Arcadia API

Liste aller vorhandenen LoginXML- und WorldXML-Funktionen für Makros und Addons

Funktionen nur für Arcadia wurde das Symbol ~ vorangestellt.

GameMaster-Funktionen wurde das Symbol X vorangestellt.

Veraltete Funktionen wurde das Symbol - vorangestellt.

unit = { "player", "target", "pet", "master", "party1-5", "raid1-36", "focus", "mouseover" } + mixes { "playerTargetTarget", "targetPet", "focusTarget", ... }

Account Bag Frame

> GetAccountBagItemInfo( int Index ) => string ItemIcon, string Name, int Count, bool IsLocked
> GetAccountBagNumItems() => int ItemsCount
> OpenAccountBag();
> CloseAccountBag();
> ClickAccountBagItem( int Index )

Account Login

> DefaultServerLogin( string Username, string Password )
> DisconnectFromServer();
> StatusDialogClick();
> AcceptUserAgreement();
> CancelWaitingQueue();

> GetCurrentRealm() => string RealmName
> GetNumRealms() => int Count
> GetRealmInfo( int Index ) => string Name, int Size, int Load
> ChangeRealm( string Name )
> GetUserAgreementText() => string Text
> IsDisplayVivoxUserAgreement() => bool Result
> GetVivoxUserAgreementText() => string Text
> AcceptVivoxUserAgreement();
> DeclineVivoxUserAgreement();

> GetAccountName( string Name )
> SetSecondPassword( string Password1, string Password2 )

> SetCameraLayout( int X, int Y, int Z, int Pitch, int Yaw, int Roll, int Zoom, int Time )
> AddControlCamera( int X, int Y, int Z, int Pitch, int Yaw, int Roll, int Zoom, int Time )
> GetCameraLayout() => int X, int Y, int Z, int Pitch, int Yaw, int Roll, int Zoom

> AccountLoginShow();

> GetCurrentParallelID() => int ID

> GetNumServerList() => int Count
> GetServerListInfo( int Index ) => string Location, string Name, bool IsPVP, int Characters, int Load, bool IsMaintain, bool IsLogin, string FlagText, bool IsTop, bool IsNew, bool IsLimitNewAccount, bool BoAge
> SortServerList( string List )
> ChangeServerList( string List )
> RefreshServerList();
> CloseServerList();
> GetCurrentServerList() => string List

> GetServerBoardText() => string Text

> LinkActivateWeb();
> OpenActivateExecute();
> OpenResetPasswordURL();

> IsBeanFanSystem();
> ConfirmPassword( string SecondPassword )
> GetAccountAge() => int Age
> GetServerLimitAge() => int Age

> GetServerName() => string Name
> GetPasswordErrorCount() => int Count

> ConfirmPassword2( string SecondPassword )
> ConfirmCaptcha( string Captcha )
> RefreshCaptcha();

Action Frame

> HasAction( int Index ) => bool Result
> PickupAction( int Index );
> SetAction( int Index, int Action );
> UseAction( int Index );
> GetActionInfo( int Index ) => string AttackIcon, "", int Count, false, bool wearable, bool IsCycleSpell
> GetActionCooldown( int Index ) => int Cooldown1, int Cooldown2
~ IsSpellUsable( int Index ) => bool Result
> GetActionUsable( int Index ) => bool IsUsable
> GetActionWearable( int Index ) => bool IsWearable

> GetPetActionInfo( int Index ) => string Name, bool CycleEnable, bool CanAutoRun
~ GetPetActionLink( int Index ) => string Link
> GetPetActionCooldown( int Index ) => int Cooldown1, int Cooldown2
> UsePetAction( int Index, bool AutoRun );

> GetExtraActionInfo( int Index ) => string ImageACTField
~ GetExtraActionLink( int Index ) => string Link
> GetExtraActionCooldown( int Index ) => int Cooldown1, int Cooldown2
> UseExtraAction( int Index );

> SetActionBarSetting( int Index, bool Enable, int Count, int Row );
> GetActionBarSetting( int Index ) => bool Enable, int Count, int Row
> SetActionBarLocked( bool Value );
> GetActionBarLocked() => bool Value
> SetActionBarHideEmpty( bool Value );
> GetActionBarHideEmpty() => bool Value
> ResetActionSetting();

> GetImplementActionInfo( int Index ) => string ImageACTField
~ GetImplementActionLink( int Index ) => string Link
> GetImplementActionCooldown( int Index ) => int Cooldown1, int Cooldown2
> UseImplementAction( int Index )

Ancillary Title Frame

> ATF_Open();
> ATF_Close();
> GetAncillaryTitleInfo() => int LV, int Exp, int Famous, int ExpMax
> GetATF_Title( int Index ) => string ImageACTField, string TitleName, int rarity 
~ GetATF_TitleLink( int Index, int Type ) => string LInk
> SetATF_Title( int TitleID );

> ATFUseItem_Open();
> AddATF_UseItem( int Index );
> ClearATF_UseItem();
> OkayATF_UseItem( int Index );
> GetATF_UseInfo( int Index ) => string ImageACTField, int UseItemCount
~ GetATF_UseLink( int Index ) => string Link
> Remove_AncillaryTitle( int Index );
> ATF_FameButton_OnClick();
> UpdateATF_UseItem();
> ATF_IsTitleVisible() => bool Result
> ATF_IsFrameShow() => bool Result

Auction Frame

> AuctionClose();

> AuctionBrowseSearchItem( string SearchName, int Low, int High, int Rare, int MoneyType, int RuneVolume, bool HeroSpecific, int Data1-n );
> GetAuctionBrowseFilterList() => string Filter1-n
> GetAuctionBrowseFilterMaxItems() => int Max
> GetAuctionNumBrowseItems() => int Count
> GetAuctionBrowseItemInfo( int Index1, int Index2 ) => string ID, string Temp, int Count, int Quality, string ItemIcon, int Limit, int LiveTime, string SellerName, bool IsBuyer, string PriceType, int BidPrice, int BuyOutPrices
> AuctionBrowseBuyItem( int Index, string Password );
> GetAuctionBrowseMaxItems() => int Count
> GetAuctionBrowseMaxPages() => int Count
> AuctionBrowsePervPage();
> AuctionBrowseNextPage() => bool Success
> AuctionBrowseHistoryRequest( int Index );
> GetAuctionHistoryItemNums() => int Count
> GetAuctionHistoryItemInfo( int Index ) => string ItemName, int Count, int Quality, string ItemIcon, string SellerName, string BuyerName, sring PriceType, int Price, int Month, int MonthDay, int Hour, int Minute
~ GetAuctionHistoryItemLink( int Index ) => string Link

> GetAuctionNumBidItems() => int Count
> GetAuctionBidItemInfo( int Index ) => string Temp, int Count, int Quality, string ItemIcon, int Limit, int LiveTime, string SellerName, bool IsHigher, string PriceType, int NowPrice, int BuyOutPrices
> AuctionBidBuyItem( int Index, int Price, string Password );
> AuctionBidHistoryRequest( int Index );

> ClickAuctionItemButton();
> SetSellMoneyType( int Type { 1, 2 } );
> GetSellMoneyType() => int Type
> GetAuctionNumSellItems() => int Count
> GetAuctionSellItemInfo( int Index ) => string Temp, int Count, int Quality, string ItemIcon, int Limit, int LiveTime, string BuyerName, string PriceType, int NowPrice, int BuyOutPrices
> GetAuctionItem() => string Name, string Texture, int Count, int SellPrice
~ GetAuctionItemLink() => string Link
> CreateAuctionItem( int Time, int Price, int MoneyType, int BuyoutPrice );
> CreateAuctionMoney( int Index, int SellMoneyType, int SellMoney, int Price, int  MoneyType, int BuyoutPrice );
> AuctionCancelSell( int Index );
> AuctionItemHistoryRequest();

> GetAuctionBrowseItemLink( int ID ) => string Link
~ GetAuctionSellItemLink( int Index ) => string Link
~ GetAuctionBidItemLink( int Index ) => string Link

> IsAuctionItemAccountMoneyTrade() => bool Result
> IsAuctionAccountMoneyTrade() => bool Result

Bag Frame

> GetBagItemInfo( int Pos ) => int Index, string Texture, string Name, int Count, bool Locked, int Quality
> 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

> 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

Bank Frame

> 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

Battleground Arene Score Frame

> 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

Battleground Option Button Frame

> 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 )

Battleground Queue Frame

> UpdateQueueFrameInfo() => int Type, int QueueStatus, int TimeExpected, int TimeToLeaveQueue, int IsLeaderSelf
> JoinBattleGround( int Type );
> JoinBattleGroundWithTeam( int Type );
> ReturnBattleGroundType() => int ResultType, int IsAllowJoinWithTeam, int IsLeaderSelf
> GetBattleGroundResultType();

Battleground Room List Frame

> SelectBattleGroundRoom( int Index );
> GetBattleGroundRoomNum() => int Size
> GetBattleGroundRoomName( int Index ) => string Name

Battleground Score Frame

> GetBattleGroundType() => int Type

Battleground Status Frame

> 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
> GetBattleGroundWinnerTeam() => int WinnerTeam
> OpenBattleGroundPlayerScoreFrame();

Billboard Frame

> LuaFunc_BillboardFrameOnLoad();
> LuaFunc_BillboardFrameOnClose();
> LuaFunc_BillboardFrameOnShow();
> LuaFunc_BillboardFrameAnonymous( bool IsAnonymous )
> LuaFunc_BillboardFrameSearch( int Type, int Index )
> LuaFunc_BillboardIsAnonymous() => bool Result
> LuaFunc_BillboardReadBaseInfo() => bool Result, int SearchType, int RankBegin, int RankEnd, int MaxPage
> LuaFunc_BillboardReadItemList( int ID ) => bool IsRoleTheSame, string RoleName, int Rank, int MainRankInfo, string Voc, string VocSub, int LV, int LVSub, int Money, int TitleCount, int PKScore
> LuaFunc_BillboardReadBrowseFilterList( int ID ) => int Size, int ID, string Name

Buff Frame

> 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 );

Bulletin Board

> 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

Card Book

> 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 );

Character Create

> 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 );
> 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
> CharacterCreate_SetLookAtFace( bool LookAtFace );
> 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

Character Frame

> 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"} ) => 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

~ 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 );
> GetEuipmentNumber() => 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
> 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();

> 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( string Str ) => string HexColor (8 chars)
~ GetMagicTypeColor( string Str ) => string HexColor (8 chars)
~ GetManaTypeColor( string Str ) => string BackgroundColor, string TextColor

> 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

Character Select

> 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
> 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 )

Chat Edit

> SendChatMessage( string Text, string Type, string Language, string Extra );
> ParseText( string Text );

> InsertUndesirable( string Value );
> RemoveUndesirable( string Value );
> IsUndesirable( string Value ) => bool Result

Chat Frame

> 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

Clear Attribute Stone Frame

> 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();

Cover String Frame

> 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

Craft Frame

> 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();

Draw Rune Frame

> DrawRuneFrame_SetDrawItemPos( int Index ) => bool Result
> DrawRuneFrame_GetItemRuneCount() => int Count
> DrawRuneFrame_GetItemRuneInfo( int Index ) => string Icon, string Temp, int ItemCost, int ItemID
> DrawRuneFrame_DrawItemRune( int Index );
> DrawRuneFrame_DrawClose();

Emote Frame

> GetEmoteInfo( int Index ) => int ID, string Name, string Token, string EmoteIcon
> GetEmoteInfoCount() => int Count
> DoEmote( int ID );
> DragEmoteItem( int ID )

Exchange Class Frame

> CloseExchangeClass();
> GetNumClasses() => int Count
> GetPlayerNumClasses() => int Count, int VocCount
> GetPlayerClassInfo( int Index, bool Have ) => string Name, string Token, int Level, int EXP, int JobEXP, int DebtEXP
> ExchangeClass( int MainClass, int SubClass )

Fusion Stone Trade Frame

> GetFSTOpenInfo() => string ImageACTField, int HighestLv, int 1stMoney, int 2ndMoney
> GetFSTAttrListCount() => int Count
> GetFSTAttrID( int Index ) => int AbilityID
> GetFSTMoneyType() => int MagicStoneShopCostType1, int MagicStoneShopCostType2
> GetFSTAttrInfo( int iAbilityID ) => string ImageACT, string AbilityName, string ImageBuffer
> SendFSTResult( int iAbilityID1, int iAbilityID2, int iAbilityID3, int bResult )

Game Control

> 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 )

Give Item Frame

> GetGiveItem( int Index ) => int ID, string Texture, int Amount
> ClickGiveItemButton( int Index );
> GiveItemSure();
> GiveItemCancel();

GM Notification Frame

> GmNotification( string Subject, string Content, string Classification )

Guild Frame

> 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
> 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

> 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
> GuildBoard_RequestGuildInfo() => bool Result
> GF_ReadAllDate();
> GCB_GetContributionItem();
> 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

Guild House Status

> 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 );
> GetGuildHouseWarWinnerTeam() => int WinTeam
> OpenGuildHouseWarPlayerScoreFrame();
> GetGuildHouseWarMyTeamColor() => int MyTeamColor
> GuildHouseWarTest();
> GetPlayerWarScore() => int CountOnBody

Guild Houses Frame

> 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 ) => string Name, string ItemIcon, bool bIsShow, string OwnerName
> 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

Guild War Score

> GetGuildHouseWarInfo() => int EnergyB, int EnergyR, int GuildScoreB, int GuildScoreR, int RemainTime
> GetGuildHouseGuildName() => string GuildNameB, string GuildNameR
> GetGuildHouseGuildTime() => int RemainTime

Horse Racing Ranking Frame

> 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 Frame

> 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
> Houses_IsOwner() => bool Result
> Houses_IsFriend() => bool Result

> Houses_GetTypeCount() => int Count
> Houses_GetTypeInfo( int Index ) => string Name, string ImageACTField, bool Geted, bool HouseType
> Houses_SetCurrentType( int Index );
> 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();
> House_TestBuySpace( int Request ) => int NewOpenEnergy, int NewKeppEnergy, int FunctionID
> House_CloseStorage( int DBID );

> 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_GetFriendInfo( int Index ) => string RoleName
> Houses_AddFriend( string Name );
> Houses_DelFriend( 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_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
> Houses_SummonServant( int Index );
> Houses_HideServant( int Index );
> Houses_DismissServant( int Index );
> Houses_ServantEventRequest( int Index )

Inspect Frame

> NotifyInspect( unit ) => bool Result 
> GetInspectIntroduce() => string Note

Interface

> err_output( <Layout> or string )
> debug_output( string Text )
> getglobal( string Global );
> CreateUIComponent( string FrameType {"FontString", "Texture", "Frame", "Model", "Button", "CheckButton", "RadioButton", "StatusBar", "Slider", "EditBox", "MessageFrame", "ScrollFrame", "Tooltip"}, string FrameName, string ParentName, string Inherit, int Layer ) => <Layout>
> TEXT( string Text ) => string Text
> GetDefaultLanguage();
> RunScript( string Script )
> SaveVariables( string Variable )
> SaveVariablesPerCharacter( string Variable )
> __WriteFile( string File )

~ LowerString( string Text ) => string Result
~ UpperString( string Text ) => string Result
~ GetFrameAtMouse() => <Frame>
~ ReloadTexture();

Item Clipboard

> ItemClipboard_Clear();
> CursorItemType() => string Type { "bag", "bank", "equip", "trade", "action", "skill", "shop", "macro", "emote", "merchant", "house", "teleport", "guildbank", "guildfurniture", "SuitSkill", "SkillPlate", "SuitSkillequip", "CoolClothBag", "CoolSuit", "HappyPartner", "petegg" }
> CursorHasItem() => bool Result
> DeleteCursorItem();
> GetCursorItemInfo() => int ItemPosition

Key Binding

> SetBindingKey( string Binding, string Key1, string Key2 );
> GetBindingKey( string Binding ) => string Key1, string Key2
> GetNumBindings() => int Amount
> GetBindings( int Index ) => string Header, string Name, string Key1, string Key2
> DefaultBindingKey();
> SaveBindingKey();

Login Bonus Frame

> LoginBonusDisableTag() => bool Result
> LoginBonusGetPage( int ID ) => int Index, [ [ "Type", int Type, "Status", int Status, "Duration", int Duration, "Remaining", int Remaining ], ... ]
> LoginBonusGetDate( int ID ) => int Year, int Month, int DayOfMonth
> LoginBonusGetDescription( int ID ) => string Description
> LoginBonusRequest();
> LoginBonusPrePage();
> LoginBonusNextPage();
> LoginBonusClearPages();
> LoginBonusFrameVisible( bool Value )

Login Parent

> QuitGame();
> SetCurrentScreen( string szCurrentScreen );
> GetVersion() => string version
> ShowError();

Loot Frame

> RollOnLoot( int ItemVersion, string Type { "roll", "greed", nil } );
> AssignOnLoot( int ItemVersion, string Name );
> GetLootRollItemInfo( int Index ) => string Name, string ItemIcon, int Count, int Quality, int Time
~ GetLootRollItemLink( int Index ) => string Link
> GetLootAssignItemSize() => int Size
> GetLootAssignItemInfo( int Index ) => int ItemVersion, string Name, string ItemIcon, int Count, int Quality
~ GetLootAssignItemLink( int Index ) => string Link
> SetLootAssignMember( string Member );
> GetLootAssignMember( int ItemVersion, int Index ) => string Member
> SetLootMethod( string Method { "master", "freeforall", "alternate" }, string MasterName );
> GetLootMethod() => string Method { "master", "freeforall", "alternate" }
> SetLootThreshold( int Quality );
> GetLootThreshold() => int Quality

> GetBootyNumItems() => int Count
> GetBootyItemInfo( int Index ) => string ItemIcon, string Name, int Count, int Quality
> GetBootyItemLink( int Index ) => string Link
> ClickBootyItem( int Index );
> CloseBooty();

> SetAutoTakeLoot( bool Value );
> IsAutoTakeLoot() => bool Result

Lottery Frame

> Lottery_GetCurrentVersion() => int Version
> Lottery_GetMaxPrizeMoney() => int MaxPrize
> Lottery_GetLastInfo( int Index ) => int Version, int Num1, int Num2, int Num3, int Num4, int Num5, int PrizeMoney1, int PrizeMoney2, int PrizeMoney3, int PrizePlayerCount1, int PrizePlayerCount2, int PrizePlayerCount3
> Lottery_CloseExchangePrize();
> Lottery_CloseBuyLottery();

> Lottery_NumberClear();
> Lottery_NumberSelect( int Index );
> Lottery_NumberCancel( int Index );
> Lottery_NumberCount() => int Count
> Lottery_GetCombinationCount() => int Count
> Lottery_GetCost() => int LotteryCost

> Lottery_BuyLottery();

> Lottery_ExchangeLottery();
> Lottery_ConfirmExchange();
> Lottery_CancelExchange();
> Lottery_DeleteLottery();
> Lottery_GetExchangeSlotInfo() => int PositionInBag, int Index, string ItemIcon, string Result { "NOT_RUN_LOTTERY", "OVERDUE", "NOT_WIN_LOTTER", "WIN_LOTTER" }, ( Result = "WIN_LOTTER": int SelectPrize1, int SelectPrize2, int SelectPrize3, int PrizeMoney1, int PrizeMoney2, int PrizeMoney3 )

Macro Frame

> GetMacroInfo( int Index ) => int Icon, string Name, string Text
> HasMacro( int Index ) => bool Result
> GetNumMacroIcons() => int Count
> GetMacroIconInfo( int Index ) => string Icon
> EditMacro( int Index, string Name, int Icon, string Text );
> PickupMacroItem( int Index )

Mail Frame

> CloseMail();
> ClickSendMailItemButton( int Index );

> SendMail( string Target, string Subject, string Body, string Password );
> SetSendMailMoney( int Money1, int Money2 );
> SetSendMailCOD( int Money1, int Money2 );
> SetSnedMailPaper( int Paper );
> SetSnedMailNextPaper();
> SetSnedMailPrevPaper();
> GetSnedMailPaper() => int Paper
> GetSendMailItem( int Index ) => string Name, string Texture, int Amount
~ GetSendMailLink( int Index ) => string Link
> GetSnedMailNumPapers() => int Count
> GetSendMailPaperEnable() => bool Result
> GetSendMailMultiItemEnable() => bool Result

> UpdateSendMailGroup();
> GetSendMailNumGroups() => int Size
> GetSendMailGroupInfo( int Index ) => string Name, int Size
> SendGroupMail( int Group, string Subject, string Body );
> GetSendGroupMailMoney( int Money );
		
> GetInboxNumItems() => int Count
> GetInboxHeaderInfo( int Index ) => string Icon, string Sender, string Subject, bool IsCOD, string MoneyMode, int Money, int DaysLeft, int PaperType, int ItemAmount, bool WasRead, bool WasReturned, bool IsSystem
> InboxItemCanDelete( int Index ) => bool Result
> DeleteInboxItem( int Index );
> ReturnInboxItem( int Index );
> GetInboxText( int Index ) => string Text
> GetInboxItem( int Index, int ItemPosition ) => string Name, string Texture, int Count
~ GetInboxItemLink( int Index, int ItemPosition ) => strign Link
> TakeInboxItem( int Index, string Password )

Maintain

> OnLoadMaintainFrame();
> OnAcceptClickMaintainFrame();
> OnResetPosMaintainFrame();
> OnUpdateMaintainFrame();
> CreateMacroMaintainFrame();

Merchant Frame

> GetMerchantItemInfo( int Index ) => string Texture, int Price, int Count, string Name, int SellOut, int CostBonus, int Icon, int SellNum
> GetMerchantItemDetail(  );
> GetMerchantItemNums() => int Count
> GetMerchantFilterNums() => int Count
> GetMerchantFilterInfo( int Index ) => int Ret, string Name, int Count, int S1, int S2, int S3, int Expand
> SetMerchantFilterType( int Type );
> GetMerchantFilterType() => int Type

> MF_ShoppingBuy( int Index );

> GameBarClose();
> ItemExchangeRequest( string ItemSerial, string ItemKey );

> ItemMallFrame_Open();
> GC_RuneReload( bool Value );
> GetMerchantItemLink( int Index ) => string Link
> GetItemMallLink( int GUID ) => string Link

> CIMF_OpenMall2() => bool IsDisableSendGift
> CIMF_CloseMall2();
> CIMF_GetNums() => int Count
> CIMF_GetItemInfo( int Index, int GUID ) => int GUID, string Name, string Texture, string ACC_MSG, int SellTypeX, int Diamond, int Bonus, int Free, string FreedBonus, int Flash, int DCount, string CountMessage, string TimeMessage, string Detail, int ATCount, int GetBonus, int ObjID
> CIMF_GetFilterNums() => int Count
> CIMF_GetTopItem( int Index ) => int GUID
> CIMF_MailGift( int ItemGUID, string TargetName, string Title, string Content );
> CIMF_GetListCount() => int Count
> CIMF_GetListName( int Index ) => string Name
> CIMF_GetMessageCount() => int Count
> CIMF_GetMessage( int Index ) => string Message
> CIMF_SearchItem( string Keyword );
> CIMF_ClearHistory();
> CIMF_SetHistory( int GUID );
> CIMF_GetFilterInfo( int Index ) => int Ret, strign Name, int Count, int S1, int S2, int S3, int Expand
> CIMF_SelectType( int Type );
> CIMF_SelectFilterIndex( int Index, int State );
> CIMF_ShoppingBuy( int GUID, int Count );

> IsEnableMerchant() => bool Result
> IsEnableGameBar() => bool Result
> GetGameBarFreeCount() => int FreeCount
> GetGameBarItemInfo( int Index ) => string Texture, int DBID, int Count
> GetGameBarStart( int IsFreeInt );
> GetGameBarPlayCost() => int Cost
> GameBar_Stoped();
> GameBar_GetHistory( int Index ) => string Texture, string Name, int Count, string Date, int cost, int ItemID
> GameBar_GetHistorys() => int Count
> GameBar_CanPlay() => bool Result
> OpenTopupPage( string URL );

> ItemMallHelpContent() => string Content

> IsEnableZShop() => bool Value
> GetZShopURL() => string URL
> SetOnTimeWebBagRequest( int Value )

Minimap

> InitializeMiniMap( string ViewName, string MaskName, string PlayerCursor, string DuelRange, string IconName, int IconCount );
> GetZoneName() => string ZoneName
> SetMiniMapVisible( int Visible { 0, 1 } );
> SetMiniMapZoomValue( int Zoom );
> GetMinimapIconText( int ID ) => string IconText
> GetCurrentGameTime() => int Time
> GetTickCount() => int Tick
> GetMinimapShowOption( int ID ) => int ShowOption
> SetMinimapShowOption( int ID, int Set );
> SetMinimapPingPosition( int X, int Y );
> GetMinimapPingPosition() => int X, int Y
> GetZoneNameToken() => string ZoneNameToken

NPC Track Frame

> NpcTrack_Initialize( string ViewName, string PlayerTexture );
> NpcTrack_SetMapID( int ID );
> NpcTrack_SearchNpc( string Name, bool CaseInsensitivity ) => int Count
> NpcTrack_SearchNpcByDBID( int DBID ) => int Count
> NpcTrack_GetNpc( int Index ) => int GUID, string Name, int MapID, int PosX, int PosZ
> NpcTrack_SearchQuestNpc( bool IgnoreLV, bool SameZone ) => int Count
> NpcTrack_SetTarget( int Index, int DBID, int R, int G, int B );
> NpcTrack_GetMax() => int NPCTrackMax
> NpcTrack_SetMax( int NPCTrackMax );

> SetTrackPlayerName( string Name )

Object Blood Bar

> OBB_ChangeTraget( int SpriteID )

Partner Frame

> PartnerFrame_AddPartner( int Pos );
> PartnerFrame_RemovePartner( int Mode, int Pos );
> PartnerFrame_CanAddToPartner( int Pos );
> PartnerFrame_GetPartnerCount( int Mode ) => int Count
> PartnerFrame_CallPartner( int Mode, int Index );
> PartnerFrame_GetPartnerInfo( int Mode, int Index ) => int Info
> PartnerFrame_PickPartner( int Mode, int Index );
> PartnerFrame_GetPartnerBuff( int Mode, int Index ) => int Buff
> PartnerFrame_AddPetCollection( int Pos );
> PartnerFrame_IsCanAddPetColletcion( int DBID ) => bool Show, bool Add

~ GetHorseExBagPages() => int Pages
~ BuyHorseExBagPage();
~ GetHorseExBagPagePrice( int Index ) => int Price, bool Open

~ GetPetExBagPages() => int Pages
~ BuyPetExBagPage();
~ GetPetExBagPagePrice( int Index ) => int Price, bool Open

Party Board Frame

> PostPartyAd( int Target, int Area, int AreaID, string AreaName, int PartyMode, int AssignMode, int MemberNum, int LvLimitMode, int LowLvLimit, int DutyAttack, int DutyDefend, int DutyCure, int DutyNoLimit, string Comment );
> GetPartyBoardInfo( int Tab, int Index ) => int LvLimitMode, int LowLVLimit, string PosterName, int MemberNumNeeded, int MemberNumNow, int PartyMode, int AssignMode, int DutyAttack, int DutyDefend, int DutyCure, int DutyNoLimit, int Target, int Area, int AreaID, string AreaName, string Comment
> GetMyPBPostIndex() => int Index
> DeleteMyPBPost();
> SendPartyJoinMsg( string LeaderName );
> PartyJoinResult( bool Value );
> PostPeoplewareAd( int Target1, int Area1, int AreaID1, string AreaName1, int Target2, int Area2, int AreaID2, string AreaName2, int Target3, int Area3, int AreaID3, string AreaName3, string Comment, int ActAs );
> PB_SetRaidInfo( int PartyIndex );
> PB_GetRaidInfo( int PartyIndex ) => string Name, bool IsLeader, bool IsOnline
> PB_GetRaidTooltipInfo( int PartyIndex ) => string Name, nil, string Voc, string VocSub, int Level, int LevelSub
> PB_UpdateMemberNum();
> PB_UpdateVocAndLevel();
> GetMyPBPostType() => int Type
> PB_GetVocInfo( int Index ) => string Voc, int VocLV, string VocSub, int VocSubLV
> PB_GetServerLvLimit() => int MaxLV

Party Frame

> InviteToParty( unit );
> InviteByName( string Name );
> UninviteFromParty( unit );
> UninviteByName( string Name );
> PromoteToPartyLeader( unit );
> LeaveParty();
> GetPartyMember( int Index ) => string Name, bool IsOnline
> GetPartyLeaderIndex() => int Index
> IsPartyLeader() => bool Value
> GetNumPartyMembers() => int Count
> GetNumRaidMembers() => int Count
> InPartyByName( string Name ) => bool Result
> InRaidByName( string Name ) => bool Result

> GetRaidMember( int Index ) => string Name, bool IsOnline, bool IsAssistant
> SwitchToRaid();
> SwithRaidAssistant( int Index, bool Value );
> SwithRaidMainTank( int Index, bool Value );
> SwithRaidMainAttacker( int Index, bool Value );
> RaidDegrade( int Index );

> MoveRaidMember( int Index, int Index2 );
> GetRaidLeaderIndex() => int Index

> AcceptGroup();
> DeclineGroup();

> IsAssigner() => bool Result
> IsRaidLeader() => bool Result
> IsRaidAssistant() => bool Result
> IsRaidMainTank() => bool Result
> IsRaidMainAttack() => bool Result

> GetLeaderChannelID() => int ChannelID

> AcceptBattleGroup();
> DeclineBattleGroup();

> ResetInstance();
> SetInstanceLevel( string Level { "easy","normal","hard" } );
> GetInstanceLevel() => string Level { "easy","normal","hard","unknow" }

Pet Book

> LuaFunc_GetPetBookCount( int Group ) => int Count
> LuaFunc_GetPetBookInfo( int Group, int ID ) => int ID, int Return, string Name, int ResistType
> LuaFunc_GetPetBookMaxCount( int Group ) => int MaxCount
> LuaFunc_InitPetBookInfo();
> LuaFunc_ShowPetBookImage( int PetID );

Pet Frame

> SetPetItem( int Index );
> TakeoutPetItem( int Index );
> HasPetItem( int Index ) => bool Result
> SetPetItemName( int Index, string Name );
> GetPetItemName( int Index ) => string Name
> GetPetItemExperience( int Index ) => int EXP, int MaxEXP
> GetPetItemLevel( int Index ) => int Level
> GetPetItemSkillPoint( int Index ) => int SkillPoint, int TotalSkillPoints
> GetPetItemProperty( int Index ) => int Property
> GetPetItemGrowth( int Index, string Key { "STR", "STA", "AGI", "INT", "MND" } ) => int Value
> GetPetItemAbility( int Index, string Key { "STR", "STA", "AGI", "INT", "MND", "LOYAL", "HUNGER", "TALENT", "UNDERGO" } ) => int Value
> GetPetItemAssist( int Index, string Key { "STR", "STA", "AGI", "INT", "MND" } ) => int Value
> GetPetItemNumSkill( int Index ) => int Count
> GetPetItemSkillInfo( int Index, int Position ) => string Name, string Image, bool IsLearnt, bool IsTopLevel, int PowerLevel, int Point, int Level, bool CanLearn
> IsPetItemSkillLearn( int Index, int Position ) => bool Result
> PetItemLearnSkill( int Index, int Position );
> ClickPetCraftItem( int Index );
> GetPetEquipmentItem( int Index, string EQType { "tools", "stuff", "product1", "product2", "product3", "other1", "other2", "other3", "other4" } ) => string Name, string Icon, int Count
~ GetPetEquipmentItemLink( int Index, string EQType { "tools", "stuff", "product1", "product2", "product3", "other1", "other2", "other3", "other4" } ) => string Link
> ClickPetFeedItem();
> ClearPetFeedItem();
> GetPetFeedFoodItem() => string Name, string Icon, int Count
~ GetPetFeedFoodItemLink() => string Link
> PetCraftingStart( int Index, int Position );
> PetCraftingStop( int Index );
> PetCraftHarvest( int Index );
> HasPetCraftHarvest( int Index ) => bool Result
> GetPetNumCraftItems( int Index ) => int Count
> GetPetCraftItemInfo( int Index, int Position ) => string Name, string SkillType { "MINING", "WOOD", "HERB" }, int SkillLevel
> GetPetLifeSkillInfo( int Index, string SkillType { "MINING", "WOOD", "HERB" } ) => int LifeSkill
> IsPetCraftingStart( int Index ) => bool Result
> GetPetCraftList( int Index ) => string Name1-n
> GetPetNumPossibleProductItems( int Index, int Position ) => int Count
> GetPetPossibleProductItemDetail( int Index, int Position, int ItemIndex ) => string Name, string Icon, int DropCount
~ GetPetPossibleProductItemLink( int Index, int Position, int ItemIndex ) => string Link

> GetPetTalentSkillNum( int Index ) => int Count
> GetPetTalentSkillInfo( int Index, int SkillIndex ) => string Icon
~ GetPetTalentSkillLink( int Index, int SkillIndex ) => string Link

~ GetPetSkillLink( int Index, int SkillIndex ) => string Link

> IsPetSummoned( int Index ) => bool Result
> SummonPet( int Index );
> PetIsSummon();
> ReturnPet( int Index );
> FeedPet( int Index );
> TravelPet( int Index );
> ReleasePet( int Index );
> SendPetEventSelection( int Selection );

> CheckPetMixResult( int Index, int Pet1Index, int Pet2Index );
> GetEggIcon( int Index ) => string Icon

> GetPetMixModeOneValue( int Pet1Index, int Pet2Index, string Key { "TALENT", "UNDERGO", "EXP", "STR", "STA", "AGI", "INT", "MND" } ) => int Del, int Total
> SetPetMix( int Pet1Index, int Pet2Index, int Pet3Index );
> GetPetMixModeTwoValue( int Pet1Index, int Pet2Index, int Pet3Index, string Key { "TALENT", "UNDERGO", "EXP", "STR", "STA", "AGI", "INT", "MND" } ) => int Del, int Total
> GetPetMixModeSwitchGood();
> GetPetMixDayMergeCount( int Index ) => int Max, int Count

> GetNowAbilityAssist( int Index, int Num ) => int Type, int Count
> GetNextMergeResetTime() => int ResetTime
> IsPetStarUse( int Position );
> IsPetMixEventErr( int Index );
> IsPetCraftProduct( int Index );

> GetPetFeedItem( int Index ) => string Teture, int Count
~ GetPetFeedItemLink( int Index ) => string Link

> SetPetFeedItem( int Index ) => string Texture, int Count
> IsPetStateTrue( int Index1, int Index2, int Index3 );
> ResetPetMergeTime();

~ GetPetLink( int Index ) => string Link

Phantom Frame

> GetObjName( int ObjID ) => string Name
> GetObjImage( int ObjID ) => string Image
> GetObjShortNote( int ObjID ) => string Note
> GetItemQuality( int ObjID ) => int Quality
> GetBodyItemCount( int ObjID ) => int Count
> IsMagicBase( int ObjID ) => bool Result
> GetAllPhantom() => [ [ int TableKey, int ObjID ], ... ]
> GetPhantomImage( int ObjID ) => string Image
> GetPhantomRank( int ObjID ) => int Rank
> GetPhantomLevel( int ObjID ) => int Level
> GetPhantomMaxLevel( int ObjID ) => int MaxLevel
> GetPhantomAbility( int ObjID, int IDx ) => int First, string Second
> GetEquipPhantom() => int Result1, int Result2
> GetPhantomRankUpMaterial( int ObjID ) => int Result
> GetPhantomRankUpCost( int ObjID ) => int Result
> GetPhantomLevelUpMaterial( int ObjID ) => [ [ int TableKey, int Material ], ... ]
> GetPhantomComboSkill() => int Result
> PhantomEquip( int Slot, int ObjID );
> PhantomLevelUp( int ObjID );
> PhantomRankUp( int ObjID );
> PhantomSummon( int ObjID );
> PasteMagicCollectToClipboard( int ObjID );
> SetPhantomTab( <Layout> );
> SetPhantomFlag( <Layout> );
> SetPhantomCall( int ObjID );
~ GetPhantomColor() => int Color
~ GetPhantomMob() => int ObjID
~ GetPhantomLink() => string Link

Public Encounter Frame

> PE_GetPEName() => string PEName, string PHName
> PE_GetSFCount() => int Successful, int Failed
> PE_GetPEMessage() => string Message
> PE_GetPEScore() => int Score

> PE_EventIntoSendValue( int PEIndex, int Index ) => int Kind, int Type, int Value, string POBName, int Doorsill
> PE_GetPEIndex( int Index ) => int PEIndex
> PE_GetInfo( int PEIndex ) => string PEName, string PEFrameMessage, string PHName, int Score, int POBCount, bool IsScoreVisible
> PE_GetPOBInfo( int PEIndex, int POBIDx ) =>  string POBName, int Type, int Kind, int NowValue, int Doorsill
> PE_GetMessage( int Index ) => string Message
> POB_GetMessage( int PEIndex, int Inde2, int Kind ) => string Key

Quest Book

~ CheckAcceptQuest( int QuestID ) => int Result
> CheckFlag( int FlagID ) => int Result
> CheckQuest( int QuestID ) => int Result
> DeleteQuestByID( int QuestID );
> GetCurrentVocLV() => int Level
> GetNumQuestBookButton_QuestBook() => int TotalQuest
> GetQuestCatalogInfo( int index ) => string CatalogName
> GetQuestInfo( int index ) => int index, int QuestCatalog, string Name, int QuestRequest, int CheckLevel, bool Daily, int DailyNum, int QuestType, int QuestID, bool CompleteQuest, int QuestGroup
> GetQuestTrack( int index ) => ( index == -1: int TrackSize ) / ( int Count );
> GetVocLV( int index ) => int Level
> QuestBook_GetQuestHyperLink( int index ) => string QuestLink
> QuestDebug( int QuestGUID );
> QuestNpcDebug( int NpcGUID );
> SetQuestTrack( int index ) => int Result
> ViewQuest_QuestBook( int index );

Quest Detail

> AcceptQuest();
> CompleteQuest();
> DeleteQuest();
> GetChoiceItem_QuestDetail() => int RewardItemChoiceID
> GetNewbieQuestGuide() => int State
> GetQuestDesc_QuestDetail( int Hyperlink ) => string Description
> GetQuestDetail_QuestDetail( int Hyperlink ) => string Details
> GetQuestDetail_QuestDetailShort() => string ShortDetails
> GetQuestExp_QuestDetail() => int Exp
> GetQuestItemInfo_QuestDetail( int Type, int index ) => string Name, string IconPath, int ItemVal
~ GetQuestItemLink( int Type, int index ) => string ItemLink
> GetQuestItemNumByType_QuestDetail( int Type ) => int NumItem
> GetQuestLV_QuestDetail() => int Level
> GetQuestMoney_QuestDetail() => int Money
> GetQuestName_QuestDetail() => string Name
> GetQuestRequest( int QuestIndex, int index, bool AddHyperlink ) => ( index == -1: int Count ) / ( index == -2: string Name ) / ( index == -3: int CheckLevel ) / ( string Request, int Result );
~ GetQuestReward( int QuestID ) => int Exp, int Tp, int Money
> GetQuestStatus_QuestDetail() => int Status
> GetQuestTP_QuestDetail() => int Tp
- IsQuestComplete_QuestDetail();
> ProcessQuest();
> QuestDetail_GetQuestNPC() => int QuestNPC
> QuestDetail_GetRequestQuestNPC() => int RequestQuestNPC
> RegColorKeyWord( string KeyWord, string Color );
> SetChoiceItem_QuestDetail( int index );

Quest List

> ChoiceListDialogOption( int index );
> ChoiceOption( int index );
> GetNumQuest( int Type ) => int Count
> GetNumSpeakOption() => int Count
~ GetQuestIdByIndex( int Type, int index ) => int QuestID
> GetQuestNameByIndex( int Type, int index ) => string Name, bool Daily, int QuestGroup
> GetSpeakDetail() => string Name
> GetSpeakObjName() => string Name
> GetSpeakOption( int index ) => string Text, int Icon
> GetSpeakTitle() => string Name
> OnClick_QuestListButton( int Type, int index );
- OnLoad_QuestList()

Quest Track

> InitializeQuestTrackFrame( string ViewName, string PlayerTexture );
> GetTargetSource( int QuestIndex, int ItemCount, int index ) => int Return1, int Return2, int Return3, string Str1, string Str2, int QT_Stop
> Daily_count() => int FinishCount, int Count
> IsDailyQuest( int QuestIndex ) => int DailyNum
> QuestName( int QuestIndex ) => string QuestName
> GetQuestId( int QuestIndex ) => int QuestID

Raid Target Frame

> GetRaidTargetIndex( int index ) => int Icon
> InitializeRaidTargetFrame( string FrameName, int Count );
> SetRaidTarget( int index, option int Icon );

Recipe Store

> FSF_GetRecipeCount() => int Count
> FSF_GetRecipeInfo( int index ) => string Name, int SkillLevel, int LearnLevel, int Cost, string Texture
> FSF_LearnRecipe( int index );
~ GetRecipeStoreItemLink( int index ) => string ItemLink

Rune Exchange

> CloseRuneExchange();
> RuneExchangeDelPlateItem( int index );
> RuneExchangeGetListInfo( int index ) => ( index == -1: int Count ) / ( int ListIndex );
> RuneExchangeGetPlateInfo( int index ) => string Texture
> RuneExchangeOk( int Type );
> RuneExchangePushInPlate( int index );

Script Border

> AcceptBorderQuest();
> ClickRequestDialogButton( int Value );
> ClickServerInputDialogButton( int Value, string Inputer );
> CloseBorder();
> GetBorderPage( int PageID ) => string Text

Skill Book

> CastSpellByName( string Name );
> DragSkillButton( int Type, int Index );
> GetNumSkill( int Type ) => int Count
> GetSkillCooldown( int Type, int Index ) => float Cooldown1, float Cooldown2
> GetSkillDetail( int Type, int index ) => string Name, int Level, string TextureName, int EffectType, int PowerLv, int PowerPoint, int PowerPointToLevel, int EnableToLevel, bool Learned
> GetSkillHyperLink( int Type, int Index ) => string SkillLink
> GetSkillTotalPointToLV( int Type, int index, int Level ) => int BaseNeedExp
> GetTotalTpExp() => int TotalTP
> GetTpExp() => int TP
> GetVocInfo() => int Class, string ClassName
> GetVocSubInfo() => int ClassSub, string ClassSubName
> SetSpellPoint( int Type, int index, int Power );
> UseSkill( int Type, int Index );

Social Frame

friendType = string { "Friend", "BadFriend", "HateFriend" }

> AddFriend( friendType, string Name, optional int GroupID );
> AddSocalGroup( friendType, string Name );
> AskPlayerInfo( string Name );
~ BuyRelationsLimitEx();
> DelFriend( friendType, string Name, string { "None", "Stranger", "Friend", "Enemy", "Student", "Teacher", "Wife", "Husband", "Lover", "Family", "BestFriend", "BadCompany", "Parent", "Child" } );
> DelSocalGroup( friendType, int GroupID );
> GetFriendCount( friendType ) => int Count
> GetFriendDetail( string Name ) => string ZoneName, string TitleStr, string GuildName, string ClassName, int ClassLevel, class ClassSubName, int ClassSubLevel, string Description, string WorldStr, string MapName, string Race, string Sex, bool IsVIP
> GetFriendDetailRequest( friendType, string Name );
> GetFriendInfo( friendType, int index ) => string Name, int GroupID, bool Online, bool EachOther, bool Unmodifable, bool Top, int KillMeCount, int RevengeCount, string RelationType, float RelationLevel
~ GetPriceRelationsLimitEx( int index ) => int Price, bool Open
~ GetRelationsLimitEx() => int Count
> GetSearchGroupResult( int Arg ) => string Name, string ClassName, int ClassLevel, class ClassSubName, int ClassSubLevel, string Title, string GuildName, string ZoneName, string WorldStr
> GetSocalGroupCount( friendType ) => int Count
> GetSocalGroupInfo( friendType, int index ) => int GroupID, string Name, string SortID
- GetSystemString( string KeyString ) => string SystemString
> IsMyFriend( string Name ) => bool Result
> ModifySocalGroupName( friendType, int GroupID, string NewName );
> ModifySocalGroupSort( friendType, int GroupID, int SortID );
> SearchGroupPeople( int MainVoc, int MainVocMinLV, int MainVocMaxLV, int SubVoc, int SubVocMinLV, int SubVocMaxLV );
> SetFriendGroup( friendType, string Name, int GroupID );
- SetFriendModel( int FriendID, string ModelName );
> SetFriendTop( friendType, string Name, bool Top );

Sort Score Board

> SSB_GetBoardCount( int SortType ) => int Count
> SSB_GetScoreItemBoard( int SortType );
> SSB_GetScoreItemInfo( int SortType, int index ) => int Rank, int LastRank, string Name, string Guild, int Score, string Note
> SSB_GetScoreMyInfo( int SortType ) => int Rank, int LastRank, int Score, string Note
> SSB_SetMyNote( int SortType, string Note )

Store Frame

> ClickRepairAllButton();
> ClickRepairButton();
> CloseStore();
> GetEquipmentRepairAllMoney() => int Money
> GetEquipmentRepairMoney( int index ) => int Money
> GetStoreBuyBackItemInfo( int index ) => string Icon, string Name, int Money, int Count
> GetStoreBuyBackItemLink( int index ) => string ItemLink
> GetStoreBuyBackItems() => int Count
> GetStoreSellItemInfo( int index ) => string Icon, string Name, int Price, int MoneyType, int Count, int Stock, int MaxHeap, int SecondPrice, int SecondPriceType
> GetStoreSellItemLink( int index ) => string ItemLink
> GetStoreSellItems() => int Count
> IsStoreCanFix() => bool Result;
~ OpenStorePreview( int ShopObjID );
> PickupStoreBuyBackItem( int index );
> PickupStoreSellItem( int index );
> StoreBuyBackItem( int index );
> StoreBuyItem( int index, int Count );

Suit Skill Frame

> CheckSuitSkillEquipment() => bool CheckSuitItem
> CloseSuitSkill();
> DragSuitSkill_job( int index );
> GetLearnSuitSkillMoney() => int Money
> GetPlatePosInfo( int index, int id ) => bool
> GetSuitSkill_List( int Jobindex, int Skillindex ) => string Name, string Texture, int index
> GetSuitSkillEquipInfo( int index ) => string Name, string ItemIcon, string SkillLink
> GetSuitSkillInfo( int index ) => string Name, string ItemIcon
~ GetSuitSkillLink( int index, int SuitID ) => string SkillLink
~ GetSuitSkillListItemLink( int index ) => string ItemLink
~ GetSuitSkillPlateItemLink( int index ) => string ItemLink
> PickupSuitSkillEquipment( int index );
> SetSuitSkill_List() => int SkillCountJob1, int SkillCountJob2, int SkillCountJob3, int SkillCountJob4, int SkillCountJob5, int SkillCountJob6, int SkillCountJob7, int SkillCountJob8, int SkillCountJob9, int SkillCountJob10, int SkillCountJob11
> SkillPlateDel( int index );
> SkillPlateDragStart( int index );
> SkillPlateReceiveDrag( int index );
> SkillPlateUpdate( int index ) => ( index == -1: int Count ) / ( string Name, string Texture, float Cooldown1, float Cooldown2 );
> SoubleSuitSkill( int index );

SYS Audio Settings

> AmbienceVolumeSlider_GetValue() => float Value
> AmbienceVolumeSlider_SetValue( float Value );
> InterfaceSFXVolumeSlider_GetValue() => float Value
> InterfaceSFXVolumeSlider_SetValue( float Value );
> MasterVolumeSlider_GetValue() => float Value
> MasterVolumeSlider_SetValue( float Value );
> MusicFrequencySlider_GetValue() => float Value
> MusicFrequencySlider_SetValue( float Value );
> MusicVolumeSlider_GetValue() => float Value
> MusicVolumeSlider_SetValue( float Value );
> SoundFXVolumeSlider_GetValue() => float Value
> SoundFXVolumeSlider_SetValue( float Value );

- BlinkEnableCheckButton_IsChecked();
- BlinkEnableCheckButton_SetChecked();
- MicDropDown_GetSelected();
- MicDropDown_SetSelected();
- MicEnableCheckButton_IsChecked();
- MicEnableCheckButton_SetChecked();
- MicMode_GetSelected();
- MicMode_SetSelected();
- MicSensitivitySlider_GetValue();
- MicSensitivitySlider_SetValue();
- MicVolumeSlider_GetValue();
- MicVolumeSlider_SetValue();
- SpeakerDropDown_GetSelected();
- SpeakerDropDown_SetSelected();
- SpeakerVolumeSlider_GetValue();
- SpeakerVolumeSlider_SetValue();
- VoiceChat_GetLastTalkerName();
- VoiceChat_GetSelfVolume();
- VoiceChat_PushToTalk_Start();
- VoiceChat_PushToTalk_Stop();
- VoiceEnableCheckButton_IsChecked();
- VoiceEnableCheckButton_SetChecked();
- VoiceSettings_GetMicName();
- VoiceSettings_GetMicNum();
- VoiceSettings_GetSpeakerName();
- VoiceSettings_GetSpeakerNum();
- VoiceSettings_GetTestVolume();
- VoiceSettings_IsDisabled();
- VoiceSettings_IsInRealChannel();
- VoiceSettings_SetMicSensitivity();
- VoiceSettings_SetMicVolume();
- VoiceSettings_SetSpeakerVolume();
- VoiceSettings_TestStart();
- VoiceSettings_TestStop()

SYS Display Settings

> BloomCheckButton_IsChecked() => bool Enabled
> BloomCheckButton_SetChecked( bool Enabled );
> BloomQualitySlider_GetValue() => int Value
> BloomQualitySlider_SetValue( int Value );
> DebaseTextureCheckButton_IsChecked() => bool Enabled
> DebaseTextureCheckButton_SetChecked( bool Enabled );
> DisableMemoryWarningCheckButton_IsChecked() => bool Enabled
> DisableMemoryWarningCheckButton_SetChecked( bool Enabled );
> DistortFXCheckButton_IsChecked() => bool Enabled
> DistortFXCheckButton_SetChecked( bool Enabled );
> GetDisplayQuality() => int Quality
> GlowCheckButton_IsChecked() => bool Enabled
> GlowCheckButton_SetChecked( bool Enabled );
~ IsBorderless() => bool Result
~ IsFullscreen() => bool Result
~ IsHideMobsEffect() => bool Enabled
~ IsHideOtherPlayerEffect() => bool Enabled
~ IsHidePets() => bool Enabled
~ IsHideSelfPlayerEffect() => bool Enabled
~ IsHideTransformationEffect() => bool Enabled
~ IsHideWeaponGlow() => bool Enabled
> LightMapResSlider_GetValue() => int Value
> LightMapResSlider_SetValue( int Value );
> PaperdollDetailSlider_GetValue() => int Value
> PaperdollDetailSlider_SetValue( int Value );
> RTLightMapCheckBox_IsChecked() => bool Enabled
> RTLightMapCheckBox_SetChecked( bool Enabled );
> SetDisplayQuality( int Quality );
~ SetHideMobsEffect( bool Enabled );
~ SetHideOtherPlayerEffect( bool Enabled );
~ SetHidePets( bool Enabled );
~ SetHideSelfPlayerEffect( bool Enabled );
~ SetHideTransformationEffect( bool Enabled );
~ SetHideWeaponGlow( bool Enabled );
> ShadowDetailSlider_GetValue() => int Value
> ShadowDetailSlider_SetValue( int Value );
> SkyDetailSlider_GetValue() => int Value
> SkyDetailSlider_SetValue( int Value );
> SmoothBlendCheckButton_IsChecked() => bool Enabled
> SmoothBlendCheckButton_SetChecked( bool Enabled );
> SpecularHighlightCheckButton_IsChecked() => bool Enabled
> SpecularHighlightCheckButton_SetChecked( bool Enabled );
> SYS_DisplaySettings_OnApply();
> SYS_DisplaySettings_OnShow();
> SYS_DispSet_GetDispHeight( int idx ) => int Height
> SYS_DispSet_GetDispRefreshRate( int idx ) => int RefreshRate
> SYS_DispSet_GetDispWidth( int idx ) => int Width
> SYS_DispSet_GetNumDispModes() => int Modes
> SYS_DispSet_SetNeedToBeWindowed( bool Windowed );
> SYS_DispSet_SetResolutionNeedChange( bool Change );
~ SYS_DispSet_SetWindowMode( int Mode );
> TerrainShaderDetailSlider_GetValue() => int Value
> TerrainShaderDetailSlider_SetValue( int Value );
> TerrainTextureDetailSlider_GetValue() => int Value
> TerrainTextureDetailSlider_SetValue( int Value );
> TextureDetailSlider_GetValue() => int Value
> TextureDetailSlider_SetValue( int Value );
> UIScaleCheckButton_IsChecked() => bool Enabled
> UIScaleCheckButton_SetChecked( bool Enabled );
> UIScaleSlider_GetValue() => float Value
> UIScaleSlider_SetValue( float Value );
> ViewDistanceSlider_GetValue() =>float Value
> ViewDistanceSlider_SetValue( float Value );
> WaterQualitySlider_GetValue() => int Value
> WaterQualitySlider_SetValue( int Value );
> WaterReflectionCheckButton_IsChecked() => bool Enabled
> WaterReflectionCheckButton_SetChecked( bool Enabled );
> WaterRefractionCheckButton_IsChecked() => bool Enabled
> WaterRefractionCheckButton_SetChecked( bool Enabled );
> WorldDetailSlider_GetValue() => int Value
> WorldDetailSlider_SetValue( int Value );
~ ZoomSpeedSlider_GetValue() => float Value
~ ZoomSpeedSlider_SetValue( float Value );

Teleport Book

> CRG_GetChannelName( int index ) => string ChannelName
> CRG_GetChannelOwner( int index ) => string OwnerName
> CRG_GetChannelPass( int index ) => string Password
> CRG_GetMsnFontSize( int index ) => int FontSize
> CRG_InviteChannel( int index, string Name );
> CRG_InviteListOK();
> CRG_ListGetCount() => int Count
> CRG_ListGetInfo( int index ) => int Type, int State, string Name, bool Add, int Mode
> CRG_ListReflash( int index );
> CRG_ListSetToggle( int index );
> CRG_MemberGetCount( int id ) => int Count
> CRG_MemberGetName( int id, int index ) => string Name
> CRG_SetAutoCheck( int index, bool cb );
> CRG_SetMsnFontSize( int index, int FontSize );
~ TB_BuyTBPages();
> TB_ChangeSlot( int pos1, int pos2 );
> TB_DeleteTeleport( int pos );
> TB_EditNote( int pos, string Note );
> TB_GetItemName( int index ) => int ItemID
~ TB_GetTBPages() => int Pages
~ TB_GetTBPrice( int index ) =>int Value, bool Open
> TB_GetTeleportInfo( int index ) => int IconType, string Note, int ZoneID, int X, int Y, int Z, string ItemName, string ItemIcon
> TB_GetTeleportItem( int index ) => bool SaveItem, bool UseItem1, bool UseItem2, bool UseItem3
> TB_PickupItem( int index );
> TB_SetBookMark( int pos );
> TB_Teleport( int Type, int pos );

Trade Frame

> AcceptTrade( string Password );
> AgreeTrade();
> CancelTradeAccept();
> ClickTradeItem( int index );
> CloseTrade();
> DisagreeTrade();
> GetTradePlayerItemInfo( int index ) => string Icon, string Name, int Count
~ GetTradePlayerItemLink( int index ) => string ItemLink
> GetTradePlayerMoney() => int TradeMoney, string MoneyMode
> GetTradeRecipientName() => string Name
> GetTradeTargetItemInfo( int index ) => string Icon, string Name, int Count
~ GetTradeTargetItemLink( int index ) => string ItemLink
> GetTradeTargetMoney() => int TradeMoney, string MoneyMode
> PrintTradeState();
> RequestTrade( unit );
> SetTradeMoney( { "copper", "account" } );

Tutorial Frame

> CheckTutorialFlag( int index ) => bool Result
> Novice_AddObject( string Name, float X, float Y, float Z, float Dir, int ID );
> Novice_CheckObjDistance( int index ) => float Distance
> Novice_ClearAllState();
> Novice_GetQuestID( int index ) => int ID
> Novice_GetState() => int state1, int state2, int state3, int state4, int state5, int state6, int state7, int state8, int state9
> Novice_GetTouchNpc() => int ID
> Novice_RemoveObject( int index );
> Novice_Update( int index ) => bool Result
> SetTutorialFlag( int index, bool Result );

User Interface

> 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( table );
> 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 );

> GetTeachInfo( int Index ) => int ID, int Width, int Height, string TypeStr, string ImageStr
> GetTextureUV( int Width, int Height ) => float TU, float TV, int TextureWidth, int TextureHeight
> RunGlobalePlot( int index );
> TeachingFrame_GetTeachCount() => int Count

Unit Frame

> 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
> 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)
X 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

Week Instance

> WICheckReset() => bool Result
> WIDisableTag() => bool Result
- WIGetArcCoins() => int Amount
> WIGetGroupCredit( int GroupID ) => int Credit
> WIGetGroupInstanceCount( int GroupID ) => int Size
> WIGetInstance( int GroupID, int Index ) => bool Result
> WIGetInstanceLevel( int GroupID, int Index ) => int Level
> WIGetInstanceName( int GroupID, int Index ) => string Name
> WIGetResetCost() => int Cost
> WIGetResetCount() => int Count
> WIGetRoleLevel() => int Level
> WIGetShowDay() => int Day
~ WIGetTickets() => int Amount
> WIGetToday() => int Day
~ WIGetTopup();
~ WILeaveInstance( int ZoneID );
> WIRequest();
> WIReset();
> WISetShowDay( int Day );
> WITeleport( int GroupID, int Index );

World Battle Ground

> WBG_Close();
> WBG_GetRate() => int Rate
> WBG_GetScore() => int Points, int KeyItem
> WBG_Open();

World Map

~ GetCoordsWorldMapPos( int MapID, float X, float Z ) => float X, float Z
> GetCurrentWorldMapID() => int MapID
> GetIconTextureRect( optional int IconType ) => string IconTextureName, float PosLeft, float PosTop, float PosRight, float PosBottom
> GetPlayerWorldMapPos( optional int MapID ) => float X, float Z
~ GetWorldMapOrgObjID() => int WorldMapOrgObjID
> GetWorldMapPingMapID() => int PingMapID
> GetWorldMapPingPosition( int MapID ) => float X, float Z
> GetZoneEnglishName( int MapID ) => string MapName
> GetZoneLocalName( int MapID ) => string MapName
> InitializeAreaMap( string ViewName, string PlayerCursor );
> InitializeWorldMap( string ViewName, string PlayerCursor );
> SetAreaMapID( int WorldMapID );
> SetWorldMapID( int WorldMapID );
> SetWorldMapPingPosition( int MapID, float X, float Z );
> WorldMap_AddIcon( string WdbFile , float X , float Z , float r, float g, float b, int IconType );
> WorldMap_AutoMove( int MapID, float X, float Z );
> WorldMap_AutoMoveByNpcID( int NpcID );
> WorldMap_ClearIcon();
> WorldMap_ClearQuestNpc();
> WorldMap_GetMap( int WorldIndex, string { "world", "zone", "city", "instance", "worldinstance", "businessinstance", "battleground", "other" }, int MapIndex ) => string MapName, int MapID
> WorldMap_GetMapCount( int index, string { "world", "zone", "city", "instance", "worldinstance", "businessinstance", "battleground", "other" } ) => int MapCount
> WorldMap_GetWorld( int index ) => string MapName, int MapID
> WorldMap_GetWorldCount() => int Count
> WorldMap_SearchQuestNpc( bool bIgnoreLV, bool flag0, bool flag1, bool flag2, bool flag3 );
> WorldMap_SetShowParty( string { "WorldMap", "AreaMap" }, bool Show );
> WorldMap_SetShowQuestNpc( string { "WorldMap", "AreaMap" }, bool Show );
> WorldMap_SetShowTrackNpc( string { "WorldMap", "AreaMap" }, bool Show );