References: Difference between revisions

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'''API''':
'''API''':
Features and plugins MUST use [https://github.com/OpenKore/openkore/blob/master/src/Utils.pm#L863 Utils::inRange(<current value>, <option contents>)] to check any kind of options with range values.
Features and plugins MUST use [https://github.com/OpenKore/openkore/blob/master/src/Utils.pm#L1070 Utils::inRange(<current value>, <option contents>)] to check any kind of options with range values.


== [[:Category:Self Condition|Self Conditions]] ==
== [[:Category:Self Condition|Self Conditions]] ==

Latest revision as of 23:21, 5 May 2021

Syntax Legends

Syntax format used in declarations of configuration options and commands.

Symbol Description
Bold Elements that the user must type exactly as shown.
< > Information that the user must specify.
( ) Required parameters.
[ ] Optional parameters.
| Means OR. This separates choices from which the user must choose only one.


Basic Value and Parameter Types

Parameters types that may appear in a configuration option's value or a command parameter.

boolean flag

Option values are interpreted with Perl's Truth and Falsehood rules.
Value Description
0 or empty string (unset option) FALSE (disable)
1 TRUE (enable)
Actually, boolean flag (which isn't checked for anything but boolean) can have any value.
Boolean options MAY be extended in future. In such a case, values of 0 and 1 SHOULD preserve the old behaviour, and more values MAY be added.
API: There is no API per se, just use usual Perl's logic operators.
Examples:
if ($config{useDeadlyRay}) { ...

flag

A number with special meaning on its current context. The list of meaningful values are always given.

number

A number with special meaning on its current context. The list of meaningful values are always given. May be a fractional value (with dot . separator) or just an integer. Empty string (unset option) or strings starting with non-numeric characters are evaluated as in Perl, usually to 0.
Notes: This is not a range. Values like "= 11" would just evaluate to 0.
API: There is no API per se, just use usual Perl's relational and equality operators.
Examples:
if ($config{answerToLifeUniverseAndEverything} == 42) { ...

percent

A number from 1 to 100 that corresponds to a percent. Don't append a percent sign (%) unless otherwise specified.

seconds

The time specified in seconds. Can be a fractional value (ex. 0.5).

string

Any text string.

Equipment Slots

Equipment slot names used by Openkore.

List of equipment slots.
Name Description
topHead Upper head slot.
midHead Middle head slot.
lowHead Lower heads slot.
rightHand Right hand slot.
leftHand Left hand slot.
rightAcessory Right Acessory slot.
leftAcessory Left Acessory slot.
armor Armor slot.
robe Gaments slot.
shoes Footwear slot.
costumeTopHead Upper head costume slot.
costumeMidHead Middle head costume slot.
costumeLowHead Lower heads costume slot.
costumeRobe Robe costume slot.
costumeFloor Floor costume slot.
arrow Arrow or Bullet slot.
Developer Notes

Equipment slot names are defined in %Globals::equipSlot_lut.

Message Domains

Message domains are names used to classify messages printed in the console.

For information about a certain messages that you see in your console, set the option showDomain in config.txt to 1, making Openkore display domains along with messages in the console.


Names

Sometimes equipment/item/monster names are different in each server, so Openkore have it's own database in tables folder for defaulting names. Changing the name from the files will affect your configuration.

Equipment Names


Openkore equipment name syntax:

# for normal equipments:
[BROKEN] [+<upgrade level>] (<item name>) [[<card name>[*<number>]] [<number of slots>]]

# for elemental weapons
[BROKEN][+<upgrade level>][VS|VVS|VVVS][Fire|Earth|Wind|Water](<item name>) 

Notes:

  • If the equipment is not broken, omit the BROKEN part.
  • If the equipment is not upgraded, omit the +<upgrade level> part.
  • Use only the monster name for the card name, e.g. use Hydra for the Hydra Card.
  • If there is only one card of a certain type slotted on the equipment, omit the *<number> part.
  • If there are more than one type of cards compounded on the equipment, the <card name>*<number> pair should be colon-separated list. The list should be sorted alphabetically.
  • If the equipment is not slotted, omit the [<number of slots>] part.
  • So far configuration options using item names are not strict with case-sensitivity.
  • If you have the equipment, you can use console commands


Example

  • For a +7 Cranial Mirror Shield, a Hard Padded Armor, a 3-slotted +5 Double Flammable Boned Saber, and a +6 Very Very Strong Wind Tsurugi, use:
+7 Mirror Shield [Thara Frog] [1]
Padded Armor [Pupa] [1]
+5 Saber [Skel Worker:Vadon*2] [3]
+6 VVS Wind Tsurugi

Item Names


Item names can be found at tables\items.txt, following this syntax:

<Item ID>#<item_name>#

In items.txt item names are separated with underscores (_), to use them in your configuration replace them with spaces.


Example

  • Item's name is Mirror Shield.
2107#Mirror_Shield#

Note.

  • So far configuration options using item names are not strict with case-sensitivity.
  • You can also get item's name by using console commands, like i, cart, storage.


Ground Spell Names


Ground spell names can be found at tables\spells.txt, following this syntax:

<Spell ID> <spell name>

Example

  • Ground spell name: Safety Wall
126 Safety Wall

Note:

  • Ground spell names can also be found using console command spells while certain spells are active on the ground.


Map Names


Map names can be found at tables\maps.txt, following this syntax:

<map file name>#<map name>#

Openkore use just the first name of the map in it's configuration files.

Example

  • Map name is Prontera
prontera.rsw#Prontera City#

Notes:


Monster Names


Monster names can be found at tables\monsters.txt, following this syntax:

<monster ID> <monster name>

Example

  • Monster name is Scorpion
1001 Scorpion

Notes:

  • You can also find monster name using console command ml while certain monters are on screen.


Player Names


Player names can be found by using the console command pl while certain players are on screen.

Note. These are case-sensitive.


Skill Names

Skill handles (locale independent) can be found at tables/SKILL_id_handle.txt.

Skill names (depend on your configuration) can be found at skillnametable.txt used by your configuration.

Currently used skill names can also be found by inspecting skills, homun skills, merc skills commands output.

Status Names

Status handles (locale independent) can be found at tables/{AILMENT,LOOK,STATE,STATUS}_id_handle.txt.

Corresponding status names (depend on your configuration) can be found at statusnametable.txt used by your configuration.

Currently used status names can also be found by inspecting Kore output when certain status is received or by using the s command while certain status are active on you character.

NPC conversation codes

Range Operators

User-specified interval for an option.

Value Description
X {X}
X..Y [X, Y]
X-Y
> X (X, +∞)
>= X [X, +∞)
< X (-∞, X)
<= X (-∞, X]

API: Features and plugins MUST use Utils::inRange(<current value>, <option contents>) to check any kind of options with range values.

Self Conditions

Conditions about the character status/information.

These condition options are shared between the attackComboSlot, attackSkillSlot, buyAuto, doCommand, equipAuto, monsterSkill, partySkill, useSelf_item, and useSelf_skill configuration blocks.


Target Conditions

Monster Conditions

Conditions about the monster status/information.

These condition attributes are shared between the attackComboSlot, attackSkillSlot, equipAuto, and monsterSkill configuration blocks.


Player Conditions

Condition about player's status/information.

Currently, only the partySkill configuration block uses these conditions.


Skill Use Conditions

Conditions about skills.

These options are shared between the attackComboSlot, attackSkillSlot, monsterSkill, partySkill, and useSelf_skill configuration blocks.


Idle Condition

Activated when the BOT this without actions to perform.

Interfaces

OpenKore Interface Implementations.

Interface to load on start can be specified with Command Line Arguments (--interface=InterfaceName).