LuaScript (GameServer)
NOTE: in some cases aIndex can be used by Monster and Player!
LogAdd(string) -> print log in GameServer
SendMessage(string, aIndex, type) -> send message for player by aIndex
SendMessageGlobal(string, type) -> send message for all players
MoneySend(aIndex, Money) -> send for client value of your money
LevelUpSend(aIndex) -> update character information of "c"
PkLevelSend(aIndex, level) -> send player pk level
GetIndex(name) -> return aIndex by Name
Teleport(aIndex, map, x, y) -> move player for map and coords
TeleportMap(aIndex, range) -> teleport player in some rand coord (work only on the map player is on)
CloseChar(aIndex, type) -> can disconnect player or move for select char or select server depends of type
SkillSend(aIndex) -> update skill on client player
ViewportCreate(aIndex) -> create a new viewport for player
GetTick() -> return tickcount of gameserver
TrocarBauPlayer(aIndex, VaultID) -> change vault of player
AddMonster(map) -> add a monster to the map and return MonsterIndex
SetPositionMonster(MonsterIndex, map) -> put monster on map
SetMonster(MonsterIndex, Class) -> set class on monster
SetMapMonster(MonsterIndex, map, x, y) -> set monster map and coords x, y
gObjDel(aIndex) -> del monster or player
gObjMonsterTopHitDamageUser(MonsterIndex) -> return aIndex of top player hit on monster
ItemSerialCreate(aIndex, map, x, y, ItemIndex, Level, dur, op1, op2, op3, exc) -> create item, if you use map 236 will create on inventory
InventoryDeleteItem(aIndex, slot) -> delete the player's inventory item from the chosen slot
SendInventoryDeleteItem(aIndex, slot) -> update delete item on client player
ItemListSend(aIndex) -> send list item of inventory for player client
GetWarehouseList(aIndex) -> send list item of warehouse for player client
ChatTargetSend(aIndex, string, MonsterIndex) -> send chat message like "NPC"
CalCharacter(aIndex) -> update character calc GameServer
LifeUpdate(aIndex) -> Send client life of player
ManaUpdate(aIndex) -> Send cliente mana of player
NextExpCalc(aIndex) -> Calc next experience for player
SetBP(aIndex) -> Calc BP on gameserver for player
MakePreview(aIndex) -> Update preview on GameServer
ResetSkills(aIndex) -> Reset skill list of player
ClearViewPort(aIndex) -> delete viewport
StateInfoSend(aIndex, state, effect) -> send state effect for main
LevelExperience(level) -> get experience by level
RefreshCharacter(aIndex) -> Refresh character infos on client
FireWorks(aIndex, map, x, y) -> drop fireworks, if you use -1 in aIndex it will drop on the map and coordinate x, y
GetMapAttr(map, x, y, att) -> get the map attribute and coordinate that a player is in, the attributes are: 0, 1, 2, 4, 8, 16
gObjAdd(Socket, IpAddres, aIndex) -> Add player on gameserver, you can see example in BootSystem.lua
CharacterInfoSend(aIndex, name) -> Send character infor for DataServer, you can see example in BootSystem.lua
AccountInfoSend(aIndex, account, IpAddress) -> log account on joinserver, you can see example in BootSystem.lua
gObjSetPosition(aIndex, x, y) -> set position of player
MoveObject(aIndex) -> send move for client by coord x and y of player or monster or boot
InserCounter(aIndex, slot, skills) -> insert count of "kills" or "resets" or something you config on system
DecreaseCounter(aIndex, slot, skills) -> decrease count of "kills" or "resets" or something you config on system
UpdateCounter(aIndex) -> send client update of count
ClearAllBuff(aIndex) -> delete all buff of player
CheckBuffPlayer(aIndex, effect) -> return 1 if player have buff "effect" is the number of effects on effects.txt
InventoryCheckSpaceByItem(aIndex, ItemIndex) -> return 1 if inventory have space for item you want put
ResetQuest(aIndex) -> reset quest of player
gObjIsConnectedGP(aIndex) -> return 1 if player is online and playing
gObjCheckOffAttack(aIndex) -> return 1 if player has in off attack
gObjCheckOffStore(aIndex) -> return 1 if player has in off store
DamageSend(aIndex, TargetIndex, isreflet, damage, damagetype, shieldDamage) -> you can send animation "damage" on player
KillPlayer(aIndex) -> kill the player, will do the animation etc
AddEffect(aIndex, type, effectID, count, value1, value2, value3, value4) -> add effect on player, effectID = you can see in effects.txt folder Data, count = timer in seconds
RemoveEffect(aIndex, effectID) -> remove effect of the player
TeleportMapRange(aIndex, map, x, y, range) -> teleport the player on the map next to the range coordinate
MoveGate(aIndex, gateIndex) -> move player based on gateIndex = gate.txt
DestroyParty(PartyNumber) -> destroy party
GetMemberCountParty(PartyNumber) -> return number of member in party
CreateParty(aIndex) -> create party
AddMemberParty(PartyNumber, aIndex) -> add member in party
GCPartyResultSend(aIndex, result) -> send main player result party: 2 = fail
GCPartyDelMemberSend(aIndex) -> send main player member removed from party
GCPartyListSend(aIndex) -> send main player list party
IsLeaderParty(PartyNumber, aIndex) -> return 1 if player if leader of the party
IsMemberParty(PartyNumber, aIndex) -> return 1 if is member of the party
IsParty(PartyNumber) -> return 1 if party exist
GetMemberIndexParty(PartyNumber, number) -> number 0 to 4, returns the party number index
GetStackItem(ItemIndex) -> return > 0 if item is stack
GetInventoryEmptySlotCount(aIndex) -> return number of empty slot in inventory
GetInventoryItemCount(aIndex, ItemIndex, Level) -> return number of itens in inventory of the player, level -1 = any level