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<P style="FONT-WEIGHT: bold; FONT-SIZE: 14pt; TEXT-ALIGN: left">File: UO.em</P>
<P style="FONT-WEIGHT: bold; FONT-SIZE: 10pt; TEXT-ALIGN: left">Description:
Functions that interact with and alter UO game world data, including
server-client messages.<BR>Last Modified: 6/19/2003</P>
<P>File Constants: <PRE><UL>// CreateMulti flags<BR>// only for house creation:<BR>const CRMULTI_IGNORE_MULTIS := 0x0001; // ignore intersecting multis<BR>const CRMULTI_IGNORE_OBJECTS := 0x0002; // ignore dynamic objects<BR>const CRMULTI_IGNORE_WORLDZ := 0x0004; // ignore standability, relative Z, world height<BR>const CRMULTI_IGNORE_ALL := 0x0007; <BR>// only for boat creation:<BR>const CRMULTI_FACING_NORTH := 0x0000; <BR>const CRMULTI_FACING_EAST := 0x0100;<BR>const CRMULTI_FACING_SOUTH := 0x0200;<BR>const CRMULTI_FACING_WEST := 0x0300;<BR><BR>// ListHostiles exclusions<BR><BR>const LH_FLAG_LOS := 1; // only include those in LOS<BR>const LH_FLAG_INCLUDE_HIDDEN := 2; // include hidden characters<BR><BR>// RegisterForSpeechEvents flags<BR>const LISTENPT_HEAR_GHOSTS := 0x01; // hear ghost speech in addition to living speech<BR><BR>// ListItemsNearLocationEx exclusions<BR><BR>const LISTEX_FLAG_NORMAL := 0x01;<BR>const LISTEX_FLAG_HIDDEN := 0x02;<BR>const LISTEX_FLAG_GHOST := 0x04;<BR><BR>// ListItemsNearLocationWithFlag( x,y,z, range, flags ); tiledata flags<BR>const TILEDATA_FLAG_BACKGROUND := 0x00000001; //Background<BR>const TILEDATA_FLAG_WEAPON := 0x00000002; //Weapon<BR>const TILEDATA_FLAG_TRANSPARENT := 0x00000004; //Transparent<BR>const TILEDATA_FLAG_TRANSLUCENT := 0x00000008; //Translucent<BR>const TILEDATA_FLAG_WALL := 0x00000010; //Wall<BR>const TILEDATA_FLAG_DAMAGING := 0x00000020; //Damaging<BR>const TILEDATA_FLAG_IMPASSIBLE := 0x00000040; //Impassable<BR>const TILEDATA_FLAG_WET := 0x00000080; //Wet<BR>const TILEDATA_FLAG_UNK := 0x00000100; //Unknown<BR>const TILEDATA_FLAG_SURFACE := 0x00000200; //Surface<BR>const TILEDATA_FLAG_BRIDGE := 0x00000400; //Bridge<BR>const TILEDATA_FLAG_STACKABLE := 0x00000800; //Generic/Stackable<BR>const TILEDATA_FLAG_WINDOW := 0x00001000; //Window<BR>const TILEDATA_FLAG_NOSHOOT := 0x00002000; //No Shoot<BR>const TILEDATA_FLAG_PREFIX_A := 0x00004000; //Prefix A<BR>const TILEDATA_FLAG_PREFIX_AN := 0x00008000; //Prefix An<BR>const TILEDATA_FLAG_INTERNAL := 0x00010000; //Internal (things like hair, beards, etc)<BR>const TILEDATA_FLAG_FOILIAGE := 0x00020000; //Foliage<BR>const TILEDATA_FLAG_PARTIAL_HUE := 0x00040000; //Partial Hue<BR>const TILEDATA_FLAG_UNK1 := 0x00080000; //Unknown 1<BR>const TILEDATA_FLAG_MAP := 0x00100000; //Map<BR>const TILEDATA_FLAG_CONTAINER := 0x00200000; //Container<BR>const TILEDATA_FLAG_WEARABLE := 0x00400000; //Wearable<BR>const TILEDATA_FLAG_LIGHTSOURCE := 0x00800000; //LightSource<BR>const TILEDATA_FLAG_ANIMATED := 0x01000000; //Animated<BR>const TILEDATA_FLAG_NODIAGONAL := 0x02000000; //No Diagonal<BR>const TILEDATA_FLAG_UNK2 := 0x04000000; //Unknown 2<BR>const TILEDATA_FLAG_ARMOR := 0x08000000; //Armor<BR>const TILEDATA_FLAG_ROOF := 0x10000000; //Roof<BR>const TILEDATA_FLAG_DOOR := 0x20000000; //Door<BR>const TILEDATA_FLAG_STAIRBACK := 0x40000000; //StairBack<BR>const TILEDATA_FLAG_STAIRRIGHT := 0x80000000; //StairRight<BR><BR>// Move Options - add together and pass as "flags" param to<BR>// MoveCharacterToLocation or MoveItemToLocation<BR>const MOVECHAR_FORCELOCATION := 0x40000000;<BR>const MOVEITEM_NORMAL := 0;<BR>const MOVEITEM_FORCELOCATION := 0x40000000;<BR>// Resurrect options<BR>const RESURRECT_FORCELOCATION := 0x01;<BR>// MoveType constants for CanInsert/OnInsert/CanRemove/OnRemove scripts<BR>const MOVETYPE_PLAYER := 0; // Moved by the player<BR>const MOVETYPE_COREMOVE := 1; // Moved with MoveItem*() (or equiv)<BR>const MOVETYPE_CORECREATE := 2; // Created with CreateItemIn*() (or equiv)<BR>// InsertType constants for CanInsert/OnInsert scripts<BR>const INSERT_ADD_ITEM := 1;<BR>const INSERT_INCREASE_STACK := 2;<BR><BR>// SendTextEntryGump options<BR><BR>const TE_CANCEL_DISABLE := 0;<BR>const TE_CANCEL_ENABLE := 1;<BR>const TE_STYLE_DISABLE := 0;<BR>const TE_STYLE_NORMAL := 1;<BR>const TE_STYLE_NUMERICAL:= 2;<BR><BR>// SystemFindObjectBySerial options:<BR>const SYSFIND_SEARCH_OFFLINE_MOBILES := 1;<BR>const SYSFIND_SEARCH_STORAGE_AREAS := 2;<BR><BR>// Target Options - add these together and pass as second<BR>// param to Target()<BR>const TGTOPT_CHECK_LOS := 0x0001;<BR>const TGTOPT_NOCHECK_LOS := 0x0000; // to be explicit<BR>const TGTOPT_HARMFUL := 0x0002;<BR>const TGTOPT_NEUTRAL := 0x0000; // to be explicit<BR>const TGTOPT_HELPFUL := 0x0004;<BR><BR>// POLCLASS_* constants - use with obj.isa(POLCLASS_*)<BR>const POLCLASS_UOBJECT := 1;<BR>const POLCLASS_ITEM := 2;<BR>const POLCLASS_MOBILE := 3;<BR>const POLCLASS_NPC := 4;<BR>const POLCLASS_LOCKABLE := 5;<BR>const POLCLASS_CONTAINER := 6;<BR>const POLCLASS_CORPSE := 7;<BR>const POLCLASS_DOOR := 8;<BR>const POLCLASS_SPELLBOOK := 9;<BR>const POLCLASS_MAP := 10;<BR>const POLCLASS_MULTI := 11;<BR>const POLCLASS_BOAT := 12;<BR>const POLCLASS_HOUSE := 13;<BR>const POLCLASS_EQUIPMENT := 14;<BR>const POLCLASS_ARMOR := 15;<BR>const POLCLASS_WEAPON := 16;<BR><BR>// Don't use these outside this file, use FONT_* from client.inc<BR>// (and I don't know what for color)<BR>const _DEFAULT_TEXT_FONT := 3;<BR>const _DEFAULT_TEXT_COLOR := 0x3B2;<BR></UL></PRE>
<P></P>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#Accessible>
<TH align=middle colSpan=2>Accessible( Character, item )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>Character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>item</VAR></TD>
<TD>Item Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Function: Determines if an item falls into one of the
following categories for a character:</TD></TR>
<TR>
<TD colSpan=2>An item on the ground, within two squares </TD></TR>
<TR>
<TD colSpan=2>An item equipped by the character </TD></TR>
<TR>
<TD colSpan=2>An item inside the character's backpack </TD></TR>
<TR>
<TD colSpan=2>A temporarily accessible item </TD></TR>
<TR>
<TD colSpan=2>Notes: Does not check that character has line-of-sight to
item. </TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>0 if item does not fall into one of the above categories, 1
if the item does. </TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#AddAmount>
<TH align=middle colSpan=2>AddAmount( item_ref, amount )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>item_ref</VAR></TD>
<TD>Item reference</TD></TR>
<TR>
<TD width="50%"><VAR>amount</VAR></TD>
<TD>An integer 1-60000</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Adds the specified amount to a stack of items. Amount is
between 1 and 60000 </TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 or error</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"That item is being used" (if inuse or reserved)</TD></TR>
<TR>
<TD colSpan=2>"That item type is not stackable" </TD></TR>
<TR>
<TD colSpan=2>"Can't add that much to that stack" (if resulting amount
> 60000)</TD></TR>
<TR>
<TD colSpan=2>"Invalid Parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#AddMenuItem>
<TH align=middle colSpan=2>AddMenuItem( menu, objtype, text
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>menu</VAR></TD>
<TD>Dynamic Menu Reference (from CreateMenu())</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer tile graphic to add to menu</TD></TR>
<TR>
<TD width="50%"><VAR>text</VAR></TD>
<TD>String description</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Adds a menu item to a dynamic menu. </TD></TR>
<TR>
<TD colSpan=2>Notes: The 'objtype' field of a mobile is not appropriate
here. There is special art for mobiles for use in menus. Human Males
(object type: 0x190) use 0x2106, females 0x2107. Use InsideUO to determine
other values. </TD></TR>
<TR>
<TD colSpan=2>0 for objtype creates a checkbox-style menu</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 if the item was added successfully</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid
parameters)</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#AlterAttributeTemporaryMod>
<TH align=middle colSpan=2>AlterAttributeTemporaryMod( character,
attrname, delta_tenths )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>attrname</VAR></TD>
<TD>String (attribute name)</TD></TR>
<TR>
<TD width="50%"><VAR>delta_tenths</VAR></TD>
<TD>Integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Changes the temporary modification value for attribute named
"attrname". delta_tenths is in tenths, obviously. So "1" would increase
the temp mod by 0.1 points.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success or Error</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type" including if attrname was not found
as an attribute</TD></TR>
<TR>
<TD colSpan=2>"New modifier value is out of range"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#attributes.cfg"><B>attributes.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ApplyConstraint>
<TH align=middle colSpan=2>ApplyConstraint( objlist, configfile,
propertyname, minvalue )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>objlist</VAR></TD>
<TD>array of objtype numbers</TD></TR>
<TR>
<TD width="50%"><VAR>configfile</VAR></TD>
<TD>config file reference</TD></TR>
<TR>
<TD width="50%"><VAR>propertyname</VAR></TD>
<TD>string</TD></TR>
<TR>
<TD width="50%"><VAR>minvalue</VAR></TD>
<TD>integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Each element's objtype in "objlist" is looked up in the
config file referenced by "configfile". if the object's value for
"propertyname" is less than "minvalue", its objtype is included in the
returned array.</TD></TR>
<TR>
<TD colSpan=2>Notes: Example: gets all the bowcraft items you can make
given the amount of logs selected. </TD></TR>
<TR>
<TD colSpan=2><PRE>//Returns all the objtypes in the "BowcraftCarving" entry in menus.cfg:
var objtypes := GetMenuObjTypes( "BowcraftCarving" );
//Returns a subset of the objtypes in the bowcraft item crafting config file that require
//less "material" than the value of targetted_logs.amount.
objtypes := ApplyConstraint(objtypes,bowcraftconfigfile,"material",targetted_logs.amount);
//the return value is in a convienent form to use AddMenuItem()
return objtypes;</PRE></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>An Array of Object Types that pass the
constraint.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (instead returns an Uninitialized Object on
failure)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#UObject"><B>UObject</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Array"><B>Array</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ApplyDamage>
<TH align=middle colSpan=2>ApplyDamage( Character, Hits
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>Character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>Hits</VAR></TD>
<TD>Real (0.0 to 30000.0)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Decreases a character's hit points, after reducing damage
due to armor.</TD></TR>
<TR>
<TD colSpan=2>(Old notes:) The steps taken are as follows: A piece of
armor is chosen randomly, based on probabilities in ARMRZONE.CFG. Damage
is reduced by 50% to 100% of the armor's AR. Remaining damage is halved.
"I'm Hit" animation is played. Damage is applied. Mobile is killed if hit
points are now zero. Invokes Reputation system effects.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>"Damage is out of range"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ApplyRawDamage>
<TH align=middle colSpan=2>ApplyRawDamage( Character, Hits
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>Character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>Hits</VAR></TD>
<TD>Integer (0..255)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Decreases a character's hit points. If this causes hit
points to drop to zero, kills the character.</TD></TR>
<TR>
<TD colSpan=2>Notes: Armor is ignored.</TD></TR>
<TR>
<TD colSpan=2>Invokes Reputation system effects.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid parameter)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#AssignRectToWeatherRegion>
<TH align=middle colSpan=2>AssignRectToWeatherRegion( region, xwest,
ynorth, xeast, ysouth )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>region</VAR></TD>
<TD>string</TD></TR>
<TR>
<TD width="50%"><VAR>xwest</VAR></TD>
<TD>integer</TD></TR>
<TR>
<TD width="50%"><VAR>ynorth</VAR></TD>
<TD>integer</TD></TR>
<TR>
<TD width="50%"><VAR>xeast</VAR></TD>
<TD>integer</TD></TR>
<TR>
<TD width="50%"><VAR>ysouth</VAR></TD>
<TD>integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Sets the range for weather region named "region". Useful for
making moving storms. Notes: Weather region strings as defined in
regions/weather.cfg</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid Parameter type"</TD></TR>
<TR>
<TD colSpan=2>"Weather region not found"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#weather.cfg"><B>weather.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#BaseSkillToRawSkill>
<TH align=middle colSpan=2>BaseSkillToRawSkill( baseskill
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>baseskill</VAR></TD>
<TD>Integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Converts an old-style "base skill" value to old-style "raw
skill" value.</TD></TR>
<TR>
<TD colSpan=2>Notes: OBSOLETE</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Raw skill value representation</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#Broadcast>
<TH align=middle colSpan=2>Broadcast( text, font := _DEFAULT_TEXT_FONT,
color := _DEFAULT_TEXT_COLOR )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>text</VAR></TD>
<TD>String</TD></TR>
<TR>
<TD width="50%"><VAR>font</VAR></TD>
<TD>Integer (optional)</TD></TR>
<TR>
<TD width="50%"><VAR>color</VAR></TD>
<TD>Integer (optional)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Sends text as a System Message to every online player.
</TD></TR>
<TR>
<TD colSpan=2>See client.inc for font and color values.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid parameter)
</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CheckLineOfSight>
<TH align=middle colSpan=2>CheckLineOfSight( object1, object2
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>object1</VAR></TD>
<TD>UObject Reference</TD></TR>
<TR>
<TD width="50%"><VAR>object2</VAR></TD>
<TD>UObject Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Tests if object1 has Line-of-sight to object 2</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>0 if sight blocked</TD></TR>
<TR>
<TD colSpan=2>1 if object1 has LOS to object2</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid parameter)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#UObject"><B>UObject</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CheckLosAt>
<TH align=middle colSpan=2>CheckLosAt( character, x, y, z
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>x,y,z</VAR></TD>
<TD>Integer world coordinates</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Tests if character has Line-of-sight to
coordinate</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 if character has line-of-sight to (x,y,z)</TD></TR>
<TR>
<TD colSpan=2>0 if character does not have line-of-sight to
(x,y,z)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid parameter)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CheckSkill>
<TH align=middle colSpan=2>CheckSkill( character, skillid, difficulty,
points )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>character</VAR></TD>
<TD>Character Ref</TD></TR>
<TR>
<TD width="50%"><VAR>skillid</VAR></TD>
<TD>Integer skill/attribute ID</TD></TR>
<TR>
<TD width="50%"><VAR>difficulty</VAR></TD>
<TD>Integer skill use difficulty</TD></TR>
<TR>
<TD width="50%"><VAR>points</VAR></TD>
<TD>Integer skill gain on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>NOTE: Calls the Syshook script CheckSkill. If it doesn't
exist, always returns false.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Return value of CheckSkill syshook.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR>
<TR>
<TD colSpan=2>"No such skill"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ConsumeMana>
<TH align=middle colSpan=2>ConsumeMana( who, spellid )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>who</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>spellid</VAR></TD>
<TD>Integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Consumes amount of "Mana" for "who" for the spell as defined
in spells.cfg</TD></TR>
<TR>
<TD colSpan=2>Notes: spells.cfg files define spells and spell ids.</TD></TR>
<TR>
<TD colSpan=2>Consumes from "Mana" vital.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR>
<TR>
<TD colSpan=2>"No such spell"</TD></TR>
<TR>
<TD colSpan=2>"Spell ID out of range"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#spells.cfg"><B>spells.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ConsumeReagents>
<TH align=middle colSpan=2>ConsumeReagents( caster, spellid
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>caster</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>spellid</VAR></TD>
<TD>An integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Removes reagent items from caster's pack according to
spellid's definition in spells.cfg. Spells.cfg files define spells &
spell ids.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on successful consume, 0 if not enough of defined
reagents</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Spell ID out of range" if !(spellid >= 1 &&
spellid <= last spellid)</TD></TR>
<TR>
<TD colSpan=2>"No such spell" if spellid not found</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#spells.cfg"><B>spells.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ConsumeSubstance>
<TH align=middle colSpan=2>ConsumeSubstance( container, objtype, amount
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>container</VAR></TD>
<TD>Container reference</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype to find and consume</TD></TR>
<TR>
<TD width="50%"><VAR>amount</VAR></TD>
<TD>An integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Subtracts "amount" from the first stack of type "objtype"
found, starting in container "container"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 or Error</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"That is not a container" if
container.isa(POLCLASS_CONTAINER) == false</TD></TR>
<TR>
<TD colSpan=2>"Amount cannot be negative" if amount < 0</TD></TR>
<TR>
<TD colSpan=2>"Not enough of that substance in container"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Container"><B>Container</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#ConsumeVital>
<TH align=middle colSpan=2>ConsumeVital( who, vital, hundredths
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>who</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>vital</VAR></TD>
<TD>String (vital name)</TD></TR>
<TR>
<TD width="50%"><VAR>hundreths</VAR></TD>
<TD>Integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Consumes an amount of vital "vital" in hundreths. for
example, ConsumeVital(who, "Stamina", 100) consumes one point of
stamina.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on consume success or 0 on failure (insufficient value for
the vital)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type" including if vital was not found as
a vital name</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#vitals.cfg"><B>vitals.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateAccount>
<TH align=middle colSpan=2>CreateAccount( acctname, password, enabled
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>acctname</VAR></TD>
<TD>string</TD></TR>
<TR>
<TD width="50%"><VAR>password</VAR></TD>
<TD>string</TD></TR>
<TR>
<TD width="50%"><VAR>enabled</VAR></TD>
<TD>integer (0 or 1)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates a new player account with the specified account
name, password.</TD></TR>
<TR>
<TD colSpan=2>Notes: If enabled == 0, player cannot log in.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Account Reference for the new account on
success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Account already exists"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Account"><B>Account</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateGuild>
<TH align=middle colSpan=2>CreateGuild()</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates a new Guild Object.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>A Guild Reference to the new guild.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Guild"><B>Guild</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateItemAtLocation>
<TH align=middle colSpan=2>CreateItemAtLocation( x, y, z, objtype, amount
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>x,y,z</VAR></TD>
<TD>Integer world coordinates</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype, OR String ObjtypeName, OR GetItemDescriptor
struct.</TD></TR>
<TR>
<TD width="50%"><VAR>amount</VAR></TD>
<TD>Integer (0..60000)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates an item at an arbitrary location. </TD></TR>
<TR>
<TD colSpan=2>Amount specifies how large the stack should be. </TD></TR>
<TR>
<TD colSpan=2>Runs the item's create script, if any.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Item Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"That item is not stackable. Create one at a time."</TD></TR>
<TR>
<TD colSpan=2>"Unable to create item of objtype X"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#itemdesc.cfg"><B>itemdesc.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateItemCopyAtLocation>
<TH align=middle colSpan=2>CreateItemCopyAtLocation(x, y, z,
itemref)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>x,y,z</VAR></TD>
<TD>Integer world coordinates</TD></TR>
<TR>
<TD width="50%"><VAR>itemref</VAR></TD>
<TD>Item Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>makes a clone of the item referenced with "itemref" at
location x,y,z. Copies member variables and CProps. Does not work with
Multi objects. Does not copy a container's contents.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>A new Item Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Unable to clone item"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>"This function does not work with Multi
objects."</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#itemdesc.cfg"><B>itemdesc.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateItemInBackpack>
<TH align=middle colSpan=2>CreateItemInBackpack( of_character, objtype,
amount := 1 )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>of_character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype, OR String ObjtypeName, OR GetItemDescriptor
struct.</TD></TR>
<TR>
<TD width="50%"><VAR>amount</VAR></TD>
<TD>Integer (optional, 0..60000)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates an item in a character's backpack. </TD></TR>
<TR>
<TD colSpan=2>Notes: Adds to an existing stack in the top level of the
container, if an appropriate stack can be found (meaning, can hold the new
amount, the existing item stack has color equal to its itemdesc.cfg color
property AND has equal CProps as its itemdesc.cfg entry (not counting
locally and globally ignored cprops). If no appropritate stack is found,
creates a new stack. </TD></TR>
<TR>
<TD colSpan=2>Runs the item's create script, if any.</TD></TR>
<TR>
<TD colSpan=2>Calls the container's canInsert and onInsert scripts, if
any.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Item Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"A parameter was invalid."</TD></TR>
<TR>
<TD colSpan=2>"Character has no backpack."</TD></TR>
<TR>
<TD colSpan=2>"That item is not stackable. Create one at a time."</TD></TR>
<TR>
<TD colSpan=2>"That container is full"</TD></TR>
<TR>
<TD colSpan=2>"Failed to create that item type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#itemdesc.cfg"><B>itemdesc.cfg</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="configfiles.html#stacking.cfg"><B>stacking.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateItemInContainer>
<TH align=middle colSpan=2>CreateItemInContainer( container, objtype,
amount := 1 )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>container</VAR></TD>
<TD>Container Reference</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype, OR String ObjtypeName, OR GetItemDescriptor
struct.</TD></TR>
<TR>
<TD width="50%"><VAR>amount</VAR></TD>
<TD>Integer (optional, 0..60000)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates an item in a container. </TD></TR>
<TR>
<TD colSpan=2>Notes: Adds to an existing stack in the top level of the
container, if an appropriate stack can be found (meaning, can hold the new
amount, the existing item stack has color equal to its itemdesc.cfg color
property AND has equal CProps as its itemdesc.cfg entry (not counting
locally and globally ignored cprops). If no appropritate stack is found,
creates a new stack. </TD></TR>
<TR>
<TD colSpan=2>Runs the item's create script, if any.</TD></TR>
<TR>
<TD colSpan=2>Calls the container's canInsert and onInsert scripts, if
any.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Item Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"A parameter was invalid"</TD></TR>
<TR>
<TD colSpan=2>"That is not a container"</TD></TR>
<TR>
<TD colSpan=2>"That item is not stackable. Create one at a time."</TD></TR>
<TR>
<TD colSpan=2>"That container is full"</TD></TR>
<TR>
<TD colSpan=2>"Failed to create that item type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Container"><B>Container</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#itemdesc.cfg"><B>itemdesc.cfg</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="configfiles.html#stacking.cfg"><B>stacking.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateItemInInventory>
<TH align=middle colSpan=2>CreateItemInInventory( container, objtype,
amount := 1 )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>container</VAR></TD>
<TD>Container reference</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype for item to be created, OR String ObjtypeName, OR
GetItemDescriptor struct.</TD></TR>
<TR>
<TD width="50%"><VAR>amount</VAR></TD>
<TD>size of stack to be created. Default = 1</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates a stack of items in the specified container. As
usual, objtype must be valid and amount must be 1..60000. </TD></TR>
<TR>
<TD colSpan=2>Note: Will call the container's canInsert and onInsert
scripts.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Item reference or Error</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"A parameter was invalid"</TD></TR>
<TR>
<TD colSpan=2>"That is not a container" if
container.isa(POLCLASS_CONTAINER) == false</TD></TR>
<TR>
<TD colSpan=2>"That container is full" if weight would be > 65535, or
if would exceed maximum # of items</TD></TR>
<TR>
<TD colSpan=2>"Failed to create that item type"</TD></TR>
<TR>
<TD colSpan=2>"Could not insert item into container." if canInsert script
returns false</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Container"><B>Container</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#itemdesc.cfg"><B>itemdesc.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateMenu>
<TH align=middle colSpan=2>CreateMenu( title )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>title</VAR></TD>
<TD>String</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates an empty dynamic "old-style item selection" menu.
</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>A dynamic menu reference if the menu was created
successfully</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid
parameter)</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateMultiAtLocation>
<TH align=middle colSpan=2>CreateMultiAtLocation( x, y, z, objtype, flags
:= 0 )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>x,y,z</VAR></TD>
<TD>Integer world coordinates</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype, OR String ObjtypeName, OR GetItemDescriptor
struct.</TD></TR>
<TR>
<TD width="50%"><VAR>flags</VAR></TD>
<TD>Integer (optional)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates a "multi" object (house or boat) at a
location.</TD></TR>
<TR>
<TD colSpan=2>Notes: uo.em constants for flags: </TD></TR>
<TR>
<TD colSpan=2><PRE>houses only:
const CRMULTI_IGNORE_MULTIS := 0x0001; //ignore intersecting multis
const CRMULTI_IGNORE_OBJECTS := 0x0002; //ignore dynamic objects
const CRMULTI_IGNORE_WORLDZ := 0x0004; //ignore standability,relative Z,world height
const CRMULTI_IGNORE_ALL := 0x0007; </PRE></TD></TR>
<TR>
<TD colSpan=2>objtype must be a multi type as defined in itemdesc.cfg
having a type House or Boat.</TD></TR>
<TR>
<TD colSpan=2>For Boats: Position must be passable - every part of the
hull sits on water, and no hull location is occupied by the hull of
another ship, nor a static or dynamic blocking item. Runs
scripts/misc/boat.ecl on creation.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Boat Reference or House Reference on success, and adds the
multi to the world</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"That location is out of bounds"</TD></TR>
<TR>
<TD colSpan=2>"That objtype is not a Multi"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>"Don't know what kind of multi to make"</TD></TR>
<TR>
<TD colSpan=2>Boats:</TD></TR>
<TR>
<TD colSpan=2>"Multi definition not found for Boat, objtype=X,
graphic=Y"</TD></TR>
<TR>
<TD colSpan=2>"No boatshape for Boat in boats.cfg, objtype=X,
graphic=Y"</TD></TR>
<TR>
<TD colSpan=2>"Position indicated is impassable"</TD></TR>
<TR>
<TD colSpan=2>Houses:</TD></TR>
<TR>
<TD colSpan=2>"Multi definition not found for House, objtype=X,
graphic=Y"</TD></TR>
<TR>
<TD colSpan=2>"Location intersects with another structure" (use
CRMULTI_IGNORE_MULTIS)</TD></TR>
<TR>
<TD colSpan=2>"Something is blocking that location" (use
CRMULTI_IGNORE_OBJECTS)</TD></TR>
<TR>
<TD colSpan=2>"That location is not suitable" (use
CRMULTI_IGNORE_WORLDZ)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#House"><B>House</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Boat"><B>Boat</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateNpcFromTemplate>
<TH align=middle colSpan=2>CreateNpcFromTemplate( template, x, y, z,
override_properties := 0)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>template</VAR></TD>
<TD>String</TD></TR>
<TR>
<TD width="50%"><VAR>x,y,z</VAR></TD>
<TD>Integer world coordinates</TD></TR>
<TR>
<TD width="50%"><VAR>override_properties</VAR></TD>
<TD>A Struct with keys as String members and values as appropriate (see
notes)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates an NPC from a template (found in NPCDESC.CFG).</TD></TR>
<TR>
<TD colSpan=2>Notes: override_properties: a structure containing members
to override values in the NPC template. This can be used only to override
built-in properties (facing, color, gender etc), but not custom
properties. To override custom properties, use SetObjProperty after the
NPC has been created. </TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Character Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>"Parameter 4 must be a Struct or Integer(0)"</TD></TR>
<TR>
<TD colSpan=2>"NPC template 'X' not found"</TD></TR>
<TR>
<TD colSpan=2>"Not a valid location for an NPC!"</TD></TR>
<TR>
<TD colSpan=2>"Exception detected trying to create npc from template
'X'"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#NPC"><B>NPC</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#npcdesc.cfg"><B>npcdesc.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateRootItemInStorageArea>
<TH align=middle colSpan=2>CreateRootItemInStorageArea( area, itemname,
objtype )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>area</VAR></TD>
<TD>String</TD></TR>
<TR>
<TD width="50%"><VAR>itemname</VAR></TD>
<TD>String</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>Integer objtype, OR String ObjtypeName, OR GetItemDescriptor
struct.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates the "root" (top-level) item in the storage area
"area". "itemname" is the name of this item, and "objtype" is its
type.</TD></TR>
<TR>
<TD colSpan=2>Notes: The item is normally a container. For example, a
bankbox is a storage area and the root item is the chest container. Normal
items are then placed in this container.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Item Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>"Unable to create item"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#CreateStorageArea>
<TH align=middle colSpan=2>CreateStorageArea( areaname )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>areaname</VAR></TD>
<TD>String</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Create a new storage area with name
"areaname".</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Storage Area reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Errors: none (returns 0 on invalid
parameter)</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#DestroyGuild>
<TH align=middle colSpan=2>DestroyGuild( guild )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>guild</VAR></TD>
<TD>Guild Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Destroys an empty guild.</TD></TR>
<TR>
<TD colSpan=2>Notes: Must first empty the guild of members, allies, and
enemies (see guildref methods)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Guild has members"</TD></TR>
<TR>
<TD colSpan=2>"Guild has allies"</TD></TR>
<TR>
<TD colSpan=2>"Guild has enemies"</TD></TR>
<TR>
<TD colSpan=2>"Guild has disbanded"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Guild"><B>Guild</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#DestroyItem>
<TH align=middle colSpan=2>DestroyItem( Item )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>Item</VAR></TD>
<TD>Item Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Removes an item from the world. Transmits commands to each
client in range of item to reflect this.</TD></TR>
<TR>
<TD colSpan=2>Notes: runs the Item's destroy script, if any.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 if the item was destroyed</TD></TR>
<TR>
<TD colSpan=2>0 if the item's destroy script disallowed
destruction</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"That item is being used."</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#DestroyMulti>
<TH align=middle colSpan=2>DestroyMulti( multi )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>multi</VAR></TD>
<TD>Multi Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Deletes a Multi item from the world.</TD></TR>
<TR>
<TD colSpan=2>Notes: House: Moves all characters and items inside multi to
ground. Boat: Requires hold be empty, deck be empty, and have no mobiles
logged-out on boat.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"WTF!? Don't know what kind of multi that is!" if not a boat
or a house</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>Boat Errors:"There is cargo in the ship's hold"</TD></TR>
<TR>
<TD colSpan=2>"There are logged-out characters on the deck"</TD></TR>
<TR>
<TD colSpan=2>"The deck is not empty"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#House"><B>House</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Boat"><B>Boat</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#DestroyRootItemInStorageArea>
<TH align=middle colSpan=2>DestroyRootItemInStorageArea( area, itemname
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>area</VAR></TD>
<TD>Storage Area Reference</TD></TR>
<TR>
<TD width="50%"><VAR>itemname</VAR></TD>
<TD>String</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Destroys the root item named "itemname" in storage area
"area"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on delete success</TD></TR>
<TR>
<TD colSpan=2>0 on item not found</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#Detach>
<TH align=middle colSpan=2>Detach()</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Disassociates the current script from the character that it
is attached to.</TD></TR>
<TR>
<TD colSpan=2>If the current script is not attached to a character, does
nothing.</TD></TR>
<TR>
<TD colSpan=2>Example: a spell script for both doing the spell,
implementing a temporary spell effect on an object, and removing the
effect after an amount of time: </TD></TR>
<TR>
<TD colSpan=2><PRE>Program Spell(who)
// Test, if spell possible (reagents, mana, line of sight, etc..)
// Do the spell, animations, etc.
// Now something is changed, a temporary effect is installed to an
object, this effect will expire in n seconds
// Detach the script from the caster
Detach(); //this allows other scripts to run on this character during the below sleep()
sleep(n); //delay until effect time is elapsed
// End the effect, and return
endprogram</PRE></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success (the script was attached to a character, and is
no longer.)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on failure (character
invalid))</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#DisableEvents>
<TH align=middle colSpan=2>DisableEvents( eventtype )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>eventtype</VAR></TD>
<TD>integer combination (bitwise-OR) of constants from
SYSEVENT.INC</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Disables the system event(s) defined in sysevent.inc for the
current NPC or item control script. Do not use for "user" events (see
EnableEvents()).</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>New event mask on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#DisconnectClient>
<TH align=middle colSpan=2>DisconnectClient( character )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>character</VAR></TD>
<TD>Character Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Disconnects the character's client.</TD></TR>
<TR>
<TD colSpan=2>Notes: Fun!</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR>
<TR>
<TD colSpan=2>"No client is attached"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#Distance>
<TH align=middle colSpan=2>Distance( object1, object2 )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>object1</VAR></TD>
<TD>UObject Reference</TD></TR>
<TR>
<TD width="50%"><VAR>object2</VAR></TD>
<TD>UObject Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Determines the distance between two objects. If either
object is in a container, uses the world-position of its ultimate-parent
container. </TD></TR>
<TR>
<TD colSpan=2>Notes: This distance is defined as the greater of the
x-distance and the y-distance. z-distance is not taken into account. (This
is neither Pythagorean distance nor Manhattan distance) </TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Integer - calculated distance on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#UObject"><B>UObject</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EnableEvents>
<TH align=middle colSpan=2>EnableEvents( events, range := -1
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>events</VAR></TD>
<TD>Integer</TD></TR>
<TR>
<TD width="50%"><VAR>range</VAR></TD>
<TD>Integer (optional, 0..32)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Enables events specified. When enabled events occur, they
will be placed on the script's event queue, and must be read with
wait_for_event. Events that were previously enabled will remain enabled.
</TD></TR>
<TR>
<TD colSpan=2>Notes: See include/sysevent.inc for event type constants. DO
NOT use this function for non-system event IDs. For user-created events,
just send the event, no need to enable it first.</TD></TR>
<TR>
<TD colSpan=2>This function is useful only to NPCs and Items that have
called RegisterForSpeechEvents.</TD></TR>
<TR>
<TD colSpan=2>Range is only used for certain events (currently speech, and
entered/leftarea events)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Integer new event "mask" on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EnumerateItemsInContainer>
<TH align=middle colSpan=2>EnumerateItemsInContainer( container
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>container</VAR></TD>
<TD>Container Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Returns an array of the contents of a container.</TD></TR>
<TR>
<TD colSpan=2>Notes: Recurses into unlocked subcontainers. If 'container'
is itself locked, its contents will still be enumerated. </TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>An Array of Item References on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none (returns 0 on invalid parameter)</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Container"><B>Container</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EnumerateOnlineCharacters>
<TH align=middle colSpan=2>EnumerateOnlineCharacters()</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Gets a list of all online player characters.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>An Array of Character References on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>none</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EquipFromTemplate>
<TH align=middle colSpan=2>EquipFromTemplate( character, template
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>character</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>template</VAR></TD>
<TD>String</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Creates equipment for a character, using EQUIP.CFG. </TD></TR>
<TR>
<TD colSpan=2>Notes: Element properties in EQUIP.CFG can have the
following formats: Equip [hex_objtype] [hex_color] Armor
[armor_template_name] Weapon [weapon_template_name] Note that object type
and color must be in hex format (0xHHHH) </TD></TR>
<TR>
<TD colSpan=2>Will not create an item that is not
equippable.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter"</TD></TR>
<TR>
<TD colSpan=2>"Equipment template not found"</TD></TR>
<TR>
<TD colSpan=2>"Blech! Can't find '[object name]' named in
equip.cfg"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Equipment"><B>Equipment</B></A></TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related Configs</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="configfiles.html#equip.cfg"><B>equip.cfg</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EquipItem>
<TH align=middle colSpan=2>EquipItem( mobile, item )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>mobile</VAR></TD>
<TD>Character Reference</TD></TR>
<TR>
<TD width="50%"><VAR>item</VAR></TD>
<TD>Item Reference</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Equips an item on a mobile. </TD></TR>
<TR>
<TD colSpan=2>Notes: If item is in a container, it will be removed from
the container.</TD></TR>
<TR>
<TD colSpan=2>"Equippable" means that the character does not have a
similar item equipped, and that the item is an equipment-type item.</TD></TR>
<TR>
<TD colSpan=2>Carrying-capacity and strength requirements will fall under
this category as well.</TD></TR>
<TR>
<TD colSpan=2>To "unequip" an item, move it to another location (typically
a backpack)</TD></TR>
<TR>
<TD colSpan=2>Runs the Item's Equiptest and Equip scripts, if
any.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 if the item was equipped succesfully</TD></TR>
<TR>
<TD colSpan=2>0 if the item's Equip script returned false</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"That is immobile"</TD></TR>
<TR>
<TD colSpan=2>"That item is being used."</TD></TR>
<TR>
<TD colSpan=2>"That item is not equippable by that character" if equiptest
script failed.</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Character"><B>Character</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EraseGlobalProperty>
<TH align=middle colSpan=2>EraseGlobalProperty( propertyname
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>propertyname</VAR></TD>
<TD>String</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Removes a property from the global property list.
propertyname is case-sensative</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 if the property was erased or did not exist.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#EraseObjProperty>
<TH align=middle colSpan=2>EraseObjProperty( object, propertyname
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>object</VAR></TD>
<TD>UObject Reference</TD></TR>
<TR>
<TD width="50%"><VAR>propertyname</VAR></TD>
<TD>String</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Removes a property from the custom-property ("cprop") list
of an object. propertyname is case-sensative</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>1 if the property was erased or did not exist.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#UObject"><B>UObject</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#FindAccount>
<TH align=middle colSpan=2>FindAccount( acctname )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>acctname</VAR></TD>
<TD>string</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Gets a player Account Reference by the name of the
account.</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Account Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Account not found."</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Account"><B>Account</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#FindGuild>
<TH align=middle colSpan=2>FindGuild( guildid )</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>guildid</VAR></TD>
<TD>integer</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Gets a Guild Reference for a given Guild ID
number</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Guild Reference on success</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Guild not found"</TD></TR>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Guild"><B>Guild</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1 rules=groups width="75%" align=center
bgColor=#dddddd border=1 frame=box>
<TBODY>
<TR><A name=#FindObjtypeInContainer>
<TH align=middle colSpan=2>FindObjtypeInContainer( container, objtype
)</TH></A></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Parameters:</TH></TR></TBODY>
<TBODY>
<TR bgColor=#d4d4d4>
<TD>Name</TD>
<TD>Type</TD></TR></TBODY>
<TBODY>
<TR>
<TD width="50%"><VAR>container</VAR></TD>
<TD>Container reference</TD></TR>
<TR>
<TD width="50%"><VAR>objtype</VAR></TD>
<TD>integer objtype to find</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Explanation</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Returns an Item Reference to the first found item matching
objtype starting in "container".</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Return values</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>Item reference or Error</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Errors</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2>"Invalid parameter type"</TD></TR>
<TR>
<TD colSpan=2>"That is not a container" if
container.isa(POLCLASS_CONTAINER) == false</TD></TR>
<TR>
<TD colSpan=2>"No items were found"</TD></TR></TBODY>
<TBODY>
<TR bgColor=#cccccc>
<TH align=left colSpan=2>Related</TH></TR></TBODY>
<TBODY>
<TR>
<TD colSpan=2><A
href="objref.html#Container"><B>Container</B></A></TD></TR>
<TR>
<TD colSpan=2><A
href="objref.html#Item"><B>Item</B></A></TD></TR></TBODY></TABLE><BR><BR><BR>
<TABLE cellSpacing=0 cellPadding=1