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API
Uses a pet ability.
The ability must be available (ie on the ability bar and not on cooldown).
Selectors: Name
, ID
, Position
Examples: ability(Moonfire)
, use(595)
, ability(#3)
Switches out the current pet.
The pet to switch to must be alive and not the current pet.
Selectors: Name
, ID
, Position
, next
Examples: change(Chrominius)
, change(1152)
, change(#2)
, change(next)
Attempts to catch the enemy pet.
Selectors:
Examples: catch
Forfeits the current battle.
Selectors:
Examples: quit
Passes your current turn.
Selectors:
Examples: standby
Prints a message to the chat window.
This is useful why trying to debug a broken script.
Selectors:
Examples: test(Hello world!)
One of your current pets.
Selectors: Name
, ID
, Position
(defaults to current pet if not given)
Examples: self
, ally(Chrominius)
, self(1152)
, ally(#2)
One of the enemy pets.
Selectors: Name
, ID
, Position
(defaults to current pet if not given)
Examples: enemy
, enemy(Chrominius)
, enemy(1152)
, enemy(#2)
If an ability is usable (ie not on cooldown).
Return: bool
Examples: self.ability(Moonfire).usable
The remaining cooldown for an ability.
Return: value
Examples: self.ability(Moonfire).duration
If the ability is strong against the current enemy pet.
Return: bool
Examples: self.ability(Moonfire).strong
If the ability is weak against the current enemy pet.
Return: bool
Examples: self.ability(Moonfire).weak
The type of an ability.
Return: value
Examples: self.ability(Moonfire).type
If an aura is currently active.
Return: bool
Examples: self.aura(Dodge).exists
The remaining rounds of an active aura.
Return: value
Examples: self.aura(Dodge).duration
A pets current HP.
Return: value
Examples: self.hp
A pets current HP (for use in comparisons).
Return: value
Examples: self.hpp
If a pet has full hp.
Return: bool
Examples: self.hp.full
If the damage from a pet self-destructing would kill the opponent.
Return: bool
Examples: self.hp.can_explode
If the pets hp is higher than the opponents.
Return: bool
Examples: self.hp.high
If the pets hp is lower than the opponents.
Return: bool
Examples: self.hp.high
The pets id.
Return: value
Examples: self.id
The pets level.
Return: value
Examples: self.level
If the pet is at max level (25).
Return: value
Examples: self.level.max
The pets power.
Return: value
Examples: self.power
The pets quality.
Return: value
Examples: self.quality
The pets family.
Return: value
Examples: self.type
The pets speed.
Return: value
Examples: self.speed
If the pets speed is higher than the opponents.
Return: bool
Examples: self.speed.fast
If the pets speed is lower than the opponents.
Return: bool
Examples: self.speed.slow
If the pet is currently active.
Return: bool
Examples: self.active
If the pet is currently dead.
Return: bool
Examples: self.dead
If the pet exists in the battle.
Return: bool
Examples: self.exists
If the pet matches a selector.
Return: bool
Selectors: Name
, ID
, Position
Examples: self.is(Chrominius)
, self.is(1152)
, self.is(#2)
If the pet has been played.
Return: bool
Examples: self.played
If a weather effect is currently active.
Selectors: Name
, ID
Return: bool
Examples: weather(Moonlight)
, weather(#596)
The number of turns remaining for a weather effect.
Return: value
Examples: weather(Moonlight).duration
The current round.
Return: value
Examples: round
Negation.
Type: Unary
Examples: !enemy.hp.full
Equality.
Type: Binary
Examples: self.level = 15
Inequality.
Type: Binary
Examples: self.level != 15
Greater than.
Type: Binary
Examples: self.level > 15
Greater than or equal to.
Type: Binary
Examples: self.level >= 15
Less than.
Type: Binary
Examples: self.level < 15
Less than or equal to.
Type: Binary
Examples: self.level <= 15
Contains.
Type: Binary
Examples: weather ~ Mudslide, Scorched Earth, Blizzard
Does not contain.
Type: Binary
Examples: weather !~ Mudslide, Scorched Earth, Blizzard
Logical AND.
Type: Binary
Examples: weather = Mudslide & self.level = 15
Script comment.
Examples: -- Hello World!
1
- Humanoid
2
- Dragonkin
3
- Flying
4
- Undead
5
- Critter
6
- Magic
7
- Elemental
8
- Beast
9
- Aquatic
10
- Mechanical
1
- Poor
2
- Common
3
- Uncommon
4
- Rare