Client
This include file is designed to hold all the client lowlevel CONSTants.
Including Code
include "include/client";
Not all CONSTants might be usable as of now, but in the future, they might be.
Enum
HUMAN_ANIMATIONS
// PerformAction( character, action )
enum HUMAN_ANIMATIONS
ANIM_WALK_UNARMED := 0x0, // Walk unarmed.
ANIM_WALK_ARMED := 0x1, // Walk armed.
ANIM_RUN_UNARMED := 0x2, // Run unarmed.
ANIM_RUN_ARMED := 0x3, // Run armed.
ANIM_STAND := 0x4, // Stand.
ANIM_FIDGET_1 := 0x5, // Twist a little (look around?).
ANIM_FIDGET_2 := 0x6, // Look down.
ANIM_STAND_1HAND := 0x7, // Stand 1 handed attack.
ANIM_STAND_2HAND := 0x8, // Stand 2 handed attack.
ANIM_ATTACK_1HAND_WIDE := 0x9, // Attack 1 handed wide (sword/any).
ANIM_ATTACK_1HAND_JAB := 0xA, // Attack 1 handed jab (fencing).
ANIM_ATTACK_1HAND_DOWN := 0xB, // Attack 1 handed down (mace).
ANIM_ATTACK_2HAND_DOWN := 0xC, // Attack 2 handed jab (mace).
ANIM_ATTACK_2HAND_WIDE := 0xD, // Attack 2 handed wide.
ANIM_ATTACK_2HAND_JAB := 0xE, // Attack 2 handed jab (spear).
ANIM_WALK_WARMODE := 0xF, // Walk in warmode.
ANIM_CAST_DIR := 0x10, // Spellcasting direction.
ANIM_CAST_AREA := 0x11, // Spellcasting area.
ANIM_ATTACK_BOW := 0x12, // Attack bow.
ANIM_ATTACK_XBOW := 0x13, // Attack xbow.
ANIM_HIT := 0x14, // Get hit.
ANIM_DIE_BACK := 0x15, // Die backward.
ANIM_DIE_FOR := 0x16, // Die forward.
ANIM_HORSE_RIDE_SLOW := 0x17, // Horseback: Ride - slow
ANIM_HORSE_RIDE_FAST := 0x18, // Horseback: Ride - fast
ANIM_HORSE_SIT := 0x19, // Horseback: Sit still
ANIM_HORSE_ATTACK_MELEE := 0x1A, // Horseback: Attack - 1-handed
ANIM_HORSE_ATTACK_BOW := 0x1B, // Horseback: Attack with a bow
ANIM_HORSE_ATTACK_XBOW := 0x1C, // Horseback: Attack with a crossbow
ANIM_HORSE_SLAP := 0x1D, // Horseback: Slap horse
ANIM_TWIST_DODGE := 0x1E, // Twist (dodge hit?)
ANIM_ATTACK_PUNCH := 0x1F, // Attack - punch
ANIM_BOW := 0x20, // Bow.
ANIM_SALUTE := 0x21, // Salute.
ANIM_EAT := 0x22 // Eat.
endenum
LAYERS
enum LAYERS
LAYER_NONE := 0x0, // Not used?
LAYER_HAND1 := 0x1, // One handed weapon.
LAYER_HAND2 := 0x2, // Two handed weapon, shield or misc.
LAYER_SHOES := 0x3, // Shoes.
LAYER_PANTS := 0x4, // Pants.
LAYER_SHIRT := 0x5, // Shirt.
LAYER_HELM := 0x6, // Helm or Hat.
LAYER_GLOVES := 0x7, // Gloves.
LAYER_RING := 0x8, // Ring.
LAYER_UNUSED9 := 0x9, // Unused.
LAYER_NECK := 0xA, // Neck.
LAYER_HAIR := 0xB, // Hair
LAYER_WAIST := 0xC, // Waist (half apron).
LAYER_CHEST := 0xD, // Torso (inner) (chest armor).
LAYER_WRIST := 0xE, // Bracelet.
LAYER_PACK2 := 0xF, // Unused (backpack, but ord. bp is 0x15).
LAYER_BEARD := 0x10, // Facial hair.
LAYER_TUNIC := 0x11, // Torso (middle) (tunic, sash etc.).
LAYER_EARS := 0x12, // Earrings.
LAYER_ARMS := 0x13, // Arms.
LAYER_CAPE := 0x14, // Back (cloak).
LAYER_PACK := 0x15, // Backpack
LAYER_ROBE := 0x16, // Torso (outer) (robe)
LAYER_SKIRT := 0x17, // Legs (outer) (skirt/robe).
LAYER_LEGS := 0x18, // Legs (inner) (leg armor).
LAYER_MOUNT := 0x19, // Mount (horse, ostard etc.).
LAYER_VENDORSTOCK := 0x1A, // This vendor will sell and restock.
LAYER_VENDOREXTRA := 0x1B, // This vendor will resell to players but not restock.
LAYER_VENDORBUY := 0x1C, // This vendor can buy from players but does not stock.
LAYER_BANKBOX := 0x1D, // Contents of bankbox
LAYER_TRADE := 0x1E // Can be multiple of these, do not use directly.
endenum
SPEECH_TYPES
enum SPEECH_TYPES
SPEECH_REGULAR := 0x0,
SPEECH_BROADCAST := 0x1,
SPEECH_EMOTE := 0x2,
SPEECH_LABEL := 0x6,
SPEECH_EMPHASIS := 0x7,
SPEECH_WHISPER := 0x8,
SPEECH_YELL := 0x9,
SPEECH_SPELL := 0xA
endenum
FONTS
enum FONTS
FONT_MAX := 0x9, // Highest font.
FONT_MIN := 0x0, // Lowest font.
FONT_BOLD := 0x0, // Bold text.
FONT_SHADOW := 0x1, // Text with shadow.
FONT_BOLD_SHAD := 0x2, // Bold text with shadow.
FONT_NORMAL := 0x3, // Normal (default).
FONT_GOTHIC := 0x4, // Gothic.
FONT_ITALIC := 0x5, // Italic
FONT_SMALL_DARK := 0x6, // Small dark letters.
FONT_COLOR := 0x7, // Colorful font.
FONT_RUNE := 0x8, // Rune font (only capitals).
FONT_SMALL_LIGHT := 0x9 // Small light letters.
endenum
DIRECTIONS
enum DIRECTIONS
MIN_DIR := 0x0,
MAX_DIR := 0x7,
DIR_N := 0x0, // North.
DIR_NE := 0x1, // Northeast.
DIR_E := 0x2, // East.
DIR_SE := 0x3, // Southeast.
DIR_S := 0x4, // South.
DIR_SW := 0x5, // Southwest.
DIR_W := 0x6, // West.
DIR_NW := 0x7 // Northwest.
endenum
GRAPHIC_EFFECTS
enum GRAPHIC_EFFECTS
GFX_DEATH_VORTEX_BIRTH := 0x3789,
GFX_DEATH_VORTEX := 0x37CC,
GFX_FIELD_OF_BLADES := 0x37A0,
GFX_GLOW := 0x37B9,
GFX_BLACK_GLOW := 0x37C3,
GFX_SMOKE := 0x3728,
GFX_FIZZLE := 0x3735
endenum
GRAPHIC_FIELDS
enum GRAPHIC_FIELDS
GFX_POISON_GAS := 0x113A,
GFX_POISON_FIELD_EW := 0x3915,
GFX_POISON_FIELD_NS := 0x3920,
GFX_ENERGY_FIELD_EW := 0x3946,
GFX_ENERGY_FIELD_NS := 0x3956,
GFX_PARALYSIS_FIELD_EW := 0x3967,
GFX_PARALYSIS_FIELD_NS := 0x3979,
GFX_FIRE_FIELD_EW := 0x398C,
GFX_FIRE_FIELD_NS := 0x3996,
GFX_ENERGY := 0x3818
endenum
GRAPHIC_SPARKLES
enum GRAPHIC_SPARKLES
GFX_MAGICAL_SPARKLES_EW := 0x1153,
GFX_MAGICAL_SPARKLES_NS := 0x1159,
GFX_BLUE_SPARKLES := 0x373A,
GFX_RED_SPARKLES := 0x374A,
GFX_BLUE_SPARKLE_SWIRL := 0x375A,
GFX_BLUE_SPARKLE_BORDER := 0x376A,
GFX_BLUE_SPARKLE_GROUND := 0x3779
endenum
GRAPHIC_FIRE
enum GRAPHIC_FIRE
GFX_SMALL_FIREBALL := 0x36E4,
GFX_LARGE_FIREBALL := 0x36D4,
GFX_WAVY_FIREBALL := 0x36F4,
GFX_EXPLOSION_BALL := 0x36FE,
GFX_FIRE_COLUMN := 0x3709,
GFX_EXPLODE_1 := 0x36CB,
GFX_EXPLODE_2 := 0x36BD,
GFX_EXPLODE_3 := 0x36B0
endenum
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