diff --git a/docs/jsdocs.html b/docs/jsdocs.html index 8dbe347a8..98d42d786 100644 --- a/docs/jsdocs.html +++ b/docs/jsdocs.html @@ -6339,80 +6339,113 @@

January 9th, 2022

  • Miscellaneous Functions
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    Prototype

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    int BASEITEMSERIAL();

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    int INVALIDSERIAL();

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    int INVALIDID();

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    int INVALIDCOLOUR();

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    Purpose

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    BASEITEMSERIAL() - 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.
    - INVALIDSERIAL() - Gets the constant defining an invalid serial. If an object serial matches this, it's invalid!
    - INVALIDID() - Gets the constant defining an invalid ID. If an object's ID matches this, it's probably not a valid ID!
    - INVALIDCOLOUR() - 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!

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    Example of usage

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    var baseItemSerial = BASEITEMSERIAL();
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    Prototype

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    int BASEITEMSERIAL();

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    int INVALIDSERIAL();

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    int INVALIDID();

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    int INVALIDCOLOUR();

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    Purpose

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    + BASEITEMSERIAL() - 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.
    + INVALIDSERIAL() - Gets the constant defining an invalid serial. If an object serial matches this, it's invalid!
    + INVALIDID() - Gets the constant defining an invalid ID. If an object's ID matches this, it's probably not a valid ID!
    + INVALIDCOLOUR() - 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! +

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    Example of usage

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    var baseItemSerial = BASEITEMSERIAL();
     var invalidSerial = INVALIDSERIAL();
     var invalidID = INVALIDID();
     var invalidColour = INVALIDCOLOUR();
     									
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    Prototype

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    PARTY CreateParty( partyleader );

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    Purpose

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    Create a new party/group with the specified character as leader

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    Example of usage

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    // Create a new party (myParty) with pUser as the leader
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    Prototype

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    PARTY CreateParty( partyleader );

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    Purpose

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    Create a new party/group with the specified character as leader

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    Example of usage

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    // Create a new party (myParty) with pUser as the leader
     var myParty = CreateParty( pUser );
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    Prototype

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    int DistanceBetween( x1, y1, x2, y2 );

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    int DistanceBetween( x1, y1, z1, x2, y2, z2 );

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    int DistanceBetween( objA, objB );

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    int DistanceBetween( objA, objB, checkZ );

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    Purpose

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    Get the distance between two sets of coordinates or objects on either 2D or 3D plane

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    Notes

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    Parameters: x1, y1, z1, x2, y2, z2 = coordinates
    - checkZ = true if distance between two objects should take into account Z axis

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    Example of usage

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    // Get distance between two sets of x, y coordinates
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    Prototype

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    JSBool CheckInstaLog( x, y, world, instanceID );

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    Purpose

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    Checks if a specific location ( x, y, world, instanceID ) is within an instant logout zone.

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    Example of usage

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    // Check if the player is in an instant logout zone
    +var isInstaLog = CheckInstaLog(targX, targY, worldNumber, instanceID);
    +
    +if( isInstaLog )
    +{
    +    // Handle instant logout
    +}
    +else
    +{
    +    // Handle other logout scenarios
    +}
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    Prototype

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    int DistanceBetween( x1, y1, x2, y2 );

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    int DistanceBetween( x1, y1, z1, x2, y2, z2 );

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    int DistanceBetween( objA, objB );

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    int DistanceBetween( objA, objB, checkZ );

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    Purpose

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    Get the distance between two sets of coordinates or objects on either 2D or 3D plane

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    Notes

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    + Parameters: x1, y1, z1, x2, y2, z2 = coordinates
    + checkZ = true if distance between two objects should take into account Z axis +

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    +

    Example of usage

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    // Get distance between two sets of x, y coordinates
     var distance1 = DistanceBetween( pUser.x, pUser.y, iUsed.x, iUsed.y );
     
     // Get distance between two sets of x, y, z coordinates
    @@ -6423,157 +6456,159 @@ 

    January 9th, 2022

    // Get distance between pUser and iUsed using 3D coordinates var distance2 = DistanceBetween( pUser, iUsed, true );
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    Prototype

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    bool DoesEventExist( scriptID, eventToCheck );

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    Purpose

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    Check for existence of a named JS event/function in another script

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    Notes

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    Parameters: scriptID = ID of the script to check
    - eventToCheck = name of event/function to look for

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    Example of usage

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    // Check if a custom function exists in a specific script (0), and trigger it with TriggerEvent() if it does:
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    Prototype

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    bool DoesEventExist( scriptID, eventToCheck );

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    Purpose

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    Check for existence of a named JS event/function in another script

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    Notes

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    + Parameters: scriptID = ID of the script to check
    + eventToCheck = name of event/function to look for +

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    Example of usage

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    // Check if a custom function exists in a specific script (0), and trigger it with TriggerEvent() if it does:
     if( DoesEventExist( 0, "MyCustomFunction" ))
     {
     	TriggerEvent( 0, "MyCustomFunction", [additional parameters] );
     }
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    Prototype

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    int GetAccountCount();

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    Purpose

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    Gets the total amount of accounts on the server

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    Example of usage

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    var totalAccounts = GetAccountCount();
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    Prototype

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    int GetAccountCount();

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    Purpose

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    Gets the total amount of accounts on the server

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    Example of usage

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    var totalAccounts = GetAccountCount();
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    Prototype

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    bool GetClientFeature( ClientFeaturesBitNum );

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    Purpose

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    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.

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    Example of usage

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    // AoS bit from list of client features
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    Prototype

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    bool GetClientFeature( ClientFeaturesBitNum );

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    Purpose

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    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.

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    Example of usage

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    // AoS bit from list of client features
     var aosFeaturesEnabled = GetClientFeature( 0x10 );
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    Prototype

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    string GetDictionaryEntry( entryNum [, language ] );

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    Purpose

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    Pulls entry from the dictionary file based on language (or server default, if no language parameter is ).

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    Example of usage

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    var textString = GetDictionaryEntry( 1, socket.language );
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    Prototype

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    string GetDictionaryEntry( entryNum [, language ] );

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    Purpose

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    Pulls entry from the dictionary file based on language (or server default, if no language parameter is ).

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    Example of usage

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    var textString = GetDictionaryEntry( 1, socket.language );
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    Prototype

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    int GetMurderThreshold();

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    Purpose

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    Returns the number of kills needed to be branded as a murderer and turn red.

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    Notes

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    See also: Character .murderCount and .murderer properties

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    Example of usage

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    if( GetMurderThreshold() > pTalking.murderCount )
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    Prototype

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    int GetMurderThreshold();

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    Purpose

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    Returns the number of kills needed to be branded as a murderer and turn red.

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    Notes

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    See also: Character .murderCount and .murderer properties

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    Example of usage

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    if( GetMurderThreshold() > pTalking.murderCount )
     {
     	TextMessage( pTalkingTo, "Surely sir, you must be a murderer.  I bid you adieu" );
     	EmoteMessage( pTalkingTo, "*scampers off*" );
     }
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    Prototype

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    int GetPlayerCount();

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    Purpose

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    Gets the total amount of players online on the server

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    Example of usage

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    var totalOnlinePlayers = GetPlayerCount();
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    Prototype

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    int GetPlayerCount();

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    Purpose

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    Gets the total amount of players online on the server

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    Example of usage

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    var totalOnlinePlayers = GetPlayerCount();
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    Prototype

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    SOSObject GetRandomSOSArea( worldNum, instanceID );

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    Purpose

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    Gets a random SOS area from list of such areas loaded from [SOSAREAS] section of regions.dfn

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    Example of usage

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    // Fetch reference to a random SOS area
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    Prototype

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    SOSObject GetRandomSOSArea( worldNum, instanceID );

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    Purpose

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    Gets a random SOS area from list of such areas loaded from [SOSAREAS] section of regions.dfn

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    Example of usage

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    // Fetch reference to a random SOS area
     var sosArea = GetRandomSOSArea( pUser.worldNum, pUser.instanceID );
     
     // Pick a random location within the selected sosArea
    @@ -6587,112 +6622,112 @@ 

    January 9th, 2022

    sosMsg.more = sosMsg.instanceID; // See UOX3/js/item/waterstainedsos.js for full example, including validation for whether the chosen location is suitable, and not blocked by dynamic items, static items or map tiles
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    Prototype

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    bool GetServerFeature( ServerFeaturesBitNum );

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    Purpose

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    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.

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    Example of usage

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    // ContextMenus bit from list of server features
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    Prototype

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    bool GetServerFeature( ServerFeaturesBitNum );

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    Purpose

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    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.

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    Example of usage

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    // ContextMenus bit from list of server features
     var contextMenusEnabled = GetServerFeature( 0x08 );
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    Prototype

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    string GetServerSetting( serverSettingString );

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    Purpose

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    Fetches the value of a specified server setting and returns it as a string. Wrap in parseInt() if expected value returned is an int.

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    Example of usage

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    // Returns 1 if GUARDSACTIVE is set to 1 in UOX.INI, or 0 if set to 0.
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    Prototype

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    string GetServerSetting( serverSettingString );

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    Purpose

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    Fetches the value of a specified server setting and returns it as a string. Wrap in parseInt() if expected value returned is an int.

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    Example of usage

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    // Returns 1 if GUARDSACTIVE is set to 1 in UOX.INI, or 0 if set to 0.
     var guardsActive = GetServerSetting( "GUARDSACTIVE" );
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    Prototype

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    SOCKET GetSocketFromIndex( socketIndex );

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    Purpose

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    Create a socket-object based on the specified socketIndex

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    Example of usage

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    // Fetch whichever socket is connected to the server as socket/connection 0
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    Prototype

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    SOCKET GetSocketFromIndex( socketIndex );

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    Purpose

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    Create a socket-object based on the specified socketIndex

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    Example of usage

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    // Fetch whichever socket is connected to the server as socket/connection 0
     var socket = GetSocketFromIndex( 0 );
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    Prototype

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    bool IsInBuilding( x, y, z, world, instance, checkHeight );

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    Purpose

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    Returns true if specified location is inside a static building (underneath static items), or if player is inside a multi.

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    Notes

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    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.

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    Example of usage

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    var isCharInBuilding = IsInBuilding( myChar.x, myChar.y, myChar.z, myChar.worldnumber, myChar.instanceID, true );
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    Prototype

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    bool IsInBuilding( x, y, z, world, instance, checkHeight );

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    Purpose

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    Returns true if specified location is inside a static building (underneath static items), or if player is inside a multi.

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    Notes

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    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.

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    Example of usage

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    var isCharInBuilding = IsInBuilding( myChar.x, myChar.y, myChar.z, myChar.worldnumber, myChar.instanceID, true );
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    Prototype

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    int IterateOver( objectType );

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    Purpose

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    Iterates over all objects of specified type in the world.

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    Notes

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    For every object it comes across, the iterator will call a function onIterate( object ) in the same script. Supported object types: "BASEOBJ", "CHARACTER", "ITEM", "SPAWNER", "MULTI", "BOAT"

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    Example of usage

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    var itemCount = IterateOver( "ITEM" );
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    Prototype

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    int IterateOver( objectType );

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    Purpose

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    Iterates over all objects of specified type in the world.

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    Notes

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    For every object it comes across, the iterator will call a function onIterate( object ) in the same script. Supported object types: "BASEOBJ", "CHARACTER", "ITEM", "SPAWNER", "MULTI", "BOAT"

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    Example of usage

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    var itemCount = IterateOver( "ITEM" );
     Console.log( itemCount + " items found!" );
     ...
     function onIterate( myObject )
    @@ -6701,111 +6736,113 @@ 

    January 9th, 2022

    // ... optionally do something here return true; }
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    Prototype

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    int Moon( moonNum );

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    void Moon( moonNum, newVal );

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    Purpose

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    Get and set the server moon values for the two moons Felucca (0) and Trammel (1)

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    Example of usage

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    var feluccaMoonphase = Moon( 0 );
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    Prototype

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    int Moon( moonNum );

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    void Moon( moonNum, newVal );

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    Purpose

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    Get and set the server moon values for the two moons Felucca (0) and Trammel (1)

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    Example of usage

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    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
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    Prototype

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    int RandomNumber( loNum, hiNum );

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    Purpose

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    Returns a random number between loNum (inclusive) and hiNum (inclusive)

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    Example of usage

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    var iNum = RandomNumber( 0, 10 );
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    Prototype

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    int RandomNumber( loNum, hiNum );

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    Purpose

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    Returns a random number between loNum (inclusive) and hiNum (inclusive)

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    Example of usage

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    var iNum = RandomNumber( 0, 10 );
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    Prototype

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    void Reload( subSystemID );

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    Purpose

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    Dynamically reloads one (or all) of UOX3's subsystems without having to restart UOX3

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    Notes

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    Supported subSystemIDs: -

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    • 0 - Regions/TeleportLocations
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    • 1 - Spawn Regions
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    • 2 - Spells
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    • 3 - Commands
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    • 4 - DFNs/Skills
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    • 5 - JScripts
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    • 6 - HTML Templates
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    • 7 - INI
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    • 8 - Everything
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    • 9 - Accounts
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    • 10 - Dictionaries
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    Example of usage

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    // Reload all DFNs (and Skill system)
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    Prototype

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    void Reload( subSystemID );

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    Purpose

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    Dynamically reloads one (or all) of UOX3's subsystems without having to restart UOX3

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    Notes

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    + Supported subSystemIDs: +

      +
    • 0 - Regions/TeleportLocations
    • +
    • 1 - Spawn Regions
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    • 2 - Spells
    • +
    • 3 - Commands
    • +
    • 4 - DFNs/Skills
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    • 5 - JScripts
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    • 6 - HTML Templates
    • +
    • 7 - INI
    • +
    • 8 - Everything
    • +
    • 9 - Accounts
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    • 10 - Dictionaries
    • +
    +

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    Example of usage

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    // Reload all DFNs (and Skill system)
     Reload( 4 );
     
     // Reload INI file
     Reload( 7 );
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    Prototype

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    void ReloadJSFile( scriptID );

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    Purpose

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    Dynamically reloads script with specified scriptID from jse_fileassociations.scp without having to restart UOX3

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    Notes

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    Cannot be used to validate sockets

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    Example of usage

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    // Example of how this is used by 'reloadjsfile command
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    Prototype

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    void ReloadJSFile( scriptID );

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    Purpose

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    Dynamically reloads script with specified scriptID from jse_fileassociations.scp without having to restart UOX3

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    Notes

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    Cannot be used to validate sockets

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    Example of usage

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    // Example of how this is used by 'reloadjsfile command
     function CommandRegistration()
     {
     	RegisterCommand( "reloadjsfile", 3, true ); //Reload JavaScript file
    @@ -6818,70 +6855,70 @@ 

    January 9th, 2022

    ReloadJSFile( scriptID ); }
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    Prototype

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    int RollDice( numDie, faces, addition );

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    Purpose

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    Rolls a faces sided die numDie times and adds addition. The example is for a DnD style dice like: 2d3+1

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    Example of usage

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    // Roll a DnD style dice of type 2d3+1 (2 dice with 3 faces, add 1 to result)
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    Prototype

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    int RollDice( numDie, faces, addition );

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    Purpose

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    Rolls a faces sided die numDie times and adds addition. The example is for a DnD style dice like: 2d3+1

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    Example of usage

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    // Roll a DnD style dice of type 2d3+1 (2 dice with 3 faces, add 1 to result)
     var mDie = RollDice( 2, 3, 1 );
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    Prototype

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    bool/int/string/object TriggerEvent( scriptID, "functionName", argument1, argument2 );

    -
    -
    -

    Purpose

    -

    Calls script with specified scriptID, runs function in said script that matches "functionName", with the defined function arguments. The called upon script can return a value in the form of a boolean, int, string or an object

    -
    -
    -

    Example of usage

    -
    // Calls script with ID 8000 and runs function "onUseChecked" with function parameters pUser and iUsed
    +                        
    + + +
    +
    +

    Prototype

    +

    bool/int/string/object TriggerEvent( scriptID, "functionName", argument1, argument2 );

    +
    +
    +

    Purpose

    +

    Calls script with specified scriptID, runs function in said script that matches "functionName", with the defined function arguments. The called upon script can return a value in the form of a boolean, int, string or an object

    +
    +
    +

    Example of usage

    +
    // Calls script with ID 8000 and runs function "onUseChecked" with function parameters pUser and iUsed
     var returnVal = TriggerEvent( 8000, "onUseChecked", pUser, iUsed );
     
    -
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    +
    +
    -
    - - -
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    Prototype

    -

    TriggerTrap( pChar/pSock, iTrap );

    -
    -
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    Purpose

    -

    pChar/pSock triggers trap on iTrap object (if any trap is present on object)

    -
    -
    -

    Notes

    -

    Trap will only trigger if both first two parts of MOREZ value is set on object; first part needs to be set to 1 to indicate object is trapped, second part needs to specify damage amount to apply.

    -
    -
    -

    Example of usage

    -
    // Setup trap on iTrap object
    +                        
    + + +
    +
    +

    Prototype

    +

    TriggerTrap( pChar/pSock, iTrap );

    +
    +
    +

    Purpose

    +

    pChar/pSock triggers trap on iTrap object (if any trap is present on object)

    +
    +
    +

    Notes

    +

    Trap will only trigger if both first two parts of MOREZ value is set on object; first part needs to be set to 1 to indicate object is trapped, second part needs to specify damage amount to apply.

    +
    +
    +

    Example of usage

    +
    // Setup trap on iTrap object
     // First part of value (01) indicates object is trapped
     // Second part of value (32) defines damage dealt (32 = 0x32 = 50 damage)
     // Third (00) and Fourth (00) parts, unused here, normally indicate the min/max skill required to disarm trap
    @@ -6890,148 +6927,148 @@ 

    January 9th, 2022

    // Trigger the trap TriggerTrap( pChar, iTrap );
    -
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    +
    +
    +
    -
    - - -
    -
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    Prototype

    -

    void UseItem( pSock/mChar, iToUse );

    -
    -
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    Purpose

    -

    To allow characters (and NPCs in particular) to trigger item-use functionality of items

    -
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    -

    Notes

    -

    Either a socket or a character can be passed in as a parameter of the UseItem function. If a socket is passed in, UOX3 will derive the character using the item from said socket.

    -
    -
    -

    Example of usage

    -
    // If an item has type 12, make NPC use the door to open it
    +                        
    + + +
    +
    +

    Prototype

    +

    void UseItem( pSock/mChar, iToUse );

    +
    +
    +

    Purpose

    +

    To allow characters (and NPCs in particular) to trigger item-use functionality of items

    +
    +
    +

    Notes

    +

    Either a socket or a character can be passed in as a parameter of the UseItem function. If a socket is passed in, UOX3 will derive the character using the item from said socket.

    +
    +
    +

    Example of usage

    +
    // If an item has type 12, make NPC use the door to open it
     if( myItem.type == 12 )
     {
     	mChar.TextMessage( "A door! What's on the other side?" );
     	UseItem( mChar, iToUse );
     }
     
    -
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    Prototype

    -

    bool ValidateObject( object );

    -
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    Purpose

    -

    Returns true if argument is a valid object (Item, Character, Multi, Boat, Spawner)

    -
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    Notes

    -

    Cannot be used to validate sockets

    -
    -
    -

    Example of usage

    -
    if( !ValidateObject( iUsed ))
    +                        
    + + +
    +
    +

    Prototype

    +

    bool ValidateObject( object );

    +
    +
    +

    Purpose

    +

    Returns true if argument is a valid object (Item, Character, Multi, Boat, Spawner)

    +
    +
    +

    Notes

    +

    Cannot be used to validate sockets

    +
    +
    +

    Example of usage

    +
    if( !ValidateObject( iUsed ))
     	return;
    -
    -
    -
    +
    +
    +
    -
    - - -
    -
    -

    Prototype

    -

    [int] WorldBrightLevel( [lightlevel] );

    -
    -
    -

    Purpose

    -

    Get/Set the "maximum brightness" light-level for daytime across the entire world

    -
    -
    -

    Notes

    -

    If no parameter is provided, function will return current "maximum brightness" light-level for daytime instead.

    -
    -
    -

    Example of usage

    -
    // Set maximum world brightness level to 1
    +                        
    + + +
    +
    +

    Prototype

    +

    [int] WorldBrightLevel( [lightlevel] );

    +
    +
    +

    Purpose

    +

    Get/Set the "maximum brightness" light-level for daytime across the entire world

    +
    +
    +

    Notes

    +

    If no parameter is provided, function will return current "maximum brightness" light-level for daytime instead.

    +
    +
    +

    Example of usage

    +
    // Set maximum world brightness level to 1
     WorldBrightLevel( 1 );
     
     // Get current maximum world brightness level
     var lightLevel = WorldBrightLevel();
     
    -
    -
    -
    +
    +
    +
    -
    - - -
    -
    -

    Prototype

    -

    [int] WorldDarkLevel( [lightlevel] );

    -
    -
    -

    Purpose

    -

    Get/Set the "minimum brightness" light-level for night-time across the entire world

    -
    -
    -

    Notes

    -

    If no parameter is provided, function will return current "minimum brightness" light-level for night-time instead.

    -
    -
    -

    Example of usage

    -
    // Set minimum world brightness level to 15
    +                        
    + + +
    +
    +

    Prototype

    +

    [int] WorldDarkLevel( [lightlevel] );

    +
    +
    +

    Purpose

    +

    Get/Set the "minimum brightness" light-level for night-time across the entire world

    +
    +
    +

    Notes

    +

    If no parameter is provided, function will return current "minimum brightness" light-level for night-time instead.

    +
    +
    +

    Example of usage

    +
    // Set minimum world brightness level to 15
     WorldDarkLevel( 15 );
     
     // Get current maximum world brightness level
     var lightLevel = WorldDarkLevel();
     
    -
    -
    -
    +
    +
    +
    -
    - - -
    -
    -

    Prototype

    -

    [int] WorldDungeonLevel( [lightlevel] );

    -
    -
    -

    Purpose

    -

    Get/Set the fixed light-level for any regions marked as dungeons

    -
    -
    -

    Notes

    -

    If no parameter is provided, function will return current fixed light-level for dungeons instead.

    -
    -
    -

    Example of usage

    -
    // Set fixed dungeon light level to 12
    +                        
    + + +
    +
    +

    Prototype

    +

    [int] WorldDungeonLevel( [lightlevel] );

    +
    +
    +

    Purpose

    +

    Get/Set the fixed light-level for any regions marked as dungeons

    +
    +
    +

    Notes

    +

    If no parameter is provided, function will return current fixed light-level for dungeons instead.

    +
    +
    +

    Example of usage

    +
    // Set fixed dungeon light level to 12
     WorldDungeonLevel( 12 );
     
     // Get current fixed light level of dungeons
     var lightLevel = WorldDungeonLevel();
     
    -
    -
    -
    +
    +
    +
    -
    +
  • diff --git a/source/Changelog.txt b/source/Changelog.txt index f64afbc32..ca281ff53 100644 --- a/source/Changelog.txt +++ b/source/Changelog.txt @@ -1,3 +1,6 @@ +14/10/2024 - Dragon Slayer +    Added the CheckInstaLog function to check if a specific location is within an instant logout zone (SEFunctions.cpp). (thanks, Xuri) + 1/05/2024 - Dragon Slayer/Xuri Fixed AutoUnequipAttempt function in clumsy.js, createfood.js level1target.js, will no longer fail on casting and return to hardcode. Fixed createfood to check for reagents on cast. diff --git a/source/SEFunctions.cpp b/source/SEFunctions.cpp index 1700d8e55..92d74c28b 100644 --- a/source/SEFunctions.cpp +++ b/source/SEFunctions.cpp @@ -287,6 +287,46 @@ JSBool SE_CalcCharFromSer( JSContext *cx, [[maybe_unused]] JSObject *obj, uintN return JS_TRUE; } +//o------------------------------------------------------------------------------------------------o +//| Function - SE_CheckInstaLog() +//o------------------------------------------------------------------------------------------------o +//| Purpose - Checks if a specific location is within an instant logout zone +//o------------------------------------------------------------------------------------------------o +JSBool SE_CheckInstaLog( JSContext *cx, [[maybe_unused]] JSObject *obj, uintN argc, jsval *argv, jsval *rval ) +{ + if( argc != 4 ) + { + ScriptError( cx, "CheckInstaLog: Invalid number of parameters (4)" ); + return JS_FALSE; + } + + SI16 targX = static_cast( JSVAL_TO_INT( argv[0] )); + SI16 targY = static_cast( JSVAL_TO_INT( argv[1] )); + UI08 targWorld = static_cast( JSVAL_TO_INT( argv[2] )); + UI16 targInstanceId = static_cast( JSVAL_TO_INT( argv[3] )); + + auto logLocs = cwmWorldState->logoutLocs; + + *rval = JSVAL_FALSE; + + if( logLocs.size() > 0 ) + { + for( size_t i = 0; i < logLocs.size(); ++i ) + { + if( logLocs[i].worldNum == targWorld && logLocs[i].instanceId == targInstanceId ) + { + if(( targX >= logLocs[i].x1 && targX <= logLocs[i].x2 ) && ( targY >= logLocs[i].y1 && targY <= logLocs[i].y2 )) + { + *rval = JSVAL_TRUE; + return JS_TRUE; + } + } + } + } + + return JS_TRUE; +} + //o------------------------------------------------------------------------------------------------o //| Function - SE_DoMovingEffect() //o------------------------------------------------------------------------------------------------o diff --git a/source/SEFunctions.h b/source/SEFunctions.h index 904a1fabd..adde69ee0 100644 --- a/source/SEFunctions.h +++ b/source/SEFunctions.h @@ -47,6 +47,8 @@ SEngineFunc SE_CalcCharFromSer; // *** SEngineFunc SE_CalcItemFromSer; // *** SEngineFunc SE_CalcMultiFromSer; // *** +SEngineFunc SE_CheckInstaLog; + SEngineFunc SE_MakeItem; // *** SEngineFunc SE_CommandLevelReq; // * diff --git a/source/cScript.cpp b/source/cScript.cpp index 88ef1a0e6..d92186313 100644 --- a/source/cScript.cpp +++ b/source/cScript.cpp @@ -55,6 +55,7 @@ static JSFunctionSpec my_functions[] = { "CalcCharFromSer", SE_CalcCharFromSer, 1, 0, 0 }, { "CalcItemFromSer", SE_CalcItemFromSer, 1, 0, 0 }, { "CalcMultiFromSer", SE_CalcMultiFromSer, 1, 0, 0 }, + { "CheckInstaLog", SE_CheckInstaLog, 4, 0, 0 }, { "GetHour", SE_GetHour, 0, 0, 0 }, { "GetMinute", SE_GetMinute, 0, 0, 0 }, { "GetDay", SE_GetDay, 0, 0, 0 },