Data Types¶
See Also: Top Level Objects Reference.
Data Type List¶
achievement¶
- Provides the details about a single achievement and allows access to an achievement's objective.
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Members
bool
Completed¶- True if the achievement has been completed
time
CompletedTime¶- Calendar time when the achievement was completed.
string
Description¶- The achievement's description
bool
Hidden¶- True if the achievement is hidden
int
IconID¶- ID of the Achievement's Icon. See Achievement Icon below.
int
ID¶- The achievement's unique ID.
int
Index¶- The index of the achievement. See Achievement Indices for more information.
string
Link[opt: Name]¶- Generate an achievement link. An optional name can be provided to display in the achievement, otherwise the current character's name will be used.
bool
Locked¶- True if the achievement is locked
string
Name¶- The achievement's name
achievementobj
Objective[#|Description]¶- Find an objective by its objective ID or Description.
achievementobj
ObjectiveByIndex[#]¶- Find an objective by its visual ordering as displayed in the achievements window.
int
ObjectiveCount¶- The number of objectives in this achievement.
bool
Open¶- True if the achievement is open
int
Points¶- The point value for the achievement
string
State¶- The achievement state. See Achievement State below.
achievementcat¶
Provides access to achievement categories. Achievements are organized hierarchically in the achievements window by categories.
- While not required to access achievements, categories may be useful for enumerating lists of achievements.
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Members
achievement
Achievement[#|Name]¶- Find an achievement in this category by its ID or name.
achievement
AchievementByIndex[#]¶- Find an achievement by its index in this category.
int
AchievementCount¶- The number of achievements in this category.
achievementcat
Category[#|Name]¶- Find a child category in this category by its ID or name.
achievementcat
CategoryByIndex¶- Find a child category by its index in this category.
int
CategoryCount¶- The number of child categories in this category.
int
CompletedAchievements¶- The number of achievements earned in this category and its subcategories
string
Description¶- The category's description
int
ID¶- The unique ID for the category
string
ImageTextureName¶- Name of the image texture that is used to represent this category in the Achievements Window.
int
Index¶- The index of the category in the achievement manager. For more information see Achievement Indices.
string
Name¶- The category's display name
int
Points¶- The total earned points of achievements in this category.
int
TotalAchievements¶- The total number of achievements in this category and its subcategories.
achievementmgr¶
- Provides access achievements, achievement categories, and other information surrounding the achievement system.
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Members
achievement
Achievement[#|Name]¶- Find an achievement by its ID or by its name.
achievement
AchievementByIndex[#]¶- Find an achievement by its index.
int
AchievementCount¶- The number of achievements in the manager.
achievementcat
Category[#|Name]¶- Find an achievement category by its id or by its name.Note: If searching by name, only top-level categories are returned from the achievement manager.
achievementcat
CategoryByIndex[#]¶- Find an achievement category by its index.
int
CategoryCount¶- The number of achievement categories in the manager.
int
Points¶- The total number of accumulated achievement points.
int
CompletedAchievement¶- The number of completed achievements.
int
TotalAchievement¶- The number of available achievements.
bool
Ready¶- Indicates that the manager has loaded all achievement data and is ready to be used.
achievementobj¶
- Represents a single objective of an achievement
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Members
bool
Completed¶- True if the objective has been completed.
int
Count¶- The current count recorded by the objective.
string
Description¶- Text describing this objective.
int
ID¶- The objective's unique ID.
int
Index¶- Visual index of the objective as displayed in the achievement window. Can be used with Achievement.ObjectiveByIndex.
int
RequiredCount¶- The total count required to be complete the objective. For objectives that don't require a count, this will be zero.
advloot¶
- The AdvLoot TLO grants access to items in the Advanced Loot window.
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Members
itemfilterdata
Filter[ItemID]¶- Inspect the loot filter for a given ItemID.
bool
LootInProgress¶- True/False if looting from AdvLoot is in progress
int
PCount¶- item count from the Personal list
advlootitem
PList[Index]¶- Inspect the item at the specified index in the personal loot list.
int
PWantCount¶- Want count from the Personal list (AN + AG + ND + GD)
int
SCount¶- Item count from the Shared list
advlootitem
SList[Index]¶- Inspect the item at the specified index in the shared loot list.
int
SWantCount¶- Want count from the Shared list (AN + AG + ND + GD)
advlootitem¶
- Represents a discrete item being looted in an AdvLoot window.
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Members
bool
AlwaysGreed¶- The Always Greed (AG) state of the item.
bool
AlwaysNeed¶- The Always Need (AN) state of the item.
bool
AutoRoll¶- The Auto Roll state (dice icon) of the item.
spawn
Corpse¶- The spawn representing the corpse that is being looted, if available.
bool
FreeGrab¶- Indicates that the item is free grab.
bool
Greed¶- The Greed (GD) state of the item.
int
IconID¶- The ID of the icon for the item.
int64
ID¶- The ID of the item.
int
Index¶- The positional index of the item.
string
Name¶- The name of the item.
bool
Need¶- The Need (ND) state of the item.
bool
Never¶- The Never (NV) state of the item.
bool
No¶- The No state of the item.
bool
NoDrop¶- Indicates if the item is NO DROP.
int
StackSize¶- The size of the stack of items being looted.
string
To String¶- Same as Name
alert¶
- Provides information on alerts. (Alerts are created using /alert.)
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Members
alertlist
List[Index]¶- Get the item from the list at the specified index
int
Size¶- Get the number of alerts
string
To String¶- Returns Size as a string.
alertlist¶
Provides access to the properties of a spawn search associated with an alert. For a spawn to be entered into an alert it must match all the criteria specified by the alert list.
- See Also: Spawn Search.
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Members
int
AlertList¶- Any spawn on the associated alert list
bool
bAlert¶- Indicates usage of alert filter
bool
bAura¶- Any aur.
bool
bBanker¶- Any banker
bool
bBanner¶- Any banner
bool
bCampfire¶- Any campfire
bool
bDps¶- Any player that is a DPS class
bool
bExactName¶- Name match requiries an exact match
bool
bFellowship¶- Any member of the fellowship
bool
bGM¶- Any player flagged as a GM
bool
bGroup¶- Any member of the group
bool
bHealer¶- Any player that is a healer class
bool
bKnight¶- Any player that is a knight
bool
bKnownLocation¶- Indicates usage of a loc filter
bool
bLFG¶- Any player that is flagged as LFG
bool
bLight¶- Indicates usage of a light filter
bool
bLoS¶- Any spawn in line of sight
bool
bMerchant¶- Any merchant
bool
bNamed¶- Any "named" NPC
bool
bNearAlert¶- Indicates usage of nearalert filter
bool
bNoAlert¶- Indicates usage of noalert filter
bool
bNoGroup¶- Exclude any player that is in the group
bool
bNoGuild¶- Exclude any player that is in the guild
bool
bNoPet¶- Exclude any spawn that is a pet
bool
bNotNearAlert¶- Indicates usage of notnearalert filter
string
BodyType¶- Any spawn with given body type
bool
bRaid¶- Any member of the raid
bool
bSlower¶- Any player that is a slower
bool
bSpawnID¶- Indicates usage of the id filter
bool
bTank¶- Any player that is a tank class
bool
bTargetable¶- Any spawn that is targetable
bool
bTargNext¶- Indicates usage of the next filter
bool
bTargPrev¶- Indicates usage of the prev filter
bool
bTrader¶- Any player that is a trader
bool
bTributeMaster¶- Any NPC that is a tribute master
string
Class¶- Any spawn that is the given class
double
FRadius¶- Any spawn that is given distance from the given loc filter
int
FromSpawnID¶- Search starts at given spawn id
int64
GuildID¶- Any member of the guild with the given id
string
Light¶- Any spawn that is equipped with the given light source
int
MaxLevel¶- Any spawn that is at this level or lower
int
MinLevel¶- Any spawn that is at this level or greater
string
Name¶- Any spawn with the given name
int
NearAlertList¶- Any spawn near the given alert list
int
NoAlertList¶- Excludes any spawn in the given alert list
int
NotID¶- Excludes any spawn with the given id
int
NotNearAlertList¶- Excludes any spawn near the given alert list
int
PlayerState¶- Any spawn with the given state
string
Race¶- Any spawn with the given race
float
Radius¶- Excludes the spawn if any player is within this distance (nopcnear filter)
int
SortBy¶- Indicates the sort order of the filter
spawn
Spawn¶- If an ID or Name is part of the filter, attempts to return a spawn with the matching ID or Name
int
SpawnID¶- Any spawn with the given Spawn ID
int
SpawnType¶- Any spawn with the given type
float
xLoc¶xcomponent of the loc filter
float
yLoc¶ycomponent of the loc filter
double
ZRadius¶zdistance component of the loc filter
altability¶
- Contains all the data related to alternate abilities
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Members
int
AARankRequired¶- Rank required to train
bool
CanTrain¶- Returns true/false on if the Alternative Ability can be trained
string
Category¶- The name of the category that this AA belongs to.
int
Cost¶- Base cost to train
string
Description¶- Basic description
int
Expansion¶- Expansion level for the ability.
int
Flags¶- Flags value (Currently unknown?).
int
GroupID¶- ID of the AA group that this AA belongs to
int
ID¶- ID
int
Index¶- Returns the index number of the Alternative Ability
int
MaxRank¶- Max rank available in this ability
int
MinLevel¶- Minimum level to train
int
MyReuseTime¶- Reuse time (in seconds) that takes into account any hastened AA abilities
string
Name¶- Name
int
NextIndex¶- Returns the next index number of the Alternative Ability
bool
Passive¶- Returns true/false on if the Alternative Ability is passive
int
PointsSpent¶- Returns the amount of points spent on an AA
int
Rank¶- Returns the Rank of the AA
altability
RequiresAbility¶- Required ability (if any)
int
RequiresAbilityPoints¶- Points required in above ability
int
ReuseTime¶- Reuse time in seconds
string
ShortName¶- First line of button label (if any)
string
ShortName2¶- Second line of button label (if any)
spell
Spell¶- Spell used by the ability (if any)
int
Type¶- Type (1-6)
string
To String¶- Same as Name
argb¶
- Represents a color
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Members
int
A¶- Alpha channel value.
int
R¶- Red color value.
int
G¶- Green color value.
int
B¶- Blue color value.
int
Int¶- The integer formed by the ARGB.
string To String¶
- The hex value of the integer formed by the ARGB.
array¶
Data related to arrays.
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Members
int
Dimensions¶- Number of dimensions in the array
int
Size¶- Total number of elements in the array
int
Size[N]¶- Total number of elements stored in the N th dimension of the array
augtype¶
- Describes data about an augmentation slot in an item.
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Members
bool
Empty¶- True if the slot is empty
bool
Infusable¶- True if this is a hidden energeian power source slot.
item
Item¶- The item socketed in this slot, if any.
string
Name¶- The name of the item socketed in this slot, if any.
int
Slot¶- Index of the augment slot.
int
Solvent¶- Item ID of the solvent used to remove this item, if any.
int
Type¶- Type of augment slot.
int
Visible¶- True if this slot is visible to the user.
auratype¶
- Describes an aura.
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Members
int
ID¶- ID of the Aura
string
Name¶- Name of the Aura
int
SpawnID¶- ID of the spawn that emits aura
bandolier¶
- Used to access information about bandolier sets on your character.
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Members
bool
Active¶- Indicates if the bandolier set is active
int
Index¶- Returns the index number of the bandolier set
bandolieritem
Item[Index]¶- Provides information about the specified item. Returns the Nth item in the set (Primary, Secondary, Ranged, Ammo)
string
Name¶- Returns the name of the bandolier set
bank¶
- This is the type for your bank (not including shared bank or other bank features).
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Members
int
BagSlots¶- How many bag slots (base slots for bags/items) your bank has.
int
FreeSlots¶- How many free (empty) slots your bank has. This includes slots where you have a bag and the bag has empty slots. It accepts an index specifying one of the case insensitive bag sizes (tiny, small, medium, large, giant) or the corresponding number (0, 1, 2, 3, 4). An invalid string specifying size will return NULL. Specifying a numeric value less than 0 will use 0 and a value greater than 4 will use 4.
int
TotalSlots¶- How many total slots your bank has. This includes slots where you have a bag and the bag has items in. It accepts an index specifying one of the bag sizes or the corresponding number (see FreeSlots for a longer explanation).
int
Platinum¶- How much platinum you have in your bank.
int
Gold¶- How much gold you have in your bank.
int
Silver¶- How much silver you have in your bank.
int
Copper¶- How much copper you have in your bank.
body¶
- Contains data about spawn body types
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Members
int
ID¶- The ID of the body type
string
Name¶- The full name of the body type
string
To String¶- Same as Name
bool¶
- A Boolean expression is one that has just two possible outcomes: 1 (TRUE) and 0 (FALSE). Technically TRUE doesn't have to be 1, but it's always treated that way.
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Members
string
To String¶- "TRUE" for non-zero, or "FALSE" for zero
buff¶
- This is the type for any buffs currently affecting you, both long duration and short duration buffs.
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Members
This type inherits members from spell.
string
Caster¶- Name of the caster who cast the buff, if available.
int64
CountersCorruption¶- The number of corruption counters.
int64
CountersCurse¶- The number of curse counters.
int64
CountersDisease¶- The number of disease counters.
int64
CountersPoison¶- The number of poison counters.
int64
Dar¶- The remaining damage absorption of the buff (if any). This is not entirely accurate, it will only show you to the Dar of your spell when it was initially cast, or what it was when you last zoned (whichever is more recent).
timestamp
Duration¶- The time remaining before the buff fades (not total duration)
int
HitCount¶- ?
int
ID¶- The ID of the buff or shortbuff slot
int
Level¶- The level of the person that cast the buff on you (not the level of the spell)
float
Mod¶- The modifier to a bard song
spell
Spell¶- The spell
int64
TotalCounters¶- The total number of counters on the buff.
string
To String¶- Same as Name
byte¶
Represents an 8 bit integer, with values randing from 0 to 255. This is a pure DataType and has no members
cachedbuff¶
Information about cached buffs on a player. Data must be populated on a player by first targeting them.
- See also: Cached Buffs.
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Members
string
Caster¶- Same as CasterName, added for consistency.
string
CasterName¶- Returns the name of the caster who applied the buff (Deprecated, use Caster instead).
int
Count¶- Returns the amount of buffs catched, or -1 it none
int
Duration¶- Returns the duration of the buff
int
OriginalDuration¶- Original duration of the buff.
int
Slot¶- Returns the buff slot the target had the buff in
spell
Spell¶- Access the spell.
int
SpellID¶- Returns the buff's spell ID
timestamp
Staleness¶- How long it has been since this information was refreshed.
character¶
- This data type contains all the information about your character.
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Members
The source always has the latest data members. If something is missing here, you can check the source to see if it exists.
int
AAExp¶- AA exp as a raw number out of 10,000 (10,000=100%)
int
AAPoints¶- Unused AA points
int
AAPointsAssigned¶- Number of AA Points currently assigned
int
AAPointsSpent¶- The number of points you have spent on AA abilities
int
AAPointsTotal¶- The total number of AA points you have
int64
AAVitality¶- The total number of AA Vitality you have
int64
AAVitalityCap¶string
Ability[name]¶- Skill name assigned to this doability button
bool
Ability[#|name]¶- Whether you have this ability or not
bool
AbilityReady[#|name]¶- Whether this ability is ready (false if you do not have the ability)
timestamp
AbilityTimer[#|name]¶- How long before an ability can be used again. Zero if it can currently be used or you do not have the ability. nil if the skill is not an ability or the ability does not exist.
timestamp
AbilityTimerTotal[#|name]¶- The total amount of time an ability takes to refresh. Zero if it is not currently active.
int
AccuracyBonus¶- Accuracy bonus from gear and spells
spell
ActiveDisc¶- Returns a spell if melee discipline is active.
int
ActiveFavorCost¶- If Tribute is active, how much it is costing you every 10 minutes. Returns NULL if tribute is inactive.
int
AdoptiveCoin¶buff
Aego¶- Returns the name of the Aegolism buff or equivalent (Aego, HP Buff, Symbol) from a Cleric.
spawn
AggroLock¶- Spawn info for aggro lock player
int
AGI¶- Character Agility
int
AirSupply¶altability
AltAbility[#|name]¶- Returns the total number of points you have spent in ability # or name
bool
AltAbilityReady[#|name]¶- Alt ability # or name ready?
int
AltAbilityTimer[#|name]¶- Alt ability reuse time remaining (in ticks) for ability # or name
int
AltCurrency[name]¶- The amount of alternate currency given the name (e.g. Marks of Valor)
bool
AltTimerReady¶- Alternate timer ready? (Bash/Slam/Frenzy/Backstab). Note: ${AbilityReady} works fine with most of these.
bool
AmIGroupLeader¶- Am I the group leader?
int
AncientDraconicCoin¶int
AncientSebilisianCoins¶bool
AssistComplete¶- returns true/false if the assist is complete
int
AttackBonus¶- Attack bonus from gear and spells
int
AttackSpeed¶- Your Attack Speed. No haste spells/items = AttackSpeed of 100. A 41% haste item will result in an AttackSpeed of 141. This variable does not take into account spell or song haste.
auratype
Aura¶- Aura data, if an aura is active.
bool
AutoFire¶- Is Autofire on?
skill
AutoSkill¶int
AvoidanceBonus¶- Avoidance bonus from gear/spells
bandolier
Bandolier¶- Gives access to the bandolier datatype.
item
Bank¶- Item in this bankslot #
bool
BardSongPlaying¶- Is a bard song playing?
int
BaseAGI¶- Base Agility
int
BaseCHA¶- Base Charisma
int
BaseDEX¶- Base Dexterity
int
BaseINT¶- Base Intelligence
int
BaseSTA¶- Base Stamana
int
BaseSTR¶- Base Strength
int
BaseWIS¶- Base Wisdom
int
BathezidTradeGems¶int
Bayle¶buff
Beneficial¶- Returns the first Beneficial buff found in your list of buffs
int
BifurcatedCoin¶spell
BlockedBuff¶spell
BlockedPetBuff[name]¶- Buff blocked by pet with this name
spell
BlockedPetBuff[#]¶- Buff at this index slot # of the blocked pet buffs
int
Book[name]¶- Slot in your spell book assigned to spell name
spell
Book[#]¶- Spell assigned to this slot # in your spell book
worldlocation
BoundLocation[#]¶- Returns information about your bind points (0-4)
int
Brellium¶buff
Brells¶- Returns the Brell's line HP buff from a Paladin
int
BronzeFiats¶buff
Buff[name]¶- The buff with this name
buff
Buff[#]¶- The buff in this slot #
bool
CanMount¶- Can you use a mount here?
int64
CareerFavor¶- Career favor/tribute
int64
Cash¶- Total cash on your character, expressed in coppers (eg. if you are carrying 100pp, Cash will return 100000)
int64
CashBank¶- Total cash in your bank, expressed in coppers
timestamp
CastTimeLeft¶int
CHA¶- Character Charisma
buff
Charmed¶int
Chronobines¶- Chronobines on your character
int
ClairvoyanceBonus¶- Clairvoyance Bonus
buff
Clarity¶bool
Combat¶- In combat?
spell
CombatAbility[#]¶- The name of Combat Ability # in your list (not the same as anyone else's list!)
int
CombatAbility[name]¶- The number of Combat ability name in your list (not the same as anyone else's list!)
bool
CombatAbilityReady[name|#]¶- Is this Combat Ability ready?
int
CombatAbilityTimer[name|#]¶- The time remaining (in seconds) before the Combat Ability name is usable
int
CombatEffectsBonus¶- Combat Effects bonus from gear and spells
string
CombatState¶-
Returns the current out-of-combat resting state.
Value Meaning COMBAT You are currently in a combat state and can not rest yet DEBUFFED You can't rest now. You need to be cleansed before the cooldown will start COOLDOWN You are cooling down. OOC regen is ready when you are done cooling down ACTIVE You can rest now. You can use the OOC regen if you want RESTING You ARE resting now. the OOC regen is active If the client does not support this feature, ACTIVE will always be returned.
Example
/if ${Me.CombatState.Equal[ACTIVE]} /echo I can now sit and regen fast /if ${Me.CombatState.Equal[DEBUFFED]} /echo I need cures before I can rest
int
Commemoratives¶int
Copper¶- Copper on your character
int
CopperBank¶- Copper in bank
spell
Corrupted¶- Returns the name of the Corrupted debuff if you have one
int
CountBuffs¶- Number of buffs you have, not including short duration buffs
int64
CountersCorruption¶int64
CountersCurse¶- Number of curse counters you have
int64
CountersDisease¶- Number of disease counters you have
int64
CountersPoison¶- Number of poison counters you have
int
CountSongs¶- Number of songs you have
int
Crippled¶int
CrystallizedFear¶int
CryrstallizedLuck¶int
CurrentEndurance¶- Current endurance
int64
CurrentFavor¶- Current favor/tribute
int
CurrentHPs¶- Current hit points
int
CurrentMana¶- Current mana
int
CurrentWeight¶- Current weight
spell
Cursed¶- Returns the name of the Curse debuff if you are effected by one
int
CursorCopper¶int
CursorGold¶int
CursorKrono¶int
CursorPlatinum¶int
CursorSilver¶int
DamageShieldBonus¶- Damage Shield bonus from gear and spells
int
DamageShieldMitigationBonus¶- Damage Shield Mitigation bonus from gear and spells
int64
Dar¶- Damage absorption remaining (eg. from Rune-type spells)
int
DEX¶- Character Dexterity
int
DiamondCoins¶string
Diseased¶- Returns the name of first Disease spell on character
int
DoTShieldBonus¶- DoT Shield bonus from gear and spells
string
Dotted¶- Returns name of first DoT on character
int
Doubloons¶- Doubloons on your character
ticks
Downtime¶- Downtime (Ticks left til combat timer end)
int
DreadStones¶int
Drunk¶- Drunkenness level
buff
DSed¶int
EbonCrystals¶- Number of Ebon Crystals on your character
int
Endurance¶int
EnduranceBonus¶- Endurance bonus from gear and spells
int
EnduranceRegen¶- Endurance regen from the last tick
int
EnduranceRegenBonus¶- Endurance regen bonus
int
EnergyCrystals¶int
EntwinedDjinnCoins¶int64
Exp¶- Experience (out of 10,000 on Live / out of 330 on Emu)
int
ExpansionFlags¶- Returns a numeric number representing which expansions your toon is flagged for
int
Faycites¶- Faycites on your character
buff
Feared¶fellowship
Fellowship¶- Info about Fellowship
int
FetteredIfritCoins¶buff
FindBuff¶int
Fists¶buff
Focus¶int
FreeBuffSlots¶- Number of open buff slots (not counting the short duration buff slots)
int
FreeInventory¶- Number of free inventory spaces
int
FreeInventory[#]¶- Number of free inventory spaces of at least # size (giant=4)
int
FroststoneDucat¶int
Gem[name]¶- Returns the slot # with the spell name
spell
Gem[#]¶- The name of the spell in this slot #
ticks
GemTimer[name|#]¶- The timer for the spell with this name or in this gem #
int
Gold¶- Gold on character
int
GoldBank¶- Gold in bank
int
GoldTokens¶spawn
GroupAssistTarget¶- Current group assist target
bool
Grouped¶- Grouped?
string
GroupList¶- Returns a string of your group members (excluding you)
spawn
GroupMarkNPC[#]¶- Current group marked NPC (1-3)
int
GroupSize¶- Size of group
buff
Growth¶int
GukEarned¶- Total LDoN points earned in Deepest Guk
int64
GuildID¶- Returns the ID number of your guild
int
Haste¶- Total Combined Haste (worn and spell) as shown in Inventory Window stats
buff
Hasted¶bool
HaveExpansion[#]¶- Returns TRUE/FALSE if you have that expansion #
int
HealAmountBonus¶- Total Heal Amount bonus from gear
int
HeroicAGIBonus¶- Total Heroic Agility bonus from gear
int
HeroicCHABonus¶- Total Heroic Charisma bonus from gear
int
HeroicDEXBonus¶- Total Heroic Dexterity bonus from gear
int
HeroicINTBonus¶- Total Heroic Intelligence bonus from gear
int
HeroicSTABonus¶- Total Heroic Stamina bonus from gear
int
HeroicSTRBonus¶- Total Heroic Strength bonus from gear
int
HeroicWISBonus¶- Total Heroic Wisdom bonus from gear
int
HPBonus¶- Hit point bonus from gear and spells
int
HPRegen¶- Hit point regeneration from last tick
int
HPRegenBonus¶- HP regen bonus from gear and spells
int
Hunger¶- Hunger level
buff
HybridHP¶int
ID¶- Spawn ID
bool
InInstance¶- Returns TRUE/FALSE if you are in an instance.
int
Instance¶int
INT¶- Character Intelligence
item
Inventory[#]¶- Item in this slot #
item
Inventory[slotname]¶- Item in this slotname (inventory slots only). See Slot Names for a list of slotnames.
bool
Invited¶- Invited to group?
string
Inviter¶- Name of player sending group invite
string
Invulnerable¶-
Returns the invulnerable spell name on you, can be used with spell datatype
${Me.Invulnerable.Spell.ID}
int
IsBerserk¶bool
ItemReady[XXX]¶- True/False on if the item is ready to cast.
int
Krono¶int
LADelegateMA¶- Level of Delegate MA of the current group leader (not your own ability level)
int
LADelegateMarkNPC¶- Level of Delegate Mark NPC of the current group leader (not your own ability level)
int
LAFindPathPC¶- Level of Find Path PC of the current group leader (not your own ability level)
int
LAHealthEnhancement¶- Level of Health Enhancement of the current group leader (not your own ability level)
int
LAHealthRegen¶- Level of Health Regen of the current group leader (not your own ability level)
int
LAHoTT¶- Level of HoTT of the current group leader (not your own ability level)
int
LAInspectBuffs¶- Level of Inspect Buffs of the current group leader (not your own ability level)
int
LAManaEnhancement¶- Level of Mana Enhancement of the current group leader (not your own ability level)
int
LAMarkNPC¶- Level of Mark NPC of the current group leader (not your own ability level)
int
LANPCHealth¶- Level of NPC Health of the current group leader (not your own ability level)
int
LAOffenseEnhancement¶- Level of Offense Enhancement of the current group leader (not your own ability level)
int
LASpellAwareness¶- Level of Spell Awareness of the current group leader (not your own ability level)
int
Language[language name]¶- The EQ language number of the specified language. See languages.
string
Language[language number]¶- Returns the EQ language name of the language number specified. See languages.
int
LanguageSkill[language]¶- Your skill in language
int
LargestFreeInventory¶- Size of your largest free inventory space
int
LargestFreeInventory¶- Size of your largest free inventory space
timestamp
LastZoned¶- Returns a timestamp of last time you zoned
int
LaurionInnVoucher¶int
LCK¶int
LDoNPoints¶- Available LDoN points
int
LoyaltyTokens¶buff
Maloed¶int
ManaBonus¶- Mana bonus from gear and spells
int
ManaRegen¶- Mana regeneration from last tick
int
ManaRegenBonus¶- Mana regen bonus from gear and spells
int
MarksOfValor¶int
MaxAirSupply¶int
MaxBuffSlots¶- Max number of buffs you can have on you. /echo ${Me.MaxBuffSlots}
int
MaxEndurance¶- Max endurance
int
MaxHPs¶- Max hit points
int
MaxLevel¶int
MaxMana¶- Max mana
int
McKenzie¶int
MedalsOfConflict¶int
MedalsOfHeroism¶string
MembershipLevel¶- Account membership level:
GOLD,SILVER,FREE. All-Access and Lifetime All-access are both considered Gold.
int64
MercAAExp¶int
MercAAPoints¶int
MercAAPointsSpent¶string
Mercenary¶- The state of your Mercenary, ACTIVE, SUSPENDED, or UNKNOWN (If it's dead). Returns NULL if you do not have a Mercenary.
string
MercenaryStance¶- Current active mercenary stance as a string, default is NULL.
string
MercListInfo¶buff
Mezzed¶int
MirEarned¶- Total LDoN points earned in Miragul's
int
MMEarned¶- Total LDoN points earned in Mistmoore
int
Motes¶bool
Moving¶- Moving? (including strafe)
string
Name¶- First name
int
Nobles¶int
NumBagSlots¶int
NumGems¶- Returns the amount of spell gems your toon has
zone
Origin¶int
Orux¶- Orux on your character
int
OverseerTetradrachm¶int
ParcelStatus¶float
PctAAExp¶- AA exp as a %
int
PctAAVitality¶- Percentage of AA Vitality your toon has
int
PctAggro¶- Your aggro percentage
int
PctAirSupply¶int
PctEndurance¶- Current endurance as a %
float
PctExp¶- Experience as a %
int
PctExpToAA¶int
PctHPs¶- Current HP as a %
int
PctMana¶- Current mana as a %
float
PctMercAAExp¶int
PctVitality¶- Percentage of Vitality the toon has
int
PersonaLevel[class]{ #PersonaLevelclass data-toc-label='PersonaLevelclass' }¶- Given the class shortname as a param, returns level of that class persona. e.g. ${Me.PersonaLevel[DRU]} returns the level of your Druid persona. If you do not have a Persona of the given class, the member will return 0.
int
PersonaLevel[#]¶- Given the class ID # returns the persona level of that class. eg ${Me.PersonaLevel[11]} returns the level of your Necromancer persona. If you do not have a Persona of the given class, the member will return 0.
spell
PetBuff[#]¶- The spell in this PetBuff slot #
int
PetBuff[name]¶- Finds PetBuff slot with the spell name
int
Phosphenes¶- Phosphenes on your character
int
Phosphites¶- Phosphites on your character
int
PiecesofEight¶int
Platinum¶- Platinum on your character
int
PlatinumBank¶- Platinum in bank
int
PlatinumShared¶- Platinum in shared bank
string
Poisoned¶- Returns the name of any Poison spell
PracticePoints¶buff
Pred¶int
RadiantCrystals¶- Number of Radiant Crystals on your character
spawn
RaidAssistTarget[#]¶- Current raid assist target (1-3)
spawn
RaidMarkNPC[#]¶- Current raid marked NPC (1-3)
bool
RangedReady¶- Ranged attack ready?
int
RebellionChits¶int
Reclamation¶buff
Regen¶int
RemnantOfTranquility¶int
RestlessMark¶buff
RevDSed¶buff
Rooted¶int
RujEarned¶- Total LDoN points earned in Rujarkian
bool
Running¶- Do I have auto-run turned on?
int
SathirsTradeGems¶int
ScarletMarks¶buff
SE¶spawn
SecondaryAggroPlayer¶- spawninfo for secondary aggro player
int
SecondaryPctAggro¶- Secondary Percentage aggro
int
ShadedSpecie¶int
ShadowStones¶int
ShalowainsPrivateReserve¶item
SharedBank¶int
ShieldingBonus¶- Shielding bonus from gear and spells
buff
Shining¶bool
Shrouded¶- Am I Shrouded?
buff
Silenced¶- Returns the buff of the Silence type effect on you
int
Silver¶- Silver on your character
int
SilverBank¶- Silver in bank
int
SilverTokens¶int
Skill[name|#]¶- Skill level of skill with this name or ID #
int
SkillBase¶int
SkillCap[name|#]¶- Skill cap of skill with this name or ID #
buff
Skin¶buff
Slowed¶buff
Snared¶buff
Song[name]¶- Finds song with this name
buff
Song[#]¶- The song in this slot #
int
SPA¶spawn
Spawn¶- The character's spawn
spell
Spell¶int
SpellDamageBonus¶- Spell Damage bonus
bool
SpellInCooldown¶- returns TRUE if you have a spell in cooldown and FALSE when not.
int
SpellRankCap¶- your characters spell rank cap. if it returns: 1 = Rk. I spells 2 = Rk. II spells 3 = Rk. III spells
bool
SpellReady[name|#]¶- Gem with this spell name or in this gem # ready to cast?
int
SpellShieldBonus¶- Spell Shield bonus from gear and spells
int
SpiritualMedallions¶int
STA¶- Character Stamina
int
STR¶- Character Strength
buff
Strength¶int
StrikeThroughBonus¶- Strikethrough bonus from gear and spells
bool
Stunned¶- Am I stunned?
int
StunResistBonus¶- Stun Resist bonus from gear and spells
string
Subscription¶- See MembershipLevel
int
SubscriptionDays¶- The number of days left before subscription expires.
buff
SV¶int
svChromatic¶- Your character's lowest resist
int
svCold¶- Character Cold Resist
int
svCorruption¶- Character Corruption Resist
int
svDisease¶- Character Disease Resist
int
svFire¶- Character Fire Resist
int
svMagic¶- Character Magic Resist
int
svPoison¶- Character Poison Resist
int
svPrismatic¶- The average of your character's resists
buff
Symbol¶int
TakEarned¶- Total LDoN points earned in Takish
spawn
TargetOfTarget¶- Target of Target (will only work when group or raid Target of Target is active; if not, it will return NULL)
buff
Tashed¶int
Thirst¶- Thirst level
int64
TotalCounters¶bool
TributeActive¶- Tribute Active
ticks
TributeTimer¶- Tribute Timer
bool
UseAdvancedLooting¶- TRUE/FALSE if using advanced looting
int
VeliumShards¶int64
Vitality¶- Total amount of Vitality your toon has
int64
VitalityCap¶int
Voucher¶int
WarforgedEmblem¶int
WarlordsSymbol¶int
WIS¶- Character Wisdom
int
XTAggroCount[N]¶- N is optional and defaults to 100.
Returns the number of AUTO-HATER mobs on the extended target window where your aggro is less than the optional parameter N. N must be between 1-100 inclusive or it will be set to 100 (the default value).
xtarget
XTarget[#]¶- Extended target data for the specified XTarget #. Note: Passing no index to this returns the number of current extended targets.
int
XTargetSlots¶int
XTHaterCount¶zone
ZoneBound¶float
ZoneBoundX¶float
ZoneBoundY¶float
ZoneBoundZ¶bool
Zoning¶string
To String¶- The character's name
charselectlist¶
Provides information about the character list.
- See Also: character, TLO:Me
-
Members
string
Class¶- Class of the character
int
Count¶- Number of characters in the character select list
int
Level¶- Level of the character
string
Name¶- Name of the character
string
Race¶- Race of the character
int
ZoneID¶- Id of the zone the character logged out in
class¶
- Data about a particular character class
-
Members
bool
CanCast¶- Can cast spells, including Bard
bool
ClericType¶- True if class is a Cleric or Paladin
bool
DruidType¶- True if class is a Druid or Ranger
bool
HealerType¶- True if class is a Healer (Cleric, Druid or Shaman)
int
ID¶- The class numeric ID
bool
MercType¶- True if class is Mercenary
string
Name¶- The full name of the class. Ex: "Ranger"
bool
NecromancerType¶- True if class is a Necromancer or Shadow Knight
bool
PetClass¶- True if class is a pet class (Shaman, Necromancer, Mage or Beastlord)
bool
PureCaster¶- True if class is a pure caster (Cleric, Druid, Shaman, Necromancer, Wizard, Mage or Enchanter)
bool
ShamanType¶- True if class is Shaman or Beastlord
string
ShortName¶- The short name (three letter code) of the class. Ex:
RNGfor Ranger
string
To String¶- Same as Name
corpse¶
- Data related to the current lootable corpse. See Corpse.
-
Members
item
Item[N]¶- Nth item on the corpse
item
Item[name]¶- Finds an item by partial name in this corpse (use
=<name>for exact match)
int
Items¶- Number of items on the corpse
bool
Open¶- Corpse open?
string
To String¶- Same as Open
currentzone¶
- Extends the zone type with additional information about the current zone.
-
Members
This type inherits members from zone.
bool
Dungeon¶- Same as Indoor.
int
ID¶- the ID of the zone.
bool
Indoor¶- True if this is an Indoor zone.
float
MaxClip¶- Maximum clip plane allowed in zone.
float
MinClip¶- Minimum clip plane allowed in zone.
string
Name¶- Full zone name.
bool
NoBind¶- True if binding isn't allowed in this zone outside specified bindable areas.
bool
Outdoor¶- True if this is an outdoor zone.
string
ShortName¶- Short zone name
int
Type¶-
Zone type
Value Meaning 0 Indoor Dungeon 1 Outdoor 2 Outdoor City 3 Dungeon City 4 Indoor City 5 Outdoor Dungeon
int
ZoneType¶- Same as Type
string
To String¶- Same as Name
deity¶
- Contains data related to deity members
-
Members
int
ID¶- The deity's ID #
string
Name¶- The full deity name
string
Team¶- The team name
string
To String¶- Same as Name
double¶
Represents a double precision (64-bit) floating point number.
- A floating-point number is one which has a decimal component (e.g. 1.01)
- Members of this DataType generally manipulate the number's precision (i.e. how many decimal places)
-
- They all round correctly with the exception of int
Members
string
Deci¶- The number as a string with one place of precision, i.e. ###.#
string
Centi¶- The number as a string with two places of precision, i.e. ###.##
int
Int¶- Integer portion of the number truncated rather than rounded, e.g. 12.779 returns 12
string
Milli¶- The number as a string with three places of precision, i.e. ###.###
string
Precision[#]¶- The number as a string with # places of precision
string
Prettify[precision]¶- Pretty print the number with commas, with optional precision (defaults to two decimal points).
string
To String¶- Same as Centi
dynamiczone¶
Data for the current dynamic zone instance
- See Also: TLO:DynamicZone
-
Members
bool
InRaid¶- ??
dzmember
Leader¶- The leader of the dynamic zone
bool
LeaderFlagged¶- Returns true if the dzleader can successfully enter the dz (this also means the dz is actually Loaded.)
int
MaxMembers¶- Maximum number of characters that can enter this dynamic zone
int
MaxTimers¶- The number of timers present in Timers
dzmember
Member[#|name]¶- The dynamic zone member # or name
int
Members¶- Current number of characters in the dynamic zone
int
MinMembers¶- Minimum number of members required.
string
Name¶- The full name of the dynamic zone.
dztimer
Timer[#|name]¶- Access the list of current lockout timers. This is either an index from 1 to MaxTimers, or a "Expedition|Event" combination. Event is optional, but if multiple Expeditions match, the timer with the earliest lockout expiration will be returned.
string
To String¶- Same as Name
dzmember¶
This DataType contains information on the members of the current dynamic zone instance
- See Also: DataType:dynamiczone, TLO:DynamicZone
-
Members
bool
Flagged¶- Returns true if the dzmember can successfully enter the dz. where x is either index or the name.
string
Name¶- The name of the member
string
Status¶- The status of the member - one of the following: Unknown, Online, Offline, In Dynamic Zone, Link Dead
string
To String¶- Same as Name
dztimer¶
Provides information about a dynamic zone lockout timer
- See Also: DataType:dynamiczone, TLO:DynamicZone
-
Members
string
ExpeditionName¶- The name of the expedition
string
EventName¶- The name of the event
timestamp
Timer¶- The timestamp indicating when this lockout expires
int
EventID¶- ID of the event. These values are only unique per Expedition. Non-event lockouts (Replay Timer) will have a -1 event id.
string
To String¶- Returns the string formatted as
"ExpeditionName|EventName"|
everquest¶
- Data types related to the current EverQuest session.
-
Members
int
CharSelectList¶- Currently returns the zone ID the character is currently in
bool
ChatChannel[channelname]¶- Returns TRUE if channelname is joined
string
ChatChannel[#]¶- Returns the name of chat channel #
int
ChatChannels¶- Returns the number of channels currently joined
string
CurrentUI¶- return a string representing the currently loaded UI skin
bool
Foreground¶- Returns TRUE if EverQuest is in Foreground
string
GameState¶- Shows the current game state. Values: CHARSELECT, INGAME, PRECHARSELECT, UNKNOWN
int64
HWND¶- Window handle.
bool
IsDefaultUILoaded¶- returns a bool true or false if the "Default" UI skin is the one loaded
string
LastCommand¶- Last command entered
window
LastMouseOver¶- Returns the last window you moused over
string
LastTell¶- Name of last person to send you a tell
bool
LayoutCopyInProgress¶- Returns TRUE if a layoutcopy is in progress and FALSE if not.
bool
LClickedObject¶- Returns TRUE if an object has been left clicked
string
LoginName¶- Your station name
int
MaxBGFPS¶- Maximum background FPS
int
MaxFPS¶- Maximum foreground FPS
int
MouseX¶- Mouse's X location
int
MouseY¶- Mouse's Y location
string
Path¶- Path to the Everquest folder
int
PID¶- Your current (Process ID)
int
Ping¶- Your current ping
int
Running¶- Running time of current MQ2 session, in milliseconds
int
ScreenMode¶- Returns the screenmode as an integer, 2 is Normal and 3 is No Windows
string
Server¶- Full name of your server
int
PPriority¶- Returns the processor priority that Everquest is set to. Values: UNKNOWN, LOW, BELOW NORMAL, NORMAL, ABOVE NORMAL, HIGH, REALTIME
float
UiScale¶- Returns the current UI scale
bool
ValidLoc[coorrdinates]¶- Returns true if the given coordinates are valid.
int
ViewportX¶- EverQuest viewport upper left (X) position
int
ViewportXCenter¶- EverQuest viewport center (X) position
int
ViewportXMax¶- EverQuest viewport lower right (X) position
int
ViewportY¶- EverQuest viewport upper left (Y) position
int
ViewportYCenter¶- EverQuest viewport center (Y) position
int
ViewportYMax¶- EverQuest viewport lower right (Y) position
string
WinTitle¶- Titlebar text of the Everquest window.
evolving¶
- A DataType that deals with evolving items.
-
Members
bool
ExpOn¶- Is evolving item experience turned on for this item?
float
ExpPct¶- Percentage of experience that the item has gained
int
Level¶- The level of the evolving item.
int
MaxLevel¶- The maximum level of the evolving item
string
To String¶- Same as ExpOn
fellowship¶
- Contains all the data about your fellowship
-
Members
bool
Campfire¶- TRUE if campfire is up, FALSE if not
ticks
CampfireDuration¶- Time left on current campfire
float
CampfireX¶- Campfire X location
float
CampfireY¶- Campfire Y location
float
CampfireZ¶- Campfire Z location
zone
CampfireZone¶- Zone information for the zone that contains your campfire
bool
Exists¶- Returns TRUE if a fellowship exists.
int
ID¶- Fellowship ID
string
Leader¶- Fellowship leader's name
fellowshipmember
Member[name|#]¶- Member data by name or #
int
Members¶- Number of members in the fellowship
string
MotD¶- Fellowship Message of the Day
bool
Sharing[N]¶- Returns TRUE if exp sharing is enabled for the Nth member
string
To String¶- TRUE if currently in a fellowship, FALSE if not
fellowshipmember¶
- Contains all the data related to fellowship members
-
Members
class
Class¶- Member's class
ticks
LastOn¶- How long since member was last online
int
Level¶- Member's level
string
Name¶- Member's name
bool
Sharing¶- TRUE if member has exp sharing enabled
zone
Zone¶- Zone information for the member's zone
string
To String¶- player name
float¶
Represents a single precision (32-bit) floatiang point number.
- A floating-point number is one which has a decimal component (e.g. 1.01)
- Members of this DataType generally manipulate the number's precision (i.e. how many decimal places)
-
- They all round correctly with the exception of int
Members
string
Centi¶- The number as a string with two places of precision, i.e. ###.##
string
Deci¶- The number as a string with one place of precision, i.e. ###.#
int
Int¶- Integer portion of the number truncated rather than rounded, e.g. 12.779 returns 12
string
Milli¶- The number as a string with three places of precision, i.e. ###.###
string
Precision[#]¶- The number as a string with # places of precision
string
Prettify[precision]¶- Pretty print the number with commas, with optional precision (defaults to two decimal points).
int
Raw¶- Returns IEEE 754 representation of floating point value.
string
To String¶- Same as Centi
framelimiter¶
- Data type to access frame limiter information.
-
Members
float
BackgroundFPS¶- Value of the target background fps setting.
bool
ClearScreen¶- Value of the clear screen when not rendering setting.
float
CPU¶- Current CPU usage as %
bool
Enabled¶- TRUE if the frame limiter feature is currently active.
float
ForegroundFPS¶- Value of the target foreground fps setting.
float
MinSimulationFPS¶- Value of the minimum simualtion rate setting.
float
RenderFPS¶- Current graphics scene frame rate (visible fps).
bool
SaveByChar¶- TRUE if settings for the frame limiter are being saved by character.
float
SimulationFPS¶- Current simulation frame rate (game updates per second).
string
Status¶- Either "Foreground" or "Background".
friend¶
- Provides access to your friends list data.
-
Members
bool
Friend[name]¶- Returns TRUE if name is on your friend list
string
Friend[#]¶- Returns the name of friend list member #
string
To String¶- Number of friends on your friends list
ground¶
- Represents a ground item.
-
Members
float
DisplayName¶- Displays name of the grounspawn
int
Distance¶- Distance from player to ground item
int
Distance3D¶- Distance from player to ground item
heading
Heading¶- Ground item is facing this heading
heading
HeadingTo¶- Direction player must move to meet this ground item
int
ID¶- Ground item ID (not the same as item ID, this is like spawn ID)
bool
LineOfSight¶- Returns TRUE if ground spawn is in line of sight
string
Name¶- Name
int
SubID¶- ???
int
ZoneID¶- ???
float
X¶- X coordinate
float
Y¶- Y coordinate
float
Z¶- Z coordinate
float
W¶- X coordinate (Westward-positive)
float
N¶- Y coordinate (Northward-positive)
float
U¶- Z coordinate (Upward-positive)
ground
First¶- First spawn
ground
Last¶- Last spawn
ground
Next¶- Next spawn
ground
Prev¶- Prev spawn
string
To String¶- Same as ID
group¶
- Contains details about your group
-
Members
bool
AnyoneMissing¶- True if somebody in the group is offline, in some other zone, or just simply dead.
int
CasterMercCount¶- The number of caster dps mercenaries in your group.
spawn
Cleric¶- The first member of the group that is a cleric.
int
GroupSize¶- The number of members in your group, including yourself.
int
HealerMercCount¶- The number of healer mercenaries in your group.
int
Injured[#]¶- The numbers of people in the group that has an hp percent lower than #.
groupmember
Leader¶- The leader of the group.
int
LowMana[#]¶- The number of people in the group that have a mana percent lower than #.
groupmember
MainAssist¶- The main assist of the group, if one is assigned.
groupmember
MainTank¶- The main tank of the group, if one is assigned.
groupmember
MarkNpc¶- The group member who can mark NPCs, if one is assigned.
groupmember
MasterLooter¶- The master looter of the group, if one is assigned.
int
MeleeMercCount¶- The number of melee mercenaries in your group.
groupmember
Member[#]¶- The Nth member of your group. 0 is always you. 1 is the first person in the group list, etc.
int
Members[Name]¶- The group member of your group identified by Name.
int
Members¶- The total number of group members, excluding yourself.
int
MercenaryCount¶- The total number of mercenaries that are in the group.
groupmember
MouseOver¶-
The name of the group member that the mouse is currently hovering over in the group window, if any.
Note
You can hover over your own name in the player window where you see your hp and it will return you.
Examples
/echo Im hovering my mouse over ${Group.MouseOver.Name} which has ths spawnid: ${Group.MouseOver.ID}/bct ${Group.MouseOver.Name} hi there I dont want to change my target just to tell you: please heal ${Me.Mame}/bct soandso //casting "Complete Heal" -targetid|${Group.MouseOver.ID}/bct ${Group.MouseOver.CleanName} //setprio 2
groupmember
Puller¶- The puller of the group, if one is assigned.
int
TankMercCount¶- The number of tank mercenaries in your group.
string
To String¶- The number of members in the group, as a string.
groupmember¶
- Contains data on a specific group member
-
Members
This type inherits members from spawn if the member is in the current zone.
int
Index¶- Which number in the group the member is
bool
Leader¶- TRUE if the member is the group's leader, FALSE otherwise
int
Level¶- The member's level
bool
MainAssist¶- TRUE if the member is designated as the group's Main Assist, FALSE otherwise
bool
MainTank¶- TRUE if the member is designated as the group's Main Tank, FALSE otherwise
bool
MasterLooter¶- TRUE if the member is designated as the group's Master Looter, FALSE otherwise
bool
MarkNpc¶- TRUE if the member is designated as the group roule Mark NPC, FALSE otherwise
bool
Mercenary¶- TRUE if the member is a mercenary, FALSE otherwise
string
Name¶- The name of the group member. This works even if they are not in the same zone as you.
bool
Offline¶- TRUE if the member is offline and FALSE if online
bool
OtherZone¶- TRUE if the member is online but in another zone and FALSE if online and in same zone as you.
int
PctAggro¶- ???
bool
Present¶- TRUE if the member is online and in same zone and FALSE if online and not in same zone as you.
bool
Puller¶- TRUE if the member is designated as the group's Puller, FALSE otherwise
spawn
Spawn¶- Accesses the group member's spawn. Not all members will have a spawn (if they are out of the zone).
string
To String¶- Same as Name
heading¶
- Represents a direction on a compass.
-
Members
int
Clock¶- The nearest clock direction, e.g. 1-12
float
Degrees¶- Heading in degrees (same as casting to float)
float
DegreesCCW¶- Heading in degrees counter-clockwise (the way the rest of MQ2 and EQ uses it)
string
Name¶- The long compass direction, eg. "south", "south by southeast"
string
ShortName¶- The short compass direction, eg. "S", "SSE"
string
(To String)¶- Same as ShortName
hotbuttonwindow¶
- Data related to hotbuttons
-
Members
altability
AltAbility¶- If this hotbutton activates an alternate ability, this will return the alternate ability that is activated by pressing this button.
int
ButtonIndex¶-
Returns the index of the button in the hotbutton page it resides on.
e.g., if this hotbutton is the third button on the page, it will return 3.
int
BarIndex¶-
Returns which bar this button resides on.
e.g. If this hotbutton is on the first (main) hotbutton bar, it will return 1.
int
IconSlot¶-
Returns the ID of the icon that is displayed by this hotbutton, if any. Which icon this identifies depends on the value of
IconType.If no icon is present, this will return -1.
int
IconType¶-
Returns the type of icon that is displayed by this hotbutton. Each type of icon is read from a specific icon texture atlas.
If no icon is present, this will return -1.
Value Meaning Texture Atlas -1 No icon n/a 0 Item icon A_DragItem 1 Spell Icons A_SpellGems 2 Menu Icons A_MenuIcons
item
Item¶- An item that is linked to the hot button
string
ItemGuid¶-
Unique identifier of the item associated with this hotbutton, if any.
If no item is associated with this hotbutton, this will return an empty string.
int
ItemId¶-
ID of the item associated with this hotbutton.
If no item is associated with this hotbutton, this will return 0.
string
ItemName¶-
Name of the item associated with this hotbutton.
If no item is associated with this hotbutton, this will return an empty string.
string
Label¶- Display label for this hotbutton.
int
PageIndex¶- Returns the index of the page of the hotbar that this button resides on.
int
Slot¶-
The meaning of this value depends on the type of hotbutton. The type of hotbutton can be determined with the
Typemember.See HotButton Types for the meaning of the Slot parameter.
social
Social¶- Returns the social if this hotbutton is associated with a social. Otherwise returns NULL.
string
Spell¶-
If the hotbutton is a spell gem, this will return the associated spell.
If the hottbuton is an alternate ability, this will return the spell associated with the alternate ability.
Otherwise, returns NULL.
int
Type¶- Returns the type of hotbutton. See HotButton Types.
string
TypeName¶- Returns the type name of hotbutton. See HotButton Types.
ini¶
- This is the type for an ini that you have referenced without an Index.
-
Members
inifile
File¶-
The ini file you would like to reference. ".ini" is appended if there is no extension.
Relative and absolute paths are allowed. Searching is performed using the macro directory and the config directory for relative paths.
-
inifile¶
- This is the type for the ini file that was referenced from TLO:Ini
-
Members
bool
Exists¶- Whether the ini file exists or not.
inifilesection
Section[opt: Section]¶-
A reference to the named or unnamed section of this ini file.
The index is optional. Passing an index means it will search for matches to that index. Not passing an index references all sections for operations that allow it.
inifilesection¶
- This is the type for the referenced section of an ini file.
-
Members
int
Count¶- How many sections matching the Section[] index exist.
bool
Exists¶- Whether a specific section exists.
inifilesectionkey
Key[opt: Key]¶-
A reference to the named or unnamed key in this specific ini file section.
The index is optional. Passing an index means it will reference all keys that match that index. Not passing an index references all keys for operations that allow it.
inifilesectionkey¶
- This is the type for the referenced key in a specific section of an ini file.
-
Members
int
Count¶- How many keys matching the Key[] index exist.
bool
Exists¶- Whether a specific key exists.
string
Value¶- The value for a specific key. Accepts an Index to allow for returning a value if the key does not exist
string
KeyAtIndex¶- The name of the key at the specified index
string
ValueAtIndex¶- The value of the entry at the specified index
int¶
- Represents a 32-bit integer. Can hold values from -2,147,483,648 to 2,147,483,647.
-
Members
float
Float¶- The number as a float (123 is represented as 123.0)
double
Double¶- The number as a double (123 is represented as 123.0)
string
Hex¶- The hex value of the integer (10 is represented as 0xA)
int
Reverse¶- Endianness reversed
int
LowPart¶- Lower 16-bits of the value.
int
HighPart¶- Upper 16-bits of the value.
string
Prettify[precision]¶- Pretty print the number with commas, with optional precision
string
(To String)¶- The number as a string
int64¶
- Represents a 64-bit integer. Can hold values from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.
-
Members
float
Float¶- The number as a float (123 is represented as 123.0)
double
Double¶- The number as a double (123 is represented as 123.0)
string
Hex¶- The hex value of the integer (10 is represented as 0xA)
int64
Reverse¶- Endianness reversed
int
LowPart¶- Lower 32-bits of the value.
int
HighPart¶- Upper 32-bits of the value.
string
Prettify[precision]¶- Pretty print the number with commas, with optional precision
string
(To String)¶- The number as a string
inventory¶
- This is the type for all things inventory related.
-
Members
bank
Bank¶- Your bank, only including the primary slots and currencies (not including shared or other features)
invslot¶
- Data related to an inventory slot.
-
Members
int
ID¶- ID of this item slot (usable directly by /itemnotify)
item
Item¶- Item data for the item in this slot
string
Name¶- For inventory slots not inside packs, the slot name, otherwise NULL
invslot
Pack¶- Container that must be opened to access the slot with /itemnotify
int
Slot¶- Slot number inside the pack which holds the item, otherwise NULL
string
To String¶- Same as ID
invslotwindow¶
- Contains information related to the specified inventory slot
-
Members
string
Background¶- Background image for the slot
bool
FindSelected¶- ???
bool
HotButton¶- ???
bool
InventorySlotLinked¶- ???
int
ItemLocation¶- ???
int
ItemIndexSlot¶- ???
item
Item¶- The item object of the slot
int
ItemOffsetX¶- ???
int
ItemOffsetY¶- ???
string
ItemTexture¶- ???
int
Mode¶- ???
int
Quantity¶- ???
bool
Selected¶- ???
string
Text¶- ???
item¶
- Contains the properties that describe an item.
-
Members
int
AC¶- AC value on item
int
Accuracy¶- Accuracy
int
AGI¶- AGI value on item
int
Attack¶- Attack value on item
bool
Attunable¶- Attunable?
int
AugRestrictions¶- Augment Restrictions
int
Augs¶- Number of augs on this item
augtype
AugSlot¶- Retrieve the augment in the specified slot number.
int
AugSlot1¶- Returns the type of agument in slot 1
int
AugSlot2¶- Returns the type of agument in slot 2
int
AugSlot3¶- Returns the type of agument in slot 3
int
AugSlot4¶- Returns the type of agument in slot 4
int
AugSlot5¶- Returns the type of agument in slot 5
int
AugSlot6¶- Returns the type of agument in slot 6
int
AugType¶- Augmentation slot type mask.
int
Avoidance¶- Avoidance
BaneDMG¶- ???
BaneDMGType¶- ???
int64
BuyPrice¶- The cost to buy this item from active merchant
bool
CanUse¶- TRUE if you can use the item, otherwise FALSE
float
CastTime¶- Spell effect's cast time (in seconds)
int
CHA¶- CHA value on item
int
Charges¶- Charges
int
Clairvoyance¶- Clairvoyance
string
Class[N]¶- Returns the Nth long class name of the listed classes on an item. Items suitable for ALL classes will effectively have all 17 classes listed.
int
Classes¶- The number of classes that can use the item. Items suitable for ALL classes will return 16.
itemspell
Clicky¶- Activatable spell effect, if any.
bool
Collectible¶- TRUE if the item is a collectible, otherwise FALSE
Combinable¶- ???
int
CombatEffects¶- CombatEffects
int
Container¶- Number of slots, if this is a container
int
ContentSize¶- ???
int
Damage¶- Base Damage of the item
int
DamageShieldMitigation¶- Damage Shield Mitigation
int
DamShield¶- Damage Shield value on item
int
Deities¶- The number of deities that can use the item. Items with no deity restrictions will return 0.
string
Deity[N]¶- Returns the Nth deity of the listed deities on an item. Items with no deity restrictions will return NULL for all values of N.
Delay¶- ???
int
DEX¶- DEX value on item
DMGBonus¶- ???
string
DMGBonusType¶- "None", "Magic", "Fire", "Cold", "Poison", "Disease"
int
DoTShielding¶- DoT Shielding
string
EffectType¶- Spell effect type (see below for spell effect types)
int
Endurance¶- Endurance
int
EnduranceRegen¶- Endurance regen
evolving
Evolving¶- Does this item have Evolving experience on?
bool
Expendable¶- ???
itemspell
Familiar¶- Familiar spell effect, if any.
int
FirstFreeSlot¶- ???
itemspell
Focus¶- First focus effect, if any.
itemspell
Focus2¶- Second focus effect, if any.
FocusID¶- ???
int
FreeStack¶-
The number of items needed to fill all the stacks of the item you have (with a stacksize of 20).
If you have 3 stacks (1, 10, 20 in those stacks), you have room for 60 total and you have 31 on you, so FreeStack would return 29.
int
Haste¶- Haste value on item
int
HealAmount¶- HealAmount (regen?)
bool
Heirloom¶:: ???
int
HeroicAGI¶- Heroic AGI value on item
int
HeroicCHA¶- Heroic CHA value on item
int
HeroicDEX¶- Heroic DEX value on item
int
HeroicINT¶- Heroic INT value on item
int
HeroicSTA¶- Heroic STA value on item
int
HeroicSTR¶- Heroic STR value on item
int
HeroicSvCold¶- Heroic SvCold value on item
int
HeroicSvCorruption¶- Heroic SvCorruption value on item
int
HeroicSvDisease¶- Heroic SvDisease value on item
int
HeroicSvFire¶- Heroic SvFire value on item
int
HeroicSvMagic¶- Heroic SvMagic value on item
int
HeroicSvPoison¶- Heroic SvPoison value on item
int
HeroicWIS¶- Heroic WIS value on item
int
HP¶- HP value on item
int
HPRegen¶- HPRegen value on item
int
Icon¶- Item Icon
int
ID¶- Item ID
IDFile¶- ???
IDFile2¶- ???
itemspell
Illusion¶- Illusion spell effect, if any.
float
InstrumentMod¶- Instrument Modifier Value
InstrumentType¶- ???
int
INT¶- INT value on item
int
InvSlot¶- Inventory Slot Number (Historic and now deprecated, use ItemSlot and ItemSlot2)
item
Item[N]¶- Item in Nth slot, if this is a container or has augs
float
ItemDelay¶- Returns the delay of the weapon
string
ItemLink[CLICKABLE]¶- just prints the actual hexlink for an item (not clickable) unless [CLICKABLE] is included
int
Items¶- Number of items, if this is a container.
int
ItemSlot¶- Item Slot number see Slot Names
int
ItemSlot2¶- Item Slot subnumber see Slot Names
LDoNCost¶- ???
string
LDoNTheme¶- "All", "Deepest Guk", "Miragul's", "Mistmoore", "Rujarkian", "Takish", "Unknown"
Level¶- ???
Light¶- ???
bool
Lore¶- Lore?
bool
LoreEquipped¶- Lore Equipped?
LoreText¶- ???
int
Luck¶- ???
bool
Magic¶- Magic?
int
Mana¶- Mana value on item
int
ManaRegen¶- ManaRegen value on item
int
MaxLuck¶- ???
int
MaxPower¶- Max power on an power source
int
MerchQuantity¶- Quantity of item active merchant has
int
MinLuck¶- ???
itemspell
Mount¶- Mount spell effect, if any.
string
Name¶- Name
bool
NoDestroy¶:
bool
NoDrop¶- No Trade?
bool
NoRent¶- Temporary?
bool
NoTrade¶- Synonym for NoDrop
int
Open¶- ???
int
OrnamentationIcon¶- ???
float
PctPower¶- ???
PendingLore¶- ???
int
Power¶- Power left on power source
bool
Prestige¶- Prestige item?
itemspell
Proc¶- Combat proc effect.
ProcRate¶- ???
int
Purity¶- Purity of item
Quality¶- ???
bool
Quest¶- Quest item?
string
Race[N]¶- Returns the Nth long race name of the listed races on an item. Items suitable for all races will effectively have all 15 races listed.
int
Races¶- The number of races that can use the item. Items suitable for ALL races will return 15.
int
Range¶- ???
int
RecommendedLevel¶- Returns the Recommended Level of an item. Items with no recommended level will return 0.
int
RefCount¶- ???
int
RequiredLevel¶- Returns the Required Level of an item. Items with no required level will return 0.
itemspell
Scroll¶- Scroll effect, if any.
int
SellPrice¶- Price to sell this item at this merchant
int
Shielding¶- Shielding
int
Size¶- Item size: 1 SMALL 2 MEDIUM 3 LARGE 4 GIANT
int
SizeCapacity¶-
If item is a container, size of items it can hold.
| Value | Meaning | | 1 | SMALL | | 2 | MEDIUM | | 3 | LARGE | | 4 | GIANT |
Skill¶- ???
int
SkillModMax¶- ???
int
SkillModValue¶- ???
int
SlotsUsedByItem¶- ???
spell
Spell¶- Spell effect
int
SpellDamage¶- Spell damage
int
SpellShield¶- SpellShield
int
STA¶- STA value on item
int
Stack¶- Number of items in the stack
bool
Stackable¶- Stackable?
int
StackCount¶- The total number of the stackable item in your inventory
int
Stacks¶- Number of stacks of the item in your inventory
int
StackSize¶- Maximum number if items that can be in the stack
int
STR¶- STR value on item
int
StrikeThrough¶- StrikeThrough
int
StunResist¶- Stun resist
Summoned¶- ???
int
svCold¶- svCold value on item
int
svCorruption¶- svCorruption value on item
int
svDisease¶- svDisease value on item
int
svFire¶- svFire value on item
int
svMagic¶- svMagic value on item
int
svPoison¶- svPoison value on item
ticks
Timer¶- Returns the number of ticks remaining on an item recast timer
int
TimerReady¶- Returns the number of seconds remaining on an item recast timer
bool
Tradeskills¶- Tradeskills?
int
Tribute¶- Tribute value of the item
string
Type¶- Type
int
Value¶- Item value in coppers
int
Weight¶- Item weight
WeightReduction¶- ???
int
WIS¶- WIS value on item
itemspell
Worn¶- Passive worn effect, if any.
invslot
WornSlot[N]¶- The Nth invslot this item can be worn in (fingers/ears count as 2 slots)
bool
WornSlot[name]¶- Can item be worn in invslot with this name? (worn slots only)
int
WornSlots¶- The number of invslots this item can be worn in (fingers/ears count as 2 slots)
string
(To String)¶- Same as Name
itemfilterdata¶
- A collection of settings that together describe the loot filter for an item.
-
Members
bool
AutoRoll¶- The Auto Roll state (dice icon).
bool
Greed¶- The Greed (GD) state.
int
IconID¶- The ID of the icon.
int
ID¶- The ID of the item.
string
Name¶- The Name of the item.
bool
Need¶- The Need (ND) state.
bool
Never¶- The Never (NV) state.
int
Types¶- Bit field representing all the loot filter flags for this item.
string
To String¶- Same as Name
itemspell¶
- Represents a spell effect on an item.
-
Members
int
CastTime¶- Spell cast time.
int
EffectiveCasterLevel¶- Effective level that is used to cast the spell.
int
EffectType¶- The type of item spell effect.
int
MaxCharges¶- The maximum number of charges supported by this spell.
int
OtherID¶- ???
string
OtherName¶- Synonym of OverrideName
string
OverrideDescription¶- Overrides the normal spell description string, if set.
string
OverrideName¶- Overrides the normal spell name string, if set.
int
ProcRate¶- Combat effect proc rate.
int
RecastType¶- Recast type of the spell.
int
RequiredLevel¶- Level required for the spell to be usable.
spell
Spell¶- The spell.
int
SpellID¶- ID of the Spell.
int
TimerID¶- Timer ID of the spell.
keyring¶
- This datatype represents information about a keyring (a.k.a. a collection of mounts, illusions, etc)
-
Members
int
Count¶- The number of items in this keyring
keyringitem
Stat¶- The keyring item assigned as the stat item
keyringitem¶
- This datatype deals strictly with information items on a keyring.
-
Members
int
Index¶- Where on the keyring list
item
Item¶- The item on the keyring
string
Name¶- name of the keyring item
macro¶
- The Macro DataType deals with the macro currently running, and nothing else.
-
Members
string
CurCommand¶- list the current line number, macro name, and code of the macro being processed
int
CurLine¶- The current line number of the macro being processed
string
CurSub¶- The current subroutine
bool
isOuterVariable¶- true if the provided parameter is a defined outer variable
bool
isTLO¶- true if the provided parameter an existing TLO
int
MemUse¶- How much memory the macro is using
string
Name¶- The name of the macro currently running
int
Params¶- The number of parameters that were passed to the current subroutine
bool
Paused¶- NULL if no macro running, FALSE if mqpause is off, TRUE if mqpause is on
string
Return¶- The value that was returned by the last completed subroutine
int64
RunTime¶- How long the macro has been running (in seconds)
int
StackSize¶- StackSize?
varies
Variable¶- returns the value given the name of Macro variable. The type of this member depends on the type of the variable being accessed.
macroquest¶
- Data types related to the current MacroQuest session. These also inherit from the EverQuest Type.
-
Members
bool
Anonymize¶- Anonymize character data
int
Build¶-
The build (client target) for MacroQuest
Value Meaning 1 Live 2 Test 3 Beta 4 Emu
string
BuildName¶-
The build (client target) name for MacroQuest:
- "Live"
- "Test"
- "Beta"
- "Emu"
string
BuildDate¶- Date that MacroQuest was built
string
Error¶- Last normal error message
string
InternalName¶- The internal name from MacroQuest("Next")
string
MQ2DataError¶- Last Macro parsing error message
int
Parser¶- Which parser engine is currently active
string
Path[Option]¶-
Retrieves the path to the specified location. If no path is provided, the root path of MacroQuest (where the MacroQuest.exe lives) is returned.
Important
Be sure to use this member to access these paths, and do not hard code paths. These locations in MacroQuest are configurable and may not be in the default locations!
Option Result root Returns the path to the root directory. config Returns path to the config directory crashdumps Returns the path to where crash dumps are stored logs Returns the path to the logs directory mqini Returns the path to MacroQuest.ini macros Returns the path to the macros directory plugins Returns the path to the plugins directory resources Returns the path to the resources directory If no path is provided, the root path is returned.
string
SyntaxError¶- Last syntax error message
string
Version¶- The full version of MacroQuest
string
To String¶- None
math¶
- This DataType performs various mathematical calculations. In the following members, n is any formula that consists of valid Operators.
-
Members
float
Abs[n]¶- The absolute value of the result of n
float
Acos[n]¶- Arccosine of n (in degrees)
float
Asin[n]¶- Arcsine of n (in degrees)
float
Atan[n]¶- Arctangent of n (in degrees)
float
Calc[n]¶- Performs a mathematical calculation n
int
Clamp[n, min, max]¶- Clamps the value n such that min _<= _n <= max
float
Cos[n]¶- Cosine of n (in degrees)
int
Dec[hex]¶- Decimal value of a hexidecimal string
float
Distance[y,x,z:y,x,z]¶- Calculates the distance between two points on the map
- 1, 2, or 3 dimensions may be provided
- Defaults to your character's current location
string
Hex[n]¶- Returns hexidecimal value of int n
int
Not[n]¶- Bitwise complement of n
int
Rand[n]¶- Random integer. Rand[5] range 0 to 4. Rand[100,200] range 100 to 199
float
Sin[n]¶- Sine of n (in degrees)
float
Sqrt[n]¶- Square root of n
float
Tan[n]¶- Tangent of n (in degrees)
menu¶
- Returns information about visible menus. Inherits window when a menu is open.
-
Members
int
NumVisibleMenus¶- returns number of currently visible menus. Ordinarily this is going to be 1 if a menu is showing and 0 if not.
int
CurrMenu¶- returns the index for the currently visible menu. Ordinarily this will be 0 if a menu is open and -1 if not
string
Name¶- returns the name of the menu or the first item's name.
int
NumItems¶- returns number of items in the currently open menu.
string
Items[#]¶- returns the Itemname specified by Index
string
To String¶- If no menu open, returns "No Menu Open". It returns the first menu item's name when a menu is open
mercenary¶
- This is the type used for mercenaries.
-
Members
This type inherits members from spawn.
int
AAPoints¶- AA Points spent on mercenary abilities
string
Index¶- Index
string
Name¶- Name of the mercenary
string
Stance¶- Current stance of the mercenary
string
State¶-
Current state of the mercenary:
- "DEAD"
- "SUSPENDED"
- "ACTIVE"
- "UNKNOWN"
int
StateID¶- Current state ID of the mercenary as a number.
string
To String¶- Same as Name
merchant¶
- This contains information related to the active merchant.
-
Members
This type inherits members from spawn if a merchant is active.
bool
Full¶- Returns True if the merchant's inventory is full.
item
Item[#]¶- Item number # on the merchant's list.
item
Item[name]¶- Find an item by partial name on the merchant's list. Prefix with "=" for an exact match.
int
Items¶- Number of items on the merchant.
bool
ItemsReceived¶- True if the merchant's item list has been populated.
float
Markup¶-
The number used to calculate the buy and sell value for an item. (This is what is changed by charisma and faction). This value is capped at 1.05.
- Amount you buy item for = Item Value * Markup
- Amount you sell item for = Item Value * (1/Markup)
bool
Open¶- Returns True if the merchant window is open.
item
SelectedItem¶- The currently selected item in the merchant window. Items can be selected by using /selectitem or the
SelectItemmethod
string
(To String)¶- Same as Open
pet¶
- Pet object
-
Members
This type inherits members from spawn.
int
Buff[buffname]¶- Returns the slot number for buffname
string
Buff[slot]¶- Prints name of the buff at the given slot
int
BuffDuration[buffname]¶- Buff time remaining for pet buff buffname in miliseconds
int
BuffDuration[slot]¶- Buff time remaining for pet buff in slot slot in miliseconds
bool
Combat¶- Combat state
buff
FindBuff¶- ???
bool
Focus¶- Focus state
bool
GHold¶- GHold state
bool
Hold¶- Hold state
string
Name¶- ???
bool
ReGroup¶- ReGroup state
string
Stance¶- Returns the pet's current stance, (e.g. FOLLOW, GUARD)
bool
Stop¶- Stop state
spawn
Target¶- Returns the pet's current target.
bool
Taunt¶- Taunt state
plugin¶
- Data for the specified plugin
-
Members
bool
IsLoaded¶- Returns true if the plugin is loaded
string
Name¶- Name of the plugin
float
Version¶- Version number of the plugin
string
To String¶- Same as Name
pointmerchant¶
- Contains information about point merchants, such as LDON merchants. Inherits spawn when merchant active.
-
Members
pointmerchantitem
Item[#|name]¶string
To String¶- Returns TRUE if merchant window is visible, otherwise FALSE
pointmerchantitem¶
- Returns information about the specified item from a point merchant
-
Members
string
Name¶- Returns the name of the item.
int
ItemID¶- Returns the ID of the item
int64
Price¶- Price of item
int
ThemeID¶bool
IsStackable¶bool
IsLore¶int
RaceMask¶int
ClassMask¶bool
CanUse¶
race¶
- Contains information on the specified race
-
Members
int
ID¶- The ID of the race
string
Name¶- The name of the race
string
To String¶- Same as Name
raid¶
- Contains data on the current raid
-
Members
float
AverageLevel¶- Average level of raid members (more accurate than in the window)
bool
Invited¶- Have I been invited to the raid?
raidmember
Leader¶- Raid leader
bool
Locked¶- Returns TRUE if the raid is locked
string
Looter[#]¶- Specified looter name by number
int
Looters¶- Number of specified looters
int
LootType¶-
Method of looter assignment
Value Meaning 1 Leader 2 Leader & Group Leader 3 Leader & Assignments
raidmember
MainAssist¶- Raid main assist
raidmember
MarkNpc¶- Raid NPC marker
raidmember
MasterLooter¶- Raid Master Looter
raidmember
Member[N]¶- Raid member by number N
raidmember
Member[name]¶- Raid member by name.
int
Members¶- Total number of raid members
raidmember
Target¶- Raid target (clicked in raid window)
int
TotalLevels¶- Sum of all raid member's levels
raidmember¶
- Data related to the specified raid member
-
Members
class
Class¶- Raid member's class (works without being in zone)
int
Group¶- Current group number (or 0)
bool
GroupLeader¶- Returns TRUE if the member is a group leader
int
Level¶- Raid member's level (works without being in zone)
bool
Looter¶- Allowed to loot with current loot rules and looters?
string
Name¶- Raid member's name
bool
RaidLeader¶- Returns TRUE if the member is the raid leader
spawn
Spawn¶- Spawn object for this player if available (must be in zone)
string
To String¶- Same as Name
range¶
- This DataType performs a simple test on n using the following members.
-
Members
bool
Between[#1,#2:N]¶-
True if N is between the range of #1 and #2, inclusive.
Example
Is 50 between 33 and 66?
| Prints TRUE /echo ${Range.Between[33,66:50]}Is 25 between 33 and 66?
| Prints FALSE /echo ${Range.Between[33,66:25]}
bool
Inside[#1,#2:N]¶-
True if N is within the range of #1 and #2, exclusive.
Example
Is 50 Inside 33 and 66?
| Prints TRUE /echo ${Range.Inside[33,66:50]}Is 33 inside 33 and 66?
| Prints FALSE ${Range.Inside[33,66:33]}
-
skill¶
- Data related to a particular skill
-
Members
bool
Activated¶- Returns TRUE if the skill is an activatable skill (ie, an Ability)
int
AltTimer¶-
Originally intended to tell whether a skill shares a timer with another skill, this is misnamed. It returns the category of the skill:
Value Meaning 0 Non Combat 1 Combat 2 Special
bool
Auto¶- Returns TRUE if the skill has /autoskill on, FALSE if it does not.
int
ID¶- Skill number
int
MinLevel¶- Minimum level for your class
string
Name¶- Name of the skill
int
ReuseTime¶- Reuse timer (what number format? ticks, seconds, deciseconds?)
int
SkillCap¶- Skill cap based on your current level and class.
int
StartingSkill¶- Base skill level for your class
string
To String¶- Same as Name
social¶
- Data related to an Everquest social macro.
-
Members
string
Cmd[opt: lineNo]¶- Command lines of social. Provide
lineNo(line number) to retrieve individual lines. If line number is omitted, then the full list of commands will be returned as a single string with multiple lines.
int
Color¶- Retrieves the social button's RGB color as an integer.
string
Name¶- Name of the social.
- Command lines of social. Provide
spawn¶
- Represents an in-game spawn.
-
Members
int
AARank¶- AA rank number
string
AATitle¶- Synonym for Title (deprecated)
string
ActorDef¶- ???
bool
AFK¶- AFK?
bool
Aggressive¶- returns TRUE or FALSE if a mob is aggressive or not
int
Animation¶- Current animation ID. See Animations for a list of animations.
bool
Anonymous¶- Anonymous
bool
Assist¶- Current Raid or Group assist target?
string
AssistName¶- ???
bool
Binding¶- Binding wounds?
int
Blind¶- ???
body
Body¶- Body type (see body types)
bool
BodyWet¶- ???
bool
bShowHelm¶- ???
cachedbuff
Buff¶- ???
int
BuffCount¶- ???
timestamp
BuffDuration¶- ???
bool
BuffsPopulated¶- ???
bool
Buyer¶- Is a buyer? (ie. Buyer in the bazaar)
cachedbuff
CachedBuff¶- Caches buff information cast on others
int
CachedBuffCount¶- ???
bool
CanSplashLand¶TRUE/FALSE on if a splash spell can land...
Note: This check is ONLY for line of sight to the targetindicator (red/green circle)
spell
Casting¶- Spell, if currently casting (only accurate on yourself, not NPCs or other group members)
float
CeilingHeightAtCurrLocation¶- ???
class
Class¶- Class
string
CleanName¶- The "cleaned up" name
int
CombatSkillTicks¶- ???
string
ConColor¶-
Returns consider color
- GREY
- GREEN
- LIGHT BLUE
- BLUE
- WHITE
- YELLOW
- RED
int
ContractorID¶- ???
int
CorpseDragCount¶- Number of corpses being dragged
int
CurrentEndurance¶- Current Endurance points (only updates when target/group)
int64
CurrentHPs¶- Current hit points
int
CurrentMana¶- Current Mana points (only updates when target/group)
float
D¶- Shortcut for -Z (makes Downward positive)
bool
Dead¶- Dead?
deity
Deity¶- Deity
string
DisplayName¶- Name displayed in game (same as EQ's %T)
float
Distance¶- Distance from player in (x,y)
float
Distance3D¶- Distance from player in (x,y,z) in 3D
float
DistanceN¶- Distance from player in Y plane (North/South)
float
DistancePredict¶- Estimated distance in (x,y), taking into account the spawn's movement speed but not the player's
float
DistanceU¶- Distance from player in Z plane (Up/Down)
float
DistanceW¶- Distance from player in X plane (East/West)
float
DistanceX¶- Distance from player in X plane
float
DistanceY¶- Distance from player in Y plane
float
DistanceZ¶- Distance from player in Z plane
bool
Ducking¶- Ducking?
float
E¶- Shortcut for -X (makes Eastward positive)
string
EQLoc¶- Location using EQ format
int
Equipment¶- returns a inttype, it takes numbers 0-8 or names: head chest arms wrists hands legs feet primary offhand
bool
FeetWet¶- Feet wet/swimming?
bool
Feigning¶- Feigning?
cachedbuff
FindBuff¶- ???
bool
Fleeing¶- Is your target moving away from you?
float
FloorZ¶- ???
spawn
Following¶- The spawn a player is following using /follow on - also returns your pet's target via ${Me.Pet.Following}
string
Gender¶- Gender
bool
GM¶- GM or Guide?
int
GMRank¶- ???
bool
GroupLeader¶- Group leader?
string
Guild¶- Guild name
string
GuildStatus¶- Guild status (Leader, Officer, Member) NOTE GuildStatus is no longer present in BETA/TEST/LIVE versions and only available in UF and ROF EMU builds.
heading
Heading¶- Heading in this direction
heading
HeadingTo¶- Heading player must travel in to reach this spawn
heading
HeadingToLoc[y, x]¶- Heading to the coordinates y,x from the spawn
bool
HeadWet¶- ???
float
Height¶- Height
bool
Holding¶- Is the spawn holding an item?
int
HoldingAnimation¶- ???
bool
Hovering¶- Hovering?
int
ID¶- Spawn ID
int
InPvPArea¶- ???
bool
Invis[ANY|0]¶-
Returns whether invis is in effect against specific types of creatures.
Options are:
- ANY or 0 - ${Me.Invis[ANY]} or ${Me.Invis[0]} or ${Me.Invis}
- NORMAL or 1 - ${Me.Invis[NORMAL]} or just ${Me.Invis1}
- UNDEAD or 2 - ${Me.Invis[UNDEAD]} or just ${Me.Invis[2]}
- ANIMAL or 3 - ${Me.Invis[ANIMAL]} or just ${Me.Invis[3]}
- SOS or 4 - ${Me.Invis[SOS]} or just ${Me.Invis[4]} returns true IF you are a ROG AND in fact hidden AND have a skill of at least 100 in HIDE AND have the AA for SoS
bool
IsSummoned¶- Is this a summoned being?
bool
IsTouchingSwitch¶- ???
int
Level¶- Level
bool
Levitating¶- Levitating?
bool
LFG¶- LFG?
string
Light¶- Name of the light class this spawn has
bool
LineOfSight¶- Returns TRUE if spawn is in LoS
bool
Linkdead¶- Linkdead?
string
Loc¶- Loc of the spawn
string
LocYX¶- LocYX of the spawn
string
LocYXZ¶- ???
float
Look¶- Looking this angle
int
Mark¶- Current Raid or Group marked npc mark number (raid first)
spawn
Master¶- Master, if it is charmed or a pet
int
MaxEndurance¶- Maximum Endurance points (only updates when target/group)
int64
MaxHPs¶- Maximum hit points
int
MaxMana¶- Maximum Mana points (only updates when target/group)
float
MaxRange¶- The max distance from this spawn for it to hit you
float
MaxRangeTo¶- The Max distance from this spawn for you to hit it
int
MercID¶- ???
spawn
Mount¶- Mount
bool
Moving¶- Moving?
string
MQLoc¶- Location using MQ format
cachedbuff
MyBuff¶- ???
int
MyBuffCount¶- ???
timestamp
MyBuffDuration¶- ???
float
N¶- Synonym for Y
string
Name¶- Name
bool
Named¶- Is this a "named" spawn (ie. does it's name not start with an "a" or an "an")
spawn
NearestSpawn[search]¶- Find the nearest spawn matching this Spawn Search, to this spawn (most efficient on yourself)
spawn
NearestSpawn[#, search]¶- Find the #th nearest spawn matching this Spawn Search, to this spawn (most efficient on yourself)
spawn
Next¶- Next spawn in the list
spawn
Owner¶- Owner, if mercenary
int
PctEndurance¶- Current endurance as a percent
int64
PctHPs¶- Current hitpoins as a percent
int
PctMana¶- Current mana as a percent
spawn
Pet¶- Returns this spawn's pet, if one exists.
int
PlayerState¶-
returns a mask as an int of which each bit has the following meaning:
Value Meaning 0 Idle 1 Open 2 WeaponSheathed 4 Aggressive 8 ForcedAggressive 16 InstrumentEquipped 32 Stunned 64 PrimaryWeaponEquipped 128 SecondaryWeaponEquipped
spawn
Prev¶- Previous spawn in the list
int
Primary¶- Item ID of anything that may be in the Primary slot
race
Race¶- Race
bool
Roleplaying¶- Roleplaying?
float
S¶- Shortcut for -Y (makes Southward positive)
int
Secondary¶- Item ID of anything that may be in the Secondary slot
int
SeeInvis¶- ???
bool
Sitting¶- Sitting?
bool
Sneaking¶- Sneaking?
int
SpawnStatus¶- ???
float
Speed¶- Speed moving
bool
Standing¶- Standing?
int
StandState¶- StandState
string
State¶-
Return current animation state:
- "STAND"
- "SIT"
- "DUCK"
- "BIND"
- "FEIGN"
- "DEAD"
- "STUN"
- "HOVER"
- "MOUNT"
- "UNKNOWN"
bool
Stuck¶- Stuck?
bool
Stunned¶- Stunned?
string
Suffix¶- Suffix attached to name, eg. of
string
Surname¶- Last name
bool
Targetable¶- ???
spawn
TargetOfTarget¶- ???
bool
TemporaryPet¶- ???
timestamp
TimeBeenDead¶- ???
string
Title¶- Prefix/Title before name
bool
Trader¶- Trader?
string
Type¶-
The Type of Spawn.
- "PC"
- "NPC"
- "Untargetable"
- "Mount"
- "Pet"
- "Corpse"
- "Chest"
- "Trigger"
- "Trap"
- "Timer"
- "Item"
- "Mercenary"
- "Aura"
- "Object"
- "Banner"
- "Campfire"
- "Flyer"
float
U¶- Synonym for Z
bool
Underwater¶- Underwater?
float
W¶- Synonym for X
float
X¶- X coordinate
float
Y¶- Y coordinate
float
Z¶- Z coordinate
float
N¶- X, the Northward-positive coordinate
float
W¶- Y, the Westward-positive coordinate
float
U¶- Z, the Upward-positive coordinate
float
E¶- Shortcut for -X (makes Eastward positive)
float
S¶- Shortcut for -Y (makes Southward positive)
float
D¶- Shortcut for -Z (makes Downward positive)
string
To String¶- Same as Name
spell¶
- This is the type used for spell information.
-
Members
int
ActorTagId¶- ???
float
AERange¶- AE range (group spells use this for their range)
int
Attrib¶- ???
int
AutoCast¶- ???
int64
Base¶- ???
int64
Base2¶- ???
int
BaseEffectsFocusCap¶- ???
string
BaseName¶- ???
bool
Beneficial¶- ???
int
BookIcon¶- Numeric ID of the Icon used to represent the spell.
int
Calc¶- ???
int
CalcIndex¶- ???
bool
CanMGB¶- ???
string
CastByMe¶- ???
string
CastByOther¶- ???
string
CastOnAnother¶- Message when cast on others
string
CastOnYou¶- Message when cast on yourself
timestamp
CastTime¶- Cast time (unadjusted)
string
Category¶- Name of the category the spell belongs to (e.g. "HP Buffs")
int
CategoryID¶- Numeric ID of the category this spell belongs to
int64
CounterNumber¶- The number of counters that the spell adds
string
CounterType¶- The resist counter. Will be one of "Disease", "Poison", "Curse" or "Corruption"
bool
Deletable¶- Whether a spell can be deleted from the spell book
string
Description¶- ???
bool
Dispellable¶- Whether a spell can be dispelled
ticks
Duration¶- Duration of the spell (if any)
ticks
DurationValue1¶- Duration of the spell (if any)
int
DurationWindow¶- ???
int
EnduranceCost¶- ???
ticks
EQSpellDuration¶- ???
string
Extra¶- ???
timestamp
FizzleTime¶- Time to recover after fizzle
int
GemIcon¶- Icon number of the spell. Example ${Spell[blah].GemIcon}
bool
HasSPA[#]¶- ???
int
HastePct¶- Percentage of haste, example of use ${Me.Hasted.HastePct} or ${Spell[Speed of Milyex].HastePct}
int
ID¶- Spell ID
bool
IllusionOkWhenMounted¶- ???
bool
IsActiveAA¶- ???
bool
IsSkill¶- is this spell a skill?
bool
IsSwarmSpell¶- Is this spell a Swarm spell?
int
Level¶- Level
string
Link[text]¶- Generate a clickable spell link. text is optional and overrides the text of the link.
int
Location¶- Appears to be max distance
int
Mana¶- Mana cost (unadjusted)
int64
Max¶- ???
int64
MaxLevel¶- ???
int
MinCasterLevel¶- Minimum level required by any class to cast this spell.
timestamp
MyCastTime¶- Adjusted cast time
ticks
MyDuration¶- ???
float
MyRange¶- Adjusted spell range, including focus effects, etc.
string
Name¶- Spell Name
int
NoExpendReagentID¶- ???
int
NumEffects¶- ???
float
PushBack¶- Push back amount
float
Range¶- Maximum range to target (use AERange for AE and group spells)
int
Rank¶- Returns either 1, 2 or 3 for spells and 4-30 for clickables and potions.
string
RankName¶- Returns the spell/combat ability name rank character has.
int
ReagentCount¶- ???
int
ReagentID¶- ???
float
RecastTime¶- Time to recast after successful cast
int
RecastTimerID¶- ???
timestamp
RecoveryTime¶- Same as FizzleTime
int
ResistAdj¶- Resist adjustment
string
ResistType¶-
The resist type of the spell. Will be one of the following:
- Chromatic
- Corruption
- Cold
- Disease
- Fire
- Magic
- Poison
- Unresistable
- Prismatic
- Unknown
string
Restrictions¶- ???
string
Skill¶-
The skil used by the spell. Will be one of the following:
- Abjuration
- Alteration
- Conjuration
- Divination
- Evocation
int
SlowPct¶- Percentage of slow, example of use ${Target.Slowed.SlowPct} or ${Spell[Slowing Helix].SlowPct}
int
SpellGroup¶- ???
int
SpellIcon¶- Numeric ID of the Icon used to represent the spell.
string
SpellType¶-
The type of spell. Will be one of the following:
- Beneficial(Group)
- Beneficial
- Detrimental
- Unknown
bool
Stacks[duration]¶- Does the selected spell stack with your current buffs (duration is in ticks)
bool
StacksPet[duration]¶- Does the selected spell stack with your pet's current buffs (duration is in ticks)
bool
StacksSpawn¶- ???
bool
StacksTarget¶- Does the selected spell stack with your target's current buffs
bool
StacksWith[name]¶- alias for .WillStack - see entry for more details
bool
StacksWithDiscs¶- ???
string
Subcategory¶- Name of the subcategory this spell belongs to (e.g. "Shielding")
int
SubcategoryID¶- Numeric Id of the subcategory this spell belongs to.
int
SubSpellGroup¶- ???
string
TargetType¶-
The targeting method of the spell. Will be one of the following:
- AE PC v1
- AE PC v2
- AE Summoned
- AE Undead
- Animal
- Beam
- Caster PB NPC
- Caster PB PC
- Chest
- Corpse
- Directional AE
- Free Target
- Group v1
- Group v2
- Hatelist
- Hatelist2
- LifeTap
- Line of Sight
- No Pets
- None
- PB AE
- Pet
- Pet Owner
- Pet2
- Plant
- Self
- Single
- Single Friendly (or Target's Target)
- Single in Group
- Special Muramites
- Summoned
- Target of Target
- Target_AE_No_Players_Pets
- Targeted AE
- Targeted AE Tap
- Uber Dragons
- Uber Giants
- Undead
- Unknown
int
TimeOfDay¶- ???
spell
Trigger¶- ???
string
WearOff¶- The "wear off" message
int
WillLand¶- This is like stacks but without the duration check. It's a clean: "Will this spell land." Returns the slot it would land in.
int
WillLandPet¶- Same as WillLand, but for your pet.
bool
WillStack[name]¶- Does the selected spell stack with the specific SPELL name DOES NOT work with AAs.
string
(To String)¶- Same as Name
string¶
- A string is an array of characters. In MacroQuest there is no single character datatype, so any variable or expression that contains text is considered a string.
-
Members
string
Arg[#,s]¶- Returns the #th argument of the string separated by s. The separator s must be a single character (defaults to space).
See Difference between Arg and Token.
int
Compare[text]¶- Determines how the initial string and the second string, text, compare to each other:
- If both are the same, Compare will return 0.
- If the string is alphabetically before text, Compare will return -1.
- If text is alphabetically after string, Compare will return 1.
int
CompareCS[text]¶- The same as Compare, except that it is case-sensitive
int
Count[c]¶- Returns how many times a single character c occurs in the string
bool
Equal[text]¶- If the initial string and the second string text are exactly the same, returns TRUE.
Equal is case-insensitive
bool
EqualCS[text]¶- The same as Equal, except that it is case-sensitive
int
Find[text]¶- This tries to find the second string text within the original string:
- If it is successful, it returns the first position in the string where text begins.
- It returns NULL if text is not found.
string
Left[#]¶- Returns the first # characters of the string. A negative # will return the whole string except for the last # characters
int
Length¶- Returns the length of the string as an integer
string
Lower¶- Returns the string in all lower-case
string
Mid[p,n]¶- Returns a segment of the string, starting at position p and running n characters.
bool
NotEqual[text]¶- If the initial string and the second string text are exactly the same, returns FALSE. NotEqual is case-insensitive
bool
NotEqualCS[text]¶- The same as NotEqual, except that it is case-sensitive.
string
Replace[ReplaceThis,WithThis]¶- Replaces ReplaceThis with WithThis.
string
Right[#]¶- Returns the last # characters of the string. A negative # will return the whole string except for the first # characters
string
StripLinks¶- Returns the plain text version of a string, stripping out the links
string
Token[#,s]¶- Returns the #th token of the string separated by s. The separator s must be a single character (defaults to space).
See Difference between Arg and Token.
string
Upper¶- Returns the string in all upper-case
string
(To String)¶- Returns the string
- Returns the #th argument of the string separated by s. The separator s must be a single character (defaults to space).
switch¶
- Data related to switches (levers, buttons, etc) in the zone
-
Members
heading
DefaultHeading¶- Heading of "closed" switch
float
DefaultX¶- X coordinate of "closed" switch
float
DefaultY¶- Y coordinate of "closed" switch
float
DefaultZ¶- Z coordinate of "closed" switch
float
Distance¶- Distance from player to switch in (x,y)
float
Distance3D¶- Distance from player to switch in (x,y,z)
heading
Heading¶- Switch is facing this heading
heading
HeadingTo¶- Direction player must move to meet this switch
int
ID¶- Switch ID
bool
IsTargeted¶- Returns TRUE if the switch is targeted
bool
LineOfSight¶- Returns TRUE if the switch is in LoS
string
Name¶- Name
bool
Open¶- True if the switch is in the "open" state (State == 1)
int
State¶- The "state" of the switch.
float
X¶- X coordinate
float
Y¶- Y coordinate
float
Z¶- Z coordinate
string
ToString¶- Same as ID
target¶
- This data type represents information specific to your current target. It contains additional members for querying buff information.
-
Members
cachedbuff
Aego¶- Returns the name of the Aego spell if the Target has one
spawn
AggroHolder¶- Returns the target's current target.
cachedbuff
Beneficial¶- Returns the name of the Beneficial spell if the Target has one. This will skip "player" casted buffs, but will show NPC Casted buffs and some AA buffs.
cachedbuff
Brells¶- Returns the name of the Brells spell if the Target has one
cachedbuff
Charmed¶- Returns the name of the Charmed spell if the Target has one
cachedbuff
Clarity¶- Returns the name of the Clarity spell if the Target has one
cachedbuff
Corrupted¶- Returns the name of any the Corruption spell if Target has one
cachedbuff
Cursed¶- Returns the name of the Curse spell if Target has one
cachedbuff
Crippled¶- Returns the name of the Cripple spell if the Target has one
cachedbuff
Diseased¶- Returns the name of a Disease spell if the Target has one
cachedbuff
Dotted¶- Returns the name of a DOT spell if the Target has one
cachedbuff
DSed¶- Returns the name of the Damage Shield spell if the Target has one
cachedbuff
Feared¶- ???
cachedbuff
Focus¶- Returns the name of the Focus spell if the Target has one
cachedbuff
Growth¶- Returns the name of the Growth spell if the Target has one
cachedbuff
Hasted¶- Returns the name of the Haste spell if the Target has one
cachedbuff
HybridHP¶- Returns the name of the Hybrid HP spell if the Target has one
cachedbuff
Invulnerable¶- ???
cachedbuff
Maloed¶- Returns the name of the Malo spell if the Target has one
float
MaxMeleeTo¶- ???
cachedbuff
Mezzed¶- Returns the name of the Mez spell if the Target has one
int
PctAggro¶- ???
cachedbuff
Poisoned¶- Returns the name of a Poison spell if the Target has one
cachedbuff
Pred¶- Returns the name of the Predator spell if the Target has one
cachedbuff
Regen¶- Returns the name of the Regen spell if the Target has one
cachedbuff
RevDSed¶- Returns the name of the Reverse Damage Shield spell if the Target has one
cachedbuff
Rooted¶- Returns the name of the Rooted spell if the Target has one
cachedbuff
SE¶- Returns the name of the Spiritual Enlightenment spell if the Target has one
spawn
SecondaryAggroPlayer¶- ???
int
SecondaryPctAggro¶- ???
cachedbuff
Shining¶- Returns the name of the Shining spell if the Target has one
cachedbuff
Silenced¶- ???
cachedbuff
Skin¶- Returns the name of the Skin spell if the Target has one
cachedbuff
Slowed¶- Returns the name of the Slow spell if the Target has one
cachedbuff
Snared¶- Returns the name of the Snare spell if the Target has one
cachedbuff
Strength¶- Returns the name of the Strength spell if the Target has one
cachedbuff
SV¶- Returns the name of the Spiritual Vitality spell if the Target has one
cachedbuff
Symbol¶- Returns the name of the Symbol spell if the Target has one
cachedbuff
Tashed¶- Returns the name of the Tash spell if the Target has one
string
(To String)¶- Same as Name
task¶
- This is the type for your current task.
-
Members
int
ID¶- Returns an int of the task ID
string
Index¶- Returns the tasks' place on the tasklist
string
Leader¶- Returns task leader's name
taskmember
Member[#]¶- Returns specified member in task by index
taskmember
Member[name]¶- Returns specified member in task by name
int
Members¶- Returns number of members in task
taskobjective
Objective[#]¶- Returns the specified objective
string
Step¶- Returns description of current step in the task
timestamp
Timer¶- Returns amount of time before task expires
string
Title¶- Returns name of the shared task
string
Type¶-
Returns a string that can be one of the following:
- Unknown
- None
- Deliver
- Kill
- Loot
- Hail
- Explore
- Tradeskill
- Fishing
- Foraging
- Cast
- UseSkill
- DZSwitch
- DestroyObject
- Collect
- Dialogue
int
WindowIndex¶- Returns the Quest Window List Index. (if the window actually has the list filled)
taskmember¶
- Describes a member in your current task
-
Members
int
Index¶- Returns task index for member (i.e., 1-6)
bool
Leader¶- Returns true if member is leader
string
Name¶- Returns name of the mamber
taskobjective¶
- This is the type for your current task objective.
-
Members
int
CurrentCount¶- Returns the current count of the .Type needed to complete a objective
int
DZSwitchID¶- Returns an int of the switch used in a objective.
string
Index¶- Returns the objective's place on the objectivelist
string
Instruction¶- Returns a tasks' Objectives
bool
Optional¶- Returns true or false if a objective is optional
int
RequiredCount¶- Returns the required count of the .Type needed to complete a objective
string
RequiredItem¶- Returns a string of the required item to complete a objective.
string
RequiredSkill¶- Returns a string of the required skill to complete a objective.
string
RequiredSpell¶- Returns a string of the required spell to complete a objective.
string
Status¶- Returns the status of the objective in the format amount done Vs total IE 0/3
string
Type¶-
Returns a string that can be one of the following:
- Unknown
- None
- Deliver
- Kill
- Loot
- Hail
- Explore
- Tradeskill
- Fishing
- Foraging
- Cast
- UseSkill
- DZSwitch
- DestroyObject
- Collect
- Dialogue
string
Zone¶- Returns the zone the objective is to be performed in
ticks¶
- Represents a count of "ticks". Ticks are units of 6 seconds that are used to represent certain measurements of time in EverQuest.
-
Members
int
Hours¶- The number of hours in HH:MM:SS (0-23)
int
Minutes¶- The number of minutes in HH:MM:SS (1-59)
int
Seconds¶- The number of seconds in HH:MM:SS (1-59)
int
TotalMinutes¶- The total number of minutes
int
TotalSeconds¶- The total number of seconds
int
Ticks¶- The value in ticks
string
Time¶- Time in the form MM:SS
string
TimeHMS¶- Time in the form HH:MM:SS (if there are no hours, the form will be MM:SS)
string
To String¶- Same as Ticks
time¶
- Represents a unit of clock time.
-
Members
string
Date¶- Date in the format MM/DD/YYYY
int
Day¶- Day of the month
int
DayOfWeek¶- Day of the week (1=sunday to 7=saturday)
int
Hour¶- Hour (0-23)
int
Hour12¶- Hour (0-11)
int
Millisecond¶- Millisecond (0-999)
int64
MillisecondsSinceEpoch¶- Number of milliseconds since the epoch (January 1, 1970)
int
MillisecondsSinceMidnight¶- Number of milliseconds since midnight
int
Minute¶- Minute (0-59)
int
Month¶- Month of the year (1-12)
bool
Night¶- Gives true if the current hour is considered "night" in EQ (7:00pm-6:59am)
int
Second¶- Second (0-59)
int
SecondsSinceMidnight¶- Number of seconds since midnight
string
Time12¶- Time in 12-hour format (HH:MM:SS)
string
Time24¶- Time in 24-hour format (HH:MM:SS)
int
Year¶- Year
string
(To String)¶- Same as Time24
timer¶
- A timer data type is set in tenths of one second and counts down to zero; starting immediately after being set.
-
Members
int
OriginalValue¶- Original value of the timer
int
Value¶- Current value of the timer
string
To String¶- Same as Value
timestamp¶
- A timestamp represented in milliseconds.
-
Members
int
Days¶- Number of days remaining in the timestamp (3d 2h 23m will return 3)
float
Float¶- timestamp represented in remaining seconds (1hr 23 min 53 seconds will return 5033.00)
int64
Hours¶- Number of hours remaining in the timestamp (1hr 23min 53 seconds will return 1)
int64
Minutes¶- Number of Minutes remaining in the timestamp (1hr 23min 53 seconds will return 23)
int64
Raw¶- Remaining time value represented in milliseconds
int64
Seconds¶- Number of Seconds remaining in the timestamp (1hr 23min 53 seconds will return 53)
int64
Ticks¶- Remaining time value represented in ticks
string
Time¶- Remaining time value formatted in M:S
string
TimeDHM¶- Remaining time value formatted in D:H:M (Days:Hours:Minutes)
string
TimeHMS¶- Remaining time value formatted in H:M:S
int64
TotalMinutes¶- Total number of remaining minutes in the timestamp (1hr 23min 53 seconds will return 83)
int64
TotalSeconds¶- Total number of remaining minutes in the timestamp (1hr 23min 53 seconds will return 5033)
string
(To String)¶- Same as Raw
tradeskilldepot¶
- This contains information related to a tradeskill depot.
-
Members
int
Capacity¶- Returns the total capacity of the tradeskill depot.
int
Count¶- Returns the number of item stacks in the tradeskill depot.
bool
Enabled¶- Returns whether the tradeskill depot is enabled or not. It requires the Night of Shadows expansion.
item
FindItem[#]¶- Find an item with the given item ID in the tradeskill depot.
item
FindItem[name]¶- Find an item by partial name in the tradeskill depot. Prefix with "=" for an exact match.
int
FindItemCount[#]¶- Find the number of items with the given item ID in the tradeskill depot.
int
FindItemCount[name]¶- Find the number of items by partial name in the tradeskill depot. Prefix with "=" for an exact match.
bool
ItemsReceived¶- Returns whether the tradeskill depot has been populated with items. The window must be opened at least once for the depot to be populated with items.
item
SelectedItem¶- Returns the currently selected item in the tradeskill depot window.
type¶
- Contains information about data types
-
Members
int
InheritedType¶-
Type of inherited type, if applicable.
Ex: character inherits from spawn, so its inherited type will be spawn.
string
Name¶- Type name
string
Member[N]¶- Member name based on an internal ID number (based on 1 through N, not all values will be used)
int
Member[name]¶- Member internal ID number based on name (will be a number from 1 to N)
string
(To String)¶- Same as Name
-
window¶
This contains data related to the specified in-game window
- Windows come in many forms, but all are represented with the generic window type. In some of the descriptions, a bold window type may be specified, which defines the behavior for that type of window.
-
Members
argb
BGColor¶- Background color of the window.
bool
Checked¶- Returns
TRUEif the button has been checked.
window
Child[name]¶-
Find a child window with the provided name.
Parameters:
name: Name of a child window
bool
Children¶- Returns
TRUEif the window has children.
window
CurrentTab¶-
Applies to:
TabBoxReturns the
Pagewindow associated with the currently selected tab.
int
CurrentTabIndex¶-
Applies to:
TabBoxReturns the index of the currently selected tab.
bool
Enabled¶- Returns
TRUEif the window is enabled.
window
FirstChild¶- Returns the first child window in the window hierarchy.
int
GetCurSel¶-
Deprecation Notice
This member is deprecated and discouraged from continued use. Please use SelectedIndex instead.
Applies to:
Combobox,Listbox,TreeViewIndex of the currently selected/higlighted item.
int
Height¶- Height of the window in pixels.
bool
Highlighted¶- Returns
TRUEif the window is the currently focused window.
bool
HisTradeReady¶-
Returns the following data from the trade window, regardless of what the current window object is:
Has the other person clicked the Trade button?
hotbuttonwindow
HotButton¶-
Applies to:
HotButtonReturns the HotButton associated with this window object.
int
HScrollMax¶- Horizontal scrollbar maximum position.
int
HScrollPct¶- Horizontal scroll bar current position as a percentage of the maximum position as a value from 0 to 100.
int
HScrollPos¶- Horizontal scroll bar current position.
invslotwindow
InvSlot¶-
Applies to:
InvSlotReturns the InvSlot associated with this window object.
int
Items¶-
Applies to:
Combobox,Listbox,TreeViewNumber of items in the list.
string
List[Row,Col]¶-
Applies to:
Combobox,Listbox,TreeViewGet text for an item in the list by the specified row and column. If the column is not provided then the first column is used.
Parameters:
Row: Row index of the item in the list.Col: [optional] Column index of the item in the list.
int
List[Text,Col]¶-
Applies to:
Combobox,Listbox,TreeViewSearch a list for an item by text. Returns the index of the first element that matches the given text string.
Parameters:
Text: Text to search for. Partial match is performed. Prefix with=to perform an exact match.Col: [optional] Column index of the item in the item in the list. If not provided, the first column is searched.
bool
Minimized¶- Returns
TRUEif the window is minimized.
bool
MouseOver¶- Returns
TRUEif the mouse is currently over the window.
bool
MyTradeReady¶-
Returns the following data from the trade window, regardless of what the current window object is:
Have I clicked the Trade button?
string
Name¶-
Name of the window.
Note: this value may be affected by custom ui.
window
Next¶- Next sibling window in the window hierarchy.
bool
Open¶- Returns
TRUEif the window is open.
window
Parent¶- Returns the parent of this window, or
NULLif this is a top level window.
string
ScreenID¶-
ScreenID of the window piece.
Note: This is not custom ui dependent, it must be the same on all UIs.
int
SelectedIndex¶-
Applies to:
Combobox,Listbox,TreeViewIndex of the currently selected/higlighted item.
bool
Siblings¶- Returns
TRUEif the window has siblings.
string
Size¶- Returns the size of the window in the form of
width,height.
int
Style¶- Returns an integer representing the window style bit flags.
int
TabCount¶-
Applies to:
TabBoxThe number of tabs present in the TabBox.
window
Tab[Index]¶-
Applies to:
TabBoxLooks up the
Pagewindow that matches the provided tab index in the TabBox.
window
Tab[Text]¶-
Applies to:
TabBoxLooks up the
Pagewindow that matches the provided tab text in the TabBox.
string
Text¶-
The text of the window. The actual value varies by type of window:
STMLbox: Returns the contents of the STML.Page: Returns the name of the page's Tab.
string
Tooltip¶- The tooltip text for the window. This value comes from the window's TooltipReference.
string
Type¶-
The window's type. The type will determine the behavior of some of the other members.
Can be one of:
ScreenListboxGaugeSpellGemInvSlotEditboxSliderLabelSTMLboxTreeViewComboboxPageTabBoxLayoutBoxHorizontalLayoutBoxVerticalLayoutBoxFinderBoxTileLayoutBoxScreenHotButton
int
VScrollMax¶- Vertical scrollbar maximum position.
int
VScrollPct¶- Vertical scroll bar current position as a percentage of the maximum position as a value from 0 to 100.
int
VScrollPos¶- Vertical scroll bar current position.
int
Width¶- Width of the window in pixels.
float
Value¶int
X¶- The X coordinate of the window's position, in pixels.
int
Y¶- The Y coordinate of the window's position, in pixels.
string To String¶
TRUEif the window is open,FALSEif not, matching Open
worldlocation¶
- Provides access to world locations such as a character's bound location
-
Members
heading
Heading¶- At the point of binding, what direction was the character facing
int
ID¶- The zone ID
float
X¶- The X coordinate
float
Y¶- The Y coordinate
float
Z¶- The Z coordinate
zone
Zone¶- Access to the zone data
xtarget¶
- Contains the data related to your extended target list
-
Members
int
ID¶- ID of specified XTarget
string
Name¶- Name of specified XTarget
int
PctAggro¶- PctAggro of specified XTarget
string
TargetType¶-
Extended target type. Will return one of the following:
- Empty Target
- Auto Hater
- Specific PC
- Specific NPC
- Target's Target
- Group Tank
- Group Tank's Target
- Group Assist
- Group Assist Target
- Group Puller
- Group Puller Target
- Group Mark 1
- Group Mark 2
- Group Mark 3
- Raid Assist 1
- Raid Assist 2
- Raid Assist 3
- Raid Assist 1 Target
- Raid Assist 2 Target
- Raid Assist 3 Target
- Raid Mark 1
- Raid Mark 2
- Raid Mark 3
- Pet Target
- Mercenary Target
string
To String¶- Number of current extended targets