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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