game.APPLY_ALWAYS
game.APPLY_TOGGLE
game.ARKHE_DYS_PER_PK
game.ARKHE_HRS_PER_DY
game.ARKHE_MES_PER_HR
game.ARKHE_MHS_PER_SN
game.ARKHE_PKS_PER_WK
game.ARKHE_SNS_PER_YR
game.ARKHE_WKS_PER_MH
game.BUFF_ADD_BAD_PARAMS
game.BUFF_ADD_EXISTS
game.BUFF_ADD_LIMITED
game.BUFF_ADD_MAX_EXCEEDED
game.BUFF_ADD_NO_INSERT
game.BUFF_ADD_SUCCESS
game.CAST_NORMAL
game.CAST_POTION
game.CHANNEL_MODE_EMOTE
game.CHANNEL_MODE_NORMAL
game.CHANNEL_MODE_SYSTEM
game.CLONE_WITHOUT_INVENTORY
game.CLONE_WITH_INVENTORY
game.COLOR_BLUE
game.COLOR_BROWN
game.COLOR_DK_NAVY
game.COLOR_FLESH
game.COLOR_GREEN
game.COLOR_GREY
game.COLOR_NAVY
game.COLOR_ORANGE
game.COLOR_PURPLE
game.COLOR_RED
game.COLOR_WHITE
game.COLOR_YELLOW
game.COSTSTRING_APPROX
game.COSTSTRING_FULL
game.COSTSTRING_SHORT
game.COST_BUY
game.COST_SELL
game.COST_TRUE
game.DIRECT
game.EAST
game.ECC_EMPHASIS
game.ECC_HYPERTEXT
game.ECC_STRONG
game.ECC_UNDERLINE
game.EGOITEM_MODE_CLAN
game.EGOITEM_MODE_GUILD
game.EGOITEM_MODE_PLAYER
game.EGOITEM_MODE_UNBOUND
game.EQUIP_AMULET
game.EQUIP_AMUN
game.EQUIP_BOOTS
game.EQUIP_BOW
game.EQUIP_BRACER
game.EQUIP_CLOAK
game.EQUIP_GAUNTLET
game.EQUIP_GIRDLE
game.EQUIP_HELM
game.EQUIP_LEGS
game.EQUIP_LRING
game.EQUIP_MAIL
game.EQUIP_MAX
game.EQUIP_RRING
game.EQUIP_SHIELD
game.EQUIP_SHOULDER
game.EQUIP_WEAPON1
game.FAILURE
game.FAILURE_INDIRECT_NO
game.FAILURE_MAXLEVEL
game.FAILURE_NONLEVELING
game.FAILURE_NOSKILL
game.FEMALE
game.FNO_MODE_ALL
game.FNO_MODE_CONTAINERS
game.FNO_MODE_INV_ONLY
game.GMASTER_MODE_GM
game.GMASTER_MODE_MM
game.GMASTER_MODE_MW
game.GMASTER_MODE_NO
game.GMASTER_MODE_SA
game.GMASTER_MODE_VOL
game.GUILD_IN
game.GUILD_NO
game.GUILD_OLD
game.GUI_NPC_MODE_NO
game.GUI_NPC_MODE_NPC
game.GUI_NPC_MODE_QUEST
game.GUI_NPC_MODE_RHETORICAL
game.HERMAPHRODITE
game.IDENTIFIED
game.IDENTIFY_ALL
game.IDENTIFY_MARKED
game.IDENTIFY_NORMAL
game.INDIRECT
game.INDIRECT_NO
game.INSTANCE_NO_REENTER
game.ITEM_SKILL_AGILITY
game.ITEM_SKILL_MAGIC
game.ITEM_SKILL_MENTAL
game.ITEM_SKILL_NO
game.ITEM_SKILL_PERSONALITY
game.ITEM_SKILL_PHYSICAL
game.ITEM_SKILL_WISDOM
game.LAYER_EFFECT
game.LAYER_FEATURE
game.LAYER_FLOOR
game.LAYER_FMASK
game.LAYER_ITEMA
game.LAYER_ITEMB
game.LAYER_MONSTER
game.LAYER_MONSTER
game.LAYER_PLAYER
game.LAYER_SYSTEM
game.LEARN
game.LOG_DEBUG
game.LOG_INFO
game.LOG_MAPBUG
game.LOG_MONSTER
game.MALE
game.MAP_CHECK
game.MAP_DARKNESS_MAX
game.MAP_DARKNESS_MIN
game.MAP_DARKNESS_TOTAL
game.MAP_INFO_ALL
game.MAP_INFO_NORMAL
game.MAP_NEW
game.MFLAG_FIXED_LOGIN
game.MFLAG_LOAD_ONLY
game.MFLAG_NO_FALLBACK
game.MONEY_MODE_ALL
game.MONEY_MODE_AMOUNT
game.MONEY_MODE_NOTHING
game.MOVE_RETURN_DESTROYED
game.MOVE_RETURN_INSERTION_FAILED
game.MOVE_RETURN_MOVED
game.MOVE_RETURN_SANITY
game.MOVE_RETURN_SUCCESS
game.NDI_COLR_BLUE
game.NDI_COLR_BROWN
game.NDI_COLR_DK_NAVY
game.NDI_COLR_FLESH
game.NDI_COLR_GREEN
game.NDI_COLR_GREY
game.NDI_COLR_NAVY
game.NDI_COLR_ORANGE
game.NDI_COLR_PURPLE
game.NDI_COLR_RED
game.NDI_COLR_WHITE
game.NDI_COLR_YELLOW
game.NDI_FLAG_GSAY
game.NDI_FLAG_VIM
game.NEUTER
game.NONLEVELING
game.NORTH
game.NORTHEAST
game.NORTHWEST
game.OVERLAY_FIRST_AVAILABLE
game.OVERLAY_FIXED
game.OVERLAY_FORCE
game.OVERLAY_IGNORE_TERRAIN
game.OVERLAY_RANDOM
game.OVERLAY_SPECIAL
game.OVERLAY_WITHIN_LOS
game.PATH_ABJURATION
game.PATH_ARCANE
game.PATH_CHAOS
game.PATH_CONJURATION
game.PATH_DEATH
game.PATH_EARTH
game.PATH_ELEMENTAL
game.PATH_ENERGY
game.PATH_LIFE
game.PATH_LIGHT
game.PATH_NATURE
game.PATH_NETHER
game.PATH_NONE
game.PATH_PROTECTION
game.PATH_SHADOW
game.PATH_SPIRIT
game.PATH_TRANSMUTATION
game.PERSONAL_LIGHT_MAX
game.PERSONAL_LIGHT_MIN
game.PERSONAL_LIGHT_OFF
game.QSTAT_ACTIVE
game.QSTAT_DISALLOW
game.QSTAT_DONE
game.QSTAT_NO
game.QSTAT_SOLVED
game.QSTAT_UNKNOWN
game.QUEST_ITEM
game.QUEST_KILL
game.QUEST_KILLITEM
game.QUEST_NORMAL
game.SKILLGROUP_AGILITY
game.SKILLGROUP_MAGIC
game.SKILLGROUP_MENTAL
game.SKILLGROUP_MISC
game.SKILLGROUP_PERSONALITY
game.SKILLGROUP_PHYSIQUE
game.SKILLGROUP_WISDOM
game.SKILL_ALCHEMY
game.SKILL_DIVINE_PRAYERS
game.SKILL_FIND_TRAPS
game.SKILL_LITERACY
game.SKILL_MAGIC_DEVICES
game.SKILL_MELEE_CLEAVE
game.SKILL_MELEE_IMPACT
game.SKILL_MELEE_MASTERY_2H
game.SKILL_MELEE_MASTERY_POLE
game.SKILL_MELEE_PIERCE
game.SKILL_MELEE_SLASH
game.SKILL_PUNCHING
game.SKILL_RANGE_BOW
game.SKILL_RANGE_SLING
game.SKILL_RANGE_XBOW
game.SKILL_REMOVE_TRAP
game.SKILL_THROWING
game.SKILL_WIZARDRY_SPELLS
game.SOUTH
game.SOUTHEAST
game.SOUTHWEST
game.SPELL_TYPE_NATURAL
game.SPELL_TYPE_NONE
game.SPELL_TYPE_PRIEST
game.SPELL_TYPE_WIZARD
game.STAT_CHARISMA
game.STAT_CONSTITUTION
game.STAT_DEXTERITY
game.STAT_INTELLIGENCE
game.STAT_NONE
game.STAT_POWER
game.STAT_STRENGTH
game.STAT_WISDOM
game.SUCCESS
game.TAD_LONGFORM
game.TAD_SHOWDATE
game.TAD_SHOWSEASON
game.TAD_SHOWTIME
game.TARGET_ENEMY
game.TARGET_FRIEND
game.TARGET_SELF
game.TYPE_ABILITY
game.TYPE_AGE_FORCE
game.TYPE_AGGRO_HISTORY
game.TYPE_AI
game.TYPE_ALTAR
game.TYPE_AMULET
game.TYPE_ANVIL
game.TYPE_ARMOUR
game.TYPE_ARROW
game.TYPE_AURA
game.TYPE_BALL_LIGHTNING
game.TYPE_BASE_INFO
game.TYPE_BEACON
game.TYPE_BLINDNESS
game.TYPE_BOMB
game.TYPE_BOOK
game.TYPE_BOOTS
game.TYPE_BOW
game.TYPE_BRACERS
game.TYPE_BULLET
game.TYPE_BUTTON
game.TYPE_CANCELLATION
game.TYPE_CF_HANDLE
game.TYPE_CHECK_INV
game.TYPE_CLOAK
game.TYPE_CONE
game.TYPE_CONN_SENSOR
game.TYPE_CONTAINER
game.TYPE_CORPSE
game.TYPE_CREATOR
game.TYPE_DAMAGE_INFO
game.TYPE_DEAD_OBJECT
game.TYPE_DEEP_SWAMP
game.TYPE_DETECTOR
game.TYPE_DIRECTOR
game.TYPE_DISEASE
game.TYPE_DOOR
game.TYPE_DRINK
game.TYPE_EARTHWALL
game.TYPE_ENV_SENSOR
game.TYPE_EVENT_OBJECT
game.TYPE_EXIT
game.TYPE_FBALL
game.TYPE_FBULLET
game.TYPE_FIRECHEST
game.TYPE_FIREHOLES
game.TYPE_FIREWALL
game.TYPE_FLOOR
game.TYPE_FOOD
game.TYPE_FOOD_BUFF_FORCE
game.TYPE_FOOD_FORCE
game.TYPE_FORCE
game.TYPE_GATE
game.TYPE_GEM
game.TYPE_GIRDLE
game.TYPE_GLOVES
game.TYPE_GOD
game.TYPE_GUILD_FORCE
game.TYPE_HELMET
game.TYPE_HOLY_ALTAR
game.TYPE_HORN
game.TYPE_INORGANIC
game.TYPE_JEWEL
game.TYPE_KEY
game.TYPE_LEGS
game.TYPE_LEGS
game.TYPE_LIGHTNING
game.TYPE_LIGHT_APPLY
game.TYPE_LIGHT_REFILL
game.TYPE_LIGHT_SOURCE
game.TYPE_LOOT
game.TYPE_MAGIC_EAR
game.TYPE_MAP
game.TYPE_MARKER
game.TYPE_MISC_OBJECT
game.TYPE_MMISSILE
game.TYPE_MONEY
game.TYPE_MONSTER
game.TYPE_NUGGET
game.TYPE_ORGANIC
game.TYPE_PARAIMAGE
game.TYPE_PEACEMAKER
game.TYPE_PEARL
game.TYPE_PEDESTAL
game.TYPE_PIT
game.TYPE_PLAYER
game.TYPE_PLAYERMOVER
game.TYPE_PLAYER_CHANGER
game.TYPE_POISON
game.TYPE_POISONCLOUD
game.TYPE_POTION
game.TYPE_POWER_CRYSTAL
game.TYPE_QUEST_CONTAINER
game.TYPE_QUEST_INFO
game.TYPE_QUEST_OBJECT
game.TYPE_QUEST_TRIGGER
game.TYPE_QUEST_UPDATE
game.TYPE_RANDOM_DROP
game.TYPE_RING
game.TYPE_ROD
game.TYPE_RUNE
game.TYPE_SAVEBED
game.TYPE_SCROLL
game.TYPE_SHIELD
game.TYPE_SHOP_CONTAINER
game.TYPE_SHOP_FLOOR
game.TYPE_SHOP_MAT
game.TYPE_SHOULDER
game.TYPE_SHOULDER
game.TYPE_SIGN
game.TYPE_SKILL
game.TYPE_SKILLGROUP
game.TYPE_SPARKLY
game.TYPE_SPAWN_POINT
game.TYPE_SPAWN_POINT_INFO
game.TYPE_SPAWN_POINT_MOB
game.TYPE_SPEEDBALL
game.TYPE_SPELLBOOK
game.TYPE_SPINNER
game.TYPE_SWARM_SPELL
game.TYPE_SYMPTOM
game.TYPE_TELEPORTER
game.TYPE_THROWN_OBJ
game.TYPE_TIMED_GATE
game.TYPE_TIMER
game.TYPE_TRAPDOOR
game.TYPE_TRAP_PART
game.TYPE_TREASURE
game.TYPE_TRIGGER
game.TYPE_TRIGGER_ALTAR
game.TYPE_TRIGGER_BUTTON
game.TYPE_TRIGGER_PEDESTAL
game.TYPE_WALL
game.TYPE_WAND
game.TYPE_WAYPOINT_OBJECT
game.TYPE_WEALTH
game.TYPE_WEAPON
game.TYPE_WORD_OF_RECALL
game.UNAPPLY_ALWAYS
game.UNAPPLY_IGNORE_CURSE
game.UNIDENTIFIED
game.UNIQUE_MSG
game.UNLEARN
game.VIM_MSG
game.WEST
game:CreateObject(archname, identified, number, value)Parameter types:
archname: string (required)
identified: integer (optional)
number: integer (optional)
value: integer (optional)
Creates an object from archname.
identified is either game.IDENTIFIED or game.UNIDENTIFIED
number is the number of objects to create in a stack
If value is >= 0 it will be used as the new object's value,
otherwise the value will be taken from the arch.
game:EnumerateCoins(value)Parameter types:
value: big integer (64 bit) (required)
Return four numbers with value nicely enumerated as the optimum
denomination coins. The returns are in the order: copper, silver,
gold, mithril. This means you can passthis method call directly
as the argument to other methods which take c, s, g, m as four
arguments, such as: object:AddMoney(game:EnumerateCoins(value)).
game:FindPlayer(name)Parameter types:
name: string (required)
game:GetSkillNr(name)Parameter types:
name: string (required)
Gets the number of the named skill. -1 if no such skill exists
game:GetSpellNr(name)Parameter types:
name: string (required)
Gets the number and type of the named spell.
Returns spell number and spell type (one of the game.SPELL_TYPE_*
constants (or -1 and game.SPELL_TYPE_NONE if no such spell
exists.
game:GetTimeAndDate(offset)Parameter types:
offset: string (optional)
Returns info about the game time.
offset is optional. If specified it may be a number which is the
number of hours in the future or the past which the return
represents, or a string which is parsed to arrive at a similar
result (eg, "11 parweeks, 2 days, and 17 hours").
Return : 3 returns: a table which reflects the game time given offset; a
number which is the CURRENT absolute game time to an hour's
resolution; a number which is the absolute game time given offset
to an hour's resolution.
The table has the following fields:
daylight_darkness - daylight darkness as number
daylight_brightness - daylight brightness as number
hour - hour in day as number
minute - minute in hour as number
dayofyear - day of year as number
year - year as number
season - season in year as number
month - month in season as number
week - week in month as number
parweek - parweek in week as number
day - day in parweek as number
intraholiday - intraholiday number TODO
extraholiday - extraholiday in year as number
season_name - season name as string
month_name - month name as string
parweek_name - parweek name as string
day_name - day name as string
intraholiday_name - intraholiday name as string
extraholiday_name - extraholiday name as string
game:IsValid(what)Parameter types:
what: unknown (required)
Test if a Map, Event or GameObject is still valid.
(Useful for datastore and coroutine usage).
This is the only lua function that doesn't generate an error if
given an invalid object.
game:LoadObject(string)Parameter types:
string: string (required)
game:LocateBeacon(name)Parameter types:
name: string (required)
Locates the named beacon if it is in memory. Returns nil
otherwise
Beacons are very useful for locating objects or locations on maps
game:Log(level, text)Parameter types:
level: integer (required)
text: string (required)
Write text to the game log
level should be one of
game.LOG_INFO for informational messages. These are logged also
in production servers.
game.LOG_DEBUG for debug messages. These are normally not logged
in production servers.
game.LOG_MONSTER for detailed monster info. Normally never logged
(LOG_MONSTER might be useful for lua behaviours?)
When logged, text is always prefixed with "LUA:"
The log levels ERROR and BUG are not available from lua for
security reasons (both might terminate the server).
The lua "print()" function is redirected to LOG_INFO
Version notes: Introduced in beta 4 pre3
game:MatchString(firststr, secondstr)Parameter types:
firststr: string (required)
secondstr: string (required)
Case insensitive string comparision. Returns 1 if the two
strings are the same, or 0 if they differ.
secondstring can contain regular expressions.
game:PrintTimeAndDate(flags, offset)Parameter types:
flags: integer (optional)
offset: string (optional)
Returns the Arkhe time and/or date as a string, according to
flags and offset.
flags is optional. If specified, it should be some combination
of:
game.TAD_SHOWTIME, game.TAD_SHOWDATE, game.TAD_SHOWSEASON, and
game.TAD_LONGFORM.
If not specified, it defaults to all of them.
offset is optional. If specified it may be a number which is the
number of hours in the future or the past which the return
represents, or a string which is parsed to arrive at a similar
result (eg, "11 parweeks, 2 days, and 17 hours").
Return : string.
game:ReadyMap(path, mode)Parameter types:
path: string (required)
mode: integer (optional)
Loads the map pointed to by path into memory.
path is a required string. It may be an absolute path
(recommended, the map will be handled as a multi) or a path to a
unique/instance (in which case mode must be game.MAP_CHECK -- ie,
this method cannot load such maps).
mode is an optional number. Use one of:
game.MAP_CHECK - don't load the map if it isn't in memory,
returns nil if the map wasn't in memory.
game.MAP_NEW - if the map is already in memory, force an
immediate reset; then (re)load it.
Return : map pointer to map, or nil
game:ServerTickDiff(mytick)Parameter types:
mytick: integer (required)
Returns the difference between mytick and the current server
tick. Actually, two values are returned. Firstly, the precise
difference in ticks. Secondly, the approximate difference in
seconds (always a whole number, rounded up to the nearest
second). Positive returns mean mytick is less than the current
server tick (that is, the time has passed). Negative means mytick
is greater (the time is yet to pass).
game:UpgradeApartment(map_old, map_new, x, y)Parameter types:
map_old: map (required)
map_new: map (required)
x: integer (required)
y: integer (required)
Transfer all items with "no_pick 0" setting from map_old
to position x,y on map new.
game:Write(message, ndif)Parameter types:
message: string (required)
ndif: integer (optional)
Writes a message to all players currently online.
ndif should be zero or one game.NDI_COLR_* and/or zero or more
game.NDI_FLAG_*. The default ndif is game.NDI_COLR_RED.
game.NDI_FLAG_GSAY is illegal and causes an error.
game.NDI_FLAG_VIM should be used *very* sparingly, if at all.
Note : The Lua language cannot do bitwise operations but it is fine to
add the ndif values.