Vg (Data Type)¶
- Table of contents
- Vg (Data Type)
- Description
- Members
- Methods
- NOTES
- EXAMPLES
Description¶
This DataType includes all of the data available to ISXVG that is related to Vanguard as a whole.
Members¶
-
int
PawnCount
- Number of pawns accessable by the VG/ISXVG client
-
int
ServerID
-
bool
IsInParlay
-
bool
InGlobalRecovery
- ...after using an ability/spell/etc.
-
float
GlobalRecovery
- number of seconds left in global recovery
-
string
GroupInviteSender
-
string
Version
- Vanguard's current build version
-
string
Language
-
int
LanguageID
-
int
LanguageSubtypeID
-
float
Ping
-
float
FPS
-
float
NetFPS
-
float
PacketLossIn
-
float
PacketLossOut
-
bool
IsMinimized
-
bool
IsMaximized
-
bool
InFullScreenMode
- actor
CheckCollision[FromX,FromY,FromZ,ToX,ToY,ToZ]
- This Member checks to see if is a collision possible between two points. If there is no collision, then the return will be NULL. Otherwise, this member will return a point3f type representing the location of the collision.
- actor
CheckCollision[ToX,ToY,ToZ]
- This works the same as above other than it uses your current location as the "From" point.
CheckCollision
) will require testing as far as range is concerned. My thought is that it may work anywhere within the current chunks. Also, I know that some 'pawns' that can obstruct, will not be caught by this (ie, a mailbox.) Again, testing will be needed to determine if more tweaking needs to occur.
-
string
InstallDirectory
- returns the directory in which Vanguard: Saga of Heroes is installed
-
int
GetPawns[<index>,<optional parameters>,...]
LavishScript- In LavishScript, this method requires at least one argument, and that argument must be of the type 'index:pawn' (in .NET it only requires the optional arguments.) If no optional parameters are used, then the given index is filled with an array of pawns visible to the client at the point of creation (sorted by distance.) The optional parameters can be anything typically used with the pawn search routines (including 'sorting' parameters). An example of this might be:
VG:GetPawns[Pawns,AggroNPC,NPC,levels,10,15]
- In LavishScript, this method requires at least one argument, and that argument must be of the type 'index:pawn' (in .NET it only requires the optional arguments.) If no optional parameters are used, then the given index is filled with an array of pawns visible to the client at the point of creation (sorted by distance.) The optional parameters can be anything typically used with the pawn search routines (including 'sorting' parameters). An example of this might be:
Methods¶
ExecBinding[BindingName]
ExecBinding[BindingName,"Release"]
ExecuteCmd[]
ToggleFullScreenMode
MaximizeWindow
MinimizeWindow
NOTES¶
- You can get a list of bindings by using the "VGDump Bindings" command, or by going (in game) to Settings->Controls and looking at the list under "Key Bindings"
- Regarding custom arrays and
GetPawns
member. This is a custom array (index) of pawns. While this can be extremely powerful in your scripting (and you should definately use it!), it also requires that you keep in mind that once you create the array, any of the data within it can go invalid at any point. So, while it should not cause a crash or instability, if you keep a created custom index around too long, you may find that some of the members of the index return NULL once they're out of scope. Of course, the easy answer to this is to use your custom arrays soon after you create them and/or to re-populate them often in your scripts. - For more information about using the 'index' datatype, please see index object type.
EXAMPLES¶
VG:ExecBinding[Jump]
VG:ExecBinding[TurnLeft]
VG:ExecBinding[TurnLeft,release]
VG:ExecBinding[AutoRun]
VG:ExecBinding[AutoRun,release]
- Here is an example lavishscript script that would illustrate the functionality of
GetPawns
member. Please keep this example handy as any other methods provided for custom array handling will use the same concepts:
<pre> function main()
{
variable index:pawn Pawns
echo Populating Pawns List:: ${VG.GetPawns[Pawns]} pawns total
echo The second pawn in the array is: ${Pawns.Get[2].Name}, level ${Pawns.Get[2].Level}, at ${Pawns.Get[2].Location}.
echo The third pawn in the array is: ${Pawns.Get[3].Name}, level ${Pawns.Get[3].Level}, at ${Pawns.Get[3].Location}.
}
</pre>