RollDice | ||
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Prototype | int RollDice( numDie, faces, addition ); | |
Purpose | Rolls a faces sided die numDie times and adds addition. The example is for a DnD style dice like: 2d3+1 | |
Example of Usage | var mDie = RollDice( 2, 3, 1 ); |
ScriptPrintNumber | ||
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Prototype | ScriptPrintNumber( number ); | |
Purpose | Prints out a number to the console | |
Example of Usage | ScriptPrintNumber( 5 ); |
SetShowLayer | ||
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Prototype | SetShowLayer( number ); | |
Purpose | Sets showlayer true (if number == 1) or false | |
Example of Usage | SetShowLayer( 1 ); |
GetShowLayer | ||
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Prototype | int GetShowLayer(); | |
Purpose | Returns value of showlayer | |
Example of Usage | var iLayer = GetShowLayer(); |
RandomNumber | ||
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Prototype | int RandomNumber( loNum, hiNum ); | |
Purpose | Returns a random number between loNum and hiNum | |
Example of Usage | var iNum = RandomNumber( 0, 10 ); |
CalcCharFromSer | ||
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Prototype | CHARACTER CalcCharFromSer( cSerial ); | |
Purpose | Returns the item with serial cSerial. Returns null if it doesn't exist | |
Example of Usage | var trgChar = CalcCharFromSer( cSerial ); |
CalcItemFromSer | ||
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Prototype | ITEM CalcItemFromSer( iSerial ); | |
Purpose | Returns the item with serial iSerial. Returns null if it doesn't exist | |
Example of Usage | var trgItem = CalcItemFromSer( iSerial ); |
RegisterKey | ||
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Prototype | ||
Purpose | ||
Example of Usage |
UnregisterKey | ||
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Prototype | ||
Purpose | ||
Example of Usage |
GetMurderThreshold | ||
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Prototype | int GetMurderThreshold(); | |
Purpose | Returns the number of kills needed to go red. | |
Example of Usage | if( GetMurderThreshold() > GetMurderCount( pTalking ) ) |
GetTileIDAtMapCoord | ||
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Prototype | char DirectionTo( xLoc, yLoc, worldNumber ); | |
Purpose | Returns ID of the tile at xLoc and yLoc in world worldNumber | |
Example of Usage |
var MapTile = GetTileIDAtMapCoord( 0, 0, 0 ); // gets tile at 0,0 in Britannia |
TriggerEvent | ||
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Prototype | TriggerEvent( scriptID, "functionName", argument1, argument2 ); | |
Purpose | Calls the JScript that uses scriptID, runs function which is called "functionName", along with the arguments defined afterwards, seperated by commas. | |
Example of Usage |
TriggerEvent( 8000, "onUseChecked", pUser, pItem ); |
AreaCharacterFunction | ||
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Prototype | AreaCharacterFunction( "myAreaFunc", radiusObject, radius, socket ); | |
Purpose | Allows script to work with every character that is found in the radius of the radiusObject (item or character), for the purpose of area-effects. | |
Example of Usage |
function onUseChecked( pUser, pSock ); { AreaCharacterFunction( "myAreaFunc", pUser, 10, pSock ); } function myAreaFunc( srcChar, trgChar, pSock ) { trgChar.TextMessage( "Oh no I've been found!" ); pSock.SysMessage( "Found " + trgChar.name ); } |
AreaItemFunction | ||
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Prototype | AreaItemFunction( "myAreaFunc", radiusObject, radius, socket ); | |
Purpose | Allows script to work with every item that is found in the radius of the radiusObject (item or character), for the purpose of area-effects. | |
Example of Usage |
function onUseChecked( pUser, pSock ); { AreaItemFunction( "myAreaFunc", pUser, 10, pSock ); } function myAreaFunc( srcChar, trgItem, pSock ) { trgItem.TextMessage( "Oh no I've been found!" ); pSock.SysMessage( "Found " + trgItem.name ); } |
UseItem | ||
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Prototype | UseItem( iSock/mChar, iToUse ); | |
Purpose | Current character of iSock/mChar passed in uses the item iToUse. | |
Example of Usage | if( iUsed.type == 12 ) |
SendStaticStats | ||
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Prototype | void SendStaticStats( socket ); | |
Purpose | Builds a gump with map and tile information on the targeted location. | |
Example of Usage | SendStaticStats( mSock ); |
GetTileHeight | ||
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Prototype | signed char GetTileHeight( tileID ); | |
Purpose | Returns the map height of the specified tile. | |
Example of Usage | object.z = GetTileHeight( targTile ); |
IterateOver | ||
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Prototype | unsigned int IterateOver( objectType ); | |
Purpose | Iterates over all objects of specified type in the world. | |
Extra Info | For every object it comes across, the iterator will call onIterate( object ) in the calling script. | |
Example of Usage | var count = IterateOver( "ITEM" ); function onIterate( toCheck ) { toCheck.TextMessage( "I'm an item!" ); return true; } |
WorldBrightLevel | ||
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Prototype | unsigned char WorldBrightLevel( [lightlevel] ); | |
Purpose | Sets and returns the bright light level of the world. | |
Example of Usage | WorldBrightLevel( 1 ); |
WorldDarkLevel | ||
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Prototype | unsigned char WorldDarkLevel( [lightlevel] ); | |
Purpose | Sets and returns the dark light level of the world. | |
Example of Usage | var darkLight = WorldDarkLevel(); |
WorldDungeonLevel | ||
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Prototype | unsigned char WorldDungeonLevel( [lightlevel] ); | |
Purpose | Sets and returns the dungeon light level of the world. | |
Example of Usage | WorldDungeonLevel( 1 ); |
ValidateObject | ||
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Prototype | bool ValidateObject( object ); | |
Purpose | Returns true if argument is validated as an object | |
Example of Usage | if( !ValidateObject( pUser ) ) return; |
ReloadJSFile | ||
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Prototype | void ReloadJSFile( scriptID ); | |
Purpose | Reloads a specified JavaScript file depending on scriptID from jse_fileassociations.scp | |
Example of Usage | function CommandRegistration() { RegisterCommand( "reloadjsfile", 3, true ); //Reload JavaScript file } function command_RELOADJSFILE( socket, cmdString ) { var scriptID = parseInt( cmdString ); socket.SysMessage( "Attempting Reload of JavaScript (ScriptID " + cmdString + ")" ); ReloadJSFile( scriptID ); } |
GetTimer | ||
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Prototype | bool GetTimer( timerID ); | |
Purpose | Returns the specified timer value | |
Example of Usage | myObj.GetTimer( 3 ); |
SetTimer | ||
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Prototype | bool SetTimer( timerID, numMilliSeconds ) | |
Purpose | Sets the specified timer with the amount of miliseconds until it expires. | |
Example of Usage | mySock.SetTimer( 3, 1000 ); |
Moon | ||
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Prototype | bool Moon( moonNum, newVal ); | |
Purpose | Get and set the server moon values for the two moons Felucca (0) and Trammel (1) | |
Example of Usage | var feluccaMoonphase = Moon( 0 ); var TrammelMoonphase = Moon( 1 ); Moon( 0, 7 ); //Set the moon Felucca to moonphase 7 Moon( 1, 3 ); //Set the moon Trammel to moonphase 3 |
CreateParty | ||
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Prototype | bool CreateParty( partyleader ); | |
Purpose | Create a new party/group with the specified character as leader | |
Example of Usage | var myParty = CreateParty( pUser ); //create a new party (myParty) with pUser as the leader |
GetSocketFromIndex | ||
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Prototype | bool GetSocketFromIndex( socketIndex ); | |
Purpose | Create a socket-object based on the specified socketIndex | |
Example of Usage | var socket = GetSocketFromIndex( 0 ); //fetch whatever socket is connected to the server as socket/connection 0 |
GetClientFeature | ||
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Prototype | bool GetClientFeature( ClientFeaturesBitNum ); | |
Purpose | Check if a specific client features is enabled. For a list of features that can be checked this way, see [settings]->clientFeatures List in the UOX.INI Settings section of the UOX3 Documentation. | |
Example of Usage | var aosFeaturesEnabled = GetClientFeature( 0x10 ); // AoS bit from list of client features |
GetServerFeature | ||
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Prototype | bool GetServerFeature( ServerFeaturesBitNum ); | |
Purpose | Check if a specific server features is enabled. For a list of features that can be checked this way, see [settings]->serverFeatures List in the UOX.INI Settings section of the UOX3 Documentation. | |
Example of Usage | var contextMenusEnabled = GetServerFeature( 0x08 ); // ContextMenus bit from list of server features |
GetServerSetting | ||
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Prototype | string GetServerSetting( serverSettingString ); | |
Purpose | Fetches the value of a specified server setting and returns it as a string. Wrap in parseInt() if expected value returned is an int. | |
Example of Usage | var guardsActive = GetServerSetting( "GUARDSACTIVE" ); // Returns 1 if GUARDSACTIVE is set to 1 in UOX.INI, or 0 if set to 0. |
CheckTileFlag | ||
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Prototype | bool CheckTileFlag( tileID, tileflag ); | |
Purpose | Check if a specific tile ID has given flag | |
Example of Usage | var doesTileBlock = CheckTileFlag( iUsed.id, 6 ); //6 = TF_BLOCKING |
GetMapElevation | ||
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Prototype | bool GetMapElevation( x, y, z, world ); | |
Purpose | Returns the map elevation at specified coordinates | |
Example of Usage | var mapElev = GetMapElevation( pUser.x, pUser.y, pUser.z, pUser.worldnumber ); |
IsInBuilding | ||
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Prototype | bool IsInBuilding( x, y, z, world, instance, checkHeight ); | |
Purpose | Returns true if specified location is inside a static building (underneath static items), or if player is inside a multi. If checkHeight argument is true, player is only deemed inside a multi if there are multi-items above the player's head. If player is in a courtyard/on a rooftop, they will be deemed to be NOT in the building. checkHeight is not used for the static part of the function, only for multis. | |
Example of Usage | var isCharInBuilding = IsInBuilding( myChar.x, myChar.y, myChar.z, myChar.worldnumber, myChar.instanceID, true ); |
CheckStaticFlag | ||
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Prototype | bool CheckStaticFlag( x, y, z, world, tileFlagID ); | |
Purpose | Check if any statics at given coordinates has specified tile flag. Parameters: x, y, z, world = coordinates and worldnumber tileFlagID = tileFlag from sourceCode TF_FLOORLEVEL = 0, TF_HOLDABLE = 1, TF_TRANSPARENT = 2, TF_TRANSLUCENT = 3, TF_WALL = 4, TF_DAMAGING = 5, TF_BLOCKING = 6 , TF_WET = 7, TF_UNKNOWN1 = 8, TF_SURFACE = 9, TF_CLIMBABLE = 10, TF_STACKABLE = 11, TF_WINDOW = 12, TF_NOSHOOT = 13, TF_DISPLAYA = 14, TF_DISPLAYAN = 15, TF_DESCRIPTION = 16, TF_FOLIAGE = 17, TF_PARTIALHUE = 18, TF_UNKNOWN2 = 19, TF_MAP = 20, TF_CONTAINER = 21, TF_WEARABLE = 22, TF_LIGHT = 23, TF_ANIMATED = 24, TF_NODIAGONAL = 25, //HOVEROVER in SA clients and later, to determine if tiles can be moved on by flying gargoyles TF_UNKNOWN3 = 26, TF_ARMOR = 27, TF_ROOF = 28, TF_DOOR = 29, TF_STAIRBACK = 30, TF_STAIRRIGHT = 31 | |
Example of Usage | var tileFlagFound = CheckStaticFlag( pUser.x, pUser.y, pUser.z, pUser.worldnumber, 10 ); // Is there a tile with TF_CLIMBABLE flag? |
DoesStaticBlock | ||
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Prototype | bool DoesStaticBlock( x, y, z, world, checkWater ); | |
Purpose | Check if statics at/above given location blocks character movement Parameters: x, y, z, world = coordinates and worldnumber checkWater = true if water should block, false if not (for creatures that can swim, for instance) | |
Example of Usage | var doesStaticBlock = DoesStaticBlock( pUser.x + 1, pUser.y, pUser.z, pUser.worldnumber, false ); |
DoesDynamicBlock | ||
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Prototype | bool DoesDynamicBlock( x, y, z, world, instance, checkWater, waterWalk, checkOnlyMultis, checkOnlyNonMultis ); | |
Purpose | Checks if dynamics at/above given location blocks character movement. Parameters: x, y, z, world, instance = coordinates, worldnumber and instanceID checkWater = true if water should block, false if not (for creatures that can swim, for instance) waterWalk = true if creature can move on water surfaces, false if not checkOnlyMultis = only multis will be checked, other dynamic items are ignored checkOnlyNonMultis = multis are ignored, all other dynamic items are checked | |
Example of Usage | var doesDynamicBlock = DoesDynamicBlock( pUser.x + 1, pUser.y, pUser.z, pUser.worldnumber, pUser.instanceID, false, false, false, false ); |
DoesMapBlock | ||
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Prototype | bool DoesMapBlock( x, y, z, world, checkWater, waterWalk, checkMultiPlacement, checkForRoad ); | |
Purpose | Checks if map tile at given coordinates would block character movement. Parameters: x, y, z, world = coordinates and worldnumber checkWater = true if water should block, false if not (for creatures that can swim, for instance) waterWalk = true if creature can move on water surfaces, false if not checkMultiPlacement = if true, map tile has to be at exact same Z as provided coordinate, or it will count as blocked checkForRoad = true if roads and paths should count as blocking. checkMultiPlacement must be true for this to be checked | |
Example of Usage | var doesMapBlock = DoesMapBlock( pUser.x + 1, pUser.y, pUser.z, pUser.worldnumber, false, false, true, true ); |
GetAccountCount | ||
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Prototype | int GetAccountCount(); | |
Purpose | Gets the total amount of accounts on the server | |
Example of Usage | var totalAccounts = GetAccountCount(); |
GetPlayerCount | ||
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Prototype | int GetPlayerCount(); | |
Purpose | Gets the total amount of players online on the server | |
Example of Usage | var totalPlayers = GetPlayerCount(); |
BASEITEMSERIAL | ||
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Prototype | int BASEITEMSERIAL(); | |
Purpose | Gets the constant that defines the base value used as starting point for item serials. If an object serial is lower than this, it probably belongs to a character. If it's higher, it belongs to an item. | |
Example of Usage | var baseItemSerial = BASEITEMSERIAL(); |
INVALIDSERIAL | ||
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Prototype | int INVALIDSERIAL(); | |
Purpose | Gets the constant defining an invalid serial. If an object serial matches this, it's invalid! | |
Example of Usage | var invalidSerial = INVALIDSERIAL(); |
INVALIDID | ||
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Prototype | int INVALIDID(); | |
Purpose | Gets the constant defining an invalid ID. If an object's ID matches this, it's probably not a valid ID! | |
Example of Usage | var invalidID = INVALIDID(); |
INVALIDCOLOUR | ||
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Prototype | int INVALIDCOLOUR(); | |
Purpose | Gets the constant defining an invalid colour. If an object's colour is equal or higher than this, it's probably not a valid colour! | |
Example of Usage | var invalidColour = INVALIDCOLOUR(); |