UOX3 Script Engine

API and Event handling

Character and Item common functions

 

ApplySection
Prototype
ApplySection( scriptSection );
PurposeApplies a DFN section to an item/character
Example of Usage
object.ApplySection( "orcishlord" );

 

SetLocation
Prototype
SetLocation( short targX, short targY, SCHAR targZ );
PurposeMoves the object to (targX, targY, targZ )
Example of Usage
object.SetLocation( 1000, 1000, 0, 0 );

 

Teleport
Prototype
This method could eiter take 1,2,3 or 4 parameter:
void Teleport( togoto );
void Teleport( x, y );
void Teleport( x, y, z );
void Teleport( x, y, z, world );
PurposeIn the first Method you need a string, including x, y, z and Worldnumber. NOTE: Anyone exact informations about the string?
If you don't give the z-coordinate/worldnumber the actual z-coordinate/worldnumber will be taken.
Worldnumber 0=Trammel, Worldnumber 1= Felucca.
Example of Usage
myItem.Teleport( 4467, 1284, 5 ); //the object will be sent to moonglow

 

Delete
Prototype
Delete();
PurposeDelete's the object
Example of Usage
object.Delete();

 

FirstItem
Prototype
void FirstItem();
PurposeReturns a handle to the first item in the container (or multi). If it's null, then there are no items.
Example of Usage
function onUseChecked( pUser, iUsed )
{
	var mItem;
	for( mItem = someCont.FirstItem(); !someCont.FinishedItems(); mItem = someCont.NextItem() )
	{
		if( mItem != null )
		{
			if( mItem.id == 0x0eed ) //Gold, gold, gold!
				pUser.SysMessage( "I'm carrying "+mItem.amount+" gold coins! I'm rich!" );
		}
	}
}

 

NextItem
Prototype
void NextItem();
PurposeReturns the next item found in the container (or multi)
Example of Usage
SEE ABOVE FUNCTION

 

FinishedItems
Prototype
bool FinishedItems();
PurposeReturns true if there are no more items left to look through in the container (or multi)
Example of Usage
SEE ABOVE FUNCTION

 

TextMessage
Prototype
void TextMessage( message );
void TextMessage( message, allHear, txtHue );
void TextMessage( message, allHear, txtHue, speechTarget, speechTargetSerial, speechFontType );
Purpose

The function has 5 extra optional arguments (if including an optional parameter, make sure to also include the preceding argument):
allHear (broadcast true/false)
txtHue (colour of the text sent to the client)
speechTarget (intended target of message. 0 = only visible to sender and receiver, 1 = visible to all players in range, 2 = visible to all NPCs and players in range, 3 = visible to all PCs everywhere + NPCs in range, 4 = visible to all PCs everywhere (broadcast), 5 = only visible to receiver)
speechTargetSerial (serial of the receiver of the message, used if speechTarget is 0 or 5)
speechFontType (type of font to use. Defaults to normal. 0 = bold, 1 = normal with shadow, 2 = bold with shadow, 3 = normal, 4 = gothic, 5 = italic, 6 = small and dark, 7 = colourful, 8 = runic (only works with CAPS), 9 = small and light)
Example of Usage
myChar.TextMessage( "Hello world!" );
myChar.TextMessage( "Public, ice-coloured message sent to everyone as if I said it.", true, 0x0480 );
myChar.TextMessage( "Private, ice-coloured message just for me!", false, 0x0480 ); myItem.TextMessage( "This is a private message from an item to a character!", false, 0, 0, myChar.serial ); myItem.TextMessage( "THIS IS A MESSAGE IN RUNIC LETTERS VISIBLE TO ALL", true, 0, 3, null, 8 );

 

DistanceTo
Prototype
unsigned short DistanceTo( object );
PurposeReturns the distance to the object.
Example of Usage
mObj.DistanceTo( ourObj );
{p} 

GetTag
Prototype
tagdata GetTag( "TagName" );
Purpose Returns the tag with the name TagName stored on Object.

Note:

The Tags you store on Objects are persistent, that means they're stored in the worldsave.
The Tags could contain anything, but you should be careful with storing Character and Item objects in there, better store the Serial returned by GetSerial(...).
Example of Usage
var TagValue = myObj.GetTag( "LastObject" );

 

GetNumTags
Prototype
int GetNumTags();
Purpose Returns the number of Tags assigned to Object.

Note:

The Tags you store on Objects are persistent, that means they're stored in the worldsave.
The Tags could contain anything, but you should be careful with storing Character and Item objects in there, better store the Serial returned by GetSerial(...).
Example of Usage
var NumberofTags = mObj.GetNumTags();

 

SetTag
Prototype
void SetTag( "TagName", "TagValue" );
Purpose Sets a new Value for the Tag called "TagName" on Object. To retrieve this Value use GetTag. Note: If you want to store a value with decimals, you have to store it as a string.

Note:

The Tags you store on Objects are persistent, that means they're stored in the worldsave.
The Tags could contain anything, but you should be careful with storing Character and Item objects in there, better store the Serial returned by GetSerial(...).
Example of Usage
var TagValue = "ItWork!"
mObj.SetTag( "LastObject", TagValue );

 

StaticEffect
Prototype
void StaticEffect( Effect, speed, loop );
PurposeDoes a static effect for a char.
NOTE: Anyone got a list of the possible effects?
Example of Usage
MyChar.StaticEffect( 0x376A, 9, 6 );

 

Resist
Prototype
int Resist( type );
void Resist( type, value );
PurposeGets and sets the resistance values of a char or item.
Types are:
  1. Armor
  2. Light
  3. Water
  4. Cold
  5. Heat
  6. Energy
  7. Poison
Example of Usage
Set the Armor value of an item to 25:
mItem.Resist( 1, 25 );
 
Get the armor value of an item:
value = mItem.Resist( 1 );

 

CanSee
Prototype
bool CanSee( object );
bool CanSee( x, y, z );
PurposeLineOfSight-checking; check if character/socket can see a specified object/target location
Example of Usage
if( !myChar.CanSee( targetChar ))
	return;

if( myChar.CanSee( targetChar.x, targetChar.y, targetChar.z )
{
	//Do stuff!
}

 

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