Documentation
¶
Index ¶
- Variables
- func AddFunctionExporter(f FunctionExporter)
- func Aid(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Alias(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Appraise(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Ask(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Attack(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Backstab(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func BadCommands(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Bank(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Biome(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Break(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Broadcast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Buff(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Build(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Bump(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Buy(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Cast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func ChangeForm(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Command(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Conditions(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Consider(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Cooldowns(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Copyover(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Default(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Disarm(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Drink(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Drop(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func DualWield(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Eat(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Emote(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Enchant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Equip(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Exits(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Experience(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Feed(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Flee(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func FormSet(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Gearup(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Get(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func GetCmdSuggestions(text string, includeAdmin bool) []string
- func GetExportedFunction(fName string) (any, bool)
- func GetHelpContents(input string) (string, error)
- func GetHelpSuggestions(text string, includeAdmin bool) []string
- func GetLockRender(sequence string, entered string, viewingUserId int) string
- func Give(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Go(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Grant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Help(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func History(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Inspect(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Inventory(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Item(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Jobs(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func KeyRing(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Killstats(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func List(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Locate(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Lock(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Look(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Macros(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Map(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Mob(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Modify(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Motd(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Mute(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Noop(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Offer(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Online(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Party(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Password(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Paz(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Peep(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pet(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Picklock(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pickpocket(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Portal(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pray(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Prepare(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Print(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func PrintLine(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Put(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Pvp(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func QuestToken(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Quests(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Quit(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Rank(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Rankings(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Read(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Recover(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Redescribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func RegisterCommand(command string, handlerFunc UserCommand, disabledWhenDowned bool, ...)
- func Reload(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Remove(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Rename(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Room(rest string, user *users.UserRecord, liveRoom *rooms.Room, ...) (bool, error)
- func Save(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Say(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Scribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Search(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Sell(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Server(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Set(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func SetCopyoverFunc(f func() error)
- func SetRoomTagProvider(f func() map[string][]string)
- func Share(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Shoot(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Shout(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Show(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Skills(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Skillset(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Sneak(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Spawn(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Spell(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Spells(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Start(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Stash(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Status(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Suicide(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func SysLogs(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Tackle(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Tame(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Telemetry(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Teleport(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Throw(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Track(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Train(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func TryCommand(cmd string, rest string, userId int, flags events.EventFlag) (bool, error)
- func TryRoomScripts(input, alias, rest string, userId int) (bool, error)
- func UnMute(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Uncurse(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Unenchant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Unlock(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Use(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Visit(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Visited(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Whisper(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Who(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Zap(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func ZombieAct(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- func Zone(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
- type CommandAccess
- type CommandHelpItem
- type FunctionExporter
- type InsufficientFundsRequest
- type ShopListRequest
- type SkillsOptions
- type TrainingOption
- type TrainingOptions
- type UserCommand
Constants ¶
This section is empty.
Variables ¶
var OnInsufficientFunds util.Hook[InsufficientFundsRequest]
OnInsufficientFunds is fired when a buyer's gold is less than the purchase price. Handlers may inspect the request, send a custom message to the buyer, and set Handled to true to prevent the default insufficient-funds message.
var OnShopList util.Hook[ShopListRequest]
OnShopList is fired once per seller before the stock list is rendered (list command) or matched against a purchase request (buy command). Modules register handlers here to dynamically modify shop inventory.
Handlers may add items to Stock, remove items to block purchase, or modify ShopItem fields (including Price) to override pricing.
Example registration from a module:
usercommands.OnShopList.Register(func(r usercommands.ShopListRequest) usercommands.ShopListRequest {
if r.SellerMob != nil && r.SellerMob.MobId == mySpecialMobId {
r.Stock = append(r.Stock, characters.ShopItem{ItemId: 42, Price: 100})
}
return r
})
var OnShopListRendered util.Hook[ShopListRequest]
OnShopListRendered is fired once per seller after all shop tables for that seller have been sent to the buyer (list command only; not fired during buy). Modules register handlers here to append additional text after the listing, such as zone tax notices.
Example registration from a module:
usercommands.OnShopListRendered.Register(func(r usercommands.ShopListRequest) usercommands.ShopListRequest {
r.Buyer.SendText("Some extra info about this shop.")
return r
})
Functions ¶
func AddFunctionExporter ¶
func AddFunctionExporter(f FunctionExporter)
func Aid ¶
func Aid(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Protection Skill Level 1 - Aid (revive) a player Level 3 - Aid (revive) a player, even during combat
func Backstab ¶
func Backstab(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 2 - Backstab
func BadCommands ¶
func BadCommands(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * badcommands (All)
func Broadcast ¶
func Broadcast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Global chat room
func Buff ¶
func Buff(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * buff (All)
func Build ¶
func Build(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * build (All)
func Bump ¶
func Bump(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 3 - Backstab
func Cast ¶
func Cast(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Cast Skill Level 1 - You can cast spells Level 2 - Become proficient in a spell at 125% rate Level 3 - Become proficient in a spell at 175% rate Level 4 - Become proficient in a spell at 250% rate
func ChangeForm ¶ added in v0.9.8
func ChangeForm(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
ChangeForm Skill Level 1 - Transform into selectable races. Duration 10 rounds. Level 2 - Transform into selectable races. Duration 20 rounds. Level 3 - Transform into selectable races. Duration 40 rounds. Level 4 - Transform into all races. Duration 80 rounds.
func Command ¶
func Command(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * command (All)
func Conditions ¶
func Copyover ¶ added in v0.9.8
func Copyover(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * copyover (All)
func Default ¶
func Default(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Default is a special command that tries to contextually pick a default action for a room. The failover is to "look"
func Disarm ¶
func Disarm(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 4 - Attempt to disarm an opponent.
func DualWield ¶
func DualWield(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Dual WIeld Level 1 - You can dual wield weapons that you normally couldn't. Attacks use a random weapon. Level 2 - Occasionaly you will attack with both weapons in one round. Level 3 - You will always attack with both weapons when Dual wielding. Level 4 - Dual wielding incurs fewer penalties
func Enchant ¶
func Enchant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Enchant Skill Level 1 - Enchant a weapon with a damage bonus. Level 2 - Enchant equipment with a defensive bonus. Level 3 - Add a stat bonus to a weapon or equipment in addition to the above. Level 4 - Remove the enchantment or curse from any object.
func Experience ¶
func GetCmdSuggestions ¶
Returns a list of close match commands
func GetExportedFunction ¶
func GetHelpContents ¶
func GetHelpSuggestions ¶
func Grant ¶
func Grant(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * grant (All)
func Inspect ¶
func Inspect(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Peep Skill Level 1 - Reveals the type and value of items. Level 2 - Reveals weapon damage or uses an item has left. Level 3 - Reveals any stat modifiers an item has. Level 4 - Reveals special magical properties like elemental effects.
func Item ¶
func Item(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * item (All) * item.create (Create a new item) * item.spawn (Spawn a new item in the room)
func Locate ¶
func Locate(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * locate (All)
func Map ¶
func Map(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Skill Map Level 1 - Map a 5x5 area Level 2 - Map a 9x7 area Level 3 - Map a 13x9 area Level 4 - Map a 17x9 area, and enables the "wide" version.
func Mob ¶
func Mob(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * mob (All) * mob.create (Create new mobs) * mob.spawn (Spawn a mob in the room)
func Modify ¶
func Modify(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * modify (All) * modify.role (Change user roles)
func Mute ¶
func Mute(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * mute (All)
func Noop ¶
func Noop(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
This is a no-op, does nothing
func Paz ¶
func Paz(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * paz (All)
func Peep ¶
func Peep(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Peep Skill Level 1 - Always visibly see the health % of an NPC Level 2 - Reveals detailed stats of a player or mob. Level 3 - Reveals detailed stats of the player or mob, plus equipment and items Level 4 - Reveals detailed stats of the player or mob, plus equipment and items, and tells you the % chance of dropping items.
func Pickpocket ¶
func Pickpocket(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 4 - Pickpocket
func Portal ¶
func Portal(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Portal Skill Level 1 - Teleport back to town square Level 2 - Teleport back to the root of the area you are in Level 3 - Set a new destination for your portal teleportation Level 4 - Create a physical portal that you can share with players, or return through.
func Pray ¶
func Pray(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Protection Skill Level 4 - Pray to gods for a blessing
func Prepare ¶
func Prepare(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * prepare (All)
func Print ¶
func Print(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Prints message to screen
func PrintLine ¶
func PrintLine(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
PrintLine (command `printline`) is just a simple measuring tool/ruler for layout purposes
func QuestToken ¶
func QuestToken(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * questtoken (All)
func Rank ¶
func Rank(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Protection Skill Level 2 - Front/Backrank
func Rankings ¶ added in v0.9.8
func Rankings(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * rankings (All)
func Recover ¶
func Recover(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 1 - Enter a state of rest where health is recovered more quickly
func Redescribe ¶
func Redescribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * redescribe (All)
func RegisterCommand ¶
func RegisterCommand(command string, handlerFunc UserCommand, disabledWhenDowned bool, isAdminOnly bool)
Register mob commands from outside of the package
func Reload ¶
func Reload(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * reload (All)
func Rename ¶
func Rename(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * rename (All)
func Room ¶
func Room(rest string, user *users.UserRecord, liveRoom *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * room (All) * room.edit (All edit commands) * room.edit.container (Edit containers) * room.edit.exits (Edit exits) * room.edit.mutators (Edit mutators) * room.edit.nouns (Edit nouns) * room.copy (Copy room properties from one room to another) * room.info (See a room summary) * room.set (Set properties of the room)
func Scribe ¶
func Scribe(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Scribe Skill Level 1 - Scribe to a scrap of paper Level 2 - Scribe to a sign Level 3 - Scribe a hidden rune Level 4 - TODO
func Search ¶
func Search(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Searcg Skill Level 1 - Find secret exits or hidden players/mobs Level 2 - Find objects stashed in the area Level 3 - ??? Level 4 - You are always aware of hidden players/mobs in the area
(Lvl 1) <ansi fg="skill">search</ansi> Search for secret exits or hidden players/mobs. (Lvl 2) <ansi fg="skill">search</ansi> Finds objects that may be hidden in the area. (Lvl 3) <ansi fg="skill">search</ansi> Finds special/unknown "things of interest" in the area. (Lvl 4) <ansi fg="skill">search</ansi> Doubles your chance of success when searching.
func Server ¶
func Server(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * server (All)
func SetCopyoverFunc ¶ added in v0.9.8
func SetCopyoverFunc(f func() error)
SetCopyoverFunc registers the platform-specific copyover trigger with the usercommands package.
func SetRoomTagProvider ¶ added in v0.9.8
SetRoomTagProvider registers the function that returns registered room tags.
func Skillset ¶
func Skillset(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * skillset (All)
func Sneak ¶
func Sneak(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
SkullDuggery Skill Level 1 - Sneak
func Spawn ¶
func Spawn(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * spawn (All)
func Spell ¶
func Spell(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * spell (All) * spell.create (Create new spells) * spell.list (List all spells)
func SysLogs ¶
func SysLogs(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * syslogs (All)
func Tackle ¶
func Tackle(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 3 - Attempt to tackle an opponent, making them miss a round.
func Tame ¶
func Tame(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Skill Tame Level 1 - Tame up to 2 creatures Level 2 - Tame up to 3 creatures Level 3 - Tame up to 4 creatures Level 4 - Tame up to 5 creatures
func Telemetry ¶ added in v0.9.8
func Telemetry(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * telemetry (Admin only)
func Teleport ¶
func Teleport(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * teleport (All) * teleport.direction (Teleport through walls in a direction) * teleport.playername (Teleport to a player name) * teleport.roomid (Teleport to a roomId)
func Throw ¶
func Throw(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Brawling Skill Level 2 - You can throw objects at NPCs or other rooms.
func Track ¶
func Track(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
Skill Track Level 1 - Display the last player or mob to walk through here (not the currently player or current mobs) Level 2 - Display all players and mobs to recently walk through here Level 3 - Shows exit information for all tracked players or mobs Level 4 - Specify a mob or username and every room you enter will tell you what exit they took.
func TryCommand ¶
func TryRoomScripts ¶
TryRoomScripts is called to try both the onCommand_X direct route and also onCommand with a 'cmd' parameter. Returns true if a script handled it. False if not.
func Visit ¶ added in v0.9.8
func Visit(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * visit (All)
func Zap ¶
func Zap(rest string, user *users.UserRecord, room *rooms.Room, flags events.EventFlag) (bool, error)
* Role Permissions: * zap (All)
Types ¶
type CommandAccess ¶
type CommandAccess struct {
Func UserCommand
AllowedWhenDowned bool
AdminOnly bool
}
type CommandHelpItem ¶
type FunctionExporter ¶
type InsufficientFundsRequest ¶ added in v0.9.8
type InsufficientFundsRequest struct {
Buyer *users.UserRecord
SellerMob *mobs.Mob
SellerUser *users.UserRecord
Room *rooms.Room
Gold int
Price int
Handled bool
}
InsufficientFundsRequest is passed to OnInsufficientFunds handlers when a buyer cannot afford a purchase. Gold is the buyer's current gold. Price is the full price that was required (may be tax-inclusive). Handlers may send a custom message to the buyer and set Handled to true to suppress the default "You don't have enough gold" message from the buy command.
type ShopListRequest ¶ added in v0.9.8
type ShopListRequest struct {
Stock characters.Shop
Buyer *users.UserRecord
SellerMob *mobs.Mob
SellerUser *users.UserRecord
Room *rooms.Room
IsBuy bool
}
ShopListRequest is the value threaded through OnShopList and OnShopListRendered handlers. Stock is the effective inventory for this seller; handlers may add, remove, or modify entries (including Price) before the list or buy command uses it. Exactly one of SellerMob and SellerUser is non-nil. Buyer and Room are always non-nil. IsBuy is true when the request originates from the buy command, false when it originates from the list command.
type SkillsOptions ¶
type TrainingOption ¶
type TrainingOptions ¶
type TrainingOptions struct {
TrainingPoints int
Options []TrainingOption
}
Source Files
¶
- admin.badcommands.go
- admin.buff.go
- admin.build.go
- admin.command.go
- admin.copyover.go
- admin.formset.go
- admin.grant.go
- admin.item.go
- admin.locate.go
- admin.mob.go
- admin.modify.go
- admin.mute.go
- admin.paz.go
- admin.prepare.go
- admin.questtoken.go
- admin.rankings.go
- admin.redescribe.go
- admin.reload.go
- admin.rename.go
- admin.room.go
- admin.server.go
- admin.skillset.go
- admin.spawn.go
- admin.spell.go
- admin.syslogs.go
- admin.telemetry.go
- admin.teleport.go
- admin.visit.go
- admin.zap.go
- admin.zone.go
- alias.go
- appraise.go
- ask.go
- attack.go
- bank.go
- biome.go
- break.go
- broadcast.go
- buy.go
- conditions.go
- conditions.panels.go
- consider.go
- cooldowns.go
- cooldowns.panels.go
- default.go
- descriptions.panels.go
- drink.go
- drop.go
- eat.go
- emote.go
- equip.go
- exits.go
- experience.go
- feed.go
- flee.go
- gearup.go
- get.go
- give.go
- go.go
- help.go
- history.go
- inventory.go
- inventory.panels.go
- jobs.go
- jobs.panels.go
- keyring.go
- killstats.go
- list.go
- lock.go
- look.go
- look.panels.go
- macros.go
- motd.go
- noop.go
- offer.go
- online.go
- party.go
- password.go
- pet.go
- picklock.go
- print.go
- put.go
- pvp.go
- quests.go
- quests.panels.go
- quit.go
- read.go
- remove.go
- save.go
- say.go
- sell.go
- set.go
- share.go
- shoot.go
- shophooks.go
- shout.go
- show.go
- skill.brawling.disarm.go
- skill.brawling.recover.go
- skill.brawling.tackle.go
- skill.brawling.throw.go
- skill.cast.go
- skill.changeform.go
- skill.dualwield.go
- skill.enchant.go
- skill.inspect.go
- skill.map.go
- skill.peep.go
- skill.peep.panels.go
- skill.portal.go
- skill.protection.aid.go
- skill.protection.pray.go
- skill.protection.rank.go
- skill.scribe.go
- skill.search.go
- skill.skulduggery.backstab.go
- skill.skulduggery.bump.go
- skill.skulduggery.pickpocket.go
- skill.skulduggery.sneak.go
- skill.tame.go
- skill.track.go
- skills.go
- skills.panels.go
- spells.go
- start.go
- stash.go
- status.go
- status.panels.go
- suicide.go
- train.go
- unlock.go
- use.go
- usercommands.go
- visited.go
- whisper.go
- who.go
- zombieact.go