Objects Orion Assistant - Hotride/OrionUO GitHub Wiki
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
void Orion.Info(['serial'=targetRequest]);
Display information about the object "serial" in a text box.
Request target to be aimed at the desired object, if parameters were not specified.
void Orion.InfoTile(['lasttile'=targetRequest]);
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.
String Orion.GetSerial('serial');
Returns real value of the serial.
For instance: Orion.GetSerial(self) or Orion.GetSerial(lastcontainer) - will return the serial of the player 0x12345678
String Orion.GetGraphic('graphic');
Return real value of "graphic".
For instance: Orion.GetGraphic('bm') - will return type of blood moss, stated in Lists/Types
String Orion.GetContainer('serial');
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.
void Orion.Click(['serial'=self]);
Request click for the object serial.
void Orion.UseObject(['serial'=self]);
Request to use (doubleclick) the object serial.
void Orion.GetStatus(['serial'=self]);
Request for the object serial status.
void Orion.Attack('serial');
Request to attack the object serial.
void Orion.Hide(['serial'=targetRequest]);
Hide the object serial.
Request target selection for the object indication, if parameters were not specified.
void Orion.RenameMount('serial', 'new name');
Rename your mount "serial".
void Orion.Drop(['serial'=targetRequest], [count=0(all)], [x=-1, y=-1, z=0]);
Drop the item 'serial' with amount 'count' into coordinates x, y, z ; Use target if parameters were not specified.
void Orion.DropHere(['serial'=targetRequest], [count=0(all)]);
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.
int Orion.GetDistance('serial');
Return distance to the object.
int Orion.GetDistance(x, y);
Return distance to the coordinates.
void Orion.BandageSelf();
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.
void Orion.GetFriendsStatus();
Retrieves statuses of all friends in update range ( required to get updates about their hp etc. ).
void Orion.GetEnemiesStatus();
Retrieves statuses of all enemies in update range ( required to get updates about their hp etc. ).
Introduced in 2.0.7.0
PositionObject Orion.GetLastTargetPosition();
Retrieves latest coordinates of LastTarget, if object has disappeared - it will retrieve last known coordinates.
Returns: a PositionObject data type.
PositionObject Orion.GetLastAttackPosition();
Retrieves latest coordinates of LastAttack, if object has disappeared - it will retrieve last known coordinates.
Returns: a PositionObject data type.
Introduced in 2.0.8.0
bool Orion.OpenContainer('serial', ['delay'=600], ['errorTextPattern']);
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.
bool Orion.ObjectExists('serial');
Returns: true if object with 'serial' is present in OA memory.
String Orion.RequestName('serial', ['delay'=200]);
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.
Introduced in 2.0.12.0
- 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.
Introduced in 2.0.13.0
void Orion.ShowStatusbar('serial', x, y, [minimized=true]);
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.
void Orion.CloseStatusbar('serial');
Close status bar which belongs to serial.
Introduced in 3.0.0.0
void Orion.DragItem('serial', [count=0]);
Take the serial object in your hand with count. If count is 0, it takes the entire stack of items.
void Orion.DropDraggedItem([container='backpack'], [x=-1], [y=-1], [z=-256]);
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;
void Orion.DropDraggedItemRelative(x, y, [z=0]);
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;
void Orion.EquipDraggedItem([container='self']);
Put on the item that is in the character’s hand.
void Orion.AddHighlightCharacter('serial', 'color', [priorityHighlight=false]);
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.
void Orion.RemoveHighlightCharacter('serial', [priorityHighlight=false]);
Remove the serial character from the list for custom highlighting.
priorityHighlight - determines the type of highlight (see AddHighlightCharacter).
void Orion.ClearHighlightCharacters([priorityHighlight=false]);
Clear the list of custom character highlights for the priorityHighlight type.
priorityHighlight - determines the type of highlight (see AddHighlightCharacter).
void Orion.Follow('serial', [enabled=true]);
Start/stop following a character with specified serial.
void Orion.SetCatchBag('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.
void Orion.UnsetCatchBag();
Reset the receiving container for new items.
void Orion.ResetName('serial');
Reset cached object's name to empty string.