Difference between revisions of "Special Items"

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Revision as of 03:05, 6 June 2009

Certain types of items have extended functionality, and therefore have additional properties, functions or references to the ones already listed on the Items page. The following sections describe what these are.


Multis

Multis have a TYPE t_multi, t_multi_custom or t_ship. These are multi-piece items that are usually stored in the client's multi.mul file, but are only considered to be one item to both the server and client (so when you approach a castle, there is a significant reduction in lag since the server doesn't have to tell the client to display thousands of wall pieces).

Properties and Functions with a Return Value

Here is a list of all multi properties and functions that can return a value when used as <KEY>. Click on the name for more detailed information such as usage and examples.

Name Read/Write Description
COMP R Gets the number of components defined in the ITEMDEF.
COMP.n.key' R Gets the KEY (ID,DX,DY,DZ,D) of the nth component defined in the ITEMDEF.


Properties and Function without a Return Value

Here is a list of all multi properties and functions that do not return a value. Click on the name for more detailed information such as usage and examples.

Name Description
MULTICREATE owner_uid When a multi is created via SERV.NEWITEM, this function must be used to initialise the multi-region.


Customizable Multis

Customizable multis are represented by the TYPE of t_multi_custom. These are designed to be used with the AOS House Designer tool that is present since the 4.0.0 series of UO clients.

References

References return pointers to other objects (e.g. the REGION reference allows you to access the REGION that an object is in). These can either be accessed by using <REFNAME> to return the UID (1 for object types that don't have UIDs) of the object or 0 if it doesn't exist, or by using <REFNAME.KEY> where KEY is a valid property/function/reference for the REFNAME object. Click on the name for more detailed information such as usage and examples.

Name Read/Write Description
DESIGNER R Gets the character currently modifying the house design.


Properties and Functions with a Return Value

Here is a list of all custom multi properties and functions that can return a value when used as <KEY>. Click on the name for more detailed information such as usage and examples.

Name Read/Write Description
COMPONENTS R Gets the number of components in the house design.
DESIGN.n.KEY R Gets a property (ID,DX,DY,DZ,D,FIXTURE) from the nth component in the house design.
EDITAREA R Gets the designable area rectangle of the multi (left,top,right,bottom)
FIXTURES R Gets the number of fixtures in the house design.
REVISION R Gets the revision number of the house design.


Properties and Function without a Return Value

Here is a list of all custom multi properties and functions that do not return a value. Click on the name for more detailed information such as usage and examples.

Name Description
ADDITEM item_id, dx, dy, dz Adds an item to the house design.
ADDMULTI multi_id, dx, dy, dz Adds a multi to the house design.
CLEAR Removes all items from the house design.
COMMIT Commits all changes that have been made to the house design, updating the state of the building.
CUSTOMIZE character_uid Enters the building into edit mode for the specified character (or SRC).
ENDCUSTOMIZE Exits the current designer from edit mode.
REMOVEITEM item_id, dx, dy, dz Removes an item from the house design.
RESET Resets the house design back to the house foundation.
RESYNC character_uid Resends the current building state to the specified character (or SRC).
REVERT Undoes all of the changes made to the house design since the last commit.


Ships

Ships have the TYPE t_ship, and are another extended version of multis that are designed to be used to sail around the world.

References

References return pointers to other objects (e.g. the REGION reference allows you to access the REGION that an object is in). These can either be accessed by using <REFNAME> to return the UID (1 for object types that don't have UIDs) of the object or 0 if it doesn't exist, or by using <REFNAME.KEY> where KEY is a valid property/function/reference for the REFNAME object. Click on the name for more detailed information such as usage and examples.

Name Read/Write Description
HATCH R Gets the ship's hatch.
TILLER R Gets the ship's tiller.
PLANK.n R Gets the nth ship plank.


Properties and Functions with a Return Value

Here is a list of all ship properties and functions that can return a value when used as <KEY>. Click on the name for more detailed information such as usage and examples.

Name Read/Write Description
PLANKS R Gets the number of planks on the ship.
SHIPSPEED.TILES R Gets the number of tiles that ths ship moves in one step.
SHIPSPEED.PERIOD R Gets the length of time between each step, in tenths of a second.


Properties and Function without a Return Value

Here is a list of all ship properties and functions that do not return a value. Click on the name for more detailed information such as usage and examples.

Name Description
SHIPANCHORDROP Drops the ship's anchor, preventing it from moving.
SHIPANCHORRAISE Raises the ship's anchor, allowing it to move.
SHIPBACK Begins moving the ship backwards.
SHIPBACKLEFT Begins moving the ship backwards and to its left.
SHIPBACKRIGHT Begins moving the ship backwards and to its right.
SHIPDOWN Begins moving the ship downards, if ATTR_MAGIC is set.
SHIPDRIFTLEFT Begins moving the ship to its left.
SHIPDRIFTRIGHT Begins moving the ship to its right.
SHIPFACE direction Sets the direction of the ship.
SHIPFORE Begins moving the ship forwards.
SHIPFORELEFT Begins moving the ship forwards and to its left.
SHIPFORERIGHT Begins moving the ship forwards and to its right.
SHIPGATE location Moves the entire ship and its contents to a specified location.
SHIPLAND Moves the ship to ground level, if ATTR_MAGIC is set.
SHIPMOVE direction Begins moving the ship in the specified direction.
SHIPSTOP Stops the ship.
SHIPTURN Turns the ship to face the opposite direction.
SHIPTURNLEFT Rotates the ship to its left.
SHIPTURNRIGHT Rotates the ship to its right.
SHIPUP Begins moving the ship upwards, if ATTR_MAGIC is set.