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.
> GetLanguage() => string Language
> GetLocation() => string Country
> GetInstall() => string InstallPath
> GetImageLocation( string Section ) => string Location
> IsHideLoginUI() => bool Result
> Logout();
> CancelLogout();
> ChangeParallelID( int Parallel );
> CancelChangeParallelID();
> GetUIScale() => int Scale
> GetFramerate() => int Framerate
> GetTime() => int Time
~ GetLocalTime() => string TimeFormatted
~ GetLocalDate() => string DateFormatted
> GetPing() => int Ping
> GetCursorPos( bool UsesScale ) => int X, int Y
> GetPlayerPosition() => int X, int Y, int Z
> GetPlayerDirection() => int Theta
> GetPlayerMaxExp() => int MaxEXP
> GetPlayerExp() => int EXP
> GetPlayerExtraPoint() => int AddEXP, int AddTP
> GetPlayerMoney( string Type ) => int Result
> GetPlayerExpDebt() => int DebtEXP, int DebtTP
> IsShiftKeyDown() => bool Result
> IsAltKeyDown() => bool Result
> IsCtrlKeyDown() => bool Result
> GetMouseMoveOffset() => int XDelta, int YDelta
> GetPlayerCombatState() => bool State
> GetZoneID() => int ID
X GetRoomID() => int ID
X GetMapID() => int ID
> GetScreenWidth() => int Width
> GetScreenHeight() => int Height
> SpellIsTargeting() => bool Result
> SpellTargetUnit( unit );
> SpellStopCasting() => bool Result
> DropItemOnUnit();
> TargetUnit( unit );
> FocusUnit( int Index, unit );
> HasSelfRevive() => bool Result
> UseSelfRevive();
> GetResurrectTimeRemaining() => int Time
> BrithRevive();
> AcceptResurrect();
> PlaySoundByPath( string Sound );
> SetFindPartyState( bool State );
> GetFindPartyState() => bool State
> FollowUnit( unit );
> AssistUnit( unit );
> MoveForwardStart();
> MoveForwardStop();
> MoveBackwardStart();
> MoveBackwardStop();
> TurnRightStart();
> TurnRightStop();
> TurnLeftStart();
> TurnLeftStop();
> StrafeRightStart();
> StrafeRightStop();
> StrafeLeftStart();
> StrafeLeftStop();
> Jump();
> ToggleAutoRun();
> ToggleRun();
> ToggleSheath();
> SitOrStand();
> TargetNearestEnemy( bool Value );
> TargetNearestFriend( bool Value );
> ResetTutorialTrigger();
> StartDuelUnit( unit );
> AcceptDuel();
> CancelDuel();
> PlayerDuelState() => string State { "fighting", nil }
> TakeScreenshot();
> SetSelectedRealmState() => bool Value
> GetSelectedRealmState( bool Value );
> GetLastAccountState() => bool Value
> SetLastAccountState( bool Value );
> GetPlayTimeQuota() => int Time, int MaxTime
~ GetPlayTimeNow() => int Time
~ GetPlayTime() => int Time
> IsEnterWorld() => bool Result
> ReloadUI();
~ PerformSaveVariables();
- SetCameraMoveTo( int X, int Y, int Z );
- SetCameraPosition( int X, int Y, int Z );
- SetTargetCamera( int X, int Y, int Z );
- SetCameraUpVector( int X, int Y, int Z );
> GetCameraMoveTime() => int Time
> GetCameraPosition() => int X, int Y, int Z
> GetTargetCamera() => int X, int Y, int Z
> GetCameraUpVector() => int X, int Y, int Z
> RotateCamera( int CycAngle, int X, int Y, int Z );
> ResetUI();
> PasswordConfirm( string SecondPassword );
> CheckPasswordState() => bool State
> SetHyperlinkCursor( bool Value );
> GetTipText( int Index ) => string Text
> GetKeyboardFocus();
> IsMouseEnter() => bool Result
> GetAccountBookEnterMoney( int Index ) => int Money
> GetAccountBookLockMoney() => int Money
> GetAccountBookTotalMoney() => int Money
> GetAccountBookItems() => int Count
> IsBattleGroundZone() => bool Result
> GetBattleGroupNumPlayers() => int Count
> IsPartyEnable() => bool Result
> ResetControlArgument();
> GetReplaceSystemKeyword( string Text, bool IsLink ) => string Result
> SendWedgePointReport();
> CancelWedgePointReport();
> Roll();
> GetNumZoneChannels() => int Count
> IsZoneChannelOnLine( int Index ) => bool Result
> GetInstanceRecordInfo( int Index ) => string InstanceName, int InstanceNumber, int RemainingTime, int ExtendedTime
> AcceptInstanceRecord();
> DeclineInstanceRecord();
> SwitchExtendInstanceRecord( int Index );
> InviteRideMount( unit );
> UninviteRideMount();
> AcceptRideMount();
> DeclineRideMount();
> LeaveRideMount();
> CheckMultiMount() => bool IsMulti, bool IsEnabled
> SetAggroPrompt( bool Value );
> IsAggroPrompt() => bool Result
> SetAutoOpenGoodsPack( bool Value );
> IsAutoOpenGoodsPack() => bool Result
> SetChatDisplayClassColor( bool Value );
> IsChatDisplayClassColor() => bool Result
> IsInImplement() => bool Result
> OpenGMNotification() => bool Result
> DisableBugReport() => bool Result
> GetSoulPoint() => int SouldPoint, int PointStatus
~ GetObjectInfo( int ObjID, string FieldName1-... ) => int FieldValue1-...
~ GetAvailableObjectInfo( int ObjID, string FieldName1-... ) => int FieldValue1-...
~ TriggerBuffChanged( unit )
~ [UI:FrameName|Label]
~ bool = SpellIsLocation()
~ bool = CheckDisableTag( int Tag );
~ bool contain = EntityFindLinkFrame(string entityPath, string pointName);
~ GetDarkTextureColor() => int r, int g, int b
~ SetDarkTextureColor( float r, float g, float b ).
> GetGiveItem( int Index ) => int ID, string Texture, int Amount
> ClickGiveItemButton( int Index );
> GiveItemSure();
> GiveItemCancel();
> GmNotification( string Subject, string Content, string Classification )
> IsInGuild() => bool Result
> GuildCreate( string Name ) => bool Result
> GetGuildInfo() => string Name, string LeaderName, bool IsRecruit, bool IsReady, int MaxMemberCount, 0, string Note, string Introduce, bool IsLeader, true, bool OpenGuildFrame, int Level, bool IsOwnHouse, bool IsLockGuildHouse int GuildPower );
> GuildPetitionAccept();
> GuildPetitionDecline();
> GuildPetitionQuit();
> GuildPetitionKick( string Name );
> GetNumGuildMembers() => int Amount
> GetGuildRosterInfo( int Index ) => string Name, int Rank, string ClassName, int Level, string SubClassName, int SubLevel, bool IsHeader, bool IsCollapsed, int DBID, string GuildTitle, bool IsOnline, string LogoutTime, string Zone, string Note, int tChannel
> GuildLeave();
> GuildInvite( string Name );
> GuildUninvite( string Name );
> GuildInviteResult( bool Enable );
> ExpandGuildGroup( int Index );
> CollapseGuildGroup( int Index );
> SetGuildRosterSelection( int Index );
> GetGuildRosterSelection() => int Index
> GC_CloseGuildCommand();
> GF_GetRankCount() => int Count
> GF_GetRankStr( int Index ) => string Rank
> GF_SetRankStr( int Index, string Rank );
> GF_GetRankInfo( int Index ) => bool Invite, bool Kick, bool AdjustRank, bool EditMemberNote, bool SetGuildNote, bool PostMessage, bool ManageMessage, bool Building, bool Furniture, bool GuildWarRegister, bool SetGuildHouseStyle
> GF_SetRankInfo( int Index, bool Invite, bool Kick, bool AdjustRank, bool EditMemberNote, bool SetGuildNote, bool PostMessage, bool ManageMessage, bool Building, bool Furniture, bool GuildWarRegister, bool SetGuildHouseStyle );
> GF_SetMemberRank( int Index, int Rank );
> GF_SetMemberCadreNote( int Index, string Note ) => bool Result
> GF_GetMemberCadreNote() => string Note
> GF_SetMemberSelfNote( int Index, string Note ) => bool Result
> GF_GetMemberSelfNote() => string Note
> GF_CanGuildWaring() => bool Result
> GF_CanCreateGuildCost() => bool Result
> GF_SetGuildDesc( string Description, bool Enable, bool VisitHouse ) => bool Result
> GF_SetGuildNote( string Note ) => bool Result
> GF_Rename( string Name );
> GF_GetGuildPostCount() => int Count
> GF_GetGuildPostInfo( int Index ) => bool Top, string Title, string PlayerName, string Time, int GUID
> GF_SetGuildPostInfo( int GUID, bool Top, bool Del );
> GF_SetGuildPost( int GUID, string Title, string Message ) => bool TitleLimitExceeded, bool MessageLimitExceeded
> GF_GetGuildPostRequest( int GUID );
> GF_GetPostDate( int GUID ) => int Type, string Title, string Message, string PlayerName, string Time
> GF_NewPost( string Title, string Message ) => bool TitleLimitExceeded, bool MessageLimitExceeded, bool TooFast
> GF_GetBBSInfoRequest() => string SetGuildNote, bool PostMessage
> GF_GetPostCountRequest();
> GF_GetBBSMenuFlag() => bool ManageMessage
> GF_GuildInfoApply();
> GF_SetGroupEnable( bool Value );
> GF_GetMenuFlag() => bool SelectedInfoDifferentThanSelf, bool IsOnline, bool AdjustRank, bool Kick, bool AdjustGroup, bool EditMemberNote
> GF_GetGuildFunc() => bool Kick, bool Invite, bool SetGuildNote, bool PostMessage, bool ManageMessage, bool VLeader
> GF_LeaderChange( int DBID );
> GuildBoard_GetNextGuildIDName( int Index ) => int ID, string Name, IsRecruit, IsOwnHouse, IsOpenGuildHouse
> GuildBoard_RequestGuildInfo() => bool Result
> GF_ReadAllDate();
> GCB_GetContributionItem( GUID );
> GCB_RemoveContributionItem( int Index );
> GCB_ContributionItemOK( int Money, int BonusMoney );
> GCB_CloseContribution();
> GCB_GetGuildPoint() => int Point
> GCB_GetGuildResource( int Index ) => int Point
> GCB_GetGuildLevel() => int Level
> GCB_GetGuildLevelCount() => int Count
> GCB_GetGuildLevelInfo( int Level, int Index ) => int Result
> GCB_GetGuildResLog( int Day, int Type, int Index ) => string Name, int Result, string Date
> GCB_GetGuildResLogAll( int Day, int Index ) => string Name, int Result1, int Result2, int Result3, int Result4, int Result5, int Result6, int Result7, string Date
> GCB_SetGuildResLogDay( int Day );
> GCB_GetGuildResLogCount( int Day ) => int Count
> GCB_GuildUpgrade();
> GF_AskLeaderChangeResult( bool Value );
> GSF_CloseGuildShop();
> GSF_GetGuildShopCount() => int Count
> GSF_GetGuildShopFuncInfo( int Index );
> GSF_GetGuildShopBuy( int DBID );
> CheckRightfulName( string Name ) => bool Result, int DestinationLength
> GetGuildWarItemInfo( int Index ) => int Time, int Money
> DeclareGuildWar( int Index, string GuildName ) => bool Result
> GetGuildWarInfo();
> GetGuildWarOutdoorsPoint() => int WinCount, EvenCount, int LostCount
> GetGuildWarPoint() => int WinCount, int EvenCount, int LostCount
> GetGuildWarOutdoorsDeclareInfo() => string GuildName, int Month, int DayOfMonth, int Hour, int Minute, int Time
> GetGuildWarOutdoorsNumEnemies() => int Amount
> GetGuildWarOutdoorsEnemyInfo( int Count ) => string GuildName, int Month, int DayOfMonth, int Hour, int Minute, int Time
> GetGuildFlagInsigniaCount() => int Count
> GuildFlagBannerCount() => int Count
> GetGuildFlagInsigniaType( int Index ) => string Type
> GuildFlagBannerType( int Index ) => string Type
> GuildFlagInfo( string Name ) => int InsigniaType, int InsigniaMainColorR, int InsigniaMainColorG, int InsigniaMainColorB, int InsigniaOffColorR, int InsigniaOffColorG, int InsigniaOffColorB, int BannerType, int BannerMainColorR, int BannerMainColorG, int BannerMainColorB, int BannerOffColorR, int BannerOffColorG, int BannerOffColorB
> SetGuildFlagInfoRequest( int InsigniaType, int InsigniaMainColorR, int InsigniaMainColorG, int InsigniaMainColorB, int InsigniaOffColorR, int InsigniaOffColorG, int InsigniaOffColorB, int BannerType, int BannerMainColorR, int BannerMainColorG, int BannerMainColorB, int BannerOffColorR, int BannerOffColorG, int BannerOffColorB );
> GetSelfGuildRank() => int Rank
~ string HexColor = GetGuildColor( string GuildName );
~ bool = GF_CanGuildRankAdjust()
> GuildHouseWarStatusFrameOnShow();
> GuildHouseWarStatusFrameOnHide();
> GuildHouseWarStatusFrameTabChange( int TabIndex );
> GuildHouseWarStatusFrameSortChange( int SortIndex );
> GetGuildHouseWarTeamPlayerNum() => int BlueCount, int RedCount
> GetGuildHouseWarPlayerScoreInfoNum() => int Count
> GetGuildHouseWarPlayerScoreInfo( int Index, int BoardType ) => int isPlayer, int TeamColor, string RoleName, ( BoardType == 1: int KillPoint, int HitPoint, int DefPoint, int HealPoint, int WarScore, int EnergyPoint, int OccupyPoint, int TotalScore ) / ( int Voc, int Level, int Voc_Sub, int Level_Sub, int PrizeType, int Score, int OrderID ), int Deaths;
> GetGuildHouseWarWinnerTeam() => int WinTeam
> OpenGuildHouseWarPlayerScoreFrame();
> GetGuildHouseWarMyTeamColor() => int MyTeamColor
> GuildHouseWarTest();
> GetPlayerWarScore() => int CountOnBody
> GuildHouses_VisitHouseRequest( int GuildID/string GuildName );
> GuildHouses_CloseVisitHouse();
> GuildHouses_GetBuildingCount() => int Count
> GuildHouses_GetBuilding( int index ) => int GuildBuildingObjectInfo, int BuildingDBID, int BuildingID, string PointStr, bool isActive
> GuildHouses_CreateBuilding( string Point, int BuildingID, int ParentBuildingDBID );
> GuildHouses_BuildingUpgrade( int BuildingDBID, int UpgradeBuildingID );
> GuildHouses_DeleteBuilding( int BuildingDBID );
> GuildHouses_GetBuildingResourceCount( ) => int Count
> GuildHouses_GetBuildingResource( int index ) => int ID, string Name, string BuildPoint, string TypeStr, int Lv, int SrcBuildingID, int Gold, int BonusGold, int Mine, int Wood, int Herb, int GuildRune, int GuildStone, string NeedTypeStr1, int NeedLv1, string NeedTypeStr2, int NeedLv2, int NeedGuildLv, int Remove, string ShortNote, string IconPath, int MaintenanceCharge, int SortID
> GuildHouses_GetStyleCount() => int Count
> GuildHouses_GetStyleInfo( int index ) => int Type, int GuildLv, int Cost1, int Cost2, int Cost3, int Cost4, int Cost5, int Cost6, int Cost7, bool upgrap
> GuildHouses_GetGuildStyle() => int GuildStyle
> GuildHouses_GetBuildingPointCount( int ID ) => int Count
> GuildHouses_GetBuildingPoint( int ID, int index ) => string LinkName
> GuildHouses_GetBuildingPointInfo( int ID, int index ) => string LinkName, int rPositionX, int rPositionY, int rPositionZ, int vecDirX, int vecDirY, int vecDirZ
> GuildHouses_ClearBuildPoint();
> GuildHouses_CreateBuildPoint( int BuildingDBID, string PointStr, string LocalName );
> GuildHouses_GetBuildingPos( int BuildingDBID ) => int X, int Z, int Radius
> GuildHouses_GetBuildingPointPos( int BuildingDBID, string PointStr ) => int X, int Z
> GuildHouses_SetBuildingActive( int BuildingDBID, int isActive );
> GuildBank_PageRequest( int PageID );
> GuildBank_GetItemInfo( int PosID ) => string ItemIcon, string Name, int Count, bool IsLocked
> GuildBank_PickupItem( int Index );
> GuildBank_Close();
> GuildBank_GetPageCount() => Count
> GuildBank_GetPageMax() => GuildBankPageMax
> GuildBank_GetPageCost() => int Gold, int BonusGold, int Mine, int Wood, int Herb, int GuildRune, int GuildStone
> GuildBank_BuyPage();
> GuildBank_SetStoreConfigBegin( int PageID );
> GuildBank_SetStoreConfig( int Rank, int View (0/1), int Put(0/1), int GetCount );
> GuildBank_SetStoreConfigEnd();
> GuildBank_GetStoreConfig( int PageID, int Rank ) => int View, int Put, int GetCount
> GuildBank_ItemLogRequest( int PageID );
> GuildBank_GetItemLogCount( int PageID ) => int Count
> GuildBank_GetItemLog( int PageID, int Index ) => string PlayerName, string LootType, string ItemLink, int ItemCount, int Time, int FromPageID, int ToPageID
> GetGuildBankItemLink( int PosID ) => string Link
> GuildHouses_GetFurnitureCount() => int Count
> GuildHouses_GetFurnitureInfo( int Index, OrgObjID ) => string Name, string ItemIcon, bool bIsShow, string OwnerName, OrgObjID
> GuildHouses_PickupFurniture( int Index );
> GuildHouses_SetPlaceFurnitureMode( bool Mode );
> GuildHouses_SetFocusFurnitureID( int ID );
> GuildHouses_GetFocusFurnitureID() => int FocusFurnitureID
> GuildHouses_FurniturePlace();
> GuildHouses_FurnitureRemove();
> GuildHouses_FurnitureMove();
> GuildHouses_FurnitureRorare();
> GuildHouses_FurnitureSendBack( int Index );
> GuildHouses_CanManageBuilding() => bool CanManage
> GuildHouses_CanManageFurniture() => bool CanManage
> GuildHouses_CanSetStyle() => bool CanSet
> GuildHouses_SetMode( string ModelName );
> GuildHouses_SetStyleMode( string ModelName, int Index );
> GuildHouses_ApplyStyle( int Index );
> GuildHouses_IsSetStyle() => bool IsSetStyle
> GuildHousesWar_OpenLadder();
> GuildHousesWar_OpenLadderHistory();
> GuildHousesWar_GetLadderCount() => int Count
> GuildHousesWar_GetLadderHistoryCount() => int Count
> GuildHousesWar_GetLadderInfo( int Index ) => string TargetName, string TargetServer, int TargetScore, int Win, int Lost, int Even, int GuildID
> GuildHousesWar_GetLadderHistoryInfo( int Index ) => string TargetName, string TargetServer, int TargetScore, string State, string EnemyName, string EnemyServer, int EnemyScore, string Date
> GuildHousesWar_OpenMenu();
> GuildHousesWar_Register( bool SW, int Index );
> GuildHousesWar_CancelRegister();
> GuildHousesWar_EnterWar();
> GuildHousesWar_LeaveWar();
> GuildHousesWar_PricesRequest();
> GuildHousesWar_GetInfo() => string State1 { "Disable", "Appointment", "Prepare", "Failed", "Fight", "FightEnd_Even", "FightEnd_Win", "FightEnd_Lost", "None" }, string State2 { "Disable", "Appointment", "Prepare", "Failed", "Fight", "FightEnd_Even", "FightEnd_Win", "FightEnd_Lost", "None" }
> GuildHousesWar_GetRegisterCount() => int Count, int GuildWarStatus
> GuildHousesWar_GetRegisterInfo( int Index ) => string GuildName, string GuildServer, int GuildScore, string EnemyGuildName, string EnemyServer, int EnemyGuildScore, int Time, string State, bool IsAcceptAssignment
> GuildHousesWar_MyRegisterInfo();
> GuildHousesWar_GetWarHistoryCount() => int Count
> GuildHousesWar_GetWarHistoryInfo( int Index ) => string TargetName, string TargetServer, int TargetScore, string State, string EnemyName, string EnemyServer, int EnemyScore, string Date
> GuildHousesWar_IsInBattleGround() => bool IsInBattleGround
> GuildHousesWar_GetGuildWarBattleTime() => int Time
> GuildHousesWar_GetMyLadderInfo() => int Index
> GetGuildHouseWarInfo() => int EnergyB, int EnergyR, int GuildScoreB, int GuildScoreR, int RemainTime
> GetGuildHouseGuildName() => string GuildNameB, string GuildNameR
> GetGuildHouseGuildTime() => int RemainTime