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.
| Parameter | Type | What 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.
| Parameter | Type | What 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.
| Parameter | Type | What 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.
| Parameter | Type | What 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.
| Parameter | Type | What 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 } }
No command on this page matches that. The search box looks across every page.