The Lua Modules manual applies here. This page holds what is true of Version 2.2.3.2 alone.
Items
Every item has a uid that stays with it for as long as it exists, so m:item values follow the item through the bag, the trunk, the mail, a trade and the auction.
- A monster's drop has
uid = 0while it lies on the ground, soitem_droppedreports 0 for it.item_lootedreports the real uid. A whole item a player throws down keeps its uid. - Splitting a stack makes a new item with no values, and part of a stack traded or thrown is new too.
- A stack that merges into another is gone, along with its values. The stack it merged into keeps its own.
- Values go when the item does: sold, used up, broken by an upgrade, expired, or lost on the ground.
rf.give_itemreturns the new item's uid. With more than one stack, it is the first stack's uid.
examples/item_history.lua and examples/item_property.lua both store values on items.
Names and Codes
- Map codes are upper case:
ELAN,NEUTRALB,RESOURCES. chipwar_result.reasonisstone_destroyed,keeper_destroyed,keeper_keptortime_up.- A monster's
namecomes from the content database, where most are Korean. Give your own names in a setting, asexamples/pit_boss_alert.luadoes.
The Damage Gate
A PvP hit reports critical = false and no skill.
Effect Codes
rf.buff takes a skill, force or class skill's own code.
Verb and Message Support
| optional verb | on this version |
|---|---|
rf.announce_race | works |
rf.give_exp | works |
rf.items | works |
rf.kick | works |
rf.monsters | works |
rf.pickup | works |
rf.spawn | works |
Module messages may use categories 0xC0 to 0xFE.