List of all existing LoginXML and WorldXML functions for macros and addons..
Arcadia exclusive functions were preceded by ~
symbol.
GameMaster functions were preceded by X
symbol.
Deprecated functions were preceded by -
symbol.
> GetBagItemInfo( int Pos ) => int Index, string Texture, string Name, int Count, bool Locked, int Quality, int ItemID
> GetBagPageLetTime( int Page ) => bool HasLetTime, int Time
> GetBagItemCooldown( int Index ) => int Cooldown1, int Cooldown2
> GetBagCount() => int MaxCount, int Count, int Size
> PickupBagItem( int Index );
> UseBagItem( int Index );
> UseItemByName( string Name );
> CloseBag();
> SplitBagItem( int Index, int Count );
> RefreshBag( int Page );
> GetBagItemCount( int ObjID ) => int Count
~ GC_SetBagMarker(bool isBagMarker);
~ bool isBagMarker = GC_GetBagMarker()
> GetItemQueueInfo( int Index ) => string Name, string ItemIcon, int Count, int Quality
> ItemQueueAssignToBag() => string Result { "empty", "wait", "dataER", "full", nil }
> UnlockPendingItem( int Index );
> CancelUnlockItem();
> IMF_GetCursorItem() => int Index
> IMF_GetMargeItem( int Index ) => string ItemIcon, string Name, int Class, int Type, int Pos, int Sex, int ImageSex, int SpecialSuit, string SP1, string SP2, string SP3, int ItemGUID
> IMF_RemoveMargeItem( int Index );
> IMF_MargeItemClose();
> IMF_MargeItemApply( int ItemAIndex, int ItemBIndex );
> GetBagItemLink( int Index, bool BSurface ) => string Link
> CloseGarbageItems();
> GetGarbageMaxItems() => int Count
> GetGarbageItemInfo( int Index ) => int Index, string ItemIcon, int Count, int Quality, string Name
> InsertGarbageItem( int Index, bool Value );
> RemoveGarbageItem( int Index );
> DeleteGarbageItems();
> GetGoodsItemInfo( int Index ) => string Texture, string Name, int Count, bool Locked, int Quality
> GetGoodsItemCooldown( int Index ) => int Cooldown1, int Cooldown2
> IsMagicBoxEnable() => bool Result
> GetMagicBoxPreviewResult() => string Texture, string Name, int Count, string Link
> MagicBoxRequest();
> MagicBoxDrawStone();
> MagicBoxCanDrawStone() => bool Result
> GetMagicBoxEnergy() => int Energy
~ GetMagicBoxPurified() => int Purified
~ GetMagicBoxDirtyStoneCost() => Price
~ MagicBoxSmeltMode( { nil, int SmeltMode { 1, 2 } } ) => int SmeltMode
> Gamble_Close();
> Gamble_PickupItem();
> Gamble_GetItemInfo() => string Texture, string Name, int Index, int FirstTimeCost, int ContinueCost
> Gamble_GetLockCount() =>int LockAmount
> Gamble_GetAttributeInfo( int Index ) => string Texture, string Name, string StringLevel, int DBID, int LV
> Gamble_GetPrizeInfo( int Index ) => string Texture, string Name, string StringLevel, int DBID, int LV
> Gamble_Roll();
> Gamble_Stop();
> Gamble_Stoped();
> Gamble_GetResult() => int AbilityIndex, int PrizesIndex
> Gamble_Exchange();
> Gamble_GiveUp();
> Gamble_ClearItem();
> Gamble_GetStep() => string Step { "NoItem", "Ready", "Roll", "Rolling", "Stop", "Stoping", "Result", "Exchange" }
> Gamble_SetLockFlag( int Index, bool Lock );
> Gamble_GetLockFlag( int Index ) => bool Lock
> GetBankNumItems() => int Count
> GetBankItemInfo( int Index ) => string ItemIcon, string Name, int Count, bool IsLocked
> PickupBankItem( int Index );
> DrawBankItem( int Index );
> GetBankItemLink( int Index ) => string Link
> RefreshBank();
> CloseBank();
> OpenBank();
> OpenAuction();
> OpenMail();
> TimeLet_GetLetTime( string Type ) => int Time
> TimeLet_StoreUp( string Type, int Index );
> TimeLet_GetLetInfo( string Type, int Index ) => int Time, int Money
> GetArenaScoreCareerTotal() => int TotalWin, int TotalLose, int WinProb, int ArenaPoint
> GetArenaScoreWeekSimple( int Index ) => int ArenaType, int TeamGUID, int PlayCount, int WinCount, int LoseCount, int JoinCount, int AreaPoint
> ShowDetailArenaInfo( int Type );
> GetDetailArenaInfo() => int ArenaType, int TeamGUID, int TotalWin, int TotalLose, int ArenaPoint, int PlayCountThis, int WinCountThis, int LoseCountThis, int JoinCountThis, int PlayCountLast, int WinCountLast, int LoseCountLast, int JoinCountLast, int RankLast, int TotalDefeatCareer, int TotalDefeatedCareer, int JoinCount2Career, int TotalDefeatLast, int TotalDefeatedLast, int JoinCount2Last
> SwitchArenaInfoTimeUint() => int TimeUnit
> GetArenaInfoTimeUint() => int TimeUnit
> GetArenaMemberNum() => int MemberCount
> GetArenaMemberInfo( int MemberIndex ) => string Name, int WeekWinCount, int WeekLoseCount, int WeekJoinCount
> EnterBattleGround( int Type );
> LeaveBattleGroundWaitQueue( int Type );
> LeaveBattleGround();
> GetBattleGroundName( int Type ) => string Name
> GetTimeInBattleGroundQueue( int Type ) => int Time
> GetBattleGroundQueueStatusNum() => int Size
> GetBattleGroundQueueStatus( int CurBGType { 0, 1 } ) => int Status, int Type, int TimeExpected, int TimeToLeave, int TimeEnter
> DlgCancelEnterBattleGround( int Index )
> UpdateQueueFrameInfo() => int Type, int QueueStatus, int TimeExpected, int TimeToLeaveQueue, int IsLeaderSelf, int QueuePeople, int MinimumPeople
> JoinBattleGround( int Type );
> JoinBattleGroundWithTeam( int Type );
> ReturnBattleGroundType() => int ResultType, int IsAllowJoinWithTeam, int IsLeaderSelf
> GetBattleGroundResultType();
~ bool IsBlocked = GetBattleGroundBlock();
> SelectBattleGroundRoom( int Index );
> GetBattleGroundRoomNum() => int Size
> GetBattleGroundRoomName( int Index ) => string Name
> GetBattleGroundType() => int Type
> BattleGroundStatusFrameOnShow();
> BattleGroundStatusFrameOnHide();
> BattleGroundStatusFrameTabChange( int TabIndex );
> BattleGroundStatusFrameSortChange( int SortIndex );
> GetBattleGroundTeamPlayerNum() => int Team1, int Team2, int Team3, int Team4, int Team5, int Team6, int Team7, int Team8
> GetBattleGroundPlayerClassName( int ID ) => string Name
> GetBattleGroundPlayerScoreInfoNum() => int Score
> GetBattleGroundPlayerScoreInfo( int Index ) => int IsPlayer, int TeamID, int VocID, int VocSubID, int LV, int LVSub, string Name, int DamageVal, int DeadVal, int HealVal, int KillVal, int RoleVar1, int RoleVar2, int RoleVar3, int Defense
> GetBattleGroundWinnerTeam() => int WinnerTeam
> OpenBattleGroundPlayerScoreFrame();
>
> GetPlayerBuff( int ID, string Filter {"ALL", "HELPFUL", "HARMFUL"} ) => int Index
> GetPlayerBuffTexture( int Index ) => string ACTField
> GetPlayerBuffLeftTime( int Index ) => int Time
> GetTargetBuff( int ID, string Filter {"ALL", "HELPFUL", "HARMFUL"} ) => int Index
> GetTargetBuffTexture( int Index ) => string ACTField
> CancelPlayerBuff( int Index );
> NotifyBulletinBoard();
> GetBulletinBoardNumItems() => int Count
> GetBulletinBoardHeaderInfo( int Index ) => string Title, bool IsHot, bool IsRed
> GetBulletinBoardContent( int Index ) => string Content
> GetBulletinBoardRewardMoney( int Index ) => int Money, int MoneyAccount
> GetBulletinBoardNumRewards( int Index ) => int Count
> GetBulletinBoardRewardInfo( int Index, int Pos ) => string ACTField, string Name, int ItemCount
> HasNewBulletinBoard() => bool Result