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.
> GetHorseRacingRanking( int Count ) => string Name(1-Count)
> GetHorseRacingRankingTime( int Count ) => int Time(1-Count)
> GetHorseRacingRankingScore( int Count ) => int Score(1-Count)
> GetHorseRacingIsPlayerInGame( int Count ) => int InGame(1-Count)
> ClearHorseRacingPlayersName();
> Houses_VisitHouseRequest( string HouseDBID, string Password );
> Houses_CloseVisitHouse();
> Houses_GetHouseInfo() => string HouseName, int HouseDBID, int HouseType, int ItemCount, int MaxItemCount, int PerDay, int EnergyPoint, bool IsOwner, int ExpPoint, int TpPoint, int BlackSmithHQPoint, int CarpenterHQPoint, int MakeArmorHQPoint, int TailorHQPoint, int CookHQPoint, int AlchemyHQPoint, int MiningHQPoint, int LumberingHQPoint, int HerbalismHQPoint, int MaxPlantcountBonus, int LearningHQPoint, int Open Type, int Gold, int HouseRuby, int HouseStone, int HouseRune, int Ore, int Wood, int Herb, int Crystal, int Gem, int Geode, int Stone, int DecorScores, int EngineeringHQPoint)
> Houses_IsOwner() => bool Result
> Houses_IsFriend() => bool Result
> Array = Houses_GetData()
> Houses_KickPlayer(int index)
> Houses_ChangeOpenType(int 1-4)
> Count = Houses_GetOptionsInfoCount()
> Houses_GetTypeCount() => int Count
> Houses_GetTypeInfo( int Index ) => string Name, string ImageACTField, bool Geted, bool HouseType
> Houses_ChangeHouseStyle(guid)
> Houses_SetPlaceFurnishingMode( bool Mode );
> Houses_GetFurnitureListID() => int Count
> Houses_GetFurnitureItemInfo( int ItemID ) => (itemID < 0 : int MaxItemCount) \ (HouseItemDB == null : bool IsItemInRange) \ (bool IsItemInRange, string Name, string ItemIcon, bool IsShow, int ItemDBID)
> Houses_GetItemInfo( int ContainerID, int ItemID ) => (ItemID < 0 : int MaxItemCount, string Name, int FurnishingID) \ (string ItemIcon, string Name, int Count, bool IsLocked, int Quality)
> Houses_PickupItem( int ParentID, int Index );
> Houses_DrawItem( int ParentID, int Index );
> Houses_GetItemLink( int ContainerID, int ItemID ) => string Link
> Houses_SetFocusFurnishingID( int FurnishingID );
> Houses_GetFocusFurnishingID() => int FurnishingID
> Houses_FurnishingPlace();
> Houses_FurnishingRemove();
> Houses_FurnishingMove();
> Houses_FurnishingRorare();
> Houses_GetEnergyCostInfo(int Index) => int HouseEnergy, int AccountMoneyCost
> Houses_BuyEnergyRequest();
> Houses_GetSpaceInfo() => int Current, int Min, int Max, int FunctionID
> House_BuySpaceRequest();
> Houses_BuyHouseStyle(guid)
> Houses_BuyHouseOption(int category, int index)
> House_TestBuySpace( int Request ) => int NewOpenEnergy, int NewKeppEnergy, int FunctionID
> House_CloseStorage( int DBID );
> Houses_FurnishingScaleUp()
> Houses_FurnishingScaleDown()
~ Houses_FurnishingPreview(int OrgObjID)
> Houses_GetChangeCommonLabelCost()
> Houses_BuyHouseItem(int OrgObjID)
> Houses_GetChangeStorageLabelCost()
> Houses_GetOptionsInfo(int category, int index) => Name, Icon, Obtained, PriceType, Price
> Count = Houses_GetBuildingCount()
> Houses_GetBuilding(index) => OrgObjID, Type, Level, Gold, HouseRuby, HouseStone, HouseRune, Ore, Wood, Herb, Crystal, Gem, Geode, Stone, RequiredType1, RequiredLevel1, RequiredType2, RequiredLevel2, RequiredType3, RequiredLevel3, Charge
> Houses_ChangedName( string Name );
> Houses_ChangedPassword( string New, string Confirm );
> Houses_HangerSwap( int ItemDBID, int All (0/1) );
> Houses_CanWearObject( int ContainerID, int ItemID ) => bool Result
> Plant_GetInfo() => string { "none", "death", "lock", "grow", "ripe" }, string Name, int Type, string SeedName, string SeedTexture, string Link, int GrowRate, int HealthRate, int ReapTime, int FeedPoint, int WaterPoint, int TopdressPoint, int BestWaterPoint, int BestTopdressPoint, int DecWater, int DecTopdress
> Plant_PickupItem( string Type );
> Plant_ClearItem( string Type );
> Plant_GetItmeInfo( string Type ) => string Texture, string Name, int Count, string Link
> Plant_Close();
> Plant_Grow( string Type );
> Plant_Clear();
> Plant_Lock();
> Plant_GetProduct();
> Plant_GetPlantCount() => int Count
> Plant_GetMaxPlantCount() => int Count
> Houses_GetFriendCount() => int Count
> Houses_GetPlayerInfo( int Index ) => string RoleName
> Houses_AddPlayer( string Name );
> Houses_DelPlayer( string Name );
> Houses_GetFriendPut( int ContainerID ) => bool IsFriendPut
> Houses_GetFriendGet( int ContainerID ) => bool IsFriendGet
> Houses_GetFriendView( int ContainerID ) => bool IsFriendShow
> Houses_SetFriendPut( int ContainerID, bool Value );
> Houses_SetFriendGet( int ContainerID, bool Value );
> Houses_SetFriendView( int ContainerID, bool Value );
> Houses_GetFriendRegard() => string FriendEnter, string FriendLeave, string FriendUse
> Houses_SetFriendRegard(string Enter, string Leave, string Use)
> Houses_GetFriendItemLog( int Index ) => int Time, string ItemLink, int Count
> Houses_GetOnlinePlayers()
> Houses_ServantHireListRequest();
> Houses_ServantHireRequest( int Index );
> Houses_GetServantHireInfoCount() => int Count
> Houses_GetServantHireInfo( int Index ) => int ID, string Name, int Sex, int Character, int Month, int Day, string Horoscope, string Race, int ServantValue1, int ServerMaxValue1, int ServantValue2, int ServantMaxValue2, int ServantTired, 100, int ServantValue4, int ServantMaxValue4, int ServantValue5, int ServantMaxValue5, int ServantValue6, int ServantMaxValue6, int ServantValue7, int ServantMaxValue7, int ServantValue8, int ServantMaxValue8, bool ServantIsHire, int ServantCost
> Houses_GetServantCount() => int Count
> Houses_GetServantInfo( int Index ) => int ItemDBID, string Name, int Sex, int Character, int Month, int Day, string Horoscope, string Race, int ServantValue1, int ServerMaxValue1, int ServantValue2, int ServantMaxValue2, int ServantTired, 100, int ServantValue4, int ServantMaxValue4, int ServantValue5, int ServantMaxValue5, int ServantValue6, int ServantMaxValue6, int ServantValue7, int ServantMaxValue7, int ServantValue8, int ServantMaxValue8, bool ServantIsHire, int ServantCost, bool IsShow
> Houses_SummonServant( int Index );
> Houses_HideServant( int Index );
> Houses_DismissServant( int Index );
> Houses_ServantEventRequest( int Index );
> Houses_GetChangeServantLabelCost();
~ PreviewHouseOption( int category, int index );