Atrinik Server 2.5
Python constants

Python constants

List of the Python plugin constants and their meaning.

Name Details Notes
NORTH

North.

NORTHEAST

Northeast.

EAST

East.

SOUTHEAST

Southeast.

SOUTH

South.

SOUTHWEST

Southwest.

WEST

West.

NORTHWEST

Northwest.

llevSystem

Used for system-type messages.

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.

llevChat

Chat, for example, shout, say, etc.

PLUGIN_EVENT_NORMAL

Normal event: the event is attached directly to the object in question.

PLUGIN_EVENT_GLOBAL

Global event, requires no attaching of event.

PLUGIN_EVENT_MAP

Map-wide event.

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_ASK_SHOW

Ask script whether to show this object on map.

MEVENT_ENTER

A player entered a map.

MEVENT_LEAVE

A player left a map.

MEVENT_RESET

A map is resetting.

MEVENT_SPELL_CAST

A spell is being cast.

MEVENT_SKILL_USED

A skill is being used.

MEVENT_DROP

Player is dropping an item.

MEVENT_PICK

Player is trying to pick up an item.

MEVENT_PUT

Player is trying to put an item to a container on map.

MEVENT_APPLY

An item is being applied.

MEVENT_LOGIN

Player has logged in.

MEVENT_CMD_DROP

The /drop command was used.

MEVENT_CMD_TAKE

The /take command was used.

MEVENT_EXAMINE

Item was examined.

GEVENT_BORN

A new character has been created.

GEVENT_LOGIN

Player login.

GEVENT_LOGOUT

Player logout.

GEVENT_PLAYER_DEATH

Player was killed.

GEVENT_CACHE_REMOVED

Cache entry was removed.

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
MAXLEVEL

The maximum level.

CAST_NORMAL

Normal cast.

CAST_WAND

Casting from a wand.

CAST_ROD

Casting from a rod.

CAST_HORN

Casting from a horn.

CAST_SCROLL

Casting from a scroll.

CAST_POTION

Casting from a potion.

CAST_NPC

NPC is doing the casting, can cast no matter what (even in areas that block magic).

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
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_TYPE_MULTI

Multi-part quest.

QUEST_STATUS_COMPLETED

The quest has been completed.

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.

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.

TERRAIN_NOTHING

No terrain.

TERRAIN_AIRBREATH

No terrain.

TERRAIN_WATERWALK

Walk on water - deep water too.

TERRAIN_WATERBREATH

You can move underwater and on land.

TERRAIN_FIREWALK

Walk over lava or fire,

TERRAIN_FIREBREATH

You can move in fire environment (fire elemental dimension, hell, ...)

TERRAIN_CLOUDWALK

Move "on clouds" in the air - not flying.

TERRAIN_ALL

Used in blocked() when we only want know about blocked by something.

P_BLOCKSVIEW

Blocks the view.

P_NO_MAGIC

Spells (some) can't pass this object

P_NO_PASS

Nothing can pass (wall() is true)

P_IS_PLAYER

There is one or more player on this tile

P_IS_ALIVE

Something alive is on this space

P_NO_CLERIC

No clerical spells cast here

P_PLAYER_ONLY

Only players are allowed to enter this space. This excludes mobs and golems but also spell effects and thrown / fired items. It works like a no_pass for players only (pass_thru doesn't work for it).

P_DOOR_CLOSED

A closed door is blocking this space - if we want to approach, we must first check if it's possible to open it.

P_CHECK_INV

We have something like an inventory checker in this tile node.

P_NO_PVP

PvP is not possible on this tile.

P_PASS_THRU

Same as NO_PASS - but objects with PASS_THRU set can cross it.

Note:
If a node has NO_PASS and P_PASS_THRU set, there are 2 objects in the node, one with pass_thru and one with real no_pass - then no_pass will overrule pass_thru
P_MAGIC_EAR

We have a magic ear on this map tile... Later we should add a map pointer where we attach as chained list this stuff - no search or flags are then needed.

P_WALK_ON

For moving objects and what happens when they enter

P_WALK_OFF

For moving objects and what happens when they leave

P_FLY_OFF

For flying objects and what happens when they leave

P_FLY_ON

For flying objects and what happens when they enter

P_MAGIC_MIRROR

There is a MAGIC_MIRROR object on this tile.

P_OUTDOOR

The tile has object with 'outdoor 1' flag.

P_OUT_OF_MAP

Of course not set for map tiles but from blocked_xx() function where the get_map_from_coord() fails to grab a valid map or tile.

P_FLAGS_ONLY

Skip the layer update, do flags only

P_FLAGS_UPDATE

If set, update the flags by looping the map objects

P_NEED_UPDATE

Resort the layer when updating

P_NO_ERROR

Purely temporary - if set, update_position does not complain if the flags are different.

P_NO_TERRAIN

Do NOT use this with SET_MAP_FLAGS(). This is just to mark for return values of blocked().

CMD_SOUND_EFFECT

A sound effect, like poison, melee/range hit, spell sound, etc.

CMD_SOUND_BACKGROUND

Background music.

CMD_SOUND_ABSOLUTE

Path to sound effect with an absolute filename. MIDI is not supported.

BANK_SYNTAX_ERROR

Syntax error: did not get text in expected format.

BANK_SUCCESS

Successfully withdrawn/deposited money.

BANK_WITHDRAW_HIGH

Withdraw value was too high.

BANK_WITHDRAW_MISSING

Player wanted to withdraw more than they have in bank.

BANK_WITHDRAW_OVERWEIGHT

Withdrawing that much money would make the player overweight.

BANK_DEPOSIT_COPPER

Player doesn't have enough copper coins on hand.

BANK_DEPOSIT_SILVER

Player doesn't have enough silver coins on hand.

BANK_DEPOSIT_GOLD

Player doesn't have enough gold coins on hand.

BANK_DEPOSIT_MITHRIL

Player doesn't have enough mithril coins on hand.

AROUND_ALL

All squares around the object.

AROUND_WALL

Ignore squares that have a wall.

AROUND_BLOCKSVIEW

Ignore squares that are blocking view.

AROUND_PLAYER_ONLY

Ignore squares that are player only.

LAYER_SYS

System objects.

LAYER_FLOOR

Floor.

LAYER_FMASK

Floor masks.

LAYER_ITEM

Items: weapons, armour, books, etc.

LAYER_ITEM2

Another layer for items, often decoration.

LAYER_WALL

Walls.

LAYER_LIVING

Living objects like players and monsters.

LAYER_EFFECT

Spell effects.

INVENTORY_ONLY

Search only inside the inventory of the object.

INVENTORY_CONTAINERS

Search inside the inventory of the object and inventories of containers.

INVENTORY_ALL

Search inside the inventory of the object, inventories of containers and inventories of other objects.

GT_ENVIRONMENT

Put generated treasure below the object instead of inside the object's inventory.

GT_INVISIBLE
GT_STARTEQUIP

Generated items have FLAG_STARTEQUIP set

GT_APPLY

Unused.

GT_ONLY_GOOD

Don't generate bad/cursed items. Used for new player's equipment.

GT_UPDATE_INV

When object has been generated, send its information to player.

GT_NO_VALUE

Set value of all created treasures to 0.

SIZEOFFREE
SIZEOFFREE1
SIZEOFFREE2
NROFREALSPELLS

Number of different spells