Razor Scripting: Difference between revisions

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The Razor assistant distributed with the Outlands client is a fork of Razor Community Edition. Outlands has additionally extended that scripting engine with the following features.
The Razor assistant distributed with the Outlands client is a fork of Razor Community Edition. If you need help with the basics of scripting in Razor please follow the link to Quick's documentation here. http://www.razorce.com/guide/
<br/>
Outlands has additionally extended that scripting engine with the following features.


==Modified Commands and Expressions==
==Modified Commands and Expressions==
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Several commands and expressions that search by type have been greatly expanded:
Several commands and expressions that search by type have been greatly expanded:


===dclicktype===
   dclicktype ('name') OR ('graphic') [source] [hue] [quantity] [range]
   dclicktype ('name') OR ('graphic') [source] [hue] [quantity] [range]
===findtype===
   findtype ('name') OR ('graphic') [source] [hue] [quantity] [range]
   findtype ('name') OR ('graphic') [source] [hue] [quantity] [range]
  targettype ('name') OR ('graphic') [source] [hue] [quantity] [range]
  lifttype ('name') OR ('graphic') [amount] [src] [hue]


The hue allows limiting by hue. The source may be the serial of a specific container, 'self' for equipped items, or 'ground'. The quantity is the minimum quantity, and the range is the maximum range from the player.
The hue allows limiting by hue. The source may be the serial of a specific container, 'self' for equipped items, or 'ground'. The quantity is the minimum quantity, and the range is the maximum range from the player.
The lifttype expression is further limited to only operate on 'backpack', 'self', or 'ground' sources.
The lifttype expression is further limited to only operate on 'backpack', 'self', or 'ground' sources.
===findtypelist===
Works similar to findtype but the first argument is a list name. If the list exists, found serials are added to the list.
  findtypelist ('listname') ('name of item') OR ('graphic') [src] [hue] [qty] [range]
===targettype===
  targettype ('name') OR ('graphic') [source] [hue] [quantity] [range]
===lifttype===
  lifttype ('name') OR ('graphic') [amount] [src] [hue]
===overhead and sysmessage interpolation===
Both overhead and sysmessage (and their aliases) now allow for string interpolation as follows:
setvar myvar 10
overhead "my var is: <nowiki>{{myvar}}</nowiki>"
===Loops and index variable===
All loops now have a scoped running index variable called 'index' that starts at 0.


==New Aliases==
==New Aliases==


===ground===
The 'ground' alias is now available. This is useful in the expanded targeting commands as the "source" parameter.
The 'ground' alias is now available. This is useful in the expanded targeting commands as the "source" parameter.


==New Expressions==
==New Expressions==


===find===
Searching based on a serial number is now possible with the find expression:
  if find (serial) [src] [hue] [qty] [range]
The parameters work exactly like the findtype command.
===findlayer===
Searching a character for equipped items is now possible:
  if findlayer self gloves as mygloves
    overhead 'Wearing gloves!'
  endif
The valid layers are:
  righthand
  lefthand
  shoes
  pants
  shirt
  head
  gloves
  ring
  talisman
  neck
  hair
  waist
  innertorso
  bracelet
  face
  facialhair
  middletorso
  earrings
  arms
  cloak
  backpack
  outertorso
  outerlegs
  innerlegs
  onehandedsecondary
  quiver
  outerbody
===targetexists===
An expression to test whether the client currently has a target cursor up:
  if targetexists ['any'/'beneficial'/'harmful'/'neutral']
===followers===
An expression to count your current followers:
An expression to count your current followers:


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   endif
   endif


===hue===
An expression to get the hue of an item:
An expression to get the hue of an item:


   if hue ('serial') = 0x1809
   if hue someObject = 0x1809
     overhead "Found hue of my item!"
     overhead "Found hue of my item!"
   endif
   endif


===name===
An expression to get your current character's name:
An expression to get your current character's name:


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   endif
   endif


===paralyzed===
An expression to test if your character is paralyzed:
An expression to test if your character is paralyzed:


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   endif
   endif


An expression to test if your character is blessed (yellow health bar):
===invul===
An expression to test if your character is blessed/invulnerable (yellow health bar):


   if blessed
   if invul
     overhead "I'm gonna live forever!"
     overhead "I'm gonna live forever!"
   endif
   endif


===warmode===
An expression to test if your character is in warmode:
An expression to test if your character is in warmode:


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   endif
   endif


===noto===
An expression to check any mobile's notoriety:
An expression to check any mobile's notoriety:


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   endif
   endif


The valid notorieties are `innocent` (blue), `friend` (green), `hostile` (gray), `criminal` (gray), `enemy` (orange), `murderer` (red), `invulnerable` (yellow).
The valid notorieties are
  innocent (blue)
  friend (green)
  hostile (gray)
  criminal (gray)
  enemy (orange)
  murderer (red)
  invulnerable (yellow)
 
===dead===
An expression to check if a mobile is dead:
 
  if dead someMobile
    overhead "He's dead, Jim!"
  endif
 
===maxweight===
 
  if maxweight > 400
      overhead "I have a lot of strength"
  endif
 
===diffweight===
 
  if diffweight > 20
    overhead "I can lift 20 more stone"
  endif
 
===diffhits===
 
  if diffhits > 40
    overhead "I need a heal!"
  endif
 
===diffmana===
 
  if diffmana > 40
    useskill Meditation
  endif
 
===diffstam===
 
  if diffstam > 30
    overhead "Need stamina"
  endif
 
===counttype===
 
Returns the number of items of the same type in a container. If items are stackable, they will refund the number of items in the stack.
 
  if counttype (name or graphic) [src] [hue] [range]
 
===gumpexists===
 
  if gumpexists (gumpId/'any')
 
Returns true if the gump exists.
 
===ingump===
 
  if ingump (text) [gumpId/'any']
 
Look for text in the given gump.
 
===varexist===
 
Checks if a given variable (or alias if ! is passed) is declared
 
  if varexist someVar
    overhead "Select shelf"
    setvar someVar
  endif
 
===bandaging===
 
Checks if a bandage is currently being applied and will return the time left in seconds (works with healing and veterinary).
 
  if bandaging > 5
    overhead "More than 5 seconds till next bandage"
  endif
 
Simpler version
 
  if not bandaging
    hotkey "Bandage Self"
  endif
 
===cooldown===
 
Checks if the cooldown is active, can be compared against a duration.  
 
  if cooldown "mycooldown"
    overhead "cooldown is active"
  endif
 
  if cooldown "mycooldown" > 2000
    overhead "more than 2 seconds remaining on cooldown"
  endif


==New Commands==
==New Commands==


===setvar===
The setvar command has been modified on Outlands to support a wider set of use cases. The optional second parameter is now the serial of the variable. If provided, you won't be prompted with a target cursor.
The setvar command has been modified on Outlands to support a wider set of use cases. The optional second parameter is now the serial of the variable. If provided, you won't be prompted with a target cursor.


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   setvar! my_name 0x123
   setvar! my_name 0x123


Further, to define a purely local variable only for the current scope, use the @ operator in conjunction with the ! operator:
===unsetvar===
Additionally, a command to unset variables has been added. It supports the same modifiers as setvar:
 
  unsetvar my_name
 
===ignore===
An ignore list has been added to avoid finding objects when using the various search commands:


   @setvar! my_name 0x123
   ignore (serial or list)


The variable `my_name` will only exist in this script.
This also supports the same operators as setvar for controlling the scope of the ignore list.


Additionally, a command to unset variables has been added. It supports the same modifiers as setvar:
===unignore===
Similar to ignore, the unignore command removes a serial (or list of serials) from the ignore list:
 
  unignore (serial or list)
 
This also supports the same operators as setvar for controlling the scope of the ignore list.
===clearignore===
Clears the ignore list:


   unsetvar my_name
   clearignore


This also supports the same operators as setvar for controlling the scope of the ignore list.
===warmode===
A command to explicitly set warmode state has been added:
A command to explicitly set warmode state has been added:


   warmode ('on' / 'off')
   warmode ('on' / 'off')


*Note that this will need a server patch to function correctly.
===getlabel===
 
A command to get an item's label - the text you see when single clicking it - has been added.
A command to get an item's label - the text you see when single clicking it - has been added.


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   overhead my_label
   overhead my_label


===rename===
A command to rename followers has been added:
A command to rename followers has been added:


   rename myFollower Bob
   rename myFollower Bob
===skill===
A command to use skill
  skill discord


A valid active skill list:
  anatomy // anatomy
  animallore" //animal lore
  itemidentification // item identification
  itemid // item identification
  armslore // arms lore
  begging // begging
  peacemaking // peacemaking
  peace // peacemaking
  cartography // cartography
  detectinghidden // detect hidden
  discord // Discordance
  discordance Discordance
  evaluatingintelligence // evaluate intelligence
  evalint // evaluate intelligence
  forensicevaluation // forensic evaluation
  forensiceval // forensic evaluation
  forensic // forensic evaluation
  hiding // hiding
  provocation // provocation
  provo // provocation
  inscription // inscription
  poisoning // poisoning
  spiritspeak // spirit speak
  spirit // spirit speak
  stealing // stealing
  taming // taming
  tasteidentification // taste id
  tasteid // taste id // taste
  tracking // tracking
  meditation // Meditation
  stealth // Stealth
  removetrap // RemoveTrap
===setskill===
A command to set skill gain locks has been added:
A command to set skill gain locks has been added:


   setskill Blacksmithing up
   setskill Blacksmithing up


The valid choices are up, down, or locked.
The valid choices are up, down, or lock.
 
===waitforgump===
 
  waitforgump [gumpId]
 
Wait for a gump to appear. If a gump ID is provided, wait for that particular gump. Otherwise, wait for the next gump.
 
===gumpresponse===
 
  gumpresponse (buttonId) [gumpId]
 
Press the given button on the give gump (or the last gump that opened)
 
===gumpclose===
 
  gumpclose [gumpId]
 
Close the given gump or the last gump that opened if no gumpId is specified.
 
===cooldown===
 
  cooldown <'cooldown name'> [milliseconds]
 
Triggers the cooldown with the chosen name. If no milliseconds are passed in, it uses the cooldown's default value.


==New Operators==
==New Operators==


===as===
There is now an 'as' operator to capture the result of expressions as an alias. This is particularly useful for the `findtype` expression as follows
There is now an 'as' operator to capture the result of expressions as an alias. This is particularly useful for the `findtype` expression as follows


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   endif
   endif


===in===
There is additionally an 'in' operator that can be used to check whether one string is a substring of another:
There is additionally an 'in' operator that can be used to check whether one string is a substring of another:


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     endif
     endif
   endif
   endif


==Lists==
==Lists==
List support includes the following commands:
List support includes the following commands:


===createlist===
  createlist ('list name')
  createlist ('list name')


Create a new list
Create a new list


===clearlist===
  clearlist ('list name')
  clearlist ('list name')


Clear an existing list
Clear an existing list


===removelist===
  removelist ('list name')
  removelist ('list name')


Delete a list
Delete a list


  pushlist ('list name') ('element value') ['front'/'back']
===pushlist===
  pushlist ('list name') ('element value') ['front'/'back'] //comment


Add an item to the front or back of the list
Add an item to the front or back of the list


  poplist ('list name') ('element value'/'front'/'back')
===poplist===
  poplist ('list name') ('element value'/'front'/'back') //comment
 
Remove an item from the front of back of the list.
 
If used in an expression, the popped value can be saved with 'as' as follows:


Remove an item from the front of back of the list
if poplist testlist back as popped
    overhead popped
endif


===listexists===
Additionally, the following list-related expressions have been added. These may be used within <code>if</code> and <code>while</code> statements.
Additionally, the following list-related expressions have been added. These may be used within <code>if</code> and <code>while</code> statements.
  listexists ('list name')
  listexists ('list name')


True if the list exists
True if the list exists


===list===
  list (list name) (operator) (value)
  list (list name) (operator) (value)


Compare the length of the list to an integer
Compare the length of the list to an integer


===inlist===
  inlist (list name) (element)
  inlist (list name) (element)


Test if an element is in a list.
Test if an element is in a list.


===atlist===
atlist ('list name') (index)
Return an item in the list at the given index. Index starts at 0.
Example:
if atlist mylist 2 as thirdentry
    overhead thirdentry
else
    overhead "index out of bounds or list item retrievend was no serial"
endif
===Iterating lists===
Finally, <code>for</code> and <code>foreach</code> loops can be used for iteration as follows:
Finally, <code>for</code> and <code>foreach</code> loops can be used for iteration as follows:


Line 181: Line 459:


This will iterate the elements in my_list, assigning the variable 'x' to the next element on each iteration.
This will iterate the elements in my_list, assigning the variable 'x' to the next element on each iteration.




Line 188: Line 467:
The following commands for working with timers have been added:
The following commands for working with timers have been added:


===createtimer===
  createtimer (timer name)
  createtimer (timer name)


Create a new timer, starting at 0.
Create a new timer, starting at 0.


===removetimer===
  removetimer (timer name)
  removetimer (timer name)


Destroy an existing timer.
Destroy an existing timer.


===settimer===
  settimer (timer name) (value)
  settimer (timer name) (value)


Line 202: Line 484:
Additionally, two expressions have been added for timers:
Additionally, two expressions have been added for timers:


===timer===
  timer ('timer name') (operator) (value)
  timer ('timer name') (operator) (value)


Compare the current value of the timer (the time elapsed since it was started in milliseconds) to a given value
Compare the current value of the timer (the time elapsed since it was started in milliseconds) to a given value


===timerexists===
  timerexists ('timer name')
  timerexists ('timer name')


Line 219: Line 503:
  if timer 'sample' > 10000
  if timer 'sample' > 10000
   settimer 'sample' 0
   settimer 'sample' 0
endif
==Cooldowns==
Cooldowns are introduced in [https://forums.uooutlands.com/index.php?threads/classic-uo-client-patch-1-0-0-14-notes.4341/ Client patch 1.0.0.14]
Cooldowns can be triggered using Razor script commands
// starts the cooldown named "mycooldown" with its default cooldown time
cooldown "mycooldown"
// starts the cooldown named "mycooldown" with a 30 second timer (note that milliseconds are used in Razor)
cooldown "mycooldown" 30000
In an expression the cooldown command can be used to check the time left on a cooldown
// checks if the cooldown is running
if cooldown "mycooldown"
    // do something
endif
// checks if the cooldown has more than 5 seconds left
if cooldown "mycooldown" > 5000
    // do something
  endif
  endif

Latest revision as of 16:33, 20 January 2023

The Razor assistant distributed with the Outlands client is a fork of Razor Community Edition. If you need help with the basics of scripting in Razor please follow the link to Quick's documentation here. http://www.razorce.com/guide/
Outlands has additionally extended that scripting engine with the following features.

Modified Commands and Expressions

Several commands and expressions that search by type have been greatly expanded:

dclicktype

 dclicktype ('name') OR ('graphic') [source] [hue] [quantity] [range]

findtype

 findtype ('name') OR ('graphic') [source] [hue] [quantity] [range]

The hue allows limiting by hue. The source may be the serial of a specific container, 'self' for equipped items, or 'ground'. The quantity is the minimum quantity, and the range is the maximum range from the player. The lifttype expression is further limited to only operate on 'backpack', 'self', or 'ground' sources.

findtypelist

Works similar to findtype but the first argument is a list name. If the list exists, found serials are added to the list.

 findtypelist ('listname') ('name of item') OR ('graphic') [src] [hue] [qty] [range]

targettype

 targettype ('name') OR ('graphic') [source] [hue] [quantity] [range]

lifttype

 lifttype ('name') OR ('graphic') [amount] [src] [hue]

overhead and sysmessage interpolation

Both overhead and sysmessage (and their aliases) now allow for string interpolation as follows:

setvar myvar 10
overhead "my var is: {{myvar}}"

Loops and index variable

All loops now have a scoped running index variable called 'index' that starts at 0.

New Aliases

ground

The 'ground' alias is now available. This is useful in the expanded targeting commands as the "source" parameter.


New Expressions

find

Searching based on a serial number is now possible with the find expression:

 if find (serial) [src] [hue] [qty] [range]

The parameters work exactly like the findtype command.

findlayer

Searching a character for equipped items is now possible:

 if findlayer self gloves as mygloves
   overhead 'Wearing gloves!'
 endif

The valid layers are:

 righthand
 lefthand
 shoes
 pants
 shirt
 head
 gloves
 ring
 talisman
 neck
 hair
 waist
 innertorso
 bracelet
 face
 facialhair
 middletorso
 earrings
 arms
 cloak
 backpack
 outertorso
 outerlegs
 innerlegs
 onehandedsecondary
 quiver
 outerbody

targetexists

An expression to test whether the client currently has a target cursor up:

 if targetexists ['any'/'beneficial'/'harmful'/'neutral']

followers

An expression to count your current followers:

 if followers < 5
   overhead "Can still tame stuff!"
 endif

hue

An expression to get the hue of an item:

 if hue someObject = 0x1809
   overhead "Found hue of my item!"
 endif

name

An expression to get your current character's name:

 if name = 'MyName'
   overhead "It's me!"
 endif

paralyzed

An expression to test if your character is paralyzed:

 if paralyzed
   overhead "Can't move!"
 endif

invul

An expression to test if your character is blessed/invulnerable (yellow health bar):

 if invul
   overhead "I'm gonna live forever!"
 endif

warmode

An expression to test if your character is in warmode:

 if warmode
   overhead "Ready to attack!"
 endif

noto

An expression to check any mobile's notoriety:

 if noto some_Mobile = hostile
   overhead "Safe to attack!"
 endif

The valid notorieties are

 innocent (blue)
 friend (green)
 hostile (gray)
 criminal (gray)
 enemy (orange)
 murderer (red)
 invulnerable (yellow)

dead

An expression to check if a mobile is dead:

 if dead someMobile
   overhead "He's dead, Jim!"
 endif

maxweight

  if maxweight > 400
     overhead "I have a lot of strength"
  endif

diffweight

 if diffweight > 20
   overhead "I can lift 20 more stone"
 endif

diffhits

 if diffhits > 40
   overhead "I need a heal!"
 endif

diffmana

 if diffmana > 40
   useskill Meditation
 endif

diffstam

 if diffstam > 30
   overhead "Need stamina"
 endif

counttype

Returns the number of items of the same type in a container. If items are stackable, they will refund the number of items in the stack.

 if counttype (name or graphic) [src] [hue] [range]

gumpexists

 if gumpexists (gumpId/'any')

Returns true if the gump exists.

ingump

 if ingump (text) [gumpId/'any']

Look for text in the given gump.

varexist

Checks if a given variable (or alias if ! is passed) is declared

 if varexist someVar
   overhead "Select shelf"
   setvar someVar
 endif

bandaging

Checks if a bandage is currently being applied and will return the time left in seconds (works with healing and veterinary).

 if bandaging > 5
   overhead "More than 5 seconds till next bandage"
 endif

Simpler version

 if not bandaging
   hotkey "Bandage Self"
 endif

cooldown

Checks if the cooldown is active, can be compared against a duration.

 if cooldown "mycooldown" 
   overhead "cooldown is active"
 endif
 if cooldown "mycooldown" > 2000
   overhead "more than 2 seconds remaining on cooldown"
 endif

New Commands

setvar

The setvar command has been modified on Outlands to support a wider set of use cases. The optional second parameter is now the serial of the variable. If provided, you won't be prompted with a target cursor.

 setvar my_name 0x123

This can be used for graphic IDs, hues, serials, names, and more. By default, this creates a persistent variable that will remain even across restarts of the application. To make the variable only live for as long as the current program run, append the '!' operator. The variable will not appear in the Razor variables list, but will still be global and usable from any script while Razor is running.

 setvar! my_name 0x123

unsetvar

Additionally, a command to unset variables has been added. It supports the same modifiers as setvar:

 unsetvar my_name

ignore

An ignore list has been added to avoid finding objects when using the various search commands:

 ignore (serial or list)

This also supports the same operators as setvar for controlling the scope of the ignore list.

unignore

Similar to ignore, the unignore command removes a serial (or list of serials) from the ignore list:

 unignore (serial or list)

This also supports the same operators as setvar for controlling the scope of the ignore list.

clearignore

Clears the ignore list:

 clearignore

This also supports the same operators as setvar for controlling the scope of the ignore list.

warmode

A command to explicitly set warmode state has been added:

 warmode ('on' / 'off')

getlabel

A command to get an item's label - the text you see when single clicking it - has been added.

 getlabel (serial) (name)

This will fetch the label for the item identified by the serial and create a new variable with your choice of name that holds the text.

 getlabel backpack my_label
 overhead my_label

rename

A command to rename followers has been added:

 rename myFollower Bob

skill

A command to use skill

 skill discord

A valid active skill list:

 anatomy // anatomy
 animallore" //animal lore
 itemidentification // item identification
 itemid // item identification
 armslore // arms lore
 begging // begging
 peacemaking // peacemaking
 peace // peacemaking
 cartography // cartography
 detectinghidden // detect hidden
 discord // Discordance
 discordance Discordance
 evaluatingintelligence // evaluate intelligence
 evalint // evaluate intelligence
 forensicevaluation // forensic evaluation
 forensiceval // forensic evaluation
 forensic // forensic evaluation
 hiding // hiding
 provocation // provocation
 provo // provocation
 inscription // inscription
 poisoning // poisoning
 spiritspeak // spirit speak
 spirit // spirit speak
 stealing // stealing
 taming // taming
 tasteidentification // taste id
 tasteid // taste id // taste
 tracking // tracking
 meditation // Meditation
 stealth // Stealth
 removetrap // RemoveTrap

setskill

A command to set skill gain locks has been added:

 setskill Blacksmithing up

The valid choices are up, down, or lock.

waitforgump

 waitforgump [gumpId]

Wait for a gump to appear. If a gump ID is provided, wait for that particular gump. Otherwise, wait for the next gump.

gumpresponse

 gumpresponse (buttonId) [gumpId]

Press the given button on the give gump (or the last gump that opened)

gumpclose

 gumpclose [gumpId]

Close the given gump or the last gump that opened if no gumpId is specified.

cooldown

 cooldown <'cooldown name'> [milliseconds]

Triggers the cooldown with the chosen name. If no milliseconds are passed in, it uses the cooldown's default value.

New Operators

as

There is now an 'as' operator to capture the result of expressions as an alias. This is particularly useful for the `findtype` expression as follows

 if findtype dagger as mydagger
   dclick mydagger
 endif

in

There is additionally an 'in' operator that can be used to check whether one string is a substring of another:

 if this in thisthatandtheother
   overhead yes
 endif

These are particularly powerful when combined to sort through items:

 if findtype dagger as mydagger
   getlabel mydagger daggerlabel
   if blessed in daggerlabel
     overhead "Found newbie dagger"
   endif
 endif


Lists

List support includes the following commands:

createlist

createlist ('list name')

Create a new list

clearlist

clearlist ('list name')

Clear an existing list

removelist

removelist ('list name')

Delete a list

pushlist

pushlist ('list name') ('element value') ['front'/'back'] //comment

Add an item to the front or back of the list

poplist

poplist ('list name') ('element value'/'front'/'back') //comment

Remove an item from the front of back of the list.

If used in an expression, the popped value can be saved with 'as' as follows:

if poplist testlist back as popped
    overhead popped
endif

listexists

Additionally, the following list-related expressions have been added. These may be used within if and while statements.

listexists ('list name')

True if the list exists

list

list (list name) (operator) (value)

Compare the length of the list to an integer

inlist

inlist (list name) (element)

Test if an element is in a list.

atlist

atlist ('list name') (index)

Return an item in the list at the given index. Index starts at 0.

Example:

if atlist mylist 2 as thirdentry
    overhead thirdentry
else
    overhead "index out of bounds or list item retrievend was no serial"
endif

Iterating lists

Finally, for and foreach loops can be used for iteration as follows:

for 10
  say 'hello'
endfor

This will iterate exactly 10 times.

foreach x in my_list
  say x
endfor

This will iterate the elements in my_list, assigning the variable 'x' to the next element on each iteration.


Timers

Timers represent background timers that run while the rest of your script executes. All units are in milliseconds. They can be queried to check how much time has elapsed since they were started, or reset back to an earlier count.

The following commands for working with timers have been added:

createtimer

createtimer (timer name)

Create a new timer, starting at 0.

removetimer

removetimer (timer name)

Destroy an existing timer.

settimer

settimer (timer name) (value)

Set a timer to the given value. It will begin counting up from the given value immediately.

Additionally, two expressions have been added for timers:

timer

timer ('timer name') (operator) (value)

Compare the current value of the timer (the time elapsed since it was started in milliseconds) to a given value

timerexists

timerexists ('timer name')

Check if a timer exists

Example:

// Create a new timer
if not timerexists 'sample'
 createtimer 'sample'
endif
// Reset every 10 seconds
if timer 'sample' > 10000
 settimer 'sample' 0
endif


Cooldowns

Cooldowns are introduced in Client patch 1.0.0.14

Cooldowns can be triggered using Razor script commands

// starts the cooldown named "mycooldown" with its default cooldown time
cooldown "mycooldown"

// starts the cooldown named "mycooldown" with a 30 second timer (note that milliseconds are used in Razor)
cooldown "mycooldown" 30000

In an expression the cooldown command can be used to check the time left on a cooldown

// checks if the cooldown is running
if cooldown "mycooldown"
   // do something
endif

// checks if the cooldown has more than 5 seconds left
if cooldown "mycooldown" > 5000
   // do something
endif