# LUA Functions Parsed
PlayFlavor
Spawn*:spawn
string:mp3_string;
string:text_string;
string:emote_string;
int32:key1;
int32:key2;
Spawn*:player;
int8:language;
PlaySound
Spawn*:spawn
string:sound_string;
float:x;
float:y;
float:z;
Spawn*:player;
SetRequiredQuest
Spawn*:spawn
int32:quest_id;
int16:quest_step;
bool private_spawn = (lua_interface->GetInt8Value(state, 4) == 1);
bool continued_access = (lua_interface->GetInt8Value(state, 5) == 1);
int16:flag_override;
SpawnSetByDistance
Spawn*:spawn
float:max_distance;
string:variable;
string:value;
PerformCameraShake
Spawn*:player(state);
float:intensity;
int8:direction;
KillSpawn
Spawn*:dead(state);
Spawn*:killer;
bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1);
KillSpawnByDistance
Spawn*:spawn
float:max_distance;
bool:include_players;
bool send_packet = (lua_interface->GetInt8Value(state, 4) == 1);
Despawn
Spawn*:spawn
int32:delay;
ChangeHandIcon
Spawn*:spawn
int8:displayHandIcon;
SetVisualFlag
Spawn*:spawn
SetInfoFlag
Spawn*:spawn
SendStateCommand
Spawn*:spawn
int32:new_state;
Spawn*:player;
SpawnSet
Spawn*:spawn
string:variable;
string:value;
bool:no_update; // send update is true by default in SetSpawnCommand, so allow user to specify 'true' to disable send update.
GetSpawn
Spawn*:spawn
int32:spawn_id;
GetSpawnFromList
vector Spawn*
int32:position;
GetSpawnListSize
vector Spawn*
CreateSpawnList
AddSpawnToSpawnList
vector Spawn*
Spawn*:spawn;
RemoveSpawnFromSpawnList
vector Spawn*
Spawn*:spawn;
GetSpawnListBySpawnID
Spawn*:spawn
int32:spawn_id;
GetSpawnListByRailID
Spawn*:spawn
sint64:rail_id;
GetPassengerSpawnList
Spawn*:spawn
GetVariableValue
string:variable_name(state);
GetCoinMessage
int32:total_coins(state);
GetSpawnByGroupID
ZoneServer*:zone(state);
int32:group_id;
GetSpawnByLocationID
ZoneServer*:zone(state);
int32:location_id;
GetSpawnID
Spawn*:spawn
GetSpawnGroupID
Spawn*:spawn
SetSpawnGroupID
Spawn*:spawn
int32:new_group_id;
AddSpawnToGroup
Spawn*:spawn
int32:new_group_id;
GetSpawnLocationID
Spawn*:spawn
GetSpawnLocationPlacementID
Spawn*:spawn
GetFactionAmount
int32:faction_id;
SetFactionID
Spawn*:spawn
int32:value;
GetFactionID
Spawn*:spawn
GetGender
Spawn*:spawn
GetTarget
Spawn*:spawn
PlayVoice
Spawn*:spawn
string:mp3_string;
int32:key1;
int32:key2;
Spawn*:player;
GetCurrentZoneSafeLocation
Spawn*:spawn
HasLootItem
Spawn*:spawn
int32:item_id;
AddLootItem
Spawn*:spawn
int32:item_id;
int16:charges;
RemoveLootItem
Spawn*:spawn
int32:item_id;
AddLootCoin
Spawn*:spawn
int32:val;
GiveLoot
Spawn*:entity(state);
Spawn*:player;
int32:coins;
HasPendingLootItem
Spawn*:entity(state);
Spawn*:player;
int32:item_id;
HasPendingLoot
Spawn*:entity(state);
Spawn*:player;
CreateConversation
vector ConversationOption*
AddConversationOption
vector ConversationOption*
CloseConversation
Spawn*:npc(state);
Spawn*:player;
CloseItemConversation
Item*:item(state);
Spawn*:player;
StartDialogConversation
vectorConversationOption*
int8:type;
Spawn*:player;
string:text;
string:mp3;
int32:key1;
int32:key2;
StartConversation
vectorConversationOption*:conversation(state);
Spawn*:source;
Spawn*:player;
string:text;
string:mp3;
int32:key1;
int32:key2;
SetPlayerProximityFunction
Spawn*:spawn
float:distance;
string:in_range_function;
string:leaving_range_function;
SetLocationProximityFunction
ZoneServer*:zone(state);
float:x;
float:y;
float:z;
float:max_variation;
string:in_range_function;
string:leaving_range_function;
SetLootCoin
Spawn*:spawn
int32:val;
GetLootCoin
Spawn*:spawn
MovementLoopAdd
Spawn*:spawn
float:x;
float:y;
float:z;
float:speed;
int32:delay; //this should be given as seconds, as it is converted to ms later
string:function;
float:heading;
IsPlayer
Spawn*:spawn
GetCharacterID
Spawn*:spawn
FaceTarget
Spawn*:spawn
Spawn*:target;
MoveToLocation
Spawn*:spawn
float:x;
float:y;
float:z;
float:speed;
string:lua_function;
bool:more_points;
ClearRunningLocations
Spawn*:spawn
Say
Spawn*:spawn
string:message;
Spawn*:player;
int32:language;
Shout
Spawn*:spawn
string:message;
Spawn*:player;
float:dist;
SayOOC
Spawn*:spawn
string:message;
Spawn*:player;
Emote
Spawn*:spawn
string:message;
Spawn*:spawn2;
Spawn*:player;
SpellHeal
LuaSpell*:luaspell(state);
string:heal_type(state);//power, heal ect
int32:min_heal;
int32:max_heal;
Spawn*:target;
int8:crit_mod;
bool:no_calcs == 1;
string:custom_spell_name;//custom spell name
SpellHealPct
LuaSpell*:luaspell(state);
string:heal_type(state);//power, heal ect
float:percentage;
bool:current_value;
bool:caster_value;
Spawn*:target;
int8:crit_mod;
bool:no_calcs == 1;
string:custom_spell_name;//custom spell name
AddItem
Spawn*:spawn
int32:item_id;
int16:quantity;
SummonItem
Spawn*:spawn
int32:item_id;
bool send_messages = (lua_interface->GetInt8Value(state, 3) == 1);
string:location;
int16:item_count(state,5);
RemoveItem
Spawn*:spawn
int32:item_id;
int16:quantity;
HasItem
Spawn*:player(state);
int32:item_id;
bool:include_bank;
Spawn
ZoneServer*:zone(state);
int32:spawn_id;
bool restricted_npc = (lua_interface->GetInt8Value(state, 3) == 1);
float:x;
float:y;
float:z;
float:heading;
lua_interface->LogError("%s: Error in EQ2Emu_lua_Spawn - %s", lua_interface->GetScriptName(state), output.c_str());
GetZoneName
ZoneServer*:zone(state);
GetZoneID
ZoneServer*:zone(state);
GetZone
int32:zone_id(state);
string:zone_name(state);
Spawn*:spawn
AddHate
Spawn*:entity(state);
Spawn*:npc;
sint32:amount;
bool:send_packet == 1 ? true : false;
LuaSpell*:luaspell(state);
Zone
LuaSpell*:spell(state);
ZoneServer*:zone(state);
Spawn*:player;
float:x;
float:y;
float:z;
float:heading;
lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state));
AddSpawnAccess
Spawn*:spawn
Spawn*:spawn2;
CastSpell
Spawn*:target(state);
int32:spell_id;
int8:spell_tier;
Spawn*:caster;
int16:custom_cast_time;
SpellDamage
Spawn*:target(state);
LuaSpell*:luaspell(state);
sint32:type;
int32:min_damage;
int32:max_damage;
int8:crit_mod;
bool:no_calcs == 1;
int32:class_id;
ModifyPower
Spawn*:spawn
sint32:value;
ModifyHP
Spawn*:spawn
sint32:value;
ModifyMaxPower
Spawn*:spawn
sint32:value;
ModifyMaxHP
Spawn*:spawn
sint32:value;
SetCurrentHP
Spawn*:spawn
sint32:value;
SetMaxHP
Spawn*:spawn
float:value;
SetMaxHPBase
Spawn*:spawn
sint32:value;
SetCurrentPower
Spawn*:spawn
sint32:value;
SetMaxPower
Spawn*:spawn
sint32:value;
SetMaxPowerBase
Spawn*:spawn
sint32:value;
SetPosition
Spawn*:spawn
float:x;
float:y;
float:z;
float:heading;
SetHeading
Spawn*:spawn
float:value;
SetModelType
Spawn*:spawn
int16:value;
SetAdventureClass
Spawn*:spawn
int8:value;
SetTradeskillClass
Spawn*:spawn
int8:value;
SetMount
Spawn*:spawn
int16:value;
SetMountColor
Spawn*:spawn
GetMount
Spawn*:spawn
GetRace
Spawn*:spawn
GetRaceName
Spawn*:spawn
GetClass
Spawn*:spawn
GetClassName
Spawn*:spawn
SetSpeed
Spawn*:spawn
float:value;
AddSpellBonus
Spawn*:spawn
const int16:type;
const float:value;
LuaSpell*:luaspell(state);
AddSpawnSpellBonus
Spawn*:spawn
int16:type;
sint32:value;
LuaSpell*:luaspell(state);
RemoveSpawnSpellBonus
Spawn*:spawn
LuaSpell*:luaspell(state);
RemoveSpellBonus
Spawn*:spawn
LuaSpell*:luaspell(state);
AddSkillBonus
Spawn*:spawn
int32:skill_id;
float:value;
LuaSpell*:luaspell(state);
RemoveSkillBonus
Spawn*:spawn
LuaSpell*:luaspell(state);
AddControlEffect
Spawn*:spawn
int8:type;
bool:only_add_spawn == 1;
LuaSpell*:luaspell(state);
RemoveControlEffect
Spawn*:spawn
int8:type;
bool:only_remove_spawn == 1;
LuaSpell*:luaspell(state);
HasControlEffect
Spawn*:spawn
int8:type;
GetBaseAggroRadius
Spawn*:spawn
GetAggroRadius
Spawn*:spawn
SetAggroRadius
Spawn*:spawn
float:distance;
bool:override;
SetIntBase
Spawn*:spawn
int16:value;
SetAgiBase
Spawn*:spawn
int16:value;
SetWisBase
Spawn*:spawn
int16:value;
SetStaBase
Spawn*:spawn
int16:value;
SetStrBase
Spawn*:spawn
int16:value;
SetDeity
Spawn*:spawn
int8:value;
GetDeity
Spawn*:spawn
SetInt
Spawn*:spawn
sint32:value;
SetWis
Spawn*:spawn
float:value;
SetSta
Spawn*:spawn
float:value;
SetStr
Spawn*:spawn
float:value;
SetAgi
Spawn*:spawn
float:value;
GetCurrentHP
Spawn*:spawn
GetMaxHP
Spawn*:spawn
GetMaxHPBase
Spawn*:spawn
GetName
Spawn*:spawn
GetLevel
Spawn*:spawn
GetCurrentPower
Spawn*:spawn
GetMaxPower
Spawn*:spawn
GetMaxPowerBase
Spawn*:spawn
GetDistance
Spawn*:spawn
Spawn*:spawn2;
bool:include_radius == 1;
GetX
Spawn*:spawn
GetY
Spawn*:spawn
GetZ
Spawn*:spawn
GetHeading
Spawn*:spawn
GetModelType
Spawn*:spawn
GetSpeed
Spawn*:spawn
HasMoved
Spawn*:spawn
GetInt
Spawn*:spawn
GetWis
Spawn*:spawn
GetSta
Spawn*:spawn
GetStr
Spawn*:spawn
GetAgi
Spawn*:spawn
GetIntBase
Spawn*:spawn
GetWisBase
Spawn*:spawn
GetStaBase
Spawn*:spawn
GetStrBase
Spawn*:spawn
GetAgiBase
Spawn*:spawn
SetStepComplete
Spawn*:player(state);
int32:quest_id;
int32:step;
AddStepProgress
Spawn*:player(state);
int32:quest_id;
int32:step;
int32:progress;
GetTaskGroupStep
Spawn*:player(state);
int32:quest_id;
QuestStepIsComplete
Spawn*:player(state);
int32:quest_id;
int32:step_id;
GetQuestStep
Spawn*:player(state);
int32:quest_id;
RegisterQuest
Quest*:quest(state);
string:name;
string:type;
string:zone;
int16:level;
string:description;
SetQuestPrereqLevel
Quest*:quest(state);
int8:level;
AddQuestPrereqQuest
Quest*:quest(state);
int32:quest_id;
AddQuestPrereqItem
Quest*:quest(state);
int32:item_id;
int8:quantity;
HasQuest
Spawn*:player(state);
int32:quest_id;
QuestReturnNPC
Quest*:quest(state);
int32:spawn_id;
AddTimer
Spawn*:spawn
int32:time;
string:function;
int32:max_count;
Spawn*:player;
StopTimer
Spawn*:spawn
string:function;
GetQuest
Spawn*:player(state);
int32:quest_id;
QuestIsComplete
Spawn*:player(state);
int32:quest_id;
HasCompletedQuest
Spawn*:player(state);
int32:quest_id;
ProvidesQuest
Spawn*:npc(state);
int32:quest_id;
OfferQuest
Spawn*:npc(state);
Spawn*:player;
int32:quest_id;
bool:forced;
AddQuestPrereqClass
Quest*:quest(state);
int8:class_id;
AddQuestPrereqRace
Quest*:quest(state);
int8:race;
AddQuestPrereqModelType
Quest*:quest(state);
int16:model_type;
AddQuestPrereqTradeskillLevel
Quest*:quest(state);
int8:level;
AddQuestPrereqTradeskillClass
Quest*:quest(state);
int8:class_id;
AddQuestPrereqFaction
Quest*:quest(state);
int32:faction_id;
sint32:min;
sint32:max;
AddQuestSelectableRewardItem
Quest*:quest(state);
int32:item_id;
int8:quantity;
HasQuestRewardItem
Quest*:quest(state);
int32:item_id;
AddQuestRewardItem
Quest*:quest(state);
int32:item_id;
int8:quantity;
AddQuestRewardCoin
Quest*:quest(state);
int32:copper;
int32:silver;
int32:gold;
int32:plat;
AddQuestRewardFaction
Quest*:quest(state);
int32:faction_id;
sint32:amount;
SetQuestRewardStatus
Quest*:quest(state);
int32:status;
SetStatusTmpReward
Quest*:quest(state);
int32:status;
SetCoinTmpReward
Quest*:quest(state);
int64:coins;
SetQuestRewardComment
Quest*:quest(state);
string:comment;
SetQuestRewardExp
Quest*:quest(state);
int32:exp;
AddQuestStep
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
float:percentage;
string:str_taskgroup;
int16:icon;
int32:usableitemid;
AddQuestStepKillLogic
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
float:percentage;
string:str_taskgroup;
int16:icon;
AddQuestStepKill
return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL);
AddQuestStepKillByRace
return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ);
AddQuestStepChat
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
string:str_taskgroup;
int16:icon;
AddQuestStepObtainItem
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
float:percentage;
string:str_taskgroup;
int16:icon;
AddQuestStepZoneLoc
Quest*:quest(state);
int32:step;
string:description;
float:max_variation;
string:str_taskgroup;
int16:icon;
AddQuestStepLocation
Quest*:quest(state);
int32:step;
string:description;
float:max_variation;
string:str_taskgroup;
int16:icon;
AddQuestUsableItem
Quest*:quest(state);
int32:step;
string:description;
float:max_variation;
string:str_taskgroup;
int16:icon;
AddQuestStepSpell
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
float:percentage;
string:str_taskgroup;
int16:icon;
AddQuestStepCraft
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
float:percentage;
string:str_taskgroup;
int16:icon;
AddQuestStepHarvest
Quest*:quest(state);
int32:step;
string:description;
int32:quantity;
float:percentage;
string:str_taskgroup;
int16:icon;
SetQuestCompleteAction
Quest*:quest(state);
string:action;
AddQuestStepCompleteAction
Quest*:quest(state);
int32:step;
string:action;
AddQuestStepProgressAction
Quest*:quest(state);
int32:step;
string:action;
UpdateQuestDescription
Quest*:quest(state);
string:description;
SetCompletedDescription
Quest*:quest(state);
string:description;
UpdateQuestTaskGroupDescription
Quest*:quest(state);
int32:step;
string:description;
bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1);
UpdateQuestStepDescription
Quest*:quest(state);
int32:step;
string:description;
UpdateQuestZone
Quest*:quest(state);
string:zone;
GiveQuestReward
Quest*:quest(state);
Spawn*:spawn;
Harvest
Spawn*:player(state);
Spawn*:node;
LuaSpell*:spell(state);
Bind
Spawn*:spawn
int32:zone_id;
float:x;
float:y;
float:z;
float:h;
Gate
LuaSpell*:spell(state);
Spawn*:spawn
IsBindAllowed
Spawn*:spawn
IsGateAllowed
Spawn*:spawn
ZoneServer*:zone(state);
IsAlive
Spawn*:spawn
IsInCombat
Spawn*:spawn
SendMessage
Spawn*:spawn
string:message;
string:color_str;
SendPopUpMessage
Spawn*:spawn
string:message;
int8:red;
int8:green;
int8:blue;
SetServerControlFlag
Spawn*:spawn
int8:param;
int8:param_value;
int8:value;
ToggleTracking
Spawn*:spawn
AddPrimaryEntityCommand
Spawn*:player(state);
Spawn*:spawn;
string:name;
float:distance;
string:command;
string:error_text;
int16:cast_time;
int32:spell_visual;
bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1);
HasSpell
Spawn*:player(state);
int32:spellid;
int16:tier;
AddSpellBookEntry
Spawn*:player(state);
int32:spellid;
int16:tier;
bool:add_silently;
HasFreeSlot
Spawn*:player(state);
Attack
Spawn*:npc(state);
Spawn*:player;
ApplySpellVisual
Spawn*:target(state);
int32:spell_visual;
HasCollectionsToHandIn
HandInCollections
UseWidget
SetSpellList
GetPet
Spawn*:spawn
GetCharmedPet
Spawn*:spawn
GetDeityPet
Spawn*:spawn
GetCosmeticPet
Spawn*:spawn
Charm
Spawn*:owner(state);
Spawn*:pet;
LuaSpell*:luaspell(state);
GetGroup
Spawn*:spawn
CreateOptionWindow
AddOptionWindowOption
vector OptionWindowOption*
SendOptionWindow
vector OptionWindowOption*
Spawn*:player;
string:window_title;
string:cancel_command;
GetTradeskillClass
Spawn*:spawn
GetTradeskillLevel
Spawn*:spawn
GetTradeskillClassName
Spawn*:spawn
SetTradeskillLevel
Spawn*:spawn
int16:level;
SetAttackable
Spawn*:spawn
int8:attackable;
SummonPet
Spawn*:spawn
int32:pet_id;
int8:max_level;
LuaSpell*:luaspell(state);
SummonDeityPet
Spawn*:spawn
int32:pet_id;
LuaSpell*:luaspell(state);
SummonCosmeticPet
Spawn*:spawn
int32:pet_id;
LuaSpell*:luaspell(state);
DismissPet
Spawn*:spawn
SetQuestFeatherColor
Quest*:quest(state);
int8:feather_color;
RemoveSpawnAccess
Spawn*:spawn
Spawn*:spawn2;
SpawnByLocationID
ZoneServer*:zone(state);
int32:location_id;
CastEntityCommand
Spawn*:caster(state);
Spawn*:target;
int32:id;
string:command;
SetLuaBrain
Spawn*:spawn
SetBrainTick
Spawn*:spawn
int16:tick;
SetFollowTarget
Spawn*:spawn
Spawn*:target;
int32:follow_distance;
GetFollowTarget
Spawn*:spawn
ToggleFollow
Spawn*:spawn
IsFollowing
Spawn*:spawn
SetTempVariable
Spawn*:spawn
string:var;
GetTempVariable
Spawn*:spawn
string:var;
GiveQuestItem
Quest*:quest(state);
Spawn*:spawn;
string:description;
int32:item_id;
int32:new_item(state, n);
SetQuestRepeatable
Quest*:quest(state);
GetArchetypeName
Spawn*:spawn
SendWaypoints
Spawn*:player(state);
AddWaypoint
Spawn*:player(state);
string:name;
int32:type;
RemoveWaypoint
Spawn*:player(state);
string:name;
AddWard
int32:damage(state);
bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1);
int8:wardType;
int8:damageTypes;
int32:damageAbsorptionPercent;
int32:damageAbsorptionMaxHealthPercent;
int32:redirectDamagePercent;
int32:maxHitCount;
LuaSpell*:spell(state);
AddToWard
int32:amount(state);
LuaSpell*:spell(state);
GetWardAmountLeft
LuaSpell*:spell(state);
GetWardValue
LuaSpell*:spell(state);
string:type;
RemoveWard
LuaSpell*:spell(state);
Interrupt
Spawn*:caster(state); // Second param in lua_interface->get functions defaults to 1
Spawn*:target;
LuaSpell*:spell(state);
Stealth
int8:type(state);
Spawn*:spawn;
LuaSpell*:spell(state);
IsStealthed
Spawn*:spawn
IsInvis
Spawn*:spawn
HasItemEquipped
Spawn*:player(state);
int32:item_id;
GetEquippedItemBySlot
Spawn*:player(state);
int8:slot;
GetEquippedItemByID
Spawn*:player(state);
int32:id;
SetEquippedItemByID
Spawn*:spawn
int8:slot;
int32:item_id;
SetEquippedItem
Spawn*:spawn
int8:slot;
Item*:item;
UnequipSlot
Spawn*:spawn
int8:slot;
bool no_delete_item = (lua_interface->GetBooleanValue(state, 2) == false); // if not set then we default to deleting it, otherwise if set to true we don't delete
SetEquipment
Spawn*:spawn
int8:slot;
int16:type;
int8:r;
int8:g;
int8:b;
int8:h_r;
int8:h_g;
int8:h_b;
GetItemByID
Spawn*:player(state);
int32:id;
int8:count;
bool:include_bank;
PlayAnimation
Spawn*:spawn
int32:anim;
Spawn*:spawn2;
int8:type;
IsPet
Spawn*:spawn
GetOwner
Spawn*:spawn
SetTarget
Spawn*:spawn
Spawn*:target;
SetInCombat
Spawn*:spawn
bool:val;
CompareSpawns
Spawn*:spawn1(state);
Spawn*:spawn2;
ClearRunback
Spawn*:spawn
Runback
Spawn*:spawn
GetRunbackDistance
Spawn*:spawn
IsCasting
Spawn*:spawn
IsMezzed
Spawn*:spawn
IsStunned
Spawn*:spawn
IsMezzedOrStunned
Spawn*:spawn
ProcessSpell
Spawn*:spawn
Spawn*:target;
float:distance;
ProcessMelee
Spawn*:spawn
Spawn*:target;
float:distance;
HasRecovered
Spawn*:spawn
GetEncounterSize
Spawn*:spawn
GetMostHated
Spawn*:spawn
ClearHate
Spawn*:spawn
Spawn*:hated;
ClearEncounter
Spawn*:spawn
GetEncounter
Spawn*:spawn
GetHateList
Spawn*:spawn
HasGroup
Spawn*:spawn
SetCompleteFlag
Quest*:quest(state);
HasSpellEffect
Spawn*:spawn
int32:spellID;
int8:tier;
AddSpawnIDAccess
Spawn*:spawn
int32:id;
ZoneServer*:zone;
RemoveSpawnIDAccess
Spawn*:spawn
int32:id;
ZoneServer*:zone;
SetQuestYellow
Quest*:quest(state);
CanReceiveQuest
Spawn*:spawn
int32:quest_id;
SetSuccessTimer
Spawn*:spawn
SetFailureTimer
Spawn*:spawn
IsGroundSpawn
Spawn*:spawn
CanHarvest
Spawn*:player(state);
Spawn*:ground;
HasRecipeBook
Spawn*:player(state);
int32:recipe_id;
SummonDumbFirePet
Spawn*:spawn
Spawn*:target;
int32:pet_id;
float:x;
float:y;
float:z;
LuaSpell*:luaspell(state);
SpawnMove
Spawn*:spawn
Spawn*:player;
float:max_distance;
string:type;
GetItemType
Item*:item(state);
AddTransportSpawn
Spawn*:spawn
IsTransportSpawn
Spawn*:spawn
GetSkillValue
Skill*:skill(state);
GetSkillMaxValue
Skill*:skill(state);
GetSkillName
Skill*:skill(state);
SetSkillMaxValue
Skill*:skill(state);
int16:value;
SetSkillValue
Skill*:skill(state);
int16:value;
HasSkill
Spawn*:player(state);
int32:skill_id;
AddSkill
Spawn*:player_spawn(state);
int32:skill_id;
int16:current_val;
int16:max_val;
bool:more_to_add;
RemoveSkill
Spawn*:player_spawn(state);
int32:skill_id;
bool:more_to_remove;
IncreaseSkillCapsByType
Spawn*:player_spawn(state);
int8:skill_type;
int16:amount;
bool:more_to_increase;
GetSkill
Spawn*:spawn
string:name;
AddProc
Spawn*:spawn
int8:type;
float:chance;
Item*:item;
bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1);
RemoveProc
Spawn*:spawn
Item*:item;
Knockback
Spawn*:target_spawn(state);
Spawn*:spawn;
int32:duration;
float:vertical;
float:horizontal;
bool:use_heading == 1 ? true : false;
IsEpic
Spawn*:spawn
ProcDamage
Spawn*:caster(state);
Spawn*:target;
string:name;
int8:dmg_type;
int32:low_damage;
int32:high_damage;
string:success_msg;
string:effect_msg;
GetSkillIDByName
string:name(state);
IsHeroic
Spawn*:spawn
LastSpellAttackHit
LuaSpell*:luaspell(state);
IsBehind
Spawn*:spawn
Spawn*:target;
IsFlanking
Spawn*:spawn
Spawn*:target;
GetItemCount
Item*:item(state);
SetItemCount
Item*:item(state);
Spawn*:owner;
int16:new_count;
AddSpellTimer
int32:time(state);
string:function;
Spawn*:caster;
Spawn*:target;
LuaSpell*:spell(state);
Resurrect
float:hp_perc(state);
float:power_perc;
bool:send_window == 1;
Spawn*:target;
string:heal_name;
int8:crit_mod;
bool:no_calcs == 1;
LuaSpell*:spell(state);
SetVision
Spawn*:spawn
int8:vision;
LuaSpell*:spell(state);
BlurVision
Spawn*:spawn
float:intensity;
LuaSpell*:spell(state);
BreatheUnderwater
Spawn*:spawn
bool:breatheUnderwater;
LuaSpell*:spell(state);
GetItemSkillReq
Item*:item(state);
int8:type;
SetSpeedMultiplier
Spawn*:target(state);
float:val;
LuaSpell*:spell(state);
SetIllusion
Spawn*:spawn
int16:model;
LuaSpell*:spell(state);
ResetIllusion
Spawn*:spawn
LuaSpell*:spell(state);
AddThreatTransfer
Spawn*:caster(state);
Spawn*:target;
float:chance;
LuaSpell*:spell(state);
RemoveThreatTransfer
Spawn*:spawn
LuaSpell*:spell(state);
CureByType
LuaSpell*:spell(state);
int8:cure_count(state);
int8:cure_type;
string:cure_name;
int8:cure_level;
Spawn*:target;
CureByControlEffect
LuaSpell*:spell(state);
int8:cure_count(state);
int8:cure_type;
string:cure_name;
int8:cure_level;
Spawn*:target;
CancelSpell
LuaSpell*:spell(state);
RemoveStealth
Spawn*:spawn
LuaSpell*:spell(state);
RemoveInvis
Spawn*:spawn
LuaSpell*:spell(state);
StartHeroicOpportunity
Spawn*:caster(state);
int8:class_id;
SetSpellTriggerCount
LuaSpell*:spell(state);
int16:triggerCount(state);
bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1);
GetSpellTriggerCount
LuaSpell*:spell(state);
RemoveTriggerFromSpell
LuaSpell*:spell(state);
int16:remove_count(state);
CopySpawnAppearance
Spawn*:spawn
Spawn*:copy_spawn;
HasSpellImmunity
Spawn*:spawn
int8:type;
AddImmunitySpell
LuaSpell*:spell(state);
int8:type(state);
Spawn*:spawn;
RemoveImmunitySpell
LuaSpell*:spell(state);
int8:type(state);
Spawn*:spawn;
SetSpellSnareValue
LuaSpell*:spell(state);
float:snare(state);
Spawn*:spawn;
CheckRaceType
Spawn*:spawn
int16:race_id;
GetRaceType
Spawn*:spawn
GetRaceBaseType
Spawn*:spawn
GetSpellName
LuaSpell*:spell(state);
GetQuestFlags
Quest*:quest(state);
SetQuestFlags
Quest*:quest(state);
int32:flags;
SetQuestTimer
Quest*:quest(state);
Spawn*:player;
int32:step;
int32:duration;
string:action;
SetQuestTimerComplete
Quest*:quest(state);
Spawn*:player;
RemoveQuestStep
Spawn*:player(state);
Quest*:quest;
int32:step;
ResetQuestStep
Quest*:quest;
int32:step;
string:desc;
string:task_group;
AddQuestStepFailureAction
Quest*:quest(state);
int32:step;
string:action;
SetStepFailed
Spawn*:player(state);
int32:quest_id;
int32:step;
GetQuestCompleteCount
Spawn*:player(state);
int32:quest_id;
SetServerVariable
string:name(state);
string:value;
string:comment;
GetServerVariable
string:name(state);
HasLanguage
Spawn*:player(state);
int32:language_id;
AddLanguage
Spawn*:player(state);
int32:language_id;
IsNight
ZoneServer*:zone(state);
AddMultiFloorLift
Spawn*:spawn
StartAutoMount
Spawn*:player(state);
int32:path;
EndAutoMount
Spawn*:player(state);
IsOnAutoMount
Spawn*:player(state);
SetPlayerHistory
Spawn*:player(state);
int32:event_id;
int32:value;
int32:value2;
GetPlayerHistory
Spawn*:player(state);
int32:event_id;
SetGridID
Spawn*:spawn
int32:grid;
SetRequiredHistory
Spawn*:spawn
int32:event_id;
int32:value1;
int32:value2;
bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1);
int16:flag_override;
GetQuestStepProgress
Spawn*:player(state);
int32:quest_id;
int32:step_id;
SetPlayerLevel
Spawn*:player(state);
int8:level;
AddCoin
Spawn*:player(state);
int32:amount;
RemoveCoin
Spawn*:player(state);
int32:amount;
GetPlayersInZone
ZoneServer*:zone(state);
SpawnGroupByID
ZoneServer*:zone;
int32:group_id;
SetSpawnAnimation
Spawn*:spawn;
int32:anim_id;
int16:leeway;
GetClientVersion
Spawn*:player(state);
GetItemID
Item*:item(state);
IsEntity
Spawn*:spawn
GetOrigX
Spawn*:spawn
GetOrigY
Spawn*:spawn
GetOrigZ
Spawn*:spawn
GetPCTOfHP
Spawn*:spawn
float:pct;
GetPCTOfPower
Spawn*:spawn
float:pct;
GetBoundZoneID
Spawn*:spawn
Evac
Spawn*:target(state);
int:numargs(state);
LuaSpell*:spell(state);
int:numargs(state);
GetSpellTier
LuaSpell*:luaspell(state);
GetSpellID
LuaSpell*:luaspell(state);
StartTransmute
Spawn*:spawn;
CompleteTransmute
Spawn*:spawn;
ProcHate
Spawn*:caster(state);
Spawn*:target;
int32:threat_amt;
string:spell_name;
GiveExp
Spawn*:player(state);
int32:amount;
DisplayText
Spawn*:player(state);
int8:type;
string:text;
ShowLootWindow
Spawn*:player(state);
Spawn*:spawn;
GetRandomSpawnByID
Spawn*:spawnref(state);
int32:spawn_id;
lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
AddPrimaryEntityCommandAllSpawns
Spawn*:player(state);
int32:spawn_id;
string:name;
float:distance;
string:command;
string:error_text;
int16:cast_time;
int32:spell_visual;
InstructionWindowGoal
Spawn*:player(state);
int8:goal_num;
InstructionWindowClose
Spawn*:player(state);
InstructionWindow
Spawn*:player(state);
float:duration;
string:text;
string:voice;
int32:voice_key1;
int32:voice_key2;
string:signal;
string:goal1;
string:task1;
string:goal2;
string:task2;
string:goal3;
string:task3;
string:goal4;
string:task4;
ShowWindow
Spawn*:player(state);
string:window;
int8:show;
EnableGameEvent
Spawn*:player(state);
string:event_name;
int8:enabled;
GetTutorialStep
Spawn*:player(state);
SetTutorialStep
Spawn*:player(state);
int8:step;
FlashWindow
Spawn*:player(state);
string:window;
float:flash_seconds;
CheckLOS
Spawn*:spawn
Spawn*:target;
CheckLOSByCoordinates
Spawn*:spawn
float:x;
float:y;
float:z;
SetZoneExpansionFlag
ZoneServer*:zone(state);
int32:xpackFlag;
GetZoneExpansionFlag
ZoneServer*:zone(state);
SetZoneHolidayFlag
ZoneServer*:zone(state);
int32:holidayFlag;
GetZoneHolidayFlag
ZoneServer*:zone(state);
SetCanBind
Spawn*:player(state);
bool:canbind;
GetCanBind
Spawn*:player(state);
SetCanGate
Spawn*:player(state);
bool:cangate;
GetCanGate
Spawn*:player(state);
AddSpawnProximity
Spawn*:spawn
int32:spawn_value;
int8:spawn_type;
float:distance;
string:in_range_function;
string:leaving_range_function;
CanSeeInvis
Spawn*:spawn
Spawn*:target;
SetSeeInvis
Spawn*:spawn
bool val = (lua_interface->GetInt8Value(state, 2) == 1);
SetSeeHide
Spawn*:spawn
bool val = (lua_interface->GetInt8Value(state, 2) == 1);
SetAccessToEntityCommand
Spawn*:player(state);
Spawn*:spawn;
string:command;
bool val = (lua_interface->GetInt8Value(state, 4) == 1);
SetAccessToEntityCommandByCharID
Spawn*:spawn
int32:charID;
string:command;
bool val = (lua_interface->GetInt8Value(state, 4) == 1);
RemovePrimaryEntityCommand
Spawn*:spawn
string:command;
SendUpdateDefaultCommand
Spawn*:spawn
float:distance;
string:command;
Spawn*:player;
SendTransporters
LuaSpell*:spell(state);
Spawn*:spawn
Spawn*:player;
int32:transport_id;
SetTemporaryTransportID
Spawn*:player(state);
int32:transport_id;
GetTemporaryTransportID
Spawn*:player(state);
SetAlignment
Spawn*:spawn
sint32:alignment;
LuaSpell*:spell(state);
GetAlignment
Spawn*:spawn
GetSpell
int32:spell_id(state);
int8:spell_tier;
string:custom_lua_script;
GetSpellData
LuaSpell*:spell(state);
string:field;
SetSpellData
LuaSpell*:spell(state);
string:field;
SetSpellDataIndex
LuaSpell*:spell(state);
int8:idx;
sint32:value;
sint32:value2;
float:value;
float:value2;
bool:value;
string:value;
string:value2;
GetSpellDataIndex
LuaSpell*:spell(state);
int8:idx;
bool:secondfield;
SetSpellDisplayEffect
LuaSpell*:spell(state);
int8:idx;
string:field;
GetSpellDisplayEffect
LuaSpell*:spell(state);
int8:idx;
string:field;
CastCustomSpell
LuaSpell*:spell(state);
Spawn*:caster;
Spawn*:target;
InWater
Spawn*:spawn
InLava
Spawn*:spawn
DamageSpawn
Spawn*:attacker(state);
Spawn*:victim;
int8:type;
int8:dmg_type;
int32:low_damage;
int32:high_damage;
string:spell_name;
int8:crit_mod;
bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1);
bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1);
bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1);
IsInvulnerable
Spawn*:spawn
SetInvulnerable
Spawn*:spawn
bool:invul;
GetRuleFlagBool
string:category(state);
string:name;
GetRuleFlagInt32
string:category(state);
string:name;
GetRuleFlagFloat
string:category(state);
string:name;
GetAAInfo
Spawn*:spawn
string:type;
SetAAInfo
Spawn*:spawn
string:type;
sint32:value;
AddMasterTitle
string:titleName(state);
int8:isPrefix;
AddCharacterTitle
Spawn*:spawn
string:titleName;
SetCharacterTitleSuffix
Spawn*:spawn
string:titleName;
SetCharacterTitlePrefix
Spawn*:spawn
string:titleName;
ResetCharacterTitleSuffix
Spawn*:spawn
ResetCharacterTitlePrefix
Spawn*:spawn
GetInfoStructString
Spawn*:spawn
string:field;
GetInfoStructUInt
Spawn*:spawn
string:field;
GetInfoStructSInt
Spawn*:spawn
string:field;
GetInfoStructFloat
Spawn*:spawn
string:field;
SetInfoStructString
Spawn*:spawn
string:field;
string:value;
SetInfoStructUInt
Spawn*:spawn
string:field;
int64:value;
SetInfoStructSInt
Spawn*:spawn
string:field;
sint64:value;
SetInfoStructFloat
Spawn*:spawn
string:field;
float:value;
SetCharSheetChanged
Spawn*:spawn
bool:value;
AddPlayerMail
Spawn*:spawn
std::string:fromName;
std::string:subjectName;
std::string:mailBody;
int8:mailType;
int32:copper;
int32:silver;
int32:gold;
int32:platinum;
int32:item_id;
int16:stack_size;
int32:expire_time;
int32:sent_time;
AddPlayerMailByCharID
int32:char_id(state);
std::string:fromName;
std::string:subjectName;
std::string:mailBody;
int8:mailType;
int32:copper;
int32:silver;
int32:gold;
int32:platinum;
int32:item_id;
int16:stack_size;
int32:expire_time;
int32:sent_time;
OpenDoor
bool:disable_open_sound;
CloseDoor
bool:disable_close_sound;
IsOpen
Spawn*:widget(state);
MakeRandomInt
sint32:min(state);
sint32:max;
MakeRandomFloat
float:min(state);
float:max;
AddIconValue
Spawn*:spawn
int32:value;
RemoveIconValue
Spawn*:spawn
int32:value;
GetShardID
Spawn*:npc(state);
GetShardCharID
Spawn*:npc(state);
GetShardCreatedTimestamp
Spawn*:npc(state);
DeleteDBShardID
int32:shardid(state);
PauseMovement
Spawn*:spawn
int32:delay_in_ms;
StopMovement
Spawn*:spawn
GetArrowColor
int8:level;
GetTSArrowColor
int8:level;
GetSpawnByRailID
ZoneServer*:zone(state);
sint64:rail_id;
SetRailID
Spawn*:spawn
sint64:rail_id;
IsZoneLoading
ZoneServer*:zone(state);
IsRunning
Spawn*:spawn
GetZoneLockoutTimer
Spawn*:player(state);
int32:zoneID;
bool:displayClient;
SetWorldTime
int16:newYear;
sint32:newMonth;
int16:newHour;
int16:newMinute;
GetWorldTimeYear
GetWorldTimeMonth
GetWorldTimeHour
GetWorldTimeMinute
SendTimeUpdate
ChangeFaction
int32:faction_id;
sint32:increase;
HasCoin
int32:coins;
GetLootTier
Spawn*:spawn
SetLootTier
Spawn*:spawn
int32:loot_tier;
GetLootDropType
Spawn*:spawn
SetLootDropType
Spawn*:spawn
int32:loot_drop_type;