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Objects Orion Assistant

Hotride edited this page Apr 4, 2020 · 3 revisions

Command format:

ReturnType NameSpace.name(requiredParameters, [optionalParameters=defaultValue]);

  • ReturnType - the return value of the function (void - the function returns nothing);

  • NameSpace - the scope of the function;

  • name - the name of the function;

  • requiredParameters - required parameters;

  • optionalParameters - optional parameters, the default value is indicated after the = sign


void Orion.Info(['serial'=targetRequest]);

Display information about the object "serial" in a text box.

Request target to be aimed at the desired object, if parameters were not specified.


void Orion.InfoTile(['lasttile'=targetRequest]);

Display information about 'lasttile' (tile, on which target was selected last time ) in the text box.

Request target to be aimed at the desired tile, if parameters were not specified.


String Orion.GetSerial('serial');

Returns real value of the serial.

For instance: Orion.GetSerial(self) or Orion.GetSerial(lastcontainer) - will return the serial of the player 0x12345678


String Orion.GetGraphic('graphic');

Return real value of "graphic".

For instance: Orion.GetGraphic('bm') - will return type of blood moss, stated in Lists/Types


String Orion.GetContainer('serial');

Return serial of the object, in which an object with "serial" is located.

Orion.GetContainer(self) will return 0xFFFFFFFF (worlds serial) or Orion.GetContainer(backpack) - will return serial of the player 0x12345678, since backpack container is the player, who's owning it.


void Orion.Click(['serial'=self]);

Request click for the object serial.


void Orion.UseObject(['serial'=self]);

Request to use (doubleclick) the object serial.


void Orion.GetStatus(['serial'=self]);

Request for the object serial status.


void Orion.Attack('serial');

Request to attack the object serial.


void Orion.Hide(['serial'=targetRequest]);

Hide the object serial.

Request target selection for the object indication, if parameters were not specified.


void Orion.RenameMount('serial', 'new name');

Rename your mount "serial".


void Orion.Drop(['serial'=targetRequest], [count=0(all)], [x=-1, y=-1, z=0]);

Drop the item 'serial' with amount 'count' into coordinates x, y, z ; Use target if parameters were not specified.


void Orion.DropHere(['serial'=targetRequest], [count=0(all)]);

Drop the item 'serial' under the character with amount 'count'. Request target to be aimed at the desired object, if parameters were not specified.


void Orion.MoveItem(['serial'=targetRequest], [count=0(all)], ['container'=backpack], [x=-1, y=-1], [z=0]);

Move the object 'serial' with amount 'count' to the container 'container' into coordinates x, y, z (z when throwing on the ground), use target if parameters were not specified.


int Orion.GetDistance('serial');

Return distance to the object.


int Orion.GetDistance(x, y);

Return distance to the coordinates.


void Orion.BandageSelf();

Bandageself.


  • String ClientLastTarget();

Get the state of the global client variable LastTarget.

Result: The string with the serial.


  • void ClientLastTarget(serial);

Set the state of the client global variable LastTarget to the serial.


  • String ClientLastAttack();

Get the state of the global client variable LastAttack

Result: The string with the serial.


  • void ClientLastAttack(serial);

Set the state of the global client variable LastAttack to the serial.


  • String TargetSystemSerial();

Get the state of the global client variable TargetSystemSerial (from new target system).

Result: The string with the serial.


  • void TargetSystemSerial(serial);

Set the state of the global client variable TargetSystemSerial (from new target system) to the serial.


void Orion.GetFriendsStatus();

Retrieves statuses of all friends in update range ( required to get updates about their hp etc. ).


void Orion.GetEnemiesStatus();

Retrieves statuses of all enemies in update range ( required to get updates about their hp etc. ).


Introduced in 2.0.7.0

PositionObject Orion.GetLastTargetPosition();

Retrieves latest coordinates of LastTarget, if object has disappeared - it will retrieve last known coordinates.

Returns: a PositionObject data type.


PositionObject Orion.GetLastAttackPosition();

Retrieves latest coordinates of LastAttack, if object has disappeared - it will retrieve last known coordinates.

Returns: a PositionObject data type.


Introduced in 2.0.8.0

bool Orion.OpenContainer('serial', ['delay'=600], ['errorTextPattern']);

Open container.

  • serial - serial of the container we're opening.

  • delay - Maximum delay for container opening action.

  • errorTextPattern - Error text. Default: 'reach that|too away'.

Returns: true if container was opened successfully.


bool Orion.ObjectExists('serial');

Returns: true if object with 'serial' is present in OA memory.


String Orion.RequestName('serial', ['delay'=200]);

Requests objects name. If the name is already present, it will return immediately. Otherwise name will be requested from the server.

  • serial - serial of the object we're requesting name from.

  • delay - Max delay for name requesting.

Returns: Objects name or an empty string if failed.


Introduced in 2.0.12.0

  • bool Orion.GetProfile('serial', ['delay'=300], ['errorTextPattern']);

Retrieves characters profile.

  • serial - characters serial.

  • delay - maximum wait time for profile retrievement.

  • errorTextPattern - error pattern, default: 'reach that|too away'.

Returns true if a profile was retrieved.


Introduced in 2.0.13.0

void Orion.ShowStatusbar('serial', x, y, [minimized=true]);

Show/Move status bar gump in client screen.

serial - character serial.

x - screen X coordinate.

y - screen Y coordinate.

minimized - only for your character. true will show minimized status bar, false will show expanded one.


void Orion.CloseStatusbar('serial');

Close status bar which belongs to serial.


Introduced in 3.0.0.0

void Orion.DragItem('serial', [count=0]);

Take the serial object in your hand with count. If count is 0, it takes the entire stack of items.


void Orion.DropDraggedItem([container='backpack'], [x=-1], [y=-1], [z=-256]);

Throw an item into the container container that is in the character’s hand.

    • container - The container where we will throw the item;
    • x, y, z - Coordinates for the drop of the item. Z is indicated only for drop to the ground;

void Orion.DropDraggedItemRelative(x, y, [z=0]);

Throw an object on the ground, which is in the character’s hand, relative to the character.

    • x, y, z - Coordinates for the drop of the item;

void Orion.EquipDraggedItem([container='self']);

Put on the item that is in the character’s hand.


void Orion.AddHighlightCharacter('serial', 'color', [priorityHighlight=false]);

Add a serial character to the list for custom highlighting with color color.

priorityHighlight - determines the type of highlight.

If false is specified, then it will have a low priority of highlighting (if the character is attacked / poisoned or other conditions are given to it, it will be colored by them).

If true - the highest and will always highlight the character with this color, regardless of the attacked / poisoned states and others.


void Orion.RemoveHighlightCharacter('serial', [priorityHighlight=false]);

Remove the serial character from the list for custom highlighting.

priorityHighlight - determines the type of highlight (see AddHighlightCharacter).


void Orion.ClearHighlightCharacters([priorityHighlight=false]);

Clear the list of custom character highlights for the priorityHighlight type.

priorityHighlight - determines the type of highlight (see AddHighlightCharacter).


void Orion.Follow('serial', [enabled=true]);

Start/stop following a character with specified serial.


void Orion.SetCatchBag('serial');

Set the receiver container for new items that appear in the character’s backpack.

ATTENTION! This function automatically moves objects, conflicts with user actions/scripts may occur.


void Orion.UnsetCatchBag();

Reset the receiving container for new items.


void Orion.ResetName('serial');

Reset cached object's name to empty string.

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