The Lua Modules manual applies here. This page holds what is true of Version 4.15 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.
Effect Codes
rf.buff takes a skill, force or class skill's own code, or "skill:N", "force:N", "classskill:N" or "potion:N", where N is the effect's index in that content table.
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 0x71 to 0xFF.