Docs · diagnostics

diagnostics

5 diagnostics commands, generated from the engine's own registry — signatures, parameters and a worked example each. A does something command acts on the game; a needs x() one answers a confident wrong answer when its client hooks are missing.

dropBoxesAvailable returns bool
dropBoxesAvailable() -> bool

Whether any item on the floor has ever been given a rectangle. False means nothing on the ground can be aimed at, which reads exactly like a floor with nothing on it.

Example
if not dropBoxesAvailable() { print("drops cannot be clicked") }
dropDrawsAvailable returns bool
dropDrawsAvailable() -> bool

Whether the client has ever reported drawing an item on the floor. The other half of the pair above: this one says the drop was seen, that one says it was measured.

Example
print("drop draws seen:", dropDrawsAvailable())
npcDrawBoxesAvailable returns bool
npcDrawBoxesAvailable() -> bool

Whether the client has ever reported where it drew an npc. This one fires for a standing npc too, so a quiet screen still proves it is live.

Example
print("npc draws seen:", npcDrawBoxesAvailable())
npcPickBoxesAvailable returns bool
npcPickBoxesAvailable() -> bool

Whether the client has ever reported the rectangle it picks an npc by. False means no npc can be clicked at all, however many are on screen.

Example
if not npcPickBoxesAvailable() { print("npcs cannot be clicked") stop }
npcShiftAvailable returns bool
npcShiftAvailable() -> bool

Whether the sideways displacement the client applies to a fighting npc is being reported. False and npc boxes fall back to where the sprite was drawn, which is not what the client picks against during a fight - so attacking works and clicking something already in combat misses.

Example
if not npcShiftAvailable() { print("fighting npcs may be hard to click") }