* New script files to organize GUI * Added clientside pickup detection to reduce server load for enter/exit * Added notips command for players to toggle random tips * Select account last IP as part of wildcard (was separate due to old INT) * Save account registration with datetime instead of unix timestamp * Don't force mouse camera on moving anims in SA+ * Add IP ban to server runtime memory in subnet ban command * Add non-roleplay character name account moderation flag * Fix bizowner and bizclan commands * Fix bug that allowed buying items without having the needed cash * Fix set biz blip command * Add dealership help label type command * Added command to show all clan flag types * Added discord config and load from database * Fix angle for directional teleport and anim move directions * Use new colour structure in preparation for locale translations * Add on-foot only item usetype array to prevent using when in veh * Fix wrong const value for exit pickup type * Start using datetime in MySQL tables instead of unix timestamps * Start adding webhooks for discord (unfinished) * Added new discord URL to discord help category * Added house reset pickups/blips utils * Prevent using items when in skin selector * Fix get player command * Fix give player money command * Add coffee shop and vehicle repair shop default biz item templates * Remove old game fixes util (resource now in server config) * Fix bug where characters in clans wouldn't be shown in char select * Slimmed down the amount of timers * Made some potentially large numbers more readable (commas) * Remove colours in message for console output
314 lines
19 KiB
JavaScript
314 lines
19 KiB
JavaScript
// ===========================================================================
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// Vortrex's Roleplay Resource
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// https://github.com/VortrexFTW/gtac_roleplay
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// ===========================================================================
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// FILE: const.js
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// DESC: Provides constants
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// TYPE: Server (JavaScript)
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// ===========================================================================
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// Prompts (used for client GUI prompt responses)
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const VRR_PROMPT_NONE = 0;
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const VRR_PROMPT_CREATEFIRSTCHAR = 1;
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const VRR_PROMPT_BIZORDER = 2;
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// Job Types
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const VRR_JOB_NONE = 0;
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const VRR_JOB_POLICE = 1;
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const VRR_JOB_MEDICAL = 2;
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const VRR_JOB_FIRE = 3;
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const VRR_JOB_BUS = 4;
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const VRR_JOB_TAXI = 5;
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const VRR_JOB_GARBAGE = 6;
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const VRR_JOB_WEAPON = 7;
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const VRR_JOB_DRUG = 8;
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const VRR_JOB_PIZZA = 9;
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// Pickup Types
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const VRR_PICKUP_NONE = 0;
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const VRR_PICKUP_JOB = 1;
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const VRR_PICKUP_BUSINESS_ENTRANCE = 2;
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const VRR_PICKUP_BUSINESS_EXIT = 3;
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const VRR_PICKUP_HOUSE_ENTRANCE = 4;
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const VRR_PICKUP_HOUSE_EXIT = 5;
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const VRR_PICKUP_EXIT = 6;
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// Vehicle Owner Types
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const VRR_VEHOWNER_NONE = 0; // Not owned
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const VRR_VEHOWNER_PLAYER = 1; // Owned by a player (character/subaccount)
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const VRR_VEHOWNER_JOB = 2; // Owned by a job
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const VRR_VEHOWNER_CLAN = 3; // Owned by a clan
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const VRR_VEHOWNER_FACTION = 4; // Owned by a faction (not used at the moment)
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const VRR_VEHOWNER_PUBLIC = 5; // Public vehicle. Anybody can drive it.
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const VRR_VEHOWNER_BIZ = 6; // Owned by a business (also includes dealerships since they're businesses)
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// Business Owner Types
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const VRR_BIZOWNER_NONE = 0; // Not owned
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const VRR_BIZOWNER_PLAYER = 1; // Owned by a player (character/subaccount)
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const VRR_BIZOWNER_JOB = 2; // Owned by a job
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const VRR_BIZOWNER_CLAN = 3; // Owned by a clan
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const VRR_BIZOWNER_FACTION = 4; // Owned by a faction (not used at the moment)
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const VRR_BIZOWNER_PUBLIC = 5; // Public Business. Used for goverment/official places like police, fire, city hall, DMV, etc
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// House Owner Types
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const VRR_HOUSEOWNER_NONE = 0; // Not owned
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const VRR_HOUSEOWNER_PLAYER = 1; // Owner is a player (character/subaccount)
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const VRR_HOUSEOWNER_JOB = 2; // Owned by a job
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const VRR_HOUSEOWNER_CLAN = 3; // Owned by a clan
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const VRR_HOUSEOWNER_FACTION = 4; // Owned by a faction
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const VRR_HOUSEOWNER_PUBLIC = 5; // Is a public house. Technically not owned. This probably won't be used.
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// Gate Owner Types
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const VRR_GATEOWNER_NONE = 0; // Not owned
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const VRR_GATEOWNER_PLAYER = 1; // Owner is a player (character/subaccount)
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const VRR_GATEOWNER_JOB = 2; // Owned by a job
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const VRR_GATEOWNER_CLAN = 3; // Owned by a clan
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const VRR_GATEOWNER_FACTION = 4; // Owned by a faction
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const VRR_GATEOWNER_PUBLIC = 5; // Is a public gate. Technically not owned. This probably won't be used.
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// Business Location Types
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const VRR_BIZLOC_NONE = 0; // None
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const VRR_BIZLOC_MAINDOOR = 0; // Main entrance/exit
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const VRR_BIZLOC_DOOR = 1; // Any other entrance/exit
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const VRR_BIZLOC_FUEL = 2; // Fuel pump
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const VRR_BIZLOC_DRIVETHRU = 3; // Drivethrough
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const VRR_BIZLOC_VENDMACHINE = 4; // Vending machine
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// House Location Types
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const VRR_HOUSELOC_NONE = 0; // None
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const VRR_HOUSELOC_MAINDOOR = 0; // Main entrance/exit
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const VRR_HOUSELOC_DOOR = 1; // Any other entrance/exit
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// Account Contact Types
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const VRR_CONTACT_NONE = 0;
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const VRR_CONTACT_NEUTRAL = 1; // Contact is neutral. Used for general contacts with no special additional features
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const VRR_CONTACT_FRIEND = 2; // Contact is a friend. Shows when they're online.
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const VRR_CONTACT_BLOCKED = 3; // Contact is blocked. Prevents all communication to/from them except for RP
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// Job Work Types (Currently Unused)
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const VRR_JOBWORKTYPE_NONE = 0;
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const VRR_JOBWORKTYPE_ROUTE = 1; // Jobs that use routes. Bus, trash collector, mail, etc
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const VRR_JOBWORKTYPE_SELL = 2; // Jobs that sell items to other players and NPCs. Drugs, guns, etc
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const VRR_JOBWORKTYPE_SERVICE = 3; // Services to other players and NPCs. Taxi ride, mechanic fix, etc
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// Vehicle Seats
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const VRR_VEHSEAT_DRIVER = 0;
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const VRR_VEHSEAT_FRONTPASSENGER = 1;
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const VRR_VEHSEAT_REARLEFTPASSENGER = 2;
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const VRR_VEHSEAT_REARRIGHTPASSENGER = 3;
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// Ban Types
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const VRR_BANTYPE_NONE = 0;
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const VRR_BANTYPE_ACCOUNT = 1;
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const VRR_BANTYPE_SUBACCOUNT = 2;
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const VRR_BANTYPE_IPADDRESS = 3;
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const VRR_BANTYPE_SUBNET = 4;
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// Blip Owner Types
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const VRR_BLIP_NONE = 0;
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const VRR_BLIP_JOB = 1;
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const VRR_BLIP_BUSINESS_ENTRANCE = 2;
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const VRR_BLIP_BUSINESS_EXIT = 3;
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const VRR_BLIP_HOUSE_ENTRANCE = 4;
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const VRR_BLIP_HOUSE_EXIT = 5;
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const VRR_BLIP_EXIT = 6;
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// Insurance Account Owner Types
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const VRR_INS_ACCT_OWNER_NONE = 0; // None
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const VRR_INS_ACCT_OWNER_PLAYER = 1; // Player owns insurance company
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const VRR_INS_ACCT_OWNER_BIZ = 2; // Business owns insurance company
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const VRR_INS_ACCT_OWNER_CLAN = 3; // Clan owns insurance company
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// Insurance Account Entity Types
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const VRR_INS_ACCT_ENTITY_NONE = 0; // None
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const VRR_INS_ACCT_ENTITY_PLAYER_HEALTH = 1; // Health Insurance
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const VRR_INS_ACCT_ENTITY_PLAYER_LIFE = 2; // Life Insurance
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const VRR_INS_ACCT_ENTITY_VEH = 3; // Vehicle Insurance
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const VRR_INS_ACCT_ENTITY_BIZ = 4; // Business Insurance
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const VRR_INS_ACCT_ENTITY_HOUSE = 5; // House Insurance
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// Insurance Account History Types
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const VRR_INS_ACCT_HISTORY_NONE = 0; // None
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const VRR_INS_ACCT_HISTORY_PLAYER_MEDICAL = 1; // Medical insurance was used (player disease/injury)
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const VRR_INS_ACCT_HISTORY_PLAYER_DEATH = 2; // Life insurance was used (player death)
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const VRR_INS_ACCT_HISTORY_VEH_DAMAGE = 3; // Vehicle was damaged, but not destroyed
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const VRR_INS_ACCT_HISTORY_VEH_WRECKED = 4; // Vehicle was completely destroyed
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const VRR_INS_ACCT_HISTORY_VEH_THEFT = 5; // Vehicle was stolen
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const VRR_INS_ACCT_HISTORY_BIZ_DAMAGE = 6; // Business was damaged (broken items/window/door)
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const VRR_INS_ACCT_HISTORY_BIZ_THEFT = 7; // Business was stolen from
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const VRR_INS_ACCT_HISTORY_HOUSE_DAMAGE = 8; // House was damaged
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const VRR_INS_ACCT_HISTORY_HOUSE_THEFT = 9; // House was stolen from
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// Islands
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const VRR_ISLAND_NONE = 0; // None
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const VRR_ISLAND_PORTLAND = 0; // Portland Island
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const VRR_ISLAND_STAUNTON = 1; // Staunton Island
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const VRR_ISLAND_SHORESIDEVALE = 2; // Shoreside Vale
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const VRR_ISLAND_VICEWEST = 0; // Western Island of VC
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const VRR_ISLAND_VICEEAST = 1; // Eastern Island of VC
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const VRR_ISLAND_LOSSANTOS = 0; // Los Santos
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const VRR_ISLAND_LASVENTURAS = 1; // Las Venturas
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const VRR_ISLAND_SANFIERRO = 2; // San Fierro
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const VRR_ISLAND_REDCOUNTYNORTH = 4; // Red County North (spans all the way from Palamino/shore on the east east to border of Flint Co on the west)
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const VRR_ISLAND_BONECOUNTYNORTH = 5; // Bone County North (usually called Tierra Robada)
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const VRR_ISLAND_BONECOUNTYSOUTH = 6; // Bone County South
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// Item Owners
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const VRR_ITEM_OWNER_NONE = 0; // None
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const VRR_ITEM_OWNER_PLAYER = 1; // Item is in a player's inventory
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const VRR_ITEM_OWNER_VEHTRUNK = 2; // Item is in a vehicle's trunk
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const VRR_ITEM_OWNER_VEHDASH = 3; // Item is in a vehicle's glove compartment
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const VRR_ITEM_OWNER_BIZFLOOR = 4; // Item is in the public area of a business (on the floor = ready to buy)
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const VRR_ITEM_OWNER_BIZSTORAGE = 5; // Item is in a business's storage area (stock room)
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const VRR_ITEM_OWNER_HOUSE = 6; // Item is in a house
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const VRR_ITEM_OWNER_SAFE = 7; // Item is in a safe (safes can be anywhere)
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const VRR_ITEM_OWNER_ITEM = 8; // Item is in another item (trashbag, briefcase, wallet, suitcase, crate/box, barrel, etc)
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const VRR_ITEM_OWNER_GROUND = 9; // Item is on the ground
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const VRR_ITEM_OWNER_JOBLOCKER = 10; // Item is in player's job locker
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const VRR_ITEM_OWNER_LOCKER = 10; // Item is in player's locker
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// Item Use Types
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const VRR_ITEM_USETYPE_NONE = 0; // Has no effect
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const VRR_ITEM_USETYPE_WEAPON = 1; // Equips weapon
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const VRR_ITEM_USETYPE_AMMO_CLIP = 2; // Magazine for weapon. If in inventory, R will load it into gun
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const VRR_ITEM_USETYPE_PHONE = 3; // Pulls out phone
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const VRR_ITEM_USETYPE_GPS = 4; // Not sure how I want this to work yet
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const VRR_ITEM_USETYPE_MAP = 5; // Shows minimap on HUD
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const VRR_ITEM_USETYPE_SKIN = 6; // Changes skin (item skin is replaced with previous skin before changing)
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const VRR_ITEM_USETYPE_PEDPART = 7; // Changes ped part (clothing, skin, hair, etc) (UNUSED)
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const VRR_ITEM_USETYPE_PEDPROP = 8; // Changes ped prop (watches, glasses, hats, etc) (UNUSED)
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const VRR_ITEM_USETYPE_STORAGE = 9; // Shows stored items. Backpack, crate, briefcase, wallet, etc
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const VRR_ITEM_USETYPE_VEHKEY = 10; // Locks/unlocks a vehicle and allows starting engine without hotwire
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const VRR_ITEM_USETYPE_BIZKEY = 11; // Locks/unlocks a business
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const VRR_ITEM_USETYPE_HOUSEKEY = 12; // Locks/unlocks a house
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const VRR_ITEM_USETYPE_SEED = 13; // Plants a seed
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const VRR_ITEM_USETYPE_WEED = 14; // Light drug effect (short term relief of addiction symptoms?)
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const VRR_ITEM_USETYPE_COKE = 15; // Medium drug effect (medium term relief of addiction symptoms?)
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const VRR_ITEM_USETYPE_METH = 16; // Heavy drug effect (extended term relief of addiction symptoms?)
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const VRR_ITEM_USETYPE_CIGAR = 17; // Just for appearance. Makes people look cool I guess
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const VRR_ITEM_USETYPE_WATER = 18; // Replenishes small amount of health
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const VRR_ITEM_USETYPE_FOOD = 19; // Eat food. Replenishes a small amount of health
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const VRR_ITEM_USETYPE_BEER = 20; // Subtle drunk effect. Replenishes small amount of health.
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const VRR_ITEM_USETYPE_WINE = 21; // Moderate drunk effect. Replenishes moderate amount of health.
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const VRR_ITEM_USETYPE_LIQUOR = 22; // Heavy drunk effect. Replenishes large amount of health.
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const VRR_ITEM_USETYPE_COFFEE = 23; // Replenishes moderate amount of health.
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const VRR_ITEM_USETYPE_AMMO_ROUND = 23; // Bullet. Loads into magazine. Not used at the moment
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const VRR_ITEM_USETYPE_HANDCUFF = 24; //
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const VRR_ITEM_USETYPE_ROPE = 25; //
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const VRR_ITEM_USETYPE_BLINDFOLD = 26; //
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const VRR_ITEM_USETYPE_TAZER = 27; //
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const VRR_ITEM_USETYPE_ARMOUR = 28; //
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const VRR_ITEM_USETYPE_HEALTH = 29; //
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const VRR_ITEM_USETYPE_AED = 30; //
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const VRR_ITEM_USETYPE_WALKIETALKIE = 31; //
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const VRR_ITEM_USETYPE_BOOMBOX = 32; //
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const VRR_ITEM_USETYPE_EARBUDS = 33; //
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const VRR_ITEM_USETYPE_BADGE = 34; //
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const VRR_ITEM_USETYPE_DRINK = 35; //
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const VRR_ITEM_USETYPE_EXTINGUISHER = 36; //
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const VRR_ITEM_USETYPE_SPRAYPAINT = 37; //
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const VRR_ITEM_USETYPE_PEPPERSPRAY = 38; //
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const VRR_ITEM_USETYPE_FLASHLIGHT = 39; //
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const VRR_ITEM_USETYPE_AIRPLANETICKET = 40; //
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const VRR_ITEM_USETYPE_TRAINTICKET = 41; //
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const VRR_ITEM_USETYPE_VEHUPGRADE_PART = 42; //
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const VRR_ITEM_USETYPE_VEHTIRE = 43; //
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const VRR_ITEM_USETYPE_FUELCAN = 44; //
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const VRR_ITEM_USETYPE_VEHCOLOUR = 45; //
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const VRR_ITEM_USETYPE_VEHLIVERY = 46; //
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const VRR_ITEM_USETYPE_VEHREPAIR = 47; //
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const VRR_ITEM_USETYPE_SMOKEDRUG = 48; //
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const VRR_ITEM_USETYPE_SNORTDRUG = 49; //
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// Item Drop Types
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const VRR_ITEM_DROPTYPE_NONE = 0; // Can't be dropped
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const VRR_ITEM_DROPTYPE_OBJECT = 1; // Drops as an object on the ground
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const VRR_ITEM_DROPTYPE_PICKUP = 2; // Drops as a pickup
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const VRR_ITEM_DROPTYPE_OBJECTLIGHT = 3; // Object that produces an area light effect (lamp, flashlight, etc)
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const VRR_ITEM_DROPTYPE_DESTROY = 4; // Will destroy the item on drop (keys mostly but for any tiny object)
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const VRR_ITEM_DROPTYPE_OBJECTSTACK = 5; // Stackable objects (crates and such). Will sit on top of closest other stackable
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// Forensic Types
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const VRR_FORENSICS_NONE = 0;
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const VRR_FORENSICS_BULLET = 1; // Bullet. The actual tip that hits a target. Has rifling and ballistics information of the weapon.
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const VRR_FORENSICS_BLOOD = 2; // Blood. Automatically applied to ground and bullets that hit when somebody is shot
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const VRR_FORENSICS_BODY = 3; // Body. A dead body lol
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const VRR_FORENSICS_HAIR = 4; // Hair. Automatically applied to
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const VRR_FORENSICS_SWEAT = 5; // Sweat. Automatically applied to clothing when worn
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const VRR_FORENSICS_SALIVA = 6; // Saliva. Automatically applied to drinks when drank
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const VRR_FORENSICS_BULLETCASINGS = 7; // Bullet casings. Automatically dropped when fired from a weapon except when used in a vehicle (driveby)
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// Account Authentication Methods
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const VRR_ACCT_AUTHMETHOD_NONE = 0; // None
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const VRR_ACCT_AUTHMETHOD_EMAIL = 1; // Email
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const VRR_ACCT_AUTHMETHOD_PHONENUM = 2; // Phone number
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const VRR_ACCT_AUTHMETHOD_2FA = 3; // Two factor authentication app (authy, google authenticator, etc)
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const VRR_ACCT_AUTHMETHOD_PEBBLE = 4; // Pebble watch (this one's for Vortrex but anybody with a Pebble can use)
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const VRR_ACCT_AUTHMETHOD_PHONEAPP = 5; // The Android/iOS companion app (will initially be a web based thing until I can get the apps created)
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// Police Patrol Types
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const VRR_PATROLTYPE_NONE = 0; // None
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const VRR_PATROLTYPE_FOOT = 1; // Foot patrol. Officer takes a vehicle to get to their designated area and then walks a beat. More common in LC games
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const VRR_PATROLTYPE_VEHICLE = 2; // Vehicle patrol. More common in VC/LS/SF/LV cities.
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// Job Route States
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const VRR_JOBROUTESTATE_NONE = 0; // None
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const VRR_JOBROUTESTATE_INPROGRESS = 1; // Route is in progress. Player is in between stops but not at the last one.
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const VRR_JOBROUTESTATE_LASTSTOP = 2; // Player is heading to the last stop on the route
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const VRR_JOBROUTESTATE_PAUSED = 3; // Route is paused for some reason. For police, this could be player accepted callout and once finished, patrol route will resume
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const VRR_JOBROUTESTATE_ATSTOP = 4; // For bus/trash stops that freeze player, this is the state when they're at one
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// Item Occupied States
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const VRR_ITEM_ACTION_NONE = 0; // None
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const VRR_ITEM_ACTION_USE = 1; // Using item
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const VRR_ITEM_ACTION_PICKUP = 2; // Picking up item
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const VRR_ITEM_ACTION_DROP = 3; // Dropping item
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const VRR_ITEM_ACTION_SWITCH = 4; // Switching item
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const VRR_ITEM_ACTION_PUT = 5; // Putting item (into trunk, dash, crate, etc)
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const VRR_ITEM_ACTION_TAKE = 6; // Taking item (from trunk, dash, crate, etc)
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// Ped States
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const VRR_PEDSTATE_NONE = 2; // None
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const VRR_PEDSTATE_READY = 1; // Ready
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const VRR_PEDSTATE_DRIVER = 2; // Driving a vehicle
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const VRR_PEDSTATE_PASSENGER = 3; // In a vehicle as passenger
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const VRR_PEDSTATE_DEAD = 4; // Dead
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const VRR_PEDSTATE_ENTERINGPROPERTY = 5; // Entering a property
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const VRR_PEDSTATE_EXITINGPROPERTY = 6; // Exiting a property
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const VRR_PEDSTATE_ENTERINGVEHICLE = 7; // Entering a vehicle
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const VRR_PEDSTATE_EXITINGVEHICLE = 8; // Exiting a vehicle
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const VRR_PEDSTATE_BINDED = 9; // Binded by rope or handcuffs
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const VRR_PEDSTATE_TAZED = 10; // Under incapacitating effect of tazer
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const VRR_PEDSTATE_INTRUNK = 11; // In vehicle trunk
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const VRR_PEDSTATE_INITEM = 12; // In item (crate, box, etc)
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const VRR_PEDSTATE_HANDSUP = 13; // Has hands up (surrendering)
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const VRR_PEDSTATE_SPAWNING = 14; // Spawning
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const VRR_2FA_STATE_NONE = 0; // None
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const VRR_2FA_STATE_CODEINPUT = 1; // Waiting on player to enter code to play
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const VRR_2FA_STATE_SETUP_CODETOAPP = 2; // Providing player with a code to put in their auth app
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const VRR_2FA_STATE_SETUP_CODEFROMAPP = 3; // Waiting on player to enter code from auth app to set up
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const VRR_FORGOTPASS_STATE_NONE = 0; // None
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const VRR_FORGOTPASS_STATE_CODEINPUT = 1; // Waiting on player to enter code sent via email
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const VRR_FORGOTPASS_STATE_SETPASS = 2; // Waiting on player to enter new password
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const VRR_NPC_COND_MATCH_NONE = 0; // None (invalid)
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const VRR_NPC_COND_MATCH_EQ = 1; // Must be equal to
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const VRR_NPC_COND_MATCH_GT = 2; // Must be greater than
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const VRR_NPC_COND_MATCH_LT = 3; // Must be less than
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const VRR_NPC_COND_MATCH_GTEQ = 4; // Must be greater than or equal to
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const VRR_NPC_COND_MATCH_LTEQ = 5; // Must be less than or equal to
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const VRR_NPC_COND_MATCH_CONTAINS = 6; // Must contain string (case insensitive)
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const VRR_NPC_COND_MATCH_CONTAINS_CASE = 7; // Must contain string (case sensitive)
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const VRR_NPC_COND_MATCH_EXACT = 8; // Must match string exactly (case insensitive)
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const VRR_NPC_COND_MATCH_EXACT_CASE = 9; // Must match string exactly (case insensitive)
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const VRR_BIZ_TYPE_NONE = 0; // None (invalid)
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const VRR_BIZ_TYPE_NORMAL = 1; // Normal business (sells items)
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const VRR_BIZ_TYPE_BANK = 2; // Bank
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const VRR_BIZ_TYPE_PUBLIC = 3; // Public business (Government, public service, etc)
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const VRR_RETURNTO_TYPE_NONE = 0; // "Return to" data is invalid
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const VRR_RETURNTO_TYPE_ADMINGET = 1; // "Return to" data is from admin teleporting
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const VRR_RETURNTO_TYPE_SKINSELECT = 2; // "Return to" data is from skin select
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