Wolfpack Library Reference

MODULE DESCRIPTION

Functions:


Constants:
Action ConstantsDamage ConstantsHuman Male SoundsSound Constants
Animation ConstantsDefinition ConstantsLayer Constants 
Boolean ConstantsEvent ConstantsLog Constants 
Character Sound ConstantsHuman Female SoundsSkill 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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Generated: 23.10.2013 20:15 | Version: Wolfpack Unknown
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