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Message

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Message

Message.Room(roomID As Integer, message As String, Optional ignorepID As Integer = -1, Optional ignorepID2 As Integer = -1, Optional pIDIsPlayer As Boolean = True, Optional pIDIsPlayer2 As Boolean = True, Optional symbols as Boolean = False, Optional chatID As Byte = 1)
  • Description=Message a whole room. You can ignore up to two IDs. (Normally ignoring is used for when you have more specific messages to send to one or two players, such as direct attacks vs spectators.)
Values
  • roomID=The room number.
  • message=The message to send to the room.
  • ignorepID=The ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • ignorepID2=The second ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • pIDIsPlayer=Is the first pID a player? Does not matter if -1 is set.
  • pIDIsPlayer2=Is the second pID a player? Does not matter if -1 is set.
  • chatID =The Id of the message.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Room(50, "Hello room!", 2, 5, true, true)


Message.RoomVar(roomID As Integer, message As String, Optional ignorepID As Integer = -1, Optional ignorepID2 As Integer = -1, Optional pIDIsPlayer As Boolean = True, Optional pIDIsPlayer2 As Boolean = True, Optional symbols as Boolean = False, Optional chatID As Byte = 1)
  • Description=Message a group of rooms. You generally need to set the rooms before hand. Can ignore up to two IDs. (Normally ignoring is used for when you have more specific messages to send to one or two players, such as direct attacks vs spectators.) Do not send a room message to too many rooms at once!
Values
  • roomID=The room number that holds the group of rooms (aka parent room, typically where the script is.).
  • message=The message to send to the room.
  • ignorepID=The ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • ignorepID2=The second ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • pIDIsPlayer=Is the first pID a player? Does not matter if -1 is set.
  • pIDIsPlayer2=Is the second pID a player? Does not matter if -1 is set.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • chatID =The Id of the message.
  • Example=Message.RoomVar(50, "Hello all rooms!", 2, 5, true, true)


Message.RoomNoParty(roomID As Integer, message As String, ignorepID As Integer, pIDIsPlayer As Boolean, partyID As Integer, Optional symbols as Boolean = False, Optional chatID As Byte = 1)
  • Description=Message everyone BUT the specific party in question. Will also ignore one other person if needed.
Values
  • roomID=The room number.
  • message=The message to send to the room.
  • ignorepID=The ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • pIDIsPlayer=Is the first pID a player? Does not matter if -1 is set.
  • partyID=The party ID to ignore.
  • chatID =The Id of the message.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Room(50, "Hello non party members!", 2, true, 5)


Message.NPCSpeak(NPCID As Integer, message As String, Optional directID As Integer = -1, Optional directIsPlayer As Boolean = False, Optional messageDirect As String = ", Optional symbols as Boolean = False) As Integer
  • Description=Makes an NPC speak like it was as player speaking. Can also do /me commands if the message starts with '/'.
Values
  • NPCID=The NPC ID.
  • message=The message to send. Start with a forward slash to produce a /me command.
  • directID=Is this message directed to anyone, if so, what ID? -1 for no one.
  • directIsPlayer=Is the directID a player?
  • messageDirect"=The message that the player directed will see. This means that 'message' is the room message, and 'messageDirect' is the message only to the directed.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.NPCSpeak(5, "/whispers to NiteHawk", 1, true, "I will end you.")


Message.Global(message As String, Optional symbols as Boolean = False)
  • Description=Global server message, to everyone on the server.
Values
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Global("Something just spawned in Seamoor!")


Message.Alert(message As String, loud as boolean, Optional symbols as Boolean = False)
  • Description=Alert message, to everyone on the server. You can use two different alert sounds. One is the current broadcast message ding, and a less sensitive one which is on by default.
Values
  • message=The message to send.
  • loud=Use the loud alert message instead.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Alert("Something just spawned in Seamoor!", false)


Message.Area(area As String, message As String, Optional symbols as Boolean = False)
  • Description=Area message, to everyone on in the area.
Values
  • area=The area to send the message to.
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Global("Seamoor City", "Something just spawned in Seamoor!")


Message.Area(zone As String, message As String, Optional symbols as Boolean = False)
  • Description=Zone message, to everyone on in the zone.
Values
  • zone=The zone to send the message to.
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Global("Zone1", "Something just spawned in Seamoor!")


Message.Guild(guildName As String, message As String, Optional symbols as Boolean = False)
  • Description=Sends a message directly to a guild.
Values
  • guildName=The guild name to send the message too.
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Guild("Staff", "Warning something got attacked!")


Message.DiscordGuild(guildName As String, message As String)
  • Description=Sends a message directly to a guild discord if available.
Values
  • guildName=The guild name to send the message too.
  • message=The message to send.
  • Example=Message.Guild("Staff", "Warning something got attacked!")


Message.Direct(pID As Integer, message As String, messageID as Byte = 1, Optional symbols as Boolean = False)
  • Description=Sends a message directly to a player slot.
Values
  • pID=The slot to send the message too.
  • messageID=The message ID. Use 1 if you are unsure.
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Direct(1, "You fall to the ground!")


Message.PartyLeader(pID As Integer, message As String, messageID as Byte = 1, Optional symbols as Boolean = False)
  • Description=Sends a message directly to a party leader (or individual if not in party).
Values
  • pID=The slot to send the message too.
  • messageID=The message ID. Use 1 if you are unsure.
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.PartyLeader(1, "You are the leader!")


Message.Discord(DiscordChannelID As String, message As String)
  • Description=Sends a message directly to discord.
Values
  • DiscordChannelID=The channel ID to send the message too.
  • message=The message to send.
  • Example=Message.Discord(3213125412311, "Event starting!"


Message.StatusDirect(pID As Integer, message As String, Optional statusType as Integer = 0, Optional symbols as Boolean = False)
  • Description=Sends a message directly to a player slot. Will act as a buff/debuff message and will ding the player with a sound.
Values
  • pID=The slot to send the message too.
  • message=The message to send.
  • statusType=The status type, either 0 or 1. 1 Being a debuff message, 0 being buff.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.StatusDirect(1, "You get hit by a flying canadian!!", 1)


Message.AttackDirect(pID As Integer, message As String, Optional symbols as Boolean = False)
  • Description=Sends a message directly to a player slot. Will act as a attack message and will ding the player with a sound.
Values
  • pID=The slot to send the message too.
  • message=The message to send.
  • Example=Message.AttackDirect(1, "You get hit by a flying canadian!!")


Message.AttackRoom(roomID As Integer, message As String, Optional ignorepID As Integer = -1, Optional ignorepID2 As Integer = -1, Optional pIDIsPlayer As Boolean = True, Optional pIDIsPlayer2 As Boolean = True, Optional symbols as Boolean = False)
  • Description=Message a whole room but also 'ding' the room like an attack message would. You can ignore up to two IDs. (Normally ignoring is used for when you have more specific messages to send to one or two players, such as direct attacks vs spectators.)
Values
  • roomID=The room number.
  • message=The message to send to the room.
  • ignorepID=The ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • ignorepID2=The second ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • pIDIsPlayer=Is the first pID a player? Does not matter if -1 is set.
  • pIDIsPlayer2=Is the second pID a player? Does not matter if -1 is set.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.AttackRoom(50, "Everyone in the room takes 200 damage!", 2, 5, true, true)


Message.StatusRoom(ByVal roomID As Integer, ByVal message As String, Optional ByVal ignorepID As Integer = -1, Optional ByVal ignorepID2 As Integer = -1, Optional ByVal pIDIsPlayer As Boolean = True, Optional ByVal pIDIsPlayer2 As Boolean = True, Optional PIDSender As Integer = -1, Optional statusType As Integer = 0, Optional symbols as Boolean = False)
  • Description=Message a whole room as a status message, (buff/debuff messages). You can ignore up to two IDs. (Normally ignoring is used for when you have more specific messages to send to one or two players, such as direct attacks vs spectators.)
Values
  • roomID=The room number.
  • message=The message to send to the room.
  • ignorepID=The ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • ignorepID2=The second ignored ID. Use -1 to bypass. This will bypass sending the message to this player.
  • pIDIsPlayer=Is the first pID a player? Does not matter if -1 is set.
  • pIDIsPlayer2=Is the second pID a player? Does not matter if -1 is set.
  • statusType=1 or 0 to signify debuff or buff status message for room.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.AttackRoom(50, "NiteHawk isn't feeling well!", 2, 5, true, true, 0)


Message.Alliance(Alliance As String, ByVal message As String, Optional playerID As Integer = -1, Optional symbols As Boolean = False)
  • Description=Message a faction.
Values
  • Alliance=The alliance name.
  • message=The message to send to the room.
  • playerID=The player messaging the group if needed. -1 is server.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.Alliance("Test Alliance", "NiteHawk isn't feeling well!")'


Message.AttackGlobal(message As String, Optional symbols as Boolean = False)
  • Description="Global server message with ding noise, to everyone on the server. Armageddon anyone?
Values
  • message=The message to send.
  • symbols=Does this message require symbol usage? (Leave false if you don't understand).
  • Example=Message.AttackGlobal("You take 500 random damage for existing!")


Message.Facebook(message As String)
  • Description=Sends a message directly to facebook. This should NOT be used without permission.
Values
  • message=The message to send.
  • Example=Message.Facebook("New event starting soon!")