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	 MODULE DESCRIPTION 
			 
			Functions:
		 
		
			 Constants:
			
			
	         
           
MODULE CONSTANTS 
			
 Action Constants 					These constants can be used to queue an action to be executed in the next mainloop iteration. 
	See the queueaction function in the wolfpack module.
 
 RELOAD_SCRIPTS = 0 # Reload definitions and python scripts. 
RELOAD_PYTHON = 1 # Reload python scripts. 
RELOAD_ACCOUNTS = 2 # Reload accounts. 
RELOAD_CONFIGURATION = 3 # Reload all of the above. 
SAVE_WORLD = 4 # Save the world. 
SAVE_ACCOUNTS = 5 # Save the accounts. 
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 Animation Constants 					These constants are animation ids for the 
	action method in the char 
	object.
 
 ANIM_WALKUNARMED = 0x0 
ANIM_WALKARMED = 0x1 
ANIM_RUNUNARMED = 0x2 
ANIM_RUNARMED = 0x3 
ANIM_STAND = 0x4 
ANIM_FIDGET1 = 0x5 
ANIM_FIDGET2 = 0x6 
ANIM_ATTACKREADY1 = 0x7 
ANIM_ATTACKREADY2 = 0x8 
ANIM_ATTACK1 = 0x9 
ANIM_ATTACK2 = 0xa 
ANIM_ATTACK3 = 0xb 
ANIM_ATTACK4 = 0xc 
ANIM_ATTACK5 = 0xd 
ANIM_ATTACK6 = 0xe 
ANIM_ATTACKWALK = 0xf 
ANIM_CASTDIRECTED = 0x10 
ANIM_CASTAREA = 0x11 
ANIM_ATTACKBOW = 0x12 
ANIM_ATTACKXBOX = 0x13 
ANIM_TAKEHIT = 0x14 
ANIM_DIE1 = 0x15 
ANIM_DIE2 = 0x16 
ANIM_TURN = 0x1e 
ANIM_ATTACK7 = 0x1f 
ANIM_BOW = 0x20 
ANIM_SALUTE = 0x21 
ANIM_FIDGET3 = 0x22 
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 Boolean Constants 					Only two constants for true and false.
 
 FALSE = 0 
TRUE = 1 
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 Character Sound Constants 					These constants can be used to let a character make 
	a body dependant sound. See the sound method for the 
	char object.
 
 SND_STARTATTACK = 0 
SND_IDLE = 1 
SND_ATTACK = 2 
SND_DEFEND = 3 
SND_DIE = 4 
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 Damage Constants 					These constants specify a damage type for the 
	damage method in the char 
	object.
 
 DAMAGE_PHYSICAL = 0 
DAMAGE_MAGICAL = 1 
DAMAGE_GODLY = 2 
DAMAGE_HUNGER = 3 
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 Definition Constants 					These constants represent the definition section types as used in 
	getdefinition in the wolfpack module.
 
 WPDT_ITEM = 0 
WPDT_SCRIPT = 1 
WPDT_NPC = 2 
WPDT_LIST = 3 
WPDT_MENU = 4 
WPDT_SPELL = 5 
WPDT_PRIVLEVEL = 6 
WPDT_SPAWNREGION = 7 
WPDT_REGION = 8 
WPDT_MULTI = 9 
WPDT_TEXT = 10 
WPDT_STARTITEMS = 11 
WPDT_LOCATION = 12 
WPDT_SKILL = 13 
WPDT_ACTION = 14 
WPDT_MAKESECTION = 15 
WPDT_MAKEITEM = 16 
WPDT_USEITEM = 17 
WPDT_SKILLCHECK = 18 
WPDT_DEFINE = 19 
WPDT_RESOURCE = 20 
WPDT_CONTEXTMENU = 21 
WPDT_AI = 22 
WPDT_TELEPORTER = 23 
WPDT_QUEST = 24 
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 Event Constants 					These constants represent an event in a python script. These 
	are used in the callevent, hasevent and registerglobal functions of the 
	wolfpack module.
 
 EVENT_USE = 0 
EVENT_SINGLECLICK = 1 
EVENT_COLLIDE = 2 
EVENT_WALK = 3 
EVENT_CREATE = 4 
EVENT_TALK = 5 
EVENT_WARMODETOGGLE = 6 
EVENT_LOGIN = 7 
EVENT_LOGOUT = 8 
EVENT_HELP = 9 
EVENT_CHAT = 10 
EVENT_SKILLUSE = 11 
EVENT_SKILLGAIN = 12 
EVENT_SHOWPAPERDOLL = 13 
EVENT_SHOWSKILLGUMP = 14 
EVENT_DEATH = 15 
EVENT_SHOWPAPERDOLLNAME = 16 
EVENT_CONTEXTENTRY = 17 
EVENT_SHOWTOOLTIP = 18 
EVENT_CHLEVELCHANGE = 19 
EVENT_SPEECH = 20 
EVENT_WEARITEM = 21 
EVENT_EQUIP = 22 
EVENT_UNEQUIP = 23 
EVENT_DROPONCHAR = 24 
EVENT_DROPONITEM = 25 
EVENT_DROPONGROUND = 26 
EVENT_PICKUP = 27 
EVENT_DAMAGE = 28 
EVENT_CASTSPELL = 29 
EVENT_TRADE = 30 
EVENT_TRADESTART = 31 
EVENT_DELETE = 32 
EVENT_SWING = 33 
EVENT_SHOWSTATUS = 34 
EVENT_CHANGEREGION = 35 
EVENT_ATTACH = 36 
EVENT_DETACH = 37 
EVENT_TIMECHANGE = 38 
EVENT_DISPEL = 39 
EVENT_TELEKINESIS = 40 
EVENT_CONTEXTCHECKVISIBLE = 41 
EVENT_CONTEXTCHECKENABLED = 42 
EVENT_SPAWN = 43 
EVENT_UPDATEDATABASE = 44 
EVENT_GETSELLPRICE = 45 
EVENT_SHOWVIRTUEGUMP = 46 
EVENT_RESURRECT = 47 
EVENT_CHECKSECURITY = 48 
EVENT_CHECKVICTIM = 49 
EVENT_DODAMAGE = 50 
EVENT_SNOOPING = 51 
EVENT_REMOTEUSE = 52 
EVENT_CONNECT = 53 
EVENT_DISCONNECT = 54 
EVENT_GUILDBUTTON = 55 
EVENT_SELECTABILITY = 56 
EVENT_LOG = 57 
EVENT_REGENHITS = 58 
EVENT_REGENMANA = 59 
EVENT_REGENSTAMINA = 60 
EVENT_BECOMECRIMINAL = 61 
EVENT_QUESTBUTTON = 62 
EVENT_REALDAYCHANGE = 63 
EVENT_WORLDSAVE = 64 
EVENT_SERVERHOUR = 65 
EVENT_SEECHAR = 66 
EVENT_SEEITEM = 67 
EVENT_TIMEREGENHITS = 68 
EVENT_TIMEREGENMANA = 69 
EVENT_TIMEREGENSTAMINA = 70 
EVENT_PICKUPFROMCONTAINER = 71 
EVENT_GETBUYPRICE = 72 
EVENT_BUY = 73 
EVENT_UPDATEACCTDATABASE = 74 
EVENT_STEPCHAR = 75 
EVENT_STEPWEIGHTPERCENT = 76 
EVENT_REACHDESTINATION = 77 
EVENT_COUNT = 78 
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 Human Female Sounds 					Some handy female sound constants. 
	Use the sound method of the char object to play them.
 
 SOUND_FEMALE_01 = 0x30a # Ooooh! 
SOUND_FEMALE_02 = 0x30b # Aha! 
SOUND_FEMALE_03 = 0x30c # Clap 
SOUND_FEMALE_04 = 0x30d # Sneeze? 
SOUND_FEMALE_05 = 0x30e # Burp 
SOUND_FEMALE_06 = 0x30f # Woohoo! 
SOUND_FEMALE_07 = 0x310 # Cough 
SOUND_FEMALE_08 = 0x311 # Cough 2 
SOUND_FEMALE_09 = 0x312 # Cough 3 
SOUND_FEMALE_10 = 0x313 # Cry 
SOUND_FEMALE_11 = 0x314 # Groan 
SOUND_FEMALE_12 = 0x315 # Groan 2 
SOUND_FEMALE_13 = 0x316 # Groan 3 
SOUND_FEMALE_14 = 0x317 # Groan 4 
SOUND_FEMALE_15 = 0x318 # Fart Sound 
SOUND_FEMALE_16 = 0x319 # Gasp 
SOUND_FEMALE_17 = 0x31a # Laugh 
SOUND_FEMALE_18 = 0x31b # Groan/Frustrated 
SOUND_FEMALE_19 = 0x31c # Aggitated 
SOUND_FEMALE_20 = 0x31d # "Hey!" 
SOUND_FEMALE_21 = 0x31f # "Huh?" 
SOUND_FEMALE_22 = 0x320 # Blowing Kiss 
SOUND_FEMALE_23 = 0x321 # Soft Laugh 
SOUND_FEMALE_24 = 0x322 # NO! 
SOUND_FEMALE_25 = 0x323 # "Oh!" 
SOUND_FEMALE_26 = 0x324 # "Ugh!" 
SOUND_FEMALE_27 = 0x325 # "Ugh!" 2 
SOUND_FEMALE_28 = 0x326 # "Ughhhh" 3 
SOUND_FEMALE_29 = 0x327 # "Ughhhhhh" 4 
SOUND_FEMALE_30 = 0x328 # "Urraghh!" 
SOUND_FEMALE_31 = 0x329 # "Uhh!" 
SOUND_FEMALE_32 = 0x32a # Ugh! 
SOUND_FEMALE_33 = 0x32b # ooooooooo! 
SOUND_FEMALE_34 = 0x32c # Ooops! 
SOUND_FEMALE_35 = 0x32d # Gag sound 
SOUND_FEMALE_36 = 0x32e # Screaming 
SOUND_FEMALE_37 = 0x32f # Shhhhhh! 
SOUND_FEMALE_38 = 0x330 # *Sigh* 
SOUND_FEMALE_39 = 0x331 # Sneeze 
SOUND_FEMALE_40 = 0x332 # Sniffles 
SOUND_FEMALE_41 = 0x333 # Snores 
SOUND_FEMALE_42 = 0x334 # ??? 
SOUND_FEMALE_43 = 0x335 # Whistles 
SOUND_FEMALE_44 = 0x336 # Yawns 
SOUND_FEMALE_45 = 0x337 # Yeah! 
SOUND_FEMALE_46 = 0x338 # Really frustrated 
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 Human Male Sounds 					Some handy male sound constants. 
	Use the sound method of the char object to play them.
 
 SOUND_MALE_01 = 0x419 # Ah! 
SOUND_MALE_02 = 0x41a # Aha! 
SOUND_MALE_03 = 0x41b # Clapping 
SOUND_MALE_04 = 0x41c # ?? 
SOUND_MALE_05 = 0x41d # Burp 
SOUND_MALE_06 = 0x41e # Woo Hoo! 
SOUND_MALE_07 = 0x41f # *Attention cough* 
SOUND_MALE_08 = 0x420 # Cough 
SOUND_MALE_09 = 0x421 # Choking? 
SOUND_MALE_10 = 0x422 # Crying 
SOUND_MALE_11 = 0x423 # Dying 
SOUND_MALE_12 = 0x424 # Dying 
SOUND_MALE_13 = 0x425 # Dying 
SOUND_MALE_14 = 0x426 # Dying 
SOUND_MALE_15 = 0x427 # Dying 
SOUND_MALE_16 = 0x428 # Fart 
SOUND_MALE_17 = 0x429 # Gasp 
SOUND_MALE_18 = 0x42a # Laugh 
SOUND_MALE_19 = 0x42b # Groan 
SOUND_MALE_20 = 0x42c # Mean Groan 
SOUND_MALE_21 = 0x42d # Hey! 
SOUND_MALE_22 = 0x42e # Hicup 
SOUND_MALE_23 = 0x42f # Huh? 
SOUND_MALE_24 = 0x430 # Blowing a kiss 
SOUND_MALE_25 = 0x431 # Laughing 
SOUND_MALE_26 = 0x432 # No 
SOUND_MALE_27 = 0x433 # Oh! 
SOUND_MALE_28 = 0x434 # Groan 
SOUND_MALE_29 = 0x435 # Groan 
SOUND_MALE_30 = 0x436 # Groan 
SOUND_MALE_31 = 0x437 # Groan soft 
SOUND_MALE_32 = 0x438 # Groan gross sounding 
SOUND_MALE_33 = 0x439 # Oogh... 
SOUND_MALE_34 = 0x43a # Oohhhh... 
SOUND_MALE_35 = 0x43b # "Hoomph!" 
SOUND_MALE_36 = 0x43c # ugh 
SOUND_MALE_37 = 0x43d # ooooooooo! 
SOUND_MALE_38 = 0x43e # Oops 
SOUND_MALE_39 = 0x43f # Throwing up 
SOUND_MALE_40 = 0x440 # Ahhhhhhhhhhhh! 
SOUND_MALE_41 = 0x441 # Shhhhhhhh 
SOUND_MALE_42 = 0x442 # Yawning/Sighing 
SOUND_MALE_43 = 0x443 # Sneezing 
SOUND_MALE_44 = 0x444 # Sniffing 
SOUND_MALE_45 = 0x445 # Snoring 
SOUND_MALE_46 = 0x446 # Spitting Sound 
SOUND_MALE_47 = 0x447 # Whistles 
SOUND_MALE_48 = 0x448 # Yawning 
SOUND_MALE_49 = 0x449 # Yeah! 
SOUND_MALE_50 = 0x44a # Hoaghhh! 
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 Layer Constants 					These constants provide fast access to equipment on certain 
	layers of a character. See the itemonlayer method for char objects.
 
 LAYER_RIGHTHAND = 1 
LAYER_LEFTHAND = 2 
LAYER_SHOES = 3 
LAYER_PANTS = 4 
LAYER_SHIRT = 5 
LAYER_HELM = 6 
LAYER_GLOVES = 7 
LAYER_RING = 8 
LAYER_UNUSED1 = 9 
LAYER_NECK = 10 
LAYER_HAIR = 11 
LAYER_WAIST = 12 
LAYER_CHEST = 13 
LAYER_BRACELET = 14 
LAYER_UNUSED2 = 15 
LAYER_BEARD = 16 
LAYER_TORSO = 17 
LAYER_EARRINGS = 18 
LAYER_ARMS = 19 
LAYER_CLOAK = 20 
LAYER_BACKPACK = 21 
LAYER_ROBE = 22 
LAYER_SKIRT = 23 
LAYER_LEGS = 24 
LAYER_MOUNT = 25 
LAYER_NPCRESTOCK = 26 
LAYER_NPCNORESTOCK = 27 
LAYER_NPCSELL = 28 
LAYER_BANKBOX = 29 
LAYER_DRAGGING = 30 
LAYER_TRADING = 31 
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 Log Constants 					These constants represent a loglevel for the console 
	and the logfile.
 
 LOG_MESSAGE = 0x01 
LOG_ERROR   = 0x02 
LOG_PYTHON  = 0x04 
LOG_WARNING = 0x08 
LOG_NOTICE  = 0x10 
LOG_TRACE   = 0x20 
LOG_DEBUG   = 0x40 
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 Skill Constants 					These constants are shortcuts for the ids of every skill.
 
 ALCHEMY = 0 
ANATOMY = 1 
ANIMALLORE = 2 
ITEMID = 3 
ARMSLORE = 4 
PARRYING = 5 
BEGGING = 6 
BLACKSMITHING = 7 
BOWCRAFT = 8 
PEACEMAKING = 9 
CAMPING = 10 
CARPENTRY = 11 
CARTOGRAPHY = 12 
COOKING = 13 
DETECTINGHIDDEN = 14 
ENTICEMENT = 15 
EVALUATINGINTEL = 16 
HEALING = 17 
FISHING = 18 
FORENSICS = 19 
HERDING = 20 
HIDING = 21 
PROVOCATION = 22 
INSCRIPTION = 23 
LOCKPICKING = 24 
MAGERY = 25 
MAGICRESISTANCE = 26 
TACTICS = 27 
SNOOPING = 28 
MUSICIANSHIP = 29 
POISONING = 30 
ARCHERY = 31 
SPIRITSPEAK = 32 
STEALING = 33 
TAILORING = 34 
TAMING = 35 
TASTEID = 36 
TINKERING = 37 
TRACKING = 38 
VETERINARY = 39 
SWORDSMANSHIP = 40 
MACEFIGHTING = 41 
FENCING = 42 
WRESTLING = 43 
LUMBERJACKING = 44 
MINING = 45 
MEDITATION = 46 
STEALTH = 47 
REMOVETRAPS = 48 
NECROMANCY = 49 
FOCUS = 50 
CHIVALRY = 51 
BUSHIDO = 52 
NINJITSU = 53 
SPELLWEAVING = 54 
ALLSKILLS = 55 # skills + 1 
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 Sound Constants 					This list of constants describes some commonly used sounds.
 
 SOUND_JUNGLE_BIRDS_1 = 0x0 
SOUND_JUNGLE_BIRDS_2 = 0x1 
SOUND_JUNGLE_BIRDS_3 = 0x2 
SOUND_FOREST_BIRDS_1 = 0x3 
SOUND_FOREST_BIRDS_2 = 0x4 
SOUND_FOREST_BIRDS_3 = 0x5 
SOUND_FOREST_BIRDS_4 = 0x6 
SOUND_SWAMP_BIRDS_1 = 0x7 
SOUND_SWAMP_BIRDS_2 = 0x8 
SOUND_SWAMP_BIRDS_3 = 0x9 
SOUND_SWAMP_BIRDS_4 = 0xa 
SOUND_SWAMP_BIRDS_5 = 0xc 
SOUND_SWAMP_BIRDS_6 = 0xd 
SOUND_SWAMP_BIRDS_7 = 0xe 
SOUND_SWAMP_BIRDS_8 = 0xf 
SOUND_RIVER_BIRDS = 0xb 
SOUND_RIVER = 0x10 
SOUND_STREAM = 0x11 
SOUND_BEACH = 0x12 
SOUND_BOAT_OCEAN = 0x13 
SOUND_STORM_1 = 0x14 # Light Wind 
SOUND_STORM_2 = 0x15 # Heavy Wind 
SOUND_STORM_3 = 0x16 # Moderate Wind 
SOUND_BIRDCALL_1 = 0x17 
SOUND_BIRDCALL_2 = 0x18 
SOUND_BIRDCALL_3 = 0x19 
SOUND_BIRDCALL_4 = 0x1a 
SOUND_BIRDCALL_5 = 0x1b 
SOUND_BIRDCALL_6 = 0x1c 
SOUND_BIRDCALL_7 = 0x1d 
SOUND_BIRDCALL_8 = 0x1e 
SOUND_BIRDCALL_9 = 0x1f 
SOUND_WATERBUBBLE_1 = 0x20 # Slow 
SOUND_WATERBUBBLE_2 = 0x21 # Fast 
SOUND_WATER_DROP_1 = 0x22 # 
SOUND_WATER_DROP_2 = 0x23 # 
SOUND_WATER_DROP_3 = 0x24 # Two drops 
SOUND_WATER_DROP_4 = 0x25 # Small object into water 
SOUND_WATER_DROP_5 = 0x26 # Large object into water 
SOUND_WATER_DROP_6 = 0x27 # Medium obj 
SOUND_THUNDER_1 = 0x28 # Shorter/Deeper thunder 
SOUND_THUNDER_1 = 0x29 # Long/Sharp thunder 
SOUND_HAMMER_1 = 0x2a # Blacksmith Sound 
SOUND_DRINK1 = 0x30 
SOUND_DRINK2 = 0x31 
SOUND_DRINK3 = 0x50 
SOUND_MINING = 0x126 
SOUND_AGILITY_DOWN = 0x1ee 
SOUND_AGILITY_UP = 0x1ed 
SOUND_STRENGTH_UP = 0x1e7 
SOUND_FIZZLE_SPELL = 0x5c 
SOUND_FILL_BOTTLE = 0x240 
SOUND_INSCRIBE1 = 0x241 
SOUND_INSCRIBE2 = 0x4f 
SOUND_MOTAR = 0x242 
SOUND_MEDITATE = 0x24a 
SOUND_FELUCIA = 0x245 
SOUND_EXPLOSION_3 = 0x306 
SOUND_EXPLOSION_4 = 0x307 
SOUND_EXPLOSION_5 = 0x308 
SOUND_EXPLOSION_6 = 0x309 
SOUND_MAGICAL_01 = 0x3bd # A Summoning Sound 
SOUND_MAGICAL_02 = 0x3c4 # A Summoning Sound 
SOUND_MAGICAL_03 = 0x456 # Like an energy field... 
SOUND_WARP_01 = 0x474 # A more modern recall sound? 
SOUND_FIREBALL_01 = 0x44b # 
SOUND_BREAKING_1 = 0x38d 
SOUND_BREAKING_2 = 0x38e 
SOUND_BREAKING_3 = 0x38f 
SOUND_BREAKING_4 = 0x390 
SOUND_LUTE_01 = 0x391 # Cool tune Battle Music 
SOUND_LUTE_02 = 0x392 # Cool tune Peace Music 
SOUND_HARP_01 = 0x403 # Cool tune Battle Music 
SOUND_HARP_02 = 0x40b # Cool tune Peace Music 
SOUND_HARP_03 = 0x418 # Cool tune 
SOUND_TAMBER_01 = 0x4b6 # Short tune 
SOUND_TAMBER_02 = 0x4b7 # Longer Tune, Battle? 
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