Roleplay Redux
This library will not function if your server doesn't have the Roleplay Redux mod installed.
Roll
function
Syntax:
int RPR.Roll( Character player, string skill [, int modifier = 0, bool show = false, string comment = "" ] )
GetSkill
function
Syntax:
int, int RPR.GetSkill( Character player, string skill )
GetStat
function
Syntax:
int, int RPR.GetStat( Character player, string stat )
HasPerk
function
Syntax:
bool RPR.HasPerk( Character player, string perk )
AddPerk
function
Syntax:
bool RPR.AddPerk( Character player, string perk )
RemovePerk
function
Syntax:
bool RPR.RemovePerk( Character player, string perk )
ModifySkill
function
Syntax:
bool RPR.ModifySkill( Character player, string skill, int modifier )
ModifyStat
function
Syntax:
bool RPR.ModifyStat( Character player, string stat, int modifier )
SetStat
function
Syntax:
bool RPR.SetStat( Character player, string stat, int value )
SetStatMax
function
Syntax:
bool RPR.SetStatMax( Character player, string stat, int value )
HasRune
function
Syntax:
bool RPR.HasRune( Character player, int itemId )
HasBuff
function
Syntax:
bool RPR.HasBuff( Character player, string category )
RemoveBuff
function
Syntax:
bool RPR.RemoveBuff( Character player, string category )
GiveBuff
function
To understand buff types and other arguments, please refer to Tot API docs.
Alternatively you can use BuffSkill, BuffStat, BuffPerk, BuffAbility, BuffStatus.
All of those are aliases for this function.
Syntax:
bool RPR.GiveBuff( Character player, string category, int buffType [, string target = category, int modifier = 0, int duration = -1, int delay = 0 ] )
BuffSkill
function
Syntax:
bool RPR.BuffSkill( Character player, string category, string skill, int modifier [, int duration = -1 ] )
BuffStat
function
Syntax:
bool RPR.BuffStat( Character player, string category, string stat, int modifier [, int duration = -1 ] )
BuffPerk
function
Syntax:
bool RPR.BuffPerk( Character player, string category, string perk [, int duration = -1 ] )
BuffAbility
function
Syntax:
bool RPR.BuffAbility( Character player, string category, string ability [, int duration = -1 ] )
BuffStatus
function
Syntax:
bool RPR.BuffStatus( Character player, string category, string status [, int duration = -1 ] )
HasItem
function
Syntax:
bool RPR.HasItem( Character player, int itemId [, int quantity = 1 ] )
TakeItem
function
Syntax:
bool RPR.TakeItem( Character player, int itemId [, int quantity = 1 ] )
GiveItem
function
Syntax:
bool RPR.GiveItem( Character player, int itemId [, int quantity = 1 ] )
GetBuffs
function
Syntax:
table<string> RPR.GetBuffs( Character player )
GetSheet
function
Syntax:
CharacterSheet RPR.GetSheet( Character player )
ResetSheet
function
Syntax:
bool RPR.ResetSheet( Character player )
ExportSheet
function
Syntax:
string RPR.ExportSheet( Character player )
ImportSheet
function
Syntax:
bool RPR.ImportSheet( Character player, string data )
HasSpell
function
Syntax:
bool RPR.HasSpell( Character player, string spell )
LearnSpell
function
Syntax:
bool RPR.LearnSpell( Character player, string spell )
ForgetSpell
function
Syntax:
bool RPR.ForgetSpell( Character player, string spell )
Refresh
function
Force RPR side panel to refresh for specific player.
Syntax:
void RPR.Refresh( Character player )
GetAbilities
function
Retrieves a list of all abilities in the RPR system.
A table is returned, containing ReduxAbility objects. If the keyed
argument is set to true, then ability IDs will be used as table keys, otherwise the table is sequential by default.
Syntax:
table<ReduxAbility> RPR.GetAbilities( [ bool keyed = false ] )
GetEquippedRunes
function
Returns two tables. First one corresponds to item template IDs of the equipped runes while the other one corresponds to RPR rune IDs. Both tables are sequential and their indexes should correspond to each other, however this is not guaranteed.
Syntax:
table<int>, table<int> RPR.GetEquippedRunes( Character player )
SetEquippedRunes
function
Forces a list of item IDs to be equipped, replacing currently equipped runes.
Syntax:
void RPR.SetEquippedRunes( Character player, table<int> runes )
WARNING
Be super careful with this function when using it inside RPR_updateRunes
event, as that could easily lead into infinite loop and slow down or even crash the server.