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 * [[Information For Players|Player-Information]]
* Guide For New Players * [[Guide For New Players|New-Players]]
* Information for Server Admins * [[Information for Server Admins|Server-Admin]]
* Information About Packet Collecting * [[Information About Packet Collecting|Packet-Collecting]]
* Content Development * [[Content Development|Content-Development]]
* [[Quest Development|Quest-Development]] * [[Quest Development|Quest-Development]]

@ -1,20 +1,19 @@
The Lua API consisted of many exported classes and some general functions. The Lua API consisted of many exported classes and some general functions.
* [Lua_Client](Lua-Client) * [Client](Lua-Client)
* [Lua_Corpse](Lua-Corpse) * [Corpse](Lua-Corpse)
* [Lua_Door](Lua-Door) * [Door](Lua-Door)
* [Lua_Client](Lua-Client) * [Entity](Lua-Entity)
* [Lua_Entity](Lua-Entity) * [EntityList](Lua-Entity-List)
* [Lua_EntityList](Lua-Entity-List) * [Group](Lua-Group)
* [Lua_Group](Lua-Group) * [HateList](Lua-Hate-List)
* [Lua_HateList](Lua-Hate-List) * [Inventory](Lua-Inventory)
* [Lua_Inventory](Lua-Inventory) * [Item](Lua-Item)
* [Lua_Item](Lua-Item) * [ItemInst](Lua-ItemInst)
* [Lua_ItemInst](Lua-ItemInst) * [Mob](Lua-Mob)
* [Lua_Mob](Lua-Mob) * [NPC](Lua-NPC)
* [Lua_NPC](Lua-NPC) * [Object](Lua-Object)
* [Lua_Object](Lua-Object) * [Raid](Lua-Raid)
* [Lua_Raid](Lua-Raid) * [Spell](Lua-Spell)
* [Lua_Spell](Lua-Spell) * [Spawn](Lua-Spawn)
* [Lua_Spawn](Lua-Spawn)
* [Lua General Functions](Lua-General-Functions) * [Lua General Functions](Lua-General-Functions)
* [Lua Constants](Lua-Constants) * [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) [Return to the Lua API](Lua-API)
@ -11,236 +11,236 @@ client.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Client() -- Creates a null client Client() -- Creates a null client
void SendSound(); Void SendSound();
void Save(); Void Save();
void Save(int commit_now); Void Save(Integer commit_now);
void SaveBackup(); Void SaveBackup();
bool Connected(); Boolean Connected();
bool InZone(); Boolean InZone();
void Kick(); Void Kick();
void Disconnect(); Void Disconnect();
bool IsLD(); Boolean IsLD();
void WorldKick(); Void WorldKick();
bool GetAnon(); Boolean GetAnon();
void Duck(); Void Duck();
void Stand(); Void Stand();
void SetGM(bool v); Void SetGM(Boolean v);
void SetPVP(bool v); Void SetPVP(Boolean v);
bool GetPVP(); Boolean GetPVP();
bool GetGM(); Boolean GetGM();
void SetBaseClass(int v); Void SetBaseClass(Integer v);
void SetBaseRace(int v); Void SetBaseRace(Integer v);
void SetBaseGender(int v); Void SetBaseGender(Integer v);
int GetBaseFace(); Integer GetBaseFace();
int GetLanguageSkill(int skill_id); Integer GetLanguageSkill(Integer skill_id);
const char *GetLastName(); String GetLastName();
int GetLDoNPointsTheme(int theme); Integer GetLDoNPointsTheme(Integer theme);
int GetBaseSTR(); Integer GetBaseSTR();
int GetBaseSTA(); Integer GetBaseSTA();
int GetBaseCHA(); Integer GetBaseCHA();
int GetBaseDEX(); Integer GetBaseDEX();
int GetBaseINT(); Integer GetBaseINT();
int GetBaseAGI(); Integer GetBaseAGI();
int GetBaseWIS(); Integer GetBaseWIS();
int GetWeight(); Integer GetWeight();
uint32 GetEXP(); Integer GetEXP();
uint32 GetAAExp(); Integer GetAAExp();
uint32 GetTotalSecondsPlayed(); Integer GetTotalSecondsPlayed();
void UpdateLDoNPoints(int points, uint32 theme); Void UpdateLDoNPoints(Integer points, Integer theme);
void SetDeity(int v); Void SetDeity(Integer v);
void AddEXP(uint32 add_exp); Void AddEXP(Integer add_exp);
void AddEXP(uint32 add_exp, int conlevel); Void AddEXP(Integer add_exp, Integer conlevel);
void AddEXP(uint32 add_exp, int conlevel, bool resexp); Void AddEXP(Integer add_exp, Integer conlevel, Boolean resexp);
void SetEXP(uint32 set_exp, uint32 set_aaxp); Void SetEXP(Integer set_exp, Integer set_aaxp);
void SetEXP(uint32 set_exp, uint32 set_aaxp, bool resexp); Void SetEXP(Integer set_exp, Integer set_aaxp, Boolean resexp);
void SetBindPoint(); Void SetBindPoint();
void SetBindPoint(int to_zone); Void SetBindPoint(Integer to_zone);
void SetBindPoint(int to_zone, float new_x); Void SetBindPoint(Integer to_zone, Real new_x);
void SetBindPoint(int to_zone, float new_x, float new_y); Void SetBindPoint(Integer to_zone, Real new_x, Real new_y);
void SetBindPoint(int to_zone, float new_x, float new_y, float new_z); Void SetBindPoint(Integer to_zone, Real new_x, Real new_y, Real new_z);
float GetBindX(); Real GetBindX();
float GetBindX(int index); Real GetBindX(Integer index);
float GetBindY(); Real GetBindY();
float GetBindY(int index); Real GetBindY(Integer index);
float GetBindZ(); Real GetBindZ();
float GetBindZ(int index); Real GetBindZ(Integer index);
float GetBindHeading(); Real GetBindHeading();
float GetBindHeading(int index); Real GetBindHeading(Integer index);
uint32 GetBindZoneID(); Integer GetBindZoneID();
uint32 GetBindZoneID(int index); Integer GetBindZoneID(Integer index);
void MovePC(int zone, float x, float y, float z, float heading); Void MovePC(Integer zone, Real x, Real y, Real z, Real heading);
void MovePCInstance(int zone, int instance, float x, float y, float z, float heading); Void MovePCInstance(Integer zone, Integer instance, Real x, Real y, Real z, Real heading);
void ChangeLastName(const char *in); Void ChangeLastName(String in);
int GetFactionLevel(uint32 char_id, uint32 npc_id, uint32 race, uint32 class_, uint32 deity, uint32 faction, Lua_NPC npc); Integer GetFactionLevel(Integer char_id, Integer npc_id, Integer race, Integer class_, Integer deity, Integer faction, NPC npc);
void SetFactionLevel(uint32 char_id, uint32 npc_id, int char_class, int char_race, int char_deity); Void SetFactionLevel(Integer char_id, Integer npc_id, Integer char_class, Integer char_race, Integer char_deity);
void SetFactionLevel2(uint32 char_id, int faction_id, int char_class, int char_race, int char_deity, int value, int temp); Void SetFactionLevel2(Integer char_id, Integer faction_id, Integer char_class, Integer char_race, Integer char_deity, Integer value, Integer temp);
int GetRawItemAC(); Integer GetRawItemAC();
uint32 AccountID(); Integer AccountID();
const char *AccountName(); String AccountName();
int Admin(); Integer Admin();
uint32 CharacterID(); Integer CharacterID();
int GuildRank(); Integer GuildRank();
uint32 GuildID(); Integer GuildID();
int GetFace(); Integer GetFace();
bool TakeMoneyFromPP(uint64 copper); Boolean TakeMoneyFromPP(Integer copper);
bool TakeMoneyFromPP(uint64 copper, bool update_client); Boolean TakeMoneyFromPP(Integer copper, Boolean update_client);
void AddMoneyToPP(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, bool update_client); Void AddMoneyToPP(Integer copper, Integer silver, Integer gold, Integer platinum, Boolean update_client);
bool TGB(); Boolean TGB();
int GetSkillPoints(); Integer GetSkillPoints();
void SetSkillPoints(int skill); Void SetSkillPoints(Integer skill);
void IncreaseSkill(int skill_id); Void IncreaseSkill(Integer skill_id);
void IncreaseSkill(int skill_id, int value); Void IncreaseSkill(Integer skill_id, Integer value);
void IncreaseLanguageSkill(int skill_id); Void IncreaseLanguageSkill(Integer skill_id);
void IncreaseLanguageSkill(int skill_id, int value); Void IncreaseLanguageSkill(Integer skill_id, Integer value);
int GetRawSkill(int skill_id); Integer GetRawSkill(Integer skill_id);
bool HasSkill(int skill_id); Boolean HasSkill(Integer skill_id);
bool CanHaveSkill(int skill_id); Boolean CanHaveSkill(Integer skill_id);
void SetSkill(int skill_id, int value); Void SetSkill(Integer skill_id, Integer value);
void AddSkill(int skill_id, int value); Void AddSkill(Integer skill_id, Integer value);
void CheckSpecializeIncrease(int spell_id); Void CheckSpecializeIncrease(Integer spell_id);
void CheckIncreaseSkill(int skill_id, Lua_Mob target); Void CheckIncreaseSkill(Integer skill_id, Mob target);
void CheckIncreaseSkill(int skill_id, Lua_Mob target, int chance_mod); Void CheckIncreaseSkill(Integer skill_id, Mob target, Integer chance_mod);
void SetLanguageSkill(int language, int value); Void SetLanguageSkill(Integer language, Integer value);
int MaxSkill(int skill_id); Integer MaxSkill(Integer skill_id);
bool IsMedding(); Boolean IsMedding();
int GetDuelTarget(); Integer GetDuelTarget();
bool IsDueling(); Boolean IsDueling();
void SetDuelTarget(int c); Void SetDuelTarget(Integer c);
void SetDueling(bool v); Void SetDueling(Boolean v);
void ResetAA(); Void ResetAA();
void MemSpell(int spell_id, int slot); Void MemSpell(Integer spell_id, Integer slot);
void MemSpell(int spell_id, int slot, bool update_client); Void MemSpell(Integer spell_id, Integer slot, Boolean update_client);
void UnmemSpell(int slot); Void UnmemSpell(Integer slot);
void UnmemSpell(int slot, bool update_client); Void UnmemSpell(Integer slot, Boolean update_client);
void UnmemSpellAll(); Void UnmemSpellAll();
void UnmemSpellAll(bool update_client); Void UnmemSpellAll(Boolean update_client);
void ScribeSpell(int spell_id, int slot); Void ScribeSpell(Integer spell_id, Integer slot);
void ScribeSpell(int spell_id, int slot, bool update_client); Void ScribeSpell(Integer spell_id, Integer slot, Boolean update_client);
void UnscribeSpell(int slot); Void UnscribeSpell(Integer slot);
void UnscribeSpell(int slot, bool update_client); Void UnscribeSpell(Integer slot, Boolean update_client);
void UnscribeSpellAll(); Void UnscribeSpellAll();
void UnscribeSpellAll(bool update_client); Void UnscribeSpellAll(Boolean update_client);
void UntrainDisc(int slot); Void UntrainDisc(Integer slot);
void UntrainDisc(int slot, bool update_client); Void UntrainDisc(Integer slot, Boolean update_client);
void UntrainDiscAll(); Void UntrainDiscAll();
void UntrainDiscAll(bool update_client); Void UntrainDiscAll(Boolean update_client);
bool IsSitting(); Boolean IsSitting();
void SetFeigned(bool v); Void SetFeigned(Boolean v);
bool GetFeigned(); Boolean GetFeigned();
bool AutoSplitEnabled(); Boolean AutoSplitEnabled();
void SetHorseId(int id); Void SetHorseId(Integer id);
int GetHorseId(); Integer GetHorseId();
void NukeItem(uint32 item_num, int where_to_check); Void NukeItem(Integer item_num, Integer where_to_check);
void SetTint(int slot_id, uint32 color); Void SetTInteger(Integer slot_id, Integer color);
void SetMaterial(int slot_id, uint32 item_id); Void SetMaterial(Integer slot_id, Integer item_id);
void Undye(); Void Undye();
int GetItemIDAt(int slot_id); Integer GetItemIDAt(Integer slot_id);
int GetAugmentIDAt(int slot_id, int aug_slot); Integer GetAugmentIDAt(Integer slot_id, Integer aug_slot);
void DeleteItemInInventory(int slot_id, int quantity); Void DeleteItemInInventory(Integer slot_id, Integer quantity);
void DeleteItemInInventory(int slot_id, int quantity, bool update_client); Void DeleteItemInInventory(Integer slot_id, Integer quantity, Boolean update_client);
void SummonItem(uint32 item_id); Void SummonItem(Integer item_id);
void SummonItem(uint32 item_id, int charges); Void SummonItem(Integer item_id, Integer charges);
void SummonItem(uint32 item_id, int charges, uint32 aug1); Void SummonItem(Integer item_id, Integer charges, Integer aug1);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2); Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3); Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4); Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5); Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned); Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5, Boolean attuned);
void SummonItem(uint32 item_id, int charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned, int to_slot); Void SummonItem(Integer item_id, Integer charges, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5, Boolean attuned, Integer to_slot);
void SetStats(int type, int value); Void SetStats(Integer type, Integer value);
void IncStats(int type, int value); Void IncStats(Integer type, Integer value);
void DropItem(int slot_id); Void DropItem(Integer slot_id);
void BreakInvis(); Void BreakInvis();
void LeaveGroup(); Void LeaveGroup();
bool IsGrouped(); Boolean IsGrouped();
bool IsRaidGrouped(); Boolean IsRaidGrouped();
bool Hungry(); Boolean Hungry();
bool Thirsty(); Boolean Thirsty();
int GetInstrumentMod(int spell_id); Integer GetInstrumentMod(Integer spell_id);
bool DecreaseByID(uint32 type, int amt); Boolean DecreaseByID(Integer type, Integer amt);
void Escape(); Void Escape();
void GoFish(); Void GoFish();
void ForageItem(); Void ForageItem();
void ForageItem(bool guarantee); Void ForageItem(Boolean guarantee);
float CalcPriceMod(Lua_Mob other, bool reverse); Real CalcPriceMod(Mob other, Boolean reverse);
void ResetTrade(); Void ResetTrade();
bool UseDiscipline(int spell_id, int target_id); Boolean UseDiscipline(Integer spell_id, Integer target_id);
int GetCharacterFactionLevel(int faction_id); Integer GetCharacterFactionLevel(Integer faction_id);
void SetZoneFlag(int zone_id); Void SetZoneFlag(Integer zone_id);
void ClearZoneFlag(int zone_id); Void ClearZoneFlag(Integer zone_id);
bool HasZoneFlag(int zone_id); Boolean HasZoneFlag(Integer zone_id);
void SendZoneFlagInfo(Lua_Client to); Void SendZoneFlagInfo(Client to);
void SetAATitle(const char *title); Void SetAATitle(String title);
int GetClientVersion(); Integer GetClientVersion();
uint32 GetClientVersionBit(); Integer GetClientVersionBit();
void SetTitleSuffix(const char *text); Void SetTitleSuffix(String text);
void SetAAPoints(int points); Void SetAAPoints(Integer points);
int GetAAPoints(); Integer GetAAPoints();
int GetSpentAA(); Integer GetSpentAA();
void AddAAPoints(int points); Void AddAAPoints(Integer points);
void RefundAA(); Void RefundAA();
int GetModCharacterFactionLevel(int faction); Integer GetModCharacterFactionLevel(Integer faction);
int GetLDoNWins(); Integer GetLDoNWins();
int GetLDoNLosses(); Integer GetLDoNLosses();
int GetLDoNWinsTheme(int theme); Integer GetLDoNWinsTheme(Integer theme);
int GetLDoNLossesTheme(int theme); Integer GetLDoNLossesTheme(Integer theme);
int GetStartZone(); Integer GetStartZone();
void SetStartZone(int zone_id); Void SetStartZone(Integer zone_id);
void SetStartZone(int zone_id, float x); Void SetStartZone(Integer zone_id, Real x);
void SetStartZone(int zone_id, float x, float y); Void SetStartZone(Integer zone_id, Real x, Real y);
void SetStartZone(int zone_id, float x, float y, float z); Void SetStartZone(Integer zone_id, Real x, Real y, Real z);
void KeyRingAdd(uint32 item); Void KeyRingAdd(Integer item);
bool KeyRingCheck(uint32 item); Boolean KeyRingCheck(Integer item);
void AddPVPPoints(uint32 points); Void AddPVPPoints(Integer points);
void AddCrystals(uint32 radiant, uint32 ebon); Void AddCrystals(Integer radiant, Integer ebon);
uint32 GetPVPPoints(); Integer GetPVPPoints();
uint32 GetRadiantCrystals(); Integer GetRadiantCrystals();
uint32 GetEbonCrystals(); Integer GetEbonCrystals();
void QuestReadBook(const char *text, int type); Void QuestReadBook(String text, Integer type);
void UpdateGroupAAs(int points, uint32 type); Void UpdateGroupAAs(Integer points, Integer type);
uint32 GetGroupPoints(); Integer GetGroupPoints();
uint32 GetRaidPoints(); Integer GetRaidPoints();
void LearnRecipe(uint32 recipe); Void LearnRecipe(Integer recipe);
int GetEndurance(); Integer GetEndurance();
int GetMaxEndurance(); Integer GetMaxEndurance();
int GetEndurancePercent(); Integer GetEndurancePercent();
void SetEndurance(int endur); Void SetEndurance(Integer endur);
void SendOPTranslocateConfirm(Lua_Mob caster, int spell_id); Void SendOPTranslocateConfirm(Mob caster, Integer spell_id);
uint32 GetIP(); Integer GetIP();
void AddLevelBasedExp(int exp_pct); Void AddLevelBasedExp(Integer exp_pct);
void AddLevelBasedExp(int exp_pct, int max_level); Void AddLevelBasedExp(Integer exp_pct, Integer max_level);
void IncrementAA(int aa); Void IncrementAA(Integer aa);
void MarkSingleCompassLoc(float in_x, float in_y, float in_z); Void MarkSingleCompassLoc(Real in_x, Real in_y, Real in_z);
void MarkSingleCompassLoc(float in_x, float in_y, float in_z, int count); Void MarkSingleCompassLoc(Real in_x, Real in_y, Real in_z, Integer count);
int GetNextAvailableSpellBookSlot(); Integer GetNextAvailableSpellBookSlot();
int GetNextAvailableSpellBookSlot(int start); Integer GetNextAvailableSpellBookSlot(Integer start);
int FindSpellBookSlotBySpellID(int spell_id); Integer FindSpellBookSlotBySpellID(Integer spell_id);
void UpdateTaskActivity(int task, int activity, int count); Void UpdateTaskActivity(Integer task, Integer activity, Integer count);
void AssignTask(int task, int npc_id); Void AssignTask(Integer task, Integer npc_id);
void FailTask(int task); Void FailTask(Integer task);
bool IsTaskCompleted(int task); Boolean IsTaskCompleted(Integer task);
bool IsTaskActive(int task); Boolean IsTaskActive(Integer task);
bool IsTaskActivityActive(int task, int activity); Boolean IsTaskActivityActive(Integer task, Integer activity);
int GetCorpseCount(); Integer GetCorpseCount();
int GetCorpseID(int corpse); Integer GetCorpseID(Integer corpse);
int GetCorpseItemAt(int corpse, int slot); Integer GetCorpseItemAt(Integer corpse, Integer slot);
void AssignToInstance(int instance_id); Void AssignToInstance(Integer instance_id);
void Freeze(); Void Freeze();
void UnFreeze(); Void UnFreeze();
int GetAggroCount(); Integer GetAggroCount();
uint64 GetCarriedMoney(); Integer GetCarriedMoney();
uint64 GetAllMoney(); Integer GetAllMoney();
void OpenLFGuildWindow(); Void OpenLFGuildWindow();
void Signal(uint32 id); Void Signal(Integer id);
void AddAlternateCurrencyValue(uint32 currency, int amount); Void AddAlternateCurrencyValue(Integer currency, Integer amount);
void SendWebLink(const char *site); Void SendWebLink(String site);
bool HasSpellScribed(int spell_id); Boolean HasSpellScribed(Integer spell_id);
void SetAccountFlag(std::string flag, std::string val); Void SetAccountFlag(String flag, String val);
std::string GetAccountFlag(std::string flag); String GetAccountFlag(String flag);
Lua_Group GetGroup(); Group GetGroup();
Lua_Raid GetRaid(); Raid GetRaid();
bool PutItemInInventory(int slot_id, Lua_ItemInst inst); Boolean PutItemInInventory(Integer slot_id, ItemInst inst);
bool PushItemOnCursor(Lua_ItemInst inst); Boolean PushItemOnCursor(ItemInst inst);
Lua_Inventory GetInventory(); Inventory GetInventory();
void SendItemScale(Lua_ItemInst inst); 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) [Return to the Lua API](Lua-API)
@ -11,33 +11,33 @@ corpse.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Corpse() -- Creates a null Corpse Corpse() -- Creates a null Corpse
uint32 GetCharID(); Integer GetCharID();
uint32 GetDecayTime(); Integer GetDecayTime();
void Lock(); Void Lock();
void UnLock(); Void UnLock();
bool IsLocked(); Boolean IsLocked();
void ResetLooter(); Void ResetLooter();
uint32 GetDBID(); Integer GetDBID();
bool IsRezzed(); Boolean IsRezzed();
const char *GetOwnerName(); String GetOwnerName();
bool Save(); Boolean Save();
void Delete(); Void Delete();
void Bury(); Void Bury();
void Depop(); Void Depop();
uint32 CountItems(); Integer CountItems();
void AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5); Void AddItem(Integer itemnum, uInteger charges, Integer slot, Integer aug1, Integer aug2, Integer aug3, Integer aug4, Integer aug5);
uint32 GetWornItem(int16 equipSlot); Integer GetWornItem(Integer equipSlot);
void RemoveItem(uint16 lootslot); Void RemoveItem(Integer lootslot);
void SetCash(uint32 copper, uint32 silver, uint32 gold, uint32 platinum); Void SetCash(Integer copper, Integer silver, Integer gold, Integer platinum);
void RemoveCash(); Void RemoveCash();
bool IsEmpty(); Boolean IsEmpty();
void SetDecayTimer(uint32 decaytime); Void SetDecayTimer(Integer decaytime);
bool CanMobLoot(int charid); Boolean CanMobLoot(Integer charid);
void AllowMobLoot(Lua_Mob them, uint8 slot); Void AllowMobLoot(Mob them, uInteger8 slot);
bool Summon(Lua_Client client, bool spell, bool checkdistance); Boolean Summon(Client client, Boolean spell, Boolean checkdistance);
uint32 GetCopper(); Integer GetCopper();
uint32 GetSilver(); Integer GetSilver();
uint32 GetGold(); Integer GetGold();
uint32 GetPlatinum(); Integer GetPlatinum();
void AddLooter(Lua_Mob who); 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) [Return to the Lua API](Lua-API)
@ -11,30 +11,30 @@ door.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Door() -- Creates a null Door Door() -- Creates a null Door
void SetDoorName(const char *name); Void SetDoorName(String name);
const char *GetDoorName(); String GetDoorName();
float GetX(); Real GetX();
float GetY(); Real GetY();
float GetZ(); Real GetZ();
float GetHeading(); Real GetHeading();
void SetX(float x); Void SetX(Real x);
void SetY(float y); Void SetY(Real y);
void SetZ(float z); Void SetZ(Real z);
void SetHeading(float h); Void SetHeading(Real h);
void SetLocation(float x, float y, float z); Void SetLocation(Real x, Real y, Real z);
uint32 GetDoorDBID(); Integer GetDoorDBID();
uint32 GetDoorID(); Integer GetDoorID();
void SetSize(uint32 sz); Void SetSize(Integer sz);
uint32 GetSize(); Integer GetSize();
void SetIncline(uint32 incline); Void SetIncline(Integer incline);
uint32 GetIncline(); Integer GetIncline();
void SetOpenType(uint32 type); Void SetOpenType(Integer type);
uint32 GetOpenType(); Integer GetOpenType();
void SetLockPick(uint32 pick); Void SetLockPick(Integer pick);
uint32 GetLockPick(); Integer GetLockPick();
void SetKeyItem(uint32 key); Void SetKeyItem(Integer key);
uint32 GetKeyItem(); Integer GetKeyItem();
void SetNoKeyring(int type); Void SetNoKeyring(Integer type);
int GetNoKeyring(); Integer GetNoKeyring();
void CreateDatabaseEntry(); 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) [Return to the Lua API](Lua-API)
@ -11,63 +11,63 @@ entity_list.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
EntityList() -- Creates a null EntityList EntityList() -- Creates a null EntityList
Lua_Mob GetMobID(int id); Mob GetMobID(Integer id);
Lua_Mob GetMob(const char *name); Mob GetMob(String name);
Lua_Mob GetMob(int id); Mob GetMob(Integer id);
Lua_Mob GetMobByNpcTypeID(int npc_type); Mob GetMobByNpcTypeID(Integer npc_type);
Lua_NPC GetNPCByID(int id); NPC GetNPCByID(Integer id);
Lua_NPC GetNPCByNPCTypeID(int npc_type); NPC GetNPCByNPCTypeID(Integer npc_type);
Lua_Client GetClientByName(const char *name); Client GetClientByName(String name);
Lua_Client GetClientByAccID(uint32 acct_id); Client GetClientByAccID(Integer acct_id);
Lua_Client GetClientByID(int id); Client GetClientByID(Integer id);
Lua_Client GetClientByCharID(uint32 char_id); Client GetClientByCharID(Integer char_id);
Lua_Client GetClientByWID(uint32 wid); Client GetClientByWID(Integer wid);
Lua_Object GetObjectByID(int id); Object GetObjectByID(Integer id);
Lua_Object GetObjectByDBID(uint32 db_id); Object GetObjectByDBID(Integer db_id);
Lua_Door GetDoorsByID(int id); Door GetDoorsByID(Integer id);
Lua_Door GetDoorsByDBID(uint32 db_id); Door GetDoorsByDBID(Integer db_id);
Lua_Door GetDoorsByDoorID(uint32 door_id); Door GetDoorsByDoorID(Integer door_id);
Lua_Door FindDoor(uint32 id); Door FindDoor(Integer id);
Lua_Group GetGroupByMob(Lua_Mob mob); Group GetGroupByMob(Mob mob);
Lua_Group GetGroupByClient(Lua_Client client); Group GetGroupByClient(Client client);
Lua_Group GetGroupByID(int id); Group GetGroupByID(Integer id);
Lua_Group GetGroupByLeaderName(const char *name); Group GetGroupByLeaderName(String name);
Lua_Raid GetRaidByID(int id); Raid GetRaidByID(Integer id);
Lua_Raid GetRaidByClient(Lua_Client client); Raid GetRaidByClient(Client client);
Lua_Corpse GetCorpseByOwner(Lua_Client client); Corpse GetCorpseByOwner(Client client);
Lua_Corpse GetCorpseByID(int id); Corpse GetCorpseByID(Integer id);
Lua_Corpse GetCorpseByName(const char *name); Corpse GetCorpseByName(String name);
Lua_Spawn GetSpawnByID(uint32 id); Spawn GetSpawnByID(Integer id);
void ClearClientPetitionQueue(); Void ClearClientPetitionQueue();
bool CanAddHateForMob(Lua_Mob p); Boolean CanAddHateForMob(Mob p);
void Message(uint32 guild_dbid, uint32 type, const char *message); Void Message(Integer guild_dbid, Integer type, String message);
void MessageStatus(uint32 guild_dbid, int min_status, uint32 type, const char *message); Void MessageStatus(Integer guild_dbid, Integer min_status, Integer type, String message);
void MessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, const char *message); Void MessageClose(Mob sender, Boolean skip_sender, Real dist, Integer type, String message);
void RemoveFromTargets(Lua_Mob mob); Void RemoveFromTargets(Mob mob);
void ReplaceWithTarget(Lua_Mob target, Lua_Mob new_target); Void ReplaceWithTarget(Mob target, Mob new_target);
void OpenDoorsNear(Lua_NPC opener); Void OpenDoorsNear(NPC opener);
std::string MakeNameUnique(const char *name); String MakeNameUnique(String name);
std::string RemoveNumbers(const char *name); String RemoveNumbers(String name);
void SignalMobsByNPCID(uint32 npc_id, int signal); Void SignalMobsByNPCID(Integer npc_id, Integer signal);
int DeleteNPCCorpses(); Integer DeleteNPCCorpses();
int DeletePlayerCorpses(); Integer DeletePlayerCorpses();
void HalveAggro(Lua_Mob who); Void HalveAggro(Mob who);
void DoubleAggro(Lua_Mob who); Void DoubleAggro(Mob who);
void ClearFeignAggro(Lua_Mob who); Void ClearFeignAggro(Mob who);
bool Fighting(Lua_Mob who); Boolean Fighting(Mob who);
void RemoveFromHateLists(Lua_Mob who); Void RemoveFromHateLists(Mob who);
void RemoveFromHateLists(Lua_Mob who, bool set_to_one); Void RemoveFromHateLists(Mob who, Boolean set_to_one);
void MessageGroup(Lua_Mob who, bool skip_close, uint32 type, const char *message); Void MessageGroup(Mob who, Boolean skip_close, Integer type, String message);
Lua_Client GetRandomClient(float x, float y, float z, float dist); Client GetRandomClient(Real x, Real y, Real z, Real dist);
Lua_Client GetRandomClient(float x, float y, float z, float dist, Lua_Client exclude); Client GetRandomClient(Real x, Real y, Real z, Real dist, Client exclude);
Lua_Mob_List GetMobList(); Mob_List GetMobList();
Lua_Client_List GetClientList(); Client_List GetClientList();
Lua_NPC_List GetNPCList(); NPC_List GetNPCList();
Lua_Corpse_List GetCorpseList(); Corpse_List GetCorpseList();
Lua_Object_List GetObjectList(); Object_List GetObjectList();
Lua_Doors_List GetDoorsList(); Doors_List GetDoorsList();
Lua_Spawn_List GetSpawnList(); Spawn_List GetSpawnList();
void SignalAllClients(int signal); 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) [Return to the Lua API](Lua-API)
@ -11,23 +11,23 @@ entity.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Entity(); -- Creates a null entity Entity(); -- Creates a null entity
bool IsClient(); Boolean IsClient();
bool IsNPC(); Boolean IsNPC();
bool IsMob(); Boolean IsMob();
bool IsMerc(); Boolean IsMerc();
bool IsCorpse(); Boolean IsCorpse();
bool IsPlayerCorpse(); Boolean IsPlayerCorpse();
bool IsNPCCorpse(); Boolean IsNPCCorpse();
bool IsObject(); Boolean IsObject();
bool IsDoor(); Boolean IsDoor();
bool IsTrap(); Boolean IsTrap();
bool IsBeacon(); Boolean IsBeacon();
int GetID(); Integer GetID();
Lua_Client CastToClient(); Client CastToClient();
Lua_NPC CastToNPC(); NPC CastToNPC();
Lua_Mob CastToMob(); Mob CastToMob();
Lua_Corpse CastToCorpse(); Corpse CastToCorpse();
Lua_Object CastToObject(); Object CastToObject();
Lua_Door CastToDoor(); Door CastToDoor();
``` ```

@ -3,149 +3,170 @@ All Lua General Functions are in the global table 'eq'.
[Return to the Lua API](Lua-API) [Return to the Lua API](Lua-API)
``` ```
void load_encounter(std::string name); Void load_encounter(String name);
void unload_encounter(std::string name); Void unload_encounter(String name);
void register_npc_event(std::string name, int evt, int npc_id, luabind::object func); Void register_npc_event(String name, Integer evt, Integer npc_id, LuaFunction func);
void unregister_npc_event(std::string name, int evt, int npc_id); Void unregister_npc_event(String name, Integer evt, Integer npc_id);
void register_player_event(std::string name, int evt, luabind::object func); Void register_player_event(String name, Integer evt, LuaFunction func);
void unregister_player_event(std::string name, int evt); Void unregister_player_event(String name, Integer evt);
void register_item_event(std::string name, int evt, int item_id, luabind::object func); Void register_item_event(String name, Integer evt, Integer item_id, LuaFunction func);
void unregister_item_event(std::string name, int evt, int item_id); Void unregister_item_event(String name, Integer evt, Integer item_id);
void register_spell_event(std::string name, int evt, int spell_id, luabind::object func); Void register_spell_event(String name, Integer evt, Integer spell_id, LuaFunction func);
void unregister_spell_event(std::string name, int evt, int spell_id); Void unregister_spell_event(String name, Integer evt, Integer spell_id);
Lua_Mob spawn2(int npc_type, int grid, int unused, double x, double y, double z, double heading); Mob spawn2(Integer npc_type, Integer grid, Integer unused, Real x, Real y, Real z, Real heading);
Lua_Mob unique_spawn(int npc_type, int grid, int unused, double x, double y, double z, double heading = 0.0); Mob unique_spawn(Integer npc_type, Integer grid, Integer unused, Real x, Real y, Real z, Real heading = 0.0);
Lua_Mob spawn_from_spawn2(uint32 spawn2_id); Mob spawn_from_spawn2(Integer spawn2_id);
void enable_spawn2(int spawn2_id); Void enable_spawn2(Integer spawn2_id);
void disable_spawn2(int spawn2_id); Void disable_spawn2(Integer spawn2_id);
void set_timer(const char *timer, int time_ms); Void set_timer(String timer, Integer time_ms);
void stop_timer(const char *timer); Void stop_timer(String timer);
void stop_all_timers(); Void stop_all_timers();
void depop(); Void depop();
void depop(int npc_type); Void depop(Integer npc_type);
void depop_with_timer(); Void depop_with_timer();
void depop_with_timer(int npc_type); Void depop_with_timer(Integer npc_type);
void depop_all(); Void depop_all();
void depop_all(int npc_type); Void depop_all(Integer npc_type);
void depop_zone(bool start_spawn_status); Void depop_zone(Boolean start_spawn_status);
void repop_zone(); Void repop_zone();
bool is_disc_tome(int item_id); Boolean is_disc_tome(Integer item_id);
void safe_move(); Void safe_move();
void rain(int weather); Void rain(Integer weather);
void snow(int weather); Void snow(Integer weather);
int scribe_spells(int max); Integer scribe_spells(Integer max);
int scribe_spells(int max, int min); Integer scribe_spells(Integer max, Integer min);
int train_discs(int max); Integer train_discs(Integer max);
int train_discs(int max, int min); Integer train_discs(Integer max, Integer min);
void set_sky(int sky); Void set_sky(Integer sky);
void set_guild(int guild_id, int rank); Void set_guild(Integer guild_id, Integer rank);
void create_guild(const char *name, const char *leader); Void create_guild(String name, String leader);
void set_time(int hour, int min); Void set_time(Integer hour, Integer min);
void signal(int npc_id, int signal_id); Void signal(Integer npc_id, Integer signal_id);
void signal(int npc_id, int signal_id, int wait); Void signal(Integer npc_id, Integer signal_id, Integer wait);
void set_global(const char *name, const char *value, int options, const char *duration); Void set_global(String name, String value, Integer options, String duration);
void target_global(const char *name, const char *value, const char *duration, int npc_id, int char_id, int zone_id); Void target_global(String name, String value, String duration, Integer npc_id, Integer char_id, Integer zone_id);
void delete_global(const char *name); Void delete_global(String name);
void start(int wp); Void start(Integer wp);
void stop(); Void stop();
void pause(int duration); Void pause(Integer duration);
void move_to(float x, float y, float z, float h, bool save_guard_spot); Void move_to(Real x, Real y, Real z, Real h, Boolean save_guard_spot);
void resume(); Void resume();
void set_next_hp_event(int hp); Void set_next_hp_event(Integer hp);
void set_next_inc_hp_event(int hp); Void set_next_inc_hp_event(Integer hp);
void respawn(int npc_type, int grid); Void respawn(Integer npc_type, Integer grid);
void set_proximity(float min_x, float max_x, float min_y, float max_y); Void set_proximity(Real min_x, Real max_x, Real min_y, Real max_y);
void set_proximity(float min_x, float max_x, float min_y, float max_y, float min_z, float max_z); 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 clear_proximity();
void enable_proximity_say(); Void enable_proximity_say();
void disable_proximity_say(); Void disable_proximity_say();
void set_anim(int npc_type, int anim_num); Void set_anim(Integer npc_type, Integer anim_num);
void spawn_condition(const char *zone, uint32 instance_id, int condition_id, int value); Void spawn_condition(String zone, Integer instance_id, Integer condition_id, Integer value);
void get_spawn_condition(const char *zone, uint32 instance_id, int condition_id); Void get_spawn_condition(String zone, Integer instance_id, Integer condition_id);
void toggle_spawn_event(int event_id, bool enable, bool reset); Void toggle_spawn_event(Integer event_id, Boolean enable, Boolean reset);
void summon_burried_player_corpse(uint32 char_id, float x, float y, float z, float h); Void summon_burried_player_corpse(Integer char_id, Real x, Real y, Real z, Real h);
void summon_all_player_corpses(uint32 char_id, float x, float y, float z, float h); Void summon_all_player_corpses(Integer char_id, Real x, Real y, Real z, Real h);
int get_player_burried_corpse_count(uint32 char_id); Integer get_player_burried_corpse_count(Integer char_id);
bool bury_player_corpse(uint32 char_id); Boolean bury_player_corpse(Integer char_id);
void task_selector(luabind::object table); Void task_selector(IntegerArray table);
void task_set_selector(int task_set); Void task_set_selector(Integer task_set);
void enable_task(luabind::object table); Void enable_task(IntegerArray table);
void disable_task(luabind::object table); Void disable_task(IntegerArray table);
bool is_task_enabled(int task); Boolean is_task_enabled(Integer task);
bool is_task_active(int task); Boolean is_task_active(Integer task);
bool is_task_activity_active(int task, int activity); Boolean is_task_activity_active(Integer task, Integer activity);
int get_task_activity_done_count(int task, int activity); Integer get_task_activity_done_count(Integer task, Integer activity);
void update_task_activity(int task, int activity, int count); Void update_task_activity(Integer task, Integer activity, Integer count);
void reset_task_activity(int task, int activity); Void reset_task_activity(Integer task, Integer activity);
void task_explored_area(int explore_id); Void task_explored_area(Integer explore_id);
void assign_task(int task_id); Void assign_task(Integer task_id);
void fail_task(int task_id); Void fail_task(Integer task_id);
int task_time_left(int task_id); Integer task_time_left(Integer task_id);
int is_task_completed(int task_id); Integer is_task_completed(Integer task_id);
int enabled_task_count(int task_set); Integer enabled_task_count(Integer task_set);
int first_task_in_set(int task_set); Integer first_task_in_set(Integer task_set);
int last_task_in_set(int task_set); Integer last_task_in_set(Integer task_set);
int next_task_in_set(int task_set, int task_id); Integer next_task_in_set(Integer task_set, Integer task_id);
int active_speak_task(); Integer active_speak_task();
int active_speak_activity(int task_id); Integer active_speak_activity(Integer task_id);
int active_tasks_in_set(int task_set); Integer active_tasks_in_set(Integer task_set);
int completed_tasks_in_set(int task_set); Integer completed_tasks_in_set(Integer task_set);
bool is_task_appropriate(int task); Boolean is_task_appropriate(Integer task);
void popup(const char *title, const char *text, uint32 id, uint32 buttons, uint32 duration); Void popup(String title, String text, Integer id, Integer buttons, Integer duration);
void clear_spawn_timers(); Void clear_spawn_timers();
void zone_emote(int type, const char *str); Void zone_emote(Integer type, String str);
void world_emote(int type, const char *str); Void world_emote(Integer type, String str);
int get_level(int type); Integer get_level(Integer type);
void create_ground_object(uint32 item_id, float x, float y, float z, float h); Void create_ground_object(Integer item_id, Real x, Real y, Real z, Real h);
void create_ground_object(uint32 item_id, float x, float y, float z, float h, uint32 decay_time); Void create_ground_object(Integer item_id, Real x, Real y, Real z, Real h, Integer 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(String model, Real x, Real y, Real z, Real 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(String model, Real x, Real y, Real z, Real h, Integer 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_ground_object_from_model(String model, Real x, Real y, Real z, Real h, Integer type, Integer decay_time);
void create_door(const char *model, float x, float y, float z, float h, int open_type, int size); Void create_door(String model, Real x, Real y, Real z, Real h, Integer open_type, Integer size);
void modify_npc_stat(const char *id, const char *value); Void modify_npc_stat(String id, String value);
int collect_items(uint32 item_id, bool remove); Integer collect_items(Integer item_id, Boolean remove);
void update_spawn_timer(uint32 id, uint32 new_time); Void update_spawn_timer(Integer id, Integer new_time);
void merchant_set_item(uint32 npc_id, uint32 item_id); Void merchant_set_item(Integer npc_id, Integer item_id);
void merchant_set_item(uint32 npc_id, uint32 item_id, uint32 quantity); Void merchant_set_item(Integer npc_id, Integer item_id, Integer quantity);
int merchant_count_item(uint32 npc_id, uint32 item_id); Integer merchant_count_item(Integer npc_id, Integer item_id);
std::string item_link(int item_id); String item_link(Integer item_id);
void say_link(const char *phrase, bool silent, const char *link_name); Void say_link(String phrase, Boolean silent, String link_name);
const char *get_guild_name_by_id(uint32 guild_id); String get_guild_name_by_id(Integer guild_id);
uint32 create_instance(const char *zone, uint32 version, uint32 duration); Integer create_instance(String zone, Integer version, Integer duration);
void destroy_instance(uint32 instance_id); Void destroy_instance(Integer instance_id);
int get_instance_id(const char *zone, uint32 version); Integer get_instance_id(String zone, Integer version);
void assign_to_instance(uint32 instance_id); Void assign_to_instance(Integer instance_id);
void assign_group_to_instance(uint32 instance_id); Void assign_group_to_instance(Integer instance_id);
void assign_raid_to_instance(uint32 instance_id); Void assign_raid_to_instance(Integer instance_id);
void flag_instance_by_group_leader(uint32 zone, uint32 version); Void flag_instance_by_group_leader(Integer zone, Integer version);
void flag_instance_by_raid_leader(uint32 zone, uint32 version); Void flag_instance_by_raid_leader(Integer zone, Integer version);
void fly_mode(int flymode); Void fly_mode(Integer flymode);
int faction_value(); Integer faction_value();
void check_title(uint32 title_set); Void check_title(Integer title_set);
void enable_title(uint32 title_set); Void enable_title(Integer title_set);
void remove_title(uint32 title_set); Void remove_title(Integer title_set);
void wear_change(uint32 slot, uint32 texture); Void wear_change(Integer slot, Integer texture);
void voice_tell(const char *str, uint32 macro_num, uint32 race_num, uint32 gender_num); Void voice_tell(String str, Integer macro_num, Integer race_num, Integer gender_num);
void send_mail(const char *to, const char *from, const char *subject, const char *message); Void send_mail(String to, String from, String subject, String message);
void cross_zone_signal_client_by_char_id(uint32 player_id, int signal); Void cross_zone_signal_client_by_char_id(Integer player_id, Integer signal);
void cross_zone_signal_client_by_name(const char *player, int signal); Void cross_zone_signal_client_by_name(String player, Integer signal);
void cross_zone_message_player_by_name(uint32 type, const char *player, const char *message); Void cross_zone_message_player_by_name(Integer type, String player, String message);
luabind::object get_qglobals(Lua_NPC npc, Lua_Client client); HashTable get_qglobals(NPC npc, Client client);
luabind::object get_qglobals(Lua_Client client, Lua_NPC npc); HashTable get_qglobals(Client client, NPC npc);
luabind::object get_qglobals(Lua_Client client); HashTable get_qglobals(Client client);
luabind::object get_qglobals(Lua_NPC npc); HashTable get_qglobals(NPC npc);
luabind::object get_qglobals(); HashTable get_qglobals();
Lua_EntityList get_entity_list(); EntityList get_entity_list();
int get_zone_id(); Integer get_zone_id();
const char *get_zone_long_name(); String get_zone_long_name();
const char *get_zone_short_name(); String get_zone_short_name();
int get_zone_instance_id(); Integer get_zone_instance_id();
int get_zone_instance_version(); Integer get_zone_instance_version();
int get_zone_weather(); Integer get_zone_weather();
luabind::object get_zone_time(); HashTable 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 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(int id); Void remove_area(Integer id);
void clear_areas(); Void clear_areas();
void remove_spawn_point(uint32 spawn2_id); Void remove_spawn_point(Integer spawn2_id);
void add_spawn_point(luabind::object table); 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) [Return to the Lua API](Lua-API)
@ -11,21 +11,21 @@ group.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Group() -- Creates a null Group Group() -- Creates a null Group
void DisbandGroup(); Void DisbandGroup();
bool IsGroupMember(Lua_Mob mob); Boolean IsGroupMember(Mob mob);
void CastGroupSpell(Lua_Mob caster, int spell_id); Void CastGroupSpell(Mob caster, Integer spell_id);
void SplitExp(uint32 exp, Lua_Mob other); Void SplitExp(Integer exp, Mob other);
void GroupMessage(Lua_Mob sender, int language, const char *message); Void GroupMessage(Mob sender, Integer language, String message);
uint32 GetTotalGroupDamage(Lua_Mob other); Integer GetTotalGroupDamage(Mob other);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum); Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, Lua_Client splitter); Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum, Client splitter);
void SetLeader(Lua_Mob leader); Void SetLeader(Mob leader);
Lua_Mob GetLeader(); Mob GetLeader();
const char *GetLeaderName(); String GetLeaderName();
bool IsLeader(Lua_Mob leader); Boolean IsLeader(Mob leader);
int GroupCount(); Integer GroupCount();
int GetHighestLevel(); Integer GetHighestLevel();
void TeleportGroup(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h); Void TeleportGroup(Mob sender, Integer zone_id, Integer instance_id, Real x, Real y, Real z, Real h);
int GetID(); Integer GetID();
Lua_Mob GetMember(int index); Mob GetMember(Integer index);
``` ```

@ -10,14 +10,14 @@ hate.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Lua_Mob GetEnt(); Mob GetEnt();
void SetEnt(Lua_Mob e); Void SetEnt(Mob e);
int GetDamage(); Integer GetDamage();
void SetDamage(int value); Void SetDamage(Integer value);
int GetHate(); Integer GetHate();
void SetHate(int value); Void SetHate(Integer value);
int GetFrenzy(); Integer GetFrenzy();
void SetFrenzy(bool value); 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) [Return to the Lua API](Lua-API)
@ -11,33 +11,33 @@ inventory.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Inventory() -- Creates a null Inventory Inventory() -- Creates a null Inventory
Lua_ItemInst GetItem(int slot_id); ItemInst GetItem(Integer slot_id);
Lua_ItemInst GetItem(int slot_id, int bag_slot); ItemInst GetItem(Integer slot_id, Integer bag_slot);
int PutItem(int slot_id, Lua_ItemInst item); Integer PutItem(Integer slot_id, ItemInst item);
int PushCursor(Lua_ItemInst item); Integer PushCursor(ItemInst item);
bool SwapItem(int slot_a, int slot_b); Boolean SwapItem(Integer slot_a, Integer slot_b);
bool DeleteItem(int slot_id); Boolean DeleteItem(Integer slot_id);
bool DeleteItem(int slot_id, int quantity); Boolean DeleteItem(Integer slot_id, Integer quantity);
bool CheckNoDrop(int slot_id); Boolean CheckNoDrop(Integer slot_id);
Lua_ItemInst PopItem(int slot_id); ItemInst PopItem(Integer slot_id);
int HasItem(int item_id); Integer HasItem(Integer item_id);
int HasItem(int item_id, int quantity); Integer HasItem(Integer item_id, Integer quantity);
int HasItem(int item_id, int quantity, int where); Integer HasItem(Integer item_id, Integer quantity, Integer where);
bool HasSpaceForItem(Lua_Item item, int quantity); Boolean HasSpaceForItem(Item item, Integer quantity);
int HasItemByUse(int use); Integer HasItemByUse(Integer use);
int HasItemByUse(int use, uint8 quantity); Integer HasItemByUse(Integer use, uInteger8 quantity);
int HasItemByUse(int use, uint8 quantity, uint8 where); Integer HasItemByUse(Integer use, uInteger8 quantity, uInteger8 where);
int HasItemByLoreGroup(uint32 loregroup); Integer HasItemByLoreGroup(Integer loregroup);
int HasItemByLoreGroup(uint32 loregroup, int where); Integer HasItemByLoreGroup(Integer loregroup, Integer where);
int FindFreeSlot(bool for_bag, bool try_cursor); Integer FindFreeSlot(Boolean for_bag, Boolean try_cursor);
int FindFreeSlot(bool for_bag, bool try_cursor, int min_size); Integer FindFreeSlot(Boolean for_bag, Boolean try_cursor, Integer min_size);
int FindFreeSlot(bool for_bag, bool try_cursor, int min_size, bool is_arrow); Integer FindFreeSlot(Boolean for_bag, Boolean try_cursor, Integer min_size, Boolean is_arrow);
int CalcSlotId(int slot_id); Integer CalcSlotId(Integer slot_id);
int CalcSlotId(int slot_id, int bag_slot); Integer CalcSlotId(Integer slot_id, Integer bag_slot);
int CalcBagIdx(int slot_id); Integer CalcBagIdx(Integer slot_id);
int CalcSlotFromMaterial(int material); Integer CalcSlotFromMaterial(Integer material);
int CalcMaterialFromSlot(int equipslot); Integer CalcMaterialFromSlot(Integer equipslot);
bool CanItemFitInContainer(Lua_Item item, Lua_Item container); Boolean CanItemFitInContainer(Item item, Item container);
bool SupportsContainers(int slot_id); Boolean SupportsContainers(Integer slot_id);
int GetSlotByItemInst(Lua_ItemInst inst); 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) [Return to the Lua API](Lua-API)
@ -11,179 +11,179 @@ item.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Item() -- Creates a null Item Item() -- Creates a null Item
int MinStatus(); Integer MinStatus();
int ItemClass(); Integer ItemClass();
const char *Name(); String Name();
const char *Lore(); String Lore();
const char *IDFile(); String IDFile();
uint32 ID(); Integer ID();
int Weight(); Integer Weight();
int NoRent(); Integer NoRent();
int NoDrop(); Integer NoDrop();
int Size(); Integer Size();
uint32 Slots(); Integer Slots();
uint32 Price(); Integer Price();
uint32 Icon(); Integer Icon();
uint32 LoreGroup(); Integer LoreGroup();
bool LoreFlag(); Boolean LoreFlag();
bool PendingLoreFlag(); Boolean PendingLoreFlag();
bool ArtifactFlag(); Boolean ArtifactFlag();
bool SummonedFlag(); Boolean SummonedFlag();
int FVNoDrop(); Integer FVNoDrop();
uint32 Favor(); Integer Favor();
uint32 GuildFavor(); Integer GuildFavor();
uint32 PointType(); Integer PointType();
int BagType(); Integer BagType();
int BagSlots(); Integer BagSlots();
int BagSize(); Integer BagSize();
int BagWR(); Integer BagWR();
bool BenefitFlag(); Boolean BenefitFlag();
bool Tradeskills(); Boolean Tradeskills();
int CR(); Integer CR();
int DR(); Integer DR();
int PR(); Integer PR();
int MR(); Integer MR();
int FR(); Integer FR();
int AStr(); Integer AStr();
int ASta(); Integer ASta();
int AAgi(); Integer AAgi();
int ADex(); Integer ADex();
int ACha(); Integer ACha();
int AInt(); Integer AInt();
int AWis(); Integer AWis();
int HP(); Integer HP();
int Mana(); Integer Mana();
int AC(); Integer AC();
uint32 Deity(); Integer Deity();
int SkillModValue(); Integer SkillModValue();
uint32 SkillModType(); Integer SkillModType();
uint32 BaneDmgRace(); Integer BaneDmgRace();
int BaneDmgAmt(); Integer BaneDmgAmt();
uint32 BaneDmgBody(); Integer BaneDmgBody();
bool Magic(); Boolean Magic();
int CastTime_(); Integer CastTime_();
int ReqLevel(); Integer ReqLevel();
uint32 BardType(); Integer BardType();
int BardValue(); Integer BardValue();
int Light(); Integer Light();
int Delay(); Integer Delay();
int RecLevel(); Integer RecLevel();
int RecSkill(); Integer RecSkill();
int ElemDmgType(); Integer ElemDmgType();
int ElemDmgAmt(); Integer ElemDmgAmt();
int Range(); Integer Range();
uint32 Damage(); Integer Damage();
uint32 Color(); Integer Color();
uint32 Classes(); Integer Classes();
uint32 Races(); Integer Races();
int MaxCharges(); Integer MaxCharges();
int ItemType(); Integer ItemType();
int Material(); Integer Material();
double SellRate(); Real SellRate();
uint32 Fulfilment(); Integer Fulfilment();
int CastTime(); Integer CastTime();
uint32 EliteMaterial(); Integer EliteMaterial();
int ProcRate(); Integer ProcRate();
int CombatEffects(); Integer CombatEffects();
int Shielding(); Integer Shielding();
int StunResist(); Integer StunResist();
int StrikeThrough(); Integer StrikeThrough();
uint32 ExtraDmgSkill(); Integer ExtraDmgSkill();
uint32 ExtraDmgAmt(); Integer ExtraDmgAmt();
int SpellShield(); Integer SpellShield();
int Avoidance(); Integer AVoidance();
int Accuracy(); Integer Accuracy();
uint32 CharmFileID(); Integer CharmFileID();
int FactionMod1(); Integer FactionMod1();
int FactionMod2(); Integer FactionMod2();
int FactionMod3(); Integer FactionMod3();
int FactionMod4(); Integer FactionMod4();
int FactionAmt1(); Integer FactionAmt1();
int FactionAmt2(); Integer FactionAmt2();
int FactionAmt3(); Integer FactionAmt3();
int FactionAmt4(); Integer FactionAmt4();
const char *CharmFile(); String CharmFile();
uint32 AugType(); Integer AugType();
int AugSlotType(int i); Integer AugSlotType(Integer i);
int AugSlotVisible(int i); Integer AugSlotVisible(Integer i);
int AugSlotUnk2(int i); Integer AugSlotUnk2(Integer i);
uint32 LDoNTheme(); Integer LDoNTheme();
uint32 LDoNPrice(); Integer LDoNPrice();
uint32 LDoNSold(); Integer LDoNSold();
uint32 BaneDmgRaceAmt(); Integer BaneDmgRaceAmt();
uint32 AugRestrict(); Integer AugRestrict();
uint32 Endur(); Integer Endur();
uint32 DotShielding(); Integer DotShielding();
uint32 Attack(); Integer Attack();
uint32 Regen(); Integer Regen();
uint32 ManaRegen(); Integer ManaRegen();
uint32 EnduranceRegen(); Integer EnduranceRegen();
uint32 Haste(); Integer Haste();
uint32 DamageShield(); Integer DamageShield();
uint32 RecastDelay(); Integer RecastDelay();
uint32 RecastType(); Integer RecastType();
uint32 AugDistiller(); Integer AugDistiller();
bool Attuneable(); Boolean Attuneable();
bool NoPet(); Boolean NoPet();
bool PotionBelt(); Boolean PotionBelt();
bool Stackable(); Boolean Stackable();
bool NoTransfer(); Boolean NoTransfer();
bool QuestItemFlag(); Boolean QuestItemFlag();
int StackSize(); Integer StackSize();
int PotionBeltSlots(); Integer PotionBeltSlots();
int Click_Effect(); Integer Click_Effect();
int Click_Type(); Integer Click_Type();
int Click_Level(); Integer Click_Level();
int Click_Level2(); Integer Click_Level2();
int Proc_Effect(); Integer Proc_Effect();
int Proc_Type(); Integer Proc_Type();
int Proc_Level(); Integer Proc_Level();
int Proc_Level2(); Integer Proc_Level2();
int Worn_Effect(); Integer Worn_Effect();
int Worn_Type(); Integer Worn_Type();
int Worn_Level(); Integer Worn_Level();
int Worn_Level2(); Integer Worn_Level2();
int Focus_Effect(); Integer Focus_Effect();
int Focus_Type(); Integer Focus_Type();
int Focus_Level(); Integer Focus_Level();
int Focus_Level2(); Integer Focus_Level2();
int Scroll_Effect(); Integer Scroll_Effect();
int Scroll_Type(); Integer Scroll_Type();
int Scroll_Level(); Integer Scroll_Level();
int Scroll_Level2(); Integer Scroll_Level2();
int Bard_Effect(); Integer Bard_Effect();
int Bard_Type(); Integer Bard_Type();
int Bard_Level(); Integer Bard_Level();
int Bard_Level2(); Integer Bard_Level2();
int Book(); Integer Book();
uint32 BookType(); Integer BookType();
const char *Filename(); String Filename();
int SVCorruption(); Integer SVCorruption();
uint32 Purity(); Integer Purity();
uint32 BackstabDmg(); Integer BackstabDmg();
uint32 DSMitigation(); Integer DSMitigation();
int HeroicStr(); Integer HeroicStr();
int HeroicInt(); Integer HeroicInt();
int HeroicWis(); Integer HeroicWis();
int HeroicAgi(); Integer HeroicAgi();
int HeroicDex(); Integer HeroicDex();
int HeroicSta(); Integer HeroicSta();
int HeroicCha(); Integer HeroicCha();
int HeroicMR(); Integer HeroicMR();
int HeroicFR(); Integer HeroicFR();
int HeroicCR(); Integer HeroicCR();
int HeroicDR(); Integer HeroicDR();
int HeroicPR(); Integer HeroicPR();
int HeroicSVCorrup(); Integer HeroicSVCorrup();
int HealAmt(); Integer HealAmt();
int SpellDmg(); Integer SpellDmg();
uint32 LDoNSellBackRate(); Integer LDoNSellBackRate();
uint32 ScriptFileID(); Integer ScriptFileID();
int ExpendableArrow(); Integer ExpendableArrow();
uint32 Clairvoyance(); Integer Clairvoyance();
const char *ClickName(); String ClickName();
const char *ProcName(); String ProcName();
const char *WornName(); String WornName();
const char *FocusName(); String FocusName();
const char *ScrollName(); 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) [Return to the Lua API](Lua-API)
@ -11,49 +11,49 @@ item.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
ItemInst() -- Creates a null ItemInst ItemInst() -- Creates a null ItemInst
ItemInst(int item_id) -- Creates a new ItemInst of item_id ItemInst(Integer item_id) -- Creates a new ItemInst of item_id
ItemInst(int item_id, int charges) -- Creates a new ItemInst of item_id with charges ItemInst(Integer item_id, Integer charges) -- Creates a new ItemInst of item_id with charges
bool IsType(int item_class); Boolean IsType(Integer item_class);
bool IsStackable(); Boolean IsStackable();
bool IsEquipable(int race, int class_); Boolean IsEquipable(Integer race, Integer class_);
bool IsEquipable(int slot_id); Boolean IsEquipable(Integer slot_id);
bool IsAugmentable(); Boolean IsAugmentable();
int GetAugmentType(); Integer GetAugmentType();
bool IsExpendable(); Boolean IsExpendable();
Lua_ItemInst GetItem(int slot); ItemInst GetItem(Integer slot);
Lua_Item GetItem(); Item GetItem();
void SetItem(Lua_Item item); Void SetItem(Item item);
Lua_Item GetUnscaledItem(int slot); Item GetUnscaledItem(Integer slot);
uint32 GetItemID(int slot); Integer GetItemID(Integer slot);
int GetTotalItemCount(); Integer GetTotalItemCount();
Lua_ItemInst GetAugment(int slot); ItemInst GetAugment(Integer slot);
uint32 GetAugmentItemID(int slot); Integer GetAugmentItemID(Integer slot);
bool IsAugmented(); Boolean IsAugmented();
bool IsWeapon(); Boolean IsWeapon();
bool IsAmmo(); Boolean IsAmmo();
uint32 GetID(); Integer GetID();
uint32 GetItemScriptID(); Integer GetItemScriptID();
int GetCharges(); Integer GetCharges();
void SetCharges(int charges); Void SetCharges(Integer charges);
uint32 GetPrice(); Integer GetPrice();
void SetPrice(uint32 price); Void SetPrice(Integer price);
void SetColor(uint32 color); Void SetColor(Integer color);
uint32 GetColor(); Integer GetColor();
bool IsInstNoDrop(); Boolean IsInstNoDrop();
void SetInstNoDrop(bool flag); Void SetInstNoDrop(Boolean flag);
std::string GetCustomDataString(); String GetCustomDataString();
void SetCustomData(std::string identifier, std::string value); Void SetCustomData(String identifier, String value);
void SetCustomData(std::string identifier, int value); Void SetCustomData(String identifier, Integer value);
void SetCustomData(std::string identifier, float value); Void SetCustomData(String identifier, Real value);
void SetCustomData(std::string identifier, bool value); Void SetCustomData(String identifier, Boolean value);
std::string GetCustomData(std::string identifier); String GetCustomData(String identifier);
void DeleteCustomData(std::string identifier); Void DeleteCustomData(String identifier);
void SetScaling(bool val); Void SetScaling(Boolean val);
void SetScale(double scale_factor); Void SetScale(Real scale_factor);
uint32 GetExp(); Integer GetExp();
void SetExp(uint32 exp); Void SetExp(Integer exp);
void AddExp(uint32 exp); Void AddExp(Integer exp);
int GetMaxEvolveLvl(); Integer GetMaxEvolveLvl();
uint32 GetKillsNeeded(int current_level); Integer GetKillsNeeded(Integer current_level);
Lua_ItemInst Clone(); 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) [Return to the Lua API](Lua-API)
@ -11,304 +11,326 @@ client.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Mob() -- Creates a null mob Mob() -- Creates a null mob
const char *GetName(); String GetName();
void Depop(); Void Depop();
void Depop(bool start_spawn_timer); Void Depop(Boolean start_spawn_timer);
bool BehindMob(); Boolean BehindMob();
bool BehindMob(Lua_Mob other); Boolean BehindMob(Mob other);
bool BehindMob(Lua_Mob other, float x); Boolean BehindMob(Mob other, Real x);
bool BehindMob(Lua_Mob other, float x, float y); Boolean BehindMob(Mob other, Real x, Real y);
void SetLevel(int level); Void SetLevel(Integer level);
void SetLevel(int level, bool command); Void SetLevel(Integer level, Boolean command);
void SendWearChange(int material_slot); Void SendWearChange(Integer material_slot);
bool IsMoving(); Boolean IsMoving();
void GotoBind(); Void GotoBind();
void Gate(); Void Gate();
bool Attack(Lua_Mob other); Boolean Attack(Mob other);
bool Attack(Lua_Mob other, int hand); Boolean Attack(Mob other, Integer hand);
bool Attack(Lua_Mob other, int hand, bool from_riposte); Boolean Attack(Mob other, Integer hand, Boolean from_riposte);
bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough); Boolean Attack(Mob other, Integer hand, Boolean from_riposte, Boolean is_strikethrough);
bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell); Boolean Attack(Mob other, Integer hand, Boolean from_riposte, Boolean is_strikethrough, Boolean is_from_spell);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill); Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable); Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill, Boolean avoidable);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot); Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill, Boolean avoidable, Integer buffslot);
void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic); Void Damage(Mob from, Integer damage, Integer spell_id, Integer attack_skill, Boolean avoidable, Integer buffslot, Boolean buff_tic);
void RangedAttack(Lua_Mob other); Void RangedAttack(Mob other);
void ThrowingAttack(Lua_Mob other); Void ThrowingAttack(Mob other);
void Heal(); Void Heal();
void HealDamage(uint32 amount); Void HealDamage(Integer amount);
void HealDamage(uint32 amount, Lua_Mob other); Void HealDamage(Integer amount, Mob other);
uint32 GetLevelCon(int other); Integer GetLevelCon(Integer other);
uint32 GetLevelCon(int my, int other); Integer GetLevelCon(Integer my, Integer other);
void SetHP(int hp); Void SetHP(Integer hp);
void DoAnim(int anim_num); Void DoAnim(Integer anim_num);
void DoAnim(int anim_num, int type); Void DoAnim(Integer anim_num, Integer type);
void DoAnim(int anim_num, int type, bool ackreq); Void DoAnim(Integer anim_num, Integer type, Boolean ackreq);
void DoAnim(int anim_num, int type, bool ackreq, int filter); Void DoAnim(Integer anim_num, Integer type, Boolean ackreq, Integer filter);
void ChangeSize(double in_size); Void ChangeSize(Real in_size);
void ChangeSize(double in_size, bool no_restriction); Void ChangeSize(Real in_size, Boolean no_restriction);
void GMMove(double x, double y, double z); Void GMMove(Real x, Real y, Real z);
void GMMove(double x, double y, double z, double heading); Void GMMove(Real x, Real y, Real z, Real heading);
void GMMove(double x, double y, double z, double heading, bool send_update); Void GMMove(Real x, Real y, Real z, Real heading, Boolean send_update);
bool HasProcs(); Boolean HasProcs();
bool IsInvisible(); Boolean IsInvisible();
bool IsInvisible(Lua_Mob other); Boolean IsInvisible(Mob other);
void SetInvisible(int state); Void SetInvisible(Integer state);
bool FindBuff(int spell_id); Boolean FindBuff(Integer spell_id);
bool FindType(int type); Boolean FindType(Integer type);
bool FindType(int type, bool offensive); Boolean FindType(Integer type, Boolean offensive);
bool FindType(int type, bool offensive, int threshold); Boolean FindType(Integer type, Boolean offensive, Integer threshold);
int GetBuffSlotFromType(int slot); Integer GetBuffSlotFromType(Integer slot);
int GetBaseRace(); Integer GetBaseRace();
int GetBaseGender(); Integer GetBaseGender();
int GetDeity(); Integer GetDeity();
int GetRace(); Integer GetRace();
int GetGender(); Integer GetGender();
int GetTexture(); Integer GetTexture();
int GetHelmTexture(); Integer GetHelmTexture();
int GetHairColor(); Integer GetHairColor();
int GetBeardColor(); Integer GetBeardColor();
int GetEyeColor1(); Integer GetEyeColor1();
int GetEyeColor2(); Integer GetEyeColor2();
int GetHairStyle(); Integer GetHairStyle();
int GetLuclinFace(); Integer GetLuclinFace();
int GetBeard(); Integer GetBeard();
int GetDrakkinHeritage(); Integer GetDrakkinHeritage();
int GetDrakkinTattoo(); Integer GetDrakkIntegerattoo();
int GetDrakkinDetails(); Integer GetDrakkinDetails();
int GetClass(); Integer GetClass();
int GetLevel(); Integer GetLevel();
const char *GetCleanName(); String GetCleanName();
Lua_Mob GetTarget(); Mob GetTarget();
void SetTarget(Lua_Mob t); Void SetTarget(Mob t);
double GetHPRatio(); Real GetHPRatio();
bool IsWarriorClass(); Boolean IsWarriorClass();
int GetHP(); Integer GetHP();
int GetMaxHP(); Integer GetMaxHP();
int GetItemHPBonuses(); Integer GetItemHPBonuses();
int GetSpellHPBonuses(); Integer GetSpellHPBonuses();
double GetWalkspeed(); Real GetWalkspeed();
double GetRunspeed(); Real GetRunspeed();
int GetCasterLevel(int spell_id); Integer GetCasterLevel(Integer spell_id);
int GetMaxMana(); Integer GetMaxMana();
int GetMana(); Integer GetMana();
int SetMana(int mana); Integer SetMana(Integer mana);
double GetManaRatio(); Real GetManaRatio();
int GetAC(); Integer GetAC();
int GetATK(); Integer GetATK();
int GetSTR(); Integer GetSTR();
int GetSTA(); Integer GetSTA();
int GetDEX(); Integer GetDEX();
int GetAGI(); Integer GetAGI();
int GetINT(); Integer GetInteger();
int GetWIS(); Integer GetWIS();
int GetCHA(); Integer GetCHA();
int GetMR(); Integer GetMR();
int GetFR(); Integer GetFR();
int GetDR(); Integer GetDR();
int GetPR(); Integer GetPR();
int GetCR(); Integer GetCR();
int GetCorruption(); Integer GetCorruption();
int GetMaxSTR(); Integer GetMaxSTR();
int GetMaxSTA(); Integer GetMaxSTA();
int GetMaxDEX(); Integer GetMaxDEX();
int GetMaxAGI(); Integer GetMaxAGI();
int GetMaxINT(); Integer GetMaxInteger();
int GetMaxWIS(); Integer GetMaxWIS();
int GetMaxCHA(); Integer GetMaxCHA();
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster); Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster);
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override); Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster, Boolean use_resist_override);
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override); Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster, Boolean use_resist_override, Integer resist_override);
double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override, bool charisma_check); Real ResistSpell(Integer resist_type, Integer spell_id, Mob caster, Boolean use_resist_override, Integer resist_override, Boolean charisma_check);
int GetSpecializeSkillValue(int spell_id); Integer GetSpecializeSkillValue(Integer spell_id);
int GetNPCTypeID(); Integer GetNPCTypeID();
bool IsTargeted(); Boolean IsTargeted();
double GetX(); Real GetX();
double GetY(); Real GetY();
double GetZ(); Real GetZ();
double GetHeading(); Real GetHeading();
double GetWaypointX(); Real GetWaypointX();
double GetWaypointY(); Real GetWaypointY();
double GetWaypointZ(); Real GetWaypointZ();
double GetWaypointH(); Real GetWaypointH();
double GetWaypointPause(); Real GetWaypointPause();
int GetWaypointID(); Integer GetWaypointID();
void SetCurrentWP(int wp); Void SetCurrentWP(Integer wp);
double GetSize(); Real GetSize();
void Message(int type, const char *message); Void Message(Integer type, String message);
void Message_StringID(int type, int string_id, uint32 distance); Void Message_StringID(Integer type, Integer string_id, Integer distance);
void Say(const char *message); Void Say(String message);
void QuestSay(Lua_Client client, const char *message); Void QuestSay(Client client, String message);
void Shout(const char *message); Void Shout(String message);
void Emote(const char *message); Void Emote(String message);
void InterruptSpell(); Void IntegererruptSpell();
void InterruptSpell(int spell_id); Void IntegererruptSpell(Integer spell_id);
bool CastSpell(int spell_id, int target_id); Boolean CastSpell(Integer spell_id, Integer target_id);
bool CastSpell(int spell_id, int target_id, int slot); Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time); Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost); Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost);
bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot); Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost, Integer 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); Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost, Integer item_slot, Integer timer, Integer 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, Boolean CastSpell(Integer spell_id, Integer target_id, Integer slot, Integer cast_time, Integer mana_cost, Integer item_slot, Integer timer, Integer timer_duration,
int resist_adjust); Integer resist_adjust);
bool SpellFinished(int spell_id, Lua_Mob target); Boolean SpellFinished(Integer spell_id, Mob target);
bool SpellFinished(int spell_id, Lua_Mob target, int slot); Boolean SpellFinished(Integer spell_id, Mob target, Integer slot);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used); Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot); Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used, Integer inventory_slot);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust); Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used, Integer inventory_slot, Integer resist_adjust);
bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust, bool proc); Boolean SpellFinished(Integer spell_id, Mob target, Integer slot, Integer mana_used, Integer inventory_slot, Integer resist_adjust, Boolean proc);
void SpellEffect(Lua_Mob caster, int spell_id, double partial); Void SpellEffect(Mob caster, Integer spell_id, Real partial);
Lua_Mob GetPet(); Mob GetPet();
Lua_Mob GetOwner(); Mob GetOwner();
Lua_HateList GetHateList(); HateList GetHateList();
Lua_Mob GetHateTop(); Mob GetHateTop();
Lua_Mob GetHateDamageTop(Lua_Mob other); Mob GetHateDamageTop(Mob other);
Lua_Mob GetHateRandom(); Mob GetHateRandom();
void AddToHateList(Lua_Mob other); Void AddToHateList(Mob other);
void AddToHateList(Lua_Mob other, int hate); Void AddToHateList(Mob other, Integer hate);
void AddToHateList(Lua_Mob other, int hate, int damage); Void AddToHateList(Mob other, Integer hate, Integer damage);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help); Void AddToHateList(Mob other, Integer hate, Integer damage, Boolean yell_for_help);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy); Void AddToHateList(Mob other, Integer hate, Integer damage, Boolean yell_for_help, Boolean frenzy);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy, bool buff_tic); Void AddToHateList(Mob other, Integer hate, Integer damage, Boolean yell_for_help, Boolean frenzy, Boolean buff_tic);
void SetHate(Lua_Mob other); Void SetHate(Mob other);
void SetHate(Lua_Mob other, int hate); Void SetHate(Mob other, Integer hate);
void SetHate(Lua_Mob other, int hate, int damage); Void SetHate(Mob other, Integer hate, Integer damage);
uint32 GetHateAmount(Lua_Mob target); Integer GetHateAmount(Mob target);
uint32 GetHateAmount(Lua_Mob target, bool is_damage); Integer GetHateAmount(Mob target, Boolean is_damage);
uint32 GetDamageAmount(Lua_Mob target); Integer GetDamageAmount(Mob target);
void WipeHateList(); Void WipeHateList();
bool CheckAggro(Lua_Mob other); Boolean CheckAggro(Mob other);
void Stun(int duration); Void Stun(Integer duration);
void UnStun(); Void UnStun();
bool IsStunned(); Boolean IsStunned();
void Spin(); Void Spin();
void Kill(); Void Kill();
bool CanThisClassDoubleAttack(); Boolean CanThisClassDoubleAttack();
bool CanThisClassDualWield(); Boolean CanThisClassDualWield();
bool CanThisClassRiposte(); Boolean CanThisClassRiposte();
bool CanThisClassDodge(); Boolean CanThisClassDodge();
bool CanThisClassParry(); Boolean CanThisClassParry();
bool CanThisClassBlock(); Boolean CanThisClassBlock();
void SetInvul(bool value); Void SetInvul(Boolean value);
bool GetInvul(); Boolean GetInvul();
void SetExtraHaste(int haste); Void SetExtraHaste(Integer haste);
int GetHaste(); Integer GetHaste();
int GetMonkHandToHandDamage(); Integer GetMonkHandToHandDamage();
int GetMonkHandToHandDelay(); Integer GetMonkHandToHandDelay();
void Mesmerize(); Void Mesmerize();
bool IsMezzed(); Boolean IsMezzed();
bool IsEnraged(); Boolean IsEnraged();
int GetReverseFactionCon(Lua_Mob other); Integer GetReverseFactionCon(Mob other);
bool IsAIControlled(); Boolean IsAIControlled();
float GetAggroRange(); Real GetAggroRange();
float GetAssistRange(); Real GetAssistRange();
void SetPetOrder(int order); Void SetPetOrder(Integer order);
int GetPetOrder(); Integer GetPetOrder();
bool IsRoamer(); Boolean IsRoamer();
bool IsRooted(); Boolean IsRooted();
bool IsEngaged(); Boolean IsEngaged();
void FaceTarget(Lua_Mob target); Void FaceTarget(Mob target);
void SetHeading(double in); Void SetHeading(Real in);
double CalculateHeadingToTarget(double in_x, double in_y); Real CalculateHeadingToTarget(Real in_x, Real in_y);
bool CalculateNewPosition(double x, double y, double z, double speed); Boolean CalculateNewPosition(Real x, Real y, Real z, Real speed);
bool CalculateNewPosition(double x, double y, double z, double speed, bool check_z); Boolean CalculateNewPosition(Real x, Real y, Real z, Real speed, Boolean check_z);
bool CalculateNewPosition2(double x, double y, double z, double speed); Boolean CalculateNewPosition2(Real x, Real y, Real z, Real speed);
bool CalculateNewPosition2(double x, double y, double z, double speed, bool check_z); Boolean CalculateNewPosition2(Real x, Real y, Real z, Real speed, Boolean check_z);
float CalculateDistance(double x, double y, double z); Real CalculateDistance(Real x, Real y, Real z);
void SendTo(double x, double y, double z); Void SendTo(Real x, Real y, Real z);
void SendToFixZ(double x, double y, double z); Void SendToFixZ(Real x, Real y, Real z);
void NPCSpecialAttacks(const char *parse, int perm); Void NPCSpecialAttacks(String parse, Integer perm);
void NPCSpecialAttacks(const char *parse, int perm, bool reset); Void NPCSpecialAttacks(String parse, Integer perm, Boolean reset);
void NPCSpecialAttacks(const char *parse, int perm, bool reset, bool remove); Void NPCSpecialAttacks(String parse, Integer perm, Boolean reset, Boolean remove);
int GetResist(int type); Integer GetResist(Integer type);
bool Charmed(); Boolean Charmed();
int CheckAggroAmount(int spell_id); Integer CheckAggroAmount(Integer spell_id);
int CheckAggroAmount(int spell_id, bool is_proc); Integer CheckAggroAmount(Integer spell_id, Boolean is_proc);
int CheckHealAggroAmount(int spell_id); Integer CheckHealAggroAmount(Integer spell_id);
int CheckHealAggroAmount(int spell_id, uint32 heal_possible); Integer CheckHealAggroAmount(Integer spell_id, Integer heal_possible);
int GetAA(int id); Integer GetAA(Integer id);
bool DivineAura(); Boolean DivineAura();
void SetOOCRegen(int regen); Void SetOOCRegen(Integer regen);
const char* GetEntityVariable(const char *name); const char* GetEntityVariable(String name);
void SetEntityVariable(const char *name, const char *value); Void SetEntityVariable(String name, String value);
bool EntityVariableExists(const char *name); Boolean EntityVariableExists(String name);
void Signal(uint32 id); Void Signal(Integer id);
bool CombatRange(Lua_Mob other); Boolean CombatRange(Mob other);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage); Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage); Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override); Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage, Integer hate_override);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time); Void DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage, Integer hate_override, Integer 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 DoSpecialAttackDamage(Mob other, Integer skill, Integer max_damage, Integer min_damage, Integer hate_override, Integer reuse_time, Boolean hit_chance);
void DoThrowingAttackDmg(Lua_Mob other); Void DoThrowingAttackDmg(Mob other);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon); Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item); Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage); Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item, Integer weapon_damage);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod); Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item, Integer weapon_damage, Integer chance_mod);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod, int focus); Void DoThrowingAttackDmg(Mob other, ItemInst range_weapon, Item item, Integer weapon_damage, Integer chance_mod, Integer focus);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill); Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod); Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill, Integer chance_mod);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus); Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill, Integer chance_mod, Integer focus);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus, bool can_riposte); Void DoMeleeSkillAttackDmg(Mob other, Integer weapon_damage, Integer skill, Integer chance_mod, Integer focus, Boolean can_riposte);
void DoArcheryAttackDmg(Lua_Mob other); Void DoArcheryAttackDmg(Mob other);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon); Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo); Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage); Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo, Integer weapon_damage);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod); Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo, Integer weapon_damage, Integer chance_mod);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod, int focus); Void DoArcheryAttackDmg(Mob other, ItemInst range_weapon, ItemInst ammo, Integer weapon_damage, Integer chance_mod, Integer focus);
bool CheckLoS(Lua_Mob other); Boolean CheckLoS(Mob other);
bool CheckLoSToLoc(double x, double y, double z); Boolean CheckLoSToLoc(Real x, Real y, Real z);
bool CheckLoSToLoc(double x, double y, double z, double mob_size); Boolean CheckLoSToLoc(Real x, Real y, Real z, Real mob_size);
double FindGroundZ(double x, double y); Real FindGroundZ(Real x, Real y);
double FindGroundZ(double x, double y, double z); Real FindGroundZ(Real x, Real y, Real z);
void ProjectileAnimation(Lua_Mob to, int item_id); Void ProjectileAnimation(Mob to, Integer item_id);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow); Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed); Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle); Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed, Real angle);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt); Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed, Real angle, Real tilt);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt, double arc); Void ProjectileAnimation(Mob to, Integer item_id, Boolean is_arrow, Real speed, Real angle, Real tilt, Real arc);
bool HasNPCSpecialAtk(const char *parse); Boolean HasNPCSpecialAtk(String parse);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5); Void SendAppearanceEffect(Integer parm1, Integer parm2, Integer parm3, Integer parm4, Integer parm5);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Lua_Client specific_target); Void SendAppearanceEffect(Integer parm1, Integer parm2, Integer parm3, Integer parm4, Integer parm5, Client specific_target);
void SetFlyMode(int in); Void SetFlyMode(Integer in);
void SetTexture(int in); Void SetTexture(Integer in);
void SetRace(int in); Void SetRace(Integer in);
void SetGender(int in); Void SetGender(Integer in);
void SendIllusionPacket(luabind::object illusion); Void SendIllusionPacket(IllusionOptions illusion);
void QuestReward(Lua_Client c); Void QuestReward(Client c);
void QuestReward(Lua_Client c, uint32 silver); Void QuestReward(Client c, Integer silver);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold); Void QuestReward(Client c, Integer silver, Integer gold);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold, uint32 platinum); Void QuestReward(Client c, Integer silver, Integer gold, Integer platinum);
void CameraEffect(uint32 duration, uint32 intensity); Void CameraEffect(Integer duration, Integer intensity);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c); Void CameraEffect(Integer duration, Integer intensity, Client c);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global); Void CameraEffect(Integer duration, Integer intensity, Client c, Boolean global);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk020); Void SendSpellEffect(Integer effect_id, Integer duration, Integer finish_delay, Boolean zone_wide, Integer unk020);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk020, bool perm_effect); Void SendSpellEffect(Integer effect_id, Integer duration, Integer finish_delay, Boolean zone_wide, Integer unk020, Boolean perm_effect);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide, uint32 unk020, bool perm_effect, Lua_Client c); Void SendSpellEffect(Integer effect_id, Integer duration, Integer finish_delay, Boolean zone_wide, Integer unk020, Boolean perm_effect, Client c);
void TempName(); Void TempName();
void TempName(const char *newname); Void TempName(String newname);
void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration); Void SetGlobal(String varname, String newvalue, Integer options, String duration);
void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration, Lua_Mob other); Void SetGlobal(String varname, String newvalue, Integer options, String duration, Mob other);
void TarGlobal(const char *varname, const char *value, const char *duration, int npc_id, int char_id, int zone_id); Void TarGlobal(String varname, String value, String duration, Integer npc_id, Integer char_id, Integer zone_id);
void DelGlobal(const char *varname); Void DelGlobal(String varname);
void SetSlotTint(int material_slot, int red_tint, int green_tint, int blue_tint); Void SetSlotTint(Integer material_slot, Integer red_tint, Integer green_tint, Integer blue_tint);
void WearChange(int material_slot, int texture, uint32 color); Void WearChange(Integer material_slot, Integer texture, Integer color);
void DoKnockback(Lua_Mob caster, uint32 pushback, uint32 pushup); Void DoKnockback(Mob caster, Integer pushback, Integer pushup);
void RemoveNimbusEffect(int effect_id); Void RemoveNimbusEffect(Integer effect_id);
bool IsRunning(); Boolean IsRunning();
void SetRunning(bool running); Void SetRunning(Boolean running);
void SetBodyType(int new_body, bool overwrite_orig); Void SetBodyType(Integer new_body, Boolean overwrite_orig);
void SetTargetable(bool on); Void SetTargetable(Boolean on);
void ModSkillDmgTaken(int skill, int value); Void ModSkillDmgTaken(Integer skill, Integer value);
int GetModSkillDmgTaken(int skill); Integer GetModSkillDmgTaken(Integer skill);
int GetSkillDmgTaken(int skill); Integer GetSkillDmgTaken(Integer skill);
void SetAllowBeneficial(bool value); Void SetAllowBeneficial(Boolean value);
bool GetAllowBeneficial(); Boolean GetAllowBeneficial();
bool IsBeneficialAllowed(Lua_Mob target); Boolean IsBeneficialAllowed(Mob target);
void ModVulnerability(int resist, int value); Void ModVulnerability(Integer resist, Integer value);
int GetModVulnerability(int resist); Integer GetModVulnerability(Integer resist);
void SetDisableMelee(bool disable); Void SetDisableMelee(Boolean disable);
bool IsMeleeDisabled(); Boolean IsMeleeDisabled();
void SetFlurryChance(int value); Void SetFlurryChance(Integer value);
int GetFlurryChance(); Integer GetFlurryChance();
int GetSkill(int skill_id); 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) [Return to the Lua API](Lua-API)
@ -11,89 +11,89 @@ npc.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
NPC() -- Creates a null NPC NPC() -- Creates a null NPC
void Signal(int id); Void Signal(Integer id);
int CheckNPCFactionAlly(int faction); Integer CheckNPCFactionAlly(Integer faction);
void AddItem(int item_id, int charges); Void AddItem(Integer item_id, Integer charges);
void AddItem(int item_id, int charges, bool equip); Void AddItem(Integer item_id, Integer charges, Boolean equip);
void AddLootTable(); Void AddLootTable();
void AddLootTable(int id); Void AddLootTable(Integer id);
void RemoveItem(int item_id); Void RemoveItem(Integer item_id);
void RemoveItem(int item_id, int quantity); Void RemoveItem(Integer item_id, Integer quantity);
void RemoveItem(int item_id, int quantity, int slot); Void RemoveItem(Integer item_id, Integer quantity, Integer slot);
void ClearItemList(); Void ClearItemList();
void AddCash(int copper, int silver, int gold, int platinum); Void AddCash(Integer copper, Integer silver, Integer gold, Integer platinum);
void RemoveCash(); Void RemoveCash();
int CountLoot(); Integer CountLoot();
int GetLoottableID(); Integer GetLoottableID();
uint32 GetCopper(); Integer GetCopper();
uint32 GetSilver(); Integer GetSilver();
uint32 GetGold(); Integer GetGold();
uint32 GetPlatinum(); Integer GetPlatinum();
void SetCopper(uint32 amt); Void SetCopper(Integer amt);
void SetSilver(uint32 amt); Void SetSilver(Integer amt);
void SetGold(uint32 amt); Void SetGold(Integer amt);
void SetPlatinum(uint32 amt); Void SetPlatinum(Integer amt);
void SetGrid(int grid); Void SetGrid(Integer grid);
void SetSaveWaypoint(int wp); Void SetSaveWaypoint(Integer wp);
void SetSp2(int sg2); Void SetSp2(Integer sg2);
int GetWaypointMax(); Integer GetWaypointMax();
int GetGrid(); Integer GetGrid();
uint32 GetSp2(); Integer GetSp2();
int GetNPCFactionID(); Integer GetNPCFactionID();
int GetPrimaryFaction(); Integer GetPrimaryFaction();
int GetNPCHate(Lua_Mob ent); Integer GetNPCHate(Mob ent);
bool IsOnHatelist(Lua_Mob ent); Boolean IsOnHatelist(Mob ent);
void SetNPCFactionID(int id); Void SetNPCFactionID(Integer id);
uint32 GetMaxDMG(); Integer GetMaxDMG();
uint32 GetMinDMG(); Integer GetMinDMG();
bool IsAnimal(); Boolean IsAnimal();
int GetPetSpellID(); Integer GetPetSpellID();
void SetPetSpellID(int id); Void SetPetSpellID(Integer id);
uint32 GetMaxDamage(int level); Integer GetMaxDamage(Integer level);
void SetTaunting(bool t); Void SetTaunting(Boolean t);
void PickPocket(Lua_Client thief); Void PickPocket(Client thief);
void StartSwarmTimer(uint32 duration); Void StartSwarmTimer(Integer duration);
void DoClassAttacks(Lua_Mob target); Void DoClassAttacks(Mob target);
int GetMaxWp(); Integer GetMaxWp();
void DisplayWaypointInfo(Lua_Client to); Void DisplayWaypointInfo(Client to);
void CalculateNewWaypoint(); Void CalculateNewWaypoint();
void AssignWaypoints(int grid); Void AssignWaypoints(Integer grid);
void SetWaypointPause(); Void SetWaypointPause();
void UpdateWaypoint(int wp); Void UpdateWaypoint(Integer wp);
void StopWandering(); Void StopWandering();
void ResumeWandering(); Void ResumeWandering();
void PauseWandering(int pause_time); Void PauseWandering(Integer pause_time);
void MoveTo(float x, float y, float z, float h, bool save); Void MoveTo(Real x, Real y, Real z, Real h, Boolean save);
void NextGuardPosition(); Void NextGuardPosition();
void SaveGuardSpot(); Void SaveGuardSpot();
void SaveGuardSpot(bool clear); Void SaveGuardSpot(Boolean clear);
bool IsGuarding(); Boolean IsGuarding();
void AI_SetRoambox(float dist, float max_x, float min_x, float max_y, float min_y); Void AI_SetRoambox(Real dist, Real max_x, Real min_x, Real max_y, Real min_y);
void AI_SetRoambox(float dist, float max_x, float min_x, float max_y, float min_y, uint32 delay); Void AI_SetRoambox(Real dist, Real max_x, Real min_x, Real max_y, Real min_y, Integer delay);
int GetNPCSpellsID(); Integer GetNPCSpellsID();
int GetSpawnPointID(); Integer GetSpawnPointID();
float GetSpawnPointX(); Real GetSpawnPointX();
float GetSpawnPointY(); Real GetSpawnPointY();
float GetSpawnPointZ(); Real GetSpawnPointZ();
float GetSpawnPointH(); Real GetSpawnPointH();
float GetGuardPointX(); Real GetGuardPointX();
float GetGuardPointY(); Real GetGuardPointY();
float GetGuardPointZ(); Real GetGuardPointZ();
void SetPrimSkill(int skill_id); Void SetPrimSkill(Integer skill_id);
void SetSecSkill(int skill_id); Void SetSecSkill(Integer skill_id);
int GetPrimSkill(); Integer GetPrimSkill();
int GetSecSkill(); Integer GetSecSkill();
int GetSwarmOwner(); Integer GetSwarmOwner();
int GetSwarmTarget(); Integer GetSwarmTarget();
void SetSwarmTarget(int target); Void SetSwarmTarget(Integer target);
void ModifyNPCStat(const char *stat, const char *value); Void ModifyNPCStat(String stat, String value);
void AddAISpell(int priority, int spell_id, int type, int mana_cost, int recast_delay, int resist_adjust); Void AddAISpell(Integer priority, Integer spell_id, Integer type, Integer mana_cost, Integer recast_delay, Integer resist_adjust);
void RemoveAISpell(int spell_id); Void RemoveAISpell(Integer spell_id);
void SetSpellFocusDMG(int focus); Void SetSpellFocusDMG(Integer focus);
void SetSpellFocusHeal(int focus); Void SetSpellFocusHeal(Integer focus);
float GetSlowMitigation(); Real GetSlowMitigation();
float GetAttackSpeed(); Real GetAttackSpeed();
int GetAccuracyRating(); Integer GetAccuracyRating();
int GetSpawnKillCount(); Integer GetSpawnKillCount();
int GetScore(); 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) [Return to the Lua API](Lua-API)
@ -11,38 +11,38 @@ object.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Object() -- Creates a null Object Object() -- Creates a null Object
void Depop(); Void Depop();
void Repop(); Void Repop();
void SetModelName(const char *name); Void SetModelName(String name);
const char *GetModelName(); String GetModelName();
float GetX(); Real GetX();
float GetY(); Real GetY();
float GetZ(); Real GetZ();
float GetHeading(); Real GetHeading();
void SetX(float x); Void SetX(Real x);
void SetY(float y); Void SetY(Real y);
void SetZ(float z); Void SetZ(Real z);
void SetHeading(float h); Void SetHeading(Real h);
void SetLocation(float x, float y, float z); Void SetLocation(Real x, Real y, Real z);
void SetItemID(uint32 item_id); Void SetItemID(Integer item_id);
uint32 GetItemID(); Integer GetItemID();
void SetIcon(uint32 icon); Void SetIcon(Integer icon);
uint32 GetIcon(); Integer GetIcon();
void SetType(uint32 type); Void SetType(Integer type);
uint32 GetType(); Integer GetType();
uint32 GetDBID(); Integer GetDBID();
void ClearUser(); Void ClearUser();
void SetID(int user); Void SetID(Integer user);
int GetID(); Integer GetID();
bool Save(); Boolean Save();
uint32 VarSave(); Integer VarSave();
void DeleteItem(int index); Void DeleteItem(Integer index);
void StartDecay(); Void StartDecay();
void Delete(); Void Delete();
void Delete(bool reset_state); Void Delete(Boolean reset_state);
bool IsGroundSpawn(); Boolean IsGroundSpawn();
void Close(); Void Close();
const char *GetEntityVariable(const char *name); String GetEntityVariable(String name);
void SetEntityVariable(const char *name, const char *value); Void SetEntityVariable(String name, String value);
bool EntityVariableExists(const char *name); Boolean EntityVariableExists(String name);
``` ```

@ -1,6 +1,6 @@
The Lua Parser is a quest parser for EQEmu that uses the Lua embedded programming language. 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 ## Table of Contents
* [Init Scripts](#init-scripts) * [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: 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_npc_event(String name, Integer evt, Integer npc_id, luafunction func);
void register_player_event(std::string name, int evt, luafunction func); Void register_player_event(String name, Integer evt, luafunction func);
void register_item_event(std::string name, int evt, int item_id, luafunction func); Void register_item_event(String name, Integer evt, Integer item_id, luafunction func);
void register_spell_event(std::string name, int evt, int spell_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. 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; > NPC self;
> Bool joined; > Boolean joined;
> } > }
> ``` > ```
@ -323,7 +323,7 @@ Note: Encounter scripts cannot properly catch EVENT_COMMAND or EVENT_TRADE unles
> ``` > ```
> { > {
> NPC self; > NPC self;
> Bool joined; > Boolean joined;
> } > }
> ``` > ```
@ -899,7 +899,7 @@ Note: Encounter scripts cannot properly catch EVENT_COMMAND or EVENT_TRADE unles
> Client owner; > Client owner;
> ItemInst item; > ItemInst item;
> Integer slot_id; > 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) [Return to the Lua API](Lua-API)
@ -11,25 +11,25 @@ raid.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Raid() -- Creates a null Raid Raid() -- Creates a null Raid
bool IsRaidMember(const char *name); Boolean IsRaidMember(String name);
void CastGroupSpell(Lua_Mob caster, int spell_id, uint32 group_id); Void CastGroupSpell(Mob caster, Integer spell_id, Integer group_id);
int GroupCount(uint32 group_id); Integer GroupCount(Integer group_id);
int RaidCount(); Integer RaidCount();
uint32 GetGroup(const char *c); Integer GetGroup(String c);
uint32 GetGroup(Lua_Client c); Integer GetGroup(Client c);
void SplitExp(uint32 exp, Lua_Mob other); Void SplitExp(Integer exp, Mob other);
uint32 GetTotalRaidDamage(Lua_Mob other); Integer GetTotalRaidDamage(Mob other);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum); Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum);
void SplitMoney(uint32 copper, uint32 silver, uint32 gold, uint32 platinum, Lua_Client splitter); Void SplitMoney(Integer copper, Integer silver, Integer gold, Integer platinum, Client splitter);
void BalanceHP(int penalty, uint32 group_id); Void BalanceHP(Integer penalty, Integer group_id);
bool IsLeader(const char *c); Boolean IsLeader(String c);
bool IsLeader(Lua_Client c); Boolean IsLeader(Client c);
bool IsGroupLeader(const char *name); Boolean IsGroupLeader(String name);
int GetHighestLevel(); Integer GetHighestLevel();
int GetLowestLevel(); Integer GetLowestLevel();
Lua_Client GetClientByIndex(int index); Client GetClientByIndex(Integer index);
void TeleportGroup(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h, uint32 group_id); Void TeleportGroup(Mob sender, Integer zone_id, Integer instance_id, Real x, Real y, Real z, Real h, Integer group_id);
void TeleportRaid(Lua_Mob sender, uint32 zone_id, uint32 instance_id, float x, float y, float z, float h); Void TeleportRaid(Mob sender, Integer zone_id, Integer instance_id, Real x, Real y, Real z, Real h);
int GetID(); Integer GetID();
Lua_Client GetMember(int index); 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) [Return to the Lua API](Lua-API)
@ -11,30 +11,30 @@ spawn.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Spawn() -- Creates a null spawn Spawn() -- Creates a null spawn
void LoadGrid(); Void LoadGrid();
void Enable(); Void Enable();
void Disable(); Void Disable();
bool Enabled(); Boolean Enabled();
void Reset(); Void Reset();
void Depop(); Void Depop();
void Repop(); Void Repop();
void Repop(uint32 delay); Void Repop(Integer delay);
void ForceDespawn(); Void ForceDespawn();
uint32 GetID(); Integer GetID();
float GetX(); Real GetX();
float GetY(); Real GetY();
float GetZ(); Real GetZ();
float GetHeading(); Real GetHeading();
void SetRespawnTimer(uint32 newrespawntime); Void SetRespawnTimer(Integer newrespawntime);
void SetVariance(uint32 newvariance); Void SetVariance(Integer newvariance);
uint32 GetVariance(); Integer GetVariance();
uint32 RespawnTimer(); Integer RespawnTimer();
uint32 SpawnGroupID(); Integer SpawnGroupID();
uint32 CurrentNPCID(); Integer CurrentNPCID();
void SetCurrentNPCID(uint32 nid); Void SetCurrentNPCID(Integer nid);
uint32 GetSpawnCondition(); Integer GetSpawnCondition();
bool NPCPointerValid(); Boolean NPCPointerValid();
void SetNPCPointer(Lua_NPC n); Void SetNPCPointer(NPC n);
void SetTimer(uint32 duration); Void SetTimer(Integer duration);
uint32 GetKillCount(); 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) [Return to the Lua API](Lua-API)
@ -11,77 +11,77 @@ spell.valid -- Returns true if this object is not null
### Member Functions ### Member Functions
``` ```
Spell() -- Creates a null spell Spell() -- Creates a null spell
Spell(int id) -- Creates a spell with a specific id Spell(Integer id) -- Creates a spell with a specific id
int ID(); Integer ID();
const char *Name(); String Name();
const char *Player1(); String Player1();
const char *TeleportZone(); String TeleportZone();
const char *YouCast(); String YouCast();
const char *OtherCasts(); String OtherCasts();
const char *CastOnYou(); String CastOnYou();
const char *CastOnOther(); String CastOnOther();
const char *SpellFades(); String SpellFades();
float Range(); Real Range();
float AoeRange(); Real AoeRange();
float PushBack(); Real PushBack();
float PushUp(); Real PushUp();
uint32 CastTime(); Integer CastTime();
uint32 RecoveryTime(); Integer RecoveryTime();
uint32 RecastTime(); Integer RecastTime();
uint32 BuffdurationFormula(); Integer BuffdurationFormula();
uint32 BuffDuration(); Integer BuffDuration();
uint32 AEDuration(); Integer AEDuration();
int Mana(); Integer Mana();
int Base(int i); Integer Base(Integer i);
int Base2(int i); Integer Base2(Integer i);
int Max(int i); Integer Max(Integer i);
int Components(int i); Integer Components(Integer i);
int ComponentCounts(int i); Integer ComponentCounts(Integer i);
int NoexpendReagent(int i); Integer NoexpendReagent(Integer i);
int Formula(int i); Integer Formula(Integer i);
int GoodEffect(); Integer GoodEffect();
int Activated(); Integer Activated();
int ResistType(); Integer ResistType();
int EffectID(int i); Integer EffectID(Integer i);
int TargetType(); Integer TargetType();
int BaseDiff(); Integer BaseDiff();
int Skill(); Integer Skill();
int ZoneType(); Integer ZoneType();
int EnvironmentType(); Integer EnvironmentType();
int TimeOfDay(); Integer TimeOfDay();
int Classes(int i); Integer Classes(Integer i);
int CastingAnim(); Integer CastingAnim();
int SpellAffectIndex(); Integer SpellAffectIndex();
int DisallowSit(); Integer DisallowSit();
int Deities(int i); Integer Deities(Integer i);
int Uninterruptable(); Integer Uninterruptable();
int ResistDiff(); Integer ResistDiff();
int RecourseLink(); Integer RecourseLink();
int ShortBuffBox(); Integer ShortBuffBox();
int DescNum(); Integer DescNum();
int EffectDescNum(); Integer EffectDescNum();
int BonusHate(); Integer BonusHate();
int EndurCost(); Integer EndurCost();
int EndurTimerIndex(); Integer EndurTimerIndex();
int HateAdded(); Integer HateAdded();
int EndurUpkeep(); Integer EndurUpkeep();
int NumHits(); Integer NumHits();
int PVPResistBase(); Integer PVPResistBase();
int PVPResistCalc(); Integer PVPResistCalc();
int PVPResistCap(); Integer PVPResistCap();
int SpellCategory(); Integer SpellCategory();
int CanMGB(); Integer CanMGB();
int DispelFlag(); Integer DispelFlag();
int MinResist(); Integer MinResist();
int MaxResist(); Integer MaxResist();
int ViralTargets(); Integer ViralTargets();
int ViralTimer(); Integer ViralTimer();
int NimbusEffect(); Integer NimbusEffect();
float DirectionalStart(); Real DirectionalStart();
float DirectionalEnd(); Real DirectionalEnd();
int SpellGroup(); Integer SpellGroup();
int PowerfulFlag(); Integer PowerfulFlag();
int CastRestriction(); Integer CastRestriction();
bool AllowRest(); Boolean AllowRest();
int DamageShieldType(); Integer DamageShieldType();
``` ```