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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===findtype=== | ===findtype=== | ||
findtype ('name') OR ('graphic') [source] [hue] [quantity] [range] | 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=== | ||
targettype ('name') OR ('graphic') [source] [hue] [quantity] [range] | targettype ('name') OR ('graphic') [source] [hue] [quantity] [range] | ||
===lifttype=== | ===lifttype=== | ||
lifttype ('name') OR ('graphic') [amount] [src] [hue] | 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== | ||
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outerlegs | outerlegs | ||
innerlegs | innerlegs | ||
onehandedsecondary | |||
quiver | |||
outerbody | |||
===targetexists=== | ===targetexists=== | ||
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overhead "Select shelf" | overhead "Select shelf" | ||
setvar someVar | 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 | endif | ||
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unsetvar my_name | unsetvar my_name | ||
===ignore | ===ignore=== | ||
An ignore list has been added to avoid finding objects when using the various search commands: | An ignore list has been added to avoid finding objects when using the various search commands: | ||
ignore (serial) | 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 | clearignore | ||
This also supports the same operators as setvar for controlling the scope of the ignore list. | This also supports the same operators as setvar for controlling the scope of the ignore list. | ||
===warmode=== | ===warmode=== | ||
A command to explicitly set warmode state has been added: | A command to explicitly set warmode state has been added: | ||
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A valid active skill list: | 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=== | ===setskill=== | ||
A command to set skill gain locks has been added: | A command to set skill gain locks has been added: | ||
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setskill Blacksmithing up | setskill Blacksmithing up | ||
The valid choices are up, down, or | The valid choices are up, down, or lock. | ||
===waitforgump=== | ===waitforgump=== | ||
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Close the given gump or the last gump that opened if no gumpId is specified. | 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== | ||
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===pushlist=== | ===pushlist=== | ||
pushlist ('list name') ('element value') ['front'/'back'] | 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=== | ===poplist=== | ||
poplist ('list name') ('element value'/'front'/'back') | 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=== | ===listexists=== | ||
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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=== | ===Iterating lists=== | ||
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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