====== Scripting - Player data and function ====== Here can find some information about Enhanced Scripting function about player self data and related function ===== Stats ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Hits** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Hits |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character hits. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player HitsMax** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.HitsMax |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character max hits. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Strength** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Str |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character strength. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Mana** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Mana |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character mana. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player MaxMana** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ManaMax |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character max mana. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Intelligence** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Int |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character intelligence. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Stamina** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Stam |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character stamina. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Max Stamina** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.StamMax |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character max stamina. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Dexterity** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Dex |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character dexterity. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player StatCap** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.StatCap |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character StatCap. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Resistances ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Armor** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.AR |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character armor. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Fire Resistance** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.FireResistance |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character fire resistance. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Cold Resistance** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ColdResistance |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character cold resistance. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Enery Resistance** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.EnergyResistance |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character energy resistance. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Poison Resistance** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.PoisonResistance |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an integer value from self character poison resistance. |- style="background-color:#f0f0f0;" |**Returns** |Integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Buff ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Buffs** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player Buffs |- |colspan="2" |**Description:** |- |colspan="2" |Get a string list with name of current buffs active on player. |- style="background-color:#f0f0f0;" |**Returns** |string[] |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |- |Result list: | * Meditation * Agility * Animal Form * Arcane Enpowerment * Arcane Enpowerment (new) * Arch Protection * Armor Pierce * Attunement * Aura of Nausea * Bleed * Bless * Block * Bload Oath (caster) * Bload Oath (curse) * BloodWorm Anemia * City Trade Deal * Clumsy * Confidence * Corpse Skin * Counter Attack * Criminal * Cunning * Curse * Curse Weapon * Death Strike * Defense Mastery * Despair * Despair (target) * Disarm (new) * Disguised * Dismount Prevention * Divine Fury * Dragon Slasher Fear * Enchant * Enemy Of One * Enemy Of One (Debuf) * Essence Of Wind * Ethereal Voyage * Evasion * Evil Omen * Faction Loss * Fan Dancer Fan Fire * Feeble Mind * Feint * Force Arrow * Berserk * Fly * Gaze Despair * Gift Of Life * Gift Of Renewal * Healing * Heat Of Battle * Hiding * Hiryu Physical Malus * Hit Dual Wield * Hit Lower Attack * Hit Lower Defense * Honorable Execution * Honored * Horrific Beast * Hawl Of Cacophony * Immolating Weapon * Incognito * Inspire * Invigorate * Invisibility * Lich Form * Lighting Strike * Magic Fish * Magic Reflection * Mana Phase * Mass Curse * Medusa Stone * Mind Rot * Momentum Strike * Mortal Strike * Night Sight * NoRearm * Orange Petals * Pain Spike * Paralyze * Perfection * Perseverance * Poison * Poison Resistance * Polymorph * Protection * Psychic Attack * Consecrate Weapon * Rage * Rage Focusing * Rage Focusing (target) * Reactive Armor * Reaper Form * Resilience * Rose Of Trinsic * Rotworm Blood Disease * Rune Beetle Corruption * Skill Use Delay * Sleep * Spell Focusing * Spell Focusing (target) * Spell Plague * Splintering Effect * Stone Form * Strangle * Strength * Surge * Swing Speed * Talon Strike * Vampiric Embrace * Weaken * Wraith Form |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Buffs Exist** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.BuffsExist(string) |- |colspan="2" |**Description:** |- |colspan="2" | Return a bool value if specific buff exist or not. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |- |**Parameter list:** | * Meditation * Agility * Animal Form * Arcane Enpowerment * Arcane Enpowerment (new) * Arch Protection * Armor Pierce * Attunement * Aura of Nausea * Bleed * Bless * Block * Bloath Oath (caster) * Bload Oath (curse) * BloodWorm Anemia * City Trade Deal * Clumsy * Confidence * Corpse Skin * Counter Attack * Criminal * Cunning * Curse * Curse Weapon * Death Strike * Defense Mastery * Despair * Despair (target) * Disarm (new) * Disguised * Dismount Prevention * Divine Fury * Dragon Slasher Fear * Enchant * Enemy Of One * Enemy Of One (new) * Essence Of Wind * Ethereal Voyage * Evasion * Evil Omen * Faction Loss * Fan Dancer Fan Fire * Feeble Mind * Feint * Force Arrow * Berserk * Fly * Gaze Despair * Gift Of Life * Gift Of Renewal * Healing * Heat Of Battle * Hiding * Hiryu Physical Malus * Hit Dual Wield * Hit Lower Attack * Hit Lower Defense * Honorable Execution * Honored * Horrific Beast * Hawl Of Cacophony * Immolating Weapon * Incognito * Inspire * Invigorate * Invisibility * Lich Form * Lighting Strike * Magic Fish * Magic Reflection * Mana Phase * Mass Curse * Medusa Stone * Mind Rot * Momentum Strike * Mortal Strike * Night Sight * NoRearm * Orange Petals * Pain Spike * Paralyze * Perfection * Perseverance * Poison * Poison Resistance * Polymorph * Protection * Psychic Attack * Consecrate Weapon * Rage * Rage Focusing * Rage Focusing (target) * Reactive Armor * Reaper Form * Resilience * Rose Of Trinsic * Rotworm Blood Disease * Rune Beetle Corruption * Skill Use Delay * Sleep * Spell Focusing * Spell Focusing (target) * Spell Plague * Splintering Effect * Stone Form * Strangle * Strength * Surge * Swing Speed * Talon Strike * Vampiric Embrace * Weaken * Wraith Form |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Ghost** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.IsGhost |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character ghost status. True character is dead, False character is alive |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Poisoned** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Poisoned |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character poison status. True character is poisoned, False character is not poisoned |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player YellowHits** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.YellowHits |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character YellowHits status. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Hidden** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Visible |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character hidden status. True character is visible, False character is hidded |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player War Mode** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.WarMode |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character war status. True character is in warmode, False character is in peace |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Paralized** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Paralized |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character paral status. True character is in paralized, False character is not paralized |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== General ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Sex** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Female |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an bool value from self character sex. True character is woman, False character is male |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Name** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Name |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a string with self character name. |- style="background-color:#f0f0f0;" |**Returns** |string |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Backpack** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Backpack |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an item with self character backpack. |- style="background-color:#f0f0f0;" |**Returns** |item |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Backpack Serial** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Backpack.Serial |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character backpack serial. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Backpack Color** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Backpack.Hue |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character backpack color. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Bank** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Bank |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a item with self character bankbox. |- style="background-color:#f0f0f0;" |**Returns** |item |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Quiver** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Quiver |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a item with self character quiver. |- style="background-color:#f0f0f0;" |**Returns** |item |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Quiver Serial** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Quiver.Serial |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character quiver serial. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Quiver Color** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Quiver.Hue |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character quiver color. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Mount** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Mount |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a item with self character mount. You must be mounted for retrieve this information |- style="background-color:#f0f0f0;" |**Returns** |item |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Gui Static Mount** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.StaticMount |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves serial of mount set in Filter/Mount GUI. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Mount Serial** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Mount.Serial |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character mount serial.You must be mounted for retrieve this information |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Mount Color** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Mount.Hue |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character mount color. You must be mounted for retrieve this information |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Mount Name** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Mount.Name |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a string with self character mount name. You must be mounted for retrieve this information |- style="background-color:#f0f0f0;" |**Returns** |string |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Gold in Backpack** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Gold |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character gold amount in backpack. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Luck** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Luck |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character luck value. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Body Graphycs** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Body |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character body graphics value. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Serial** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Serial |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a int with self character serial. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Head Message** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.HeadMessage(int, string) |- |colspan="2" |**Description:** |- |colspan="2" |Display a message over self character with color. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Notoriety** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Notoriety |- |colspan="2" |**Description:** |- |colspan="2" |Read byte of Notoriety color. |- style="background-color:#f0f0f0;" |**Returns** |byte |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Followers ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Current Followers** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Followers( ) |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character current followers. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Max Followers** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.FollowersMax( ) |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character max followers allowed. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Weight ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Current Weight** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Weight |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character current weight. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Max Weight** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.MaxWeight |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character max weight can carry. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Positioning ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Position** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Position |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an Point3D value from self character current position. |- style="background-color:#f0f0f0;" |**Returns** |point3d |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Position X Coord** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Position.X |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character position X coord. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Position Y Coord** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Position.Y |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character position Y coord. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Position Z Level** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Position.Z |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves an int value from self character position Z level. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Check Mobile Range** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.InRangeMobile(Mobile or Int, int) |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a bool value if specific mobile is in specific range. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Check Item Range** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.InRangeItem(Item or Int, int) |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a bool value if specific item is in specific range. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Get Player Direction** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Direction |- |colspan="2" |**Description:** |- |colspan="2" |Contain player direction in string: North, South, West, East, Right, Left, Up, Down. |- style="background-color:#f0f0f0;" |**Returns** |string |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Map** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Map |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves current player map number. |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Layers ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Get Item on Layer** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetItemOnLayer(string) |- |colspan="2" |**Description:** |- |colspan="2" |Retrieves a item value of item equipped on specific layer. |- style="background-color:#f0f0f0;" |**Returns** |item |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Layername |- |**Parameters list:** | * RightHand * LeftHand * Shoes * Pants * Shirt * Head * Gloves * Ring * Neck * Waist * InnerTorso * Bracelet * MiddleTorso * Earrings * Arms * Cloak * OuterTorso * OuterLegs * InnerLegs * Talisman |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player UnEquip Item on Layer** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.UnEquipItemByLayer(string) |- |colspan="2" |**Description:** |- |colspan="2" |Unequip item equipped on specific layer. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Layername |- |**Parameters list:** | * RightHand * LeftHand * Shoes * Pants * Shirt * Head * Gloves * Ring * Neck * Hair * Waist * InnerTorso * Bracelet * FacialHair * MiddleTorso * Earrings * Arms * Cloak * OuterTorso * OuterLegs * InnerLegs * Talisman |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Equip Item on Layer** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.EquipItem(Int or Item) |- |colspan="2" |**Description:** |- |colspan="2" |Equip item on specific layer. Can use item or serial for parameters. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |Int item serial, Item reference |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Check Layer** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.CheckLayer(String) |- |colspan="2" |**Description:** |- |colspan="2" |Get a bool value if layer is busy whit item or not. True: Layer busy, False: Layer free |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Layername |- |**Parameters list:** | * RightHand * LeftHand * Shoes * Pants * Shirt * Head * Gloves * Ring * Neck * Hair * Waist * InnerTorso * Bracelet * FacialHair * MiddleTorso * Earrings * Arms * Cloak * OuterTorso * OuterLegs * InnerLegs * Talisman |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Get Assistant Layer** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetAssistantLayer(string) |- |colspan="2" |**Description:** |- |colspan="2" |Get the Layer's name in Hex. |- style="background-color:#f0f0f0;" |**Returns** |layer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |string Layer's name |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Equip UO3D** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.EquipUO3D(List(Int)) |- |colspan="2" |**Description:** |- |colspan="2" |Equip a list of item by using UO3D packet. |- style="background-color:#f0f0f0;" |**Returns** |layer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |List(Int) Serialtoequip |} ===== Skills ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Get Skill Value** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetSkillValue(String) |- |colspan="2" |**Description:** |- |colspan="2" |Get value of specific skill. |- style="background-color:#f0f0f0;" |**Returns** |double |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname |- |**Parameters list:** | * Alchemy * Anatomy * Animal Lore * Item ID * Arms Lore * Parry * Begging * Blacksmith * Fletching * Peacemaking * Camping * Carpentry * Cartography * Cooking * Detect Hidden * Discordance * EvalInt * Healing * Fishing * Forensics * Herding * Hiding * Provocation * Inscribe * Lockpicking * Magery * Magic Resist * Mysticism * Tactics * Snooping * Musicianship * Poisoning * Archery * Spirit Speak * Stealing * Tailoring * Animal Taming * Taste ID * Tinkering * Tracking * Veterinary * Swords * Macing * Fencing * Wrestling * Lumberjacking * Mining * Meditation * Stealth * Remove Trap * Necromancy * Focus * Chivalry * Bushido * Ninjitsu * Spell Weaving * Imbuing |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Get Real Skill Value** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetRealSkillValue(String) |- |colspan="2" |**Description:** |- |colspan="2" |Get real value of specific skill. |- style="background-color:#f0f0f0;" |**Returns** |double |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname |- |**Parameters list:** | %SEVEN * Alchemy * Anatomy * Animal Lore * Item ID * Arms Lore * Parry * Begging * Blacksmith * Fletching * Peacemaking * Camping * Carpentry * Cartography * Cooking * Detect Hidden * Discordance * EvalInt * Healing * Fishing * Forensics * Herding * Hiding * Provocation * Inscribe * Lockpicking * Magery * Magic Resist * Mysticism * Tactics * Snooping * Musicianship * Poisoning * Archery * Spirit Speak * Stealing * Tailoring * Animal Taming * Taste ID * Tinkering * Tracking * Veterinary * Swords * Macing * Fencing * Wrestling * Lumberjacking * Mining * Meditation * Stealth * Remove Trap * Necromancy * Focus * Chivalry * Bushido * Ninjitsu * Spell Weaving * Imbuing * |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Get SkillCap Value** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetSkillCap(String) |- |colspan="2" |**Description:** |- |colspan="2" |Get value of specific skillcap. |- style="background-color:#f0f0f0;" |**Returns** |double |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname |- |**Parameters list:** | * Alchemy * Anatomy * Animal Lore * Item ID * Arms Lore * Parry * Begging * Blacksmith * Fletching * Peacemaking * Camping * Carpentry * Cartography * Cooking * Detect Hidden * Discordance * EvalInt * Healing * Fishing * Forensics * Herding * Hiding * Provocation * Inscribe * Lockpicking * Magery * Magic Resist * Mysticism * Tactics * Snooping * Musicianship * Poisoning * Archery * Spirit Speak * Stealing * Tailoring * Animal Taming * Taste ID * Tinkering * Tracking * Veterinary * Swords * Macing * Fencing * Wrestling * Lumberjacking * Mining * Meditation * Stealth * Remove Trap * Necromancy * Focus * Chivalry * Bushido * Ninjitsu * Spell Weaving * Imbuing * |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Get Skill Status (Up/Down/Lock)** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetSkillStatus(String) |- |colspan="2" |**Description:** |- |colspan="2" |Get status lock for a specific skill. UP: 0, DOWN: 1, LOCKED: 2 |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname |- |**Parameters list:** | * Alchemy * Anatomy * Animal Lore * Item ID * Arms Lore * Parry * Begging * Blacksmith * Fletching * Peacemaking * Camping * Carpentry * Cartography * Cooking * Detect Hidden * Discordance * EvalInt * Healing * Fishing * Forensics * Herding * Hiding * Provocation * Inscribe * Lockpicking * Magery * Magic Resist * Mysticism * Tactics * Snooping * Musicianship * Poisoning * Archery * Spirit Speak * Stealing * Tailoring * Animal Taming * Taste ID * Tinkering * Tracking * Veterinary * Swords * Macing * Fencing * Wrestling * Lumberjacking * Mining * Meditation * Stealth * Remove Trap * Necromancy * Focus * Chivalry * Bushido * Ninjitsu * Spell Weaving * Imbuing * |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Set Skill Status (Up/Down/Lock)** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.SetSkillStatus(String, int) |- |colspan="2" |**Description:** |- |colspan="2" |Set status for a specific skill. UP: 0, DOWN: 1, LOCKED: 2 |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname, int status |- |**Parameters list:** | * Alchemy * Anatomy * Animal Lore * Item ID * Arms Lore * Parry * Begging * Blacksmith * Fletching * Peacemaking * Camping * Carpentry * Cartography * Cooking * Detect Hidden * Discordance * EvalInt * Healing * Fishing * Forensics * Herding * Hiding * Provocation * Inscribe * Lockpicking * Magery * Magic Resist * Mysticism * Tactics * Snooping * Musicianship * Poisoning * Archery * Spirit Speak * Stealing * Tailoring * Animal Taming * Taste ID * Tinkering * Tracking * Veterinary * Swords * Macing * Fencing * Wrestling * Lumberjacking * Mining * Meditation * Stealth * Remove Trap * Necromancy * Focus * Chivalry * Bushido * Ninjitsu * Spell Weaving * Imbuing * |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Use Skill** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.UseSkill(String [, Target]) |- |colspan="2" |**Description:** |- |colspan="2" |Use a specific skill, and optionally apply that skill to the target specified. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname, //optional Mobile/Item// |- |**Parameters list:** | * Animal Lore * Item ID * Arms Lore * Begging * Peacemaking * Cartography * Detect Hidden * Discordance * Eval Int * Forensics * Hiding * Provocation * Poisoning * Spirit Speak * Stealing * Animal Taming * Taste ID * Tracking * Meditation * Stealth * Remove Trap * Inscribe * Anatomy * Imbuing |} ===== Stats ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Set Stat Status (Up/Down/Lock)** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.SetStatStatus(String, int) |- |colspan="2" |**Description:** |- |colspan="2" |Set status for a specific skill. UP: 0, DOWN: 1, LOCKED: 2 |- style="background-color:#f0f0f0;" |**Returns** |int |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Skillname, int status |- |**Parameters list:** | * Strength * Dexterity * Intelligence |} ===== Chat ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Say** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatSay(int, string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message in say whit specific color and message. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |Int Color, String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Emote** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatEmote(int, string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a emote message whit specific color and message. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |Int Color, String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Whisper** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatWhisper(int, string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message in whisper whit specific color and message. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |Int Color, String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Yell** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatYell(int, string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message in yell whit specific color and message. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |Int Color, String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Guild** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatGuild(string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message in guild chat. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Alliance** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatAlliance(string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message in alliance chat. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Chat Channel** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatChannel(string or int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message in chat channel. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Message or int number |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player EmoteAction** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.EmoteAction(string) |- |colspan="2" |**Description:** |- |colspan="2" |Tell server to perform an emote action |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String ("bow" | "salute") |} ===== Attack ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Set Warmode** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.SetWarMode(bool) |- |colspan="2" |**Description:** |- |colspan="2" |Set character warmode status. True: Set warmode ON, False: Set warmode OFF |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |bool warstatus |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Attack** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Attack(int or mobile) |- |colspan="2" |**Description:** |- |colspan="2" |Force character to attack specific serial or mobile |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |int targetserial or mobile targetmobile |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Attack Last** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.AttackLast() |- |colspan="2" |**Description:** |- |colspan="2" |Force character to attack last attack |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Party ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Party Check** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.InParty() |- |colspan="2" |**Description:** |- |colspan="2" |Check if character is in party. True: Is in party, False: Is not party |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |void |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Party Send Message** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ChatParty(string, optional int) |- |colspan="2" |**Description:** |- |colspan="2" |Send a message to party chat, if specific a serial send private message. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |string Message, optional int SerialtoPrivate |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Party Set Loot** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.PartyCanLoot(bool) |- |colspan="2" |**Description:** |- |colspan="2" |Set player party canloot flags. True: Member can loot me, False: Member can't me |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |bool |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Party Invite** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.PartyInvite( ) |- |colspan="2" |**Description:** |- |colspan="2" |Open a target prompt for invite new member |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Party Leave** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.PartyLeave( ) |- |colspan="2" |**Description:** |- |colspan="2" |Leave from party. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Party Kick Member** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.KickMember(int) |- |colspan="2" |**Description:** |- |colspan="2" |Kick a member from party by serial. Only for party leader |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |int SerialPersontokick |} ===== Virtue ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Invoke Virtue** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.InvokeVirtue(string) |- |colspan="2" |**Description:** |- |colspan="2" |Invoke a character virtue by specific name. |- style="background-color:#f0f0f0;" |**Returns** |none |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Virtuename |- |**Parameters list:** | * Honor * Sacrifice * Valor * Compassion * Honesty * Humility * Justice |} ===== Move ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Walk** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Walk(string) |- |colspan="2" |**Description:** |- |colspan="2" |Move char in specific direction. Return true for success move, false if fail. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Direction |- |**Parameters list:** | * North * South * East * West * Up * Down * Left * Right |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Run** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Run(string) |- |colspan="2" |**Description:** |- |colspan="2" |Move (run speed) char in specific direction. Return true for success move, false if fail. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String Direction |- |**Parameters list:** | * North * South * East * West * Up * Down * Left * Right |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Player Pathfind** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.PathFindTo(int x, int y, int z) |- |colspan="2" |**Description:** |- |colspan="2" |Force a client pathfind to specific location XYZ coords. |- style="background-color:#f0f0f0;" |**Returns** |none |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |int X Y Z |} ===== Attributes ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Sum Attributes** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.SumAttribute(string) |- |colspan="2" |**Description:** |- |colspan="2" |Note: Scan all the players layers and sum the values of the requested attribute |- style="background-color:#f0f0f0;" |**Returns** |float |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String AttributeName |- style="background-color:#f0f0f0;" |**Example** | lrc = Player.SumAttribute("Lower Reagent Cost") Misc.SendMessage("Current Lower Reagent Cost is {}".format(lrc)) |} ===== Properties ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Get Proprerties** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetPropValue(string) |- |colspan="2" |**Description:** |- |colspan="2" |Get value self (player) propriety |- style="background-color:#f0f0f0;" |**Returns** |integer |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |String PropName |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Get Proprerties String** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GetPropStringByIndex(int) |- |colspan="2" |**Description:** |- |colspan="2" |Get string name of prop by index, if no prop in selected index return empty. |- style="background-color:#f0f0f0;" |**Returns** |string |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |Int PropIndex |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Get Proprerties String List** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Items.GetPropStringList() |- |colspan="2" |**Description:** |- |colspan="2" |Get string list of all props name, if no props list is empty. |- style="background-color:#f0f0f0;" |**Returns** |list (String) |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Paperdoll Button ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Open PaperDoll** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.OpenPaperDoll( int ) |- |colspan="2" |**Description:** |- |colspan="2" |Open the paperdoll. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |serial of mobile to open paper doll, if not specified opens the players own paperdoll |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Open quest Menu** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.QuestButton( ) |- |colspan="2" |**Description:** |- |colspan="2" |Open a quest menu linked to paperdool quest button. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Open guild Menu** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.GuildButton( ) |- |colspan="2" |**Description:** |- |colspan="2" |Open a guild menu linked to paperdool quest button. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Weapon Special Ability ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Weapon Primary Ability** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.WeaponPrimarySA( ) |- |colspan="2" |**Description:** |- |colspan="2" |Set on Weapon Primary Ability. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Weapon Secondary Ability** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.WeaponSecondarySA( ) |- |colspan="2" |**Description:** |- |colspan="2" |Set on Weapon Secondary Ability. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Weapon Clear Ability** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.WeaponClearSA( ) |- |colspan="2" |**Description:** |- |colspan="2" |Clear ability if active. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **On Weapon Stun Ability** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.WeaponStunSA( ) |- |colspan="2" |**Description:** |- |colspan="2" |Set on No Weapon Stun. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **On Weapon Disarm Ability** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.WeaponDisarmSA( ) |- |colspan="2" |**Description:** |- |colspan="2" |Set on No Weapon Disarm. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Check if have Ability ON** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.HasSpecial |- |colspan="2" |**Description:** |- |colspan="2" |Check if player have a special abiliti ON. |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |none |} ===== Gargoyle Flying ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Gargoyle Flying** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Fly( bool ) |- |colspan="2" |**Description:** |- |colspan="2" |Enable or disable Gargoyle Flying. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |bool EnableFly |} ===== Active Spells ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Check Active spells** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.SpellIsEnabled( string ) |- |colspan="2" |**Description:** |- |colspan="2" |Check Active spell whit spell name (for spell have this function). |- style="background-color:#f0f0f0;" |**Returns** |bool |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |string SpellName |} ===== Toggle Always Run ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Check Active spells** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ToggleAlwaysRun() |- |colspan="2" |**Description:** |- |colspan="2" |Uses the EasyUO dll to toggle the AlwaysRun setting. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |None |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Returns a string with the name of the area** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Area() |- |colspan="2" |**Description:** |- |colspan="2" |Returns the area defined in Config/regions.json. |- style="background-color:#f0f0f0;" |**Returns** |Name of City/Dungeon or whatever defined in regions.json |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |None |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Returns a string with the name of the zone** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Zone() |- |colspan="2" |**Description:** |- |colspan="2" |Returns the area defined in Config/regions.json. |- style="background-color:#f0f0f0;" |**Returns** |Towns/Dungeons/Forest/Guarded |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |None |} ===== Corpse Tracking ===== {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Clear Corpse list** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.ClearCorpseList() |- |colspan="2" |**Description:** |- |colspan="2" |Empties all the tracked corpses from the corpse list. |- style="background-color:#f0f0f0;" |**Returns** |void |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |None |} {|style="font-size:85%; border:solid 2px; width: 50%;" |style="font-size:150%; padding: 2px" colspan="2" | **Track Corpses** |- style="background-color:#f0f0f0;" |**Syntax** |style="width: 90%" | Player.Corpses() |- |colspan="2" |**Description:** |- |colspan="2" |Each time you die, the corpse information is copied here |- style="background-color:#f0f0f0;" |**Returns** |List of corpse items containing serial and position |- |**In Object:** |Player |- style="background-color:#f0f0f0;" |**Parameters:** |None |}