Cleanup of a lot of the documentation for Lua

KimLS 2013-06-23 15:30:10 -07:00
parent 11ef01e18b
commit 207c29f5c5
20 changed files with 1410 additions and 1368 deletions

10
Home.md

@ -4,9 +4,9 @@ The wiki is the only good source of documentation about EQEmu. Anybody can edit
***
* Information For Players
* Guide For New Players
* Information for Server Admins
* Information About Packet Collecting
* Content Development
* [[Information For Players|Player-Information]]
* [[Guide For New Players|New-Players]]
* [[Information for Server Admins|Server-Admin]]
* [[Information About Packet Collecting|Packet-Collecting]]
* [[Content Development|Content-Development]]
* [[Quest Development|Quest-Development]]

@ -1,20 +1,19 @@
The Lua API consisted of many exported classes and some general functions.
* [Lua_Client](Lua-Client)
* [Lua_Corpse](Lua-Corpse)
* [Lua_Door](Lua-Door)
* [Lua_Client](Lua-Client)
* [Lua_Entity](Lua-Entity)
* [Lua_EntityList](Lua-Entity-List)
* [Lua_Group](Lua-Group)
* [Lua_HateList](Lua-Hate-List)
* [Lua_Inventory](Lua-Inventory)
* [Lua_Item](Lua-Item)
* [Lua_ItemInst](Lua-ItemInst)
* [Lua_Mob](Lua-Mob)
* [Lua_NPC](Lua-NPC)
* [Lua_Object](Lua-Object)
* [Lua_Raid](Lua-Raid)
* [Lua_Spell](Lua-Spell)
* [Lua_Spawn](Lua-Spawn)
* [Client](Lua-Client)
* [Corpse](Lua-Corpse)
* [Door](Lua-Door)
* [Entity](Lua-Entity)
* [EntityList](Lua-Entity-List)
* [Group](Lua-Group)
* [HateList](Lua-Hate-List)
* [Inventory](Lua-Inventory)
* [Item](Lua-Item)
* [ItemInst](Lua-ItemInst)
* [Mob](Lua-Mob)
* [NPC](Lua-NPC)
* [Object](Lua-Object)
* [Raid](Lua-Raid)
* [Spell](Lua-Spell)
* [Spawn](Lua-Spawn)
* [Lua General Functions](Lua-General-Functions)
* [Lua Constants](Lua-Constants)

@ -1,4 +1,4 @@
Lua_Client is a class exported to Lua that represent the Client object from EQEmu. All Lua_Client are also [Lua_Mob](Lua-Mob).
Client is a class exported to Lua that represent the Client object from EQEmu. All Client are also [Mob](Lua-Mob).
[Return to the Lua API](Lua-API)
@ -11,236 +11,236 @@ client.valid -- Returns true if this object is not null
### Member Functions
```
Client() -- Creates a null client
void SendSound();
void Save();
void Save(int commit_now);
void SaveBackup();
bool Connected();
bool InZone();
void Kick();
void Disconnect();
bool IsLD();
void WorldKick();
bool GetAnon();
void Duck();
void Stand();
void SetGM(bool v);
void SetPVP(bool v);
bool GetPVP();
bool GetGM();
void SetBaseClass(int v);
void SetBaseRace(int v);
void SetBaseGender(int v);
int GetBaseFace();
int GetLanguageSkill(int skill_id);
const char *GetLastName();
int GetLDoNPointsTheme(int theme);
int GetBaseSTR();
int GetBaseSTA();
int GetBaseCHA();
int GetBaseDEX();
int GetBaseINT();
int GetBaseAGI();
int GetBaseWIS();
int GetWeight();
uint32 GetEXP();
uint32 GetAAExp();
uint32 GetTotalSecondsPlayed();
void UpdateLDoNPoints(int points, uint32 theme);
void SetDeity(int v);
void AddEXP(uint32 add_exp);
void AddEXP(uint32 add_exp, int conlevel);
void AddEXP(uint32 add_exp, int conlevel, bool resexp);
void SetEXP(uint32 set_exp, uint32 set_aaxp);
void SetEXP(uint32 set_exp, uint32 set_aaxp, bool resexp);
void SetBindPoint();
void SetBindPoint(int to_zone);
void SetBindPoint(int to_zone, float new_x);
void SetBindPoint(int to_zone, float new_x, float new_y);
void SetBindPoint(int to_zone, float new_x, float new_y, float new_z);
float GetBindX();
float GetBindX(int index);
float GetBindY();
float GetBindY(int index);
float GetBindZ();
float GetBindZ(int index);
float GetBindHeading();
float GetBindHeading(int index);
uint32 GetBindZoneID();
uint32 GetBindZoneID(int index);
void MovePC(int zone, float x, float y, float z, float heading);
void MovePCInstance(int zone, int instance, float x, float y, float z, float heading);
void ChangeLastName(const char *in);
int GetFactionLevel(uint32 char_id, uint32 npc_id, uint32 race, uint32 class_, uint32 deity, uint32 faction, Lua_NPC npc);
void SetFactionLevel(uint32 char_id, uint32 npc_id, int char_class, int char_race, int char_deity);
void SetFactionLevel2(uint32 char_id, int faction_id, int char_class, int char_race, int char_deity, int value, int temp);
int GetRawItemAC();
uint32 AccountID();
const char *AccountName();
int Admin();
uint32 CharacterID();
int GuildRank();
uint32 GuildID();
int GetFace();
bool TakeMoneyFromPP(uint64 copper);
bool TakeMoneyFromPP(uint64 copper, bool update_client);
void AddMoneyToPP(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, bool update_client);
bool TGB();
int GetSkillPoints();
void SetSkillPoints(int skill);
void IncreaseSkill(int skill_id);
void IncreaseSkill(int skill_id, int value);
void IncreaseLanguageSkill(int skill_id);
void IncreaseLanguageSkill(int skill_id, int value);
int GetRawSkill(int skill_id);
bool HasSkill(int skill_id);
bool CanHaveSkill(int skill_id);
void SetSkill(int skill_id, int value);
void AddSkill(int skill_id, int value);
void CheckSpecializeIncrease(int spell_id);
void CheckIncreaseSkill(int skill_id, Lua_Mob target);
void CheckIncreaseSkill(int skill_id, Lua_Mob target, int chance_mod);
void SetLanguageSkill(int language, int value);
int MaxSkill(int skill_id);
bool IsMedding();
int GetDuelTarget();
bool IsDueling();
void SetDuelTarget(int c);
void SetDueling(bool v);
void ResetAA();
void MemSpell(int spell_id, int slot);
void MemSpell(int spell_id, int slot, bool update_client);
void UnmemSpell(int slot);
void UnmemSpell(int slot, bool update_client);
void UnmemSpellAll();
void UnmemSpellAll(bool update_client);
void ScribeSpell(int spell_id, int slot);
void ScribeSpell(int spell_id, int slot, bool update_client);
void UnscribeSpell(int slot);
void UnscribeSpell(int slot, bool update_client);
void UnscribeSpellAll();
void UnscribeSpellAll(bool update_client);
void UntrainDisc(int slot);
void UntrainDisc(int slot, bool update_client);
void UntrainDiscAll();
void UntrainDiscAll(bool update_client);
bool IsSitting();
void SetFeigned(bool v);
bool GetFeigned();
bool AutoSplitEnabled();
void SetHorseId(int id);
int GetHorseId();
void NukeItem(uint32 item_num, int where_to_check);
void SetTint(int slot_id, uint32 color);
void SetMaterial(int slot_id, uint32 item_id);
void Undye();
int GetItemIDAt(int slot_id);
int GetAugmentIDAt(int slot_id, int aug_slot);
void DeleteItemInInventory(int slot_id, int quantity);
void DeleteItemInInventory(int slot_id, int quantity, bool update_client);
void SummonItem(uint32 item_id);
void SummonItem(uint32 item_id, int charges);
void SummonItem(uint32 item_id, int charges, uint32 aug1);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned, int to_slot);
void SetStats(int type, int value);
void IncStats(int type, int value);
void DropItem(int slot_id);
void BreakInvis();
void LeaveGroup();
bool IsGrouped();
bool IsRaidGrouped();
bool Hungry();
bool Thirsty();
int GetInstrumentMod(int spell_id);
bool DecreaseByID(uint32 type, int amt);
void Escape();
void GoFish();
void ForageItem();
void ForageItem(bool guarantee);
float CalcPriceMod(Lua_Mob other, bool reverse);
void ResetTrade();
bool UseDiscipline(int spell_id, int target_id);
int GetCharacterFactionLevel(int faction_id);
void SetZoneFlag(int zone_id);
void ClearZoneFlag(int zone_id);
bool HasZoneFlag(int zone_id);
void SendZoneFlagInfo(Lua_Client to);
void SetAATitle(const char *title);
int GetClientVersion();
uint32 GetClientVersionBit();
void SetTitleSuffix(const char *text);
void SetAAPoints(int points);
int GetAAPoints();
int GetSpentAA();
void AddAAPoints(int points);
void RefundAA();
int GetModCharacterFactionLevel(int faction);
int GetLDoNWins();
int GetLDoNLosses();
int GetLDoNWinsTheme(int theme);
int GetLDoNLossesTheme(int theme);
int GetStartZone();
void SetStartZone(int zone_id);
void SetStartZone(int zone_id, float x);
void SetStartZone(int zone_id, float x, float y);
void SetStartZone(int zone_id, float x, float y, float z);
void KeyRingAdd(uint32 item);
bool KeyRingCheck(uint32 item);
void AddPVPPoints(uint32 points);
void AddCrystals(uint32 radiant, uint32 ebon);
uint32 GetPVPPoints();
uint32 GetRadiantCrystals();
uint32 GetEbonCrystals();
void QuestReadBook(const char *text, int type);
void UpdateGroupAAs(int points, uint32 type);
uint32 GetGroupPoints();
uint32 GetRaidPoints();
void LearnRecipe(uint32 recipe);
int GetEndurance();
int GetMaxEndurance();
int GetEndurancePercent();
void SetEndurance(int endur);
void SendOPTranslocateConfirm(Lua_Mob caster, int spell_id);
uint32 GetIP();
void AddLevelBasedExp(int exp_pct);
void AddLevelBasedExp(int exp_pct, int max_level);
void IncrementAA(int aa);
void MarkSingleCompassLoc(float in_x, float in_y, float in_z);
void MarkSingleCompassLoc(float in_x, float in_y, float in_z, int count);
int GetNextAvailableSpellBookSlot();
int GetNextAvailableSpellBookSlot(int start);
int FindSpellBookSlotBySpellID(int spell_id);
void UpdateTaskActivity(int task, int activity, int count);
void AssignTask(int task, int npc_id);
void FailTask(int task);
bool IsTaskCompleted(int task);
bool IsTaskActive(int task);
bool IsTaskActivityActive(int task, int activity);
int GetCorpseCount();
int GetCorpseID(int corpse);
int GetCorpseItemAt(int corpse, int slot);
void AssignToInstance(int instance_id);
void Freeze();
void UnFreeze();
int GetAggroCount();
uint64 GetCarriedMoney();
uint64 GetAllMoney();
void OpenLFGuildWindow();
void Signal(uint32 id);
void AddAlternateCurrencyValue(uint32 currency, int amount);
void SendWebLink(const char *site);
bool HasSpellScribed(int spell_id);
void SetAccountFlag(std::string flag, std::string val);
std::string GetAccountFlag(std::string flag);
Lua_Group GetGroup();
Lua_Raid GetRaid();
bool PutItemInInventory(int slot_id, Lua_ItemInst inst);
bool PushItemOnCursor(Lua_ItemInst inst);
Lua_Inventory GetInventory();
void SendItemScale(Lua_ItemInst inst);
Void SendSound();
Void Save();
Void Save(Integer commit_now);
Void SaveBackup();
Boolean Connected();
Boolean InZone();
Void Kick();
Void Disconnect();
Boolean IsLD();
Void WorldKick();
Boolean GetAnon();
Void Duck();
Void Stand();
Void SetGM(Boolean v);
Void SetPVP(Boolean v);
Boolean GetPVP();
Boolean GetGM();
Void SetBaseClass(Integer v);
Void SetBaseRace(Integer v);
Void SetBaseGender(Integer v);
Integer GetBaseFace();
Integer GetLanguageSkill(Integer skill_id);
String GetLastName();
Integer GetLDoNPointsTheme(Integer theme);
Integer GetBaseSTR();
Integer GetBaseSTA();
Integer GetBaseCHA();
Integer GetBaseDEX();
Integer GetBaseINT();
Integer GetBaseAGI();
Integer GetBaseWIS();
Integer GetWeight();
Integer GetEXP();
Integer GetAAExp();
Integer GetTotalSecondsPlayed();
Void UpdateLDoNPoints(Integer points, Integer theme);
Void SetDeity(Integer v);
Void AddEXP(Integer add_exp);
Void AddEXP(Integer add_exp, Integer conlevel);
Void AddEXP(Integer add_exp, Integer conlevel, Boolean resexp);
Void SetEXP(Integer set_exp, Integer set_aaxp);
Void SetEXP(Integer set_exp, Integer set_aaxp, Boolean resexp);
Void SetBindPoint();
Void SetBindPoint(Integer to_zone);
Void SetBindPoint(Integer to_zone, Real new_x);
Void SetBindPoint(Integer to_zone, Real new_x, Real new_y);
Void SetBindPoint(Integer to_zone, Real new_x, Real new_y, Real new_z);
Real GetBindX();
Real GetBindX(Integer index);
Real GetBindY();
Real GetBindY(Integer index);
Real GetBindZ();
Real GetBindZ(Integer index);
Real GetBindHeading();
Real GetBindHeading(Integer index);
Integer GetBindZoneID();
Integer GetBindZoneID(Integer index);
Void MovePC(Integer zone, Real x, Real y, Real z, Real heading);
Void MovePCInstance(Integer zone, Integer instance, Real x, Real y, Real z, Real heading);
Void ChangeLastName(String in);
Integer GetFactionLevel(Integer char_id, Integer npc_id, Integer race, Integer class_, Integer deity, Integer faction, NPC npc);
Void SetFactionLevel(Integer char_id, Integer npc_id, Integer char_class, Integer char_race, Integer char_deity);
Void SetFactionLevel2(Integer char_id, Integer faction_id, Integer char_class, Integer char_race, Integer char_deity, Integer value, Integer temp);
Integer GetRawItemAC();
Integer AccountID();
String AccountName();
Integer Admin();
Integer CharacterID();
Integer GuildRank();
Integer GuildID();
Integer GetFace();
Boolean TakeMoneyFromPP(Integer copper);
Boolean TakeMoneyFromPP(Integer copper, Boolean update_client);
Void AddMoneyToPP(Integer copper, Integer silver, Integer gold, Integer platinum, Boolean update_client);
Boolean TGB();
Integer GetSkillPoints();
Void SetSkillPoints(Integer skill);
Void IncreaseSkill(Integer skill_id);
Void IncreaseSkill(Integer skill_id, Integer value);
Void IncreaseLanguageSkill(Integer skill_id);
Void IncreaseLanguageSkill(Integer skill_id, Integer value);
Integer GetRawSkill(Integer skill_id);
Boolean HasSkill(Integer skill_id);
Boolean CanHaveSkill(Integer skill_id);
Void SetSkill(Integer skill_id, Integer value);
Void AddSkill(Integer skill_id, Integer value);
Void CheckSpecializeIncrease(Integer spell_id);
Void CheckIncreaseSkill(Integer skill_id, Mob target);
Void CheckIncreaseSkill(Integer skill_id, Mob target, Integer chance_mod);
Void SetLanguageSkill(Integer language, Integer value);
Integer MaxSkill(Integer skill_id);
Boolean IsMedding();
Integer GetDuelTarget();
Boolean IsDueling();
Void SetDuelTarget(Integer c);
Void SetDueling(Boolean v);
Void ResetAA();
Void MemSpell(Integer spell_id, Integer slot);
Void MemSpell(Integer spell_id, Integer slot, Boolean update_client);
Void UnmemSpell(Integer slot);
Void UnmemSpell(Integer slot, Boolean update_client);
Void UnmemSpellAll();
Void UnmemSpellAll(Boolean update_client);
Void ScribeSpell(Integer spell_id, Integer slot);
Void ScribeSpell(Integer spell_id, Integer slot, Boolean update_client);
Void UnscribeSpell(Integer slot);
Void UnscribeSpell(Integer slot, Boolean update_client);
Void UnscribeSpellAll();
Void UnscribeSpellAll(Boolean update_client);
Void UntrainDisc(Integer slot);
Void UntrainDisc(Integer slot, Boolean update_client);
Void UntrainDiscAll();
Void UntrainDiscAll(Boolean update_client);
Boolean IsSitting();
Void SetFeigned(Boolean v);
Boolean GetFeigned();
Boolean AutoSplitEnabled();
Void SetHorseId(Integer id);
Integer GetHorseId();
Void NukeItem(Integer item_num, Integer where_to_check);
Void SetTInteger(Integer slot_id, Integer color);
Void SetMaterial(Integer slot_id, Integer item_id);
Void Undye();
Integer GetItemIDAt(Integer slot_id);
Integer GetAugmentIDAt(Integer slot_id, Integer aug_slot);
Void DeleteItemInInventory(Integer slot_id, Integer quantity);
Void DeleteItemInInventory(Integer slot_id, Integer quantity, Boolean update_client);
Void SummonItem(Integer item_id);
Void SummonItem(Integer item_id, Integer charges);
Void SummonItem(Integer item_id, Integer charges, Integer aug1);
Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2);
Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3);
Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4);
Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5);
Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5, Boolean attuned);
Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5, Boolean attuned, Integer to_slot);
Void SetStats(Integer type, Integer value);
Void IncStats(Integer type, Integer value);
Void DropItem(Integer slot_id);
Void BreakInvis();
Void LeaveGroup();
Boolean IsGrouped();
Boolean IsRaidGrouped();
Boolean Hungry();
Boolean Thirsty();
Integer GetInstrumentMod(Integer spell_id);
Boolean DecreaseByID(Integer type, Integer amt);
Void Escape();
Void GoFish();
Void ForageItem();
Void ForageItem(Boolean guarantee);
Real CalcPriceMod(Mob other, Boolean reverse);
Void ResetTrade();
Boolean UseDiscipline(Integer spell_id, Integer target_id);
Integer GetCharacterFactionLevel(Integer faction_id);
Void SetZoneFlag(Integer zone_id);
Void ClearZoneFlag(Integer zone_id);
Boolean HasZoneFlag(Integer zone_id);
Void SendZoneFlagInfo(Client to);
Void SetAATitle(String title);
Integer GetClientVersion();
Integer GetClientVersionBit();
Void SetTitleSuffix(String text);
Void SetAAPoints(Integer points);
Integer GetAAPoints();
Integer GetSpentAA();
Void AddAAPoints(Integer points);
Void RefundAA();
Integer GetModCharacterFactionLevel(Integer faction);
Integer GetLDoNWins();
Integer GetLDoNLosses();
Integer GetLDoNWinsTheme(Integer theme);
Integer GetLDoNLossesTheme(Integer theme);
Integer GetStartZone();
Void SetStartZone(Integer zone_id);
Void SetStartZone(Integer zone_id, Real x);
Void SetStartZone(Integer zone_id, Real x, Real y);
Void SetStartZone(Integer zone_id, Real x, Real y, Real z);
Void KeyRingAdd(Integer item);
Boolean KeyRingCheck(Integer item);
Void AddPVPPoints(Integer points);
Void AddCrystals(Integer radiant, Integer ebon);
Integer GetPVPPoints();
Integer GetRadiantCrystals();
Integer GetEbonCrystals();
Void QuestReadBook(String text, Integer type);
Void UpdateGroupAAs(Integer points, Integer type);
Integer GetGroupPoints();
Integer GetRaidPoints();
Void LearnRecipe(Integer recipe);
Integer GetEndurance();
Integer GetMaxEndurance();
Integer GetEndurancePercent();
Void SetEndurance(Integer endur);
Void SendOPTranslocateConfirm(Mob caster, Integer spell_id);
Integer GetIP();
Void AddLevelBasedExp(Integer exp_pct);
Void AddLevelBasedExp(Integer exp_pct, Integer max_level);
Void IncrementAA(Integer aa);
Void MarkSingleCompassLoc(Real in_x, Real in_y, Real in_z);
Void MarkSingleCompassLoc(Real in_x, Real in_y, Real in_z, Integer count);
Integer GetNextAvailableSpellBookSlot();
Integer GetNextAvailableSpellBookSlot(Integer start);
Integer FindSpellBookSlotBySpellID(Integer spell_id);
Void UpdateTaskActivity(Integer task, Integer activity, Integer count);
Void AssignTask(Integer task, Integer npc_id);
Void FailTask(Integer task);
Boolean IsTaskCompleted(Integer task);
Boolean IsTaskActive(Integer task);
Boolean IsTaskActivityActive(Integer task, Integer activity);
Integer GetCorpseCount();
Integer GetCorpseID(Integer corpse);
Integer GetCorpseItemAt(Integer corpse, Integer slot);
Void AssignToInstance(Integer instance_id);
Void Freeze();
Void UnFreeze();
Integer GetAggroCount();
Integer GetCarriedMoney();
Integer GetAllMoney();
Void OpenLFGuildWindow();
Void Signal(Integer id);
Void AddAlternateCurrencyValue(Integer currency, Integer amount);
Void SendWebLink(String site);
Boolean HasSpellScribed(Integer spell_id);
Void SetAccountFlag(String flag, String val);
String GetAccountFlag(String flag);
Group GetGroup();
Raid GetRaid();
Boolean PutItemInInventory(Integer slot_id, ItemInst inst);
Boolean PushItemOnCursor(ItemInst inst);
Inventory GetInventory();
Void SendItemScale(ItemInst inst);
```

@ -1,4 +1,4 @@
Lua_Corpse is a class exported to Lua that represent the Corpse object from EQEmu. All Lua_Corpse are also [Lua_Mob](Lua-Mob).
Corpse is a class exported to Lua that represent the Corpse object from EQEmu. All Corpse are also [Mob](Lua-Mob).
[Return to the Lua API](Lua-API)
@ -11,33 +11,33 @@ corpse.valid -- Returns true if this object is not null
### Member Functions
```
Corpse() -- Creates a null Corpse
uint32 GetCharID();
uint32 GetDecayTime();
void Lock();
void UnLock();
bool IsLocked();
void ResetLooter();
uint32 GetDBID();
bool IsRezzed();
const char *GetOwnerName();
bool Save();
void Delete();
void Bury();
void Depop();
uint32 CountItems();
void AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5);
uint32 GetWornItem(int16 equipSlot);
void RemoveItem(uint16 lootslot);
void SetCash(uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
void RemoveCash();
bool IsEmpty();
void SetDecayTimer(uint32 decaytime);
bool CanMobLoot(int charid);
void AllowMobLoot(Lua_Mob them, uint8 slot);
bool Summon(Lua_Client client, bool spell, bool checkdistance);
uint32 GetCopper();
uint32 GetSilver();
uint32 GetGold();
uint32 GetPlatinum();
void AddLooter(Lua_Mob who);
Integer GetCharID();
Integer GetDecayTime();
Void Lock();
Void UnLock();
Boolean IsLocked();
Void ResetLooter();
Integer GetDBID();
Boolean IsRezzed();
String GetOwnerName();
Boolean Save();
Void Delete();
Void Bury();
Void Depop();
Integer CountItems();
Void AddItem(Integer itemnum, uInteger charges, Integer slot, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5);
Integer GetWornItem(Integer equipSlot);
Void RemoveItem(Integer lootslot);
Void SetCash(Integer copper, Integer silver, Integer gold, Integer platinum);
Void RemoveCash();
Boolean IsEmpty();
Void SetDecayTimer(Integer decaytime);
Boolean CanMobLoot(Integer charid);
Void AllowMobLoot(Mob them, uInteger8 slot);
Boolean Summon(Client client, Boolean spell, Boolean checkdistance);
Integer GetCopper();
Integer GetSilver();
Integer GetGold();
Integer GetPlatinum();
Void AddLooter(Mob who);
```

@ -1,4 +1,4 @@
Lua_Door is a class exported to Lua that represent the Door object from EQEmu. All Lua_Door are also [Lua_Entity](Lua-Entity).
Door is a class exported to Lua that represent the Door object from EQEmu. All Door are also [Entity](Lua-Entity).
[Return to the Lua API](Lua-API)
@ -11,30 +11,30 @@ door.valid -- Returns true if this object is not null
### Member Functions
```
Door() -- Creates a null Door
void SetDoorName(const char *name);
const char *GetDoorName();
float GetX();
float GetY();
float GetZ();
float GetHeading();
void SetX(float x);
void SetY(float y);
void SetZ(float z);
void SetHeading(float h);
void SetLocation(float x, float y, float z);
uint32 GetDoorDBID();
uint32 GetDoorID();
void SetSize(uint32 sz);
uint32 GetSize();
void SetIncline(uint32 incline);
uint32 GetIncline();
void SetOpenType(uint32 type);
uint32 GetOpenType();
void SetLockPick(uint32 pick);
uint32 GetLockPick();
void SetKeyItem(uint32 key);
uint32 GetKeyItem();
void SetNoKeyring(int type);
int GetNoKeyring();
void CreateDatabaseEntry();
Void SetDoorName(String name);
String GetDoorName();
Real GetX();
Real GetY();
Real GetZ();
Real GetHeading();
Void SetX(Real x);
Void SetY(Real y);
Void SetZ(Real z);
Void SetHeading(Real h);
Void SetLocation(Real x, Real y, Real z);
Integer GetDoorDBID();
Integer GetDoorID();
Void SetSize(Integer sz);
Integer GetSize();
Void SetIncline(Integer incline);
Integer GetIncline();
Void SetOpenType(Integer type);
Integer GetOpenType();
Void SetLockPick(Integer pick);
Integer GetLockPick();
Void SetKeyItem(Integer key);
Integer GetKeyItem();
Void SetNoKeyring(Integer type);
Integer GetNoKeyring();
Void CreateDatabaseEntry();
```

@ -1,4 +1,4 @@
Lua_EntityList is a class exported to Lua that represent the EntityList object from EQEmu.
EntityList is a class exported to Lua that represent the EntityList object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,63 +11,63 @@ entity_list.valid -- Returns true if this object is not null
### Member Functions
```
EntityList() -- Creates a null EntityList
Lua_Mob GetMobID(int id);
Lua_Mob GetMob(const char *name);
Lua_Mob GetMob(int id);
Lua_Mob GetMobByNpcTypeID(int npc_type);
Lua_NPC GetNPCByID(int id);
Lua_NPC GetNPCByNPCTypeID(int npc_type);
Lua_Client GetClientByName(const char *name);
Lua_Client GetClientByAccID(uint32 acct_id);
Lua_Client GetClientByID(int id);
Lua_Client GetClientByCharID(uint32 char_id);
Lua_Client GetClientByWID(uint32 wid);
Lua_Object GetObjectByID(int id);
Lua_Object GetObjectByDBID(uint32 db_id);
Lua_Door GetDoorsByID(int id);
Lua_Door GetDoorsByDBID(uint32 db_id);
Lua_Door GetDoorsByDoorID(uint32 door_id);
Lua_Door FindDoor(uint32 id);
Lua_Group GetGroupByMob(Lua_Mob mob);
Lua_Group GetGroupByClient(Lua_Client client);
Lua_Group GetGroupByID(int id);
Lua_Group GetGroupByLeaderName(const char *name);
Lua_Raid GetRaidByID(int id);
Lua_Raid GetRaidByClient(Lua_Client client);
Lua_Corpse GetCorpseByOwner(Lua_Client client);
Lua_Corpse GetCorpseByID(int id);
Lua_Corpse GetCorpseByName(const char *name);
Lua_Spawn GetSpawnByID(uint32 id);
void ClearClientPetitionQueue();
bool CanAddHateForMob(Lua_Mob p);
void Message(uint32 guild_dbid, uint32 type, const char *message);
void MessageStatus(uint32 guild_dbid, int min_status, uint32 type, const char *message);
void MessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, const char *message);
void RemoveFromTargets(Lua_Mob mob);
void ReplaceWithTarget(Lua_Mob target, Lua_Mob new_target);
void OpenDoorsNear(Lua_NPC opener);
std::string MakeNameUnique(const char *name);
std::string RemoveNumbers(const char *name);
void SignalMobsByNPCID(uint32 npc_id, int signal);
int DeleteNPCCorpses();
int DeletePlayerCorpses();
void HalveAggro(Lua_Mob who);
void DoubleAggro(Lua_Mob who);
void ClearFeignAggro(Lua_Mob who);
bool Fighting(Lua_Mob who);
void RemoveFromHateLists(Lua_Mob who);
void RemoveFromHateLists(Lua_Mob who, bool set_to_one);
void MessageGroup(Lua_Mob who, bool skip_close, uint32 type, const char *message);
Lua_Client GetRandomClient(float x, float y, float z, float dist);
Lua_Client GetRandomClient(float x, float y, float z, float dist, Lua_Client exclude);
Lua_Mob_List GetMobList();
Lua_Client_List GetClientList();
Lua_NPC_List GetNPCList();
Lua_Corpse_List GetCorpseList();
Lua_Object_List GetObjectList();
Lua_Doors_List GetDoorsList();
Lua_Spawn_List GetSpawnList();
void SignalAllClients(int signal);
Mob GetMobID(Integer id);
Mob GetMob(String name);
Mob GetMob(Integer id);
Mob GetMobByNpcTypeID(Integer npc_type);
NPC GetNPCByID(Integer id);
NPC GetNPCByNPCTypeID(Integer npc_type);
Client GetClientByName(String name);
Client GetClientByAccID(Integer acct_id);
Client GetClientByID(Integer id);
Client GetClientByCharID(Integer char_id);
Client GetClientByWID(Integer wid);
Object GetObjectByID(Integer id);
Object GetObjectByDBID(Integer db_id);
Door GetDoorsByID(Integer id);
Door GetDoorsByDBID(Integer db_id);
Door GetDoorsByDoorID(Integer door_id);
Door FindDoor(Integer id);
Group GetGroupByMob(Mob mob);
Group GetGroupByClient(Client client);
Group GetGroupByID(Integer id);
Group GetGroupByLeaderName(String name);
Raid GetRaidByID(Integer id);
Raid GetRaidByClient(Client client);
Corpse GetCorpseByOwner(Client client);
Corpse GetCorpseByID(Integer id);
Corpse GetCorpseByName(String name);
Spawn GetSpawnByID(Integer id);
Void ClearClientPetitionQueue();
Boolean CanAddHateForMob(Mob p);
Void Message(Integer guild_dbid, Integer type, String message);
Void MessageStatus(Integer guild_dbid, Integer min_status, Integer type, String message);
Void MessageClose(Mob sender, Boolean skip_sender, Real dist, Integer type, String message);
Void RemoveFromTargets(Mob mob);
Void ReplaceWithTarget(Mob target, Mob new_target);
Void OpenDoorsNear(NPC opener);
String MakeNameUnique(String name);
String RemoveNumbers(String name);
Void SignalMobsByNPCID(Integer npc_id, Integer signal);
Integer DeleteNPCCorpses();
Integer DeletePlayerCorpses();
Void HalveAggro(Mob who);
Void DoubleAggro(Mob who);
Void ClearFeignAggro(Mob who);
Boolean Fighting(Mob who);
Void RemoveFromHateLists(Mob who);
Void RemoveFromHateLists(Mob who, Boolean set_to_one);
Void MessageGroup(Mob who, Boolean skip_close, Integer type, String message);
Client GetRandomClient(Real x, Real y, Real z, Real dist);
Client GetRandomClient(Real x, Real y, Real z, Real dist, Client exclude);
Mob_List GetMobList();
Client_List GetClientList();
NPC_List GetNPCList();
Corpse_List GetCorpseList();
Object_List GetObjectList();
Doors_List GetDoorsList();
Spawn_List GetSpawnList();
Void SignalAllClients(Integer signal);
```
Lua_Mob_List, Lua_Client_List, Lua_NPC_List, Lua_Corpse_List, Lua_Object_List and Lua_Doors_List are Lua tables that have an entries field that is a table that contains the entity list of all those types.
Mob_List, Client_List, NPC_List, Corpse_List, Object_List and Doors_List are Lua tables that have an entries field that is a table that contains the entity list of all those types.

@ -1,4 +1,4 @@
Lua_Entity is a class exported to Lua that represent the Entity object from EQEmu.
Entity is a class exported to Lua that represent the Entity object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,23 +11,23 @@ entity.valid -- Returns true if this object is not null
### Member Functions
```
Entity(); -- Creates a null entity
bool IsClient();
bool IsNPC();
bool IsMob();
bool IsMerc();
bool IsCorpse();
bool IsPlayerCorpse();
bool IsNPCCorpse();
bool IsObject();
bool IsDoor();
bool IsTrap();
bool IsBeacon();
int GetID();
Boolean IsClient();
Boolean IsNPC();
Boolean IsMob();
Boolean IsMerc();
Boolean IsCorpse();
Boolean IsPlayerCorpse();
Boolean IsNPCCorpse();
Boolean IsObject();
Boolean IsDoor();
Boolean IsTrap();
Boolean IsBeacon();
Integer GetID();
Lua_Client CastToClient();
Lua_NPC CastToNPC();
Lua_Mob CastToMob();
Lua_Corpse CastToCorpse();
Lua_Object CastToObject();
Lua_Door CastToDoor();
Client CastToClient();
NPC CastToNPC();
Mob CastToMob();
Corpse CastToCorpse();
Object CastToObject();
Door CastToDoor();
```

@ -3,149 +3,170 @@ All Lua General Functions are in the global table 'eq'.
[Return to the Lua API](Lua-API)
```
void load_encounter(std::string name);
void unload_encounter(std::string name);
void register_npc_event(std::string name, int evt, int npc_id, luabind::object func);
void unregister_npc_event(std::string name, int evt, int npc_id);
void register_player_event(std::string name, int evt, luabind::object func);
void unregister_player_event(std::string name, int evt);
void register_item_event(std::string name, int evt, int item_id, luabind::object func);
void unregister_item_event(std::string name, int evt, int item_id);
void register_spell_event(std::string name, int evt, int spell_id, luabind::object func);
void unregister_spell_event(std::string name, int evt, int spell_id);
Lua_Mob spawn2(int npc_type, int grid, int unused, double x, double y, double z, double heading);
Lua_Mob unique_spawn(int npc_type, int grid, int unused, double x, double y, double z, double heading = 0.0);
Lua_Mob spawn_from_spawn2(uint32 spawn2_id);
void enable_spawn2(int spawn2_id);
void disable_spawn2(int spawn2_id);
void set_timer(const char *timer, int time_ms);
void stop_timer(const char *timer);
void stop_all_timers();
void depop();
void depop(int npc_type);
void depop_with_timer();
void depop_with_timer(int npc_type);
void depop_all();
void depop_all(int npc_type);
void depop_zone(bool start_spawn_status);
void repop_zone();
bool is_disc_tome(int item_id);
void safe_move();
void rain(int weather);
void snow(int weather);
int scribe_spells(int max);
int scribe_spells(int max, int min);
int train_discs(int max);
int train_discs(int max, int min);
void set_sky(int sky);
void set_guild(int guild_id, int rank);
void create_guild(const char *name, const char *leader);
void set_time(int hour, int min);
void signal(int npc_id, int signal_id);
void signal(int npc_id, int signal_id, int wait);
void set_global(const char *name, const char *value, int options, const char *duration);
void target_global(const char *name, const char *value, const char *duration, int npc_id, int char_id, int zone_id);
void delete_global(const char *name);
void start(int wp);
void stop();
void pause(int duration);
void move_to(float x, float y, float z, float h, bool save_guard_spot);
void resume();
void set_next_hp_event(int hp);
void set_next_inc_hp_event(int hp);
void respawn(int npc_type, int grid);
void set_proximity(float min_x, float max_x, float min_y, float max_y);
void set_proximity(float min_x, float max_x, float min_y, float max_y, float min_z, float max_z);
void clear_proximity();
void enable_proximity_say();
void disable_proximity_say();
void set_anim(int npc_type, int anim_num);
void spawn_condition(const char *zone, uint32 instance_id, int condition_id, int value);
void get_spawn_condition(const char *zone, uint32 instance_id, int condition_id);
void toggle_spawn_event(int event_id, bool enable, bool reset);
void summon_burried_player_corpse(uint32 char_id, float x, float y, float z, float h);
void summon_all_player_corpses(uint32 char_id, float x, float y, float z, float h);
int get_player_burried_corpse_count(uint32 char_id);
bool bury_player_corpse(uint32 char_id);
void task_selector(luabind::object table);
void task_set_selector(int task_set);
void enable_task(luabind::object table);
void disable_task(luabind::object table);
bool is_task_enabled(int task);
bool is_task_active(int task);
bool is_task_activity_active(int task, int activity);
int get_task_activity_done_count(int task, int activity);
void update_task_activity(int task, int activity, int count);
void reset_task_activity(int task, int activity);
void task_explored_area(int explore_id);
void assign_task(int task_id);
void fail_task(int task_id);
int task_time_left(int task_id);
int is_task_completed(int task_id);
int enabled_task_count(int task_set);
int first_task_in_set(int task_set);
int last_task_in_set(int task_set);
int next_task_in_set(int task_set, int task_id);
int active_speak_task();
int active_speak_activity(int task_id);
int active_tasks_in_set(int task_set);
int completed_tasks_in_set(int task_set);
bool is_task_appropriate(int task);
void popup(const char *title, const char *text, uint32 id, uint32 buttons, uint32 duration);
void clear_spawn_timers();
void zone_emote(int type, const char *str);
void world_emote(int type, const char *str);
int get_level(int type);
void create_ground_object(uint32 item_id, float x, float y, float z, float h);
void create_ground_object(uint32 item_id, float x, float y, float z, float h, uint32 decay_time);
void create_ground_object_from_model(const char *model, float x, float y, float z, float h);
void create_ground_object_from_model(const char *model, float x, float y, float z, float h, int type);
void create_ground_object_from_model(const char *model, float x, float y, float z, float h, int type, uint32 decay_time);
void create_door(const char *model, float x, float y, float z, float h, int open_type, int size);
void modify_npc_stat(const char *id, const char *value);
int collect_items(uint32 item_id, bool remove);
void update_spawn_timer(uint32 id, uint32 new_time);
void merchant_set_item(uint32 npc_id, uint32 item_id);
void merchant_set_item(uint32 npc_id, uint32 item_id, uint32 quantity);
int merchant_count_item(uint32 npc_id, uint32 item_id);
std::string item_link(int item_id);
void say_link(const char *phrase, bool silent, const char *link_name);
const char *get_guild_name_by_id(uint32 guild_id);
uint32 create_instance(const char *zone, uint32 version, uint32 duration);
void destroy_instance(uint32 instance_id);
int get_instance_id(const char *zone, uint32 version);
void assign_to_instance(uint32 instance_id);
void assign_group_to_instance(uint32 instance_id);
void assign_raid_to_instance(uint32 instance_id);
void flag_instance_by_group_leader(uint32 zone, uint32 version);
void flag_instance_by_raid_leader(uint32 zone, uint32 version);
void fly_mode(int flymode);
int faction_value();
void check_title(uint32 title_set);
void enable_title(uint32 title_set);
void remove_title(uint32 title_set);
void wear_change(uint32 slot, uint32 texture);
void voice_tell(const char *str, uint32 macro_num, uint32 race_num, uint32 gender_num);
void send_mail(const char *to, const char *from, const char *subject, const char *message);
void cross_zone_signal_client_by_char_id(uint32 player_id, int signal);
void cross_zone_signal_client_by_name(const char *player, int signal);
void cross_zone_message_player_by_name(uint32 type, const char *player, const char *message);
luabind::object get_qglobals(Lua_NPC npc, Lua_Client client);
luabind::object get_qglobals(Lua_Client client, Lua_NPC npc);
luabind::object get_qglobals(Lua_Client client);
luabind::object get_qglobals(Lua_NPC npc);
luabind::object get_qglobals();
Lua_EntityList get_entity_list();
int get_zone_id();
const char *get_zone_long_name();
const char *get_zone_short_name();
int get_zone_instance_id();
int get_zone_instance_version();
int get_zone_weather();
luabind::object get_zone_time();
void add_area(int id, int type, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z);
void remove_area(int id);
void clear_areas();
void remove_spawn_point(uint32 spawn2_id);
void add_spawn_point(luabind::object table);
```
Void load_encounter(String name);
Void unload_encounter(String name);
Void register_npc_event(String name, Integer evt, Integer npc_id, LuaFunction func);
Void unregister_npc_event(String name, Integer evt, Integer npc_id);
Void register_player_event(String name, Integer evt, LuaFunction func);
Void unregister_player_event(String name, Integer evt);
Void register_item_event(String name, Integer evt, Integer item_id, LuaFunction func);
Void unregister_item_event(String name, Integer evt, Integer item_id);
Void register_spell_event(String name, Integer evt, Integer spell_id, LuaFunction func);
Void unregister_spell_event(String name, Integer evt, Integer spell_id);
Mob spawn2(Integer npc_type, Integer grid, Integer unused, Real x, Real y, Real z, Real heading);
Mob unique_spawn(Integer npc_type, Integer grid, Integer unused, Real x, Real y, Real z, Real heading = 0.0);
Mob spawn_from_spawn2(Integer spawn2_id);
Void enable_spawn2(Integer spawn2_id);
Void disable_spawn2(Integer spawn2_id);
Void set_timer(String timer, Integer time_ms);
Void stop_timer(String timer);
Void stop_all_timers();
Void depop();
Void depop(Integer npc_type);
Void depop_with_timer();
Void depop_with_timer(Integer npc_type);
Void depop_all();
Void depop_all(Integer npc_type);
Void depop_zone(Boolean start_spawn_status);
Void repop_zone();
Boolean is_disc_tome(Integer item_id);
Void safe_move();
Void rain(Integer weather);
Void snow(Integer weather);
Integer scribe_spells(Integer max);
Integer scribe_spells(Integer max, Integer min);
Integer train_discs(Integer max);
Integer train_discs(Integer max, Integer min);
Void set_sky(Integer sky);
Void set_guild(Integer guild_id, Integer rank);
Void create_guild(String name, String leader);
Void set_time(Integer hour, Integer min);
Void signal(Integer npc_id, Integer signal_id);
Void signal(Integer npc_id, Integer signal_id, Integer wait);
Void set_global(String name, String value, Integer options, String duration);
Void target_global(String name, String value, String duration, Integer npc_id, Integer char_id, Integer zone_id);
Void delete_global(String name);
Void start(Integer wp);
Void stop();
Void pause(Integer duration);
Void move_to(Real x, Real y, Real z, Real h, Boolean save_guard_spot);
Void resume();
Void set_next_hp_event(Integer hp);
Void set_next_inc_hp_event(Integer hp);
Void respawn(Integer npc_type, Integer grid);
Void set_proximity(Real min_x, Real max_x, Real min_y, Real max_y);
Void set_proximity(Real min_x, Real max_x, Real min_y, Real max_y, Real min_z, Real max_z);
Void clear_proximity();
Void enable_proximity_say();
Void disable_proximity_say();
Void set_anim(Integer npc_type, Integer anim_num);
Void spawn_condition(String zone, Integer instance_id, Integer condition_id, Integer value);
Void get_spawn_condition(String zone, Integer instance_id, Integer condition_id);
Void toggle_spawn_event(Integer event_id, Boolean enable, Boolean reset);
Void summon_burried_player_corpse(Integer char_id, Real x, Real y, Real z, Real h);
Void summon_all_player_corpses(Integer char_id, Real x, Real y, Real z, Real h);
Integer get_player_burried_corpse_count(Integer char_id);
Boolean bury_player_corpse(Integer char_id);
Void task_selector(IntegerArray table);
Void task_set_selector(Integer task_set);
Void enable_task(IntegerArray table);
Void disable_task(IntegerArray table);
Boolean is_task_enabled(Integer task);
Boolean is_task_active(Integer task);
Boolean is_task_activity_active(Integer task, Integer activity);
Integer get_task_activity_done_count(Integer task, Integer activity);
Void update_task_activity(Integer task, Integer activity, Integer count);
Void reset_task_activity(Integer task, Integer activity);
Void task_explored_area(Integer explore_id);
Void assign_task(Integer task_id);
Void fail_task(Integer task_id);
Integer task_time_left(Integer task_id);
Integer is_task_completed(Integer task_id);
Integer enabled_task_count(Integer task_set);
Integer first_task_in_set(Integer task_set);
Integer last_task_in_set(Integer task_set);
Integer next_task_in_set(Integer task_set, Integer task_id);
Integer active_speak_task();
Integer active_speak_activity(Integer task_id);
Integer active_tasks_in_set(Integer task_set);
Integer completed_tasks_in_set(Integer task_set);
Boolean is_task_appropriate(Integer task);
Void popup(String title, String text, Integer id, Integer buttons, Integer duration);
Void clear_spawn_timers();
Void zone_emote(Integer type, String str);
Void world_emote(Integer type, String str);
Integer get_level(Integer type);
Void create_ground_object(Integer item_id, Real x, Real y, Real z, Real h);
Void create_ground_object(Integer item_id, Real x, Real y, Real z, Real h, Integer decay_time);
Void create_ground_object_from_model(String model, Real x, Real y, Real z, Real h);
Void create_ground_object_from_model(String model, Real x, Real y, Real z, Real h, Integer type);
Void create_ground_object_from_model(String model, Real x, Real y, Real z, Real h, Integer type, Integer decay_time);
Void create_door(String model, Real x, Real y, Real z, Real h, Integer open_type, Integer size);
Void modify_npc_stat(String id, String value);
Integer collect_items(Integer item_id, Boolean remove);
Void update_spawn_timer(Integer id, Integer new_time);
Void merchant_set_item(Integer npc_id, Integer item_id);
Void merchant_set_item(Integer npc_id, Integer item_id, Integer quantity);
Integer merchant_count_item(Integer npc_id, Integer item_id);
String item_link(Integer item_id);
Void say_link(String phrase, Boolean silent, String link_name);
String get_guild_name_by_id(Integer guild_id);
Integer create_instance(String zone, Integer version, Integer duration);
Void destroy_instance(Integer instance_id);
Integer get_instance_id(String zone, Integer version);
Void assign_to_instance(Integer instance_id);
Void assign_group_to_instance(Integer instance_id);
Void assign_raid_to_instance(Integer instance_id);
Void flag_instance_by_group_leader(Integer zone, Integer version);
Void flag_instance_by_raid_leader(Integer zone, Integer version);
Void fly_mode(Integer flymode);
Integer faction_value();
Void check_title(Integer title_set);
Void enable_title(Integer title_set);
Void remove_title(Integer title_set);
Void wear_change(Integer slot, Integer texture);
Void voice_tell(String str, Integer macro_num, Integer race_num, Integer gender_num);
Void send_mail(String to, String from, String subject, String message);
Void cross_zone_signal_client_by_char_id(Integer player_id, Integer signal);
Void cross_zone_signal_client_by_name(String player, Integer signal);
Void cross_zone_message_player_by_name(Integer type, String player, String message);
HashTable get_qglobals(NPC npc, Client client);
HashTable get_qglobals(Client client, NPC npc);
HashTable get_qglobals(Client client);
HashTable get_qglobals(NPC npc);
HashTable get_qglobals();
EntityList get_entity_list();
Integer get_zone_id();
String get_zone_long_name();
String get_zone_short_name();
Integer get_zone_instance_id();
Integer get_zone_instance_version();
Integer get_zone_weather();
HashTable get_zone_time();
Void add_area(Integer id, Integer type, Real min_x, Real max_x, Real min_y, Real max_y, Real min_z, Real max_z);
Void remove_area(Integer id);
Void clear_areas();
Void remove_spawn_point(Integer spawn2_id);
Void add_spawn_point(SpawnPointOptions table);
```
SpawnPointOptions is a lua table that accepts the following values:
```
{
Integer spawn2_id;
Integer spawngroup_id;
Real x;
Real y;
Real z;
Real heading;
Integer respawn;
Integer variance;
Integer timeleft;
Integer grid;
Integer condition_id;
Integer condition_min_value;
Boolean enabled;
Integer animation;
}
```
The values for spawn2_id, spawngroup_id, x, y, z, heading, respawn and variance are not optional and must be included when passed to add_spawn_point or the addition will fail.

@ -1,4 +1,4 @@
Lua_Group is a class exported to Lua that represent the Group object from EQEmu.
Group is a class exported to Lua that represent the Group object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,21 +11,21 @@ group.valid -- Returns true if this object is not null
### Member Functions
```
Group() -- Creates a null Group
void DisbandGroup();
bool IsGroupMember(Lua_Mob mob);
void CastGroupSpell(Lua_Mob caster, int spell_id);
void SplitExp(uint32 exp, Lua_Mob other);
void GroupMessage(Lua_Mob sender, int language, const char *message);
uint32 GetTotalGroupDamage(Lua_Mob other);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, Lua_Client splitter);
void SetLeader(Lua_Mob leader);
Lua_Mob GetLeader();
const char *GetLeaderName();
bool IsLeader(Lua_Mob leader);
int GroupCount();
int GetHighestLevel();
void TeleportGroup(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h);
int GetID();
Lua_Mob GetMember(int index);
Void DisbandGroup();
Boolean IsGroupMember(Mob mob);
Void CastGroupSpell(Mob caster, Integer spell_id);
Void SplitExp(Integer exp, Mob other);
Void GroupMessage(Mob sender, Integer language, String message);
Integer GetTotalGroupDamage(Mob other);
Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum);
Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum, Client splitter);
Void SetLeader(Mob leader);
Mob GetLeader();
String GetLeaderName();
Boolean IsLeader(Mob leader);
Integer GroupCount();
Integer GetHighestLevel();
Void TeleportGroup(Mob sender, Integer zone_id, Integer instance_id, Real x, Real y, Real z, Real h);
Integer GetID();
Mob GetMember(Integer index);
```

@ -10,14 +10,14 @@ hate.valid -- Returns true if this object is not null
### Member Functions
```
Lua_Mob GetEnt();
void SetEnt(Lua_Mob e);
int GetDamage();
void SetDamage(int value);
int GetHate();
void SetHate(int value);
int GetFrenzy();
void SetFrenzy(bool value);
Mob GetEnt();
Void SetEnt(Mob e);
Integer GetDamage();
Void SetDamage(Integer value);
Integer GetHate();
Void SetHate(Integer value);
Integer GetFrenzy();
Void SetFrenzy(Boolean value);
```
Lua_HateList is a table exported to Lua that contains a field 'entries' that contains hate entries of the hate list.
HateList is a table exported to Lua that contains a field 'entries' that contains hate entries of the hate list.

@ -1,4 +1,4 @@
Lua_Inventory is a class exported to Lua that represent the Inventory object from EQEmu.
Inventory is a class exported to Lua that represent the Inventory object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,33 +11,33 @@ inventory.valid -- Returns true if this object is not null
### Member Functions
```
Inventory() -- Creates a null Inventory
Lua_ItemInst GetItem(int slot_id);
Lua_ItemInst GetItem(int slot_id, int bag_slot);
int PutItem(int slot_id, Lua_ItemInst item);
int PushCursor(Lua_ItemInst item);
bool SwapItem(int slot_a, int slot_b);
bool DeleteItem(int slot_id);
bool DeleteItem(int slot_id, int quantity);
bool CheckNoDrop(int slot_id);
Lua_ItemInst PopItem(int slot_id);
int HasItem(int item_id);
int HasItem(int item_id, int quantity);
int HasItem(int item_id, int quantity, int where);
bool HasSpaceForItem(Lua_Item item, int quantity);
int HasItemByUse(int use);
int HasItemByUse(int use, uint8 quantity);
int HasItemByUse(int use, uint8 quantity, uint8 where);
int HasItemByLoreGroup(uint32 loregroup);
int HasItemByLoreGroup(uint32 loregroup, int where);
int FindFreeSlot(bool for_bag, bool try_cursor);
int FindFreeSlot(bool for_bag, bool try_cursor, int min_size);
int FindFreeSlot(bool for_bag, bool try_cursor, int min_size, bool is_arrow);
int CalcSlotId(int slot_id);
int CalcSlotId(int slot_id, int bag_slot);
int CalcBagIdx(int slot_id);
int CalcSlotFromMaterial(int material);
int CalcMaterialFromSlot(int equipslot);
bool CanItemFitInContainer(Lua_Item item, Lua_Item container);
bool SupportsContainers(int slot_id);
int GetSlotByItemInst(Lua_ItemInst inst);
ItemInst GetItem(Integer slot_id);
ItemInst GetItem(Integer slot_id, Integer bag_slot);
Integer PutItem(Integer slot_id, ItemInst item);
Integer PushCursor(ItemInst item);
Boolean SwapItem(Integer slot_a, Integer slot_b);
Boolean DeleteItem(Integer slot_id);
Boolean DeleteItem(Integer slot_id, Integer quantity);
Boolean CheckNoDrop(Integer slot_id);
ItemInst PopItem(Integer slot_id);
Integer HasItem(Integer item_id);
Integer HasItem(Integer item_id, Integer quantity);
Integer HasItem(Integer item_id, Integer quantity, Integer where);
Boolean HasSpaceForItem(Item item, Integer quantity);
Integer HasItemByUse(Integer use);
Integer HasItemByUse(Integer use, uInteger8 quantity);
Integer HasItemByUse(Integer use, uInteger8 quantity, uInteger8 where);
Integer HasItemByLoreGroup(Integer loregroup);
Integer HasItemByLoreGroup(Integer loregroup, Integer where);
Integer FindFreeSlot(Boolean for_bag, Boolean try_cursor);
Integer FindFreeSlot(Boolean for_bag, Boolean try_cursor, Integer min_size);
Integer FindFreeSlot(Boolean for_bag, Boolean try_cursor, Integer min_size, Boolean is_arrow);
Integer CalcSlotId(Integer slot_id);
Integer CalcSlotId(Integer slot_id, Integer bag_slot);
Integer CalcBagIdx(Integer slot_id);
Integer CalcSlotFromMaterial(Integer material);
Integer CalcMaterialFromSlot(Integer equipslot);
Boolean CanItemFitInContainer(Item item, Item container);
Boolean SupportsContainers(Integer slot_id);
Integer GetSlotByItemInst(ItemInst inst);
```

@ -1,4 +1,4 @@
Lua_Item is a class exported to Lua that represent the Item_Struct object from EQEmu.
Item is a class exported to Lua that represent the Item_Struct object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,179 +11,179 @@ item.valid -- Returns true if this object is not null
### Member Functions
```
Item() -- Creates a null Item
int MinStatus();
int ItemClass();
const char *Name();
const char *Lore();
const char *IDFile();
uint32 ID();
int Weight();
int NoRent();
int NoDrop();
int Size();
uint32 Slots();
uint32 Price();
uint32 Icon();
uint32 LoreGroup();
bool LoreFlag();
bool PendingLoreFlag();
bool ArtifactFlag();
bool SummonedFlag();
int FVNoDrop();
uint32 Favor();
uint32 GuildFavor();
uint32 PointType();
int BagType();
int BagSlots();
int BagSize();
int BagWR();
bool BenefitFlag();
bool Tradeskills();
int CR();
int DR();
int PR();
int MR();
int FR();
int AStr();
int ASta();
int AAgi();
int ADex();
int ACha();
int AInt();
int AWis();
int HP();
int Mana();
int AC();
uint32 Deity();
int SkillModValue();
uint32 SkillModType();
uint32 BaneDmgRace();
int BaneDmgAmt();
uint32 BaneDmgBody();
bool Magic();
int CastTime_();
int ReqLevel();
uint32 BardType();
int BardValue();
int Light();
int Delay();
int RecLevel();
int RecSkill();
int ElemDmgType();
int ElemDmgAmt();
int Range();
uint32 Damage();
uint32 Color();
uint32 Classes();
uint32 Races();
int MaxCharges();
int ItemType();
int Material();
double SellRate();
uint32 Fulfilment();
int CastTime();
uint32 EliteMaterial();
int ProcRate();
int CombatEffects();
int Shielding();
int StunResist();
int StrikeThrough();
uint32 ExtraDmgSkill();
uint32 ExtraDmgAmt();
int SpellShield();
int Avoidance();
int Accuracy();
uint32 CharmFileID();
int FactionMod1();
int FactionMod2();
int FactionMod3();
int FactionMod4();
int FactionAmt1();
int FactionAmt2();
int FactionAmt3();
int FactionAmt4();
const char *CharmFile();
uint32 AugType();
int AugSlotType(int i);
int AugSlotVisible(int i);
int AugSlotUnk2(int i);
uint32 LDoNTheme();
uint32 LDoNPrice();
uint32 LDoNSold();
uint32 BaneDmgRaceAmt();
uint32 AugRestrict();
uint32 Endur();
uint32 DotShielding();
uint32 Attack();
uint32 Regen();
uint32 ManaRegen();
uint32 EnduranceRegen();
uint32 Haste();
uint32 DamageShield();
uint32 RecastDelay();
uint32 RecastType();
uint32 AugDistiller();
bool Attuneable();
bool NoPet();
bool PotionBelt();
bool Stackable();
bool NoTransfer();
bool QuestItemFlag();
int StackSize();
int PotionBeltSlots();
int Click_Effect();
int Click_Type();
int Click_Level();
int Click_Level2();
int Proc_Effect();
int Proc_Type();
int Proc_Level();
int Proc_Level2();
int Worn_Effect();
int Worn_Type();
int Worn_Level();
int Worn_Level2();
int Focus_Effect();
int Focus_Type();
int Focus_Level();
int Focus_Level2();
int Scroll_Effect();
int Scroll_Type();
int Scroll_Level();
int Scroll_Level2();
int Bard_Effect();
int Bard_Type();
int Bard_Level();
int Bard_Level2();
int Book();
uint32 BookType();
const char *Filename();
int SVCorruption();
uint32 Purity();
uint32 BackstabDmg();
uint32 DSMitigation();
int HeroicStr();
int HeroicInt();
int HeroicWis();
int HeroicAgi();
int HeroicDex();
int HeroicSta();
int HeroicCha();
int HeroicMR();
int HeroicFR();
int HeroicCR();
int HeroicDR();
int HeroicPR();
int HeroicSVCorrup();
int HealAmt();
int SpellDmg();
uint32 LDoNSellBackRate();
uint32 ScriptFileID();
int ExpendableArrow();
uint32 Clairvoyance();
const char *ClickName();
const char *ProcName();
const char *WornName();
const char *FocusName();
const char *ScrollName();
Integer MinStatus();
Integer ItemClass();
String Name();
String Lore();
String IDFile();
Integer ID();
Integer Weight();
Integer NoRent();
Integer NoDrop();
Integer Size();
Integer Slots();
Integer Price();
Integer Icon();
Integer LoreGroup();
Boolean LoreFlag();
Boolean PendingLoreFlag();
Boolean ArtifactFlag();
Boolean SummonedFlag();
Integer FVNoDrop();
Integer Favor();
Integer GuildFavor();
Integer PointType();
Integer BagType();
Integer BagSlots();
Integer BagSize();
Integer BagWR();
Boolean BenefitFlag();
Boolean Tradeskills();
Integer CR();
Integer DR();
Integer PR();
Integer MR();
Integer FR();
Integer AStr();
Integer ASta();
Integer AAgi();
Integer ADex();
Integer ACha();
Integer AInt();
Integer AWis();
Integer HP();
Integer Mana();
Integer AC();
Integer Deity();
Integer SkillModValue();
Integer SkillModType();
Integer BaneDmgRace();
Integer BaneDmgAmt();
Integer BaneDmgBody();
Boolean Magic();
Integer CastTime_();
Integer ReqLevel();
Integer BardType();
Integer BardValue();
Integer Light();
Integer Delay();
Integer RecLevel();
Integer RecSkill();
Integer ElemDmgType();
Integer ElemDmgAmt();
Integer Range();
Integer Damage();
Integer Color();
Integer Classes();
Integer Races();
Integer MaxCharges();
Integer ItemType();
Integer Material();
Real SellRate();
Integer Fulfilment();
Integer CastTime();
Integer EliteMaterial();
Integer ProcRate();
Integer CombatEffects();
Integer Shielding();
Integer StunResist();
Integer StrikeThrough();
Integer ExtraDmgSkill();
Integer ExtraDmgAmt();
Integer SpellShield();
Integer AVoidance();
Integer Accuracy();
Integer CharmFileID();
Integer FactionMod1();
Integer FactionMod2();
Integer FactionMod3();
Integer FactionMod4();
Integer FactionAmt1();
Integer FactionAmt2();
Integer FactionAmt3();
Integer FactionAmt4();
String CharmFile();
Integer AugType();
Integer AugSlotType(Integer i);
Integer AugSlotVisible(Integer i);
Integer AugSlotUnk2(Integer i);
Integer LDoNTheme();
Integer LDoNPrice();
Integer LDoNSold();
Integer BaneDmgRaceAmt();
Integer AugRestrict();
Integer Endur();
Integer DotShielding();
Integer Attack();
Integer Regen();
Integer ManaRegen();
Integer EnduranceRegen();
Integer Haste();
Integer DamageShield();
Integer RecastDelay();
Integer RecastType();
Integer AugDistiller();
Boolean Attuneable();
Boolean NoPet();
Boolean PotionBelt();
Boolean Stackable();
Boolean NoTransfer();
Boolean QuestItemFlag();
Integer StackSize();
Integer PotionBeltSlots();
Integer Click_Effect();
Integer Click_Type();
Integer Click_Level();
Integer Click_Level2();
Integer Proc_Effect();
Integer Proc_Type();
Integer Proc_Level();
Integer Proc_Level2();
Integer Worn_Effect();
Integer Worn_Type();
Integer Worn_Level();
Integer Worn_Level2();
Integer Focus_Effect();
Integer Focus_Type();
Integer Focus_Level();
Integer Focus_Level2();
Integer Scroll_Effect();
Integer Scroll_Type();
Integer Scroll_Level();
Integer Scroll_Level2();
Integer Bard_Effect();
Integer Bard_Type();
Integer Bard_Level();
Integer Bard_Level2();
Integer Book();
Integer BookType();
String Filename();
Integer SVCorruption();
Integer Purity();
Integer BackstabDmg();
Integer DSMitigation();
Integer HeroicStr();
Integer HeroicInt();
Integer HeroicWis();
Integer HeroicAgi();
Integer HeroicDex();
Integer HeroicSta();
Integer HeroicCha();
Integer HeroicMR();
Integer HeroicFR();
Integer HeroicCR();
Integer HeroicDR();
Integer HeroicPR();
Integer HeroicSVCorrup();
Integer HealAmt();
Integer SpellDmg();
Integer LDoNSellBackRate();
Integer ScriptFileID();
Integer ExpendableArrow();
Integer Clairvoyance();
String ClickName();
String ProcName();
String WornName();
String FocusName();
String ScrollName();
```

@ -1,4 +1,4 @@
Lua_ItemInst is a class exported to Lua that represent the ItemInst object from EQEmu.
ItemInst is a class exported to Lua that represent the ItemInst object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,49 +11,49 @@ item.valid -- Returns true if this object is not null
### Member Functions
```
ItemInst() -- Creates a null ItemInst
ItemInst(int item_id) -- Creates a new ItemInst of item_id
ItemInst(int item_id, int charges) -- Creates a new ItemInst of item_id with charges
bool IsType(int item_class);
bool IsStackable();
bool IsEquipable(int race, int class_);
bool IsEquipable(int slot_id);
bool IsAugmentable();
int GetAugmentType();
bool IsExpendable();
Lua_ItemInst GetItem(int slot);
Lua_Item GetItem();
void SetItem(Lua_Item item);
Lua_Item GetUnscaledItem(int slot);
uint32 GetItemID(int slot);
int GetTotalItemCount();
Lua_ItemInst GetAugment(int slot);
uint32 GetAugmentItemID(int slot);
bool IsAugmented();
bool IsWeapon();
bool IsAmmo();
uint32 GetID();
uint32 GetItemScriptID();
int GetCharges();
void SetCharges(int charges);
uint32 GetPrice();
void SetPrice(uint32 price);
void SetColor(uint32 color);
uint32 GetColor();
bool IsInstNoDrop();
void SetInstNoDrop(bool flag);
std::string GetCustomDataString();
void SetCustomData(std::string identifier, std::string value);
void SetCustomData(std::string identifier, int value);
void SetCustomData(std::string identifier, float value);
void SetCustomData(std::string identifier, bool value);
std::string GetCustomData(std::string identifier);
void DeleteCustomData(std::string identifier);
void SetScaling(bool val);
void SetScale(double scale_factor);
uint32 GetExp();
void SetExp(uint32 exp);
void AddExp(uint32 exp);
int GetMaxEvolveLvl();
uint32 GetKillsNeeded(int current_level);
Lua_ItemInst Clone();
ItemInst(Integer item_id) -- Creates a new ItemInst of item_id
ItemInst(Integer item_id, Integer charges) -- Creates a new ItemInst of item_id with charges
Boolean IsType(Integer item_class);
Boolean IsStackable();
Boolean IsEquipable(Integer race, Integer class_);
Boolean IsEquipable(Integer slot_id);
Boolean IsAugmentable();
Integer GetAugmentType();
Boolean IsExpendable();
ItemInst GetItem(Integer slot);
Item GetItem();
Void SetItem(Item item);
Item GetUnscaledItem(Integer slot);
Integer GetItemID(Integer slot);
Integer GetTotalItemCount();
ItemInst GetAugment(Integer slot);
Integer GetAugmentItemID(Integer slot);
Boolean IsAugmented();
Boolean IsWeapon();
Boolean IsAmmo();
Integer GetID();
Integer GetItemScriptID();
Integer GetCharges();
Void SetCharges(Integer charges);
Integer GetPrice();
Void SetPrice(Integer price);
Void SetColor(Integer color);
Integer GetColor();
Boolean IsInstNoDrop();
Void SetInstNoDrop(Boolean flag);
String GetCustomDataString();
Void SetCustomData(String identifier, String value);
Void SetCustomData(String identifier, Integer value);
Void SetCustomData(String identifier, Real value);
Void SetCustomData(String identifier, Boolean value);
String GetCustomData(String identifier);
Void DeleteCustomData(String identifier);
Void SetScaling(Boolean val);
Void SetScale(Real scale_factor);
Integer GetExp();
Void SetExp(Integer exp);
Void AddExp(Integer exp);
Integer GetMaxEvolveLvl();
Integer GetKillsNeeded(Integer current_level);
ItemInst Clone();
```

@ -1,4 +1,4 @@
Lua_Mob is a class exported to Lua that represent the Mob object from EQEmu. All Lua_Mob are also [Lua_Entity](Lua-Entity).
Mob is a class exported to Lua that represent the Mob object from EQEmu. All Mob are also [Entity](Lua-Entity).
[Return to the Lua API](Lua-API)
@ -11,304 +11,326 @@ client.valid -- Returns true if this object is not null
### Member Functions
```
Mob() -- Creates a null mob
const char *GetName();
void Depop();
void Depop(bool start_spawn_timer);
bool BehindMob();
bool BehindMob(Lua_Mob other);
bool BehindMob(Lua_Mob other, float x);
bool BehindMob(Lua_Mob other, float x, float y);
void SetLevel(int level);
void SetLevel(int level, bool command);
void SendWearChange(int material_slot);
bool IsMoving();
void GotoBind();
void Gate();
bool Attack(Lua_Mob other);
bool Attack(Lua_Mob other, int hand);
bool Attack(Lua_Mob other, int hand, bool from_riposte);
bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough);
bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic);
void RangedAttack(Lua_Mob other);
void ThrowingAttack(Lua_Mob other);
void Heal();
void HealDamage(uint32 amount);
void HealDamage(uint32 amount, Lua_Mob other);
uint32 GetLevelCon(int other);
uint32 GetLevelCon(int my, int other);
void SetHP(int hp);
void DoAnim(int anim_num);
void DoAnim(int anim_num, int type);
void DoAnim(int anim_num, int type, bool ackreq);
void DoAnim(int anim_num, int type, bool ackreq, int filter);
void ChangeSize(double in_size);
void ChangeSize(double in_size, bool no_restriction);
void GMMove(double x, double y, double z);
void GMMove(double x, double y, double z, double heading);
void GMMove(double x, double y, double z, double heading, bool send_update);
bool HasProcs();
bool IsInvisible();
bool IsInvisible(Lua_Mob other);
void SetInvisible(int state);
bool FindBuff(int spell_id);
bool FindType(int type);
bool FindType(int type, bool offensive);
bool FindType(int type, bool offensive, int threshold);
int GetBuffSlotFromType(int slot);
int GetBaseRace();
int GetBaseGender();
int GetDeity();
int GetRace();
int GetGender();
int GetTexture();
int GetHelmTexture();
int GetHairColor();
int GetBeardColor();
int GetEyeColor1();
int GetEyeColor2();
int GetHairStyle();
int GetLuclinFace();
int GetBeard();
int GetDrakkinHeritage();
int GetDrakkinTattoo();
int GetDrakkinDetails();
int GetClass();
int GetLevel();
const char *GetCleanName();
Lua_Mob GetTarget();
void SetTarget(Lua_Mob t);
double GetHPRatio();
bool IsWarriorClass();
int GetHP();
int GetMaxHP();
int GetItemHPBonuses();
int GetSpellHPBonuses();
double GetWalkspeed();
double GetRunspeed();
int GetCasterLevel(int spell_id);
int GetMaxMana();
int GetMana();
int SetMana(int mana);
double GetManaRatio();
int GetAC();
int GetATK();
int GetSTR();
int GetSTA();
int GetDEX();
int GetAGI();
int GetINT();
int GetWIS();
int GetCHA();
int GetMR();
int GetFR();
int GetDR();
int GetPR();
int GetCR();
int GetCorruption();
int GetMaxSTR();
int GetMaxSTA();
int GetMaxDEX();
int GetMaxAGI();
int GetMaxINT();
int GetMaxWIS();
int GetMaxCHA();
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster);
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override);
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override);
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override, bool charisma_check);
int GetSpecializeSkillValue(int spell_id);
int GetNPCTypeID();
bool IsTargeted();
double GetX();
double GetY();
double GetZ();
double GetHeading();
double GetWaypointX();
double GetWaypointY();
double GetWaypointZ();
double GetWaypointH();
double GetWaypointPause();
int GetWaypointID();
void SetCurrentWP(int wp);
double GetSize();
void Message(int type, const char *message);
void Message_StringID(int type, int string_id, uint32 distance);
void Say(const char *message);
void QuestSay(Lua_Client client, const char *message);
void Shout(const char *message);
void Emote(const char *message);
void InterruptSpell();
void InterruptSpell(int spell_id);
bool CastSpell(int spell_id, int target_id);
bool CastSpell(int spell_id, int target_id, int slot);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot, int timer, int timer_duration);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot, int timer, int timer_duration,
int resist_adjust);
bool SpellFinished(int spell_id, Lua_Mob target);
bool SpellFinished(int spell_id, Lua_Mob target, int slot);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust, bool proc);
void SpellEffect(Lua_Mob caster, int spell_id, double partial);
Lua_Mob GetPet();
Lua_Mob GetOwner();
Lua_HateList GetHateList();
Lua_Mob GetHateTop();
Lua_Mob GetHateDamageTop(Lua_Mob other);
Lua_Mob GetHateRandom();
void AddToHateList(Lua_Mob other);
void AddToHateList(Lua_Mob other, int hate);
void AddToHateList(Lua_Mob other, int hate, int damage);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy, bool buff_tic);
void SetHate(Lua_Mob other);
void SetHate(Lua_Mob other, int hate);
void SetHate(Lua_Mob other, int hate, int damage);
uint32 GetHateAmount(Lua_Mob target);
uint32 GetHateAmount(Lua_Mob target, bool is_damage);
uint32 GetDamageAmount(Lua_Mob target);
void WipeHateList();
bool CheckAggro(Lua_Mob other);
void Stun(int duration);
void UnStun();
bool IsStunned();
void Spin();
void Kill();
bool CanThisClassDoubleAttack();
bool CanThisClassDualWield();
bool CanThisClassRiposte();
bool CanThisClassDodge();
bool CanThisClassParry();
bool CanThisClassBlock();
void SetInvul(bool value);
bool GetInvul();
void SetExtraHaste(int haste);
int GetHaste();
int GetMonkHandToHandDamage();
int GetMonkHandToHandDelay();
void Mesmerize();
bool IsMezzed();
bool IsEnraged();
int GetReverseFactionCon(Lua_Mob other);
bool IsAIControlled();
float GetAggroRange();
float GetAssistRange();
void SetPetOrder(int order);
int GetPetOrder();
bool IsRoamer();
bool IsRooted();
bool IsEngaged();
void FaceTarget(Lua_Mob target);
void SetHeading(double in);
double CalculateHeadingToTarget(double in_x, double in_y);
bool CalculateNewPosition(double x, double y, double z, double speed);
bool CalculateNewPosition(double x, double y, double z, double speed, bool check_z);
bool CalculateNewPosition2(double x, double y, double z, double speed);
bool CalculateNewPosition2(double x, double y, double z, double speed, bool check_z);
float CalculateDistance(double x, double y, double z);
void SendTo(double x, double y, double z);
void SendToFixZ(double x, double y, double z);
void NPCSpecialAttacks(const char *parse, int perm);
void NPCSpecialAttacks(const char *parse, int perm, bool reset);
void NPCSpecialAttacks(const char *parse, int perm, bool reset, bool remove);
int GetResist(int type);
bool Charmed();
int CheckAggroAmount(int spell_id);
int CheckAggroAmount(int spell_id, bool is_proc);
int CheckHealAggroAmount(int spell_id);
int CheckHealAggroAmount(int spell_id, uint32 heal_possible);
int GetAA(int id);
bool DivineAura();
void SetOOCRegen(int regen);
const char* GetEntityVariable(const char *name);
void SetEntityVariable(const char *name, const char *value);
bool EntityVariableExists(const char *name);
void Signal(uint32 id);
bool CombatRange(Lua_Mob other);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time, bool hit_chance);
void DoThrowingAttackDmg(Lua_Mob other);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod, int focus);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus, bool can_riposte);
void DoArcheryAttackDmg(Lua_Mob other);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod, int focus);
bool CheckLoS(Lua_Mob other);
bool CheckLoSToLoc(double x, double y, double z);
bool CheckLoSToLoc(double x, double y, double z, double mob_size);
double FindGroundZ(double x, double y);
double FindGroundZ(double x, double y, double z);
void ProjectileAnimation(Lua_Mob to, int item_id);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt, double arc);
bool HasNPCSpecialAtk(const char *parse);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Lua_Client specific_target);
void SetFlyMode(int in);
void SetTexture(int in);
void SetRace(int in);
void SetGender(int in);
void SendIllusionPacket(luabind::object illusion);
void QuestReward(Lua_Client c);
void QuestReward(Lua_Client c, uint32 silver);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold, uint32 platinum);
void CameraEffect(uint32 duration, uint32 intensity);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk020);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk020, bool perm_effect);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk020, bool perm_effect, Lua_Client c);
void TempName();
void TempName(const char *newname);
void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration);
void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration, Lua_Mob other);
void TarGlobal(const char *varname, const char *value, const char *duration, int npc_id, int char_id, int zone_id);
void DelGlobal(const char *varname);
void SetSlotTint(int material_slot, int red_tint, int green_tint, int blue_tint);
void WearChange(int material_slot, int texture, uint32 color);
void DoKnockback(Lua_Mob caster, uint32 pushback, uint32 pushup);
void RemoveNimbusEffect(int effect_id);
bool IsRunning();
void SetRunning(bool running);
void SetBodyType(int new_body, bool overwrite_orig);
void SetTargetable(bool on);
void ModSkillDmgTaken(int skill, int value);
int GetModSkillDmgTaken(int skill);
int GetSkillDmgTaken(int skill);
void SetAllowBeneficial(bool value);
bool GetAllowBeneficial();
bool IsBeneficialAllowed(Lua_Mob target);
void ModVulnerability(int resist, int value);
int GetModVulnerability(int resist);
void SetDisableMelee(bool disable);
bool IsMeleeDisabled();
void SetFlurryChance(int value);
int GetFlurryChance();
int GetSkill(int skill_id);
String GetName();
Void Depop();
Void Depop(Boolean start_spawn_timer);
Boolean BehindMob();
Boolean BehindMob(Mob other);
Boolean BehindMob(Mob other, Real x);
Boolean BehindMob(Mob other, Real x, Real y);
Void SetLevel(Integer level);
Void SetLevel(Integer level, Boolean command);
Void SendWearChange(Integer material_slot);
Boolean IsMoving();
Void GotoBind();
Void Gate();
Boolean Attack(Mob other);
Boolean Attack(Mob other, Integer hand);
Boolean Attack(Mob other, Integer hand, Boolean from_riposte);
Boolean Attack(Mob other, Integer hand, Boolean from_riposte, Boolean is_strikethrough);
Boolean Attack(Mob other, Integer hand, Boolean from_riposte, Boolean is_strikethrough, Boolean is_from_spell);
Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill);
Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill, Boolean avoidable);
Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill, Boolean avoidable, Integer buffslot);
Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill, Boolean avoidable, Integer buffslot, Boolean buff_tic);
Void RangedAttack(Mob other);
Void ThrowingAttack(Mob other);
Void Heal();
Void HealDamage(Integer amount);
Void HealDamage(Integer amount, Mob other);
Integer GetLevelCon(Integer other);
Integer GetLevelCon(Integer my, Integer other);
Void SetHP(Integer hp);
Void DoAnim(Integer anim_num);
Void DoAnim(Integer anim_num, Integer type);
Void DoAnim(Integer anim_num, Integer type, Boolean ackreq);
Void DoAnim(Integer anim_num, Integer type, Boolean ackreq, Integer filter);
Void ChangeSize(Real in_size);
Void ChangeSize(Real in_size, Boolean no_restriction);
Void GMMove(Real x, Real y, Real z);
Void GMMove(Real x, Real y, Real z, Real heading);
Void GMMove(Real x, Real y, Real z, Real heading, Boolean send_update);
Boolean HasProcs();
Boolean IsInvisible();
Boolean IsInvisible(Mob other);
Void SetInvisible(Integer state);
Boolean FindBuff(Integer spell_id);
Boolean FindType(Integer type);
Boolean FindType(Integer type, Boolean offensive);
Boolean FindType(Integer type, Boolean offensive, Integer threshold);
Integer GetBuffSlotFromType(Integer slot);
Integer GetBaseRace();
Integer GetBaseGender();
Integer GetDeity();
Integer GetRace();
Integer GetGender();
Integer GetTexture();
Integer GetHelmTexture();
Integer GetHairColor();
Integer GetBeardColor();
Integer GetEyeColor1();
Integer GetEyeColor2();
Integer GetHairStyle();
Integer GetLuclinFace();
Integer GetBeard();
Integer GetDrakkinHeritage();
Integer GetDrakkIntegerattoo();
Integer GetDrakkinDetails();
Integer GetClass();
Integer GetLevel();
String GetCleanName();
Mob GetTarget();
Void SetTarget(Mob t);
Real GetHPRatio();
Boolean IsWarriorClass();
Integer GetHP();
Integer GetMaxHP();
Integer GetItemHPBonuses();
Integer GetSpellHPBonuses();
Real GetWalkspeed();
Real GetRunspeed();
Integer GetCasterLevel(Integer spell_id);
Integer GetMaxMana();
Integer GetMana();
Integer SetMana(Integer mana);
Real GetManaRatio();
Integer GetAC();
Integer GetATK();
Integer GetSTR();
Integer GetSTA();
Integer GetDEX();
Integer GetAGI();
Integer GetInteger();
Integer GetWIS();
Integer GetCHA();
Integer GetMR();
Integer GetFR();
Integer GetDR();
Integer GetPR();
Integer GetCR();
Integer GetCorruption();
Integer GetMaxSTR();
Integer GetMaxSTA();
Integer GetMaxDEX();
Integer GetMaxAGI();
Integer GetMaxInteger();
Integer GetMaxWIS();
Integer GetMaxCHA();
Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster);
Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster, Boolean use_resist_override);
Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster, Boolean use_resist_override, Integer resist_override);
Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster, Boolean use_resist_override, Integer resist_override, Boolean charisma_check);
Integer GetSpecializeSkillValue(Integer spell_id);
Integer GetNPCTypeID();
Boolean IsTargeted();
Real GetX();
Real GetY();
Real GetZ();
Real GetHeading();
Real GetWaypointX();
Real GetWaypointY();
Real GetWaypointZ();
Real GetWaypointH();
Real GetWaypointPause();
Integer GetWaypointID();
Void SetCurrentWP(Integer wp);
Real GetSize();
Void Message(Integer type, String message);
Void Message_StringID(Integer type, Integer string_id, Integer distance);
Void Say(String message);
Void QuestSay(Client client, String message);
Void Shout(String message);
Void Emote(String message);
Void IntegererruptSpell();
Void IntegererruptSpell(Integer spell_id);
Boolean CastSpell(Integer spell_id, Integer target_id);
Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot);
Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time);
Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost);
Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost, Integer item_slot);
Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost, Integer item_slot, Integer timer, Integer timer_duration);
Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost, Integer item_slot, Integer timer, Integer timer_duration,
Integer resist_adjust);
Boolean SpellFinished(Integer spell_id, Mob target);
Boolean SpellFinished(Integer spell_id, Mob target, Integer slot);
Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used);
Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used, Integer inventory_slot);
Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used, Integer inventory_slot, Integer resist_adjust);
Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used, Integer inventory_slot, Integer resist_adjust, Boolean proc);
Void SpellEffect(Mob caster, Integer spell_id, Real partial);
Mob GetPet();
Mob GetOwner();
HateList GetHateList();
Mob GetHateTop();
Mob GetHateDamageTop(Mob other);
Mob GetHateRandom();
Void AddToHateList(Mob other);
Void AddToHateList(Mob other, Integer hate);
Void AddToHateList(Mob other, Integer hate, Integer damage);
Void AddToHateList(Mob other, Integer hate, Integer damage, Boolean yell_for_help);
Void AddToHateList(Mob other, Integer hate, Integer damage, Boolean yell_for_help, Boolean frenzy);
Void AddToHateList(Mob other, Integer hate, Integer damage, Boolean yell_for_help, Boolean frenzy, Boolean buff_tic);
Void SetHate(Mob other);
Void SetHate(Mob other, Integer hate);
Void SetHate(Mob other, Integer hate, Integer damage);
Integer GetHateAmount(Mob target);
Integer GetHateAmount(Mob target, Boolean is_damage);
Integer GetDamageAmount(Mob target);
Void WipeHateList();
Boolean CheckAggro(Mob other);
Void Stun(Integer duration);
Void UnStun();
Boolean IsStunned();
Void Spin();
Void Kill();
Boolean CanThisClassDoubleAttack();
Boolean CanThisClassDualWield();
Boolean CanThisClassRiposte();
Boolean CanThisClassDodge();
Boolean CanThisClassParry();
Boolean CanThisClassBlock();
Void SetInvul(Boolean value);
Boolean GetInvul();
Void SetExtraHaste(Integer haste);
Integer GetHaste();
Integer GetMonkHandToHandDamage();
Integer GetMonkHandToHandDelay();
Void Mesmerize();
Boolean IsMezzed();
Boolean IsEnraged();
Integer GetReverseFactionCon(Mob other);
Boolean IsAIControlled();
Real GetAggroRange();
Real GetAssistRange();
Void SetPetOrder(Integer order);
Integer GetPetOrder();
Boolean IsRoamer();
Boolean IsRooted();
Boolean IsEngaged();
Void FaceTarget(Mob target);
Void SetHeading(Real in);
Real CalculateHeadingToTarget(Real in_x, Real in_y);
Boolean CalculateNewPosition(Real x, Real y, Real z, Real speed);
Boolean CalculateNewPosition(Real x, Real y, Real z, Real speed, Boolean check_z);
Boolean CalculateNewPosition2(Real x, Real y, Real z, Real speed);
Boolean CalculateNewPosition2(Real x, Real y, Real z, Real speed, Boolean check_z);
Real CalculateDistance(Real x, Real y, Real z);
Void SendTo(Real x, Real y, Real z);
Void SendToFixZ(Real x, Real y, Real z);
Void NPCSpecialAttacks(String parse, Integer perm);
Void NPCSpecialAttacks(String parse, Integer perm, Boolean reset);
Void NPCSpecialAttacks(String parse, Integer perm, Boolean reset, Boolean remove);
Integer GetResist(Integer type);
Boolean Charmed();
Integer CheckAggroAmount(Integer spell_id);
Integer CheckAggroAmount(Integer spell_id, Boolean is_proc);
Integer CheckHealAggroAmount(Integer spell_id);
Integer CheckHealAggroAmount(Integer spell_id, Integer heal_possible);
Integer GetAA(Integer id);
Boolean DivineAura();
Void SetOOCRegen(Integer regen);
const char* GetEntityVariable(String name);
Void SetEntityVariable(String name, String value);
Boolean EntityVariableExists(String name);
Void Signal(Integer id);
Boolean CombatRange(Mob other);
Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage);
Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage);
Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage, Integer hate_override);
Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage, Integer hate_override, Integer reuse_time);
Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage, Integer hate_override, Integer reuse_time, Boolean hit_chance);
Void DoThrowingAttackDmg(Mob other);
Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon);
Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item);
Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item, Integer weapon_damage);
Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item, Integer weapon_damage, Integer chance_mod);
Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item, Integer weapon_damage, Integer chance_mod, Integer focus);
Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill);
Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill, Integer chance_mod);
Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill, Integer chance_mod, Integer focus);
Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill, Integer chance_mod, Integer focus, Boolean can_riposte);
Void DoArcheryAttackDmg(Mob other);
Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon);
Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo);
Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo, Integer weapon_damage);
Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo, Integer weapon_damage, Integer chance_mod);
Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo, Integer weapon_damage, Integer chance_mod, Integer focus);
Boolean CheckLoS(Mob other);
Boolean CheckLoSToLoc(Real x, Real y, Real z);
Boolean CheckLoSToLoc(Real x, Real y, Real z, Real mob_size);
Real FindGroundZ(Real x, Real y);
Real FindGroundZ(Real x, Real y, Real z);
Void ProjectileAnimation(Mob to, Integer item_id);
Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow);
Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed);
Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed, Real angle);
Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed, Real angle, Real tilt);
Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed, Real angle, Real tilt, Real arc);
Boolean HasNPCSpecialAtk(String parse);
Void SendAppearanceEffect(Integer parm1, Integer parm2, Integer parm3, Integer parm4, Integer parm5);
Void SendAppearanceEffect(Integer parm1, Integer parm2, Integer parm3, Integer parm4, Integer parm5, Client specific_target);
Void SetFlyMode(Integer in);
Void SetTexture(Integer in);
Void SetRace(Integer in);
Void SetGender(Integer in);
Void SendIllusionPacket(IllusionOptions illusion);
Void QuestReward(Client c);
Void QuestReward(Client c, Integer silver);
Void QuestReward(Client c, Integer silver, Integer gold);
Void QuestReward(Client c, Integer silver, Integer gold, Integer platinum);
Void CameraEffect(Integer duration, Integer intensity);
Void CameraEffect(Integer duration, Integer intensity, Client c);
Void CameraEffect(Integer duration, Integer intensity, Client c, Boolean global);
Void SendSpellEffect(Integer effect_id, Integer duration, Integer finish_delay, Boolean zone_wide, Integer unk020);
Void SendSpellEffect(Integer effect_id, Integer duration, Integer finish_delay, Boolean zone_wide, Integer unk020, Boolean perm_effect);
Void SendSpellEffect(Integer effect_id, Integer duration, Integer finish_delay, Boolean zone_wide, Integer unk020, Boolean perm_effect, Client c);
Void TempName();
Void TempName(String newname);
Void SetGlobal(String varname, String newvalue, Integer options, String duration);
Void SetGlobal(String varname, String newvalue, Integer options, String duration, Mob other);
Void TarGlobal(String varname, String value, String duration, Integer npc_id, Integer char_id, Integer zone_id);
Void DelGlobal(String varname);
Void SetSlotTint(Integer material_slot, Integer red_tint, Integer green_tint, Integer blue_tint);
Void WearChange(Integer material_slot, Integer texture, Integer color);
Void DoKnockback(Mob caster, Integer pushback, Integer pushup);
Void RemoveNimbusEffect(Integer effect_id);
Boolean IsRunning();
Void SetRunning(Boolean running);
Void SetBodyType(Integer new_body, Boolean overwrite_orig);
Void SetTargetable(Boolean on);
Void ModSkillDmgTaken(Integer skill, Integer value);
Integer GetModSkillDmgTaken(Integer skill);
Integer GetSkillDmgTaken(Integer skill);
Void SetAllowBeneficial(Boolean value);
Boolean GetAllowBeneficial();
Boolean IsBeneficialAllowed(Mob target);
Void ModVulnerability(Integer resist, Integer value);
Integer GetModVulnerability(Integer resist);
Void SetDisableMelee(Boolean disable);
Boolean IsMeleeDisabled();
Void SetFlurryChance(Integer value);
Integer GetFlurryChance();
Integer GetSkill(Integer skill_id);
```
IllusionOptions is a lua table that accepts the following values:
```
{
Integer race;
Integer gender;
Integer texture;
Integer helmtexture;
Integer haircolor;
Integer beardcolor;
Integer eyecolor1;
Integer eyecolor2;
Integer hairstyle;
Integer luclinface;
Integer beard;
Integer aa_title;
Integer drakkin_heritage;
Integer drakkin_tattoo;
Integer drakkin_details;
Real size;
}
```

@ -1,4 +1,4 @@
Lua_NPC is a class exported to Lua that represent the NPC object from EQEmu. All Lua_NPC are also [Lua_Mob](Lua-Mob).
NPC is a class exported to Lua that represent the NPC object from EQEmu. All NPC are also [Mob](Lua-Mob).
[Return to the Lua API](Lua-API)
@ -11,89 +11,89 @@ npc.valid -- Returns true if this object is not null
### Member Functions
```
NPC() -- Creates a null NPC
void Signal(int id);
int CheckNPCFactionAlly(int faction);
void AddItem(int item_id, int charges);
void AddItem(int item_id, int charges, bool equip);
void AddLootTable();
void AddLootTable(int id);
void RemoveItem(int item_id);
void RemoveItem(int item_id, int quantity);
void RemoveItem(int item_id, int quantity, int slot);
void ClearItemList();
void AddCash(int copper, int silver, int gold, int platinum);
void RemoveCash();
int CountLoot();
int GetLoottableID();
uint32 GetCopper();
uint32 GetSilver();
uint32 GetGold();
uint32 GetPlatinum();
void SetCopper(uint32 amt);
void SetSilver(uint32 amt);
void SetGold(uint32 amt);
void SetPlatinum(uint32 amt);
void SetGrid(int grid);
void SetSaveWaypoint(int wp);
void SetSp2(int sg2);
int GetWaypointMax();
int GetGrid();
uint32 GetSp2();
int GetNPCFactionID();
int GetPrimaryFaction();
int GetNPCHate(Lua_Mob ent);
bool IsOnHatelist(Lua_Mob ent);
void SetNPCFactionID(int id);
uint32 GetMaxDMG();
uint32 GetMinDMG();
bool IsAnimal();
int GetPetSpellID();
void SetPetSpellID(int id);
uint32 GetMaxDamage(int level);
void SetTaunting(bool t);
void PickPocket(Lua_Client thief);
void StartSwarmTimer(uint32 duration);
void DoClassAttacks(Lua_Mob target);
int GetMaxWp();
void DisplayWaypointInfo(Lua_Client to);
void CalculateNewWaypoint();
void AssignWaypoints(int grid);
void SetWaypointPause();
void UpdateWaypoint(int wp);
void StopWandering();
void ResumeWandering();
void PauseWandering(int pause_time);
void MoveTo(float x, float y, float z, float h, bool save);
void NextGuardPosition();
void SaveGuardSpot();
void SaveGuardSpot(bool clear);
bool IsGuarding();
void AI_SetRoambox(float dist, float max_x, float min_x, float max_y, float min_y);
void AI_SetRoambox(float dist, float max_x, float min_x, float max_y, float min_y, uint32 delay);
int GetNPCSpellsID();
int GetSpawnPointID();
float GetSpawnPointX();
float GetSpawnPointY();
float GetSpawnPointZ();
float GetSpawnPointH();
float GetGuardPointX();
float GetGuardPointY();
float GetGuardPointZ();
void SetPrimSkill(int skill_id);
void SetSecSkill(int skill_id);
int GetPrimSkill();
int GetSecSkill();
int GetSwarmOwner();
int GetSwarmTarget();
void SetSwarmTarget(int target);
void ModifyNPCStat(const char *stat, const char *value);
void AddAISpell(int priority, int spell_id, int type, int mana_cost, int recast_delay, int resist_adjust);
void RemoveAISpell(int spell_id);
void SetSpellFocusDMG(int focus);
void SetSpellFocusHeal(int focus);
float GetSlowMitigation();
float GetAttackSpeed();
int GetAccuracyRating();
int GetSpawnKillCount();
int GetScore();
Void Signal(Integer id);
Integer CheckNPCFactionAlly(Integer faction);
Void AddItem(Integer item_id, Integer charges);
Void AddItem(Integer item_id, Integer charges, Boolean equip);
Void AddLootTable();
Void AddLootTable(Integer id);
Void RemoveItem(Integer item_id);
Void RemoveItem(Integer item_id, Integer quantity);
Void RemoveItem(Integer item_id, Integer quantity, Integer slot);
Void ClearItemList();
Void AddCash(Integer copper, Integer silver, Integer gold, Integer platinum);
Void RemoveCash();
Integer CountLoot();
Integer GetLoottableID();
Integer GetCopper();
Integer GetSilver();
Integer GetGold();
Integer GetPlatinum();
Void SetCopper(Integer amt);
Void SetSilver(Integer amt);
Void SetGold(Integer amt);
Void SetPlatinum(Integer amt);
Void SetGrid(Integer grid);
Void SetSaveWaypoint(Integer wp);
Void SetSp2(Integer sg2);
Integer GetWaypointMax();
Integer GetGrid();
Integer GetSp2();
Integer GetNPCFactionID();
Integer GetPrimaryFaction();
Integer GetNPCHate(Mob ent);
Boolean IsOnHatelist(Mob ent);
Void SetNPCFactionID(Integer id);
Integer GetMaxDMG();
Integer GetMinDMG();
Boolean IsAnimal();
Integer GetPetSpellID();
Void SetPetSpellID(Integer id);
Integer GetMaxDamage(Integer level);
Void SetTaunting(Boolean t);
Void PickPocket(Client thief);
Void StartSwarmTimer(Integer duration);
Void DoClassAttacks(Mob target);
Integer GetMaxWp();
Void DisplayWaypointInfo(Client to);
Void CalculateNewWaypoint();
Void AssignWaypoints(Integer grid);
Void SetWaypointPause();
Void UpdateWaypoint(Integer wp);
Void StopWandering();
Void ResumeWandering();
Void PauseWandering(Integer pause_time);
Void MoveTo(Real x, Real y, Real z, Real h, Boolean save);
Void NextGuardPosition();
Void SaveGuardSpot();
Void SaveGuardSpot(Boolean clear);
Boolean IsGuarding();
Void AI_SetRoambox(Real dist, Real max_x, Real min_x, Real max_y, Real min_y);
Void AI_SetRoambox(Real dist, Real max_x, Real min_x, Real max_y, Real min_y, Integer delay);
Integer GetNPCSpellsID();
Integer GetSpawnPointID();
Real GetSpawnPointX();
Real GetSpawnPointY();
Real GetSpawnPointZ();
Real GetSpawnPointH();
Real GetGuardPointX();
Real GetGuardPointY();
Real GetGuardPointZ();
Void SetPrimSkill(Integer skill_id);
Void SetSecSkill(Integer skill_id);
Integer GetPrimSkill();
Integer GetSecSkill();
Integer GetSwarmOwner();
Integer GetSwarmTarget();
Void SetSwarmTarget(Integer target);
Void ModifyNPCStat(String stat, String value);
Void AddAISpell(Integer priority, Integer spell_id, Integer type, Integer mana_cost, Integer recast_delay, Integer resist_adjust);
Void RemoveAISpell(Integer spell_id);
Void SetSpellFocusDMG(Integer focus);
Void SetSpellFocusHeal(Integer focus);
Real GetSlowMitigation();
Real GetAttackSpeed();
Integer GetAccuracyRating();
Integer GetSpawnKillCount();
Integer GetScore();
```

@ -1,4 +1,4 @@
Lua_Object is a class exported to Lua that represent the Object object from EQEmu. All Lua_Object are also [Lua_Entity](Lua-Entity).
Object is a class exported to Lua that represent the Object object from EQEmu. All Object are also [Entity](Lua-Entity).
[Return to the Lua API](Lua-API)
@ -11,38 +11,38 @@ object.valid -- Returns true if this object is not null
### Member Functions
```
Object() -- Creates a null Object
void Depop();
void Repop();
void SetModelName(const char *name);
const char *GetModelName();
float GetX();
float GetY();
float GetZ();
float GetHeading();
void SetX(float x);
void SetY(float y);
void SetZ(float z);
void SetHeading(float h);
void SetLocation(float x, float y, float z);
void SetItemID(uint32 item_id);
uint32 GetItemID();
void SetIcon(uint32 icon);
uint32 GetIcon();
void SetType(uint32 type);
uint32 GetType();
uint32 GetDBID();
void ClearUser();
void SetID(int user);
int GetID();
bool Save();
uint32 VarSave();
void DeleteItem(int index);
void StartDecay();
void Delete();
void Delete(bool reset_state);
bool IsGroundSpawn();
void Close();
const char *GetEntityVariable(const char *name);
void SetEntityVariable(const char *name, const char *value);
bool EntityVariableExists(const char *name);
Void Depop();
Void Repop();
Void SetModelName(String name);
String GetModelName();
Real GetX();
Real GetY();
Real GetZ();
Real GetHeading();
Void SetX(Real x);
Void SetY(Real y);
Void SetZ(Real z);
Void SetHeading(Real h);
Void SetLocation(Real x, Real y, Real z);
Void SetItemID(Integer item_id);
Integer GetItemID();
Void SetIcon(Integer icon);
Integer GetIcon();
Void SetType(Integer type);
Integer GetType();
Integer GetDBID();
Void ClearUser();
Void SetID(Integer user);
Integer GetID();
Boolean Save();
Integer VarSave();
Void DeleteItem(Integer index);
Void StartDecay();
Void Delete();
Void Delete(Boolean reset_state);
Boolean IsGroundSpawn();
Void Close();
String GetEntityVariable(String name);
Void SetEntityVariable(String name, String value);
Boolean EntityVariableExists(String name);
```

@ -1,6 +1,6 @@
The Lua Parser is a quest parser for EQEmu that uses the Lua embedded programming language.
We use Lua 5.1 so the [Lua 5.1 Manual](http://www.lua.org/manual/5.1/manual.html) applies. Section 2 is a bit of a dense read but may be of particular interest to those just getting started with Lua.
We use Lua 5.1 so the [Lua 5.1 Manual](http://www.lua.org/manual/5.1/manual.html) applies. Section 2 is a bit of a dense read but may be of particular Integererest to those just getting started with Lua.
## Table of Contents
* [Init Scripts](#init-scripts)
@ -90,10 +90,10 @@ They will load one and only one from the following location. Which ever it finds
Encounter scripts listen for specific events from other script types with the following functions:
```
void register_npc_event(std::string name, int evt, int npc_id, luafunction func);
void register_player_event(std::string name, int evt, luafunction func);
void register_item_event(std::string name, int evt, int item_id, luafunction func);
void register_spell_event(std::string name, int evt, int spell_id, luafunction func);
Void register_npc_event(String name, Integer evt, Integer npc_id, luafunction func);
Void register_player_event(String name, Integer evt, luafunction func);
Void register_item_event(String name, Integer evt, Integer item_id, luafunction func);
Void register_spell_event(String name, Integer evt, Integer spell_id, luafunction func);
Note: Passing a value of -1 for npc, item or spell id to watch will watch every npc, item or spell for those events.
```
@ -168,7 +168,7 @@ Note: Encounter scripts cannot properly catch EVENT_COMMAND or EVENT_TRADE unles
> ```
> {
> NPC self;
> Bool joined;
> Boolean joined;
> }
> ```
@ -323,7 +323,7 @@ Note: Encounter scripts cannot properly catch EVENT_COMMAND or EVENT_TRADE unles
> ```
> {
> NPC self;
> Bool joined;
> Boolean joined;
> }
> ```
@ -899,7 +899,7 @@ Note: Encounter scripts cannot properly catch EVENT_COMMAND or EVENT_TRADE unles
> Client owner;
> ItemInst item;
> Integer slot_id;
> Boolean destroyed;
> Booleanean destroyed;
> }
> ```

@ -1,4 +1,4 @@
Lua_Raid is a class exported to Lua that represent the Raid object from EQEmu.
Raid is a class exported to Lua that represent the Raid object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,25 +11,25 @@ raid.valid -- Returns true if this object is not null
### Member Functions
```
Raid() -- Creates a null Raid
bool IsRaidMember(const char *name);
void CastGroupSpell(Lua_Mob caster, int spell_id, uint32 group_id);
int GroupCount(uint32 group_id);
int RaidCount();
uint32 GetGroup(const char *c);
uint32 GetGroup(Lua_Client c);
void SplitExp(uint32 exp, Lua_Mob other);
uint32 GetTotalRaidDamage(Lua_Mob other);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, Lua_Client splitter);
void BalanceHP(int penalty, uint32 group_id);
bool IsLeader(const char *c);
bool IsLeader(Lua_Client c);
bool IsGroupLeader(const char *name);
int GetHighestLevel();
int GetLowestLevel();
Lua_Client GetClientByIndex(int index);
void TeleportGroup(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h, uint32 group_id);
void TeleportRaid(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h);
int GetID();
Lua_Client GetMember(int index);
Boolean IsRaidMember(String name);
Void CastGroupSpell(Mob caster, Integer spell_id, Integer group_id);
Integer GroupCount(Integer group_id);
Integer RaidCount();
Integer GetGroup(String c);
Integer GetGroup(Client c);
Void SplitExp(Integer exp, Mob other);
Integer GetTotalRaidDamage(Mob other);
Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum);
Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum, Client splitter);
Void BalanceHP(Integer penalty, Integer group_id);
Boolean IsLeader(String c);
Boolean IsLeader(Client c);
Boolean IsGroupLeader(String name);
Integer GetHighestLevel();
Integer GetLowestLevel();
Client GetClientByIndex(Integer index);
Void TeleportGroup(Mob sender, Integer zone_id, Integer instance_id, Real x, Real y, Real z, Real h, Integer group_id);
Void TeleportRaid(Mob sender, Integer zone_id, Integer instance_id, Real x, Real y, Real z, Real h);
Integer GetID();
Client GetMember(Integer index);
```

@ -1,4 +1,4 @@
Lua_Spawn is a class exported to Lua that represents the spawn2 object from EQEmu.
Spawn is a class exported to Lua that represents the spawn2 object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,30 +11,30 @@ spawn.valid -- Returns true if this object is not null
### Member Functions
```
Spawn() -- Creates a null spawn
void LoadGrid();
void Enable();
void Disable();
bool Enabled();
void Reset();
void Depop();
void Repop();
void Repop(uint32 delay);
void ForceDespawn();
uint32 GetID();
float GetX();
float GetY();
float GetZ();
float GetHeading();
void SetRespawnTimer(uint32 newrespawntime);
void SetVariance(uint32 newvariance);
uint32 GetVariance();
uint32 RespawnTimer();
uint32 SpawnGroupID();
uint32 CurrentNPCID();
void SetCurrentNPCID(uint32 nid);
uint32 GetSpawnCondition();
bool NPCPointerValid();
void SetNPCPointer(Lua_NPC n);
void SetTimer(uint32 duration);
uint32 GetKillCount();
Void LoadGrid();
Void Enable();
Void Disable();
Boolean Enabled();
Void Reset();
Void Depop();
Void Repop();
Void Repop(Integer delay);
Void ForceDespawn();
Integer GetID();
Real GetX();
Real GetY();
Real GetZ();
Real GetHeading();
Void SetRespawnTimer(Integer newrespawntime);
Void SetVariance(Integer newvariance);
Integer GetVariance();
Integer RespawnTimer();
Integer SpawnGroupID();
Integer CurrentNPCID();
Void SetCurrentNPCID(Integer nid);
Integer GetSpawnCondition();
Boolean NPCPointerValid();
Void SetNPCPointer(NPC n);
Void SetTimer(Integer duration);
Integer GetKillCount();
```

@ -1,4 +1,4 @@
Lua_Spell is a class exported to Lua that represents the spdat object from EQEmu.
Spell is a class exported to Lua that represents the spdat object from EQEmu.
[Return to the Lua API](Lua-API)
@ -11,77 +11,77 @@ spell.valid -- Returns true if this object is not null
### Member Functions
```
Spell() -- Creates a null spell
Spell(int id) -- Creates a spell with a specific id
int ID();
const char *Name();
const char *Player1();
const char *TeleportZone();
const char *YouCast();
const char *OtherCasts();
const char *CastOnYou();
const char *CastOnOther();
const char *SpellFades();
float Range();
float AoeRange();
float PushBack();
float PushUp();
uint32 CastTime();
uint32 RecoveryTime();
uint32 RecastTime();
uint32 BuffdurationFormula();
uint32 BuffDuration();
uint32 AEDuration();
int Mana();
int Base(int i);
int Base2(int i);
int Max(int i);
int Components(int i);
int ComponentCounts(int i);
int NoexpendReagent(int i);
int Formula(int i);
int GoodEffect();
int Activated();
int ResistType();
int EffectID(int i);
int TargetType();
int BaseDiff();
int Skill();
int ZoneType();
int EnvironmentType();
int TimeOfDay();
int Classes(int i);
int CastingAnim();
int SpellAffectIndex();
int DisallowSit();
int Deities(int i);
int Uninterruptable();
int ResistDiff();
int RecourseLink();
int ShortBuffBox();
int DescNum();
int EffectDescNum();
int BonusHate();
int EndurCost();
int EndurTimerIndex();
int HateAdded();
int EndurUpkeep();
int NumHits();
int PVPResistBase();
int PVPResistCalc();
int PVPResistCap();
int SpellCategory();
int CanMGB();
int DispelFlag();
int MinResist();
int MaxResist();
int ViralTargets();
int ViralTimer();
int NimbusEffect();
float DirectionalStart();
float DirectionalEnd();
int SpellGroup();
int PowerfulFlag();
int CastRestriction();
bool AllowRest();
int DamageShieldType();
Spell(Integer id) -- Creates a spell with a specific id
Integer ID();
String Name();
String Player1();
String TeleportZone();
String YouCast();
String OtherCasts();
String CastOnYou();
String CastOnOther();
String SpellFades();
Real Range();
Real AoeRange();
Real PushBack();
Real PushUp();
Integer CastTime();
Integer RecoveryTime();
Integer RecastTime();
Integer BuffdurationFormula();
Integer BuffDuration();
Integer AEDuration();
Integer Mana();
Integer Base(Integer i);
Integer Base2(Integer i);
Integer Max(Integer i);
Integer Components(Integer i);
Integer ComponentCounts(Integer i);
Integer NoexpendReagent(Integer i);
Integer Formula(Integer i);
Integer GoodEffect();
Integer Activated();
Integer ResistType();
Integer EffectID(Integer i);
Integer TargetType();
Integer BaseDiff();
Integer Skill();
Integer ZoneType();
Integer EnvironmentType();
Integer TimeOfDay();
Integer Classes(Integer i);
Integer CastingAnim();
Integer SpellAffectIndex();
Integer DisallowSit();
Integer Deities(Integer i);
Integer Uninterruptable();
Integer ResistDiff();
Integer RecourseLink();
Integer ShortBuffBox();
Integer DescNum();
Integer EffectDescNum();
Integer BonusHate();
Integer EndurCost();
Integer EndurTimerIndex();
Integer HateAdded();
Integer EndurUpkeep();
Integer NumHits();
Integer PVPResistBase();
Integer PVPResistCalc();
Integer PVPResistCap();
Integer SpellCategory();
Integer CanMGB();
Integer DispelFlag();
Integer MinResist();
Integer MaxResist();
Integer ViralTargets();
Integer ViralTimer();
Integer NimbusEffect();
Real DirectionalStart();
Real DirectionalEnd();
Integer SpellGroup();
Integer PowerfulFlag();
Integer CastRestriction();
Boolean AllowRest();
Integer DamageShieldType();
```