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ν΄λž˜μ‹μ–΄μ‹œμŠ€νŠΈ 맀크둜 λͺ…λ Ήμ–΄

μƒμ„±λœ 2024-12-15 μ˜€μ „ 3:30:41
버전: 4.425.22+b9a337759d26b9d39ae8ccaac75a36c4255be94a
Translated by Mark Hunt & Andy H.

νƒ€κ²Ÿ

CancelTarget

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void CancelTarget()

μ„€λͺ…:

기쑴의 μ»€μ„œ / λŒ€μƒμ„ μ·¨μ†Œν•˜μ„Έμš”.

μ˜ˆμ‹œ:

CancelTarget()  

ClearTargetQueue

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void ClearTargetQueue()

μ„€λͺ…:

λ§ˆμ§€λ§‰ λŒ€μƒμ΄ μ‚¬μš© κ°€λŠ₯ν•œ 경우 λŒ€μƒ μˆœμ„œλ₯Ό μ‚­μ œν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

ClearTargetQueue()  

GetEnemy

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean GetEnemy(System.Collections.Generic.IEnumerable`1[System.String], System.String, System.String, System.String, Int32)

νŒŒλΌλ―Έν„°

μ„€λͺ…:

적의 이름을 μ„€μ •ν•˜μ„Έμš”.

μ˜ˆμ‹œ:

#get murderer
GetEnemy(['Murderer'])
#get closest murderer, any body type
GetEnemy(['Murderer'], 'Any', 'Closest')
#get next any notoriety, humanoid or transformation - unmounted
GetEnemy(['Any'], 'Both', 'Next', 'Unmounted')  

GetFriend

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean GetFriend(System.Collections.Generic.IEnumerable`1[System.String], System.String, System.String, System.String, Int32)

νŒŒλΌλ―Έν„°

μ„€λͺ…:

친ꡬ의 이름을 μ„€μ •ν•˜μ‹­μ‹œμ˜€.

μ˜ˆμ‹œ:

GetFriend(["Murderer"])  

GetFriendListOnly

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean GetFriendListOnly(System.String, System.String, System.String, Int32)

νŒŒλΌλ―Έν„°

  • distance: . (μ˜΅μ…˜) μ°Έμ‘°: TargetDistance
  • targetinfliction: . (μ˜΅μ…˜) μ°Έμ‘°: TargetInfliction
  • bodytype: . (μ˜΅μ…˜) μ°Έμ‘°: TargetBodyType
  • maxdistance: 거리. (μ˜΅μ…˜)

μ„€λͺ…:

친ꡬ λͺ©λ‘μ„œ 'κ°€μž₯ κ°€κΉŒμš΄'/ 'κ°€μž₯ κ°€κΉŒμš΄'/ 'λ‹€μŒ'에 μžˆλŠ” 친ꡬλ₯Ό μ„€μ •ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

GetFriendListOnly("Closest")  

SetEnemy

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void SetEnemy(System.Object)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.

μ„€λͺ…:

μ‹œλ¦¬μ–Ό / μ΄λ¦„μœΌλ‘œ 적을 μ„€μ •ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

SetEnemy("mount")  

SetFriend

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void SetFriend(System.Object)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.

μ„€λͺ…:

친ꡬλ₯Ό μ‹œλ¦¬μ–Ό / μ΄λ¦„μœΌλ‘œ μ„€μ •ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

SetFriend("mount")  

SetLastTarget

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void SetLastTarget(System.Object)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.

μ„€λͺ…:

λ§ˆμ§€λ§‰ λŒ€μƒμ„ μ‹œλ¦¬μ–Ό / μ΄λ¦„μœΌλ‘œ μ„€μ •ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

SetLastTarget("mount")  

Target

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void Target(System.Object, Boolean, Boolean)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.
  • checkrange: μ§€μ •λ˜μ§€ μ•ŠμŒ - μ‚¬μš© 방법에 λŒ€ν•œ μ„€λͺ…을 λ³΄μ„Έμš”. (μ˜΅μ…˜)
  • usequeue: μ§€μ •λ˜μ§€ μ•ŠμŒ - μ‚¬μš© 방법에 λŒ€ν•œ μ„€λͺ…을 λ³΄μ„Έμš”. (μ˜΅μ…˜)

μ„€λͺ…:

λŒ€μƒμ„ ν‘œμ‹œν•©λ‹ˆλ‹€. (맀개 λ³€μˆ˜λŠ” μ‹œλ¦¬μ–Ό λ˜λŠ” μ΄λ¦„μž…λ‹ˆλ‹€.)

μ˜ˆμ‹œ:

Target("self")  

TargetByResource

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetByResource(System.Object, System.String)

νŒŒλΌλ―Έν„°

  • toolobj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.
  • resourcetype: λ¬Έμžμ—΄ κ°’ - μ‚¬μš© 방법에 λŒ€ν•œ μ„€λͺ…을 λ³΄μ„Έμš”. μ°Έμ‘°: TargetResourceType

μ„€λͺ…:

도ꡬλ₯Ό μ‚¬μš©ν•˜κ³  μžμ› λŒ€μƒμœΌλ‘œν•©λ‹ˆλ‹€. (μ„œλ²„ 지원 ν•„μš” (OSI / ServUO))

μ˜ˆμ‹œ:

TargetByResource('pickaxe', 'Ore')  

TargetExists

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean TargetExists(System.String)

νŒŒλΌλ―Έν„°

  • targetexiststype: λŒ€μƒ μœ ν˜• - "harmful", "beneficial", "neutral". (μ˜΅μ…˜) μ°Έμ‘°: TargetExistsType

μ„€λͺ…:

μ»€μ„œκ°€ ν‘œμ‹œλ˜λ©΄ 제곡된 κ°’κ³Ό μΌμΉ˜ν•˜λŠ” 'μž„μ˜', μ˜΅μ…˜μ€ 'μž„μ˜', 'μœ μ΅ν•œ', 'μœ ν•΄ν•œ' λ˜λŠ” '쀑립'인 경우 κΈ°λ³Έκ°’μœΌλ‘œ μ„€μ •λ©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

if TargetExists("Harmful"):  

TargetGround

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetGround(System.Object, Int32, Int32)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.
  • hue: 아이탬 색쑰 λ˜λŠ” λͺ¨λ“  값에 -1. (μ˜΅μ…˜)
  • range: 거리 μ˜ˆμ‹œ) 10. (μ˜΅μ…˜)

μ„€λͺ…:

λŒ€μƒμ˜ 지면에 및 색쑰 및 거리에 λŒ€ν•œ 맀개 λ³€μˆ˜λ₯Ό ν‘œμ‹œν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

TargetGround(0x190, -1, 10)  

TargetTileOffset

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetTileOffset(Int32, Int32, Int32, Int32)

νŒŒλΌλ―Έν„°

  • xoffset: X μ’Œν‘œ λ³€μˆ˜.
  • yoffset: Y μ’Œν‘œ λ³€μˆ˜.
  • zoffset: Y μ’Œν‘œ λ³€μˆ˜.
  • itemid: μ•„μ΄ν…œID/κ·Έλž˜ν”½ μ˜ˆμ‹œ) 0x3db . (μ˜΅μ…˜)

μ„€λͺ…:

ν”Œλ ˆμ΄μ–΄λ₯Ό κΈ°μ€€μœΌλ‘œ 주어진 타일을 λŒ€μƒμ„ μ§€μ •ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

#Targets the tile at the current Y coordinate + 1
TargetTileOffset(0, 1, 0)  

TargetTileOffsetResource

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetTileOffsetResource(Int32, Int32, Int32, Int32)

νŒŒλΌλ―Έν„°

  • xoffset: X μ’Œν‘œ λ³€μˆ˜.
  • yoffset: Y μ’Œν‘œ λ³€μˆ˜.
  • zoffset: Y μ’Œν‘œ λ³€μˆ˜.
  • itemid: μ•„μ΄ν…œID/κ·Έλž˜ν”½ μ˜ˆμ‹œ) 0x3db . (μ˜΅μ…˜)

μ„€λͺ…:

ν”Œλ ˆμ΄μ–΄λ₯Ό κΈ°μ€€μœΌλ‘œ μ§€μ •λœ μ˜€ν”„μ…‹μ˜ 타일을 λŒ€μƒμœΌλ‘œ ν•©λ‹ˆλ‹€. (제곡된 경우 λ‚˜λ¬΄/λ‚˜λ¬΄ 타일/λ¬Ό μžλ™ λŒ€μƒ 지정)

μ˜ˆμ‹œ:

TargetTileOffsetResource(0, -1, 0)  

TargetTileRelative

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetTileRelative(System.Object, Int32, Boolean, Int32)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.
  • distance: μ •μˆ˜ κ°’ - μ‚¬μš© 방법에 λŒ€ν•œ μ„€λͺ…을 λ³΄μ„Έμš”.
  • reverse: Ture/False κ°’, μ‚¬μš© 방법에 λŒ€ν•œ μ„€λͺ…을 λ³΄μ„Έμš”. (μ˜΅μ…˜)
  • itemid: μ•„μ΄ν…œID/κ·Έλž˜ν”½ μ˜ˆμ‹œ) 0x3db . (μ˜΅μ…˜)

μ„€λͺ…:

μ‹œλ¦¬μ–Ό/λŒ€μƒμœΌλ‘œ 주어진 거리λ₯Ό λͺ©ν‘œ νƒ€μΌλ‘œ μ§€μ •ν•˜κ³  μ—­ λͺ¨λ“œμ˜ 경우 μ„ νƒμ μœΌλ‘œ ν‘œμ‹œλ©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

TargetTileRelative("self", 1, False)  

TargetType

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetType(System.Object, Int32, Int32)

νŒŒλΌλ―Έν„°

  • obj: μ •μˆ˜ λ˜λŠ” 16μ§„μˆ˜ ν˜•μ‹μ˜ μ‹€μ œ μ‹œλ¦¬μ–Ό, λ˜λŠ” "self"와 같은 이름 λ¬Έμžμ—΄.
  • hue: 아이탬 색쑰 λ˜λŠ” λͺ¨λ“  값에 -1. (μ˜΅μ…˜)
  • range: 거리 μ˜ˆμ‹œ) 10. (μ˜΅μ…˜)

μ„€λͺ…:

ν”Œλ ˆμ΄μ–΄ 백팩의 μœ ν˜•, 색쑰 및 검색이 맀개 λ³€μˆ˜λ‘œ ν‘œμ‹œλ©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

TargetType(0xff, 0, 3)  

TargetXYZ

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Void TargetXYZ(Int32, Int32, Int32, Int32)

νŒŒλΌλ―Έν„°

  • x: X μ’Œν‘œ.
  • y: Y μ’Œν‘œ.
  • z: Z μ’Œν‘œ.
  • itemid: μ•„μ΄ν…œID/κ·Έλž˜ν”½ μ˜ˆμ‹œ) 0x3db . (μ˜΅μ…˜)

μ„€λͺ…:

μ’Œν‘œλ‘œ 지면을 μ§€μ •ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

TargetXYZ(1000, 1000, 0)  

WaitForTarget

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean WaitForTarget(Int32)

νŒŒλΌλ―Έν„°

  • timeout: milliseconds μ§€μ •λœ μ‹œκ°„μ΄ˆκ³Όλ¨. (μ˜΅μ…˜)

μ„€λͺ…:

μ„œλ²„μ—μ„œ λŒ€μƒμ˜ νŒ¨ν‚·μ„ κΈ°λ‹€λ¦½λ‹ˆλ‹€. (선택적 μ‹œκ°„ 맀개 λ³€μˆ˜λŠ” λ³Έκ°’ 5000 milliseconds)

μ˜ˆμ‹œ:

WaitForTarget(5000)  

WaitForTargetOrFizzle

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean WaitForTargetOrFizzle(Int32)

νŒŒλΌλ―Έν„°

  • timeout: milliseconds μ§€μ •λœ μ‹œκ°„μ΄ˆκ³Όλ¨.

μ„€λͺ…:

λ§ˆλ²• μ‹œμ „μ΄ μ‹€νŒ¨ ν•˜κ±°λ‚˜ μž‘λ™ν•˜μ§€ μ•ŠλŠ” 경우 일정 μ‹œκ°„μ„ κΈ°λ‹€λ¦½λ‹ˆλ‹€.

μ˜ˆμ‹œ:

WaitForTargetOrFizzle(5000)  

WaitingForTarget

λ©”μ„œλ“œ μ‹œκ·Έλ‹ˆμ²˜:

Boolean WaitingForTarget()

μ„€λͺ…:

μ½”μ–΄μ—μ„œ λŒ€μƒ μ„œλ²„λ₯Ό κΈ°λ‹€λ¦¬κ³ μžˆμ„ λ•Œ λ™μž‘ν•©λ‹ˆλ‹€.

μ˜ˆμ‹œ:

if WaitingForTarget():  

νƒ€μž…

TargetBodyType

  • Any
  • Humanoid
  • Transformation
  • Both

TargetDistance

  • Next
  • Nearest
  • Closest
  • Previous

TargetExistsType

  • Any
  • Beneficial
  • Harmful
  • Neutral

TargetInfliction

  • Any
  • Lowest
  • Poisoned
  • Mortaled
  • Paralyzed
  • Dead
  • Unmounted

TargetNotoriety

  • None
  • Innocent
  • Criminal
  • Enemy
  • Murderer
  • Friend
  • Gray
  • Any

TargetResourceType

  • Ore
  • Sand
  • Wood
  • Graves
  • Red_Mushrooms