Submodule tracking current player party
You need to specifically request this submodule during your module's initialization by calling mod.game.initialize
!
- Returns true/false
- Exemplary usage:
mod.game.party.isPartyMember(<gameId>)
- Returns true/false
- Exemplary usage:
mod.game.party.inParty()
- Returns { gameId..., playerId:... , serverId:..., name: ..., class: ... } if entity in party of null
- Exemplary usage:
mod.game.party.getMemberData(<gameId>)
- Emitted when S_PARTY_MEMBER_LIST received AND/OR modified OR party list WAS FIXED
- Exemplary usage:
mod.game.party.on('list', (list) => { ... })
- Parameters:
list
is array of objects with content { gameId..., playerId:... , serverId:..., name: ..., class: ... }
- Emitted when S_LEAVE_PARTY_MEMBER received
- Exemplary usage:
mod.game.party.on('member_leave', (obj) => { ... })
- Parameters:
obj
is object { playerId:... , serverId:..., name: ..., class: ... }
- Emitted when S_BAN_PARTY_MEMBER received
- Exemplary usage:
mod.game.party.on('member_kick', (obj) => { ... })
- Parameters:
obj
is object { playerId:... , serverId:..., name: ..., class: ... }
- Emitted when S_LEAVE_PARTY received
- Exemplary usage:
mod.game.party.on('leave', () => { ... })
- Parameters: not included