Targeting

Command Format

NameSpace.name(requiredParameters, [optionalParameters=defaultValue]);



graphicOrFlags - searching filter:

  • mine - searching for cave tiles;

  • tree - searching for trees;

  • water - searching for water tiles;

  • land - searching for only land tiles;

  • any - searching of any type of tile (static tiles have higher priority over landscape).



bool Orion.HaveTarget();

Have a target.

Resul: true if target is on.



void Orion.WaitTargetObject('serial');

Set the target trap for object(s) serial.



void Orion.WaitTargetType('graphic', ['color'=0xFFFF], ['container'=self], ['flags'], [recurse=true]);

Set the target trap for object, found by searching container.

  • graphic - Type or type list for search. 0xFFFF ignored.

  • color - Colour or Colour list for search. 0xFFFF ignored.

  • container - Searched Container.

  • flags - Flag Search Filters.

  • recurse - Recursive Search in subcontainers.



void Orion.WaitTargetGround('graphic', ['color'=0xFFFF], ['distance'=searchObjectsDistance], ['flags']);

Set the target trap for object found by search on the ground.

  • graphic - Type or type list for search. 0xFFFF ignored.

  • color - Colour or Colour list for search. 0xFFFF ignored.

  • distance - Search Distance.

  • flags - Flag Search Filters.



void Orion.WaitTargetTypeList('findListName', ['container'=self], ['flags'], [recurse=true]);

Set the target trap for object, found by searching container.

  • findListName - Search list name.

  • container - Container being searched.

  • flags - Flag Search Filters.

  • recurse - Recursive Search in subcontainers.



void Orion.WaitTargetGroundList('findListName', ['distance'=searchObjectsDistance], ['flags']);

Set the target trap for object found by searching the ground.

  • findListName - Search list name.

  • distance - Search Distance.

  • flags - Flag Search Filters.



void Orion.WaitTargetTile('graphic', [x, y, z]);

Set the target trap on the ground.

  • graphic - type of the tile, might be lasttile

  • x - World X coordinate

  • y - World Y coordinate

  • z - World Z coordinate



void Orion.WaitTargetTileRelative('graphic', [x, y, z]);

Set the target trap on the ground, against Character.

  • graphic - type of the tile, might be lasttile

  • x - X coordinate bias in the world

  • y - Y coordinate bias in the world

  • z - Z coordinate bias in the world



void Orion.CancelWaitTarget();

Cancel of the current wait of the target.



void Orion.TargetObject('serial');

Point the target on a serial object.



void Orion.TargetType('graphic', ['color'=0xFFFF], ['container'=self], ['flags'], [recurse=true]);

Point the target on the object found by searching container.

  • graphic - Type or type list for search. 0xFFFF ignored.

  • color - Colour or Colour list for search. 0xFFFF ignored.

  • container - Searched Container.

  • flags - Flag Search Filters.

  • recurse - Recursive Search in subcontainers.



void Orion.TargetGround('graphic', ['color'=0xFFFF], ['distance'=searchObjectsDistance], ['flags']);

Point the target on the object found by searching the ground.

  • graphic - Type or type list for search. 0xFFFF ignored.

  • color - Colour or Colour list for search. 0xFFFF ignored.

  • distance - Search Distance.

  • flags - Flag Search Filters.



void Orion.TargetTypeList('findListName', ['container'=self], ['flags'], [recurse=true]);

Point the target on the object found by serching container.

  • findListName - Search list name.

  • container - Container being searched.

  • flags - Flag Search Filters.

  • recurse - Recursive Search in subcontainers.



void Orion.TargetGroundList('findListName', ['distance'=searchObjectsDistance], ['flags']);

Point the target on the object found by searching the ground.

  • findListName - Search list name.

  • distance - Search Distance.

  • flags - Flag Search Filters.



void Orion.TargetTile('graphic', [x, y, z]);

Point target on a ground.

  • graphic - type of the tile, might be lasttile

  • x - World X coordinate

  • y - World Y coordinate

  • z - World Z coordinate



void Orion.TargetTileRelative('graphic', [x, y, z]);

Point target on a ground against Character.

  • graphic - type of the tile, might be lasttile

  • x - X coordinate bias in the world

  • y - Y coordinate bias in the world

  • z - Z coordinate bias in the world



bool Orion.ValidateTargetTile('graphicOrFlags', x, y);

This function checks if targeted tile is valid for targeting.

  • graphicOrFlags - tile type by graphic id or flags.

  • x - X coordinate on the map.

  • y - Y coordinate on the map.

Returns true if tile is valid for targeting.



bool Orion.ValidateTargetTileRelative('graphicOrFlags', x, y);

This function checks if targeted tile( relative to character position on the map ) is valid for targeting.

  • graphicOrFlags - tile type by graphic id or flags.

  • x - X offset on the map.

  • y - Y offset on the map.

Returns true if tile is valid for targeting.



void Orion.CancalTarget();

Cancels current target ( if present in client ).



bool Orion.WaitForTarget([delay=1000]);

Awaits ( blocks execution ) for a target for 'delay' amount of time.

If client had a target already, immediately returns true.



int Orion.GetTargetType();

Get type of target.

Returns: 0 if there's no target, 1 - neutral, 2 - harmful, 3 - helpful.