List of the Python plugin constants and their meaning.
| Name | Details | Notes |
| NORTH | 1 | |
| NORTHEAST | 2 | |
| EAST | 3 | |
| SOUTHEAST | 4 | |
| SOUTH | 5 | |
| SOUTHWEST | 6 | |
| WEST | 7 | |
| NORTHWEST | 8 | |
| llevError | An irrecoverable fatal error; the server will shut down. | |
| llevBug | A bug; after too many of these in a single tick the server will shut down. | |
| llevInfo | Just tell the log stuff we think it's useful to know. | |
| llevDebug | Give out maximal information for debug and bug control. | |
| EVENT_APPLY | Object applied/unapplied. | |
| EVENT_ATTACK | Monster attacked or scripted weapon was used. | |
| EVENT_DEATH | Player or monster was killed. | |
| EVENT_DROP | Object dropped on the floor. | |
| EVENT_PICKUP | Object picked up. | |
| EVENT_SAY | Someone speaks. | |
| EVENT_STOP | Thrown object stopped. | |
| EVENT_TIME | Triggered each time the object can react/move. | |
| EVENT_THROW | Object is thrown. | |
| EVENT_TRIGGER | Button pushed, lever pulled, etc. | |
| EVENT_CLOSE | Container closed. | |
| EVENT_TIMER | Timer connected triggered it. | |
| EVENT_BORN | | |
| EVENT_CLOCK | | |
| EVENT_CRASH | | |
| EVENT_GDEATH | | |
| EVENT_GKILL | | |
| EVENT_LOGIN | | |
| EVENT_LOGOUT | | |
| EVENT_MAPENTER | | |
| EVENT_MAPLEAVE | | |
| EVENT_MAPRESET | | |
| EVENT_REMOVE | | |
| EVENT_SHOUT | | |
| EVENT_TELL | | |
| MAP_INFO_NORMAL | Normal map info, to everyone in range of 12 tiles. | |
| MAP_INFO_ALL | To everyone on a map; a value of 9999 should be enough. | |
| COST_TRUE | True value of item, unadjusted. | |
| COST_BUY | Value for buying the item. | |
| COST_SELL | Value for selling the item. | |
| APPLY_TOGGLE | 0 | |
| APPLY_ALWAYS | | |
| UNAPPLY_ALWAYS | | |
| UNAPPLY_NO_MERGE | | |
| UNAPPLY_IGNORE_CURSE | | |
| APPLY_NO_EVENT | | |
| NEUTER | Neuter: no gender. | |
| MALE | Male. | |
| FEMALE | Female. | |
| HERMAPHRODITE | Hermaphrodite: both genders. | |
| MAXLEVEL | The maximum level. | |
| CAST_NORMAL | 0 | |
| CAST_POTION | 1 | |
| LEARN | 0 | |
| UNLEARN | 1 | |
| UNIDENTIFIED | 0 | |
| IDENTIFIED | 1 | |
| IDENTIFY_NORMAL | Normal identification. | |
| IDENTIFY_ALL | Identify everything. | |
| IDENTIFY_MARKED | Identify only marked item. | |
| CLONE_WITH_INVENTORY | 0 | |
| CLONE_WITHOUT_INVENTORY | 1 | |
| EXP_AGILITY | | |
| EXP_MENTAL | | |
| EXP_MAGICAL | | |
| EXP_PERSONAL | | |
| EXP_PHYSICAL | | |
| EXP_WISDOM | | |
| COLOR_WHITE | Default color is white (0), if no color is selected | |
| COLOR_ORANGE | Orange. | |
| COLOR_NAVY | Navy. | |
| COLOR_RED | Red. | |
| COLOR_GREEN | Green. | |
| COLOR_BLUE | Blue. | |
| COLOR_GREY | Grey. | |
| COLOR_BROWN | Brown. | |
| COLOR_PURPLE | Purple. | |
| COLOR_PINK | Pink. | |
| COLOR_YELLOW | Yellow. | |
| COLOR_DK_NAVY | Dark navy. | |
| COLOR_DK_GREEN | Dark green. | |
| COLOR_DK_ORANGE | Dark orange. | |
| NDI_SAY | Say command. | |
| NDI_SHOUT | The message is a shout. | |
| NDI_TELL | The message is a tell. | |
| NDI_PLAYER | This message comes from a player. | |
| NDI_ANIM | Message will be played as animation in the middle of the client screen. | |
| NDI_EMOTE | Message is an emote command. | |
| NDI_ALL | Inform all players of this message. | |
| PLAYER_EQUIP_MAIL | Armor. | |
| PLAYER_EQUIP_GAUNTLET | Gauntlets. | |
| PLAYER_EQUIP_BRACER | Bracers. | |
| PLAYER_EQUIP_HELM | Helmet. | |
| PLAYER_EQUIP_BOOTS | Boots. | |
| PLAYER_EQUIP_CLOAK | Cloak. | |
| PLAYER_EQUIP_GIRDLE | Girdle. | |
| PLAYER_EQUIP_SHIELD | Shield. | |
| PLAYER_EQUIP_RRING | Right ring. | |
| PLAYER_EQUIP_LRING | Left ring. | |
| PLAYER_EQUIP_AMULET | Amulet. | |
| PLAYER_EQUIP_WEAPON | Weapon. | |
| PLAYER_EQUIP_BOW | Bow/crossbow/etc. | |
| QUEST_TYPE_SPECIAL | The quest is not handled by the server quest module; instead, it is handled specially by scripts. | |
| QUEST_TYPE_KILL | The quest requires you to kill X monsters. | |
| QUEST_TYPE_KILL_ITEM | The quest requires you to get item X from monster Y. | |
| QUEST_STATUS_COMPLETED | The quest has been completed. | |
| TYPE_PLAYER | The object is a player object. | |
| TYPE_BULLET | A fired spell bullet. | |
| TYPE_ROD | Rod.See Rod | |
| TYPE_TREASURE | An object that will generate treasure.See Treasure | |
| TYPE_POTION | Potion.See Potion | |
| TYPE_FOOD | Food.See Food | |
| TYPE_POISON | Poison.See Poison Food | |
| TYPE_BOOK | Book.See Book | |
| TYPE_CLOCK | Clock. Shows the in-game time.See Clock | |
| TYPE_FBULLET | | |
| TYPE_FBALL | | |
| TYPE_LIGHTNING | Lightning. | |
| TYPE_ARROW | An arrow.See Projectile | |
| TYPE_BOW | Bow.See Shooting Weapon | |
| TYPE_WEAPON | Weapon.See Weapon | |
| TYPE_ARMOUR | Armour.See Brestplate Armour | |
| TYPE_PEDESTAL | Pedestal.See Pedestal | |
| TYPE_ALTAR | Altar.See Altar | |
| TYPE_CONFUSION | Confusion force. | |
| TYPE_LOCKED_DOOR | | |
| TYPE_SPECIAL_KEY | | |
| TYPE_MAP | | |
| TYPE_DOOR | Door. | |
| TYPE_KEY | Key to unlock a locked door. | |
| TYPE_MMISSILE | Magic missile. | |
| TYPE_TIMED_GATE | Object fields and flags used by this type.
Timed gate.See Timed Gate | |
| TYPE_TRIGGER | Trigger.See Handle Trigger | |
| TYPE_GRIMREAPER | | |
| TYPE_MAGIC_EAR | Magic ear.See Magic Ear | |
| TYPE_TRIGGER_BUTTON | Trigger button.See Trigger Button | |
| TYPE_TRIGGER_ALTAR | Trigger altar.See Altar Trigger | |
| TYPE_TRIGGER_PEDESTAL | Trigger pedestal.See Trigger Pedestal | |
| TYPE_SHIELD | Shield.See Shield | |
| TYPE_HELMET | Helmet.See Helmet | |
| TYPE_HORN | Horn.See Horn | |
| TYPE_MONEY | Money (copper, silver, etc).See Money | |
| TYPE_CLASS | Object for applying character class modifications to someone. | |
| TYPE_GRAVESTONE | Objects that appear on place of player's death. | |
| TYPE_AMULET | An amulet.See Amulet | |
| TYPE_PLAYERMOVER | Object fields and flags used by this type.
Player mover.See Mover | |
| TYPE_TELEPORTER | Teleporter.See Teleporter | |
| TYPE_CREATOR | Object fields and flags used by this type.
| Field/Flag | Explanation |
| connected | What connection number will trigger the creator. |
| living::hp | How many times it may create before stopping. |
| FLAG_LIFESAVE | If set, it'll never disappear but will go on creating everytime it's triggered. |
| object::other_arch | The object to create on top of the creator. |
Creator object.See Creator | |
| TYPE_SKILL | Skill object. | |
| TYPE_EXPERIENCE | An experience object. | |
| TYPE_EARTHWALL | | |
| TYPE_GOLEM | | |
| TYPE_BOMB | Bomb. | |
| TYPE_THROWN_OBJ | Thrown object. | |
| TYPE_BLINDNESS | Blindness force object. | |
| TYPE_GOD | God. | |
| TYPE_DETECTOR | Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::slaying | Name of the thing the detector is to look for. |
| object::speed | Frequency of 'glances'. |
| connected | Connected value of detector. |
| living::sp | 1 if detection sets buttons, -1 if detection unsets buttons. |
Detector is an object which notices the presense of another object and is triggered like buttons.See Detector | |
| TYPE_SKILL_ITEM | Item required to be equipped in order to use a skill. | |
| TYPE_DEAD_OBJECT | Players become a DEAD_OBJECT when they logout. | |
| TYPE_DRINK | Drink.See Drink | |
| TYPE_MARKER | Object fields and flags used by this type.
| Field/Flag | Explanation |
| living::hp | How many times the marker will work. If zero, infinite, otherwise every time the marker grants a mark, the value is decremented and when reached zero, the marker is removed. |
Inserts an invisible, weightless force into a player with a specified string.See Marker | |
| TYPE_HOLY_ALTAR | Holy altar.See Holy Altar | |
| TYPE_PLAYER_CHANGER | | |
| TYPE_PEARL | Pearl. | |
| TYPE_GEM | Gem.See Gems | |
| TYPE_FIRECHEST | | |
| TYPE_FIREWALL | Fire wall.See Magic Wall | |
| TYPE_CHECK_INV | Inventory checker.See Inventory Checker | |
| TYPE_MOOD_FLOOR | Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::last_sp | Used to differentiate mood floors. Value meanings:
- 0 = furious, all monsters become aggressive.
- 1 = angry, all but friendly become aggressive.
- 2 = calm, all aggressive monsters calm down.
- 3 = sleep, all monsters fall asleep.
|
Mood floor can affect how monsters behave once they step on it.Values of last_sp set how to change:
-
0 = furious, all monsters become aggressive
-
1 = angry, all but friendly become aggressive
-
2 = calm, all aggressive monsters calm down
-
3 = sleep, all monsters fall asleep
See Mood Floor | |
| TYPE_EXIT | Stairs, holes, portals, etc.See Exit | |
| TYPE_SHOP_FLOOR | Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::randomitems | If not NULL, will be the goods to generate on map load. |
| FLAG_AUTO_APPLY | If set, will generate goods from object::randomitems on map load. |
| FLAG_CURSED | If set, randomly generated goods will not be clone items. |
| living::exp | Quality level of randomly generated goods, if 0, will use map's difficulty. |
| FLAG_DAMNED | If set, generated goods will never become artifacts. |
| FLAG_IS_MAGICAL | If set, the shop floor will be a unique shop; items dropped will stay there until someone buys them or the map resets. |
Shop floor.See Shop Floor | |
| TYPE_SHOP_MAT | Shop mat.See Shop Mat | |
| TYPE_RING | A ring.See Ring | |
| TYPE_FLOOR | This is a floor tile.See Floor | |
| TYPE_FLESH | Animal body parts.See Flesh | |
| TYPE_INORGANIC | Metals and minerals.See Inorganic | |
| TYPE_LIGHT_APPLY | Light source for players - torch, lantern, etc.See Applyable Light | |
| TYPE_LIGHTER | Lighter. | |
| TYPE_WALL | This is a wall.See Wall | |
| TYPE_LIGHT_SOURCE | Light source on a map (invisible light).See Light Source | |
| TYPE_MISC_OBJECT | Miscellaneous objects are for objects without a function in the engine, like statues, clocks, chairs, etc.See Misc Object | |
| TYPE_MONSTER | A real living creature.See Monster & NPC | |
| TYPE_SPAWN_POINT | A spawn point object.See Spawn Point | |
| TYPE_LIGHT_REFILL | Refilling item for LIGHT_APPLY.See Light Refill Object | |
| TYPE_SPAWN_POINT_MOB | Monster inside a spawn point.See Spawn Point Monster | |
| TYPE_SPAWN_POINT_INFO | Used to find spawn point where monster came from. | |
| TYPE_SPELLBOOK | Spell book.See Spellbook | |
| TYPE_ORGANIC | Body parts which can't be eaten - dragon scales for exampleSee Organic | |
| TYPE_CLOAK | A cloak.See Cloak | |
| TYPE_CONE | Cone spell.See Hazard Floor | |
| TYPE_AURA | | |
| TYPE_SPINNER | Spinner.See Spinner | |
| TYPE_GATE | Gate.See Gate | |
| TYPE_BUTTON | Button.See Button | |
| TYPE_HANDLE | Handle.See Handle | |
| TYPE_PIT | Pit is like an exit, but it does damage to alive object falling into it.See Pit | |
| TYPE_TRAPDOOR | A trapdoor.See Trapdoor | |
| TYPE_WORD_OF_RECALL | Special force for word of recall. | |
| TYPE_SIGN | Sign.See Sign & MagicMouth | |
| TYPE_BOOTS | Boots.See Boots | |
| TYPE_GLOVES | Gloves.See Gloves | |
| TYPE_BASE_INFO | This object holds the real base stats of monsters. | |
| TYPE_RANDOM_DROP | Only used for spawn point monsters:If found inside the monster, there is a random chance based on the object's weight limit to drop the object's inventory into the monster.See Random Drop Container | |
| TYPE_CONVERTER | Convert one object into another.See Converter | |
| TYPE_BRACERS | Bracers.See Bracers | |
| TYPE_POISONING | Poison force. | |
| TYPE_SAVEBED | A savebed.See Savebed | |
| TYPE_POISONCLOUD | | |
| TYPE_WAND | Wand.See Wand & Staff | |
| TYPE_ABILITY | Ability.See Ability | |
| TYPE_SCROLL | Scroll.See Scroll | |
| TYPE_DIRECTOR | Director.See Director | |
| TYPE_GIRDLE | Girdle.See Girdle | |
| TYPE_FORCE | A generic force object. | |
| TYPE_POTION_EFFECT | A force, holding the effect of a potion. | |
| TYPE_JEWEL | A jewel.See Jewels | |
| TYPE_NUGGET | Nugget.See Nuggets | |
| TYPE_EVENT_OBJECT | Event/script object.See Event Object | |
| TYPE_WAYPOINT_OBJECT | Waypoint object.See Waypoint Object | |
| TYPE_QUEST_CONTAINER | Used to store quest informations in players.See Quest Container | |
| TYPE_CLOSE_CON | Id for close_container archetype. | |
| TYPE_CONTAINER | A container.See Container | |
| TYPE_ARMOUR_IMPROVER | Armour improver scroll. | |
| TYPE_WEAPON_IMPROVER | Weapon improver scroll. | |
| TYPE_WEALTH | This is a raw wealth object. When generated it's tranformed into real money depending on the enviroment where it's generated. | |
| TYPE_SKILLSCROLL | Can teach player a skill it holds. | |
| TYPE_DEEP_SWAMP | Deep swamp.See Swamp | |
| TYPE_IDENTIFY_ALTAR | Identification altar. | |
| TYPE_CANCELLATION | | |
| TYPE_BALL_LIGHTNING | | |
| TYPE_SWARM_SPELL | A swarm spell. | |
| TYPE_RUNE | Rune.See Rune & Trap | |
| TYPE_POWER_CRYSTAL | Power crystal.See Power Crystal | |
| TYPE_CORPSE | Corpse. | |
| TYPE_DISEASE | Object fields and flags used by this type.
| Field/Flag | Explanation |
| object::attack | Attack type(s) of the disease, for example, attack_godpower 100. |
| object::other_arch | Object created and dropped when symptom moves. |
| object::title | When the "disease" infects something, it will print "title victim!!!" to the player who owns the "disease". |
| living::wc | The chance of someone in range catching the disease, divided by 127. |
| object::magic | The range at which infection may occur. If negative, the range is NOT level dependent. |
| object::stats | What stats are reduced by the disease (str, con, ...) |
| living::maxhp | How long the disease will persist if the host dies and "drops" it, in "disease moves", i.e., moves of the disease. If negative, permanent. |
| object::value | The counter for maxhp, it starts at maxhp and drops... |
| living::dam | How much damage it does. If positive, it is straight damage. If negative, a percentage. |
| living::maxgrace | How long in "disease moves" the disease lasts in the host, if negative, permanent until cured. |
| living::food | If negative, disease is permanent. Otherwise, decreases at <speed>, disease goes away at food = 0, set to "maxgrace" on infection. |
| object::speed | The speed of the disease, how fast "disease moves" occur. |
| object::last_sp | The lethargy imposed on the player by the disease. A lethargy of "1" reduces the players speed to 1% of its normal value. |
| living::maxsp | How much mana is sapped per "disease move". If negative, a percentage is taken. |
| living::ac | Every "disease move" the severity of the symptoms are increased by ac / 100. (severity = 1 + (accumlated_progression) / 100) |
| object::last_eat | Increases food usage if negative. |
| object::last_heal | If nonzero, disease does NOT grant immunity when it runs out. |
| living::exp | Experience awarded when plague cured. |
| living::hp | Reduces regeneration of disease-bearer. |
| living::sp | Reduces spellpoint regeneration. |
| object::name | Name of the plague. |
| object::msg | What the plague says when it strikes. |
| object::race | Species/race the plague strikes (* = everything). |
| object::level | General description of the plague's deadliness |
| living::wc | Reduction in wc per generation of disease. This builds in a self-limiting factor. |
Disease.See Disease | |
| TYPE_SYMPTOM | Object fields and flags used by this type.
Disease symptom. | |
| SOUNDTYPE_NORMAL | | |
| SOUNDTYPE_SPELL | | |
| SOUND_LEVEL_UP | | |
| SOUND_FIRE_ARROW | | |
| SOUND_LEARN_SPELL | | |
| SOUND_FUMBLE_SPELL | | |
| SOUND_WAND_POOF | | |
| SOUND_OPEN_DOOR | | |
| SOUND_PUSH_PLAYER | | |
| SOUND_HIT_IMPACT | | |
| SOUND_HIT_CLEAVE | | |
| SOUND_HIT_SLASH | | |
| SOUND_HIT_PIERCE | | |
| SOUND_MISS_BLOCK | | |
| SOUND_MISS_HAND | | |
| SOUND_MISS_MOB | | |
| SOUND_MISS_PLAYER | | |
| SOUND_PET_IS_KILLED | | |
| SOUND_PLAYER_DIES | | |
| SOUND_OB_EVAPORATE | | |
| SOUND_OB_EXPLODE | | |
| SOUND_PLAYER_KILLS | | |
| SOUND_TURN_HANDLE | | |
| SOUND_FALL_HOLE | | |
| SOUND_DRINK_POISON | | |
| SOUND_DROP_THROW | | |
| SOUND_LOSE_SOME | | |
| SOUND_THROW | | |
| SOUND_GATE_OPEN | | |
| SOUND_GATE_CLOSE | | |
| SOUND_OPEN_CONTAINER | | |
| SOUND_GROWL | | |
| SOUND_ARROW_HIT | | |
| SOUND_DOOR_CLOSE | | |
| SOUND_TELEPORT | | |
| SOUND_CLICK | | |
| SOUND_MAGIC_DEFAULT | | |
| SOUND_MAGIC_ACID | | |
| SOUND_MAGIC_ANIMATE | | |
| SOUND_MAGIC_AVATAR | | |
| SOUND_MAGIC_BOMB | | |
| SOUND_MAGIC_BULLET1 | | |
| SOUND_MAGIC_BULLET2 | | |
| SOUND_MAGIC_CANCEL | | |
| SOUND_MAGIC_COMET | | |
| SOUND_MAGIC_CONFUSION | | |
| SOUND_MAGIC_CREATE | | |
| SOUND_MAGIC_DARK | | |
| SOUND_MAGIC_DEATH | | |
| SOUND_MAGIC_DESTRUCTION | | |
| SOUND_MAGIC_ELEC | | |
| SOUND_MAGIC_FEAR | | |
| SOUND_MAGIC_FIRE | | |
| SOUND_MAGIC_FIREBALL1 | | |
| SOUND_MAGIC_FIREBALL2 | | |
| SOUND_MAGIC_HWORD | | |
| SOUND_MAGIC_ICE | | |
| SOUND_MAGIC_INVISIBLE | | |
| SOUND_MAGIC_INVOKE | | |
| SOUND_MAGIC_INVOKE2 | | |
| SOUND_MAGIC_MAGIC | | |
| SOUND_MAGIC_MANABALL | | |
| SOUND_MAGIC_MISSILE | | |
| SOUND_MAGIC_MMAP | | |
| SOUND_MAGIC_ORB | | |
| SOUND_MAGIC_PARALYZE | | |
| SOUND_MAGIC_POISON | | |
| SOUND_MAGIC_PROTECTION | | |
| SOUND_MAGIC_RSTRIKE | | |
| SOUND_MAGIC_RUNE | | |
| SOUND_MAGIC_SBALL | | |
| SOUND_MAGIC_SLOW | | |
| SOUND_MAGIC_SNOWSTORM | | |
| SOUND_MAGIC_STAT | | |
| SOUND_MAGIC_STEAMBOLT | | |
| SOUND_MAGIC_SUMMON1 | | |
| SOUND_MAGIC_SUMMON2 | | |
| SOUND_MAGIC_SUMMON3 | | |
| SOUND_MAGIC_TELEPORT | | |
| SOUND_MAGIC_TURN | | |
| SOUND_MAGIC_WALL | | |
| SOUND_MAGIC_WALL2 | | |
| SOUND_MAGIC_WOUND | | |
| PARTY_MESSAGE_STATUS | Status is used for party messages like password change, join/leave, etc. | |
| PARTY_MESSAGE_CHAT | Chat is used for party chat messages from party members. | |
| COST_TRUE | True value of item, unadjusted. | |
| COST_BUY | Value for buying the item. | |
| COST_SELL | Value for selling the item. | |
| ATNR_IMPACT | Impact. | |
| ATNR_SLASH | Slash. | |
| ATNR_CLEAVE | Cleave. | |
| ATNR_PIERCE | Pierce. | |
| ATNR_WEAPON_MAGIC | Weapon magic. Common for spells like magic bullet. | |
| ATNR_FIRE | Fire. | |
| ATNR_COLD | Cold. | |
| ATNR_ELECTRICITY | Electricity. | |
| ATNR_POISON | Poison, | |
| ATNR_ACID | Acid. | |
| ATNR_MAGIC | Magic. | |
| ATNR_MIND | Mind. | |
| ATNR_BLIND | Blind. | |
| ATNR_PARALYZE | Paralyze. Affected object will be rooted to the spot. | |
| ATNR_FORCE | Force. | |
| ATNR_GODPOWER | Godpower. | |
| ATNR_CHAOS | Chaos. | |
| ATNR_DRAIN | Drain. | |
| ATNR_SLOW | Slow. | |
| ATNR_CONFUSION | Confusion. Affected object will move in random directions until the effect wears off. | |
| ATNR_INTERNAL | Used for internal calculations. | |
| NROFATTACKS | Number of the attacks. | |