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D

DateTimeToStr

function DateTimeToStr(D: TDateTime): String


Dead

function Dead():Boolean

Returns the chara - The Dead(Dead).

If True - dead, if False - alive

If there is no connection to the UO server - returns False.

Example 1:

if Dead then
begin
  '' Do something, like resurrect or something other''
end;

Example 2:

if(not Dead) then
  AddToSystemJournal('Char alive')
else
  AddToSystemJournal('Char is dead');


Dex

function Dex():Integer

Returns the player - agility(DEX).

If there is no connection to the UO server - returns 0.

Example 1:

if (Dex > 0) then
begin
  '' Do something
end;

Example 2:

AddToSystemJournal('Dexturity of Chara:' + IntToStr(Dex));


Disarm

function Disarm():Boolean

{Disarms the right and left hand}

Iterates through the layers of both hands, making the Doc:Api/UnEquip Object of these layers.

If there is no connection to the UO server, or the movement of the object layer in the pack could not - return False.

Example:

if ObjAtLayer(RhandLayer)<>0 then
  begin
    disarm;
    wait(1000);
  end;


Disconnect

procedure Disconnect

Disables the current char from server

Example 1: {{page>:examples:connect&nofooter}}

See also


DisconnectedTime

function DisconnectedTime():TDateTime

Returns the char - The last time disconnected from the server(DisconnectedTime).

returns the last time they disconnect from the server(for whatever reason).

In the event that such action did not occur - will return will return '30 .12.1899 'no time. in the format of the date it is equivalent to zero.

Example:

  AddToSystemJournal('Last Disconnect Time:' + DateTimeToStr(DisconnectedTime))


Dist

function Dist(X1, Y1, X2, Y2:Word):Word

Returns the distance between points(X1, Y1), and(X2, Y2).

Example 1:

if (Dist(GetX(Self), GetY(Self), GetX(creatureID), GetY(creatureID)) > 3 then
  AddToSystemJournal(GetName(creatureID) + 'too far');
end;

DragItem

function DragItem(ItemID:Cardinal; Count:Integer):Boolean

Get the thing in hand(the "finger"). F-function returns false, if:- you already have what is in the hands of aytim - aytim not found(eg if you forgot to open the container in advance, which is aytim). If Count>possible, then pick up a possible count. If Count = 0, then take the whole pile.

Important: Please note that this function takes the piano is the subject in hand, and not mix it into another container.

Also do not forget that the f-function should only be used in conjunction with DropItem.


DressSavedSet

function DressSavedSet:Boolean

Dress set of clothes that was saved by Doc:Api/SetDress Same as Doc:Api/EquipDressSet.

If successful, dressing returns True.

If there is no connection to the UO server, or did not dress up - will return False.


DressSpeed ​​

var DressSpeed:Word

The delay between the removal of every thing

In milliseconds.

Default = 100ms.

Drop

function Drop(ItemID:Cardinal; Count:Integer; X, Y, Z:Integer):Boolean

To throw an object with the specified ID(ItemID) and the number(Count) of land with coordinates X, Y and Z.

Important:The F-function is based on a bunch of F-functions:DragItem() + DropItem(), so if you want to understand how this will work - examine carefully the work of faculty functions Doc:Api/DragItem, Doc:Api/DropItem.

See also: Doc:Api/DragItem, Doc:Api/DropItem

DropDelay

DropDelay : Cardinal

Delay after performing Doc:Api/DropItem.

I remind you that any grab, drop it or moveitem:

  • dragitem
  • dropitem

Value drops below 50 and will not rise above 10000.

DropHere

function DropHere(ItemID:Cardinal):Boolean

To throw an object with the specified ID(ItemID) and the number(Count) on the ground under his feet.

Important:The F-function is based on a bunch of F-functions:DragItem() + DropItem(), so if you want to understand how this will work - examine carefully the work of faculty functions Doc:Api/DragItem, Doc:Api/DropItem.

'See also:' Doc:Api/DragItem, Doc:Api/DropItem

DropItem

function DropItem(MoveIntoID:Cardinal; X, Y, Z:Integer):Boolean

To throw the thing out of hand in the place you specify.

F-function will return false if you do not have anything in his hands.

If MoveIntoID = Ground, then throw on the ground with the specified coordinates.

If MoveIntoID does not exist, then throw in the backpack of your character.

In the case of the "ground" work relative coordinates.

If MoveIntoID - container, then throw it in a container.

If MoveIntoID - aytim, the client will attempt to dock aytimy.

In the case of zero-point coordinates - the client will try to substitute the right.

Important:Please note that the f-function simply throws an object out of the hands, and not mix it into another container.

Also do not forget that the f-function should only be used in conjunction with DragItem.