Skip to content

Player character class Orion Assistant

Hotride edited this page Jan 3, 2020 · 4 revisions

Command format:

ReturnType NameSpace.name(requiredParameters, [optionalParameters=defaultValue]);

  • ReturnType - the return value of the function (void - the function returns nothing);

  • NameSpace - the scope of the function;

  • name - the name of the function;

  • requiredParameters - required parameters;

  • optionalParameters - optional parameters, the default value is indicated after the = sign


String obj.Serial();

Result: Serial number of an Object.


String obj.Graphic();

Result: Type of an Object (Picture ID).


String obj.Color();

Result: Color of an Object.


int obj.X();

Result: X object coordinates in the world.


int obj.Y();

Result: Y object coordinates in the world.


int obj.Z();

Result: Z object coordinates in the world.


String obj.Container();

Result: Serial number of an Main(parent)-Object. 0xFFFFFFFF if object is located in world.


int obj.Map();

Result: World map objects index.


int obj.Count();

Result: Quantity.


int obj.Flags();

Result: Object flags.


String obj.Name();

Result: Name of an Objeсt (empty for items, until click on object).


bool obj.Mobile();

Result: true is object is alive.


bool obj.Ignored();

Result: true - if object is marked as ignored.


bool obj.Frozen();

Result: true - if object is frozen.


bool obj.Poisoned();

Result: true - if object is poisoned.


bool obj.Paralyzed();

Result:true - if object is paralyzed.


bool obj.Flying();

Result: true - if object is flying (gargoyle).


bool obj.YellowHits();

Result: true - if object has yellow health bar.


bool obj.IgnoreCharacters();

Result: true - if object is ignoring players while moving.


bool obj.Locked();

Result: true - if object cant be moved or marked (items).


bool obj.WarMode();

Result: true - if object is in war mode


bool obj.Hidden();

Result: true - if object is invisible.


bool obj.IsHuman();

Result: true - if object is attacking humanoid.


bool obj.IsPlayer();

Result: true - if object is current player.


bool obj.IsCorpse();

Result: true - if object is dead body.


int obj.Layer();

Result: Number of Layer - object is located in.


bool obj.IsMulti();

Result: true - if object is - Multi.


int obj.EquipLayer();

Result: Number of Layer - object is supposed to locate in.


int obj.Hits();

Result: Hit points amount of an Object.


int obj.MaxHits();

Result: Maximum hit points amount of an Object.


int obj.Mana();

Result: Mana amount of an Object.


int obj.MaxMana();

Result: Maximum mana amount of an Object.


int obj.Stam();

Result: Stamina amount of an Object.


int obj.MaxStam();

Result: Maximum stamina amount of an Object.


bool obj.Female();

Result: true - if object player is a female gender.


int obj.Race();

Result: Race number of an Object.


int obj.Direction();

Result: Direction of an Object.


int obj.Notoriety();

Result: Wickedness of an Object.


bool obj.CanChangeName();

Result: true - if object can be renamed.


bool obj.Dead();

Result: true - if object is dead.


int obj.Str();

Result: Str value of an Object.


int obj.Int();

Result: Int value of an Object.


int obj.Dex();

Result: Dex value of an Object.


int obj.LockStrState();

Result: The value perspective gaining Str of an Object.


int obj.LockIntState();

Result: The value perspective gaining Int of an Object.


int obj.LockDexState();

Result: The value perspective gaining Dex of an Object.


int obj.Weight();

Result: Weight value of an object.


int obj.MaxWeight();

Result: Maximum weight value of an object.


int obj.Armor();

Result: Armor value of an Object.


int obj.Gold();

Result: Gold value of an Object.


int obj.StatsCap();

Result: Maximum Statcap value (str+int+dex) of an Object.


int obj.Followers();

Result: Creature quantity tamed to an Object.


int obj.MaxFollowers();

Result: Maximum creature quantity that can be dependent to an Object.


int obj.FireResistance();

Result: Fire defence value of an Object.


int obj.ColdResistance();

Result: Cold defence value of an Object.


int obj.PoisonResistance();

Result: Poison defence value of an Object.


int obj.EnergyResistance();

Result: Energy defence value of an Object.


int obj.Luck();

Result: Luck value of an Object.


int obj.MinDamage();

Result: Minimal damage value of an Object.


int obj.MaxDamage();

Result: Maximum damage value of an Object.


int obj.TithingPoints();

Result: Skill point value of an Object.


int obj.StealthSteps();

Result: Number of steps in Stealth of an Object.


Introduced in 2.0.10.0

String obj.Properties();

Returns string with object properties ( if they were received by MegaCliloc packet from server )


Introduced in 2.0.12.0

bool obj.ProfileReceived();

Returns true if profile was received from server.


String obj.Profile();

Returns profile contents.


String obj.Title();

Returns characters title ( displayed in paperdoll ).


Introduced in 3.0.0.0

String Player.BankSerial();

Get the serial number of the bank if it was open for the current session.

Result: Bank serial or 0x00000000 if the bank was not open for the current session.


String obj.FullName();

Result: "Full" name of an Objeсt (empty for items, until click on object).

Clone this wiki locally