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game_interface.md

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Game

{% hint style="success" %} Parameters in square brackets "[parameter]" are optional

and their default value is specified after the name e.g "= false" {% endhint %}

Game.getSpectators()

position[, multifloor = false[, onlyPlayer = false[, minRangeX = 0[, maxRangeX = 0[, minRangeY = 0[, maxRangeY = 0]]]]]]

{% hint style="danger" %} This method is pretty heavy (excessive usage might be affecting performance) {% endhint %}

local position = Position(1000, 1000, 7)
local spectators = Game.getSpectators(position, false, true, 10, 10, 10, 10)
-- get all spectators from position in radius of 10 vertically and horizontally
for _, spectator in ipairs(spectators) do
    -- iterates over all spectators and prints their type
    print(type(spectator)) -- prints userdata
end

Game.getPlayers()

local players = Game.getPlayers()
print(#players) -- prints players online
for _, player in ipairs(players) do
    -- iterate through players online and print their names
    print(player:getName()
end

Game.loadMap()

path

Game.loadMap("/data/world/map.otbm")

Game.getExperienceStage()

level

local experienceStage = Game.getExperienceStages(100)
print(experienceStage) -- prints current experience stage for level 100

Game.getMonstersCount()

local monstersCount = Game.getMonstersCount()
print(monstersCount) -- prints number of alive monsters

Game.getPlayersCount()

local playersCount = Game.getPlayersCount()
print(playersCount) -- prints number of players online

Game.getNpcCount()

local npcCount = Game.getNpcCount()
print(npcCount) -- prints number of npcs

Game.getMonsterTypes()

local monsterTypes = Game.getMonsterTypes()
for _, monsterType in ipairs(monsterTypes) do
    -- iterates through monster types and prints their names
    print(monsterType:getName())
end

Game.getTowns()

local towns = Game.getTowns()
for _, townin ipairs(towns) do
    -- iterates through towns and prints their names
    print(town:getName()) TODO FIND THE METHOD
end

Game.getHouses()

local houses = Game.getHouses()
for _, house in ipairs(houses) do
    -- iterates through houses and prints their owners guid
    print(house:getOwnerGuid())
end

Game.getGameState()

local gameState = Game.getGameState()
if gameState == GAME_STATE_CLOSED then
    -- checks if server is closed, if it's then open it
    Game.setGameState(GAME_STATE_NORMAL)
end

Game.setGameState()

state

Game.setGameState(GAME_STATE_NORMAL) -- sets game state to state normal

Game.getWorldType()

local worldType = Game.getWorldType()
print(worldType) -- prints currently set world type ex. WORLD_TYPE_PVP

Game.setWorldType()

worldType

Game.setWorldType(WORLD_TYPE_NO_PVP) -- sets current world type to non pvp

Game.getReturnMessage()

returnValue

local player = Player(...)
if player then
    local returnMessage = Game.getReturnMessage(RETURNVALUE_NOTPOSSIBLE)
    print(returnMessage) -- prints Sorry not possible.
    player:sendCancelMessage(returnMessage)
end

Game.createItem()

itemId[, count[, position]]

local item = Game.createItem(2160)
print(item) -- prints memory address
-- at this point item was created, but not added to anywhere, so it's stored in memory
-- either add it to any container
container:addItemEx(item)
-- or delete it to avoid memory leak
item:remove()

item = Game.createItem(2160, 1, Position(1001, 1000, 7)
print(item:getPosition().x) -- prints 1001

Game.createContainer()

itemId, size[, position]

local container = Game.createContainer(1987, 10)
print(container) -- prints memory address
-- at this point container was created, but not added to anywhere, so it's stored in memory
-- either add it to any container
container:addItemEx(container)
-- or delete it to avoid memory leak
container:remove()

container = Game.createContainer(2160, 10, Position(1001, 1000, 7)
print(container:getPosition().x) -- prints 1001

Game.createMonster()

monsterName, position[, extended = false[, force = false]]

{% hint style="info" %} extended means monster can be spawned in area near the specified position

force means monster will be always spawned in specified position, even if position is blocked {% endhint %}

local monster = Game.createMonster("rat", Position(1000, 1000, 7), false, true)
if monster then
    print(monster:getId()) -- prints monster unique id
end

Game.createNpc()

npcName, position[, extended = false[, force = false]]

local npc = Game.createNpc("Nekiro", Position(1000, 1000, 7), false, true)
if npc then
    print(npc:getId()) -- prints npc unique id
end

Game.createTile()

x, y, z[, isDynamic = false]

position[, isDynamic = false]

{% hint style="info" %} Dynamic tiles can store items and creatures, in most cases walkable one. (They take more memory too) {% endhint %}

local tile = Game.createTile(1001, 1000, 7, false)
-- or Game.createTile(Position(1001, 1000, 7), false)
if tile then
    print(tile:getPosition().x) -- prints 1001
end

Game.createMonsterType()

name

{% hint style="danger" %} This method can overwrite already created monster types and clear their loot and spells {% endhint %}

local newMonsterType = Game.createMonsterType("SpecialRat")
-- creates new (or overwrites if exists) monster type
if newMonsterType then
    print(newMonsterType:getName()) -- prints SpecialRat
end

Game.startRaid()

raidName

{% hint style="warning" %} This method might get soon deprecated in favor of raid system written in Lua {% endhint %}

Game.startRaid("RatsThais") -- starts raid with name RatsThais

Game.getClientVersion()

local clientVersion = Game.getClientVersion()
print(clientVersion) -- prints table: 0x93ff90

-- prints min and max allowed client version and version string
print(clientVersion.min, clientVersion.max, clientVersion.string)

Game.reload()

reloadType

Game.reload(RELOAD_TYPE_GLOBAL) -- reloads all libs
Game.reload(RELOAD_TYPE_ACTIONS) -- reloads all actions
-- and so on...