--- lua/lua_baseentity.h +++ lua/lua_baseentity.h @@ -117,12 +117,12 @@ int32 getMaxMP(lua_State*); // Get max mp of entity int32 getStat(lua_State*); // STR,DEX,VIT,AGI,INT,MND,CHR,ATT,DEF - + int32 getXPos(lua_State*); // Get Entity X position int32 getYPos(lua_State*); // Get Entity Y position int32 getZPos(lua_State*); // Get Entity Z position int32 setPos(lua_State*); // Set Entity position (zone,x,y,z) - int32 getZone(lua_State*); // Get Entity zone + int32 getZone(lua_State*); // Get Entity zone int32 getZoneName(lua_State*); // Get Entity zone name int32 getCurrentRegion(lua_State*); // Get Entity conquest region int32 getPreviousZone(lua_State*); // Get Entity previous zone @@ -162,12 +162,12 @@ int32 getRank(lua_State*); // Get Current Rank int32 setRank(lua_State*); // Set Rank - - int32 getRankPoints(lua_State*); // Get Current Rank points + + int32 getRankPoints(lua_State*); // Get Current Rank points int32 setRankPoints(lua_State*); // Set Current Rank points int32 addRankPoints(lua_State*); // Add rank points to existing rank point total - int32 addKeyItem(lua_State*); // Add key item to Entity Key Item collection + int32 addKeyItem(lua_State*); // Add key item to Entity Key Item collection int32 seenKeyItem(lua_State*); // If Key Item is viewed, add it to the seen key item collection int32 unseenKeyItem(lua_State*); // Attempt to remove the keyitem from the seen key item collection, only works on logout int32 hasKeyItem(lua_State*); // Checks Entity key item collection to see if Entity has the key item @@ -180,12 +180,12 @@ int32 canLearnSpell(lua_State*); // Check to see if character can learn spell, 0 if so int32 delSpell(lua_State*); // Remove spell from Entity spell list - int32 addWeaponSkill(lua_State*); // + int32 addWeaponSkill(lua_State*); // int32 delWeaponSkill(lua_State*); // int32 getMainJob(lua_State*); // Returns Entity Main Job int32 getMainLvl(lua_State*); // Gets Entity Main Job Level - int32 getSubJob(lua_State*); // Get Entity Sub Job + int32 getSubJob(lua_State*); // Get Entity Sub Job int32 getSubLvl(lua_State*); // Get Entity Sub Job Level int32 unlockJob(lua_State*); // Unlocks a job for the entity, sets job level to 1 int32 levelCap(lua_State*); // genkai @@ -198,7 +198,7 @@ int32 release(lua_State*); // Stops event int32 startEvent(lua_State*); // Begins Event - int32 updateEvent(lua_State*); // Updates event + int32 updateEvent(lua_State*); // Updates event int32 getEventTarget(lua_State*); // int32 sendMenu(lua_State*); // Displays a menu (AH,Raise,Tractor,MH etc) @@ -221,13 +221,13 @@ int32 getVar(lua_State*); // Returns a character variable int32 setVar(lua_State*); // Sets a character variable int32 addVar(lua_State*); // Increments/decriments/sets a character variable - + int32 setMaskBit(lua_State*); // Sets a single bit in a character variable int32 getMaskBit(lua_State*); // Retrieves a single bit in a character variable int32 countMaskBits(lua_State*); // Retrieves number of true bits in a character variable int32 isMaskFull(lua_State*); // Checks if a bitmask stored in a character varable of a specified size contains all set bits - int32 setHomePoint(lua_State*); // Sets character's homepoint + int32 setHomePoint(lua_State*); // Sets character's homepoint int32 tradeComplete(lua_State*); // Complete trade with an npc int32 hasTitle(lua_State*); @@ -262,6 +262,7 @@ int32 updateEnmity(lua_State*); // Adds Enmity to player for specified mob int32 updateEnmityFromDamage(lua_State*);// Adds Enmity to player for specified mob for the damage specified int32 updateEnmityFromCure(lua_State*); + int32 resetEnmity(lua_State*); //resets enmity to player for specificed mob int32 hasImmunity(lua_State*); // Check if the mob has immunity for a type of spell (list at mobentity.h) int32 getBattleTime(lua_State*); // Get the time in second of the battle @@ -271,9 +272,9 @@ int32 addStatusEffect(lua_State*); // Adds status effect to character int32 addStatusEffectEx(lua_State*); // Adds status effect to character int32 hasStatusEffect(lua_State*); // Checks to see if character has specified effect - int32 getStatusEffect(lua_State*); // - int32 delStatusEffect(lua_State*); // Removes Status Effect - int32 eraseStatusEffect(lua_State*); // Used with "Erase" spell + int32 getStatusEffect(lua_State*); // + int32 delStatusEffect(lua_State*); // Removes Status Effect + int32 eraseStatusEffect(lua_State*); // Used with "Erase" spell int32 dispelStatusEffect(lua_State*); // Used with "Dispel" spell int32 getPartyMember(lua_State* L); // Get a character entity from another entity's party or alliance int32 getPartySize(lua_State* L); // Get the size of a party in an entity's alliance @@ -306,8 +307,8 @@ int32 setFlag(lua_State*); int32 moghouseFlag(lua_State*); int32 showPosition(lua_State*); // Display current position of character - int32 injectPacket(lua_State*); // Send the character a packet kept in a file - + int32 injectPacket(lua_State*); // Send the character a packet kept in a file + int32 getContainerSize(lua_State*); // Gets the current capacity of a container int32 changeContainerSize(lua_State*); // Increase/Decreases container size int32 resetPlayer(lua_State*); // if player is stuck, GM command @resetPlayer name @@ -332,7 +333,7 @@ int32 addCP(lua_State*); // Add CP int32 getCP(lua_State*); // Get CP int32 delCP(lua_State*); // Delete CP - + int32 addPoint(lua_State*); // Add other point int32 getPoint(lua_State*); // Get other point int32 delPoint(lua_State*); // Delete other point