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.
> BS_ApplyBodySetting();
> BS_ApplySetting();
> BS_GetColorCost() => int ColoringCost, int VehicleCost, int ColoringHair, int ColoringBody, int HairStyle, int FaceStyle, int Body
> BS_GetColorTable( int index ) => int Type, float r, float g, float b, int Cost, int ObjID
> BS_GetColorTableCount() => int Count
> BS_GetEquipmentInfo( int index ) => string TextureFile, bool Locked, bool Invalid
> BS_GetEquipmentMainColor( int index ) => float r, float g, float b, float a
> BS_GetEquipmentSubColor( int index ) => float r, float g, float b, float a
> BS_GetFaceCount() => int Count
> BS_GetFaceName( int index ) => string HairName
> BS_GetFaceStyle() => string FaceStyle
> BS_GetHairColor() => float r, float g, float b
> BS_GetHairCount() => int Count
> BS_GetHairName( int index ) => string HairName
> BS_GetHairStyle() => string HairStyle
> BS_GetPlayerBoneScale( int index ) => int BoneScale
> BS_GetPlayerBoneScaleMaxMin( int Type ) => int MinValue, int MaxValue
> BS_GetSkinColor() => float r, float g, float b
> BS_GetVehicleInfo() => bool Lock, bool Invalid
> BS_GetVehicleItem() => int Index, string TextureName, int ImageDB, float r, float g, float b, float a
> BS_GetVehicleItemColor() => float r, float g, float b, float a
> BS_RemoveVehicleItem();
> BS_RestoreColor( string { "helmet", "hand", "foot", "torso", "leg", "back", "belt", "shoulder", "Necklace", "Ammo", "Ranged", "Rings", "Rings", "Earrings", "Earrings", "MainHand", "SecondaryHand", "Pick" }, int NameIndex );
> BS_RestoreFaceStyle();
> BS_RestoreHairColor();
> BS_RestoreHairStyle();
> BS_RestoreSkinColor();
> BS_SetEquipMainColor( string { "helmet", "hand", "foot", "torso", "leg", "back", "belt", "shoulder", "Necklace", "Ammo", "Ranged", "Rings", "Rings", "Earrings", "Earrings", "MainHand", "SecondaryHand", "Pick" }, int NameIndex, float r, float g, float b, float a, bool Set );
> BS_SetEquipSubColor( string { "helmet", "hand", "foot", "torso", "leg", "back", "belt", "shoulder", "Necklace", "Ammo", "Ranged", "Rings", "Rings", "Earrings", "Earrings", "MainHand", "SecondaryHand", "Pick" }, int NameIndex, float r, float g, float b, float a, bool Set );
> BS_SetFaceStyle( int Hair );
> BS_SetHairColor( float r, float g, float b, bool Set );
> BS_SetHairStyle( int Face );
> BS_SetHairSwitch( int sw );
> BS_SetPlayer( <Model>, bool defaultGear = true, bool hideGear = false );
> BS_SetPlayerBoneScale( int index, int BoneScale );
> BS_SetSkinColor( float r, float g, float b, bool Set );
> BS_SetVehicle( table );
> BS_VehicleItemColorApply( float r, float g, float b, float a );
> BSF_number2RGBA( int Color ) => float r, float g, float b, float a
> BSF_RGBA2number( float r, float g, float b, float a ) => int Color
> GC_GetAddOnsPath( string FileName ) => string Path
> GC_GetGlobalPath( string FileName ) => string Path
> GC_GetLocalPath( string FileName ) => string Path
> GC_OpenWebRadio( string WebLink );
> GC_Load();
> GC_Save();
> GC_GetAllSCTVisible() => bool Enabled
~ GC_GetAlwaysQuestMark() => bool Enabled
> GC_GetBloodBar() => bool Enabled
> GC_GetBloodBarDistance() => int Distance
~ GC_GetBmpScreenshot() => bool Enabled
> GC_GetCameraFollowEnable() => bool Enabled
> GC_GetCameraReverseEnable() => bool Enabled
> GC_GetCameraSelectTarget() => bool Enabled
~ GC_GetChatTimeStamp() => bool Enabled
~ GC_GetDetailedSCTVisible() => bool Enabled
~ GC_GetDisableCensorship() => bool Enabled
> GC_GetDisableDisplayNPCTalk() => bool Enabled
~ GC_GetForceAltTooltip() => bool Enabled
> GC_GetGuildVisible() => bool Enabled
~ GC_GetHyperlinkOverlay() => bool Enabled
> GC_GetLButtonCameraRotateEnable() => bool Enabled
> GC_GetLButtonCancelTarget() => bool Enabled
> GC_GetMOBBloodBar() => bool Enabled
> GC_GetMouseMoveEnable() => bool Enabled
> GC_GetNpcBloodBar() => bool Enabled
> GC_GetNPCTitleVisible() => bool Enabled
> GC_GetOBTitleVisible() => bool Enabled
> GC_GetPCBloodBar() => bool Enabled
> GC_GetPlayerTitleVisible() => bool Enabled
> GC_GetRButtonCancelTarget() => bool Enabled
> GC_GetSelfBloodBar() => bool Enabled
> GC_GetSelfCastEnable() => bool Enabled
~ GC_GetSelfSCTVisible() => bool Enabled
> GC_GetSelfTitleVisible() => bool Enabled
> GC_GetServerSaveClientData() => bool Enabled
> GC_GetShowGemePromrt() => bool Enabled
> GC_GetTitleIconVisible() => bool Enabled
> GC_GetTitleVisible() => bool Enabled
~ GC_GetTranslateHyperlink() => bool Enabled
> GC_SetAllSCTVisible( bool Enabled );
~ GC_SetAlwaysQuestMark( bool Enabled );
> GC_SetBloodBar( bool Enabled );
> GC_SetBloodBarDistance( int Distance );
~ GC_SetBmpScreenshot( bool Enabled );
> GC_SetCameraFollowEnable( bool Enabled );
> GC_SetCameraReverseEnable( bool Enabled );
> GC_SetCameraSelectTarget( bool Enabled );
~ GC_SetChatTimeStamp( bool Enabled );
~ GC_SetDetailedSCTVisible( bool Enabled );
~ GC_SetDisableCensorship( bool Enabled );
> GC_SetDisableDisplayNPCTalk( bool Enabled );
~ GC_SetForceAltTooltip( bool Enabled );
> GC_SetGuildVisible( bool Enabled );
~ GC_SetHyperlinkOverlay( bool Enabled );
> GC_SetLButtonCameraRotateEnable( bool Enabled );
> GC_SetLButtonCancelTarget( bool Enabled );
> GC_SetMOBBloodBar( bool Enabled );
> GC_SetMouseMoveEnable( bool Enabled );
> GC_SetNpcBloodBar( bool Enabled );
> GC_SetNPCTitleVisible( bool Enabled );
> GC_SetOBTitleVisible( bool Enabled );
> GC_SetPCBloodBar( bool Enabled );
> GC_SetPlayerTitleVisible( bool Enabled );
> GC_SetRButtonCancelTarget( bool Enabled );
> GC_SetSelfBloodBar( bool Enabled );
> GC_SetSelfCastEnable( bool Enabled );
~ GC_SetSelfSCTVisible( bool Enabled );
> GC_SetSelfTitleVisible( bool Enabled );
> GC_SetServerSaveClientData( bool Enabled );
> GC_SetShowGemePromrt( bool Enabled );
> GC_SetTitleIconVisible( bool Enabled );
> GC_SetTitleVisible( bool Enabled );
~ GC_SetTranslateHyperlink( bool Enabled );
~ GC_SetBagMarker(bool isBagMarker);
~ GC_SetGearMarker(bool isGearMarker);
~ bool isBagMarker = GC_GetBagMarker();
~ bool isGearMarker = GC_GetGearMarker();
~ bool isAutoLocation = GC_GetAutoLocationSpell;
~ GC_SetAutoLocationSpell( bool Enabled );
~ bool enabled = GC_GetHidePetTalks().
~ GC_SetHidePetTalks( bool enabled ).
~ bool enabled = GC_GetHideHousemaidTalks().
~ GC_SetHideHousemaidTalks( bool enabled ).
> GetTeachInfo( int Index ) => int ID, string TypeStr, string WikiURL, int FlagIndex, bool IsCustom
> GetTextureUV( int Width, int Height ) => float TU, float TV, int TextureWidth, int TextureHeight
> RunGlobalePlot( int index );
> TeachingFrame_GetTeachCount() => int Count;
~ bool isEnabled = GC_GetShowInteract();
~ SetBoostFPS( bool enable );
~ bool isEnabled, isAvailable = IsBoostFPS();
~ SetObjectPopupColor( float A 0-1, float R 0-1, float G 0-1, float B 0-1 );
~ Added SetObjectPopupColor( float A 0-1, float R 0-1, float G 0-1, float B 0-1 );
~ int colorInt = RGBtoInt( float R 0-1, float G 0-1, float B 0-1 );
~ SetHideSigils( bool enable );
~ bool enabled = IsHideSigils();
~ string timeString = SecondsToTime( int seconds );
~ GameTooltip_SetIDColor( float R 0-1, float G 0-1, float B 0-1 );
~ GetMoneyColor( int index ) => string HexColor (8 chars)
> GetUIPanelSetAnchor( frame ) => bool setAnchor
> SetUIPanelSkipSetAnchor( frame );
> UpdateCenterAnchor();
> MovePanelToLeft();
> MovePanelToCenter();
> ShowUIPanel( frame, bool force );
> HideUIPanel( frame );
> ToggleUIFrame( frame );
> ToggleGameMenu();
> CloseMenus();
> CloseWindows();
> CloseAllWindows();
> CanOpenPanels();
> SetLeftFrame( frame );
> SetCenterFrame( frame );
> SetDoublewideFrame( frame );
> SetFullScreenFrame( frame );
> GetLeftFrame() => frame;
> GetCenterFrame() => frame;
> GetDoublewideFrame() => frame;
> GetFullScreenFrame() => frame;
> SetCombatStateText( string text );
> SendWarningMsg( string text );
> SendSystemMsg( string text );
> SendSystemChat( string text );
> SecondsToTimeAbbrev( int seconds ) => string time
~ int colorInt = RGBtoInt( float R 0-1, float G 0-1, float B 0-1 );
~ int shiftedNumber = ShiftLeft( int number, int bytes );
> GetClassCount() => int Count
> GetClassID( int index ) => int ID
> GetClassInfoByID( int id ) => string ClassName, string ClassToken, string HexColor (8 chars)
> GetInventoryItemCount( unit, int index ) => int ItemCount
> GetInventoryItemDurable( unit, int index ) => int Durable, int DurableMax, string Name, int DurableF, int DurableMaxF
~ GetInventoryItemInfo( unit, int index ) => string Texture, string Name, int Count, bool Locked, int Quality, int ItemID
> GetInventoryItemInvalid( unit, int index ) => bool Result
~ GetInventoryItemLink( unit, int index ) => string ItemLink
> GetInventoryItemQuality( unit, int index ) => int Quality
> GetInventoryItemTexture( unit, int index ) => string ItemIcon
> GetInventoryItemType( unit, int index ) => int Type
> GetInventorySlotInfo( string { "HeadSlot", "HandsSlot", "FeetSlot", "ChestSlot", "LegsSlot", "BackSlot", "WaistSlot", "ShoulderSlot", "NecklaceSlot", "AmmoSlot", "RangedSlot", "Ring0Slot", "Ring1Slot", "Earring0Slot", "Earring1Slot", "MainHandSlot", "SecondaryHandSlot", "UtensilSlot", "Talisman0Slot", "Talisman1Slot", "Talisman2Slot", "AdornmentSlot" } ) => int Index, string IconPath
> GetTargetHateList( int index ) => ( int Count, string Name ) / ( string Name, float TotalHatePoint, float HitPoint );
> TargetHateListRequest();
> TargetIsAH() => bool Result
> TargetIsDecomposes() => bool Result
> TargetIsLottery() => bool Result
> TargetIsTransmits() => bool Result
> UnitBuff( unit, int index ) => string Name, string Icon, int Count, int BuffID, int BuffType, string Caster
> UnitBuffInfo( unit, int index ) => string Name, string Icon, int Count, int BuffID, int BuffType, string Caster
> UnitBuffLeftTime( unit, int index ) => float Time / nil
~ UnitBuffsInfo( unit ) => { [1] = { string Name, string Icon, int Count, int BuffID, int BuffType / nil, float Time / nil, bool GoodMagic, int BuffGoodIndex / int BuffBadIndex, string Caster }, ... }
> UnitCanAttack( unit1, unit2 ) => bool Result
> UnitCastingTime( unit ) => string Name, float MaxTime, float CurrentTime
> UnitChangeHealth( unit ) => int ChangeHealth
> UnitClass( unit ) => string MainClass, string SubClass
> UnitClassToken( unit ) => string MainClassToken, string SubClassToken
> UnitDebuff( unit, int index ) => string Name, string Icon, int Count, int BuffID, int BuffType, string Caster
> UnitDebuffLeftTime( unit, int index ) => float Time / nil
X UnitDistance( unit ) => float Distance
> UnitExists( unit ) => bool true / nil
> UnitGUID( unit ) => int GUID
~ UnitGuild( unit ) => string Guild
> UnitHealth( unit ) => int Health, int HealthExact
> UnitInParty( unit ) => bool Result
> UnitInRaid( unit ) => bool Result
> UnitIsDeadOrGhost( unit ) => bool Result
> UnitIsImplement( unit ) => bool Result, int Count, int MaxNum
> UnitIsMasterLooter( unit ) => bool true / nil
> UnitIsMine( unit ) => bool Result
> UnitIsNPC( unit ) => bool Result
> UnitIsPlayer( unit ) => bool Result
~ UnitIsQuestNPC( unit ) => bool Result
> UnitIsRaidAssistant( unit ) => bool Result
> UnitIsRaidLeader( unit ) => bool Result
> UnitIsRaidMainAttacker( unit ) => bool Result
> UnitIsRaidMainTank( unit ) => bool Result
> UnitIsUnit( unit1, unit2 ) => bool Result
~ UnitIsVIP( unit ) => bool Result
> UnitLevel( unit ) => int Level, int LevelSub
> UnitMana( unit ) => int Mana, int ManaExact
> UnitManaType( unit ) => int Type
> UnitMaster( unit ) => string Name
> UnitMaxHealth( unit ) => int MaxHealth, int MaxHealthExact
> UnitMaxMana( unit ) => int MaxMana, int MaxManaExact
> UnitMaxSkill( unit ) => int MaxSkill, int MaxSkillExact
> UnitMineMsg( unit ) => string Message, int Type, int SkillNow, int RequiredSkill
> UnitName( unit ) => string Name
~ UnitNameColor( unit ) => string HexColor (8 chars)
> UnitOrgID( unit ) => int OrgID
> UnitPKState( unit ) => bool Result
> UnitQuestMsg( unit ) => string Message
> UnitRace( unit ) => int Race
> UnitRaidIndex( unit ) => int Index
> UnitRaidState( unit ) => bool isLeader, bool isAssistant, bool isLooter, bool isTank, bool isAttacker
> UnitSex( unit ) => int Sex
> UnitSkill( unit ) => int Skill, int SkillExact
> UnitSkillType( unit ) => int Type
~ UnitTitle( unit ) => string Title
> UnitWorld( unit ) => string Name
~ Array = UnitHanger( unit ) => int ID, string Image;
~ UnitIsStorage( unit ) => bool isStorage, int currentStorage, int maxStorage