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Objects Orion Assistant
Command format:
ReturnType NameSpace.name(requiredParameters, [optionalParameters=defaultValue]);
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ReturnType - the return value of the function (void - the function returns nothing);
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NameSpace - the scope of the function;
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name - the name of the function;
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requiredParameters - required parameters;
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optionalParameters - optional parameters, the default value is indicated after the = sign
Display information about the object "serial" in a text box.
Request target to be aimed at the desired object, if parameters were not specified.
Display information about 'lasttile' (tile, on which target was selected last time ) in the text box.
Request target to be aimed at the desired tile, if parameters were not specified.
Returns real value of the serial.
For instance: Orion.GetSerial(self) or Orion.GetSerial(lastcontainer) - will return the serial of the player 0x12345678
Return real value of "graphic".
For instance: Orion.GetGraphic('bm') - will return type of blood moss, stated in Lists/Types
Return serial of the object, in which an object with "serial" is located.
Orion.GetContainer(self) will return 0xFFFFFFFF (worlds serial) or Orion.GetContainer(backpack) - will return serial of the player 0x12345678, since backpack container is the player, who's owning it.
Request click for the object serial.
Request to use (doubleclick) the object serial.
Request for the object serial status.
Request to attack the object serial.
Hide the object serial.
Request target selection for the object indication, if parameters were not specified.
Rename your mount "serial".
Drop the item 'serial' with amount 'count' into coordinates x, y, z ; Use target if parameters were not specified.
Drop the item 'serial' under the character with amount 'count'. Request target to be aimed at the desired object, if parameters were not specified.
void Orion.MoveItem(['serial'=targetRequest], [count=0(all)], ['container'=backpack], [x=-1, y=-1], [z=0]);
Move the object 'serial' with amount 'count' to the container 'container' into coordinates x, y, z (z when throwing on the ground), use target if parameters were not specified.
Return distance to the object.
Return distance to the coordinates.
Bandageself.
- String ClientLastTarget();
Get the state of the global client variable LastTarget.
Result: The string with the serial.
- void ClientLastTarget(serial);
Set the state of the client global variable LastTarget to the serial.
- String ClientLastAttack();
Get the state of the global client variable LastAttack
Result: The string with the serial.
- void ClientLastAttack(serial);
Set the state of the global client variable LastAttack to the serial.
- String TargetSystemSerial();
Get the state of the global client variable TargetSystemSerial (from new target system).
Result: The string with the serial.
- void TargetSystemSerial(serial);
Set the state of the global client variable TargetSystemSerial (from new target system) to the serial.
Retrieves statuses of all friends in update range ( required to get updates about their hp etc. ).
Retrieves statuses of all enemies in update range ( required to get updates about their hp etc. ).
Retrieves latest coordinates of LastTarget, if object has disappeared - it will retrieve last known coordinates.
Returns: a PositionObject data type.
Retrieves latest coordinates of LastAttack, if object has disappeared - it will retrieve last known coordinates.
Returns: a PositionObject data type.
Open container.
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serial - serial of the container we're opening.
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delay - Maximum delay for container opening action.
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errorTextPattern - Error text. Default: 'reach that|too away'.
Returns: true if container was opened successfully.
Returns: true if object with 'serial' is present in OA memory.
Requests objects name. If the name is already present, it will return immediately. Otherwise name will be requested from the server.
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serial - serial of the object we're requesting name from.
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delay - Max delay for name requesting.
Returns: Objects name or an empty string if failed.
- bool Orion.GetProfile('serial', ['delay'=300], ['errorTextPattern']);
Retrieves characters profile.
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serial - characters serial.
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delay - maximum wait time for profile retrievement.
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errorTextPattern - error pattern, default: 'reach that|too away'.
Returns true if a profile was retrieved.
Show/Move status bar gump in client screen.
serial - character serial.
x - screen X coordinate.
y - screen Y coordinate.
minimized - only for your character. true will show minimized status bar, false will show expanded one.
Close status bar which belongs to serial.
Take the serial object in your hand with count. If count is 0, it takes the entire stack of items.
Throw an item into the container container that is in the character’s hand.
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- container - The container where we will throw the item;
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- x, y, z - Coordinates for the drop of the item. Z is indicated only for drop to the ground;
Throw an object on the ground, which is in the character’s hand, relative to the character.
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- x, y, z - Coordinates for the drop of the item;
Put on the item that is in the character’s hand.
Add a serial character to the list for custom highlighting with color color.
priorityHighlight - determines the type of highlight.
If false is specified, then it will have a low priority of highlighting (if the character is attacked / poisoned or other conditions are given to it, it will be colored by them).
If true - the highest and will always highlight the character with this color, regardless of the attacked / poisoned states and others.
Remove the serial character from the list for custom highlighting.
priorityHighlight - determines the type of highlight (see AddHighlightCharacter).
Clear the list of custom character highlights for the priorityHighlight type.
priorityHighlight - determines the type of highlight (see AddHighlightCharacter).
Start/stop following a character with specified serial.
Set the receiver container for new items that appear in the character’s backpack.
ATTENTION! This function automatically moves objects, conflicts with user actions/scripts may occur.
Reset the receiving container for new items.
Reset cached object's name to empty string.