Docs · players

players

5 players 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.

anyPlayer returns bool
anyPlayer(within: int, area: area, inCombat: bool, notInCombat: bool) -> bool

True when at least one player matches. Stops at the first one, so it is cheaper than counting.

ParameterTypeWhat it does
withinoptional int how many tiles away at most, straight line
areaoptional area must be standing inside this area
inCombatoptional bool only ones fighting right now
notInCombatoptional bool only ones not fighting right now
Example
if anyPlayer(within: 2, inCombat: true) { stop }
nearestPlayer returns player?
nearestPlayer(within: int, area: area, inCombat: bool, notInCombat: bool) -> player?

The closest player matching every option given, or none. Distance is straight-line from where you are standing, measured in the same reading the player was read from.

ParameterTypeWhat it does
withinoptional int how many tiles away at most, straight line
areaoptional area must be standing inside this area
inCombatoptional bool only ones fighting right now
notInCombatoptional bool only ones not fighting right now
Example
let other = nearestPlayer(within: 6)
playerCount returns int
playerCount(within: int, area: area, inCombat: bool, notInCombat: bool) -> int

How many players match every option given. With no options, how many there are.

ParameterTypeWhat it does
withinoptional int how many tiles away at most, straight line
areaoptional area must be standing inside this area
inCombatoptional bool only ones fighting right now
notInCombatoptional bool only ones not fighting right now
Example
if playerCount(within: 4) > 3 { walkTo(tile(285, 570)) }
players returns list<player>
players(within: int, area: area, inCombat: bool, notInCombat: bool) -> list<player>

Every player matching every option given, in whatever order the client holds them. With no options, all of them.

ParameterTypeWhat it does
withinoptional int how many tiles away at most, straight line
areaoptional area must be standing inside this area
inCombatoptional bool only ones fighting right now
notInCombatoptional bool only ones not fighting right now
Example
for other in players(within: 8) { if other.inCombat { stop } }
playersByDistance returns list<player>
playersByDistance(within: int, area: area, inCombat: bool, notInCombat: bool) -> list<player>

Every player matching every option given, closest first.

ParameterTypeWhat it does
withinoptional int how many tiles away at most, straight line
areaoptional area must be standing inside this area
inCombatoptional bool only ones fighting right now
notInCombatoptional bool only ones not fighting right now
Example
for other in playersByDistance(within: 10) { if other.recentlyInCombat { stop } }