Lua Taborea Revizyonları: 5 Ağustos 2026
Current LoginXML and WorldXML global functions available to macros and addons.
Arcadia-exclusive functions are prefixed with ~. Game Master functions are prefixed with X.
unit = { "player", "target", "pet", "master", "party1-5", "raid1-36", "focus", "mouseover" } + mixes { "playerTargetTarget", "targetPet", "focusTarget", ... }
Account Bag Frame
> ClickAccountBagItem( int Index )> CloseAccountBag();> GetAccountBagItemInfo( int Index ) => string ItemIcon, string Name, int Count, bool IsLocked> GetAccountBagNumItems() => int ItemsCount> OpenAccountBag();
Account Login
> AcceptUserAgreement();> AcceptVivoxUserAgreement();> AccountLoginShow();> AddControlCamera( int X, int Y, int Z, int Pitch, int Yaw, int Roll, int Zoom, int Time )> CancelWaitingQueue();> ChangeRealm( string Name )> ChangeServerList( string List )> CloseServerList();> ConfirmCaptcha( string Captcha )> ConfirmPassword( string SecondPassword )> ConfirmPassword2( string SecondPassword )> DeclineVivoxUserAgreement();> DefaultServerLogin( string Username, string Password )> DeleteCredential( string Login ) => bool Result1> DisconnectFromServer();> GetAccountAge() => int Age> GetAccountName( string Name )> GetCameraLayout() => int X, int Y, int Z, int Pitch, int Yaw, int Roll, int Zoom> GetCredentials( ) => table Result1> GetCurrentParallelID() => int ID> GetCurrentRealm() => string RealmName> GetCurrentServerList() => string List> GetLoginDelay( ) => number Result1> GetNumRealms() => int Count> GetNumServerList() => int Count> GetPasswordErrorCount() => int Count> GetRealmInfo( int Index ) => string Name, int Size, int Load> GetServerBoardText() => string Text> GetServerLimitAge() => int Age> 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> GetServerName() => string Name> GetUserAgreementText() => string Text> GetVivoxUserAgreementText() => string Text> IsAutoLoginSaved( ) => bool Result1> IsBeanFanSystem();> IsDisplayVivoxUserAgreement() => bool Result> LinkActivateWeb();> LoadCredentialBsd( )> OpenActivateExecute();> OpenResetPasswordURL();> RefreshCaptcha();> RefreshServerList();> SaveCredential( string Login, string Password, int Index, string LastPlayerName ) => bool Result1> SaveCredentialBsd( )> SetAddLastMacAddress( bool AddLastMacAddress )> SetCameraLayout( int X, int Y, int Z, int Pitch, int Yaw, int Roll, int Zoom, int Time )> SetSecondPassword( string Password1, string Password2 )> SortServerList( string List )> StatusDialogClick();
Action Frame
> ActionButtonWasHolding( int Index ) => bool Result1~ CopyActionBars(int copyMainClass, int CopySubClass);~ bool enabled = GC_GetCycleSpellToggle();~ GC_SetCycleSpellToggle(bool enable);> GetActionBarHideEmpty() => bool Value> GetActionBarLocked() => bool Value~ bool enabled = GetActionBarLockMovement().> GetActionBarSetting( int Index ) => bool Enable, int Count, int Row~ float alpha = GetActionBarUnusedAlpha().> GetActionCastInfo( int ActionIndex ) => value Result1, value Result2, value Result3> GetActionCooldown( int Index ) => int Cooldown1, int Cooldown2> GetActionInfo( int Index ) => string AttackIcon,string Slot Item Name, int Count, false, bool wearable, bool IsCycleSpell> GetActionUsable( int Index ) => bool IsUsable> GetActionWearable( int Index ) => bool IsWearable> GetExtraActionCooldown( int Index ) => int Cooldown1, int Cooldown2> GetExtraActionInfo( int Index ) => string ImageACTField~ GetExtraActionLink( int Index ) => string Link> GetImplementActionCooldown( int Index ) => int Cooldown1, int Cooldown2> GetImplementActionInfo( int Index ) => string ImageACTField~ GetImplementActionLink( int Index ) => string Link> GetPetActionCooldown( int Index ) => int Cooldown1, int Cooldown2> GetPetActionInfo( int Index ) => string Name, bool CycleEnable, bool CanAutoRun~ GetPetActionLink( int Index ) => string Link> HasAction( int Index ) => bool Result~ IsSpellUsable( int Index ) => bool Result> IsUsingPvPBars( ) => bool Result1> PickupAction( int Index );> ResetActionSetting();> SetAction( int Index, int Action );> SetActionBarHideEmpty( bool Value );> SetActionBarLocked( bool Value );~ SetActionBarLockMovement(bool enable).> SetActionBarSetting( int Index, bool Enable, int Count, int Row );~ SetActionBarUnusedAlpha(float alpha 0-1).> TogglePvPBars( )> UseAction( int Index );> UseExtraAction( int Index );> UseImplementAction( int Index )> UsePetAction( int Index, bool AutoRun );
Ancillary Title Frame
> AddATF_UseItem( int Index );> ATF_Close();> ATF_FameButton_OnClick();> ATF_IsFrameShow() => bool Result> ATF_IsTitleVisible() => bool Result> ATF_Open();> ATFUseItem_Open();> ClearATF_UseItem();~ int scale = GC_GetBloodBarScale().~ GC_SetBloodBarScale( int 100-200 ).> GetAncillaryTitleInfo() => int LV, int Exp, int Famous, int ExpMax> GetATF_Title( int Index ) => string ImageACTField, string TitleName, int rarity, int itemId,~ GetATF_TitleLink( int Index, int Type ) => string LInk> GetATF_UseInfo( int Index ) => string ImageACTField, int UseItemCount, int itemId,~ GetATF_UseLink( int Index ) => string Link~ int count = GetOwnedTitleCount().~ int count = GetReputationBadgeCount().~ bool IsHidden = IsHideRandomCostumeEffect().> OkayATF_UseItem( int Index );> Remove_AncillaryTitle( int Index );> SetATF_Title( int TitleID );~ SetHideRandomCostumeEffect( bool ).~ SetReputationBadgeRequest(int TitleID).~ int playTime = UnitPlayTime( unit ).~ string filePath = UnitReputation( unit ).> UpdateATF_UseItem();
Auction Frame
> ~Auction_ExtendPrice( int Arg1, int Arg2 ) => number Result1> Auction_GetTax( int ItemCost, int ItemCount, int LiveTime ) => number Result1~ Auction_PromotePrice( int ItemPrice, int CurrencyType, int PromoteType, int PromoteTime );> ~Auction_PromoteSellPrice( int Arg1 ) => number Result1> AuctionBidBuyItem( int Index, int Price, string Password );> AuctionBidHistoryRequest( int Index, bool emptyNotification );> AuctionBrowseBuyItem( int Index, string Password );> AuctionBrowseHistoryRequest( int Index );> AuctionBrowseNextPage() => bool Success> AuctionBrowsePervPage();> AuctionBrowseSearchItem( string SearchName, int Low, int High, int Rare, int MoneyType, int RuneVolume, bool HeroSpecific, int Data1-n );> AuctionCancelSell( int Index );> AuctionClose();> AuctionExtendSell( int Arg1 )> AuctionExtendSellByID( int Arg1 )> AuctionItemHistoryRequest();> AuctionItemHistoryRequestByAuctionItem( )> AuctionItemHistoryRequestByID( int OrgObjID );> AuctionPromoteSell( int Arg1 )> AuctionPromoteSellByID( int Arg1 )> CanAuctionPromoteSell( int Arg1 ) => bool Result1> CanAuctionPromoteSellByID( int Arg1 ) => bool Result1> ClickAuctionItemButton();> CreateAuctionItem( int Time, int Price, int MoneyType, int BuyoutPrice, int PromoteType, int PromoteTime );> CreateAuctionMoney( int Index, int SellMoneyType, int SellMoney, int Price, int MoneyType, int BuyoutPrice, int PromoteType, int PromoteTime );> GetAuctionActiveListingCount( ) => number Result1> 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, int PromoteType );~ GetAuctionBidItemLink( int Index ) => string Link> GetAuctionBrowseFilterList() => string Filter1-n> GetAuctionBrowseFilterMaxItems() => int Max> 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, int PromoteType );> GetAuctionBrowseItemLink( int ID ) => string Link> GetAuctionBrowseMaxItems() => int Count> GetAuctionBrowseMaxPages() => int Count> GetAuctionHistoryItemInfo( int Index ) => string ItemName, int Count, int Quality, string ItemIcon, string SellerName, string BuyerName, sring PriceType, int Price, int Year, int Month, int MonthDay, int Hour, int Minute~ GetAuctionHistoryItemLink( int Index ) => string Link> GetAuctionHistoryItemNums() => int Count> GetAuctionItem() => string Name, string Texture, int Count, int SellPrice~ GetAuctionItemLink() => string Link> GetAuctionNumBidItems() => int Count> GetAuctionNumBrowseItems() => int Count> 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 int PromoteType, int PromoteTime );~ GetAuctionSellItemLink( int Index ) => string Link> GetSellMoneyType() => int Type> IsAuctionAccountMoneyTrade() => bool Result> IsAuctionItemAccountMoneyTrade() => bool Result> SetSellMoneyType( int Type { 1, 2 } );
Bag Frame
> CancelCorruptWeapon( )> CancelUnlockItem();> CloseBag();> CloseGarbageItems();> CloseMagicBox( )> ConfirmCorruptWeapon( )> DeleteGarbageItems();> Gamble_ClearItem();> Gamble_Close();> Gamble_Exchange();> Gamble_GetAttributeInfo( int Index ) => string Texture, string Name, string StringLevel, int DBID, int LV> Gamble_GetItemInfo() => string Texture, string Name, int Index, int FirstTimeCost, int ContinueCost> Gamble_GetLockCount() =>int LockAmount> Gamble_GetLockFlag( int Index ) => bool Lock> Gamble_GetPrizeInfo( int Index ) => string Texture, string Name, string StringLevel, int DBID, int LV> Gamble_GetResult() => int AbilityIndex, int PrizesIndex> Gamble_GetStep() => string Step { "NoItem", "Ready", "Roll", "Rolling", "Stop", "Stoping", "Result", "Exchange" }> Gamble_GiveUp();> Gamble_PickupItem();> Gamble_Roll();> Gamble_SetLockFlag( int Index, bool Lock );> Gamble_Stop();> Gamble_Stoped();~ bool isBagMarker = GC_GetBagMarker()~ GC_SetBagMarker(bool isBagMarker);> GetBagCount() => int MaxCount, int Count, int Size> GetBagItemCooldown( int Index ) => int Cooldown1, int Cooldown2> GetBagItemCount( int ObjID ) => int Count> GetBagItemInfo( int Pos ) => int Index, string Texture, string Name, int Count, bool Locked, int Quality, int ItemID> GetBagItemLink( int Index, bool BSurface ) => string Link> GetBagPageLetTime( int Page ) => bool HasLetTime, int Time> GetGarbageItemInfo( int Index ) => int Index, string ItemIcon, int Count, int Quality, string Name> GetGarbageMaxItems() => int Count> GetGoodsItemCooldown( int Index ) => int Cooldown1, int Cooldown2> GetGoodsItemInfo( int Index ) => string Texture, string Name, int Count, bool Locked, int Quality, int itemId> GetItemQueueInfo( int Index ) => string Name, string ItemIcon, int Count, int Quality, int itemId~ string link = GetItemQueueLink(int index);> GetItemQueueSize( ) => number Result1~ GetMagicBoxDirtyStoneCost() => Price> GetMagicBoxEnergy() => int Energy> GetMagicBoxPreviewResult() => string Texture, string Name, int Count, string Link~ GetMagicBoxPurified() => int Purified> GetPrestigeInventoryItemCooldown( number Arg1 ) => number Result1, number Result2> GetPrestigeInventoryItemInfo( int Index ) => string Result1, string Result2, number Result3, bool Result4, number Result5, number Result6> 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_MargeItemApply( int ItemAIndex, int ItemBIndex );> IMF_MargeItemClose();> IMF_RemoveMargeItem( int Index );> InsertGarbageItem( int Index, bool Value );> IsMagicBoxEnable() => bool Result> ItemQueueAssignToBag() => string Result { "empty", "wait", "dataER", "full", nil }> MagicBoxCanDrawStone() => bool Result> MagicBoxDrawStone();> MagicBoxRequest();~ MagicBoxSmeltMode( { nil, int SmeltMode { 1, 2 } } ) => int SmeltMode> OpenMagicBox( int Mode )> PerfTrace_Begin( string Name, number Threshold?, bool Arg3, bool Arg4 ) => value Result1> PerfTrace_End( )> PerfTrace_Log( value Arg1, string Message )> PerfTrace_Reset( )> PickupBagItem( int Index );> RefreshBag( int Page );> RemoveGarbageItem( int Index );> SetSprayingFilters( bool Armor, bool Weapons, bool Cards, bool Resources )> SortPrestigeInventory( )> SplitBagItem( int Index, int Count );> UnlockPendingItem( int Index );> UseBagItem( int Index );~ UseItemByID(int id);> UseItemByName( string Name );
Bank Frame
> CloseBank();> DrawBankItem( int Index );> GetBankItemInfo( int Index ) => string ItemIcon, string Name, int Count, bool IsLocked, int itemId, int itemRarity> GetBankItemLink( int Index ) => string Link> GetBankNumItems() => int Count> OpenAuction();> OpenBank();> OpenMail();> PickupBankItem( int Index );> RefreshBank();> TimeLet_GetLetInfo( string Type, int Index ) => int Time, int Money> TimeLet_GetLetTime( string Type ) => int Time> TimeLet_StoreUp( string Type, int Index );
Battleground Arene Score Frame
> GetArenaInfoTimeUint() => int TimeUnit> GetArenaMemberInfo( int MemberIndex ) => string Name, int WeekWinCount, int WeekLoseCount, int WeekJoinCount> GetArenaMemberNum() => int MemberCount> 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> 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> ShowDetailArenaInfo( int Type );> SwitchArenaInfoTimeUint() => int TimeUnit
Battleground Option Button Frame
> ChangeDungeon( )> DlgCancelEnterBattleGround( int Index )> EnterBattleGround( int Type );> GetBattleGroundName( int Type ) => string Name> GetBattleGroundQueueStatus( int CurBGType { 0, 1 } ) => int Status, int Type, int TimeExpected, int TimeToLeave, int TimeEnter> GetBattleGroundQueueStatusNum() => int Size> GetTimeInBattleGroundQueue( int Type ) => int Time> LeaveBattleGround();> LeaveBattleGroundWaitQueue( int Type );
Battleground Queue Frame
~ bool IsBlocked = GetBattleGroundBlock();> GetBattleGroundResultType();> JoinBattleGround( int Type );> JoinBattleGroundWithTeam( int Type );> ReturnBattleGroundType() => int ResultType, int IsAllowJoinWithTeam, int IsLeaderSelf> UpdateQueueFrameInfo() => int Type, int QueueStatus, int TimeExpected, int TimeToLeaveQueue, int IsLeaderSelf, int QueuePeople, int MinimumPeople
Battleground Room List Frame
> GetBattleGroundRoomName( int Index ) => string Name> GetBattleGroundRoomNum() => int Size> SelectBattleGroundRoom( int Index );
Battleground Score Frame
> GetBattleGroundType() => int Type
Battleground Status Frame
> BattleGroundStatusFrameOnHide();> BattleGroundStatusFrameOnShow();> BattleGroundStatusFrameSortChange( int SortIndex );> BattleGroundStatusFrameTabChange( int TabIndex );> GetBattleGroundPlayerClassName( int ID ) => string Name> 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, int Defense> GetBattleGroundPlayerScoreInfoNum() => int Score> GetBattleGroundTeamPlayerNum() => int Team1, int Team2, int Team3, int Team4, int Team5, int Team6, int Team7, int Team8> GetBattleGroundWinnerTeam() => int WinnerTeam> OpenBattleGroundPlayerScoreFrame();
Buff Frame
> CancelPlayerBuff( int Index );> GetPartyBuff( )> GetPlayerBuff( int ID, string Filter {"ALL", "HELPFUL", "HARMFUL"} ) => int Index> GetPlayerBuffLeftTime( int Index ) => int Time> GetPlayerBuffTexture( int Index ) => string ACTField> GetTargetBuff( int ID, string Filter {"ALL", "HELPFUL", "HARMFUL"} ) => int Index> GetTargetBuffTexture( int Index ) => string ACTField
Card Book
> Card_ChangeCardDeck( number CardDeck )> Card_ContainsCategory( number Category ) => bool Result1> Card_ConvertNewSystem( number CardObjID )> Card_Favorite( number CardObjID, bool Arg2 )> Card_GetBoostPriceReduction( number Star ) => number Result1> Card_GetCardDeck( ) => number Result1> Card_GetCategory( number Category ) => number Result1, number Result2, number Result3> Card_GetCategoryByIndex( number Index ) => number Result1, number Result2, number Result3> Card_GetCategoryCount( ) => number Result1> Card_GetConvertNewSystemCost( ) => number Result1> Card_GetLink( number Guid ) => string Result1> Card_GetZones( number Guid ) => string Result1> Card_IsFavorite( number CardObjID ) => bool Result1> Card_IsLocked( number Guid ) => bool Result1> Card_IsOld( number Guid ) => bool Result1> Card_PacketModify_CardCount( ) => number Result1> Card_PacketModify_CardInfo( number Index ) => number Result1, number Result2, number Result3, number Result4, number Result5, number Result6, bool Result7> Card_PacketModify_CardSelect( number Index, bool State )> Card_PacketModify_Filter( bool UseDiamond, number Deck, number Attr1, number Attr2, number Attr3, number Attr4 )> Card_PacketModify_InProcess( ) => bool Result1> Card_PacketModify_Modify( number Index )> Card_PacketModify_ModifySelected( number Diamond, number Dust1, number Dust2, number Dust3, number Dust4 )> Card_PacketModify_Process( )> Card_PacketModify_StopFilter( )> Card_PrintMissedCategory( )> CardNew_CanChangeDeck( ) => bool Result1> CardNew_CardShare( number CardGuid )> CardNew_CheckCardForDebug( )> CardNew_Debug( )> CardNew_GetCard( number CardGuid ) => value Result1~ CardNew_GetCardsData() => Array> CardNew_GetMirroredCardInfo()> CardNew_GetShortNote( number CardGuid ) => string Result1> CardNew_GetTotalAttributes( ) => table Result1> CardNew_GetZoneFilter( ) => table Result1> CardNew_ModifyMirroredCard( number CardGuid, number Arg2, value Arg3, value Arg4, value Arg5, number MirrorPriceType )~ CardNew_SetSwapCard( bool swapCard );> CardNew_UpgradeCardStar( number CardGuid, number CurrencyType )> ContainCard( string Arg1 ) => value Result1, value Result2, value Result3, value Result4> ContainMobs( string Arg1 ) => value Result1, value Result2, value Result3> GetCardAttributeBonus( number Type ) => number Result1> GetCardHyperlinkInfo( string Link ) => int ObjID, int ItemState, int CardState, int CardType, table AbilityType { int Ability1, … }, table AbilityValue { int Ability1, … }, table AbilityLocked { bool Ability1, … }, bool CardLocked, table CardZone { int Zone1, … }, int Rare> GetCardStat => Int ( minstat), Int ( MaxStat) depending on CardID> GetCardStatCount( number Guid ) => number Result1> GetMirroredCardValue( number CardID, number EqType, number AbilityIndex ) => number Result1> GetTotalCardCount( number Deck ) => number Result1, number Result2> 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_GetMineInfo( string Arg1 ) => number Result1, number Result2, number Result3, number Result4, number Result5, number Result6, number Result7> LuaFunc_GetString( string KeyStr ) => string Text> LuaFunc_InitCardInfo();> LuaFunc_ShowCardImage( int CardID );> LuaFunc_TakeOutCard( int CardObjID );> OwnedCard( number CardObjID ) => bool Result1> UpgradeCard( number Guid )
Character Create
> CheckCharacterCreateRace( int Race ) => bool Result> CheckCharacterCreateSex( int Arg1, int Arg2 ) => bool Result1> CloseCharacterCreateModel();> CreateCharacter( string Nick ) => int 0> 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,~ int distance = GetCharacterCreateDistance( int race, int voc );~ int GUID, int ArmorType, string Texture = GetCharacterCreateEQPreview( int race, int voc, int gearType 0-3 );~ string faceName = GetCharacterCreateFaceName( int race, int sex, int index );> GetCharacterCreateFacing() => int AngleInDegrees> GetCharacterCreateFigureInfo( string BoneName ) => int MinValue, int MaxValue, int DefValue> GetCharacterCreateHairColorInfo( int Index ) => int R, int G, int B~ string hairName = GetCharacterCreateHairName( int race, int sex, int index );> GetCharacterCreateNumFaces( int Race, int Sex ) => int count> GetCharacterCreateNumHairColors() => int Count> GetCharacterCreateNumHairs( int Race, int Sex ) => int Count> GetCharacterCreateNumSkinColors() => int Count~ int role = GetCharacterCreateRole( int race, int voc );> GetCharacterCreateSkinColorInfo( int Index ) => int R, int G, int B~ int GUID, int Class, int WeaponType/ArmorType, string Texture = GetCharacterCreateWeaponPreview( int race, int voc, int index 1-10 );> GetCharacterFace() => int Face> GetCharacterFaceColor() => int R, int G, int B> GetCharacterHair() => int Hair> GetCharacterHairColor() => int R, int G, int B> GetCharacterRace() => int Race> GetCharacterSex() => int Sex> GetCharacterSkinIndex() => int SkinIndex> GetCharacterVocation() => int Vocation> GetMaxCharacterCreate() => int MaxCharacters> GetReserveCharacterInfo( int Index ) => string Nick, int Race, int sex, int Job> GetReserveNumCharacters() => int ReserveCharacters> GetZoomCharacterCreateModel( ) => number Result1> OpenCharacterCreateModel();> RandomCharacterCreateFace();> RandomCharacterCreateHair();> RotateCharacterCreateModel( string Rotation { "LEFT", "RIGHT" } );> SetCharacterCreateFacing( int AngleInDegrees );> SetCharacterName( string NewName ) => int Result> UpdateCharacterCreateModel( int Race, int Sex, int Vocation, int Face, int Hair, int SkinColor, int HairR, int HairG, HairB, int gearType 0-3 );> UpdateCharacterCreateModelBoneScale( int BoneScale1-15 );~ UpdateCharacterCreateModelMotion( int motion );~ UpdateCharacterCreateModelWeapon( int weaponID );~ ZoomCharacterCreateModel( int zoom 0-500 );
Character Frame
> CancelPendingItem( int Pos );> CanWearWeaponType( string Str ) => bool Result1> CharactFrame_GetEquipSlotCount() => int Count> CheckAllTitles( bool Silent );> CheckHonorPartyState() => bool State> ClearTitleInfo();> CoolClothBag_BuyNewPage( int Index );> CoolClothBag_CancelPendingItem();> CoolClothBag_Delele( int Index );> CoolClothBag_Equip( int Index );> CoolClothBag_GetItem( int Index ) => int ObjID, string ItemIcon, int Quality, bool IsLocked, string ItemLink, int Pos, int Pos2> CoolClothBag_GetItemCount() => int Count> CoolClothBag_GetItemMax() => int MaxCount> CoolClothBag_GetPageInfo( int Index ) => int V1, int V2, int V3, bool Open> CoolClothBag_GetPageTabEnable( int Index ) => bool Result> CoolClothBag_Pickup( int Index );> CoolClothBag_PushPendingItem();> CoolSuit_BuyNewTier( int Index );> 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_GetLabel( int SlotID ) => string;> CoolSuit_GetPageID() => int ID> CoolSuit_GetPageTexture( int Index ) => string Texture> CoolSuit_GetTierEnable( int Index ) => bool Result> CoolSuit_GetTierInfo( int Index ) => int V1, int V2, int V3, bool Open> CoolSuit_IsSetuping() => bool Result> CoolSuit_Pickup( int Index );> CoolSuit_PickupEquipmentItem( int EquipIndex );> CoolSuit_SetItemColor( int EquipIndex, int ColorID, int ColorA, int ColorR, int ColorG, int ColorB );> CoolSuit_SetItemObjID( int EquipIndex, int ObjectID );~ CoolSuit_SetLabel( string Label );~ CoolSuit_SetLabelCost() => int v1, int v2, int v3, bool open;> CoolSuit_SetModel( string Model );> CoolSuit_SetPageID( int ID );> CoolSuit_SetSuitCancel();> CoolSuit_SetSuitRequest();> EquipItem( int EquipIndex );~ Equipment_BuyNewSlot( int slotIndex ).~ string label = Equipment_GetLabel( int slotIndex ).~ Equipment_GetTierInfo() => int v1, int v2, int v3, bool active~ Equipment_SetLabel( int slotIndex, string label ).~ Equipment_SetLabelCost() => int v1, int v2, int v3, bool active> EquipPendingItem( int Pos );~ bool isGearMarker = GC_GetGearMarker();~ GC_SetGearMarker(bool isGearMarker);> GetArcadiaCoinEventZone( ) => number Result1~ GetAttitudeColor( int OrgObjID ) => string HexColor (8 chars)~ GetAttributeColor( string Str ) => string HexColor (8 chars)> GetAttributeColorByType( int Type ) => string Result1> GetCollectibleColor( number Collectible ) => string Result1> GetCorruptedPower( ) => number Result1> GetCurrentTitle() => int ID, string Title> GetCusomizeTitle() => string Title> GetDisableTitleHide() => bool Value> GetEquipBySlot( int Index, int Slot ) => string Texture, int Quality, int Count, bool CanWear, int Index> GetEquipItemCooldown( int Pos ) => int Cooldown1, int Cooldown2> GetEquipItemShown( int ClothID ) => bool Show> GetEquipSlotInfo( int Slot ) => string Texture> ~GetEuipmentNumber( ) => number Result1> GetGearScore( int ItemPos ) => number Result1> GetGoodEvilTypeColor( int Type ) => int R, int G, int B~ GetInherentAttributeColor( int Index ) => int R, int G, int B~ GetItemGUIDIcon( int ID ) => string ItemIcon~ GetItemGUIDLink( int ID ) => string Link> GetItemQualityColor( int Index ) => int R, int G, int B~ float r, float g, float b = GetItemQualityColorPrestige(int quality);~ GetMagicResistColor( string Str ) => string HexColor (8 chars)~ GetMagicTypeColor( string Str ) => string HexColor (8 chars)~ GetManaTypeColor( string Str ) => string BackgroundColor, string TextColor> GetOwnedReputationBadgeCount( ) => number Result1> 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*> GetPlayerAbility( string Key {"STR", "STA", "AGI", "INT", "MND", "MELEE_MAIN_DAMAGE", "MELEE_OFF_DAMAGE", "MELEE_ATTACK", "MELEE_CRITICAL", "MELEE_MAIN_CRITICAL", "MELEE_OFF_CRITICAL", "RANGE_DAMAGE", "RANGE_ATTACK", "RANGE_CRITICAL", "RANGE_HIT", "MAGIC_DAMAGE", "MAGIC_HEAL", "MAGIC_HEAL_POINT", "MAGIC_HEAL_POINT_PERCENT", "MAGIC_ATTACK", "MAGIC_CRITICAL", "PHYSICAL_DEFENCE", "PHYSICAL_PARRY", "PHYSICAL_SHIELDBLOCK", "PHYSICAL_MAIN_HIT", "PHYSICAL_OFF_HIT", "PHYSICAL_HIT", "PHYSICAL_HIT_RATE", "PHYSICAL_RESIST_CRITICAL", "PHYSICAL_DODGE", "MAGIC_HIT", "MAGIC_HIT_RATE", "MAGIC_RESIST_CRITICAL", "MAGIC_DODGE", "MAGIC_DEFENCE", "DPS", "MOVE_SPEED", "RIDE_SPEED", "MAIN_ATTACKSPEED", "OFF_ATTACKSPEED", "BOW_ATTACKSPEED", "THROW_ATTACKSPEED", "MAGIC_CASTSPEED", "DROP_BONUS", "EXP_BONUS", "TP_BONUS", "HATE_RATE", "PHYSICAL_DODGE_RATE", "PVP_RESISTANCE", "PVP_DAMAGE", "PHYSICAL_PERCENT_CRITICAL", "MAGIC_PERCENT_CRITICAL", "GATHER_MINE_SPEED_RATE","GATHER_WOOD_SPEED_RATE","GATHER_HERB_SPEED_RATE","GATHER_FISH_SPEED_RATE","GATHER_MINE_GEN_RATE","GATHER_WOOD_GEN_RATE","GATHER_HERB_GEN_RATE","GATHER_FISH_GEN_RATE","GATHER_MINE_XP_RATE","GATHER_WOOD_XP_RATE","GATHER_HERB_XP_RATE","GATHER_FISH_XP_RATE","GATHER_GEN_RATE","GATHER_SPEED_RATE","GATHER_XP_RATE", "GATHER_MINE_SUCC_RATE", "GATHER_WOOD_SUCC_RATE", "GATHER_HERB_SUCC_RATE", "GATHER_FISH_SUCC_RATE", "GATHER_SUCC_RATE", "DROP_BONUS", "GATHER_MINE_HQ_RATE", "GATHER_WOOD_HQ_RATE", "GATHER_HERB_HQ_RATE", "GATHER_FISH_HQ_RATE"} ) => float Value1, float Value2, float Value3*> GetPlayerArenaPoint() => ArenaPoint> GetPlayerCraftBonus( string KeyStr ) => table Result1> GetPlayerCurrency( number Type ) => number Result1> GetPlayerCurrentSkillValue( string Str ) => int Value> GetPlayerDuelistRewardPoint() => int Reward> GetPlayerElementalDamage() => int None, int Earth, int Water, int Fire, int Wind, int Light, int Darkness, int Poison~ GetPlayerGearScore() => int GearScorePvE, int GearScorePvP> GetPlayerGoodEvil() => int GoodEvil, int GoodEvilType> GetPlayerHonorPoint() => int Honor~ GetPlayerMaxLevel() => int MaxLevel> GetPlayerMaxSkillValue( int Str ) => int MaxValue> GetPlayerMedalCount() => int Count> GetPlayerPointInfo( int G, int I, string Tips ) => int Score, int ScoreMax, string Tips> GetPlayerResistance() => int Earth, int Water, int Fire, int Wind, int Light, int Darkness, int Poison> GetPlayerSkilled( string Str ) => int CurrValue, int ExtraValue, int MaxValue~ GetQuestColor( int OrgObjID ) => string HexColor (8 chars)> GetRoleIntroduce() => string Note> GetSkillColor( string Str ) => string HexColor (8 chars)> GetTitleCount() => int TitleCount> GetTitleInfoByIndex( int Index ) => string Name, int ID, bool Geted, int Classify1, int Classify2, string ShortNote, string Brief, int Rare> GetTitleMaxLv() => int MaxLevel> GetWeaponBonus( string Arg1 ) => number Result1, number Result2, number Result3> ~HasSecondEquipment( )~ IsEpicQuest( int OrgObjID ) => bool isEpic> PickupEquipmentItem( int Pos );> ~PreviewReputationBadge( int TitleID )> SetDisableTitleHide( bool Value );> SetEquipItemShown( int ClothID, bool Show );> SetRoleIntroduce( string Note );> SetTitleRequest( int ID );> SwapEquipmentItem( int Slot );> UpdateGearScore( )> UpdateTitleInfo();> UseEquipmentItem( int Pos );
Character Select
> CancelEnterWorld();> CloseCharacterSelect();> DeleteCharacter( int Index, string Nick );> EnterWorld() => "CONFIRM_ENTER_WORLD", string WorldPrompt> GetCharacterInfo( int Index ) => string Nick, int Sex, int Level, string Voc, int LevelSub, string VocSub, string ZoneName, int DestroyTime, int VocID, int VocSubID, int PlayTime, int Race> GetCharacterSelectFacing() => int AngleInDegrees> GetNumCharacters() => int Count> GetNumParalleZones() => int Count> GetParalleZonesInfo( int Index ) => string Name, string LoadType> GetSelectedItem() => int Index> OpenCharacterSelect();> RecoverDeleteCharacter( int Index )> RotateCharacterSelectModel( string Rotation { "LEFT", "RIGHT" } );> SelectCharacter( int Index );> SetCharacterSelectFacing( int AngleInDegrees );
Chat Edit
> InsertUndesirable( string Value );> IsUndesirable( string Value ) => bool Result> ParseText( string Text );> RemoveUndesirable( string Value );> SendChatMessage( string Text, string Type, string Language, string Extra );> SetTranslationPref( bool Enabled, string Lang, bool ShowBoth, string PrefixStr, bool GuildEnabled, bool PartyEnabled, bool TeamEnabled, bool ShowFlags )> UIProfiler_GetCsv( ) => value Result1> UIProfiler_IsEnabled( ) => bool Result1> UIProfiler_Reset( )> UIProfiler_Save( ) => value Result1> UIProfiler_SetEnabled( bool IsEnabled ) => bool Result1
Chat Frame
> AddChatWindowChannel( int Index, string Channel );> AddChatWindowMessages( int Index, string Type );> BuyEmojiPack( int EmojiPacket )> ChannelInvite( string Channel, string PlayerName );> ChannelKick( string Channel, string PlayerName );> Chat_AddMessage( int Index, string Message, int Color );> Chat_ClearAllMsg( int Index );> Chat_CopyToClipboard( string Value );> Chat_GetMsnInfo( int Index ) => bool Used, int Alpha, int MsnType, int Channel, int TempX, int TempY, string Target, string Message> Chat_SetMsnClose( int Index );> Chat_SetMsnInfoOpen( int Index );> Chat_Update( int Index );> CreateChannel( string Name, string Password ) => int Result~ CreateHyperlink( string Type, string Data, string Name, string HexColor (8 chars) ) => string Link> EmojiPackAvailable( int EmojiPacket ) => bool Result1, number Result2, number Result3, number Result4, bool Result5~ 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> GetChannelColor( string Channel ) => int R, int G, int B> GetChannelList() => int ID1, string ChannelName1, ...> GetChannelName( string Channel ) => string Name> GetChannelOwner( string Channel ) => string ChannelOwner> GetChatWindowChannels( int Index ) => int ID1, string ChannelName, ...> 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~ 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> JoinChannel( string Name, string Password ) => int Result> LeaveChannel( string Channel );> ParseHyperlink( string Link ) => string Type, string Data, string Name> ParseMapMarkerLinkData( string Data ) => number Result1, number Result2, number Result3, number Result4, string Result5> RemoveChatWindowChannel( int Index, string Channel ) => int ChannelID> RemoveChatWindowMessages( int Index, string Type );> SetCensorLists( )> SetChannelColor( string Channel, int R, int G, int B );> SetChannelOwner( string Channel, string PlayerName );> SetChatWindowAlpha( int Index, int A );> SetChatWindowColor( int Index, int R, int G, int B );> SetChatWindowDocked( int Index, int Value );> SetChatWindowLocked( int Index, bool Value );> SetChatWindowName( int Index, string Name );> SetChatWindowShown( int Index, bool Value );> SetChatWindowSize( int Index, int FontSize );~ TranslateHyperlink( string Link ) => string TranslatedLink> ~VoiceChannel_Exit( )- VoiceChannel_GetCurrentChannel() => string ChannelType, string ChannelName- VoiceChannel_GetMemberCount( string ChannelType, string ChannelName ) => int Count- VoiceChannel_GetMemberInfo( string ChannelType, string ChannelName, int Index ) => string Name> VoiceChannel_GetPlayerInfo( string Name ) => bool Result1, bool Result2, bool Result3- VoiceChannel_InfoRequest( string ChannelType, string ChannelName );- VoiceChannel_IsCurrentChannel() => bool Result (false)> ~VoiceChannel_Join( )> VoiceChannel_PartnerMute( )
Clear Attribute Stone Frame
> CASF_ClearAttribStone( int Index )> CASF_ClearClose();> CASF_GetAttribItemInfo();> CASF_GetAttribStoneCount() => int Count> CASF_GetAttribStoneInfo( int Index ) => string Icon, string Temp, bool ClearItem, int ItemID> ~CASF_SetMode( int ToolMode )> CASF_SetSetClearAttribPos( int Index ) => bool Result
Cover String Frame
> CString_AddString( string CString, int Type );> CString_GetIndex( string CString, int Type ) => int Index> CString_GetString( int Index, int Type ) => string Result> CString_RemoveString( string CString, int Type ) => int Index
Craft Frame
> ~CraftFrameOpenByRecipe( int RecipeID )> 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, int id );> GetCraftItemInfo( int ObjID ) => string Name, string Texture, int MaxCraftItem, int Rare, bool VariableRare, int id;> GetCraftItemLink( int RecipeGUID, int ButtonID ) => string ItemLink> GetCraftItemList() => int Count> GetCraftItemType( int Type ) => int CraftSkillID, string SkillName> GetCraftRecipeLink( int ObjID ) => string ItemLink> ~GetCraftRecipeType( int RecipeID ) => string Result1> 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~ isOwned = OwnedRecipe(int recipeId);> StopCreateCraftItem();
Draw Rune Frame
> DrawRuneFrame_DrawClose();> DrawRuneFrame_DrawItemRune( int Index );> DrawRuneFrame_GetDrawItemInfo( )> DrawRuneFrame_GetItemRuneCount() => int Count> DrawRuneFrame_GetItemRuneInfo( int Index ) => string Icon, string Temp, int ItemCost, int ItemID> DrawRuneFrame_SetDrawItemPos( int Index ) => bool Result
Dynamic Shop / Disenchantments
> ~DynamicShop_BuyItem( number Index, number Count )> ~DynamicShop_ChangeShopID( number ShopID )> ~DynamicShop_Close( )> ~DynamicShop_GetItemCount( ) => number Result1> ~DynamicShop_GetItemInfo( number Index ) => string Result1, string Result2, number Result3, number Result4, number Result5, number Result6, number Result7, number Result8, number Result9, number Result10, number Result11, bool Result12, number Result13, number Result14> ~DynamicShop_GetShopID( ) => number Result1> ~DynamicShop_GetShopInfo( ) => value Result1, value Result2, value Result3> ~DynamicShop_GetShopTime( ) => string Result1> ~DynamicShop_ItemLink( number Index ) => string Result1> ~DynamicShop_RefreshShop( )> SprayingMoneyType( int Index ) => int type, int fixedPrice, int minPrice, int maxPrice> SprayingMoneyTypeCount() => int Result> SprayingUnlocked() => bool Result
Emote Frame
> DoEmote( int ID );> DragEmoteItem( int ID )> GetEmoteInfo( int Index ) => int ID, string Name, string Token, string EmoteIcon> GetEmoteInfoCount() => int Count
Exchange Class Frame
> CloseExchangeClass();> ExchangeClass( int MainClass, int SubClass )> GetNumClasses() => int Count> GetPlayerClassInfo( int Index, bool Have ) => string Name, string Token, int Level, int EXP, int JobEXP, int DebtEXP> GetPlayerNumClasses() => int Count, int VocCount
Fusion Stone Trade Frame
> GetFSTAttrID( int Index ) => int AbilityID> GetFSTAttrInfo( int iAbilityID ) => string ImageACT, string AbilityName, string ImageBuffer> GetFSTAttrListCount() => int Count> GetFSTMoneyType() => int MagicStoneShopCostType1, int MagicStoneShopCostType2> GetFSTOpenInfo() => string ImageACTField, int HighestLv, int 1stMoney, int 2ndMoney> SendFSTResult( int iAbilityID1, int iAbilityID2, int iAbilityID3, int bResult )
Game Control
> AcceptDuel();> AcceptInstanceRecord();> AcceptResurrect();> AcceptRideMount();> AddErrorListMsg( string Arg1 )> AssistUnit( unit );> BrithRevive();> CancelChangeParallelID();> CancelDuel();> CancelLogout();> CancelWedgePointReport();> ChangeParallelID( int Parallel );~ bool = CheckDisableTag( int Tag );> CheckMultiMount() => bool IsMulti, bool IsEnabled> CheckPasswordState() => bool State> DeclineInstanceRecord();> DeclineRideMount();> DisableBugReport() => bool Result> DropItemOnUnit();~ bool contain = EntityFindLinkFrame(string entityPath, string pointName);> FocusUnit( int Index, unit );> FollowUnit( unit );> GetAccountBookEnterMoney( int Index ) => int Money> GetAccountBookItems() => int Count> GetAccountBookLockMoney() => int Money> GetAccountBookTotalMoney() => int Money> GetAccountListOnStart( ) => bool Result1~ GetAvailableObjectInfo( int ObjID, string FieldName1-... ) => int FieldValue1-...> GetBattleGroupNumPlayers() => int Count> GetCameraMoveTime() => int Time> GetCameraPosition() => int X, int Y, int Z> GetCameraUpVector() => int X, int Y, int Z> GetCursorPos( bool UsesScale ) => int X, int Y~ GetDarkTextureColor() => int r, int g, int b> GetFindPartyState() => bool State> GetFramerate() => int Framerate> GetImageLocation( string Section ) => string Location> GetInstall() => string InstallPath> GetInstanceRecordInfo( int Index ) => string InstanceName, int InstanceNumber, int RemainingTime, int ExtendedTime> GetKeyboardFocus();> GetLanguage() => string Language> GetLanguageFlagEmoji( string LanguageString ) => string Result1> GetLastAccountState() => bool Value~ GetLocalDate() => string DateFormatted~ GetLocalTime() => string TimeFormatted> GetLocation() => string CountryX GetMapID() => int ID> GetMouseMoveOffset() => int XDelta, int YDelta> GetNumZoneChannels() => int Count~ GetObjectInfo( int ObjID, string FieldName1-... ) => int FieldValue1-...> GetPing() => int Ping> GetPingReceived( ) => number Result1> GetPingSend( ) => number Result1> GetPlayerCombatState() => bool State> GetPlayerDirection() => int Theta> GetPlayerExp() => int EXP> GetPlayerExpDebt() => int DebtEXP, int DebtTP> GetPlayerExtraPoint() => int AddEXP, int AddTP> GetPlayerMaxExp() => int MaxEXP> GetPlayerMoney( string Type ) => int Result> GetPlayerPosition() => int X, int Y, int Z~ GetPlayTime() => int Time~ GetPlayTimeNow() => int Time> GetRainScreenEffectFrameCount( ) => int Result1> GetRainScreenEffectFrameRate( ) => number Result1> GetRainScreenEffectIntensity( ) => number Result1> GetRainScreenEffectTexture( ) => string Result1> GetReplaceSystemKeyword( string Text, bool IsLink ) => string Result> GetResurrectTimeRemaining() => int TimeX GetRoomID() => int ID> GetScreenHeight() => int Height> GetScreenWidth() => int Width> GetSelectedRealmState( bool Value );~ GetServerDate() => string DateFormatted;~ GetServerTime() => string TimeFormatted;> GetSoulPoint() => int SouldPoint, int PointStatus> GetSoundLengthMs( string Path ) => number Result1> GetSpriteCount( ) => number Result1, number Result2, number Result3, number Result4, number Result5> GetTargetCamera() => int X, int Y, int Z> GetTime() => int Time> GetTipText( int Index ) => string Text> GetUIScale() => int Scale> GetWearEqTypeString( int Arg1, number Arg2 ) => string Result1> GetZoneID() => int ID> HasSelfRevive() => bool Result> InviteRideMount( unit );> IsAggroPrompt() => bool Result> IsAltKeyDown() => bool Result> IsAutoOpenGoodsPack() => bool Result> IsBattleGroundZone() => bool Result> IsChatDisplayClassColor() => bool Result> IsCtrlKeyDown() => bool Result> IsDevServer( ) => bool Result1> IsEnterWorld() => bool Result> IsFunctionEnable( int Arg1 ) => bool Result1> IsHideLoginUI() => bool Result~ bool hide = IsHideLootEffects();> IsInImplement() => bool Result> IsMouseEnter() => bool Result> IsMouseKeyDown( number MouseButton ) => bool Result1> IsPartyEnable() => bool Result> IsPlayerMoving( ) => bool Result1> IsRainScreenEffectEnabled( ) => bool Result1> IsShiftKeyDown() => bool Result> IsWindowActive( ) => bool Result1> IsZoneChannelOnLine( int Index ) => bool Result> Jump();> LeaveRideMount();> Logout();> MountedFlightTuning_Get( string Key? ) => value Result1> MountedFlightTuning_GetAll( ) => value Result1> MountedFlightTuning_GetDiagnostics( ) => number Result1, number Result2, number Result3, number Result4, number Result5, number Result6, number Result7, number Result8, number Result9, number Result10> MountedFlightTuning_Set( string Key, number V )> MoveAscendStart( )> MoveAscendStop( )> MoveBackwardStart();> MoveBackwardStop();> MoveDescendStart( )> MoveDescendStop( )> MoveForwardStart();> MoveForwardStop();> OpenGMNotification() => bool Result> PasswordConfirm( string SecondPassword );~ PerformSaveVariables();> PingClear( )> PlayerDuelState() => string State { "fighting", nil }> PlaySoundByPath( string Sound );> ReadingRegistryBool( string Key, bool DefaultValue ) => bool Result1> ReloadUI();> ResetControlArgument();> ResetTutorialTrigger();> ResetUI();~ float resolutionScale = ResolutionScale_GetValue();~ ResolutionScale_SetValue(float resolutionScale);> Roll();> RotateCamera( int CycAngle, int X, int Y, int Z );> SendPartyWorldPing( int ScreenX, int ScreenY, value Arg3, int Arg4 ) => bool Result1> SendWedgePointReport();> SetAccountListOnStart( bool Arg1 )> SetAggroPrompt( bool Value );> SetAutoOpenGoodsPack( bool Value );- SetCameraMoveTo( int X, int Y, int Z );- SetCameraPosition( int X, int Y, int Z );- SetCameraUpVector( int X, int Y, int Z );> SetChatDisplayClassColor( bool Value );~ SetDarkTextureColor( float r, float g, float b ).> SetFindPartyState( bool State );~ SetHideLootEffects(bool enable);> SetHyperlinkCursor( bool Value );> SetLastAccountState( bool Value );> SetRainScreenEffectEnabled( bool Arg1 )> SetRainScreenEffectFrameRate( number Arg1 )> SetRainScreenEffectFrames( )> SetRainScreenEffectIntensity( number Arg1 )> SetRainScreenEffectScroll( number Arg1, number Arg2 )> SetRainScreenEffectTexture( string Arg1 )> SetSelectedRealmState() => bool Value- SetTargetCamera( int X, int Y, int Z );> SitOrStand();~ bool = SpellIsLocation()> SpellIsTargeting() => bool Result> SpellStopCasting() => bool Result> SpellTargetUnit( unit );> StartDuelUnit( unit );> StopSoundByPath( string Arg1 )> StrafeLeftStart();> StrafeLeftStop();> StrafeRightStart();> StrafeRightStop();> SwitchExtendInstanceRecord( int Index );> TakeScreenshot();> TargetEnemyByName( string Arg1, bool Arg2 )> TargetFriendByName( string Arg1, bool Arg2 )> TargetNearestEnemy( bool Value );> TargetNearestFriend( bool Value );> TargetUnit( unit );> ToggleAFK( )> ToggleAutoRun();> ToggleErrorFrame( )> ToggleRun();> ToggleSheath();~ TriggerBuffChanged( unit )> TurnLeftStart();> TurnLeftStop();> TurnRightStart();> TurnRightStop();> UninviteRideMount();> UseSelfRevive();> WritingRegistryBool( string Key, bool Arg2 )
Give Item Frame
> ClickGiveItemButton( int Index );> GetGiveItem( int Index ) => int ID, string Texture, int Amount> GiveItemCancel();> GiveItemSure();
GM Notification Frame
> GmNotification( string Subject, string Content, string Classification )
Guild Frame
> CheckRightfulName( string Name ) => bool Result, int DestinationLength> CollapseGuildGroup( int Index );> DeclareGuildWar( int Index, string GuildName ) => bool Result> ExpandGuildGroup( int Index );> GC_CloseGuildCommand();> GCB_CloseContribution();> GCB_ContributionItemOK( int Money, int BonusMoney );> GCB_GetContributionItem( GUID );> GCB_GetGuildLevel() => int Level> GCB_GetGuildLevelCount() => int Count> GCB_GetGuildLevelInfo( int Level, int Index ) => int Result> GCB_GetGuildPoint() => int Point> 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_GetGuildResLogCount( int Day ) => int Count> GCB_GetGuildResource( int Index ) => int Point> GCB_GuildUpgrade();> GCB_RemoveContributionItem( int Index );> GCB_SetGuildResLogDay( int Day );~ string HexColor = GetGuildColor( string GuildName );> GetGuildFlagInsigniaCount() => int Count> GetGuildFlagInsigniaType( int Index ) => string Type> GetGuildHyperlink( number GuildID ) => string Result1> GetGuildInfo() => string Name, string LeaderName, bool IsRecruit, bool IsReady, int MaxMemberCount, 0, string Note, string Introduce, bool IsLeader, true, bool OpenGuildFrame, int Level, bool IsOwnHouse, bool IsLockGuildHouse int GuildPower, int guildId;~ float r, float g, float b = GetGuildResourceColor(int index);> GetGuildRosterInfo( int Index ) => string Name, int Rank, string ClassName, int Level, string SubClassName, int SubLevel, bool IsHeader, bool IsCollapsed, int DBID, string GuildTitle, bool IsOnline, string LogoutTime, string Zone, string Note, int tChannel> GetGuildRosterSelection() => int Index> GetGuildWarInfo();> GetGuildWarItemInfo( int Index ) => int Time, int Money> GetGuildWarOutdoorsDeclareInfo() => string GuildName, int Month, int DayOfMonth, int Hour, int Minute, int Time> GetGuildWarOutdoorsEnemyInfo( int Count ) => string GuildName, int Month, int DayOfMonth, int Hour, int Minute, int Time> GetGuildWarOutdoorsNumEnemies() => int Amount> GetGuildWarOutdoorsPoint() => int WinCount, EvenCount, int LostCount> GetGuildWarPoint() => int WinCount, int EvenCount, int LostCount> GetNumGuildMembers() => int Amount> GetPlayerGuildLink( ) => value Result1> GetSelfGuildRank() => int Rank> GF_AskLeaderChangeResult( bool Value );> GF_CanCreateGuildCost() => bool Result~ bool = GF_CanGuildRankAdjust()> GF_CanGuildWaring() => bool Result> GF_GetBBSInfoRequest() => string SetGuildNote, bool PostMessage> GF_GetBBSMenuFlag() => bool ManageMessage> GF_GetGuildFunc() => bool Kick, bool Invite, bool SetGuildNote, bool PostMessage, bool ManageMessage, bool VLeader> GF_GetGuildPostCount() => int Count> GF_GetGuildPostInfo( int Index ) => bool Top, string Title, string PlayerName, string Time, int GUID> GF_GetGuildPostRequest( int GUID );> GF_GetMemberCadreNote() => string Note> GF_GetMemberSelfNote() => string Note> GF_GetMenuFlag() => bool SelectedInfoDifferentThanSelf, bool IsOnline, bool AdjustRank, bool Kick, bool AdjustGroup, bool EditMemberNote> GF_GetPostCountRequest();> GF_GetPostDate( int GUID ) => int Type, string Title, string Message, string PlayerName, string Time> GF_GetRankCount() => int Count> 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_GetRankStr( int Index ) => string Rank> GF_GuildInfoApply();> GF_LeaderChange( int DBID );> GF_NewPost( string Title, string Message ) => bool TitleLimitExceeded, bool MessageLimitExceeded, bool TooFast> GF_ReadAllDate();> GF_Rename( string Name );> GF_SetGroupEnable( bool Value );> GF_SetGuildDesc( string Description, bool Enable, bool VisitHouse ) => bool Result> GF_SetGuildNote( string Note ) => bool Result> GF_SetGuildPost( int GUID, string Title, string Message ) => bool TitleLimitExceeded, bool MessageLimitExceeded> GF_SetGuildPostInfo( int GUID, bool Top, bool Del );> GF_SetMemberCadreNote( int Index, string Note ) => bool Result> GF_SetMemberRank( int Index, int Rank );> GF_SetMemberSelfNote( int Index, string Note ) => bool Result> 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_SetRankStr( int Index, string Rank );> GSF_CloseGuildShop();> GSF_GetGuildShopBuy( int DBID );> GSF_GetGuildShopCount() => int Count> GSF_GetGuildShopFuncInfo( int Index );> GuildBoard_GetNextGuildIDName( int Index ) => int ID, string Name, IsRecruit, IsOwnHouse, IsOpenGuildHouse> GuildBoard_RequestGuildInfo() => bool Result> GuildCreate( string Name ) => bool Result> GuildFlagBannerCount() => int Count> 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> GuildInvite( string Name );> GuildInviteResult( bool Enable );> GuildLeave();> GuildPetitionAccept();> GuildPetitionDecline();> GuildPetitionKick( string Name );> GuildPetitionQuit();~ GuildTeleport()> GuildUninvite( string Name );> IsInGuild() => bool Result> 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 );> SetGuildRosterSelection( int Index );
Guild House Status
> GetGuildHouseWarMyTeamColor() => int MyTeamColor> GetGuildHouseWarPlayerScoreInfo( int Index, int BoardType ) => int isPlayer, int TeamColor, string RoleName, ( BoardType == 1: int KillPoint, int HitPoint, int DefPoint, int HealPoint, int WarScore, int EnergyPoint, int OccupyPoint, int TotalScore ) / ( int Voc, int Level, int Voc_Sub, int Level_Sub, int PrizeType, int Score, int OrderID ), int Deaths;> GetGuildHouseWarPlayerScoreInfoNum() => int Count> GetGuildHouseWarTeamPlayerNum() => int BlueCount, int RedCount> GetGuildHouseWarWinnerTeam() => int WinTeam> GetPlayerWarScore() => int CountOnBody> GuildHouseWarStatusFrameOnHide();> GuildHouseWarStatusFrameOnShow();> GuildHouseWarStatusFrameSortChange( int SortIndex );> GuildHouseWarStatusFrameTabChange( int TabIndex );> GuildHouseWarTest();> OpenGuildHouseWarPlayerScoreFrame();
Guild Houses Frame
> GetGuildBankItemLink( int PosID ) => string Link> GuildBank_BuyPage();> GuildBank_Close();> GuildBank_GetItemInfo( int PosID ) => string ItemIcon, string Name, int Count, bool IsLocked> GuildBank_GetItemLog( int PageID, int Index ) => string PlayerName, string LootType, string ItemLink, int ItemCount, int Time, int FromPageID, int ToPageID> GuildBank_GetItemLogCount( int PageID ) => int Count> GuildBank_GetPageCost() => int Gold, int BonusGold, int Mine, int Wood, int Herb, int GuildRune, int GuildStone> GuildBank_GetPageCount() => Count> GuildBank_GetPageMax() => GuildBankPageMax> GuildBank_GetStoreConfig( int PageID, int Rank ) => int View, int Put, int GetCount> GuildBank_ItemLogRequest( int PageID );> GuildBank_PageRequest( int PageID );> GuildBank_PickupItem( int Index );> GuildBank_QuickWithdrawItem( int GuildBankIndex )> GuildBank_SetStoreConfig( int Rank, int View (0/1), int Put(0/1), int GetCount );> GuildBank_SetStoreConfigBegin( int PageID );> GuildBank_SetStoreConfigEnd();> GuildHouses_ApplySky( int SkyID )> GuildHouses_ApplyStyle( int Index );> GuildHouses_BuildingUpgrade( int BuildingDBID, int UpgradeBuildingID );> GuildHouses_CanManageBuilding() => bool CanManage> GuildHouses_CanManageFurniture() => bool CanManage> GuildHouses_CanSetStyle() => bool CanSet> GuildHouses_ClearBuildPoint();> GuildHouses_CloseVisitHouse();> GuildHouses_CreateBuilding( string Point, int BuildingID, int ParentBuildingDBID );> GuildHouses_CreateBuildPoint( int BuildingDBID, string PointStr, string LocalName );> GuildHouses_DeleteBuilding( int BuildingDBID );> GuildHouses_FurnitureMove();> GuildHouses_FurniturePlace();> GuildHouses_FurnitureRemove();> GuildHouses_FurnitureRorare();> GuildHouses_FurnitureSendBack( int Index );> GuildHouses_GetBuilding( int index ) => int GuildBuildingObjectInfo, int BuildingDBID, int BuildingID, string PointStr, bool isActive> GuildHouses_GetBuildingCount() => int Count> GuildHouses_GetBuildingPoint( int ID, int index ) => string LinkName> GuildHouses_GetBuildingPointCount( int ID ) => int Count> GuildHouses_GetBuildingPointInfo( int ID, int index ) => string LinkName, int rPositionX, int rPositionY, int rPositionZ, int vecDirX, int vecDirY, int vecDirZ> GuildHouses_GetBuildingPointPos( int BuildingDBID, string PointStr ) => int X, int Z> GuildHouses_GetBuildingPos( int BuildingDBID ) => int X, int Z, int Radius> 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_GetBuildingResourceCount( ) => int Count> GuildHouses_GetFocusFurnitureID() => int FocusFurnitureID> GuildHouses_GetFurnitureCount() => int Count> GuildHouses_GetFurnitureInfo( int Index, OrgObjID ) => string Name, string ItemIcon, bool bIsShow, string OwnerName, OrgObjID> GuildHouses_GetGuildSky( ) => number Result1> GuildHouses_GetGuildStyle() => int GuildStyle> GuildHouses_GetSkyCount( ) => number Result1> GuildHouses_GetSkyInfo( int Index ) => number Result1, string Result2, string Result3, bool Result4, bool Result5, number Result6, number Result7> 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_IsSetStyle() => bool IsSetStyle> GuildHouses_PickupFurniture( int Index );> GuildHouses_SetBuildingActive( int BuildingDBID, int isActive );> GuildHouses_SetFocusFurnitureID( int ID );> GuildHouses_SetMode( string ModelName );> GuildHouses_SetPlaceFurnitureMode( bool Mode );> GuildHouses_SetStyleMode( string ModelName, int Index );> GuildHouses_VisitHouseRequest( int GuildID/string GuildName );> GuildHousesWar_CancelRegister();> GuildHousesWar_EnterWar();> GuildHousesWar_GetGuildWarBattleTime() => int Time> 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_GetLadderCount() => int Count> GuildHousesWar_GetLadderHistoryCount() => int Count> GuildHousesWar_GetLadderHistoryInfo( int Index ) => string TargetName, string TargetServer, int TargetScore, string State, string EnemyName, string EnemyServer, int EnemyScore, string Date> GuildHousesWar_GetLadderInfo( int Index ) => string TargetName, string TargetServer, int TargetScore, int Win, int Lost, int Even, int GuildID> GuildHousesWar_GetMyLadderInfo() => int Index> 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_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_LeaveWar();> GuildHousesWar_MyRegisterInfo();> GuildHousesWar_OpenLadder();> GuildHousesWar_OpenLadderHistory();> GuildHousesWar_OpenMenu();> GuildHousesWar_PricesRequest();> GuildHousesWar_Register( bool SW, int Index );
Guild War Score
> GetGuildHouseGuildName() => string GuildNameB, string GuildNameR> GetGuildHouseGuildTime() => int RemainTime> GetGuildHouseWarInfo() => int EnergyB, int EnergyR, int GuildScoreB, int GuildScoreR, int RemainTime
Horse Racing Ranking Frame
> ClearHorseRacingPlayersName();> GetHorseRacingIsPlayerInGame( int Count ) => int InGame(1-Count)> GetHorseRacingRanking( int Count ) => string Name(1-Count)> GetHorseRacingRankingScore( int Count ) => int Score(1-Count)> GetHorseRacingRankingTime( int Count ) => int Time(1-Count)
Houses Frame
> GetHouseItemDistance( number ItemDBID ) => number Result1> House_BuySpaceRequest();> House_CloseStorage( int DBID );~ House_OpenServant(int index);> House_OpenStorage( int DBID )> House_TestBuySpace( int Request ) => int NewOpenEnergy, int NewKeppEnergy, int FunctionID> Houses_AddMusicPlaylist( number OrgObjID )> Houses_AddPlayer( string Name );> Houses_AddSkyPlaylist( number OrgObjID )> Houses_BuyEnergyRequest();> Houses_BuyHouseItem(int OrgObjID)> Houses_BuyHouseOption(int category, int index)> Houses_BuyHouseStyle(guid)> Houses_CanPreviewFurnitureList( ) => bool Result1> Houses_CanWearObject( int ContainerID, int ItemID ) => bool Result> Houses_ChangedName( string Name );> Houses_ChangedPassword( string New, string Confirm );> Houses_ChangeHouseOption( int Category, int Index )> Houses_ChangeHouseStyle(guid)> Houses_ChangeLabel( int ContainerID, int ItemID, string Name, bool Arg4 )> Houses_ChangeOpenType(int 1-4)> Houses_ChangeServantName( int ServantID, string Name, bool Arg3 )> Houses_CloseVisitHouse();> Houses_DelMusicPlaylist( number OrgObjID )> Houses_DelPlayer( string Name );> Houses_DelSkyPlaylist( number OrgObjID )> Houses_DismissServant( int Index );> Houses_DrawItem( int ParentID, int Index );> Houses_FurnishingHeight( )> Houses_FurnishingLock( )> Houses_FurnishingMove();> Houses_FurnishingPlace();~ Houses_FurnishingPreview(int OrgObjID)> Houses_FurnishingRemove();> Houses_FurnishingRorare();> Houses_FurnishingScale( )> Houses_FurnishingStop( )> Houses_FurnishingUnLock( )> Houses_GetBuilding(index) => OrgObjID, Type, Level, Gold, HouseRuby, HouseStone, HouseRune, Ore, Wood, Herb, Crystal, Gem, Geode, Stone, RequiredType1, RequiredLevel1, RequiredType2, RequiredLevel2, RequiredType3, RequiredLevel3, Charge> Count = Houses_GetBuildingCount()> Houses_GetChangeCommonLabelCost()> Houses_GetChangeNameCost( ) => number Result1> Houses_GetChangeServantLabelCost();> Houses_GetChangeServantNameCost( ) => number Result1> Houses_GetChangeStorageLabelCost()> Array = Houses_GetData()> Houses_GetEnergyCostInfo(int Index) => int HouseEnergy, int AccountMoneyCost> Houses_GetFocusFurnishingID() => int FurnishingID> Houses_GetFriendGet( int ContainerID ) => bool IsFriendGet> Houses_GetFriendItemLog( int Index ) => int Time, string ItemLink, int Count> Houses_GetFriendPut( int ContainerID ) => bool IsFriendPut> Houses_GetFriendRegard() => string FriendEnter, string FriendLeave, string FriendUse> Houses_GetFriendView( int ContainerID ) => bool IsFriendShow> Houses_GetFurnitureItemInfo( int ItemID ) => (itemID < 0 : int MaxItemCount) \ (HouseItemDB == null : bool IsItemInRange) \ (bool IsItemInRange, string Name, string ItemIcon, bool IsShow, int ItemDBID)> Houses_GetFurnitureListID() => int Count> Houses_GetFurnitureMovementGridColor( ) => number Result1, number Result2, number Result3, number Result4> Houses_GetHouseInfo() => string HouseName, int HouseDBID, int HouseType, int ItemCount, int MaxItemCount, int PerDay, int EnergyPoint, bool IsOwner, int ExpPoint, int TpPoint, int BlackSmithHQPoint, int CarpenterHQPoint, int MakeArmorHQPoint, int TailorHQPoint, int CookHQPoint, int AlchemyHQPoint, int MiningHQPoint, int LumberingHQPoint, int HerbalismHQPoint, int MaxPlantcountBonus, int LearningHQPoint, int Open Type, int Gold, int HouseRuby, int HouseStone, int HouseRune, int Ore, int Wood, int Herb, int Crystal, int Gem, int Geode, int Stone, int DecorScores, int EngineeringHQPoint)> Houses_GetItemInfo( int ContainerID, int ItemID ) => (ItemID < 0 : int MaxItemCount, string Name, int FurnishingID) \ (string ItemIcon, string Name, int Count, bool IsLocked, int Quality)> Houses_GetItemLink( int ContainerID, int ItemID ) => string Link> Houses_GetMusicPlaylistIndex( ) => number Result1> Houses_GetMusicPlaylistInfo( number Index ) => number Result1, string Result2, string Result3> Houses_GetMusicPlaylistSize( ) => number Result1> Houses_GetOnlinePlayers()> Houses_GetOptionsInfo(int category, int index) => Name, Icon, Obtained, PriceType, Price> Count = Houses_GetOptionsInfoCount()> Houses_GetPlaceFurnishingMode( ) => bool Result1> Houses_GetPlacementMode( ) => number Result1> Houses_GetPlayerCount( int Arg1 ) => number Result1> Houses_GetPlayerInfo( int Index ) => string RoleName> Houses_GetServantCount() => 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_GetServantHireInfoCount() => int Count> Houses_GetServantInfo( int Index ) => int ItemDBID, string Name, int Sex, int Character, int Month, int Day, string Horoscope, string Race, int ServantValue1, int ServerMaxValue1, int ServantValue2, int ServantMaxValue2, int ServantTired, 100, int ServantValue4, int ServantMaxValue4, int ServantValue5, int ServantMaxValue5, int ServantValue6, int ServantMaxValue6, int ServantValue7, int ServantMaxValue7, int ServantValue8, int ServantMaxValue8, bool ServantIsHire, int ServantCost, bool IsShow> Houses_GetServantLink( int Index ) => string Result1> Houses_GetSkyPlaylistDuration( ) => number Result1> Houses_GetSkyPlaylistIndex( ) => number Result1> Houses_GetSkyPlaylistInfo( number Index ) => number Result1, string Result2, string Result3> Houses_GetSkyPlaylistSize( ) => number Result1> Houses_GetSpaceInfo() => int Current, int Min, int Max, int FunctionID> Houses_GetTypeCount() => int Count> Houses_GetTypeInfo( int Index ) => string Name, string ImageACTField, bool Geted, bool HouseType> Houses_HangerSwap( int ItemDBID, int All (0/1) );> Houses_HideServant( int Index );> Houses_InFreeCamera( ) => bool Result1> Houses_IsFriend() => bool Result> Houses_IsOwner() => bool Result> Houses_IsPreviewingHouseStyle( ) => bool Result1> Houses_JumpMusicPlaylistToID( number OrgObjID )> Houses_JumpSkyPlaylistToID( number OrgObjID )> Houses_KickPlayer(int index)> Houses_LeaveHouse( )> Houses_PickupItem( int ParentID, int Index );> ~Houses_PreviewHouseOption( int Category, int Index )> Houses_PreviewHouseStyle( int Id )> Houses_ResetFurnitureMovementGridColor( )> Houses_ReturnHouse( )> Houses_ServantEventRequest( int Index );> Houses_ServantHireListRequest();> Houses_ServantHireRequest( int Index );> Houses_SetFocusFurnishingID( int FurnishingID );> Houses_SetFreeCamera( bool Enable )> Houses_SetFriendGet( int ContainerID, bool Value );> Houses_SetFriendPut( int ContainerID, bool Value );> Houses_SetFriendRegard(string Enter, string Leave, string Use)> Houses_SetFriendView( int ContainerID, bool Value );> Houses_SetFurnitureMovementGridColor( number R, number G, number B, number A )> Houses_SetPlaceFurnishingMode( bool Mode );> Houses_SetSelectFurnishingMode( bool Mode )> Houses_SetSkyPlaylistDuration( number Duration )> Houses_SkipMusicPlaylist( bool Arg1 )> Houses_SkipSkyPlaylist( bool Arg1 )> Houses_SummonHousekeeper( int Index )> Houses_SummonServant( int Index );> Houses_SwapMusicPlaylist( number Index1, number Index2 )> Houses_SwapSkyPlaylist( number Index1, number Index2 )> Houses_VisitHouseRequest( string HouseDBID, string Password );~ HouseTeleport();> Plant_Clear();> Plant_ClearItem( string Type );> Plant_Close();> 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_GetItmeInfo( string Type ) => string Texture, string Name, int Count, string Link> Plant_GetMaxPlantCount() => int Count> Plant_GetPlantCount() => int Count> Plant_GetProduct();> Plant_Grow( string Type );> Plant_Lock();> Plant_PickupItem( string Type );
Inspect Frame
> GetInspectGearScore( ) => number Result1> GetInspectIntroduce() => string Note> GetInspectWardrobeItemInfo( int EquipIndex ) => value Result1, value Result2, value Result3, value Result4, value Result5, value Result6, value Result7, value Result8, value Result9, value Result10, value Result11, value Result12, value Result13> NotifyInspect( unit ) => bool Result> NotifyInspectWardrobe( string Arg1 ) => bool Result1
Interface
> __WriteFile( string File )> AddAnimatedEmoji( number Pack, string Name, number FrameCount )> AddEmoji( number Pack, string Name )> CloseAllDropDownMenu( )> ContainString( number ObjGuid, string Text ) => bool Result1> 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>> debug_output( string Text )> debugprofilestop( ) => number Result1> DebugSpaceScope_Close( number Scope )> DebugSpaceScope_Open( string Arg1 ) => number Result1> DeleteUIComponent( string FrameName )> err_output( <Layout> or string )> FileExists( string Filename ) => bool Result1~ GC_SetAutoLocationSpell( bool );> GetDefaultLanguage();> GetEmojiPackInfoTable( ) => value Result1~ GetFrameAtMouse() => <Frame>> getglobal( string Global );> GetLocalizedDateFromToday( number DaysFromToday, bool TextMonth ) => string Result1> GetMacTime( number Type ) => string Result1, string Result2, string Result3, string Result4, string Result5> GetStringData( ) => value Result1> IsDev( ) => bool Result1> IsLogin( ) => bool Result1> LoadSavedContentFile( string FileName ) => value Result1, value Result2~ LowerString( string Text ) => string Result> PrintLog( string Arg1, string Arg2 )> ProfilerPop( )> ProfilerPush( string ZoneName )> ProfilerTimer_Start( )> ProfilerTimer_Stop( ) => number Result1~ ReloadTexture();> RunScript( string Script )> SaveClientSetting( )> SaveSavedContentFile( string FileName ) => bool Result1> SaveVariables( string Variable )> SaveVariablesPerCharacter( string Variable )> TEXT( string Text ) => string Text> TriggerCameraShake( number Arg1 )~ UpperString( string Text ) => string Result
Item Clipboard
> CanAutoDeleteCursorBagItem( ) => bool Result1> CursorHasItem() => bool Result> CursorItemType() => string Type { "bag", "bank", "equip", "trade", "action", "skill", "shop", "macro", "emote", "merchant", "house", "teleport", "guildbank", "guildfurniture", "SuitSkill", "SkillPlate", "SuitSkillequip", "CoolClothBag", "CoolSuit", "HappyPartner", "petegg" }> DeleteCursorItem();> GetCursorItemInfo() => int ItemPosition> ItemClipboard_Clear();
Key Binding
> DefaultBindingKey();> GetBindingKey( string Binding ) => string Key1, string Key2> GetBindings( int Index ) => string Header, string Name, string Key1, string Key2> GetNumBindings() => int Amount> SaveBindingKey();> SetBindingKey( string Binding, string Key1, string Key2 );
Login Bonus Frame
> LoginBonusClearCache( )> LoginBonusDisableTag() => bool Result> LoginBonusFrameVisible( bool Value )> LoginBonusGetDay( ) => number Result1> LoginBonusGetDescription( int ID ) => string Description> LoginBonusGetList( ) => value Result1> LoginBonusRequest();
Login Parent
> GetVersion() => string version> QuitGame();> SetCurrentScreen( string szCurrentScreen );> ShowError();
Loot Frame
> AssignOnLoot( int ItemVersion, string Name );> ClickBootyItem( int Index );> CloseBooty();> GetBootyItemInfo( int Index ) => string ItemIcon, string Name, int Count, int Quality, int id;> GetBootyItemLink( int Index ) => string Link> GetBootyNumItems() => int Count> GetLootAssignItemInfo( int Index ) => int ItemVersion, string Name, string ItemIcon, int Count, int Quality~ GetLootAssignItemLink( int Index ) => string Link> GetLootAssignItemSize() => int Size> GetLootAssignMember( int ItemVersion, int Index ) => string Member> GetLootMethod() => string Method { "master", "freeforall", "alternate" }> GetLootRollItemCount( int Arg1 ) => number Result1, number Result2, number Result3> GetLootRollItemInfo( int Index ) => string Name, string ItemIcon, int Count, int Quality, int Time, int itemId;~ GetLootRollItemLink( int Index ) => string Link> GetLootRollPlayerInfo( int Index, int Type ) => table Result1> GetLootThreshold() => int Quality> IsAutoTakeLoot() => bool Result> RollOnLoot( int ItemVersion, string Type { "roll", "greed", nil } );> SetAutoTakeLoot( bool Value );> SetLootAssignMember( string Member );> SetLootMethod( string Method { "master", "freeforall", "alternate" }, string MasterName );> SetLootThreshold( int Quality );
Macro Frame
> EditMacro( int Index, string Name, int Icon, string Text );> GetMacroIconInfo( int Index ) => string Icon> GetMacroInfo( int Index ) => int Icon, string Name, string Text> GetNumMacroIcons() => int Count> HasMacro( int Index ) => bool Result> PickupMacroItem( int Index )
Mail Frame
> ClickSendMailItemButton( int Index );> CloseMail();> DeleteInboxItem( int Index );> 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, int createTime, int timeAgo;> GetInboxItem( int Index, int ItemPosition ) => string Name, string Texture, int Count~ GetInboxItemLink( int Index, int ItemPosition ) => strign Link> GetInboxNumItems() => int Count> GetInboxText( int Index ) => string Text> GetSendGroupMailMoney( int Money );> GetSendMailGroupInfo( int Index ) => string Name, int Size> GetSendMailItem( int Index ) => string Name, string Texture, int Amount~ GetSendMailLink( int Index ) => string Link> GetSendMailMultiItemEnable() => bool Result> GetSendMailNumGroups() => int Size> GetSendMailPaperEnable() => bool Result> GetSnedMailNumPapers() => int Count> GetSnedMailPaper() => int Paper> InboxItemCanDelete( int Index ) => bool Result> ReturnInboxItem( int Index );> SendGroupMail( int Group, string Subject, string Body );> SendMail( string Target, string Subject, string Body, string Password );> SetSendMailCOD( int Money1, int Money2 );> SetSendMailMoney( int Money1, int Money2 );> SetSnedMailNextPaper();> SetSnedMailPaper( int Paper );> SetSnedMailPrevPaper();> TakeInboxItem( int Index, string Password )> UpdateSendMailGroup();
Maintain
> CreateMacroMaintainFrame();> OnAcceptClickMaintainFrame();> OnLoadMaintainFrame();> OnResetPosMaintainFrame();> OnUpdateMaintainFrame();
Merchant Frame
> CIMF_ClearHistory();> CIMF_CloseMall2();> CIMF_GetBadgeValues( ) => number Result1, number Result2, number Result3> CIMF_GetFilterInfo( int Index ) => int Ret, strign Name, int Count, int S1, int S2, int S3, int Expand> CIMF_GetFilterNums() => 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, s1, s2, s3> CIMF_GetItemRegularPrice( int PriceType, int OrgObjID, int ItemCount ) => number Result1> CIMF_GetListCount() => int Count> CIMF_GetListName( int Index ) => string Name~ int GUID = CIMF_GetNewbieItem( int Index );~ int GUID = CIMF_GetNewItem( int Index );> CIMF_GetNums() => int Count> CIMF_GetSortType( ) => number Result1, bool Result2> CIMF_GetStoreIndexs( ) => number Result1, number Result2, number Result3, number Result4, number Result5, number Result6, number Result7, number Result8, number Result9> CIMF_GetTopItem( int Index ) => int GUID> CIMF_MailGift( int ItemGUID, string TargetName, string Title, string Content );> CIMF_OpenMall2() => bool IsDisableSendGift> CIMF_ProcessCachedShopInfo( )> CIMF_SearchItem( string Keyword );> CIMF_SelectFilterIndex( int Index, int State );> CIMF_SelectType( int Type );> CIMF_SetHistory( int GUID );> CIMF_SetSortType( int SortType, bool Ascending )> CIMF_ShoppingBuy( int GUID, int Count );> GameBar_CanPlay() => bool Result> GameBar_GetHistory( int Index ) => string Texture, string Name, int Count, string Date, int cost, int ItemID> GameBar_GetHistorys() => int Count> GameBar_Stoped();> GameBarClose();> GC_RuneReload( bool Value );> GetGameBarCheck( int IsFreeInt, bool Paid )> GetGameBarFreeCount() => int FreeCount> GetGameBarFreeUnlockRemain( ) => number Result1> GetGameBarItemInfo( int Index ) => string Texture, int DBID, int Count> GetGameBarNormalFreeCount( ) => number Result1> GetGameBarPlayCost() => int Cost> GetGameBarPrestigeFreeCount( ) => number Result1> GetGameBarSkipFreeUnlockTimer( ) => bool Result1> GetGameBarStart( int IsFreeInt );> GetItemMallLink( int GUID ) => string Link> GetMerchantFilterInfo( int Index ) => int Ret, string Name, int Count, int S1, int S2, int S3, int Expand> GetMerchantFilterNums() => int Count> GetMerchantFilterType() => int Type> GetMerchantItemDetail( );> GetMerchantItemInfo( int Index ) => string Texture, int Price, int Count, string Name, int SellOut, int CostBonus, int Icon, int SellNum> GetMerchantItemLink( int Index ) => string Link> GetMerchantItemNums() => int Count> GetTeamDiscount( ) => number Result1> GetZShopURL() => string URL> IsEnableGameBar() => bool Result> IsEnableMerchant() => bool Result> IsEnableZShop() => bool Value> ItemExchangeRequest( string ItemSerial, string ItemKey );> ItemMallFrame_Open();> ItemMallHelpContent() => string Content> MF_ShoppingBuy( int Index );> OpenTopupPage( string URL );> RequestAssistent( )~ RequestDiasPromo();> RequestItemPromo( )> RequestPNC( )> SetMerchantFilterType( int Type );
Minimap
> GetCurrentGameTime() => int Time> GetDetailedGameTime( ) => number Result1> GetMinimapIconText( int ID ) => string IconText> GetMinimapPingPosition() => int X, int Y> GetMinimapShowOption( int ID ) => int ShowOption> GetTickCount() => int Tick> GetZoneName() => string ZoneName> GetZoneNameToken() => string ZoneNameToken> InitializeMiniMap( string ViewName, string MaskName, string PlayerCursor, string DuelRange, string IconName, int IconCount );> SetMinimapCameraCursorVisible( int Visible )> SetMinimapPingPosition( int X, int Y );> SetMinimapShowOption( int ID, int Set );> SetMiniMapVisible( int Visible { 0, 1 } );> SetMiniMapZoomValue( int Zoom );
NPC Track Frame
> NpcTrack_GetMax() => int NPCTrackMax> NpcTrack_GetNpc( int Index ) => int GUID, string Name, int MapID, int PosX, int PosZ> NpcTrack_Initialize( string ViewName, string PlayerTexture );> NpcTrack_SearchNpc( string Name, bool CaseInsensitivity ) => int Count> NpcTrack_SearchNpcByDBID( int DBID ) => int Count> NpcTrack_SearchQuestNpc( bool IgnoreLV, bool SameZone ) => int Count> NpcTrack_SetMapID( int ID );> NpcTrack_SetMax( int NPCTrackMax );> NpcTrack_SetTarget( int Index, int DBID, int R, int G, int B );> QuestTurnIn_RefreshScreenMarkers( )> SetTrackPlayerName( string Name )
Object Blood Bar
~ bool enabled = GC_GetBloodBarStack().~ bool enabled = GC_GetOBGuildVisible().~ bool enabled = GC_GetOBHPPercentVisible().~ bool enabled = GC_GetOBHPRawVisible().~ bool enabled = GC_GetOBLevelVisible().~ bool enabled = GC_GetPetBloodBar().~ GC_SetBloodBarStack( bool enable ).~ GC_SetOBGuildVisible( bool enable ).~ GC_SetOBHPPercentVisible( bool enable ).~ GC_SetOBHPRawVisible( bool enable ).~ GC_SetOBLevelVisible( bool enable ).~ GC_SetPetBloodBar( bool enable ).> OBB_ChangeTraget( int SpriteID )
Partner Frame
~ BuyHorseExBagPage();~ BuyPetExBagPage();~ GetHorseExBagPagePrice( int Index ) => int Price, bool Open~ GetHorseExBagPages() => int Pages~ GetPetExBagPagePrice( int Index ) => int Price, bool Open~ GetPetExBagPages() => int Pages> PartnerFrame_AddPartner( int Pos );> PartnerFrame_AddPetCollection( int Pos );> PartnerFrame_CallPartner( int Mode, int Index );> PartnerFrame_CanAddToPartner( int Pos );> PartnerFrame_GetPartnerBuff( int Mode, int Index ) => int Buff> PartnerFrame_GetPartnerCount( int Mode ) => int Count> PartnerFrame_GetPartnerInfo( int Mode, int Index ) => int Info> PartnerFrame_IsCanAddPetColletcion( int DBID ) => bool Show, bool Add> PartnerFrame_PickPartner( int Mode, int Index );> PartnerFrame_RemovePartner( int Mode, int Pos );> PartnerFrame_SetPartnerVehicleItem( int Mode, int Index )
Party Board Frame
> DeleteMyPBPost();> GetMyPBPostIndex() => int Index> GetMyPBPostType() => int Type> 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> PartyJoinResult( bool Value );> 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_GetServerLvLimit() => int MaxLV> PB_GetVocInfo( int Index ) => string Voc, int VocLV, string VocSub, int VocSubLV> PB_SetRaidInfo( int PartyIndex );> PB_UpdateMemberNum();> PB_UpdateVocAndLevel();> 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 );> 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 );> SendPartyJoinMsg( string LeaderName );> ShowNextPartyJoinRequest( )
Party Frame
> AcceptBattleGroup();> AcceptGroup();> DeclineBattleGroup();> DeclineGroup();> ExitInstance( )> GetInstanceDifficultyScale( ) => int Result1> GetInstanceLevel() => string Level { "easy","normal","hard","unknow" }> GetLeaderChannelID() => int ChannelID> GetNumPartyMembers() => int Count> GetNumRaidMembers() => int Count> GetPartyLeaderIndex() => int Index> GetPartyMember( int Index ) => string Name, bool IsOnline> GetRaidLeaderIndex() => int Index> GetRaidMember( int Index ) => string Name, bool IsOnline, bool IsAssistant> InPartyByName( string Name ) => bool Result> InRaidByName( string Name ) => bool Result> InviteByName( string Name );> InviteToParty( unit );> IsAssigner() => bool Result> IsHonorParty( ) => bool Result1> IsPartyLeader() => bool Value> IsRaidAssistant() => bool Result> IsRaidLeader() => bool Result> IsRaidMainAttack() => bool Result> IsRaidMainTank() => bool Result> LeaveParty();> MoveRaidMember( int Index, int Index2 );> PromoteToPartyLeader( unit );> RaidDegrade( int Index );> ResetInstance( )> ResetInstanceParty();> SetInstanceDifficultyScale( int Scale )> SetInstanceLevel( string Level { "easy","normal","hard" } );> SwitchToHonor( )> SwitchToRaid();> SwithRaidAssistant( int Index, bool Value );> SwithRaidMainAttacker( int Index, bool Value );> SwithRaidMainTank( int Index, bool Value );> UninviteByName( string Name );> UninviteFromParty( unit );
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
> CheckPetMixResult( int Index, int Pet1Index, int Pet2Index );> ClearPetFeedItem();> ClickPetCraftItem( int Index );> ClickPetFeedItem();> FeedPet( int Index );> GetEggIcon( int Index ) => string Icon> GetNextMergeResetTime() => int ResetTime> GetNowAbilityAssist( int Index, int Num ) => int Type, int Count> GetPetCraftItemInfo( int Index, int Position ) => string Name, string SkillType { "MINING", "WOOD", "HERB" }, int SkillLevel> GetPetCraftList( int Index ) => string Name1-n> GetPetEquipmentItem( int Index, string EQType { "tools", "stuff", "product1", "product2", "product3", "other1", "other2", "other3", "other4" } ) => string Name, string Icon, int Count, int id;~ GetPetEquipmentItemLink( int Index, string EQType { "tools", "stuff", "product1", "product2", "product3", "other1", "other2", "other3", "other4" } ) => string Link> GetPetFeedFoodItem( ) => string Result1, string Result2, number Result3, number Result4~ GetPetFeedFoodItemLink() => string Link> GetPetFeedItem( int Index ) => string Teture, int Count, int id;~ GetPetFeedItemLink( int Index ) => string Link> 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> GetPetItemExperience( int Index ) => int EXP, int MaxEXP~ GetPetItemFaceOff( int slotNumber ) => int ImageID> GetPetItemGrowth( int Index, string Key { "STR", "STA", "AGI", "INT", "MND" } ) => int Value> GetPetItemLevel( int Index ) => int Level> GetPetItemName( int Index ) => string Name> GetPetItemNumSkill( int Index ) => int Count> GetPetItemProperty( int Index ) => int Property> GetPetItemSkillInfo( int Index, int Position ) => string Name, string Image, bool IsLearnt, bool IsTopLevel, int PowerLevel, int Point, int Level, bool CanLearn, int id;> GetPetItemSkillPoint( int Index ) => int SkillPoint, int TotalSkillPoints> GetPetLifeSkillInfo( int Index, string SkillType { "MINING", "WOOD", "HERB" } ) => int LifeSkill~ GetPetLink( int Index ) => string Link> GetPetMixDayMergeCount( int Index ) => int Max, int Count> GetPetMixModeOneValue( int Pet1Index, int Pet2Index, string Key { "TALENT", "UNDERGO", "EXP", "STR", "STA", "AGI", "INT", "MND" } ) => int Del, int Total> GetPetMixModeSwitchGood();> GetPetMixModeTwoValue( int Pet1Index, int Pet2Index, int Pet3Index, string Key { "TALENT", "UNDERGO", "EXP", "STR", "STA", "AGI", "INT", "MND" } ) => int Del, int Total> GetPetNumCraftItems( int Index ) => int Count> GetPetNumPossibleProductItems( int Index, int Position ) => int Count> GetPetPossibleProductItemDetail( int Index, int Position, int ItemIndex ) => string Name, string Icon, int DropCount, int id;~ GetPetPossibleProductItemLink( int Index, int Position, int ItemIndex ) => string Link~ GetPetSkillLink( int Index, int SkillIndex ) => string Link> GetPetTalentSkillInfo( int Index, int SkillIndex ) => string Icon, int id;~ GetPetTalentSkillLink( int Index, int SkillIndex ) => string Link> GetPetTalentSkillNum( int Index ) => int Count> HasPetCraftHarvest( int Index ) => bool Result> HasPetItem( int Index ) => bool Result> IsPetCraftingStart( int Index ) => bool Result> IsPetCraftProduct( int Index );> IsPetItemSkillLearn( int Index, int Position ) => bool Result> IsPetMixEventErr( int Index );> IsPetStarUse( int Position );> IsPetStateTrue( int Index1, int Index2, int Index3 );> IsPetSummoned( int Index ) => bool Result> PetCraftHarvest( int Index );> PetCraftingStart( int Index, int Position );> PetCraftingStop( int Index );> PetIsSummon();> PetItemLearnSkill( int Index, int Position );> ReleasePet( int Index );> ResetPetMergeTime();> ReturnPet( int Index );> SendPetEventSelection( int Selection );> SetPetFeedItem( int Index ) => string Texture, int Count> SetPetItem( int Index );> SetPetItemName( int Index, string Name );> SetPetMix( int Pet1Index, int Pet2Index, int Pet3Index );> SummonPet( int Index );> SwapPetSlot( int FromIndex, int ToIndex )> TakeoutPetItem( int Index );> TravelPet( int Index );
Phantom Frame
> GetAllPhantom() => [ [ int TableKey, int ObjID ], ... ]> GetBodyItemCount( int ObjID ) => int Count> GetEquipPhantom() => int Result1, int Result2> GetItemQuality( int ObjID ) => int Quality> GetObjImage( int ObjID ) => string Image> GetObjName( int ObjID ) => string Name> GetObjShortNote( int ObjID ) => string Note> GetPhantomAbility( int ObjID, int IDx ) => int First, string Second~ GetPhantomColor() => int Color> GetPhantomComboSkill() => int Result> GetPhantomImage( int ObjID ) => string Image> GetPhantomLevel( int ObjID ) => int Level> GetPhantomLevelUpMaterial( int ObjID ) => [ [ int TableKey, int Material ], ... ]~ GetPhantomLink() => string Link> GetPhantomMaxLevel( int ObjID ) => int MaxLevel~ GetPhantomMob() => int ObjID> GetPhantomRank( int ObjID ) => int Rank> GetPhantomRankUpCost( int ObjID ) => int Result> GetPhantomRankUpMaterial( int ObjID ) => int Result> IsMagicBase( int ObjID ) => bool Result> PasteMagicCollectToClipboard( int ObjID );> PhantomEquip( int Slot, int ObjID );> PhantomLevelUp( int ObjID );> PhantomRankUp( int ObjID );> PhantomSummon( int ObjID );> SetPhantomCall( int ObjID );> SetPhantomFlag( <Layout> );> SetPhantomTab( <Layout> );
Prestige
> ~Get_MAX_PRESTIGE_LEVEL_( ) => number Result1> ~Prestige_AcceptPrestigePolicy( )> ~Prestige_AcceptPrestigePolicyNew( )> ~Prestige_ActivateFreePrestige( )~ Prestige_BuyBenefit(int BenefitGuid);~ Prestige_BuyExperienceOrCoinPrice(int Exp, int Coin) => int Price~ Prestige_BuyExperienceOrCoinRequest(int Exp, int Coin);> ~Prestige_BuyExpMaxPackage( int Experience, int PacketCount ) => number Result1, number Result2~ Prestige_BuyLevelRequest(int level);~ Prestige_BuyPrestige(int PrestigeType, int AddDays);~ Prestige_BuyRankRequest(int RankType);> ~Prestige_BuyShopItem( int Tab, int Serial, int PackCount )> ~Prestige_CheckPrestigeGiftSub( int PrestigeType, int Price, bool Free, string BuyerName )> ~Prestige_FreePrestigeActivated( ) => bool Result1> ~Prestige_GetActiveExpAndCointItem( ) => number Result1, number Result2> ~Prestige_GetBaseTableRows( ) => table Result1~ Prestige_GetBenefitAttributeValue(int Type, bool FromPrestige) => float AttributeValue> ~Prestige_GetBenefitName( int BenefitGuid ) => string Result1~ Prestige_GetBenefitsGroupByType() => { table [1..n] { BenefitGuids .. n } }> ~Prestige_GetChargeCount( int Arg1 ) => number Result1~ Prestige_GetCoinCountForRankUnlockFromLevel(int level) => int CoinCountForRankUnlockFromLevel~ Prestige_GetCoinRewardInfo(int rewardLevel, int rewardIndex) => table RewardInfo { table { int RewardPosition, bool RewardReceived, bool PreviousRewardReceived, bool RewardAvailable, bool HaveBenefit, int RewardCoinCount }, ... }}~ Prestige_GetCoinRewardRequest(int level, int index);> ~Prestige_GetCurrentSeason( ) => number Result1> ~Prestige_GetGiftItem( int Tab, int Serial )~ Prestige_GetItemRewardInfo(int rewardLevel, int rewardIndex) => table RewardInfo { table { int RewardPosition, bool RewardReceived, bool PreviousRewardReceived, bool RewardAvailable }, ... }}~ Prestige_GetItemRewardRequest(int level, int index);> ~Prestige_GetLeftTime( ) => string Result1, string Result2, string Result3, number Result4, bool Result5> ~Prestige_GetMinLvlForFreeSubs( ) => number Result1~ Prestige_GetOldTitleAttributes() => string OldTitleAttributes> ~Prestige_GetPermamentPrestigeInfo( ) => bool Result1, number Result2~ Prestige_GetPlayTime() => int PlayTime> ~Prestige_GetPncDiaPrestigeRate( ) => number Result1~ Prestige_GetPrestige() => Array> ~Prestige_GetPrestigeGift( ) => table Result1> ~Prestige_GetPrestigePolicy( ) => bool Result1> ~Prestige_GetPrestigePolicyNew( ) => bool Result1> ~Prestige_GetPrestigeQuestionStatus( int Arg1 ) => bool Result1, bool Result2> ~Prestige_GetPrestigeShopItems( ) => table Result1~ Prestige_GetPrestigeType() => int PrestigeType~ Prestige_GetQuestsData() => Array~ Prestige_GetRewards() => table Rewards { table [1...n] { table Rewards{ table [1...n] { int RewardPosition, bool CoinRecived, bool ItemRecived, int CoinCount, int ItemGuid, bool Available } }, bool AllRecived }}> ~Prestige_GetSendGiftAccept( )> ~Prestige_GetSendGiftCancel( )> ~Prestige_GetTableRows( string Filter, bool BasicBenefit ) => table Result1~ Prestige_GetTime() => string Day, string Hour, string Minute~ Prestige_InitAllData();~ Prestige_IsAnonymousSale() => bool IsAnonymousSale> ~Prestige_IsBenefitActive( int Arg1 ) => bool Result1> ~Prestige_IsShowBoss( ) => bool Result1> ~Prestige_IsShowElite( ) => bool Result1> ~Prestige_IsShowResource( ) => bool Result1> ~Prestige_IsShowWorldBoss( ) => bool Result1> ~Prestige_PaidCompleteQuestNew( bool Quest1, bool Quest2, bool Quest3, bool Quest4, bool Quest5 )~ Prestige_PrestigeAvailable() => bool PrestigeAvailable> ~Prestige_PrestigeQuestionCollectRewards( )~ Prestige_RequestUseBenefit(int BenefitGuid);> ~Prestige_SeasonInfo( int PrestigeType ) => table Result1> ~Prestige_SendGIft( int PrestigeType, int Price, bool Free, string BuyerName )~ Prestige_SetAnonymousSale(bool IsAnonymousSale);> ~Prestige_SetPrestigeQuestionStatus( int Arg1, bool Correct )> ~Prestige_SetShowBoss( bool Arg1 )> ~Prestige_SetShowElite( bool Arg1 )> ~Prestige_SetShowResource( bool Arg1 )> ~Prestige_SetShowWorldBoss( bool Arg1 )
Public Encounter Frame
> PE_EventIntoSendValue( int PEIndex, int Index ) => int Kind, int Type, int Value, string POBName, int Doorsill> PE_GetInfo( int PEIndex ) => string PEName, string PEFrameMessage, string PHName, int Score, int POBCount, bool IsScoreVisible> PE_GetMessage( int Index ) => string Message> PE_GetPEIndex( int Index ) => int PEIndex> PE_GetPEMessage() => string Message> PE_GetPEName() => string PEName, string PHName> PE_GetPEScore() => int Score> PE_GetPOBInfo( int PEIndex, int POBIDx ) => string POBName, int Type, int Kind, int NowValue, int Doorsill> PE_GetSFCount() => int Successful, int Failed> PE_GetSimpleDataForZone( int ZoneID ) => number Result1> PE_RequestPublicEventDataForZone( int ZoneID )> POB_GetMessage( int PEIndex, int Inde2, int Kind ) => string Key
Quest Book
~ bool CanAccept = CanAcceptQuest( int questID );~ CheckAcceptQuest( int QuestID ) => int Result> CheckFlag( int FlagID ) => int Result> CheckQuest( int QuestID ) => int Result~ bool hasTitle = CheckTitle( int titleID );> DeleteQuestByID( int QuestID );> GetCurrentVocLV() => int Level> GetNPCVisible( int OrgObjID ) => bool Result1, bool Result2> GetNumQuestBookButton_QuestBook() => int TotalQuest> GetQuestCatalogInfo( int index ) => string CatalogName~ int npcID = GetQuestEndNPC( int questID );> 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, int zoneId;~ int iCheck_LV = GetQuestLevelByIndex(int iType, int iIndex);~ int npcID, npcID2, ... = GetQuestStartNPC( int questID );> GetQuestTrack( int index ) => ( index == -1: int TrackSize ) / ( int Count );~ int ExpRate, int TpRate, int MoneyRate = GetServerRates();> GetVocLV( int index ) => int Level> Quest_GetQuestRequest()> 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~ GetQuestSpirit_QuestDetail();> GetQuestStatus_QuestDetail() => int Status> GetQuestTP_QuestDetail() => int Tp- IsQuestComplete_QuestDetail();> ProcessQuest();> Quest_GetQuestDetail( int QuestGuid, int QuestType, number Hyperlink ) => string Result1, string Result2, number Result3, string Result4> 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> GetQuestID_QuestDetail (int OrgObjID);~ GetQuestIdByIndex( int Type, int index ) => int QuestID> GetQuestNameByIndex( int Type, int index ) => string Name, bool Daily, int QuestGroup, bool Tutor~ GetSpeakDetail(int 0/1 Hyperlinked) => string Name> NPCID = GetSpeakObjID();> GetSpeakObjName() => string Name> GetSpeakOption( int index ) => string Text, int Icon, string iconPath;> GetSpeakTitle() => string Name> OnClick_QuestListButton( int Type, int index );- OnLoad_QuestList()
Quest Track
> Daily_count() => int FinishCount, int Count> GetDailyCount( ) => number Result1, number Result2> GetQuestId( int QuestIndex ) => int QuestID> GetTargetSource( int QuestIndex, int ItemCount, int index ) => int Return1, int Return2, int Return3, string Str1, string Str2, int QT_Stop> InitializeQuestTrackFrame( string ViewName, string PlayerTexture );> IsDailyQuest( int QuestIndex ) => int DailyNum> QuestName( int QuestIndex ) => string QuestName
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, int currency> 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
Select Reward
~ SelectReward_GetItems() => table Items { [i..n] { int Guid, string Icon, string Name, int Count, bool Avalaible, int Index } }~ SelectReward_GetString(int index) => string Value~ SelectReward_Select(int guid, int index);
Skill Book
> CastSpellByID( number ID, string Arg2 )> CastSpellByName( string Name );> DragSkillButton( int Type, int Index );> GetNumSkill( int Type ) => int Count> GetSkillBaseConsumption( int Type, int Index ) => number Result1, number Result2, number Result3, number Result4> 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> GetSkillRequirement( int Type, int Index ) => number Result1, number Result2, number Result3, number Result4> 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
> AddFriend( friendType, string Name, optional int GroupID );> AddSocalGroup( friendType, string Name );> AskPlayerInfo( string Name );> AskPlayerInfo_Tooltip( string Name ) => bool Result1, bool Result2~ 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> GetPlayerInfo( string Name, int Arg2, int Arg3 )~ GetPriceRelationsLimitEx( int index ) => int Price, bool Open~ string HexColor = GetRelationshipColor( int RelationIndex )~ 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> IsPlayerOnline( string Name ) => bool Result1> 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
~ int count = Rankings_GetCategoriesCount();~ int category, string keyStr = Rankings_GetCategoryInfo(int categoryIndex);~ int category, int group, string keyStr = Rankings_GetGroupInfo(int categoryIndex, int groupIndex);~ int count = Rankings_GetGroupsCount(int categoryIndex);~ bool IsHide = Rankings_GetIsHide();~ int category, int group, int item, string keyStr, int itemCount, int refreshTime, string creationDate, bool isRecord, bool isAccumulate, bool isZoneChange, bool isUnique, bool isGear, bool isBG, bool isEvent, bool isDeck, bool isHouse, bool isTime, bool isPercent, bool isHeader, bool isTitle = Rankings_GetItem(int item);~ int category, int group, int item, string keyStr, int order = Rankings_GetItemInfo(int categoryIndex, int groupIndex, int itemIndex);~ int rank, int score, string name, string guild, int voc, int lv, int voc_sub, int lv_sub = Rankings_GetItemRow(int item, int index);~ int count = Rankings_GetItemsCount(int categoryIndex, int groupIndex);~ int rank, int score = Rankings_GetMyItem(int item);> Rankings_LoadItem( int Item, number Min, number Max )~ Rankings_SetIsHide( bool IsHide );
Store Frame
> ClickRepairAllButton();> ClickRepairButton();> CloseStore();> GetEquipmentRepairAllMoney() => int Money> GetEquipmentRepairMoney( int index ) => int Money> GetStoreBuyBackItemInfo( int index ) => string Icon, string Name, int Money, int Count, int itemId> 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, int itemId, SellProduce, SellMax;> GetStoreSellItemLink( int index ) => string ItemLink> GetStoreSellItems() => int Count> IsStoreCanFix() => bool Result;~ OpenStorePreview( int ShopObjID );> PickupStoreBuyBackItem( int index );> PickupStoreSellItem( int index );> ~ShopFind( int ShopObjID ) => value Result1, value Result2> StoreBuyBackItem( int index );> StoreBuyItem( int index, int Count );> StoreSellBagItem( int Pos ) => value Result1
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, int id;~ 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, int id;> SoubleSuitSkill( int index );
SYS Audio Settings
> ActionsSFXVolumeSlider_GetValue( ) => number Result1> ActionsSFXVolumeSlider_SetValue( number Volume )> AmbienceVolumeSlider_GetValue() => float Value> AmbienceVolumeSlider_SetValue( float Value );> AttackSFXVolumeSlider_GetValue( ) => number Result1> AttackSFXVolumeSlider_SetValue( number Volume )- BlinkEnableCheckButton_IsChecked();- BlinkEnableCheckButton_SetChecked();> DialogueVolumeSlider_GetValue( ) => number Result1> DialogueVolumeSlider_SetValue( number Volume )> InterfaceSFXVolumeSlider_GetValue() => float Value> InterfaceSFXVolumeSlider_SetValue( float Value );> IsEnabledBackgroundAudio( ) => bool Result1> MasterVolumeSlider_GetValue() => float Value> MasterVolumeSlider_SetValue( float Value );- MicDropDown_GetSelected();- MicDropDown_SetSelected();- MicEnableCheckButton_IsChecked();- MicEnableCheckButton_SetChecked();- MicMode_GetSelected();- MicMode_SetSelected();- MicSensitivitySlider_GetValue();- MicSensitivitySlider_SetValue();- MicVolumeSlider_GetValue();- MicVolumeSlider_SetValue();> MusicFrequencySlider_GetValue() => float Value> MusicFrequencySlider_SetValue( float Value );> MusicVolumeSlider_GetValue() => float Value> MusicVolumeSlider_SetValue( float Value );> PingVolumeSlider_GetValue( ) => number Result1> PingVolumeSlider_SetValue( number Volume )> SetEnabledBackgroundAudio( bool IsChecked )> SoundFXVolumeSlider_GetValue() => float Value> SoundFXVolumeSlider_SetValue( float Value );- SpeakerDropDown_GetSelected();- SpeakerDropDown_SetSelected();- SpeakerVolumeSlider_GetValue();- SpeakerVolumeSlider_SetValue();> SpecialSFXVolumeSlider_GetValue( ) => number Result1> SpecialSFXVolumeSlider_SetValue( number Volume )> VivoxPrintDebugMessage( ) => string Result1- 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 );~ RotateSpeedSlider_GetValue();~ RotateSpeedSlider_SetValue(float 0.01-1);> 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_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_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 );> 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();~ bool tradable = GetItemTradeState(string itemLink);> 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_ClearPartnerVehicleItem( )> 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_SetPartnerVehicleItem( int Index )> BS_SetPlayer( <Model>, bool defaultGear = true, bool hideGear = false );> BS_SetPlayerBoneScale( int index, int BoneScale );> BS_SetSkinColor( float r, float g, float b, bool Set );> BS_SetVehicle( table );> BS_VehicleItemColorApply( float r, float g, float b, float a );> BSF_number2RGBA( int Color ) => float r, float g, float b, float a> BSF_RGBA2number( float r, float g, float b, float a ) => int Color> CursorSizeSlider_GetValue( ) => int Result1> CursorSizeSlider_SetValue( int Arg1 )> FogDistanceSlider_GetValue( ) => number Result1> FogDistanceSlider_SetValue( number NewFogDistance )> FPSLimit_GetValue( ) => number Result1> FPSLimit_SetValue( number NewFPSLimit )> GameTooltip_GetObjectTypeLabel( int ObjectID ) => string Result1> GameTooltip_GetType( ) => number Result1> GameTooltip_RequestDrawOutRuneFromIconTooltip( int RuneId, string TipName? ) => bool Result1> GameTooltip_SetDurabilityDecimal( number Decimals )~ GameTooltip_SetIDColor( float R 0-1, float G 0-1, float B 0-1 );> GameTooltip_SetSysTips( value Arg1, int Index )> GameTooltip_SetUpdate( )> GC_GetAddOnsPath( string FileName ) => string Path> GC_GetAllSCTVisible() => bool Enabled~ GC_GetAlwaysQuestMark() => bool Enabled> ~GC_GetAutoLocationSpell( ) => bool Result1> GC_GetBloodBar() => bool Enabled> GC_GetBloodBarDistance() => int Distance> GC_GetBloodBarPercColor( ) => bool Result1~ GC_GetBmpScreenshot() => bool Enabled> GC_GetBossCastWarningRegion( ) => bool Result1> GC_GetCameraFollowEnable() => bool Enabled> GC_GetCameraReverseEnable() => bool Enabled> GC_GetCameraSelectTarget() => bool Enabled> ~GC_GetCastWarningDecalTexture( ) => bool Result1~ GC_GetChatTimeStamp() => bool Enabled> ~GC_GetConstantCastWarningRegion( ) => bool Result1~ GC_GetDetailedSCTVisible() => bool Enabled~ GC_GetDisableCensorship() => bool Enabled> GC_GetDisabledDisplayNPCTalk( )> GC_GetEnabledCensorship( ) => bool Result1> GC_GetEnabledDisplayNPCTalk( ) => value Result1> GC_GetEnabledHousemaidTalks( ) => bool Result1> GC_GetEnabledNpcSpeakBubbles( ) => bool Result1> GC_GetEnabledPetTalks( ) => bool Result1> GC_GetEnabledPlayerSpeakBubbles( ) => bool Result1> GC_GetEnemyCastBarVisible( ) => bool Result1~ GC_GetForceAltTooltip() => bool Enabled> GC_GetGlobalPath( string FileName ) => string Path> GC_GetGoodCastWarningRegion( ) => bool Result1> GC_GetGoodCastWarningRegionColor( )> GC_GetGuildVisible() => bool Enabled~ bool enabled = GC_GetHideHousemaidTalks().~ bool enabled = GC_GetHidePetTalks().> ~GC_GetHoverInteractHighlight( ) => int Result1~ GC_GetHyperlinkOverlay() => bool Enabled> GC_GetLButtonCameraRotateEnable() => bool Enabled> GC_GetLButtonCancelTarget() => bool Enabled> GC_GetLocalPath( string FileName ) => string Path> GC_GetMergeExtendEffect( ) => bool Result1> GC_GetMOBBloodBar() => bool Enabled> GC_GetMouseMoveEnable() => bool Enabled> ~GC_GetNormalNPCCastWarningRegion( ) => bool Result1> GC_GetNpcBloodBar() => bool Enabled> GC_GetNPCCastBarVisible( ) => bool Result1> GC_GetNPCCastWarningCastColor( )> GC_GetNPCCastWarningRegion( )> GC_GetNPCCastWarningRegionColor( )> GC_GetNPCStatusNameColor( ) => bool Result1> GC_GetNPCStatusNameColorFear( )> GC_GetNPCStatusNameColorSilenced( )> GC_GetNPCStatusNameColorStun( )> GC_GetNPCTitleVisible() => bool Enabled> GC_GetOBTitleVisible() => bool Enabled> GC_GetPartyWorldPingModelScale( ) => number Result1> GC_GetPartyWorldPingNameplateVisible( ) => bool Result1> GC_GetPCBloodBar() => bool Enabled> GC_GetPetCastWarningRegion( ) => bool Result1> GC_GetPlayerCastBarVisible( ) => bool Result1> GC_GetPlayerCastRegion( ) => bool Result1> GC_GetPlayerCastRegionColor( )> GC_GetPlayerCastWarningCastColor( )> GC_GetPlayerTitleVisible() => bool Enabled> GC_GetPrestigeAchieveNotification( ) => bool Result1> GC_GetPrestigeTooltipProgress( ) => bool Result1> ~GC_GetQuestTurnInMarkerMaxHorzDist( ) => number Result1> ~GC_GetQuestTurnInScreenMarkerSize( ) => number Result1> ~GC_GetQuestTurnInScreenProjHeadOffsetY( ) => number Result1> GC_GetQuestTurnInWorldCompass( ) => bool Result1> GC_GetRButtonCancelTarget() => bool Enabled> GC_GetSelfBloodBar() => bool Enabled> GC_GetSelfCastBarVisible( ) => bool Result1> GC_GetSelfCastEnable() => bool Enabled~ GC_GetSelfSCTVisible() => bool Enabled> GC_GetSelfTitleVisible() => bool Enabled> GC_GetServerSaveClientData() => bool Enabled> GC_GetShowGemePromrt() => bool Enabled~ bool isEnabled = GC_GetShowInteract();> GC_GetShowInteractHighlight( ) => int Result1> GC_GetTitleIconVisible() => bool Enabled> GC_GetTitleVisible() => bool Enabled~ GC_GetTranslateHyperlink() => bool Enabled> ~GC_GetTriggerCastWarningRegion( ) => bool Result1> GC_Load();> GC_OpenWebRadio( string WebLink );> GC_Save();> GC_SetAllSCTVisible( bool Enabled );~ GC_SetAlwaysQuestMark( bool Enabled );> GC_SetBloodBar( bool Enabled );> GC_SetBloodBarDistance( int Distance );~ GC_SetBloodBarPercColor(bool enable);~ GC_SetBmpScreenshot( bool Enabled );> GC_SetBossCastWarningRegion( bool Enable )> GC_SetCameraFollowEnable( bool Enabled );> GC_SetCameraReverseEnable( bool Enabled );> GC_SetCameraSelectTarget( bool Enabled );> ~GC_SetCastWarningDecalTexture( bool Enable )~ GC_SetChatTimeStamp( bool Enabled );> ~GC_SetConstantCastWarningRegion( bool Enable )~ GC_SetDetailedSCTVisible( bool Enabled );~ GC_SetDisableCensorship( bool Enabled );> GC_SetDisableDisplayNPCTalk( bool Enabled );> GC_SetEnabledCensorship( bool Enable )> GC_SetEnabledDisplayNPCTalk( bool Arg1 ) => value Result1> GC_SetEnabledHousemaidTalks( bool Enable )> GC_SetEnabledNpcSpeakBubbles( bool Enable )> GC_SetEnabledPetTalks( bool Enable )> GC_SetEnabledPlayerSpeakBubbles( bool Enable )> GC_SetEnemyCastBarVisible( bool Eable )~ GC_SetForceAltTooltip( bool Enabled );> GC_SetGoodCastWarningRegion( bool Enable )> GC_SetGoodCastWarningRegionColor( )> GC_SetGuildVisible( bool Enabled );~ GC_SetHideHousemaidTalks( bool enabled ).~ GC_SetHidePetTalks( bool enabled ).> ~GC_SetHoverInteractHighlight( int Mode )~ GC_SetHyperlinkOverlay( bool Enabled );> GC_SetLButtonCameraRotateEnable( bool Enabled );> GC_SetLButtonCancelTarget( bool Enabled );> GC_SetMergeExtendEffect( bool Enable )> GC_SetMOBBloodBar( bool Enabled );> GC_SetMouseMoveEnable( bool Enabled );> ~GC_SetNormalNPCCastWarningRegion( bool Enable )> GC_SetNpcBloodBar( bool Enabled );> GC_SetNPCCastBarVisible( bool Eable )> GC_SetNPCCastWarningCastColor( )> GC_SetNPCCastWarningRegion( )> GC_SetNPCCastWarningRegionColor( )> GC_SetNPCStatusNameColor( bool Enable )> GC_SetNPCStatusNameColorFear( )> GC_SetNPCStatusNameColorSilenced( )> GC_SetNPCStatusNameColorStun( )> GC_SetNPCTitleVisible( bool Enabled );> GC_SetOBTitleVisible( bool Enabled );> GC_SetPartyWorldPingModelScale( number Arg1 )> GC_SetPartyWorldPingNameplateVisible( bool Enable )> GC_SetPCBloodBar( bool Enabled );> ~GC_SetPetCastWarningRegion( bool Enable )> GC_SetPlayerCastBarVisible( bool Eable )> GC_SetPlayerCastRegion( bool Enable )> GC_SetPlayerCastRegionColor( )> GC_SetPlayerCastWarningCastColor( )> GC_SetPlayerTitleVisible( bool Enabled );> GC_SetPrestigeAchieveNotification( bool Enable )> GC_SetPrestigeTooltipProgress( bool Enable )> ~GC_SetQuestTurnInMarkerMaxHorzDist( number Arg1 )> ~GC_SetQuestTurnInScreenMarkerSize( number Arg1 )> ~GC_SetQuestTurnInScreenProjHeadOffsetY( number Arg1 )> ~GC_SetQuestTurnInWorldCompass( bool Enable )> GC_SetRButtonCancelTarget( bool Enabled );> GC_SetSelfBloodBar( bool Enabled );> GC_SetSelfCastBarVisible( bool Eable )> GC_SetSelfCastEnable( bool Enabled );~ GC_SetSelfSCTVisible( bool Enabled );> GC_SetSelfTitleVisible( bool Enabled );> GC_SetServerSaveClientData( bool Enabled );> GC_SetShowGemePromrt( bool Enabled );> ~GC_SetShowInteract( bool Enable )> GC_SetShowInteractHighlight( int Mode )> GC_SetTitleIconVisible( bool Enabled );> GC_SetTitleVisible( bool Enabled );~ GC_SetTranslateHyperlink( bool Enabled );> ~GC_SetTriggerCastWarningRegion( bool Enable )> GetDoodadDistance( ) => number Result1> GetHidePlayerCount( ) => number Result1~ GetMoneyColor( int index ) => string HexColor (8 chars)> GetTeachInfo( int Index ) => int ID, string TypeStr, string WikiURL, int FlagIndex, bool IsCustom> GetTextureUV( int Width, int Height ) => float TU, float TV, int TextureWidth, int TextureHeight> GSF_GetMineObjectTitleVisible( ) => bool Result1> ~GSF_GetObjectTitleVisible( ) => bool Result1> GSF_GetQuestObjectTitleVisible( ) => bool Result1> GSF_SetMineObjectTitleVisible( bool Eable )> ~GSF_SetObjectTitleVisible( bool Eable )> GSF_SetQuestObjectTitleVisible( bool Eable )> IsAllowHoldingActionBar( ) => bool Result1~ bool isEnabled, isAvailable = IsBoostFPS();> IsCrowdedArea( ) => bool Result1> IsDisableCameraCollisionForClusters( ) => bool Result1> IsEnabledGhostTrail( ) => bool Result1> IsEnabledLootEffects( ) => bool Result1> IsEnabledMobsEffect( ) => bool Result1> IsEnabledOtherPlayerEffect( ) => bool Result1> IsEnabledOverhealEffect( ) => bool Result1> IsEnabledPets( ) => bool Result1> IsEnabledRandomCostumeEffect( ) => bool Result1> IsEnabledSelfPlayerEffect( ) => bool Result1> IsEnabledSigils( ) => bool Result1> IsEnabledTransformationEffect( ) => bool Result1> IsEnabledWeaponGlow( ) => bool Result1> IsHideOverhealEffect( )~ bool enabled = IsHideSigils();> IsPlayerOcclusionSilhouette( ) => bool Result1> IsShowFarObjects( ) => bool Result1> IsWindowed( ) => bool Result1> ~MotionBlurCheckButton_IsChecked( ) => bool Result1> ~MotionBlurCheckButton_SetChecked( bool IsChecked )> ~MotionBlurStrengthSlider_GetValue( ) => number Result1> ~MotionBlurStrengthSlider_SetValue( number NewStrength )> ParticleMaxCount_GetValue( ) => int Result1> ParticleMaxCount_SetValue( int NewMaxCount )> ParticleMaxPerEmitter_GetValue( ) => int Result1> ParticleMaxPerEmitter_SetValue( int NewMaxPerEmitter )~ int colorInt = RGBtoInt( float R 0-1, float G 0-1, float B 0-1 );> RotatingCursorCheckButton_IsChecked( ) => bool Result1> RotatingCursorCheckButton_SetChecked( bool IsChecked )> RunGlobalePlot( int index );~ string timeString = SecondsToTime( int seconds );> SetAllowHoldingActionBar( bool Enable )~ SetBoostFPS( bool enable );> SetDisableCameraCollisionForClusters( bool IsChecked )> SetDoodadDistance( number DoodadDistance )> SetEnabledGhostTrail( bool IsChecked )> SetEnabledLootEffects( bool IsChecked )> SetEnabledMobsEffect( bool IsChecked )> SetEnabledOtherPlayerEffect( bool IsChecked )> SetEnabledOverhealEffect( bool IsChecked )> SetEnabledPets( bool IsChecked )> SetEnabledRandomCostumeEffect( bool IsChecked )> SetEnabledSelfPlayerEffect( bool IsChecked )> SetEnabledSigils( bool IsChecked )> SetEnabledTransformationEffect( bool IsChecked )> SetEnabledWeaponGlow( bool IsChecked )> SetHideOverhealEffect( )> SetHidePlayerCount( number PlayerCount )~ SetHideSigils( bool enable );> SetObjectPopupAlpha( number A )~ SetObjectPopupColor( float A 0-1, float R 0-1, float G 0-1, float B 0-1 );> SetPlayerOcclusionSilhouette( bool IsChecked )> SetShowFarObjects( bool IsChecked )> Sys_ApplyGraphicPresetByIndex( int Arg1 ) => bool Result1> SYS_DispSet_GetWindowMode( ) => number Result1> Sys_GetCameraFOV( ) => number Result1> Sys_GetDefaultSettingsValues( ) => table Result1> SYS_GetMultisampleIndex( ) => number Result1> SYS_GetMultisampleModeSampleCount( int Idx ) => number Result1> SYS_GetNumMultisampleModes( ) => number Result1> SYS_GetResolutionIndex( ) => number Result1> Sys_GetShadowDistance( ) => number Result1> Sys_GetShadowEntityTypes( ) => table Result1> Sys_GetShadowGamma( ) => number Result1> Sys_GetShadowQuality( ) => number Result1> Sys_GetShadowType( ) => number Result1> Sys_GetTerrainShader( ) => bool Result1> SYS_GraphicsCard_CurrentAdapter( ) => string Result1> SYS_GraphicsCard_GetAdapterByIndex( number Index ) => string Result1> SYS_GraphicsCard_GetAdapterCount( ) => number Result1> SYS_LoadDisplaySettings( )> Sys_SetBorderlessWindowedMode( )> Sys_SetCameraFOV( number Fov )> Sys_SetFullScreenMode( )> SYS_SetMultisampleIndex( int Index )> SYS_SetResolutionIndex( int Index )> Sys_SetShadowDistance( number ShadowDistance )> Sys_SetShadowEntityTypes( string EntityType, bool Static )> Sys_SetShadowGamma( number ShadowGamma )> Sys_SetShadowQuality( number ShadowQuality )> Sys_SetShadowType( number Arg1 )> Sys_SetTerrainShader( bool IsChecked )> Sys_SetWindowedMode( )> TeachingFrame_GetTeachCount() => int Count;> TerrainMinLODSlider_GetValue( ) => number Result1> TerrainMinLODSlider_SetValue( int UiQuality )> UIProfiler_GetTable( ) => table Result1> UseObjectPopup( )> WidgetTextScaleSlider_GetValue( ) => number Result1> WidgetTextScaleSlider_SetValue( number NewWidgetTextScale )
UI Parent
> CanOpenPanels();> CloseAllWindows();> CloseMenus();> CloseWindows();> GetCenterFrame() => frame;> GetDoublewideFrame() => frame;> GetFullScreenFrame() => frame;> GetLeftFrame() => frame;> GetUIPanelSetAnchor( frame ) => bool setAnchor> HideUIPanel( frame );> MovePanelToCenter();> MovePanelToLeft();> SecondsToTimeAbbrev( int seconds ) => string time> SendSystemChat( string text );> SendSystemMsg( string text );> SendWarningMsg( string text );> SetCenterFrame( frame );> SetCombatStateText( string text );> SetDoublewideFrame( frame );> SetFullScreenFrame( frame );> SetLeftFrame( frame );> SetUIPanelSkipSetAnchor( frame );~ int shiftedNumber = ShiftLeft( int number, int bytes );> ShowUIPanel( frame, bool force );> ToggleGameMenu();> ToggleUIFrame( frame );> UpdateCenterAnchor();
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, int ItemID> GetInventoryItemInvalid( unit, int index ) => bool Result~ GetInventoryItemLink( unit, int index ) => string ItemLink> GetInventoryItemQuality( unit, int index ) => int Quality> GetInventoryItemTexture( unit, int index ) => string ItemIcon> GetInventoryItemType( unit, int index ) => int Type> GetInventorySlotInfo( string { "HeadSlot", "HandsSlot", "FeetSlot", "ChestSlot", "LegsSlot", "BackSlot", "WaistSlot", "ShoulderSlot", "NecklaceSlot", "AmmoSlot", "RangedSlot", "Ring0Slot", "Ring1Slot", "Earring0Slot", "Earring1Slot", "MainHandSlot", "SecondaryHandSlot", "UtensilSlot", "Talisman0Slot", "Talisman1Slot", "Talisman2Slot", "AdornmentSlot" } ) => int Index, string IconPath> GetObjectScreenPosition( int Guid ) => number Result1, number Result2, bool Result3> GetTargetHateList( int index ) => ( int Count, string Name ) / ( string Name, float TotalHatePoint, float HitPoint );> TargetHateListRequest();> TargetIsAH() => bool Result> TargetIsDecomposes() => bool Result> TargetIsTransmits() => bool Result> UnitAttack( string Arg1, bool Arg2 ) => number Result1, number Result2> 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> UnitDefense( string Arg1, bool Arg2 ) => number Result1, number Result2X UnitDistance( unit ) => float Distance> UnitExists( unit ) => bool true / nil> UnitGetAffix( string Unit ) => number Result1> UnitGUID( unit ) => int GUID~ UnitGuild( unit ) => string Guild~ Array = UnitHanger( unit ) => int ID, string Image;> UnitHealth( unit ) => int Health, int HealthExact> UnitHouseDBID( string Arg1 ) => number Result1> UnitInParty( unit ) => bool Result> UnitInRaid( unit ) => bool Result> UnitIsDeadOrGhost( unit ) => bool Result> UnitIsGM( string Arg1 ) => bool Result1> UnitIsImplement( unit ) => bool Result, int Count, int MaxNum> UnitIsMasterLooter( unit ) => bool true / nil> UnitIsMine( unit ) => bool Result~ bool isMounted = UnitIsMounted(string unit);> UnitIsNewbie( string Arg1 ) => bool Result1> UnitIsNPC( unit ) => bool Result> UnitIsPlayer( unit ) => bool Result~ bool isPortal, int destinationZoneId, string caster = UnitIsPortal(string unit);> ~UnitIsQuestMarked( string Arg1 ) => bool Result1~ UnitIsQuestNPC( unit ) => bool Result> UnitIsRaidAssistant( unit ) => bool Result> UnitIsRaidLeader( unit ) => bool Result> UnitIsRaidMainAttacker( unit ) => bool Result> UnitIsRaidMainTank( unit ) => bool Result> UnitIsServant( string Arg1 ) => bool Result1~ UnitIsStorage( unit ) => bool isStorage, int currentStorage, int maxStorage> UnitIsTomb( string Arg1 ) => bool Result1> UnitIsTransformed( string Arg1 ) => value Result1> 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> UnitMaxShield( string Arg1 ) => number Result1> UnitMaxSkill( unit ) => int MaxSkill, int MaxSkillExact> UnitMineMsg( unit ) => string Message, int Type, int SkillNow, int RequiredSkill> UnitName( unit ) => string Name~ UnitNameColor( unit ) => string HexColor (8 chars)> UnitOrgID( unit ) => int OrgID> UnitPKState( unit ) => bool Result> UnitQuestMsg( unit ) => string Message> UnitRace( unit ) => int Race> UnitRaidIndex( unit ) => int Index> UnitRaidState( unit ) => bool isLeader, bool isAssistant, bool isLooter, bool isTank, bool isAttacker> UnitSex( unit ) => int Sex> UnitShield( string Arg1 ) => number Result1, number Result2, number Result3> UnitShieldInfo( string Arg1 ) => number Result1, number Result2, number Result3, number Result4> 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
> WB_Schedule( )> WB_Schedule_IsActive( )> WBG_Close();> WBG_GetRate() => int Rate> WBG_GetScore() => int Points, int KeyItem> WBG_Open();
World Map
~ int collectibleReduction = Card_GetCollectibleReduction(int zoneId);> ~Collectibles_CheckReward( number ZoneID )~ table = Collectibles_GetData();> ~Collectibles_GetZoneGasha( number Pos, number PosCount ) => number Result1~ int zoneIndex = Collectibles_GetZoneIndex(int zoneId);> ~Collectibles_GetZoneItem( number ZoneID, number Type, number Index ) => number Result1, string Result2, bool Result3, string Result4> ~Collectibles_GetZoneItemCount( number ZoneID, number Type ) => number Result1> GetChildrenZoneIDList( number ZoneID ) => table Result1~ 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~ int zoneId = GetParentZoneId(int zoneId);> GetPlayerWorldMapPos( optional int MapID ) => float X, float Z~ GetSubZoneNameByMapID(int zoneId, int mapId) => string mapName;~ GetWorldMapIDByName( string MapFile ) => int zoneID~ GetWorldMapOrgObjID() => int WorldMapOrgObjID> GetWorldMapPingMapID() => int PingMapID> GetWorldMapPingPosition( int MapID ) => float X, float Z~ int width, int height = GetWorldMapSize(int zoneId);> GetZoneEnglishName( int MapID ) => string MapName> GetZoneLocalName( int MapID ) => string MapName> GetZoneNameByGUID( number Guid ) => string Result1> InitializeAreaMap( string ViewName, string PlayerCursor );> InitializeWorldMap( string ViewName, string PlayerCursor );> SetAreaMapID( int WorldMapID );~ SetCrowdedArea(bool isCrowdedArea);> SetWorldMapID( int WorldMapID );> SetWorldMapPingPosition( int MapID, float X, float Z );> WorldMap_AddCustomMarker( number MapId, number MapX, number MapY, number IconType, string Name, string Arg6 ) => bool Result1> 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_ClearCustomMarkers( )> WorldMap_ClearIcon();> WorldMap_ClearQuestNpc();> WorldMap_DeleteCustomMarker( number Index ) => bool Result1> WorldMap_EditCustomMarker( number Index, string Name, string Arg3, number IconType ) => bool Result1> WorldMap_GetCustomMarker( number Index ) => number Result1, number Result2, number Result3, number Result4, string Result5, string Result6> WorldMap_GetHeightIndicatorEnabled( ) => number Result1> 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_GetMarkerLink( number Index ) => string Result1> WorldMap_GetShowIconType( number IconType ) => number Result1~ WorldMap_GetType( int zoneID ) => int type> 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_SetHeightIndicatorEnabled( bool Enabled )~ WorldMap_SetIconScale(string map, float scale);> WorldMap_SetShowIconType( number IconType, bool Show )> WorldMap_SetShowParty( string { "WorldMap", "AreaMap" }, bool Show );> WorldMap_SetShowQuestNpc( string { "WorldMap", "AreaMap" }, bool Show );> WorldMap_SetShowTrackNpc( string { "WorldMap", "AreaMap" }, bool Show );> WorldMap_TransformCoords( number MapID, number PosX, number PosZ ) => number Result1, number Result2
Card Stone
> CardStoneFrame_AtributeCount( ) => number Result1> CardStoneFrame_CheckEnchant( int TargetType, int NewType ) => table Result1> CardStoneFrame_ClearCard( )> CardStoneFrame_ClearStone( )> CardStoneFrame_Enchant( int TargetType, int NowType )> CardStoneFrame_GetCardInfo( )> CardStoneFrame_GetMirrored( ) => table Result1> CardStoneFrame_GetNowAttribute( )> CardStoneFrame_GetStones( )> CardStoneFrame_GetTargetAttribute( )> CardStoneFrame_IsAbilityMaximized( ) => bool Result1> CardStoneFrame_IsCard( int ItemPos ) => bool Result1> CardStoneFrame_IsMirrored( int TargetType, int NowType, int StoneType ) => value Result1> CardStoneFrame_Json( ) => table Result1> CardStoneFrame_LockedAtributeCount( ) => number Result1> CardStoneFrame_OpenFromCardBook( ) => bool Result1> CardStoneFrame_SetCard( int ItemPos, bool IsCardBook ) => number Result1> CardStoneFrame_SetOpenFromCardBook( bool Arg1 )> CardStoneFrame_SetStone( int ItemID )> CardStoneFrame_SetStoneFromBag( int ItemPos ) => bool Result1> CardStoneFrame_StoneInfo( ) => value Result1, value Result2, value Result3, value Result4> CardStoneFrame_StoneType( ) => number Result1
GM Config
> XGM_Config_Close( )> XGM_Config_OnApply( )> XGM_Config_OnLoad( )> XGM_Config_OnUpdate( )> XGM_GetGMCommands( ) => table Result1> XGM_GetGMFunctionEnable( ) => table Result1> XGM_GetWhoPlayers( ) => table Result1> XGM_GMChangeFunctionEnable( number FunctionEnable, bool Status )> XGM_GMNewFunctionEnable( number FunctionEnable, bool Status, string Comment )> XGM_ParfumeTest( int Step )> XGM_RefreshGMFunctionEnable( )
GM ObjEdit
> XBot_GetCoord( ) => number Result1, number Result2, number Result3> XBot_MoveToPoint( number Arg1, number Arg2, number Arg3 )> XD_ClearCache( )> XD_CopyText( string Text )> XD_GetAllModel( int SelectionIdx ) => string Result1> XD_GetAllModelsCount( ) => number Result1> XD_GetAnimationList( string ModelPath ) => table Result1> XD_LoadAllModels( )> XD_LoadModelsFromPath( string TargetPath ) => table Result1> XD_ReleaseHandsEntity( )> XD_SetHandsObjectId( )> XGM_ObjEdit_ME_OnAppendClick( )> XGM_ObjEdit_ME_OnApplyClick( )> XGM_ObjEdit_ME_OnDeleteClick( string MarkerName )> XGM_ObjEdit_ME_OnDeleteConfirm( )> XGM_ObjEdit_ME_OnGotoClick( )> XGM_ObjEdit_ME_OnNextClick( )> XGM_ObjEdit_ME_OnPreviousClick( )> XGM_ObjEdit_ME_OnSelectionChanged( int SelectionIdx )> XGM_ObjEdit_MGE_OnAppendClick( )> XGM_ObjEdit_MGE_OnDeleteClick( string MarkerGroupName )> XGM_ObjEdit_MGE_OnDeleteConfirm( )> XGM_ObjEdit_MGE_OnNextClick( )> XGM_ObjEdit_MGE_OnPreviousClick( )> XGM_ObjEdit_MGE_OnReloadClick( )> XGM_ObjEdit_MGE_OnSelectionChanged( int SelectionIdx )> XGM_ObjEdit_OnAppendWaypointClick( )> XGM_ObjEdit_OnApplyClick( )> XGM_ObjEdit_OnClick( )> XGM_ObjEdit_OnClose( )> XGM_ObjEdit_OnCreateClick( )> XGM_ObjEdit_OnCreateMacroClick( )> XGM_ObjEdit_OnDeleteClick( )> XGM_ObjEdit_OnDeleteConfirm( )> XGM_ObjEdit_OnDeleteWaypointClick( string WaypointName )> XGM_ObjEdit_OnDeleteWaypointConfirm( )> XGM_ObjEdit_OnDragStart( )> XGM_ObjEdit_OnDragStop( )> XGM_ObjEdit_OnLoad( )> XGM_ObjEdit_OnReceiveDrag( )> XGM_ObjEdit_OnResetClick( )> XGM_ObjEdit_OnRotateLeftClick( )> XGM_ObjEdit_OnRotateRightClick( )> XGM_ObjEdit_OnShow( )> XGM_ObjEdit_OnToggleModeClick( )> XGM_ObjEdit_OnUpdate( )> XGM_ObjEdit_OnValueChanged( )> XGM_ObjEdit_SetPos( )> XGM_ObjEdit_Translate( int AxisIdx )> XReloadModel( )
Loading Frame
> IsLoadingState( ) => bool Result1
Prestige Achieve
> ~PrestigeAchieveBuyQuest( int AchieveGuid, int Counter, int NewStar, bool IsTeamCoins )> ~PrestigeAchieveBuyReward( int AchieveGuid, bool IsTeamCoins )> ~PrestigeAchieveClickReward( int ObjID, int Index )> ~PrestigeAchieveGetCounterItems( int CounterId ) => number Result1> ~PrestigeAchieveGetCounterTooltipType( int CounterId ) => number Result1> ~PrestigeAchieveGetCounterZones( int CounterId ) => number Result1> ~PrestigeAchieveGetCounterZonesStr( int Index ) => string Result1> ~PrestigeAchieveGetHistory( int HistoryIndex, int CounterIndex ) => string Result1> ~PrestigeAchieveGetStarRewardInfo( int CounterId, int Star, bool PaidDone, int Arg4 ) => table Result1> ~PrestigeAchieveGetTrackQuests( ) => int Result1> ~PrestigeAchieveInit( )> ~PrestigeAchieveIsHistoryIndex( int CounterId ) => bool Result1> ~PrestigeAchieveIsTrackQuest( int ObjID ) => bool Result1> ~PrestigeAchieveRewardPrice( int ObjID ) => number Result1> ~PrestigeAchieveRewardPriceTest( int ObjID, int ExpDel, int ExpMult, int CurrDel, int CurrMul, int RewardMuil ) => number Result1, number Result2, number Result3, number Result4, number Result5, number Result6, number Result7, number Result8, number Result9, number Result10, number Result11> ~PrestigeAchieveSetTrackQuest( int ObjID, bool State )> ~PrestigeGetAchieveRewardsData( int ObjID ) => value Result1> ~PrestigeGetAchieveRewardsDataForMoreFrame( ) => value Result1> ~PrestigeGetAchieveRewardsDataMainType( int MainType ) => value Result1> ~PrestigeGetAchieveRewardsDataSubType( int SubType ) => value Result1> ~PrestigeGetAchieveSubTypeInfo( int SubType ) => value Result1> ~PrestigeGetConditionData( int CounterId ) => value Result1> ~PrestigeGetRewardStateByObjId( int ObjID ) => bool Result1, bool Result2> ~UpdatePrestigeAchieve( int ObjID ) => value Result1
Prestige Boost
> ~PrestigeBoost_BuyRequest( int RankType, int Time, bool IsTeamCoins )> ~PrestigeBoost_GetInfo( int RankType ) => value Result1, value Result2, value Result3, value Result4, value Result5, value Result6> ~PrestigeBoost_GetPrice( int RankType, int Time ) => number Result1> ~PrestigeBoost_GetTime( ) => table Result1> ~PrestigeBoost_HaveAnybenefit( int RankType ) => bool Result1
Prestige Cashback Gift
> ~Get_MAX_PRESTIGE_CASHBACK_GIFT_ITEMS_( ) => number Result1> ~Get_MAX_PRESTIGE_CASHBACK_SUB_LEVEL_( ) => number Result1> ~PrestigeCashbackGift_GetData( int Type ) => table Result1> ~PrestigeCashbackGift_GetRaward( int Type, int Level, int SubLevel, int ItemIndex )
Resources
> Sys_GetPreferredGPU( ) => value Result1> Sys_GetResources()> Sys_ListGPUs( ) => value Result1> Sys_SetPreferredGPU( int Arg1?, int Arg2? ) => bool Result1
Speak Frame
> SpeakFrame_HideAllBubbles( )> SpeakFrame_ShowAllBubbles( )