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| The following variables are available. The variables are always lowercase unless specified below: | | The following variables are available. The variables are always lowercase unless specified below: |
| * '''type''' - What comes immediately after #type, ex: #type npc, the type is npc. | | * '''type''' - What comes immediately after #type, ex: #type npc, the type is npc. |
| * '''name''' - A string value used by scripts, if you have the name of something use name. | | * '''name''' - A string value used by scripts, if you have the name of something use name. Multi-word items need spaces replaced by underscore _. In other words "Long Item Name" should be Long_Item_Name. |
| * '''id''' - An integer value used by scripts | | * '''id''' - An integer value used by scripts |
| * '''val''' - An integer value used by scripts | | * '''val''' - An integer value used by scripts |
Latest revision as of 20:45, 6 June 2025
This is a listing of object types in the world that can be scripted by staff members and what they all do.
How Scripting works[edit]
Objects can have some code added to their action field to allow certain game actions such as buying an item or learning a skill. All objects that are clickable at all, may contain a object code script. The object code/script consists of the action name and some number of variables. Each type has its own interpretation of what these variables / values mean.
The following variables are available. The variables are always lowercase unless specified below:
- type - What comes immediately after #type, ex: #type npc, the type is npc.
- name - A string value used by scripts, if you have the name of something use name. Multi-word items need spaces replaced by underscore _. In other words "Long Item Name" should be Long_Item_Name.
- id - An integer value used by scripts
- val - An integer value used by scripts
- range - Force a player to get close to an object to be able to use it.
- npc - The name of the npc that this object will use custom messages from. Note this is different than the type npc. It is mostly used by alignment restricted actions to give the player a roleplaying reason of why they can't perform the action clicked on.
- ali - Alignment requirement. Default: neutral. Must be one of the words: good, evil, or neutral. If set to good, it checks if the player alignment is greater than alv. If set to evil checks if the player alignment is less than alv. If set to neutral or otherwise not set, alignment setting is ignored.
- alv - "Alignment Value" - An integer value
- area - (not used) was for a feature that never made it in related to restricting usage of objects to a defined volume. This was a numeric id number that corresponded to an area system.
Player Usable[edit]
#type balance
This displays the players current bank balance.
Example Usage
#type balance
Required Variables
none
Alignment Restrictable: Yes
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#type deposit
Deposits a Percentage of the players gp into their bank gp. All bank gp is the same value and is immune to death penalty. When gp is stored in a bank it also cannot be used to purchase items.
Example Usage
Deposit 50% of a players currently held gp into the bank.
#type deposit id=50
Required Variables
id - the percentage of gp to deposit
Alignment Restrictable: Yes
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#type withdraw
Withdraws a percentage of the players bank gp to their currently held gp.
Example Usage
Withdraws all of a players bank gp that is stored in the bank.
#type withdraw id=100
Required Variables
id - the percentage of gp to withdraw
Alignment Restrictable: Yes
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Item Shops[edit]
#type buyitem
Allows the purchase of an item from a shop. Multiple items can be specified to buy at once. All normal restrictions such as full inventory, maximum items in a stack, etc are followed. You will always purchase as many as able if configured for more than 1.
Example Usage
Buy a single item or equipment
#type buyitem name=Sword
Buy 5 of the same item
#type buyitem name=Potion val=5
Required Variables
name - The name of the item.
Optional Variables
val - how many to buy. Default is always 1, and can never be less than 1.
Alignment Restrictable: Yes
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#type iteminfo
Shows an item description of an item. If the item is an equipment also display the equipment stats relative to the player level.
Example Usage
#type iteminfo name=Potion
Required Variables
name - The name of the item.
Alignment Restrictable: Yes
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#type pawn_apraise
Tells you how much the item with /sell will sell for to a pawn shop.
Example Usage
#type pawn_appraise
Required Variables
none
Optional Variables
npc
Alignment Restrictable: No
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#type pawn_sell
Information on #type pawn_sell has not been input into the wiki. Please click here to add it.
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#type sellitem
Information on #type sellitem has not been input into the wiki. Please click here to add it.
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#type tradeitem
Information on #type tradeitem has not been input into the wiki. Please click here to add it.
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#type buyskill
Information on #type buyskill has not been input into the wiki. Please click here to add it.
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#type class
Information on #type class has not been input into the wiki. Please click here to add it.
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#type mheal
Information on #type mheal has not been input into the wiki. Please click here to add it.
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#type nonpc
Information on #type nonpc has not been input into the wiki. Please click here to add it.
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#type race
(Deprecated #type)
This type selects which race a player will have during character creation. However the character creation area has been replaced by a HUD based system. So while still technically possible to use this type it only applies to new characters which have not already otherwise selected a race using which ever method.
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#type recall
Information on #type recall has not been input into the wiki. Please click here to add it.
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#type researchdonate
Information on #type researchdonate has not been input into the wiki. Please click here to add it.
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#type researchinfo
Information on #type researchinfo has not been input into the wiki. Please click here to add it.
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#type researchstatus
Information on #type researchstatus has not been input into the wiki. Please click here to add it.
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#type skillinfo
Information on #type skillinfo has not been input into the wiki. Please click here to add it.
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Not Scriptable, but important[edit]
Certain commands still use object script, but even staff members attempting to create this will not be able to do so as they are either spawned objects or otherwise dynamic content and use data validation schemes.
#type monster
Information on #type monster has not been input into the wiki. Please click here to add it.
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#type unique_loot
Information on #type unique_loot has not been input into the wiki. Please click here to add it.
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Staff Usable[edit]
The objects types are access restricted for various reasons as they tend to bypass a lot of checks and generally require minimum staff level access of 10 or higher to use
#type aliset
Information on #type aliset has not been input into the wiki. Please click here to add it.
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#type gpadd
Information on #type gpadd has not been input into the wiki. Please click here to add it.
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#type expadd
Information on #type expadd has not been input into the wiki. Please click here to add it.
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#type skilladd
Information on #type skilladd has not been input into the wiki. Please click here to add it.
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