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.
> LuaFunc_GetString( string KeyStr ) => string Text
> LuaFunc_InitCardInfo();
> LuaFunc_GetCardMaxCount( int Race ) => int MaxCount
> LuaFunc_GetCardCount( int Race ) => int Count
> LuaFunc_GetCardInfo( int Race, int ID ) => int CardID, int Return, string Name, string ShortNote, int Race, int Rare, int ResistType, string AbilityMsg, int CarOrgObjID
> LuaFunc_ShowCardImage( int CardID );
> LuaFunc_TakeOutCard( int CardObjID );
> GetCardStat => Int ( minstat), Int ( MaxStat) depending on CardID
> GetCardHyperlinkInfo( string Link ) => int ObjID, int ItemState, int CardState, int CardType, table AbilityType { int Ability1, … }, table AbilityValue { int Ability1, … }, table AbilityLocked { bool Ability1, … }, bool CardLocked, table CardZone { int Zone1, … }, int Rare
~ CardNew_GetCardsData() => Array
~ CardNew_SetSwapCard( bool swapCard );
> CreateCharacter( string Nick ) => int 0
> OpenCharacterCreateModel();
> CloseCharacterCreateModel();
> RotateCharacterCreateModel( string Rotation { "LEFT", "RIGHT" } );
> UpdateCharacterCreateModel( int Race, int Sex, int Vocation, int Face, int Hair, int SkinColor, int HairR, int HairG, HairB, int gearType 0-3 );
> UpdateCharacterCreateModelBoneScale( int BoneScale1-15 );
> GetCharacterCreateClassInfo() => int Vocation1, string Name1, int Vocation2, string Name2, int Vocation3, string Name3, int Vocation4, string Name4, int Vocation5, string Name5, int Vocation6, string Name6,
> GetCharacterCreateNumSkinColors() => int Count
> GetCharacterCreateSkinColorInfo( int Index ) => int R, int G, int B
> GetCharacterCreateNumHairColors() => int Count
> GetCharacterCreateHairColorInfo( int Index ) => int R, int G, int B
> GetCharacterCreateFigureInfo( string BoneName ) => int MinValue, int MaxValue, int DefValue
> GetCharacterCreateNumHairs( int Race, int Sex ) => int Count
> GetCharacterCreateNumFaces( int Race, int Sex ) => int count
> SetCharacterCreateFacing( int AngleInDegrees );
> GetCharacterCreateFacing() => int AngleInDegrees
> SetCharacterName( string NewName ) => int Result
> GetCharacterRace() => int Race
> GetCharacterSex() => int Sex
> GetCharacterVocation() => int Vocation
> GetCharacterFace() => int Face
> GetCharacterHair() => int Hair
> GetCharacterSkinIndex() => int SkinIndex
> GetCharacterFaceColor() => int R, int G, int B
> GetCharacterHairColor() => int R, int G, int B
> CheckCharacterCreateRace( int Race ) => bool Result
> RandomCharacterCreateHair();
> RandomCharacterCreateFace();
> GetMaxCharacterCreate() => int MaxCharacters
> GetReserveNumCharacters() => int ReserveCharacters
> GetReserveCharacterInfo( int Index ) => string Nick, int Race, int sex, int Job
~ UpdateCharacterCreateModelWeapon( int weaponID );
~ UpdateCharacterCreateModelMotion( int motion );
~ ZoomCharacterCreateModel( int zoom 0-500 );
~ int GUID, int Class, int WeaponType/ArmorType, string Texture = GetCharacterCreateWeaponPreview( int race, int voc, int index 1-10 );
~ int GUID, int ArmorType, string Texture = GetCharacterCreateEQPreview( int race, int voc, int gearType 0-3 );
~ string hairName = GetCharacterCreateHairName( int race, int sex, int index );
~ string faceName = GetCharacterCreateFaceName( int race, int sex, int index );
~ int role = GetCharacterCreateRole( int race, int voc );
~ int distance = GetCharacterCreateDistance( int race, int voc );
~ CharacterCreate_SetLookAtFace();
> GetPlayerAbility( string Key {"STR", "STA", "AGI", "INT", "MND", "MELEE_MAIN_DAMAGE", "MELEE_OFF_DAMAGE", "MELEE_ATTACK", "MELEE_CRITICAL", "MELEE_MAIN_CRITICAL", "MELEE_OFF_CRITICAL", "RANGE_DAMAGE", "RANGE_ATTACK", "RANGE_CRITICAL", "RANGE_HIT", "MAGIC_DAMAGE", "MAGIC_HEAL", "MAGIC_HEAL_POINT", "MAGIC_HEAL_POINT_PERCENT", "MAGIC_ATTACK", "MAGIC_CRITICAL", "PHYSICAL_DEFENCE", "PHYSICAL_PARRY", "PHYSICAL_SHIELDBLOCK", "PHYSICAL_MAIN_HIT", "PHYSICAL_OFF_HIT", "PHYSICAL_HIT", "PHYSICAL_HIT_RATE", "PHYSICAL_RESIST_CRITICAL", "PHYSICAL_DODGE", "MAGIC_HIT", "MAGIC_HIT_RATE", "MAGIC_RESIST_CRITICAL", "MAGIC_DODGE", "MAGIC_DEFENCE", "DPS", "MOVE_SPEED", "RIDE_SPEED", "MAIN_ATTACKSPEED", "OFF_ATTACKSPEED", "BOW_ATTACKSPEED", "THROW_ATTACKSPEED", "MAGIC_CASTSPEED", "DROP_BONUS", "EXP_BONUS", "TP_BONUS", "HATE_RATE", "PHYSICAL_DODGE_RATE", "PVP_RESISTANCE", "PVP_DAMAGE", "PHYSICAL_PERCENT_CRITICAL", "MAGIC_PERCENT_CRITICAL"} ) => float Value1, float Value2, float Value3*
> GetPetAbility( string Key {"STR", "STA", "AGI", "INT", "MND", "MELEE_MAIN_DAMAGE", "MELEE_OFF_DAMAGE", "MELEE_ATTACK", "MELEE_CRITICAL", "MELEE_MAIN_CRITICAL", "MELEE_OFF_CRITICAL", "RANGE_DAMAGE", "RANGE_ATTACK", "RANGE_CRITICAL", "RANGE_HIT", "MAGIC_DAMAGE", "MAGIC_HEAL", "MAGIC_HEAL_POINT", "MAGIC_HEAL_POINT_PERCENT", "MAGIC_ATTACK", "MAGIC_CRITICAL", "PHYSICAL_DEFENCE", "PHYSICAL_PARRY", "PHYSICAL_SHIELDBLOCK", "PHYSICAL_MAIN_HIT", "PHYSICAL_OFF_HIT", "PHYSICAL_HIT", "PHYSICAL_HIT_RATE", "PHYSICAL_RESIST_CRITICAL", "PHYSICAL_DODGE", "MAGIC_HIT", "MAGIC_HIT_RATE", "MAGIC_RESIST_CRITICAL", "MAGIC_DODGE", "MAGIC_DEFENCE", "DPS", "MOVE_SPEED", "RIDE_SPEED", "MAIN_ATTACKSPEED", "OFF_ATTACKSPEED", "BOW_ATTACKSPEED", "THROW_ATTACKSPEED", "MAGIC_CASTSPEED", "DROP_BONUS", "EXP_BONUS", "TP_BONUS", "HATE_RATE", "PHYSICAL_DODGE_RATE"} ) => float Value1, float Value2, float Value3*
> GetPlayerResistance() => int Earth, int Water, int Fire, int Wind, int Light, int Darkness, int Poison
> GetPlayerElementalDamage() => int None, int Earth, int Water, int Fire, int Wind, int Light, int Darkness, int Poison
> GetPlayerGoodEvil() => int GoodEvil, int GoodEvilType
> GetPlayerHonorPoint() => int Honor
> GetPlayerDuelistRewardPoint() => int Reward
> GetPlayerArenaPoint() => ArenaPoint
> GetPlayerPointInfo( int G, int I, string Tips ) => int Score, int ScoreMax, string Tips
> GetPlayerMedalCount() => int Count
~ GetPlayerItemLevel() => int Level
~ GetPlayerMaxLevel() => int MaxLevel
> GetGoodEvilTypeColor( int Type ) => int R, int G, int B
~ UpdateItemLevel();
~ GetItemLevel( int Pos ) => int Level
- GetItemLevel2( int Pos ) => int Level
~ GetPlayerGearScore() => int GearScorePvE, int GearScorePvP
~ GetItemGUIDIcon( int ID ) => string ItemIcon
~ GetItemGUIDLink( int ID ) => string Link
> GetEquipBySlot( int Index, int Slot ) => string Texture, int Quality, int Count, bool CanWear, int Index
> GetEquipSlotInfo( int Slot ) => string Texture
> PickupEquipmentItem( int Pos );
> UseEquipmentItem( int Pos );
> GetRoleIntroduce() => string Note
> SetRoleIntroduce( string Note );
> EquipPendingItem( int Pos );
> CancelPendingItem( int Pos );
> EquipItem( int EquipIndex );
> GetEquipItemCooldown( int Pos ) => int Cooldown1, int Cooldown2
> GetEquipItemShown( int ClothID ) => bool Show
> SetEquipItemShown( int ClothID, bool Show );
> SwapEquipmentItem( int Slot );
> GetEquipmentNumber() => int Number
> CharactFrame_GetEquipSlotCount() => int Count
> CoolClothBag_GetItemMax() => int MaxCount
> CoolClothBag_GetItemCount() => int Count
> CoolClothBag_GetItem( int Index ) => int ObjID, string ItemIcon, int Quality, bool IsLocked, string ItemLink, int Pos, int Pos2
> CoolClothBag_Pickup( int Index );
> CoolClothBag_Equip( int Index );
> CoolClothBag_Delele( int Index );
> CoolClothBag_PushPendingItem();
> CoolClothBag_CancelPendingItem();
> CoolClothBag_GetPageInfo( int Index ) => int V1, int V2, int V3, bool Open
> CoolClothBag_BuyNewPage( int Index );
> CoolClothBag_GetPageTabEnable( int Index ) => bool Result
> CoolSuit_GetTierInfo( int Index ) => int V1, int V2, int V3, bool Open
> CoolSuit_BuyNewTier( int Index );
> CoolSuit_GetTierEnable( int Index ) => bool Result
> CoolSuit_GetPageID() => int ID
> CoolSuit_SetPageID( int ID );
> CoolSuit_GetPageTexture( int Index ) => string Texture
> CoolSuit_Pickup( int Index );
> CoolSuit_PickupEquipmentItem( int EquipIndex );
> CoolSuit_SetModel( string Model );
> CoolSuit_GetItemInfo( int SuitID, int EquipIndex ) => int ImageObjectID, string ACTField, int Quality, string ItemLink, bool Coloring, int MainColorA, int MainColorR, int MainColorG, int MainColorB, int OffColorA, int OffColorR, int OffColorG, int OffColorB
> CoolSuit_SetItemObjID( int EquipIndex, int ObjectID );
> CoolSuit_SetItemColor( int EquipIndex, int ColorID, int ColorA, int ColorR, int ColorG, int ColorB );
> CoolSuit_IsSetuping() => bool Result
> CoolSuit_SetSuitRequest();
> CoolSuit_SetSuitCancel();
~ CoolSuit_SetLabel( string Label );
~ CoolSuit_GetLabel( int SlotID ) => string;
~ CoolSuit_SetLabelCost() => int v1, int v2, int v3, bool open;
> GetPlayerSkilled( string Str ) => int CurrValue, int ExtraValue, int MaxValue
> GetPlayerCurrentSkillValue( string Str ) => int Value
> GetPlayerMaxSkillValue( int Str ) => int MaxValue
> GetSkillColor( string Str ) => string HexColor (8 chars)
~ GetAttributeColor( string Str ) => string HexColor (8 chars)
~ GetMagicResistColor( string Str ) => string HexColor (8 chars)
~ GetAttitudeColor( int OrgObjID ) => string HexColor (8 chars)
~ GetMagicTypeColor( string Str ) => string HexColor (8 chars)
~ GetManaTypeColor( string Str ) => string BackgroundColor, string TextColor
~ GetQuestColor( int OrgObjID ) => string HexColor (8 chars)
~ IsEpicQuest( int OrgObjID ) => bool isEpic
> UpdateTitleInfo();
> ClearTitleInfo();
> GetTitleCount() => int TitleCount
> GetTitleMaxLv() => int MaxLevel
> GetTitleInfoByIndex( int Index ) => string Name, int ID, bool Geted, int Classify1, int Classify2, string ShortNote, string Brief, int Rare
> GetCusomizeTitle() => string Title
> GetCurrentTitle() => int ID, string Title
> SetTitleRequest( int ID );
> SetDisableTitleHide( bool Value );
> GetDisableTitleHide() => bool Value
> CheckAllTitles( bool Silent );
> GetItemQualityColor( int Index ) => int R, int G, int B
~ GetInherentAttributeColor( int Index ) => int R, int G, int B
> CheckHonorPartyState() => bool State
~ GC_SetGearMarker(bool isGearMarker);
~ bool isGearMarker = GC_GetGearMarker();
~ Equipment_BuyNewSlot( int slotIndex ).
~ Equipment_SetLabel( int slotIndex, string label ).
~ string label = Equipment_GetLabel( int slotIndex ).
~ Equipment_GetTierInfo() => int v1, int v2, int v3, bool active
~ Equipment_SetLabelCost() => int v1, int v2, int v3, bool active
> GetNumCharacters() => int Count
> GetCharacterInfo( int Index ) => string Nick, int Sex, int Level, string Voc, int LevelSub, string VocSub, string ZoneName, int DestroyTime, int VocID, int VocSubID, int PlayTime, int Race
> GetSelectedItem() => int Index
> SelectCharacter( int Index );
> DeleteCharacter( int Index, string Nick );
> EnterWorld() => "CONFIRM_ENTER_WORLD", string WorldPrompt
> CancelEnterWorld();
> OpenCharacterSelect();
> CloseCharacterSelect();
> RotateCharacterSelectModel( string Rotation { "LEFT", "RIGHT" } );
> GetNumParalleZones() => int Count
> GetParalleZonesInfo( int Index ) => string Name, string LoadType
> SetCharacterSelectFacing( int AngleInDegrees );
> GetCharacterSelectFacing() => int AngleInDegrees
> RecoverDeleteCharacter( int Index )
> SendChatMessage( string Text, string Type, string Language, string Extra );
> ParseText( string Text );
> InsertUndesirable( string Value );
> RemoveUndesirable( string Value );
> IsUndesirable( string Value ) => bool Result
> GetChatWindowInfo( int Index ) => string Name, int FontSize, int ColorR, int ColorG, int ColorB, int ColorA, bool IsVisible, bool IsLocked, int Docked
> GetChatWindowMessages( int Index ) => string Message1-n
> GetChatWindowChannels( int Index ) => int ID1, string ChannelName, ...
> CreateChannel( string Name, string Password ) => int Result
> JoinChannel( string Name, string Password ) => int Result
> LeaveChannel( string Channel );
> ChannelKick( string Channel, string PlayerName );
> ChannelInvite( string Channel, string PlayerName );
> SetChannelOwner( string Channel, string PlayerName );
> GetChannelOwner( string Channel ) => string ChannelOwner
> GetChannelName( string Channel ) => string Name
> GetChannelList() => int ID1, string ChannelName1, ...
> SetChannelColor( string Channel, int R, int G, int B );
> GetChannelColor( string Channel ) => int R, int G, int B
> SetChatWindowShown( int Index, bool Value );
> SetChatWindowName( int Index, string Name );
> SetChatWindowColor( int Index, int R, int G, int B );
> SetChatWindowAlpha( int Index, int A );
> SetChatWindowLocked( int Index, bool Value );
> SetChatWindowDocked( int Index, int Value );
> SetChatWindowSize( int Index, int FontSize );
> AddChatWindowMessages( int Index, string Type );
> RemoveChatWindowMessages( int Index, string Type );
> AddChatWindowChannel( int Index, string Channel );
> RemoveChatWindowChannel( int Index, string Channel ) => int ChannelID
> Chat_GetMsnInfo( int Index ) => bool Used, int Alpha, int MsnType, int Channel, int TempX, int TempY, string Target, string Message
> Chat_SetMsnInfoOpen( int Index );
> Chat_SetMsnClose( int Index );
> Chat_AddMessage( int Index, string Message, int Color );
> Chat_ClearAllMsg( int Index );
> Chat_Update( int Index );
> Chat_CopyToClipboard( string Value );
> ParseHyperlink( string Link ) => string Type, string Data, string Name
~ CreateHyperlink( string Type, string Data, string Name, string HexColor (8 chars) ) => string Link
~ GenerateGearHyperlink( int ObjID, int ItemState, int RuneVolume, int Quality, int PowerQuality, int Level, int Inherent1, int Inherent2, int Inherent3, int Inherent4, int Inherent5, int Inherent6, int Rune1, int Rune2, int Rune3, int Rune4, int Durable, int ImageObjectID, int OrgQuality, int Rare ) => string Link
~ GetGearHyperlinkInfo( string Link ) => int ObjID, int ItemState, int RuneVolume, int Quality, int PowerQuality, int Level, int Inherent1, int Inherent2, int Inherent3, int Inherent4, int Inherent5, int Inherent6, int Rune1, int Rune2, int Rune3, int Rune4, int Durable, int ImageObjectID, int OrgQuality, int Rare
~ TranslateHyperlink( string Link ) => string TranslatedLink
- VoiceChannel_InfoRequest( string ChannelType, string ChannelName );
- VoiceChannel_GetMemberCount( string ChannelType, string ChannelName ) => int Count
- VoiceChannel_GetMemberInfo( string ChannelType, string ChannelName, int Index ) => string Name
- VoiceChannel_IsCurrentChannel() => bool Result (false)
- VoiceChannel_GetCurrentChannel() => string ChannelType, string ChannelName
> CASF_GetAttribItemInfo();
> CASF_SetSetClearAttribPos( int Index ) => bool Result
> CASF_GetAttribStoneCount() => int Count
> CASF_GetAttribStoneInfo( int Index ) => string Icon, string Temp, bool ClearItem, int ItemID
> CASF_ClearAttribStone( int Index )
> CASF_ClearClose();
> CString_AddString( string CString, int Type );
> CString_RemoveString( string CString, int Type ) => int Index
> CString_GetString( int Index, int Type ) => string Result
> CString_GetIndex( string CString, int Type ) => int Index
> CreateCraftItem( int ObjGUID, int Number, int From ) => bool Success
> GetCountInBagByName( string ItemName ) => int Count
> GetCountInBankByName( string ItemName ) => int Count
> GetCraftCatalogInfo();
> GetCraftItem( int Type, int SubType, int index ) => ( index == -1: int TotalCount ) / ( int CatalogID, string Name, string Texture, int ObjGUID, int Rare, int SkillLevel, bool CanUse, int Cooldown1, int Cooldown2 );
> GetCraftItemInfo( int ObjID ) => string Name, string Texture, int MaxCraftItem, int Rare, bool VariableRare
> GetCraftItemLink( int RecipeGUID, int ButtonID ) => string ItemLink
> GetCraftItemList() => int Count
> GetCraftItemType( int Type ) => int CraftSkillID, string SkillName
> GetCraftRecipeLink( int ObjID ) => string ItemLink
> GetCraftRequestItem( int ObjID, int index ) => ( index == -1: int TotalRequestItem, string CraftTools, int CraftFee ) / ( int GUID, string Name, string Texture, int CountOnBody, int SourceCount, int ResourceCountOnBody, int ResourceRecipeSourceCount, int ResourceRecipeGUID
~ GetCraftRequestItemLink( int ObjID, int index ) => string ItemLink
> GetCraftSubType( int Type, int index ) => ( index == -1: int SubTypeSize ) / ( string CraftType );
> GetCraftTypeIndexBySkillIDName( string CraftName ) => int index
~ GetItemInherent( string ItemLink, int index ) => int ID
~ GetItemRune( string ItemLink, int index ) => int ID
> GetItemType( int RecipeID, int index ) => int ItemType, string ItemType
> GetMaxCraftItem( int Type, int SubType, int index ) => int MaxCraftItem
> GetQualityByGUID( int GUID ) => int Rarity
- GetResourceQuality();
> IsWeaponOrArmor( int Type, int SubType, int index ) => bool Result
> StopCreateCraftItem();