Documentação › Lua

Enums

Enums guarda as constantes usadas pelas funções: direções, slots, tipos de mensagem, estados, alarmes. Use o nome em vez do número, por exemplo Enums.Directions.NORTH em vez de 0.

lua
Game.walk(Enums.Directions.NORTH)
if Player.getState(Enums.States.STATE_PARALYZE) then Game.talk("exura ico") end

Personagem#

Enums.Vocations#

NONE 0, KNIGHT 1, PALADIN 2, SORCERER 3, DRUID 4, MONK 5, MASTER_SORCERER 6, ELDER_DRUID 7, ROYAL_PALADIN 8, ELITE_KNIGHT 9, EXALTED_MONK 15.

Enums.InventorySlot#

CONST_SLOT_HEAD 1, CONST_SLOT_NECKLACE 2, CONST_SLOT_BACKPACK 3, CONST_SLOT_ARMOR 4, CONST_SLOT_RIGHT 5, CONST_SLOT_LEFT 6, CONST_SLOT_LEGS 7, CONST_SLOT_FEET 8, CONST_SLOT_RING 9, CONST_SLOT_AMMO 10, CONST_SLOT_STORE_INBOX 11.

Enums.States#

Para Player.getState: STATE_POISON 0, STATE_BURN 1, STATE_ENERGY 2, STATE_DRUNK 3, STATE_MANASHIELD 4, STATE_PARALYZE 5, STATE_HASTE 6, STATE_SWORDS 7, STATE_DROWNING 8, STATE_FREEZING 9, STATE_DAZZLED 10, STATE_CURSED 11, STATE_PARTY_BUFF 12, STATE_REDSWORDS 13, STATE_PIGEON 14, STATE_BLEEDING 15, STATE_SUFFERING_LESSER_HEX 16, STATE_SUFFERING_INTENSER_HEX 17, STATE_SUFFERING_GREATER_HEX 18, STATE_ROOTED 19, STATE_FEARED 20, STATE_CURSE_I 21, STATE_CURSE_II 22, STATE_CURSE_III 23, STATE_CURSE_IV 24, STATE_CURSE_V 25, STATE_MAGIC_SHIELD 26, STATE_AGONY 27.

Enums.BlessingState#

UNDEFINED -1, NONE 0, NORMAL 1, FULL 2.

Enums.MonkPassiveType#

MONK_PASSIVE_VIRTUE_NONE 0, MONK_PASSIVE_VIRTUE_HARMONY 1, MONK_PASSIVE_VIRTUE_JUSTICE 2, MONK_PASSIVE_VIRTUE_SUSTAIN 3.

Enums.FightMode e Enums.ChaseMode#

FIGHTMODE_ATTACK 1, FIGHTMODE_BALANCED 2, FIGHTMODE_DEFENSE 3. STAND 0, CHASE 1.

Movimento#

Enums.Directions#

NORTH 0, EAST 1, SOUTH 2, WEST 3, SOUTHWEST 4, SOUTHEAST 5, NORTHWEST 6, NORTHEAST 7, INVALIDDIRECTION 8. DIAGONAL_MASK vale 4.

Enums.WalkMode#

MAP_CLICK 0, ARROW_KEYS 1.

Criaturas#

Enums.CreatureTypes#

CREATURETYPE_PLAYER 0, CREATURETYPE_MONSTER 1, CREATURETYPE_NPC 2, CREATURETYPE_SUMMON_OWN 3 (também CREATURETYPE_SUMMONPLAYER), CREATURETYPE_SUMMON_OTHERS 4, CREATURETYPE_HIDDEN 5.

Enums.Skulls#

SKULL_NONE 0, SKULL_YELLOW 1, SKULL_GREEN 2, SKULL_WHITE 3, SKULL_RED 4, SKULL_BLACK 5, SKULL_ORANGE 6.

Enums.GuildEmblem#

GUILDEMBLEM_NONE 0, GUILDEMBLEM_ALLY 1, GUILDEMBLEM_ENEMY 2, GUILDEMBLEM_NEUTRAL 3, GUILDEMBLEM_MEMBER 4, GUILDEMBLEM_OTHER 5.

Enums.PartyIcons#

SHIELD_NONE 0, SHIELD_WHITEYELLOW 1, SHIELD_WHITEBLUE 2, SHIELD_BLUE 3, SHIELD_YELLOW 4, SHIELD_BLUE_SHAREDEXP 5, SHIELD_YELLOW_SHAREDEXP 6, SHIELD_BLUE_NOSHAREDEXP_BLINK 7, SHIELD_YELLOW_NOSHAREDEXP_BLINK 8, SHIELD_BLUE_NOSHAREDEXP 9, SHIELD_YELLOW_NOSHAREDEXP 10, SHIELD_GRAY 11.

Enums.CreatureIconType, Enums.CreatureIcons e Enums.CreatureQuestIcons#

QUEST 0, MODIFIER 1. Ícones: CREATURE_ICON_NONE 0, CREATURE_ICON_HIGHER_DAMAGE_RECEIVED 1, CREATURE_ICON_LOWER_DAMAGE_DEALT 2, CREATURE_ICON_TURNED_MELEE 3, CREATURE_ICON_INFLUENCED 4, CREATURE_ICON_FIENDISH 5, CREATURE_ICON_REDUCED_HEALTH 6. Ícones de quest: CREATURE_QUEST_ICON_NONE 0 até CREATURE_QUEST_ICON_BLOODDROP 24. Hoje creature:getIcon() e getIcons() não devolvem ícones.

Mensagens e fala#

Enums.TalkTypes#

TALKTYPE_SAY 1, TALKTYPE_WHISPER 2, TALKTYPE_YELL 3, TALKTYPE_PRIVATE_PN 12.

Enums.MessageTypes#

Para o campo messageType do evento TEXT_MESSAGE: MESSAGE_STATUS_CONSOLE_RED 13, MESSAGE_STATUS_DEFAULT 17, MESSAGE_STATUS_WARNING 18, MESSAGE_EVENT_ADVANCE 19, MESSAGE_STATUS_SMALL 21, MESSAGE_INFO_DESCR 22, MESSAGE_DAMAGE_DEALT 23, MESSAGE_DAMAGE_RECEIVED 24, MESSAGE_HEALED 25, MESSAGE_EXPERIENCE 26, MESSAGE_DAMAGE_OTHERS 27, MESSAGE_HEALED_OTHERS 28, MESSAGE_EXPERIENCE_OTHERS 29, MESSAGE_EVENT_DEFAULT 30, MESSAGE_LOOT 31, MESSAGE_GUILD 33, MESSAGE_PARTY_MANAGEMENT 34, MESSAGE_PARTY 35, MESSAGE_EVENT_ORANGE 36, MESSAGE_STATUS_CONSOLE_ORANGE 37, MESSAGE_REPORT 38, MESSAGE_HOTKEY 39, MESSAGE_TUTORIAL_HINT 40, MESSAGE_THANK_YOU 41, MESSAGE_MARKET 42, MESSAGE_MANA 43, MESSAGE_BEYOND_LAST 44, MESSAGE_ATTENTION 48, MESSAGE_BOOSTED_CREATURE 49, MESSAGE_OFFLINE_TRAINING 50, MESSAGE_TRANSACTION 51, MESSAGE_POTION 52.

Magias#

Enums.SpellGroups#

SPELLGROUP_NONE 0, SPELLGROUP_ATTACK 1, SPELLGROUP_HEALING 2, SPELLGROUP_SUPPORT 3, SPELLGROUP_POWERSTRIKES 4 (também SPELLGROUP_SPECIAL), SPELLGROUP_CONJURE 5, SPELLGROUP_CRIPPLING 6, SPELLGROUP_FOCUS 7, SPELLGROUP_ULTIMATESTRIKES 8, SPELLGROUP_GREATBEAMS 9, SPELLGROUP_BURSTS_OF_NATURE 10 (também SPELLGROUP_BURSTS), SPELLGROUP_STANCE 11 (também SPELLGROUP_VIRTUE).

Bot#

Enums.AlarmType#

DISCONNECTED 0, DAMAGE_TAKEN 1, LOW_HEALTH 2, PRIVATE_MESSAGE 3, MONSTER_DETECTED 4, MONSTER_ON_SCREEN 5, PLAYER_ATTACK 6, PLAYER_DETECTED 7, PLAYER_ON_SCREEN 8, PLAYER_STUCK 9, SKULL_DETECTED 10, SKULL_ON_SCREEN 11, ENEMY_DETECTED 12, ENEMY_ON_SCREEN 13, GM_DETECTED 14, LOW_CAP 15, PLAYER_IDLE 16.

Enums.WaypointType#

WAYPOINT_TYPE_STAND 0, WAYPOINT_TYPE_NODE 1, WAYPOINT_TYPE_START_LURE 2, WAYPOINT_TYPE_END_LURE 3, WAYPOINT_TYPE_ROPE 4, WAYPOINT_TYPE_LADDER 5, WAYPOINT_TYPE_HOLE 6, WAYPOINT_TYPE_USE 7, WAYPOINT_TYPE_TELEPORT 8, WAYPOINT_TYPE_LABEL 9, WAYPOINT_TYPE_GOTO 10, WAYPOINT_TYPE_SCRIPT 11, WAYPOINT_TYPE_DYNAMIC_START_LURE 12, WAYPOINT_TYPE_DYNAMIC_END_LURE 13, WAYPOINT_TYPE_DOOR 14, WAYPOINT_TYPE_HUR_UP 15, WAYPOINT_TYPE_HUR_DOWN 16, WAYPOINT_TYPE_MACHETE 17.

Enums.SpecialAreaType#

SPECIAL_AREA_ALL 0, SPECIAL_AREA_CAVEBOT 1, SPECIAL_AREA_TARGETING 2.

Enums.FlagModifiers#

CONTROL 1, ALT 2, SHIFT 4, NUMLOCK 8.

Enums.HorizontalAlign e Enums.VerticalAlign#

None 0, Left 1, Center 2, Right 3. None 0, Top 1, Center 2, Bottom 3.

Enums.ThingFlagAttr#

Bits das flags de Client.getAllItems(), na ordem: Ground (1), GroundBorder (2), OnBottom (4), OnTop, Container, Stackable, ForceUse, MultiUse, Writable, Chargeable, WritableOnce, FluidContainer, Splash, NotWalkable, NotMoveable, BlockProjectile, NotPathable, NoMovementAnimation, Pickupable, Hangable, HookSouth, HookEast, Rotateable, Light, DontHide, Translucent, Displacement, Elevation, LyingCorpse, AnimateAlways, MinimapColor, LensHelp, FullGround, Look, Cloth, Market, Usable, Wrapable, Unwrapable, UpgradeClassification, WearOut, ClockExpire, Expire, ExpireStop, ChangedToExpire, Podium, TopEffect, DefaultAction. Cada um vale o dobro do anterior; None é 0.

lua
local STACK = Enums.ThingFlagAttr.Stackable
for _, it in ipairs(Client.getAllItems()) do
  if bit.band(it.flags, STACK) ~= 0 then --[[ item empilhável ]] end
end

Sistemas do jogo#

Enums.QuestState#

PENDING 0, COMPLETED 1.

Enums.DailyRewardType#

DAILY_REWARD_TYPE_ITEMS 1, DAILY_REWARD_TYPE_PREY_REROLL 2, DAILY_REWARD_TYPE_XP_BOOST 3.

Enums.GameStoreOfferType, Enums.GameStoreCoinType e Enums.GameStoreState#

Ofertas: GAMESTORE_OFFER_TYPE_NONE 0, GAMESTORE_OFFER_TYPE_MOUNT 1, GAMESTORE_OFFER_TYPE_OUTFIT 2, GAMESTORE_OFFER_TYPE_ITEM 3, GAMESTORE_OFFER_TYPE_HIRELING 4. Moedas: GAMESTORE_COIN_TYPE 0, GAMESTORE_TRANSFERABLE_COIN_TYPE 1. Categorias: GAMESTORE_CATEGORY_NONE 0, GAMESTORE_CATEGORY_NEW 1, GAMESTORE_CATEGORY_SALE 2, GAMESTORE_CATEGORY_TIMED 3.

Enums.PreyTaskDataState#

PREY_TASK_DATA_STATE_LOCKED 0, PREY_TASK_DATA_STATE_INACTIVE 1, PREY_TASK_DATA_STATE_SELECTION 2, PREY_TASK_DATA_STATE_LIST_SELECTION 3, PREY_TASK_DATA_STATE_ACTIVE 4, PREY_TASK_DATA_STATE_COMPLETED 5.

Task board#

  • Enums.TaskBoardWindow: BOUNTY 0, WEEKLY 1, SHOP 2.
  • Enums.TaskBoardBountyState: NONE 0, SELECTION 1, ACTIVE 2, COMPLETED 3.
  • Enums.TaskBoardBountyClaimRewardType: SELECT_TASK 0, REWARD_NO_CLICK 1, REWARD_CLICKED 2.
  • Enums.TaskBoardBountyRerollMode: DAILY_CLAIMABLE 0, TIMER_RUNNING 1, LIMIT_REACHED 2.
  • Enums.TaskBoardAction (para Game.taskBoardAction): BOUNTY 0, WEEKLY 1, BOUNTY_DIFFICULTY 2, BOUNTY_REROLL 3, CLAIM_DAILY_REROLL 4, BOUNTY_SELECT 5, BOUNTY_CLAIM_REWARD 6, TALISMAN_UPGRADE 7, WEEKLY_DELIVERY 8, WEEKLY_DIFFICULTY 9, SHOP 10, SHOP_BUY 11, UNLOCK_PREFERENCE_SLOT 12, CLEAR_PREFERRED 13, CLEAR_UNWANTED 14, ASSIGN_PREFERRED 15, ASSIGN_UNWANTED 16.