeon_kill_unique | ( | lua_State * | L | ) |
it will kill the unique mob [unique_name] (in the current dungeon)
int32_t quest::dungeon_new_jump | ( | lua_State * | L | ) |
it will create a new dungeon instance from map [map_index] and warp yourself to the generated map at [world_x] [world_y] coordinates
int32_t quest::dungeon_new_jump_all | ( | lua_State * | L | ) |
it will create a new dungeon instance from map [map_index] and warp you and everyone else of your current map to the generated map at [world_x] [world_y] coordinates
int32_t quest::dungeon_new_jump_guild | ( | lua_State * | L | ) |
it will create a new dungeon instance from map [map_index] and warp you and every guild member of yours of your current map to the generated map at [world_x] [world_y] coordinates
int32_t quest::dungeon_new_jump_party | ( | lua_State * | L | ) |
it will create a new dungeon instance from map [map_index] and warp you and every party member of yours of your current map to the generated map at [world_x] [world_y] coordinates
int32_t quest::dungeon_notice | ( | lua_State * | L | ) |
int32_t quest::dungeon_purge | ( | lua_State * | L | ) |
it will purge (destroy/make disappear) every monster in the current dungeon
int32_t quest::dungeon_purge_area | ( | lua_State * | L | ) |
it will purge (destroy/make disappear) all the monsters in the square range [StartPosX],[StartPosY] until [EndPosX],[EndPosY] (in the current dungeon)
int32_t quest::dungeon_purge_unique | ( | lua_State * | L | ) |
it will purge (destroy/make disappear) the unique mob [unique_name] (in the current dungeon)
int32_t quest::dungeon_regen_file | ( | lua_State * | L | ) |
it will read and spawn ONCE the regen file [regen_filename], respawn event NOT included, in the current dungeon
int32_t quest::dungeon_reset_damage_from_affect | ( | lua_State * | L | ) |
it will remove all the DamageAffectFlag from the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_reset_damage_from_race | ( | lua_State * | L | ) |
it will remove all the DamageRaceFlag from the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_revived | ( | lua_State * | L | ) |
lua will return false if you cannot be revived in the current dungeon, true otherwise (don't use it for the contrary reason)
[unk1] and [unk2] are unused, but required, otherwise it will return true (two random numbers is enough)
int32_t quest::dungeon_say_diff_by_item_group | ( | lua_State * | L | ) |
it will show to everyone in the current dungeon the [can_proceed_text] say if individually they have at least one of the items of the [item_group_name] item group
otherwise they will get the [cannot_proceed_text] say and will be warped out of the current dungeon
int32_t quest::dungeon_select | ( | lua_State * | L | ) |
it will set the dungeon map [map_index] as the current dungeon
int32_t quest::dungeon_set_damage_from_affect | ( | lua_State * | L | ) |
it will append the DamageAffectFlag [damage_affect_flag] to the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_set_damage_from_race | ( | lua_State * | L | ) |
it will append the DamageRaceFlag [damage_race_flag] to the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_set_dest | ( | lua_State * | L | ) |
it will move your current dungeon's party to the local [map_x] and [map_y] coordinates, no refresh (mostly client-side)
int32_t quest::dungeon_set_exit_all_at_eliminate | ( | lua_State * | L | ) |
it will set an exit all condition after [seconds] in the current dungeon; it's triggered by d.check_eliminated and only if there is no monster left.
int32_t quest::dungeon_set_flag | ( | lua_State * | L | ) |
it will change the current dungeon's flag [flag_name] to [flag_value]
int32_t quest::dungeon_set_item_group | ( | lua_State * | L | ) |
it will set the item group [item_group_name] with [total_count] elements and for each of them two additional [item_vnum],[item_count] arguments
int32_t quest::dungeon_set_quest_flag | ( | lua_State * | L | ) |
it will change the current quest's [flag_name] to [flag_value] from everyone inside the current dungeon
int32_t quest::dungeon_set_quest_flag2 | ( | lua_State * | L | ) |
it will change the [quest_name]'s [flag_name] to [flag_value] from everyone inside the current dungeon
int32_t quest::dungeon_set_regen_file | ( | lua_State * | L | ) |
it will read and spawn the regen file [regen_filename], respawn event included, in the current dungeon
int32_t quest::dungeon_set_unique | ( | lua_State * | L | ) |
it will set to the monster [mob_vid] the unique name [unique_name] (in the current dungeon)
int32_t quest::dungeon_set_warp_at_eliminate | ( | lua_State * | L | ) |
it will set a warp all condition after [seconds] to map [map_index] coordinates [map_x] [map_y], inside the current dungeon;
it's triggered either by d.check_eliminated when there is no monster left or if [regen_filename] has been cleared
int32_t quest::dungeon_set_warp_location | ( | lua_State * | L | ) |
it will set the warp location to map [map_index] in the coordinates [map_x],[map_y]
int32_t quest::dungeon_spawn | ( | lua_State * | L | ) |
it will spawn the monster [mob_vnum] in the area [area_name] (in the current dungeon)
int32_t quest::dungeon_spawn_goto_mob | ( | lua_State * | L | ) |
it will spawn a mob (vnum 20039) in the square range from [from_x][from_y] to [to_x][to_y]
int32_t quest::dungeon_spawn_group | ( | lua_State * | L | ) |
it will spawn the mob group [group_vnum] in [map_x][map_y] with radius [radius] and the aggressive flag as [is_aggressive] for [count] times
the [radius] isn't fundamental, even 0 for it is enough
int32_t quest::dungeon_spawn_mob | ( | lua_State * | L | ) |
it will spawn a mob [mob_vnum] in the coordinates [map_x][map_y] (in the current dungeon)
if [radius] is specified, the spawn coordinates will be affect by a little
if [count] is specified, there will be spawned a total of [count] mobs instead of one, and the returned vid will be the one of the first spawned one
int32_t quest::dungeon_spawn_mob_ac_dir | ( | lua_State * | L | ) |
it will spawn a mob [mob_vnum] in the coordinates [map_x][map_y] and in the direction of [direction] (in the current dungeon)
the spawned monster will have no spawn effect
int32_t quest::dungeon_spawn_mob_dir | ( | lua_State * | L | ) |
it will spawn a mob [mob_vnum] in the coordinates [map_x][map_y] and in the direction of [direction] (in the current dungeon)
int32_t quest::dungeon_spawn_move_group | ( | lua_State * | L | ) |
it will spawn a monster group [group_id] in the area [pos_from],[pos_to] (in the current dungeon)
int32_t quest::dungeon_spawn_move_unique | ( | lua_State * | L | ) |
it will spawn the monster [mob_vnum] with unique name [unique_name] in the area [pos_from],[pos_to] (in the current dungeon)
int32_t quest::dungeon_spawn_name_mob | ( | lua_State * | L | ) |
it will spawn a mob [mob_vnum] in [map_x][map_y] with the name [name] (mostly, for NPCs)
int32_t quest::dungeon_spawn_stone_door | ( | lua_State * | L | ) |
it will spawn a stone door (vnum 13001) with the unique name [unique_name] in the area name [area_name] (in the current dungeon)
int32_t quest::dungeon_spawn_unique | ( | lua_State * | L | ) |
it will spawn the monster [mob_vnum] with unique name [unique_name] in the area [area_name] (in the current dungeon)
int32_t quest::dungeon_spawn_wooden_door | ( | lua_State * | L | ) |
it will spawn a wooden door (vnum 13000) with the unique name [unique_name] in the area name [area_name] (in the current dungeon)
its hp/max_hp are hardcoded to 10000, and def grade to 300 (unique bonus)
int32_t quest::dungeon_unique_get_hp_perc | ( | lua_State * | L | ) |
lua will return the unique mob [unique_name]'s hp percent (in the current dungeon)
int32_t quest::dungeon_unique_set_def_grade | ( | lua_State * | L | ) |
it will set the unique mob [unique_name]'s def_grade to [def_grade] (in the current dungeon)
int32_t quest::dungeon_unique_set_hp | ( | lua_State * | L | ) |
it will set the unique mob [unique_name]'s hp to [hp] (in the current dungeon)
int32_t quest::dungeon_unique_set_maxhp | ( | lua_State * | L | ) |
it will set the unique mob [unique_name]'s max hp to [max_hp] (in the current dungeon)
int32_t quest::dungeon_unset_damage_from_affect | ( | lua_State * | L | ) |
it will remove the DamageAffectFlag [damage_affect_flag] from the mob [mob_vid]
int32_t quest::dungeon_unset_damage_from_race | ( | lua_State * | L | ) |
it will remove the DamageRaceFlag [damage_race_flag] from the mob [mob_vid]
available even outside of dungeons, like with the return of the spawn_mob0 func
int32_t quest::dungeon_warp_all | ( | lua_State * | L | ) |
it will warp you and every party member of yours in the current dungeon at [world_x] [world_y] coordinates (there will be a uiloading refresh)
int32_t quest::empire_info | ( | lua_State * | L | ) |
if the current player is a monarch, it will print to him the relative empire's money
int32_t quest::forked_get_dead_count | ( | lua_State * | L | ) |
lua will return the current player's dead count (threeway event)
int32_t quest::forked_get_kill_score0 | ( | lua_State * | L | ) |
lua will return the kill score of the specific [empire] (threeway event)
int32_t quest::forked_get_pass_path_by_empire | ( | lua_State * | L | ) |
lua will return the map_index of the empire [empire]'s forked pass path map
int32_t quest::forked_get_pass_path_my_empire | ( | lua_State * | L | ) |
lua will return the map_index of the current player's forked pass path map
int32_t quest::forked_init | ( | lua_State * | L | ) |
it will initialize the threeway event and choose a random event map
int32_t quest::forked_init_kill_count_per_empire | ( | lua_State * | L | ) |
it will set the current player's empire's score to 0 (threeway event)
int32_t quest::forked_is_forked_mapindex | ( | lua_State * | L | ) |
lua will return true if [map_index] is a threeway war map, false otherwise
int32_t quest::forked_is_registered_user | ( | lua_State * | L | ) |
lua will return true if the current player is a registered threeway user, otherwise false
int32_t quest::forked_is_sungzi_mapindex | ( | lua_State * | L | ) |
lua will return true if [map_index] is a sungzi war map, false otherwise
int32_t quest::forked_pass_mapindex_by_empire | ( | lua_State * | L | ) |
lua will return the map_index of the empire [empire]'s forked pass map
int32_t quest::forked_pass_start_pos | ( | lua_State * | L | ) |
lua will return the initial position of the current player's empire's forked pass map
int32_t quest::forked_purge_all_monsters | ( | lua_State * | L | ) |
it will purge (destroy/make disappear) all the monsters in the threeway event
int32_t quest::forked_register_user | ( | lua_State * | L | ) |
int32_t quest::forked_set_dead_count | ( | lua_State * | L | ) |
it will set the current player's dead count to the event flag's "threeway_war_dead_count"
int32_t quest::forked_sungzi_mapindex | ( | lua_State * | L | ) |
lua will return the map_index of the current player's empire's forked sungzi map
int32_t quest::forked_sungzi_start_pos | ( | lua_State * | L | ) |
lua will return the initial position of the current player's empire's forked sungzi map
int32_t quest::forked_warp_all_in_map | ( | lua_State * | L | ) |
it will warp everyone from [from_map_index] to the (not necessarily threeway map) [to_map_index] in the coordinates [map_x][map_y] in [seconds] seconds
int32_t quest::frog_to_empire_money | ( | lua_State * | L | ) |
if the current player is a monarch, it will spawn the castle frog (vnum 11505) in the relative empire castle for 100kk empire's money
int32_t quest::game_drop_item | ( | lua_State * | L | ) |
it will create an item [item_vnum] with count [count] on the ground beside the current player
int32_t quest::game_drop_item_with_ownership | ( | lua_State * | L | ) |
it will create an item [item_vnum] with count [count] on the ground beside the current player
it will have the ownership set to the current player for [ownership_duration] seconds (10 if not specified)
int32_t quest::game_drop_item_with_ownership_and_dice | ( | lua_State * | L | ) |
it will create an item [item_vnum] with count [count] on the ground beside the current player
it will have the ownership set to the current player for [ownership_duration] seconds (10 if not specified)
if the player has a party, the item will be rolled amongst them (check party.is_party() to be sure you're not giving it to the player alone)
int32_t quest::game_get_event_flag | ( | lua_State * | L | ) |
lua will return the event name [event_name]'s value
int32_t quest::game_get_safebox_level | ( | lua_State * | L | ) |
lua will return the current player's safebox level
int32_t quest::game_open_mall | ( | lua_State * | L | ) |
int32_t quest::game_open_safebox | ( | lua_State * | L | ) |
int32_t quest::game_request_make_guild | ( | lua_State * | L | ) |
int32_t quest::game_set_event_flag | ( | lua_State * | L | ) |
it will set the event name [event_name] with the value [event_value]
int32_t quest::game_set_safebox_level | ( | lua_State * | L | ) |
it will set the current player's safebox level to [safebox_level
int32_t quest::game_web_mall | ( | lua_State * | L | ) |
it will open the current player's web mall (itemshop page) window
int32_t quest::guild_add_comment0 | ( | lua_State * | L | ) |
it will add a comment [comment] in the current player's guild's board (the author is current player's name)
int32_t quest::guild_around_ranking_string | ( | lua_State * | L | ) |
lua will return a colored guild members' rank as say text of the current player's guild
int32_t quest::guild_change_master | ( | lua_State * | L | ) |
it will change the current player's guild master to player [name]
int32_t quest::guild_change_master_with_limit | ( | lua_State * | L | ) |
it will change the current player's guild master to player [name].
int32_t quest::guild_get_any_war | ( | lua_State * | L | ) |
lua will return the opponent guild's id of the current player's guild
int32_t quest::guild_get_draw_count0 | ( | lua_State * | L | ) |
lua will return the current player's guild's draw count
int32_t quest::guild_get_exp_level0 | ( | lua_State * | L | ) |
lua will return the needed exp for levelling up a guild to level [level]
int32_t quest::guild_get_id0 | ( | lua_State * | L | ) |
lua will return the current player's guild's id
int32_t quest::guild_get_ladder_point | ( | lua_State * | L | ) |
lua will return the current player's guild's ladder points (the guild rank points)
int32_t quest::guild_get_loss_count0 | ( | lua_State * | L | ) |
lua will return the current player's guild's loss count
int32_t quest::guild_get_max_member0 | ( | lua_State * | L | ) |
lua will return the current player's guild's max allowed members
int32_t quest::guild_get_maxsp0 | ( | lua_State * | L | ) |
lua will return the current player's guild's max spirit points
int32_t quest::guild_get_member_count | ( | lua_State * | L | ) |
lua will return the count of how many people are present in the current player's guild
int32_t quest::guild_get_money0 | ( | lua_State * | L | ) |
lua will return the current player's guild's money
int32_t quest::guild_get_name | ( | lua_State * | L | ) |
lua will return the guild [guild_id]'s name
int32_t quest::guild_get_rank | ( | lua_State * | L | ) |
lua will return the current player's guild's rank of the server
int32_t quest::guild_get_reserve_war_table | ( | lua_State * | L | ) |
lua will return the table of the reserved guild wars
int32_t quest::guild_get_skill_level0 | ( | lua_State * | L | ) |
lua will return the current player's guild's skill [skill_id]'s level
int32_t quest::guild_get_skill_point0 | ( | lua_State * | L | ) |
lua will return the current player's guild's skill points
int32_t quest::guild_get_sp0 | ( | lua_State * | L | ) |
lua will return the current player's guild's spirit points
int32_t quest::guild_get_total_member_level0 | ( | lua_State * | L | ) |
lua will return the current player's guild's average member level
int32_t quest::guild_get_warp_war_list | ( | lua_State * | L | ) |
lua will return the table of the available guild war lists
int32_t quest::guild_get_win_count0 | ( | lua_State * | L | ) |
lua will return the current player's guild's win count
int32_t quest::guild_give_exp0 | ( | lua_State * | L | ) |
it will give [exp] exp points to the current player's guild (it won't decrease the current player's exp)
int32_t quest::guild_has_land0 | ( | lua_State * | L | ) |
lua will return whether or not the current player's guild has a land
int32_t quest::guild_high_ranking_string | ( | lua_State * | L | ) |
lua will return a colored guild list' top rank as say text of the current player's guild
int32_t quest::guild_is_bet | ( | lua_State * | L | ) |
lua will return whether or not the current player made a bet at the war [war_id]
int32_t quest::guild_is_war | ( | lua_State * | L | ) |
lua will return whether or not the current player's guild is in war against the guild [guild_id]
int32_t quest::guild_level | ( | lua_State * | L | ) |
lua will return the guild [guild_id]'s level
int32_t quest::guild_name | ( | lua_State * | L | ) |
lua will return the guild [guild_id]'s name
int32_t quest::guild_offer_exp0 | ( | lua_State * | L | ) |
the current player will offer [exp] exp points to his guild
int32_t quest::guild_set_ladder_point0 | ( | lua_State * | L | ) |
it will set the current player's guild's ladder points to [ladder_point]
int32_t quest::guild_set_skill_level0 | ( | lua_State * | L | ) |
it will set the current player's guild's skill [skill_id]'s value to [value]
int32_t quest::guild_set_skill_point0 | ( | lua_State * | L | ) |
it will set the current player's guild's skill points to [value]
int32_t quest::guild_war_bet | ( | lua_State * | L | ) |
the current player will make a bet at the war [war_id] against the guild [guild_id] for [amount] yangs
int32_t quest::guild_war_enter | ( | lua_State * | L | ) |
you will join the war against guild [guild_id]
int32_t quest::highscore_register | ( | lua_State * | L | ) |
it will insert inside player.register a row containing [board_name] [value] [order] (only 0-1 for [order])
int32_t quest::highscore_show | ( | lua_State * | L | ) |
it will send an INFO chat packet to the current player about his registered highscore filtered by [board_name] and [order] (only 0-1 for [order])
int32_t quest::horse_advance | ( | lua_State * | L | ) |
int32_t quest::horse_feed | ( | lua_State * | L | ) |
int32_t quest::horse_get_grade | ( | lua_State * | L | ) |
lua will return the current player's horse grade
int32_t quest::horse_get_health | ( | lua_State * | L | ) |
lua will return the current player's horse health, 0 otherwise
int32_t quest::horse_get_health_pct | ( | lua_State * | L | ) |
lua will return the current player's horse health as percentage, 0 otherwise
int32_t quest::horse_get_level | ( | lua_State * | L | ) |
lua will return the current player's horse level
int32_t quest::horse_get_name | ( | lua_State * | L | ) |
lua will return the current player's horse's name
int32_t quest::horse_get_stamina | ( | lua_State * | L | ) |
lua will return the current player's horse stamina, 0 otherwise
int32_t quest::horse_get_stamina_pct | ( | lua_State * | L | ) |
lua will return the current player's horse stamina as percentage, 0 otherwise
int32_t quest::horse_is_dead | ( | lua_State * | L | ) |
lua will return whether or not the current player's horse is dead (health<=0)
int32_t quest::horse_is_mine | ( | lua_State * | L | ) |
lua will return true if the current npc is the current player's horse, false otherwise
int32_t quest::horse_is_riding | ( | lua_State * | L | ) |
lua will return whether or not the current player is riding the horse
int32_t quest::horse_is_summon | ( | lua_State * | L | ) |
lua will return whether or not the current player's horse is summoned
int32_t quest::horse_revive | ( | lua_State * | L | ) |
int32_t quest::horse_ride | ( | lua_State * | L | ) |
int32_t quest::horse_set_level | ( | lua_State * | L | ) |
the current player's horse level will be set to [level]
int32_t quest::horse_set_name | ( | lua_State * | L | ) |
the current player's horse's name will be set to [name]
int32_t horse_set_stat0 | ( | lua_State * | L | ) |
it will set the current player's horse health to [health] (max 50) and stamina to [stamina] (max 200)
int32_t quest::horse_summon | ( | lua_State * | L | ) |
the current player will summon the horse
if [from_afar]=true, it will be spawned from afar;
if [horse_vnum] is specified, the spawned horse's vnum will be [horse_vnum];
if [horse_name] is specified, the spawned horse's name will be [horse_name];
int32_t quest::horse_unride | ( | lua_State * | L | ) |
int32_t quest::horse_unsummon | ( | lua_State * | L | ) |
the current player will unsummon the horse
int32_t quest::is_guild_master | ( | lua_State * | L | ) |
lua will return whether or not the current player is guild master (duplicate function)
int32_t quest::is_monarch | ( | lua_State * | L | ) |
lua will returh whether or not the current player is monarch
int32_t quest::item_add_attr0 | ( | lua_State * | L | ) |
it will add a bonus to the current item based on the specific [mode]
if [mode]=0, it will add a normal and a rare bonus;
if [mode]=1, it will add a normal bonus;
if [mode]=2, it will add a rare bonus;
int32_t quest::item_can_over9refine | ( | lua_State * | L | ) |
lua will return whether or not the current item has been added by enable_over9refine
int32_t quest::item_change_attr0 | ( | lua_State * | L | ) |
it will change the bonuses to the current item based on the specific [mode]
if [mode]=0, it will switch both normal and rare bonuses;
if [mode]=1, it will switch the normal bonuses;
if [mode]=2, it will switch the rare bonuses;
int32_t quest::item_change_to_over9 | ( | lua_State * | L | ) |
it will refine the current item to its relative over9 refine, if present (by enable_over9refine)
int32_t quest::item_clear_attr0 | ( | lua_State * | L | ) |
it will clear the bonuses to the current item based on the specific [mode]
if [mode]=0, it will clear both normal and rare bonuses;
if [mode]=1, it will clear the normal bonuses;
if [mode]=2, it will clear the rare bonuses;
int32_t quest::item_copy_and_give_before_remove | ( | lua_State * | L | ) |
it will copy and replace the current item to a new one by vnum [vnum]
int32_t quest::item_count_attr0 | ( | lua_State * | L | ) |
lua will return the count of the bonuses to the current item based on the specific [mode]
int32_t quest::item_get_antiflag0 | ( | lua_State * | L | ) |
lua will return the current item's anti flag
int32_t quest::item_get_attr0 | ( | lua_State * | L | ) |
lua will return the list of all the bonuses of the current items
int32_t quest::item_get_cell | ( | lua_State * | L | ) |
it will return the current item's cell
int32_t quest::item_get_count | ( | lua_State * | L | ) |
lua will return the count of the current item
int32_t quest::item_get_id | ( | lua_State * | L | ) |
lua will return the current item's id
int32_t quest::item_get_immuneflag0 | ( | lua_State * | L | ) |
lua will return the current item's immune flag
int32_t quest::item_get_level | ( | lua_State * | L | ) |
lua will return the refine level of the current item
int32_t quest::item_get_level_limit | ( | lua_State * | L | ) |
lua will return the level limit of the current item
int32_t quest::item_get_name | ( | lua_State * | L | ) |
lua will return the name of the current item
int32_t quest::item_get_over9_material_vnum | ( | lua_State * | L | ) |
lua will return the material vnum of the item [vnum]
int32_t quest::item_get_refine_vnum | ( | lua_State * | L | ) |
lua will return the refine vnum of the current item
int32_t quest::item_get_size | ( | lua_State * | L | ) |
lua will return the size of the current item
int32_t quest::item_get_socket | ( | lua_State * | L | ) |
lua will return the value of the current item's socket [index] (from 0 to 2)
int32_t quest::item_get_sub_type | ( | lua_State * | L | ) |
lua will return the subtype of the current item
int32_t quest::item_get_type | ( | lua_State * | L | ) |
lua will return the type of the current item
int32_t quest::item_get_value | ( | lua_State * | L | ) |
lua will return the value in pos [index] of the current item
int32_t quest::item_get_vnum | ( | lua_State * | L | ) |
lua will return the vnum of the current item
int32_t quest::item_get_wearflag0 | ( | lua_State * | L | ) |
lua will return the current item's wear flag
int32_t quest::item_has_antiflag0 | ( | lua_State * | L | ) |
lua will return whether or not the current item has the anti flag's value [value]
int32_t quest::item_has_flag | ( | lua_State * | L | ) |
lua will return whether or not the current item has the flag's value [value]
int32_t quest::item_has_immuneflag0 | ( | lua_State * | L | ) |
lua will return whether or not the current item has the immune flag's value [value]
int32_t quest::item_has_wearflag0 | ( | lua_State * | L | ) |
lua will return whether or not the current item has the wear flag's value [value]
int32_t quest::item_is_available0 | ( | lua_State * | L | ) |
lua will return whether or not there's a current item
int32_t quest::item_next_refine_vnum | ( | lua_State * | L | ) |
lua will return the refine vnum of the item [vnum]
int32_t quest::item_over9refine | ( | lua_State * | L | ) |
it will refine the current item to its relative refine, if present (by enable_over9refine)
int32_t quest::item_remove | ( | lua_State * | L | ) |
int32_t quest::item_select | ( | lua_State * | L | ) |
the current item's will be set to the item id [item_id]
int32_t quest::item_select_cell | ( | lua_State * | L | ) |
the current item's will be set to the item in pos [cell] of the current player
int32_t quest::item_set_attr0 | ( | lua_State * | L | ) |
it will set the current item's attr bonuses with the list of parameters [id1~7] to [value1~7]
int32_t quest::item_set_count0 | ( | lua_State * | L | ) |
it will set the current item's count to [count]
int32_t quest::item_set_socket | ( | lua_State * | L | ) |
il will set the value of the current item's socket [index] to [value]
int32_t quest::item_set_value | ( | lua_State * | L | ) |
it will set the value in pos [index] to [value] of the current item
int32_t quest::item_start_realtime_expire | ( | lua_State * | L | ) |
it will start the real time expire event for the current item (useless)
int32_t quest::marriage_end_wedding | ( | lua_State * | L | ) |
int32_t quest::marriage_engage_to | ( | lua_State * | L | ) |
it will make an engagement request between the current player and the player [vid]
int32_t quest::marriage_find_married_vid | ( | lua_State * | L | ) |
lua will return the current player's married player's vid
int32_t quest::marriage_get_married_time | ( | lua_State * | L | ) |
lua will return the timestamp of how long the current player is married
int32_t quest::marriage_get_wedding_list | ( | lua_State * | L | ) |
lua will return the table of the available weddings
int32_t quest::marriage_in_my_wedding | ( | lua_State * | L | ) |
lua will return whether or not the current player is in his/her wedding map
int32_t quest::marriage_join_wedding | ( | lua_State * | L | ) |
the current player will join the wedding between player [pid1] and [pid2]
int32_t quest::marriage_remove | ( | lua_State * | L | ) |
int32_t quest::marriage_set_to_marriage | ( | lua_State * | L | ) |
it will make the current player and the requested one engaged
int32_t quest::marriage_warp_to_my_marriage_map | ( | lua_State * | L | ) |
the current player will warp to his/her wedding map
int32_t quest::marriage_wedding_client_command | ( | lua_State * | L | ) |
everyone in the current player's wedding will get a COMMAND script packet [command]
int32_t quest::marriage_wedding_dark | ( | lua_State * | L | ) |
the current player's wedding's environment will be set to dark if [to_dark] is true, day otherwise
int32_t quest::marriage_wedding_is_playing_music | ( | lua_State * | L | ) |
lua will return whether or not in the current player's wedding the wedding music is in play
int32_t quest::marriage_wedding_music | ( | lua_State * | L | ) |
the current player's wedding's music [filename] will be set to play if [to_play] is true, stopped otherwise
int32_t quest::marriage_wedding_snow | ( | lua_State * | L | ) |
the current player's wedding's weather will be set to snow if [to_snow] is true, normal otherwise
int32_t quest::member_chat | ( | lua_State * | L | ) |
it will send a TALKING chat packet containing [text] to the current player's party
int32_t quest::member_clear_ready | ( | lua_State * | L | ) |
it will remove the affect DUNGEON_READY from the whole current player's party (unused)
int32_t quest::member_set_ready | ( | lua_State * | L | ) |
it will set the affect DUNGEON_READY to the whole current player's party (unused)
int32_t quest::mgmt_monarch_change_lord | ( | lua_State * | L | ) |
it will change the empire [empire]'s monarch with player [pid]
int32_t quest::mgmt_monarch_state | ( | lua_State * | L | ) |
lua will return the info of the empire [empire]'s monarch
int32_t quest::mob_spawn | ( | lua_State * | L | ) |
it will spawn a mob [vnum] in [map_index] coordinates [local_x],[local_y] for [count] times, and if [is_aggressive]=true it will be aggressive
int32_t quest::mob_spawn_group | ( | lua_State * | L | ) |
it will spawn a mob group [vnum] in [map_index] coordinates [local_x],[local_y] for [count] times, and if [is_aggressive]=true it will be aggressive
int32_t quest::monarch_bless | ( | lua_State * | L | ) |
if the current player is monarch or gm, for 2kk empire's money he can full heal his own empire's players
int32_t quest::monarch_defenseup | ( | lua_State * | L | ) |
if the current player is monarch or gm, for 5kk yangs he can defense up his own empire's players
int32_t quest::monarch_mob | ( | lua_State * | L | ) |
if the current player is a monarch, it will spawn the relative mob [mob_vnum] for 5kk empire's money
int32_t quest::monarch_notice | ( | lua_State * | L | ) |
if the current player is a monarch, it will send a message [text] to the relative empire
int32_t quest::monarch_powerup | ( | lua_State * | L | ) |
if the current player is monarch or gm, for 5kk empire's money he can power up his own empire's players
int32_t quest::monarch_transfer | ( | lua_State * | L | ) |
if the current player is a monarch, the player [name] will be warped to him for 10k empire's money, and only if of the same empire
int32_t quest::monarch_transfer2 | ( | lua_State * | L | ) |
if the current player is a monarch, the player [name] will be warped to him for 10k empire's money, and only if of the same empire
int32_t quest::monarch_warp | ( | lua_State * | L | ) |
if the current player is a monarch, he will warp to the player [name] for 10k empire's money, and only if of the same empire
int32_t quest::npc_dec_remain_hairdye_count | ( | lua_State * | L | ) |
if the npc is the santa (vnum 20031), the current npc's def grade bonus will be decreased by 1
int32_t quest::npc_dec_remain_skill_book_count | ( | lua_State * | L | ) |
if the npc is the santa (vnum 20031), the current npc's att grade bonus will be decreased by 1
int32_t quest::npc_get_empire | ( | lua_State * | L | ) |
lua will return the current npc's empire
int32_t quest::npc_get_guild | ( | lua_State * | L | ) |
lua will return the current npc's guild id
int32_t quest::npc_get_leader_vid | ( | lua_State * | L | ) |
lua will return the current npc's group's leader vid
int32_t quest::npc_get_level0 | ( | lua_State * | L | ) |
lua will return the npc's level
int32_t quest::npc_get_name0 | ( | lua_State * | L | ) |
lua will return the npc's name
int32_t quest::npc_get_pid0 | ( | lua_State * | L | ) |
lua will return the npc's pid
int32_t quest::npc_get_race | ( | lua_State * | L | ) |
lua will return the current npc's race
npc.getrace()
npc.get_race()
int32_t quest::npc_get_remain_hairdye_count | ( | lua_State * | L | ) |
if the npc is the santa (vnum 20031), lua will return its relative def grade bonus
int32_t quest::npc_get_remain_skill_book_count | ( | lua_State * | L | ) |
if the npc is the santa (vnum 20031), lua will return its relative att grade bonus
int32_t quest::npc_get_vid | ( | lua_State * | L | ) |
lua will return the current npc's vid
int32_t quest::npc_get_vid_attack_mul | ( | lua_State * | L | ) |
lua will return the npc [vid]'s attack multiply
int32_t quest::npc_get_vid_damage_mul | ( | lua_State * | L | ) |
lua will return the npc [vid]'s damage multiply
int32_t quest::npc_get_vnum0 | ( | lua_State * | L | ) |
lua will return the npc's vnum
int32_t quest::npc_is_available0 | ( | lua_State * | L | ) |
lua will return whether or not there is a current npc
int32_t quest::npc_is_near | ( | lua_State * | L | ) |
lua will return whether or not the current npc is near the current pc
int32_t quest::npc_is_near_vid | ( | lua_State * | L | ) |
lua will return whether or not the current npc is near the pc [vid]
int32_t quest::npc_is_pc | ( | lua_State * | L | ) |
lua will return whether or not the current npc is a pc
int32_t quest::npc_is_quest | ( | lua_State * | L | ) |
lua will return whether or not the current npc is of the current quest
int32_t quest::npc_kill | ( | lua_State * | L | ) |
int32_t quest::npc_lock | ( | lua_State * | L | ) |
it will block the current npc making it unclickable until npc.unlock is used
int32_t quest::npc_open_shop | ( | lua_State * | L | ) |
int32_t quest::npc_purge | ( | lua_State * | L | ) |
int32_t quest::npc_set_vid_attack_mul | ( | lua_State * | L | ) |
it will set the npc [vid]'s attack multiply to [value]
int32_t quest::npc_set_vid_damage_mul | ( | lua_State * | L | ) |
it will set the npc [vid]'s damage multiply to [value]
int32_t quest::npc_unlock | ( | lua_State * | L | ) |
int32_t quest::oxevent_close | ( | lua_State * | L | ) |
int32_t quest::oxevent_end_event | ( | lua_State * | L | ) |
it will stop the oxevent within 5 seconds and set its status to OXEVENT_FINISH
int32_t quest::oxevent_end_event_force | ( | lua_State * | L | ) |
it will stop the oxevent and set its status to OXEVENT_FINISH
int32_t quest::oxevent_get_attender | ( | lua_State * | L | ) |
lua will return the count of the remaining oxevent's partecipants (no observers)
int32_t quest::oxevent_get_oxquiz_fn | ( | lua_State * | L | ) |
lua will return the oxquiz file name (locale_path+"oxquiz.lua" by default)
int32_t quest::oxevent_get_status | ( | lua_State * | L | ) |
lua will return the oxevent status
int32_t quest::oxevent_give_item | ( | lua_State * | L | ) |
it will give to every remaining oxevent's partecipants (no observers)
int32_t quest::oxevent_open | ( | lua_State * | L | ) |
it will read the oxquiz file and set the oxevent status as OXEVENT_OPEN
int32_t quest::oxevent_quiz | ( | lua_State * | L | ) |
it will pick up an oxquiz question with level=[level] and make the announcement
the answer will be given after [timeout] seconds
int32_t quest::oxevent_set_oxquiz_fn | ( | lua_State * | L | ) |
it will set the oxquiz file name as locale_path+[filename]
int32_t quest::oxevent_set_oxquiz_fn0 | ( | lua_State * | L | ) |
it will set the oxquiz file name as [filename]
int32_t quest::party_chat | ( | lua_State * | L | ) |
int32_t quest::party_clear_ready | ( | lua_State * | L | ) |
it clears the AFFECT_DUNGEON_READY affect from each near member
int32_t quest::party_delete_party | ( | lua_State * | L | ) |
the current pc deletes the party if the current pc is leader, and lua will return whether it succeeded or not
int32_t quest::party_get_flag | ( | lua_State * | L | ) |
lua will return the value of the party flag [flagname]
int32_t quest::party_get_leader_pid | ( | lua_State * | L | ) |
lua will return the pid of the party's leader, otherwise -1
int32_t quest::party_get_max_level | ( | lua_State * | L | ) |
lua will return the higher level of the party
int32_t quest::party_get_member_pids | ( | lua_State * | L | ) |
lua will return a list of every online party member's pid present in the same map of the current pc
int32_t quest::party_get_min_level | ( | lua_State * | L | ) |
lua will return the lower level of the party
int32_t quest::party_get_near_count | ( | lua_State * | L | ) |
lua will return the count of near members
int32_t quest::party_give_buff | ( | lua_State * | L | ) |
it will give the relative buff to the every party member in the current pc map, and lua will return whether or not the buff has been given
int32_t quest::party_is_in_dungeon | ( | lua_State * | L | ) |
lua will return whether or not the party is in dungeon
int32_t quest::party_is_leader | ( | lua_State * | L | ) |
lua will return true if pc is the leader, otherwise false
int32_t quest::party_is_map_member_flag_lt | ( | lua_State * | L | ) |
lua will return whether or not [value] is higher than the party flag [flagname] for each member
int32_t quest::party_is_party | ( | lua_State * | L | ) |
lua will return true if pc is in a party, otherwise false
int32_t quest::party_leave_party | ( | lua_State * | L | ) |
the current pc leaves the party, and lua will return whether it succeeded or not
int32_t quest::party_run_cinematic | ( | lua_State * | L | ) |
it sends a RUN_CINEMA [str] script to all the near members
int32_t quest::party_set_flag | ( | lua_State * | L | ) |
each party member will have the party flag [flagname] set as [value]
int32_t quest::party_set_quest_flag | ( | lua_State * | L | ) |
each party member will have the quest flag [flagname] set as [value]
int32_t quest::party_show_cinematic | ( | lua_State * | L | ) |
it sends a CINEMATIC [str] packet script to all the near members
int32_t quest::party_syschat | ( | lua_State * | L | ) |
it will send a syschat [s] message to any online member
int32_t quest::pc_aggregate_monster | ( | lua_State * | L | ) |
it will aggro against the current player all the monsters close
int32_t quest::pc_attract_ranger | ( | lua_State * | L | ) |
it will set the BOW_DISTANCE to 150 for 3 minutes to the monsters close to the current player
int32_t quest::pc_can_warp | ( | lua_State * | L | ) |
lua will return whether or not the current player can warp
int32_t quest::pc_change_alignment | ( | lua_State * | L | ) |
it will change the current player's alignment to [amount] (increase or decrease)
pc.changealignment(LuaNumber amount)
pc.change_alignment(LuaNumber amount)
int32_t quest::pc_change_empire | ( | lua_State * | L | ) |
it will change the current player's empire to [empire]
int32_t quest::pc_change_money | ( | lua_State * | L | ) |
it will change the current player's yangs to [amount] (increase or decrease)
pc.changegold(LuaNumber amount)
pc.changemoney(LuaNumber amount)
pc.change_gold(LuaNumber amount)
pc.change_money(LuaNumber amount)
int32_t quest::pc_change_name | ( | lua_State * | L | ) |
it will switch the current player's name to [name] deleting also the friend list of the old name from everyone
int32_t quest::pc_change_sex | ( | lua_State * | L | ) |
it will switch the current player's sex
int32_t quest::pc_change_sp | ( | lua_State * | L | ) |
it will set the current player's sp to [amount]
int32_t quest::pc_charge_cash | ( | lua_State * | L | ) |
lua will return whether or not the cash charge request of [amount] by type [charge_type] has been sent
int32_t quest::pc_clear_one_skill | ( | lua_State * | L | ) |
it will clear the current player's skill [vnum]
int32_t quest::pc_clear_skill | ( | lua_State * | L | ) |
int32_t quest::pc_clear_sub_skill | ( | lua_State * | L | ) |
int32_t quest::pc_count_item | ( | lua_State * | L | ) |
lua will return the count of the item by name|vnum [item_name] from the whole current player's inventory
int32_t quest::pc_dc_delayed0 | ( | lua_State * | L | ) |
it will disconnect the current player in [seconds] seconds (if you run twice, the second time, the second could fail since there's already a disconnect event)
int32_t quest::pc_dc_direct0 | ( | lua_State * | L | ) |
it will immediately disconnect the current player with the reason [reason]
int32_t quest::pc_dec_skill_point | ( | lua_State * | L | ) |
int32_t quest::pc_del_another_quest_flag | ( | lua_State * | L | ) |
it will delete the [questname].[flagname] quest flag from the current player
int32_t quest::pc_del_quest_flag | ( | lua_State * | L | ) |
it will delete from the current player the quest flag GetCurrentQuestName()".[flagname]"
int32_t quest::pc_destroy_guild | ( | lua_State * | L | ) |
it will destroy the current player's guild if guild master
int32_t quest::pc_diamond_refine | ( | lua_State * | L | ) |
it will refine the current player's current ore item (mineral) with the percentage [pct] of success, and with the cost of [cost] yangs
int32_t quest::pc_enough_inventory | ( | lua_State * | L | ) |
lua will return whether or not the current player has enough space in the inventory to store the item [item_vnum]
int32_t quest::pc_equip_slot0 | ( | lua_State * | L | ) |
it will equip the item [slot] from the inventory
int32_t quest::pc_forget_my_attacker | ( | lua_State * | L | ) |
it will let all the monsters forget about attacking the current player, and be in REVIVE_INVISIBLE for 5 seconds
int32_t quest::pc_get_account | ( | lua_State * | L | ) |
lua will return the current player's account name
int32_t quest::pc_get_account_id | ( | lua_State * | L | ) |
lua will return the current player's account id
int32_t quest::pc_get_alignment | ( | lua_State * | L | ) |
lua will return the current player's alignment
int32_t quest::pc_get_another_quest_flag | ( | lua_State * | L | ) |
lua will return the current player's quest [questname]'s flag [flagname]'s value
int32_t quest::pc_get_armor | ( | lua_State * | L | ) |
lua will return the current player's wear armor's vnum
pc.getarmor(LuaNumber cell)
pc.get_armor(LuaNumber cell)
int32_t quest::pc_get_change_empire_count | ( | lua_State * | L | ) |
lua will return the current player's change_empire count
int32_t quest::pc_get_channel_id | ( | lua_State * | L | ) |
lua will return the current game's channel id
int32_t quest::pc_get_client_version0 | ( | lua_State * | L | ) |
lua will return the current player's client version
int32_t quest::pc_get_current_map_index | ( | lua_State * | L | ) |
lua will return the current player's map index
pc.getcurrentmapindex()
pc.get_map_index()
int32_t quest::pc_get_dx | ( | lua_State * | L | ) |
lua will return the current player's dex points
int32_t quest::pc_get_empire | ( | lua_State * | L | ) |
lua will return the current player's empire
int32_t quest::pc_get_empty_inventory_count | ( | lua_State * | L | ) |
lua will return how many empty slots are present in the current player's inventory
int32_t quest::pc_get_equip_refine_level | ( | lua_State * | L | ) |
lua will return the current player's wear item in pos [cell]'s refine level
int32_t quest::pc_get_exp | ( | lua_State * | L | ) |
lua will return the current player's exp
int32_t quest::pc_get_exp_level | ( | lua_State * | L | ) |
lua will return the exp required for the level [level]
int32_t quest::pc_get_exp_level0 | ( | lua_State * | L | ) |
lua will return just [pct] percent of the exp required for the level [level]
int32_t quest::pc_get_flag | ( | lua_State * | L | ) |
lua will return the current player's quest flag [questandflag]'s value (it must be as "quest.flag")
int32_t quest::pc_get_gm_level | ( | lua_State * | L | ) |
lua will return the current player's gm level (normal players are 0)
int32_t quest::pc_get_horse_hp | ( | lua_State * | L | ) |
lua will return the current player's horse's health
int32_t quest::pc_get_horse_level | ( | lua_State * | L | ) |
lua will return the current player's horse's level
int32_t quest::pc_get_horse_stamina | ( | lua_State * | L | ) |
lua will return the current player's horse's stamina
int32_t quest::pc_get_hp | ( | lua_State * | L | ) |
lua will return the current player's hp
pc.gethp()
pc.get_hp()
int32_t quest::pc_get_ht | ( | lua_State * | L | ) |
lua will return the current player's vit points
int32_t quest::pc_get_informer_item | ( | lua_State * | L | ) |
lua will return the current item award's vnum for the current pc (available only in the quest event item_informer)
int32_t quest::pc_get_informer_type | ( | lua_State * | L | ) |
lua will return the current item award's cmd for the current pc (available only in the quest event item_informer)
int32_t quest::pc_get_ip0 | ( | lua_State * | L | ) |
lua will return the current player's ip
int32_t quest::pc_get_iq | ( | lua_State * | L | ) |
lua will return the current player's int points
int32_t quest::pc_get_job | ( | lua_State * | L | ) |
lua will return the current player's job
int32_t quest::pc_get_killee_drop_pct | ( | lua_State * | L | ) |
lua will return the current npc's kill drop pct for the current pc
int32_t quest::pc_get_leadership | ( | lua_State * | L | ) |
lua will return the current player's leadership subskill's level
pc.getleadership()
pc.get_leadership()
int32_t quest::pc_get_level | ( | lua_State * | L | ) |
lua will return the current player's level
int32_t quest::pc_get_local_x | ( | lua_State * | L | ) |
lua will return the current player's local map x
int32_t quest::pc_get_local_y | ( | lua_State * | L | ) |
lua will return the current player's local map y
int32_t quest::pc_get_logoff_interval | ( | lua_State * | L | ) |
lua will return the current player's logoff interval
the logoff interval is a variable set at login and it's the result of NOW()-last_play
(so the time passed before the last login)
int32_t quest::pc_get_max_hp | ( | lua_State * | L | ) |
lua will return the current player's max hp
pc.getmaxhp()
pc.get_max_hp()
int32_t quest::pc_get_max_sp | ( | lua_State * | L | ) |
lua will return the current player's max sp
pc.getmaxsp()
pc.get_max_sp()
int32_t quest::pc_get_money | ( | lua_State * | L | ) |
lua will return the current player's yangs
pc.getmoney()
pc.getgold()
pc.get_money()
pc.get_gold()
int32_t quest::pc_get_name | ( | lua_State * | L | ) |
lua will return the current player's name
pc.getname()
pc.get_name()
int32_t quest::pc_get_next_exp | ( | lua_State * | L | ) |
lua will return the current player's next exp
int32_t quest::pc_get_part | ( | lua_State * | L | ) |
lua will return the current player's part [part_id]
int32_t quest::pc_get_player_id | ( | lua_State * | L | ) |
lua will return the current player's pid
int32_t quest::pc_get_playtime | ( | lua_State * | L | ) |
lua will return the current player's playtime
pc.getplaytime()
pc.get_playtime()
int32_t quest::pc_get_premium_remain_sec | ( | lua_State * | L | ) |
lua will return the current player's premium [index]'s value; if [index]==0 exp, 1 item, 2 safebox, 3 autoloot, 4 fish_mind, 5 marriage_fast, 6 gold
int32_t quest::pc_get_quest_flag | ( | lua_State * | L | ) |
lua will return the current player's quest flag GetCurrentQuestName()".[flagname]"'s value
int32_t quest::pc_get_race | ( | lua_State * | L | ) |
lua will return the current player's race
int32_t quest::pc_get_real_alignment | ( | lua_State * | L | ) |
lua will return the current player's real_alignment
int32_t quest::pc_get_sex | ( | lua_State * | L | ) |
lua will return the current player's sex (0 male, 1 female)
int32_t quest::pc_get_sig_items | ( | lua_State * | L | ) |
lua will return the list of every mount seal item's vnum by id [group_vnum]
int32_t quest::pc_get_skill_level | ( | lua_State * | L | ) |
lua will return the current player's skill [vnum]'s level
int32_t quest::pc_get_skill_point | ( | lua_State * | L | ) |
lua will return the current player's skill points
int32_t quest::pc_get_skillgroup | ( | lua_State * | L | ) |
lua will return the current player's skill group
int32_t quest::pc_get_socket_items | ( | lua_State * | L | ) |
lua will return the table of any items containing stone sockets
int32_t quest::pc_get_sp | ( | lua_State * | L | ) |
lua will return the current player's sp
pc.getsp()
pc.get_sp()
int32_t quest::pc_get_special_ride_vnum | ( | lua_State * | L | ) |
lua will return the current player's mount seal's vnum and left time
int32_t quest::pc_get_st | ( | lua_State * | L | ) |
lua will return the current player's str points
int32_t quest::pc_get_start_location | ( | lua_State * | L | ) |
lua will return the start location of the current player's empire
int32_t quest::pc_get_vid | ( | lua_State * | L | ) |
lua will return the current player's vid
int32_t quest::pc_get_war_map | ( | lua_State * | L | ) |
lua will return the current player's guild war map's index
int32_t quest::pc_get_weapon | ( | lua_State * | L | ) |
lua will return the current player's wear weapon's vnum
pc.getweapon(LuaNumber cell)
pc.get_weapon(LuaNumber cell)
int32_t quest::pc_get_wear | ( | lua_State * | L | ) |
lua will return the current player's wear in pos [cell]'s vnum
int32_t quest::pc_get_x | ( | lua_State * | L | ) |
lua will return the current player's world map x
pc.getx()
pc.get_x()
int32_t quest::pc_get_y | ( | lua_State * | L | ) |
lua will return the current player's world map y
pc.gety()
pc.get_y()
int32_t quest::pc_getguild | ( | lua_State * | L | ) |
lua will return the current player's guild id
pc.getguild()
pc.get_guild()
int32_t quest::pc_give_award | ( | lua_State * | L | ) |
it will create the item [vnum], count [count] with reason [why] to the current pc
int32_t quest::pc_give_award_socket | ( | lua_State * | L | ) |
it will create the item [vnum], count [count] and sockets [socket1~3] with reason [why] to the current pc
int32_t quest::pc_give_exp | ( | lua_State * | L | ) |
it will give to player [name] [exp] exp points
int32_t quest::pc_give_exp2 | ( | lua_State * | L | ) |
it will give to player [name] [exp] exp points (via point change)
int32_t quest::pc_give_exp_perc | ( | lua_State * | L | ) |
it will give to player [name] just [perc] percent of the exp required for the level [level]
int32_t quest::pc_give_gold | ( | lua_State * | L | ) |
int32_t quest::pc_give_item | ( | lua_State * | L | ) |
it will give to the current player the item by name|vnum [item_name] with count [count] only if the current quest's flag [flag_name] is NOT set (probably, to prevent duplicated rewards)
if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it
int32_t quest::pc_give_item_from_special_item_group | ( | lua_State * | L | ) |
it will give to the current player the item by special_item_group [special_item_group_id]
if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it
int32_t quest::pc_give_lotto | ( | lua_State * | L | ) |
it will insert a lotto ticket with player's pid in player.lotto_list, and will give to the current player a lotto item (vnum 50001, count 1, socket0 the lotto_list's insert id, socket1 event flag "lotto_round")
int32_t quest::pc_give_or_drop_item | ( | lua_State * | L | ) |
it will give to the current player the item by name|vnum [item_name] with count [count]
if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it
int32_t quest::pc_give_or_drop_item_and_select | ( | lua_State * | L | ) |
it will give to the current player the item by name|vnum [item_name] with count [count], and, if succeeded, the item will become the new current item
if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it
int32_t quest::pc_give_or_drop_item_with_dice | ( | lua_State * | L | ) |
it will give to the current player the item by name|vnum [item_name] with count [count] in dice mode
if there is no space in the inventory, it will be thrown to the ground with a temporary current player's ownership on it
dice mode = it will be given to a random party member if the current player is in party, otherwise it will be given to the current player
int32_t quest::pc_give_poly_marble | ( | lua_State * | L | ) |
lua will return whether or not the polymorph marble of the mob [vnum] has been created and given to the current player
int32_t quest::pc_give_polymorph_book | ( | lua_State * | L | ) |
it will give to the current player the marble item (vnum 50322) with socket0 [vnum], socket1 [practice_count], socket2 [book_level]; the field [level_limit] is required but unused
int32_t quest::pc_give_random_book0 | ( | lua_State * | L | ) |
lua will return whether or not it succedeed
int32_t quest::pc_has_master_skill | ( | lua_State * | L | ) |
lua will return whether or not the current player's skill [skill_id] is at least master or higher (lvl 21 or above)
int32_t quest::pc_hasguild | ( | lua_State * | L | ) |
lua will return whether or not the current player is in a guild
pc.hasguild()
pc.has_guild()
int32_t quest::pc_have_map_scroll | ( | lua_State * | L | ) |
lua will return whether or not the current player has any location scroll for the map [map_name]
int32_t quest::pc_have_pos_scroll | ( | lua_State * | L | ) |
lua will return whether or not the current player has any location scroll for the coordinates [world_x][world_y] with range [range]
int32_t quest::pc_if_bleeding | ( | lua_State * | L | ) |
lua will return whether or not the current player is bleeding
int32_t quest::pc_if_fire | ( | lua_State * | L | ) |
lua will return whether or not the current player is on fire
int32_t quest::pc_if_invisible | ( | lua_State * | L | ) |
lua will return whether or not the current player is invisible
int32_t quest::pc_if_poison | ( | lua_State * | L | ) |
lua will return whether or not the current player is poisoned
int32_t quest::pc_if_slow | ( | lua_State * | L | ) |
lua will return whether or not the current player is slowed
int32_t quest::pc_if_stun | ( | lua_State * | L | ) |
lua will return whether or not the current player is stunned
int32_t quest::pc_in_dungeon | ( | lua_State * | L | ) |
lua will return whether or not the current player is in a dungeon
int32_t quest::pc_is_arena0 | ( | lua_State * | L | ) |
lua will return whether or not the current pc is in the arena dueling
int32_t quest::pc_is_arena_observer0 | ( | lua_State * | L | ) |
lua will return whether or not the current pc is in arena observer mode
int32_t quest::pc_is_available0 | ( | lua_State * | L | ) |
lua will return whether or not there is a current pc
int32_t quest::pc_is_busy0 | ( | lua_State * | L | ) |
lua will return whether or not the current pc is busy with exchange, myshop, shopowner, safebox/mall, cube windows
int32_t quest::pc_is_clear_skill_group | ( | lua_State * | L | ) |
lua will return whether or not the current player's quest flag "skill_group_clear.clear" is 1
int32_t quest::pc_is_dead | ( | lua_State * | L | ) |
lua will return whether or not the current player is dead
int32_t quest::pc_is_engaged | ( | lua_State * | L | ) |
lua will return whether or not the current player is engaged
int32_t quest::pc_is_engaged_or_married | ( | lua_State * | L | ) |
lua will return whether or not the current player is married/engaged
int32_t quest::pc_is_gm | ( | lua_State * | L | ) |
lua will return whether or not the current player is gm
int32_t quest::pc_is_horse_alive | ( | lua_State * | L | ) |
lua will return whether the current player's horse is alive (health > 0)
int32_t quest::pc_is_married | ( | lua_State * | L | ) |
lua will return whether or not the current player is married
int32_t quest::pc_is_mount | ( | lua_State * | L | ) |
lua will return whether or not the current player is mounting
int32_t quest::pc_is_near_vid | ( | lua_State * | L | ) |
lua will return whether or not the player [vid] has a distance at maximum of [distance] from the current player
int32_t quest::pc_is_polymorphed | ( | lua_State * | L | ) |
lua will return whether or not the current player is polymorphed
int32_t quest::pc_is_pvp0 | ( | lua_State * | L | ) |
lua will return whether or not the current pc is pvp fighting
int32_t quest::pc_is_riding | ( | lua_State * | L | ) |
lua will return whether or not the current player is riding (either horse or mount)
int32_t quest::pc_is_skill_book_no_delay | ( | lua_State * | L | ) |
lua will return whether or not the current player has the affect SKILL_NO_BOOK_DELAY
int32_t quest::pc_is_trade0 | ( | lua_State * | L | ) |
lua will return whether or not the current pc is exchanging
int32_t quest::pc_isguildmaster | ( | lua_State * | L | ) |
lua will return whether or not the current player is guild master
pc.isguildmaster()
int32_t quest::pc_learn_grand_master_skill | ( | lua_State * | L | ) |
it will increase the grand master skill [skill_id] of the current player if learnable
int32_t quest::pc_make_guild0 | ( | lua_State * | L | ) |
it will make the guild [guild_name], and the current pc will be its leader
int32_t quest::pc_make_item0 | ( | lua_State * | L | ) |
it will make the item [vnumcount][1] by count [vnumcount][2], sockets [sockets], attrs [attrs] in the mode [mode]
if [mode] is 0, it will give it directly in the inventory;
if [mode] is 1, it will put it in the ground, beside the current player without ownership;
if [mode] is 2, it will put it in the ground, beside the current player with current player's ownership;
int32_t quest::pc_mining | ( | lua_State * | L | ) |
it will start the mining event for the current player (available only for ore_npc.click quest events)
int32_t quest::pc_mount | ( | lua_State * | L | ) |
the current player will mount [mount_vnum] (as affect MOUNT) until [duration] timestamp
int32_t quest::pc_mount_bonus | ( | lua_State * | L | ) |
it will add the affect MOUNT_BONUS to the current player with apply bonus [apply_id] set to [value] until [duration] timestamp
int32_t quest::pc_ore_refine | ( | lua_State * | L | ) |
it will refine the current player's ore item (mineral) in inventory position [cell] with the percentage [pct] of success, and with the cost of [cost] yangs
int32_t quest::pc_pointchange | ( | lua_State * | L | ) |
it will temporary (until relogin) add to the current player the [point_type] with amount [amount];
if [client_refresh]=true, it will send the changed amount in the update client packet as well
if [is_around]=true, it will send the update client packet to everyone close to the current player; if false, only to the current player
int32_t quest::pc_polymorph | ( | lua_State * | L | ) |
it will polymorph the current player into [vnum] for [duration] seconds
int32_t quest::pc_pullmob | ( | lua_State * | L | ) |
it will all the mobs close to the current player (such as /pull)
int32_t quest::pc_refine_equip | ( | lua_State * | L | ) |
it will refine the current player's wear item in pos [cell] if its refine level is below [level_limit] with the percent of success of [pct] to the relative item's refined vnum
int32_t quest::pc_remove_from_guild | ( | lua_State * | L | ) |
int32_t quest::pc_remove_item | ( | lua_State * | L | ) |
it will remove the first item found by name|vnum [item_name], and, if [count] is specified, it will remove only [count] unities instead of all
pc.removeitem(LuaNumber|LuaString item_name, [LuaNumber count])
pc.remove_item(LuaNumber|LuaString item_name, [LuaNumber count])
int32_t quest::pc_remove_polymorph | ( | lua_State * | L | ) |
it will remove the polymorph from current player
int32_t quest::pc_remove_skill_book_no_delay | ( | lua_State * | L | ) |
it will remove the affect SKILL_NO_BOOK_DELAY from the current player
int32_t quest::pc_reset_point | ( | lua_State * | L | ) |
int32_t quest::pc_reset_status | ( | lua_State * | L | ) |
it will reset the specific status [type] to 1; [type]=0 vit, [type]=1 int, [type]=2 str, [type]=3 dex;
int32_t quest::pc_revive_horse | ( | lua_State * | L | ) |
int32_t quest::pc_save_exit_location | ( | lua_State * | L | ) |
it will save the current position as exit location for the current player
int32_t quest::pc_select_pid | ( | lua_State * | L | ) |
it will select the current player to player [pid]
int32_t quest::pc_select_vid | ( | lua_State * | L | ) |
it will select the current player to player [vid]
pc.select(LuaNumber vid)
pc.select_vid(LuaNumber vid)
int32_t quest::pc_send_block_mode | ( | lua_State * | L | ) |
it will set the current player's block mode to [mode]
int32_t quest::pc_set_another_quest_flag | ( | lua_State * | L | ) |
it will set the current player's quest [questname]'s flag [flagname]'s value to [value]
int32_t quest::pc_set_change_empire_count | ( | lua_State * | L | ) |
it will increase the current player's change_empire count by one
int32_t quest::pc_set_dx | ( | lua_State * | L | ) |
it will set the dex points to [value] for the current player
int32_t quest::pc_set_flag | ( | lua_State * | L | ) |
it will set the current player's quest flag [questandflag]'s value (it must be as "quest.flag") to [value]
int32_t quest::pc_set_gm_level | ( | lua_State * | L | ) |
it will reset the current player's gm level to [level] (it's safe: it's based on gmlist/gmhost)
int32_t quest::pc_set_ht | ( | lua_State * | L | ) |
it will set the vit points to [value] for the current player
int32_t quest::pc_set_iq | ( | lua_State * | L | ) |
it will set the int points to [value] for the current player
int32_t quest::pc_set_level | ( | lua_State * | L | ) |
int32_t quest::pc_set_level0 | ( | lua_State * | L | ) |
it will set the current player's level to [level]; it will reset points, skills and subskills as well (such as /level)
int32_t quest::pc_set_part | ( | lua_State * | L | ) |
it will set the current player's part [part_id] to [value]
int32_t quest::pc_set_quest_flag | ( | lua_State * | L | ) |
it will set the current player's quest flag GetCurrentQuestName()".[flagname]"'s value to [value]
int32_t quest::pc_set_race0 | ( | lua_State * | L | ) |
it will set the current player's race to [race]; sex will be kept (lycan is only male)
0: warrior, 1: ninja, 2: sura, 3: shaman, 4: lycan
int32_t quest::pc_set_skill_level | ( | lua_State * | L | ) |
it will set the skill [vnum] to [level] for the current player
int32_t quest::pc_set_skill_point | ( | lua_State * | L | ) |
it will set the current player's skill points to [amount]
int32_t quest::pc_set_skillgroup | ( | lua_State * | L | ) |
it will set the current player's skill group to [skillgroup_id] (0: none, 1: first, 2: second)
int32_t quest::pc_set_st | ( | lua_State * | L | ) |
it will set the str points to [value] for the current player
int32_t quest::pc_set_warp_location | ( | lua_State * | L | ) |
it will set the warp location of the current player to map [map_index] in the coordinates [world_x] and [world_y]
int32_t quest::pc_set_warp_location_local | ( | lua_State * | L | ) |
it will set the warp location of the current player to map [map_index] in the coordinates [local_x] and [local_y]
int32_t quest::pc_sf_bleeding | ( | lua_State * | L | ) |
it will bleed the current player if [mode] is true, debleed otherwise
int32_t quest::pc_sf_dead | ( | lua_State * | L | ) |
it will kill the current player
int32_t quest::pc_sf_fire | ( | lua_State * | L | ) |
it will turn on fire the current player if [mode] is true, unturn the fire otherwise
int32_t quest::pc_sf_invisible | ( | lua_State * | L | ) |
it will turn (gm) invisible the current player if [mode] is true, unturn invisibility otherwise otherwise
int32_t quest::pc_sf_kill | ( | lua_State * | L | ) |
it will kill the player [name]
int32_t quest::pc_sf_poison | ( | lua_State * | L | ) |
it will poison the current player if [mode] is true, depoison otherwise
int32_t quest::pc_sf_slow | ( | lua_State * | L | ) |
it will slow the current player if [mode] is true, deslow otherwise
int32_t quest::pc_sf_stun | ( | lua_State * | L | ) |
it will stun the current player if [mode] is true, destun otherwise
int32_t quest::pc_teleport | ( | lua_State * | L | ) |
if the first arg is a number, it will warp the current player to a hardcoded town id [town_id] (only values between 0~9 are available)
if the first arg is a std::string, it will warp the current player to the player [player_name]
pc.teleport(LuaString player_name)
pc.teleport(LuaNumber town_id)
int32_t quest::pc_unequip_slot0 | ( | lua_State * | L | ) |
it will unequip the equipped item [slot]
int32_t quest::pc_unmount | ( | lua_State * | L | ) |
int32_t quest::pc_upgrade_polymorph_book | ( | lua_State * | L | ) |
it will upgrade the current item of the current player (for marble poly items, but not checked). It will increase socket1 per 50, and socket2 by one
int32_t quest::pc_warp | ( | lua_State * | L | ) |
it will warp the current player to map [map_index] in the coordinates [world_x] and [world_y]
int32_t quest::pc_warp_exit | ( | lua_State * | L | ) |
it will warp the current player to the previous saved location (like by pc.save_exit_location)
int32_t quest::pc_warp_local | ( | lua_State * | L | ) |
it will warp the current player to map [map_index] in the coordinates [local_x] and [local_y]
int32_t quest::pc_warp_to_guild_war_observer_position | ( | lua_State * | L | ) |
it will warp the current player in the guild war between [guild_id1] and [guild_id2] as observer
int32_t quest::pet_count_summoned | ( | lua_State * | L | ) |
lua will return the count of the current pc's summoned pets
int32_t quest::pet_is_summon | ( | lua_State * | L | ) |
lua will return whether or not the current pc has a pet [mob_vnum] spawned
int32_t quest::pet_spawn_effect | ( | lua_State * | L | ) |
it will append to the current pc's spawned pet [mob_vnum] the effect [effect_pathfile] (full client's path)
int32_t quest::pet_summon | ( | lua_State * | L | ) |
it will summon a pet [mob_vnum] with the name [pet_name] for the current pc
if [from_afar] is specified and true, the pet will be spawned afar, otherwise it will be close to the current pc
int32_t quest::pet_unsummon | ( | lua_State * | L | ) |
int32_t quest::quest_begin_other_pc_block | ( | lua_State * | L | ) |
it will ignore the current pc and will switch control to the player [pid]'s quests instead (usually used for each element of the party.get_member_pids() result)
int32_t quest::quest_coroutine_yield | ( | lua_State * | L | ) |
it will set the current quest to be yielded, in few words, it will be paused and other quests will be processed in meantime (hardcoded in questlib.lua: select, select_table, wait, input, confirm, select_item)
int32_t quest::quest_done | ( | lua_State * | L | ) |
it will stop the quest and clear the current quest's letter (hardcoded in questlib.lua: clear_letter)
int32_t quest::quest_end_other_pc_block | ( | lua_State * | L | ) |
it will switch control to the current pc after having used q.begin_other_pc_block
int32_t quest::quest_get_current_quest_index | ( | lua_State * | L | ) |
lua will return the index of the current quest
int32_t quest::quest_get_current_quest_name | ( | lua_State * | L | ) |
lua will return the name of the current quest
int32_t quest::quest_no_send | ( | lua_State * | L | ) |
it will set a global NoSend flag and all the quests of everyone won't ever send any GC_SCRIPT packet to the players' clients
int32_t quest::quest_set_another_title | ( | lua_State * | L | ) |
it will set the title of the quest [quest_name]'s letter to [quest_title]
int32_t quest::quest_set_clock_name | ( | lua_State * | L | ) |
it will set the title of the current quest's clock to clock_name
int32_t quest::quest_set_clock_value | ( | lua_State * | L | ) |
it will set the value of the current quest's clock clock_value
int32_t quest::quest_set_counter_name | ( | lua_State * | L | ) |
it will set the title of the current quest's counter to counter_name
int32_t quest::quest_set_counter_value | ( | lua_State * | L | ) |
it will set the value of the current quest's counter counter_value
int32_t quest::quest_set_icon_file | ( | lua_State * | L | ) |
it will set the icon of the current quest's letter to [icon_name] that will be sent with q.start() (hardcoded in questlib.lua: send_letter_ex)
the path starts from "D:/ymir work/ui/game/quest/questicon/"+[icon_name] and it is clearly client-side related
int32_t quest::quest_set_title | ( | lua_State * | L | ) |
it will set the title of the current quest's letter to [quest_title] that will be sent with q.start() (hardcoded in questlib.lua: send_letter)
int32_t quest::quest_setstate | ( | lua_State * | L | ) |
it will set the state of the current quest to state_name
q.setstate(LuaString state_name)
q.set_state(LuaString state_name)
int32_t quest::quest_start | ( | lua_State * | L | ) |
it will start the quest and send the current quest's letter (hardcoded in questlib.lua: send_letter)
int32_t quest::spawn_guard | ( | lua_State * | L | ) |
if the current player is a monarch, it will spawn the mob group [group_vnum] for 10~100kk empire's money
the cost is based on the [group_vnum] range: 9501~2,9511~2,9521~2=10kk; 9503~4,9513~4,9523~4=30kk; 9505~6,9515~6,9525~6=100kk;
the [region_index] is 0 north, 1 east, 2 west, 3 south
int32_t quest::spawn_mob | ( | lua_State * | L | ) |
if the current player is a monarch, it will spawn the mob [mob_vnum]
in the commented code: if the spawned mob would have been the castle frog (vnum 11505), it will have been spawned in the relative empire castle for 100kk empire's money
int32_t quest::speedserver_get_current_exp_priv | ( | lua_State * | L | ) |
lua will return the exp table's information of the empire [empire]
int32_t quest::speedserver_get_holiday | ( | lua_State * | L | ) |
lua will return the exp table of the specific [empire] for the date [year]/[month]/[day]
int32_t quest::speedserver_get_wday | ( | lua_State * | L | ) |
lua will return the exp table of the specific [empire] and [wday]
int32_t quest::speedserver_init_holiday | ( | lua_State * | L | ) |
it will initialize the exp table for the empire [empire] for the [year]/[month]/[day] date
int32_t quest::speedserver_init_wday | ( | lua_State * | L | ) |
it will initialize the exp table for the empire [empire] in the [wday] day
int32_t quest::speedserver_set_holiday | ( | lua_State * | L | ) |
it will set for the empire [empire] until [year]/[month]/[day] [end_hour]:[end_minute], the [exp_percent] exp%
int32_t quest::speedserver_set_wday | ( | lua_State * | L | ) |
it will set for the empire [empire] in the [wday] day, the [exp_percent] exp% until [end_hour]:[end_minute]
int32_t quest::takemonarchmoney | ( | lua_State * | L | ) |
if the current player is monarch, it will make the player retrieve the relative empire's money by [money]
int32_t quest::target_clear | ( | lua_State * | L | ) |
int32_t quest::target_delete | ( | lua_State * | L | ) |
it will delete the target [target_name] from the current pc's target list; it is common to use "__TARGET__" for the [target_name]
int32_t quest::target_id | ( | lua_State * | L | ) |
lua will return the vid of the the current pc's [target_name], or 0 if not found
int32_t quest::target_pos | ( | lua_State * | L | ) |
it will create a target circle in the map [map_index], coordinates [map_x] and [map_y] with the name [target_name] (only the current pc can see it);
the minimap will display the relative [target_desc] description if present, and it will be shown to the client if [send_to_client]=1 (if not present, it's still 1 by default)
to trigger the event via quest when the player reach the relative target, you can use "when [target_name].target.arrive begin"; it is common to use "__TARGET__" for the [target_name]
int32_t quest::target_vid | ( | lua_State * | L | ) |
it will create a target circle on the player/npc [vid]'s head with the name [target_name] (only the current pc can see it);
the minimap will display the relative [target_desc] description if present, and it will be shown to the client if [send_to_client]=1 (if not present, it's still 1 by default)
to trigger the event via quest when the player clicks on the relative target, you can use "when [target_name].target.click begin"; it is common to use "__TARGET__" for the [target_name]
target.vid(LuaString target_name, LuaNumber vid, [LuaString target_desc=""], [LuaNumber send_to_client=1])
target.npc(LuaString target_name, LuaNumber vid, [LuaString target_desc=""], [LuaNumber send_to_client=1])
target.pc(LuaString target_name, LuaNumber vid, [LuaString target_desc=""], [LuaNumber send_to_client=1])