Skip to content

All Data Types

A list of all the Data Types documented on this site. For MacroQuest only, see MacroQuest Data Types. See also All Top-Level Objects.

datatype

datatype

MQ2AdvPath

AdvPath

Displays that status of various settings in MQ2AdvPath

bool Active

Plugin Loaded and ready

string CheckPoint

Checkpoint name

int CustomPaths

Gives a count filtered by CustomSearch

string CustomSearch

contains value used for filtering CustomPaths and /play listcustom

string Direction

N/R, Normal or Reverse

string Flag#

Can access flags 1 through 9

bool Fleeing

bool Following

Following spawn

int Idle

Idle time when following and not moving

float Length

Estimated length off the follow path

spawn Monitor

spawn you are following

int NextWaypoint

Number of NextWayPoint

string Path

Returns closest path

bool Paused

bool Playing

bool Pulling

bool Recording

int State

FollowState, 0 = off, 1 = Following, 2 = Playing, 3 = Recording

int Status

Status 0 = off , 1 = on , 2 = paused

bool WaitingWarp

int Waypoints

Total Number of Waypoints

string X[name/#]

Checkpoint name or Waypoint number, returns LOC or checkpoint name

string Y[name/#]

string Z[name/#]

AutoLogin

AutoLogin

Datatype providing access to AutoLogin status and profile information.

bool Active

True when actively performing automated login

LoginProfile Profile

Displays autologin profile information, also provides access to current profile information (LoginProfile type)

LoginProfile

Datatype providing access to AutoLogin profile information.

string Account

Account name associated with the profile

string Character

Character name from the profile

string Server

Server name from the profile

string Profile

Profile group name (if part of a profile group)

string HotKey

Hotkey assigned to the profile (if any)

class Class

Character's class as shortname, also provides access to class type members.

int Level

Character's level

string CustomCharacterIni

Custom client INI file path if specified in the profile

string ToString

Returns formatted profile info as "Profile: Character (Server)"

MQ2AutoLoot

AutoLoot

Contains members that return the current status of the autoloot plugin, as well as inventory information.

bool Active

Will return true when you are using MQ2AutoLoot to handle your advanced looting .

bool SellActive

Will return true when your selling your items to a merchant.

bool BuyActive

Will return true when your buying itemat a merchant.

bool DepositActive

Will return true when your depositing your items to a personal/guild banker.

bool BarterActive

Will return true when your bartering your items.

int FreeInventory

Will return the number of empty slots not in excludebag1 or excludebag2

MQ2BardSwap

swap

Gives the status of what MQ2BardSwap is doing, and setting information

bool Swapping

Returns true swapping is enabled

bool Excluded

Returns true if the song is excluded

bool MeleeSwap

returns true if meleeswap is enabled

int Delay

Returns the delay of melee swap

string CurrentSwap

Returns the name of the instrument currently swapped

MQ2Boxr

Boxr

Provides details about the automation that MQ2Boxr considers to currently be in control

bool Paused

Indicates whether the automation is currently paused

string Current

Key of the automation that is controlling the toon

Bzsrch

bazaar

Datatype providing access to bazaar search results and status information.

int Count

Number of search results available

bool Done

True if search operation has completed

bazaaritem Item[#]

Returns the name of the item at the specified index

bazaaritem SortedItem[#]

Returns the name of the item at the specified index from a sorted list, as you'd see it in the GUI.

bazaaritem

Represents an individual item in bazaar search results, providing access to item details and trader information.

string Name

The name of the item.

string FullName

Full item name including special characters (e.g. Burynai Burial Regalia (Caza))

string Trader

The name of the trader selling the item.

int Price

Price per unit

int Quantity

Available quantity from this trader per stack. If the item id is stackable, this will return the stack size. If the item id is not stackable, this will return 1.

int ItemID

EQ item ID number

MQ2Cast

Cast

Returns information about plugin status, current spell being cast, spell readiness and more.

bool Active

Return TRUE if plugin is loaded and you are in-game.

spell Effect

Returns the name of the spell being cast, or a NULL string if not casting.

bool Ready[X]

Returns TRUE if ready to cast based on the parameter provided:

No parameter: - ${Cast.Ready} - Returns TRUE if ready to cast a spell, item or AA

Special parameters: - ${Cast.Ready[M]} - Returns TRUE if ready to memorize a spell - ${Cast.Ready[#]} - Returns TRUE if gem # is ready to cast (where # is a gem number)

Name or ID parameters: - ${Cast.Ready[<name or ID>]} - Returns TRUE if the specified spell, item, gem, ID, AA, etc. is ready to cast

Disambiguation

Since spells and items can have the same IDs, and spells and AAs can have the same names, it's recommended to specify the type of cast (e.g., gem#, item, alt). See examples below for usage patterns.

string Result

Returns a string containing the result of the /casting command.

Possible result values:

Result Description
CAST_ABORTED Casting Aborted (/interrupt)
CAST_CANCELLED Casting was aborted
CAST_CANNOTSEE Cannot see target
CAST_COLLAPSE Your Gate collapsed
CAST_COMPONENTS Missing Component
CAST_DISTRACTED You were distracted
CAST_FIZZLE Your cast fizzled
CAST_IMMUNE Target is immune the spell's effect
CAST_INTERRUPTED Casting was interrupted
CAST_INVISIBLE You are invisible
CAST_NOTARGET No target
CAST_NOTREADY Not ready to cast
CAST_OUTOFMANA Not enough mana to cast spell
CAST_OUTOFRANGE Target is out of range
CAST_OUTDOORS Spell not working here (on mount etc.)
CAST_PENDING Casting is in progress
CAST_RECOVER Spell is not ready
CAST_RESIST Cast was resisted
CAST_STANDING Not standing
CAST_STUNNED You are stunned
CAST_SUCCESS The cast was a success
CAST_TAKEHOLD The spell did not take hold
CAST_UNKNOWN Unknown Spell

string Return

Returns the result of the casting/memorize/interrupt request.

string Status

Returns a string containing all the pending events. This string often contains multiple events (e.g., when /casting still has to immobilize you and then memorize the spell before it can cast).

Possible pending event codes:

Code Description
I Idle and waiting for you
A Advpath pause
F Stick pause
S Immobilize in progress
M Memorize in progress
E Item swapped
D Ducking casting
T Targeting
C Spell casting in progress

spell Stored

Returns the last spell that was cast, or NULL if no spell has been cast.

bool Taken

Return TRUE if last spell cast didn't take hold on target.

int Timing

Returns the estimated number of miliseconds remaining until the spell finished casting.

MQ2Collections

list

A sequence of items in which it is possible to remove items from the ends or from arbitrary positions by index. The 'front' of the list is called the Head and the 'rear' the Tail. Items in the list may be indexed by ordinal position, with zero indicating the first item.

int Count

Number of items in the list.

bool Clear

Removes all elements from the list. Always returns true.

bool Contains[ѕtring]

True if at least one instance of string is contained in the list and false otherwise.

list Splice

Returns a copy of the original list.

list Splice[іnt]

Returns a copy of the original list from the indicated position to the end of the list.

list Splice[int, int]

Returns a copy of the original list from the position specified by the first argument for an indicated number of elements.

int Index[ѕtring]

Returns the ordinal position of String in the List or -1 if String can not be found.

string Item[іnt]

Returns the string at the indicated position in the list.

bool Insert[int,sequence]

Insert a sequence of comma delimited strings into the source list before the ordinal indicated by Integer. True is returned if the sequence could be inserted and false otherwise.

bool Sort

Lexicographically orders the items. The source list is modified in place.

bool Reverse

Reorder the list in such a way that the 0'th item is swapped with the Count -1th item, the item with ordinal 1 with the Count -2th item, etc.

bool Append[sequence]

Insert a sequence of comma delimited strings onto the tail of the list.

int Remove[ѕtring]

Remove string from the input list. Return a count of how many times the item was removed.

bool Erase[іnt]

Remove an item from the input list by position. Return true if the item was removed or false if not.

int Replace[string,string]

Replaces the first string with the second string in the input list. A count of the number of times the replacement was performed is returned.

listiterator First

A listlterator is returned on the list where the current element under the iterator is the Head of the list if the list has elements or an empty iterator if the list is empty.

listiterator Find[ѕtring]

A listiterator is returned on the list where the current element under the iterator is the first item with a value equal to string if string is in the list and an empty iterator if it is not.
Remove and return the current item described at position 0 in the list. False is returned if the list is empty.

string Tail

Remove and return the current item described by position Count -1 in the list. False is returned if the list is empty.

int CountOf[ѕtring]

Return a count of the number of times string occurs in the list.

string Delimiter[ѕtring]

Sets the delimiter used to separate items in Insert and Append method calls. The previous delimiter is returned.

listiterator

A listiterator implements a forward iterator over the list type. A forward iterator is an iterator that can only be incremented. Invoking Advance on the iterator will position the iterator on the next element in the list. Elements in a list are identified by position. The positions have ordinals in the range 0 to Count -1. If there is no next element, the iterator will be positioned on the end of the list and IsEnd will be true.

bool Reset

Positions the iterator to the start of the list. True is always returned.

bool Advance

The iterator is moved to the next item in the list, if one exists. True is returned if the iterator was advanced and False otherwise.

bool IsEnd

True if the iterator is at the end of the list.

string Value

Returns the element of the list under the iterator.

listiterator Clone

Returns a copy of the current listiterator. A copy has independent life and initially is over the same element as the source iterator.

map

A map is a collection of keys, each of which is associated with a value. Maps are also called dictionaries or associative arrays. The keys in a map must be unique. The values may be any arbitrary string.

int Count

Number of items added to the map.

bool Clear

Removes all items from the map. True is always returned.

bool Contains[ѕtring]

True is returned if the item is in the map.

bool Add[string,string]

True is returned if the item was added to the map. If the first string, called the 'key' is already in the map, the second string, called the 'value' will be replaced.

bool Remove[ѕtring]

True is returned if the 'key' matching string was removed from the map.

mapiterator First

A mapiterator is returned on the map where the current element under the iterator is the first element in the map if the map has elements or an empty iterator if the map is empty.

mapiterator Find[ѕtring]

A mapiterator is returned on the map where the current element under the iterator is the item if the item is in the map and an empty iterator if it is not.

mapiterator

A mapiterator implements a forward iterator over the map type. A forward iterator is an iterator that can only be incremented. Invoking Advance on the iterator will position the iterator on the next element with a value lexicographically greater than the current element. If there is no next element, the iterator will be positioned on the end of the map and IsEnd will be true.

bool Reset

Positions the iterator to the start of the map. True is always returned.

bool Advance

The iterator is moved to the next item in the map, if one exists. True is returned if the iterator was advanced and False otherwise.

bool IsEnd

True if the iterator is at the end of the map.

string Value

Returns the element of the map under the iterator.

string Key

Returns the unique key for the element of the map under the iterator.

mapiterator Clone

Returns a copy of the current mapiterator. A copy has independent life and initially is over the same element as the source iterator.

queue

A queue is a first-in, first-out data structure. Items Pushed are inserted at the rear, or 'tail' of the queue. Items removed, or Popped are taken from the 'front' of the queue.

int Count

Number of items inserted onto the queue.

bool Push[ѕtring]

True if the item was pushed successfully.

string Pop

False is returned if IsEmpty is true.

bool IsEmpty

True if Count = 0, False otherwise.

string Peek

False is returned if IsEmpty is true.

set

A set is a collection of unordered unique values. In practice, the values in this set are ordered lexicographically.

Adding an item that is already in a set does not alter the set.

int Count

Number of items added to the set.

bool Clear

Removes all items from the set. True is always returned.

bool Contains[ѕtring]

True is returned if the item is in the set.

bool Add[sequence]

True is returned if the item(s) were added to the set.

bool Remove[ѕtring]

True is returned if the item was removed from the set.

setiterator First

A setiterator is returned on the set where the current element under the iterator is the first element in the set if the set has elements or an empty iterator if the set is empty.

setiterator Find[ѕtring]

A setiterator is returned on the set where the current element under the iterator is the item if the item is in the set and an empty iterator if it is not.

setiterator

A setiterator implements a forward iterator over the set type. A forward iterator is an iterator that can only be incremented. Invoking Advance on the iterator will position the iterator on the next element with a value lexicographically greater than the current element. If there is no next element, the iterator will be positioned on the end of the set and IsEnd will be true.

bool Reset

Positions the iterator to the start of the set. True is always returned.

bool Advance

The iterator is moved to the next item in the set, if one exists. True is returned if the iterator was advanced and False otherwise.

bool IsEnd

True if the iterator is at the end of the set.

string Value

Returns the element of the set under the iterator.

stack

A stack is a last-in, first-out data structure. Items inserted (Pushed) are placed on the 'top' of the queue. Items removed (Popped) are also removed from the 'top'.

int Count

Number of items inserted onto the stack.

bool Push[ѕtring]

True if the item was pushed successfully.

string Pop

False is returned if IsEmpty is true.

bool IsEmpty

True if Count = 0, False otherwise.

string Peek

False is returned if IsEmpty is true.

MQ2DanNet

DanNet

Holds members that return information on peers as well as settings

string Name

current node name (fully qualified)

string Version

current build version

bool Debug

debugging flag

bool LocalEcho

local echo flag (outgoing echo)

bool CommandEcho

command echo (incoming commands)

bool FullNames

print fully qualified names

bool FrontDelim

use a front | delimiter in arrays

bool ShowGroups

show groups?

string Timeout

timeout for implicit delay in /dquery and /dobserve commands

int ObserveDelay

delay between observe broadcasts (in ms)

int Evasive

time to classify a peer as evasive (in ms)

bool EvasiveRefresh

if evasiverefresh is on

int Expired

keepalive time for non-responding peers (in ms)

int Keepalive

keepalive time for local actor pipe (in ms)

int PeerCount

number of connected peers

string Peers

List of connected peers

string Peers[GroupName]

List of connected peers in the ${GroupName} group.

int GroupCount

number of all groups

string Groups

list of all groups (this includes hidden groups used internally! use Joined if you want only groups that are visible)

int JoinedCount

number of joined groups

string Joined

list of joined groups

DanObservation Observe[query]

observe accessor, accessed like: ${DanNet[peer_name].Observe[query]}

  • short version: O
  • if no indices are specified, lists all queries observers have registered
  • if only the query is specified, list all peers that have registered that query as an observer on self
  • if only the peer is specified, list all queries that self has registered on peer
  • if fully specified, attempt to retrieve the data specified on the remote peer

int ObserveCount

short version: OCount

  • count observed data on peer, or count observers on self if no peer is specified

bool ObserveSet

short version: OSet

  • determine if query has been set as observed data on peer, or as an observer on self if no peer specified

int64 ObserveReceived[query]

Returns timestamp of last received observation.

  • short version: OReceived

DanObservation Query

query accessor, for last executed query

  • short version: Q

DanObservation Query[query]

If both peer and query indexes are provided, will return the specific query result. e.g. ${DanNet[mytank].Q[Me.PctHPs]} If either index is missing, it will return the result of the last query.

  • short version: Q

int64 QueryReceived[query]

Returns the timestamp of last received query.

  • short version: QReceived

DanObservation

Holds information on when a query was last received

int64 Received

Timestamp of last received query or observation, e.g. ${DanNet.Query.Received}
You can get a more specific result by providing the query and peer, e.g. ${DanNet[tankname].Query[Me.PctHPs].Received} or ${DanNet[clericname].Observe[Target.ID].Received}

MQ2Debuffs

Debuff

Reports harmful effects, number of curse/disease/poison counters and various other detriments.

int Poisoned

# of poison counters on you

int Diseased

# of disease counters on you

int Cursed

# of curse counters on you

int Corrupted

# of corruption counters on you

int Poisons

# of poison spells affecting you

int Diseases

# of disease spells affecting you

int Curses

# of curse spells affecting you

int Corruptions

# of corruption spells affecting you

int Count

# of debuffs that need cured, does not include snare

int HPDrain[ѕtring]

  • No index= Amount of HP you are losing per tick from debuffs. This value is POSITIVE
  • string= Disease, Poison, Curse, All: Number of specific counters effecting HP

int ManaDrain[ѕtring]

  • No index= Amount of Mana you are losing per tick from debuffs. This value is POSITIVE
  • string= Disease, Poison, Curse, All: Number of specific counters effecting Mana

int EnduranceDrain[ѕtring]

  • No index= Amount of Endurance you are losing per tick from debuffs. This value is POSITIVE
  • string= Disease, Poison, Curse, All: Number of specific counters effecting Endurance

bool Slowed

True if you are Slowed (melee attacks), False if not

bool SpellSlowed

True if you are SpellSlowed (spell haste reduction), False if not

bool Snared

True if your are Snared, False if not

bool ManaCost

True if your Spell Mana Cost has been raised, False if not

bool CastingLevel

True if your Effective Casting Level has been reduced, False if not

bool HealingEff

True if your Healing Effectiveness has been reduced, False if not

bool SpellDmgEff

True if your Spell Damage Effectiveness has been reduced, False if not

bool Blind

True if you are blind

bool Charmed

True if you are charmed

bool Feared

True if you are feared

bool Silenced

True if you are silenced

bool Invulnerable

True if you are invulnerable

bool Detrimentals

True if you have any detrimental effects on you

int Counters

# of poison/disease/curse/corruption counters on yourself

bool Rooted

True if you are rooted

MQ2DPSAdv

DPSAdv

Returns information about status, time, your DPS and your pet's DPS.

int64 MyDamage

My total damage

int64 PetDamage

My pet's damage.

int64 TotalDamage

The combined value of mine and my pet's damage.

float MyDPS

My "Damage Per Second"

float PetDPS

My pet's "Damage Per Second"

float TotalDPS

Combined "Damage Per Second" from mine and my pet's damage.

int TimeElapsed

The time elapsed of a fight.

int MyStatus

Returns your "MyActive" status 0 for off, 1 for on.

int MyPetID

Returns your pet's ID.

MQ2EasyFind

EasyFind

Provides status information about the EasyFind plugin and active travel operations

bool Active

Returns true if a /travelto is currently active, false otherwise

MQ2EQBC

EQBC

Members of this datatype relate to MQ2EQBC settings and generic information and can be accessed via the ${EQBC} TLO.

bool Connected

Client connection status

string Server

Returns hostname/ip of the connected server

string Port

Returns port of the connected server

string ToonName

Character name as seen by EQBC (may reflect YouPlayer)

bool Setting[option]

On/Off status of specified option (/bccmd set for list)

string Names

List of connected characters

bool GotNames

Indicates whether your client has received the name list from the server

MQ2FarmTest

Farm

Returns information about intended target and version

int TargetID

The intended target farm is going after

string Version

Returns plugin version

MQ2GMCheck

GMCheck

Shows if a GM is in the zone, and how many are in the zone.

string Status

Returns TRUE if a detectable GM is in the zone, FALSE if not, or DISABLED if /gmcheck off.

string Count

How many GMs are in the zone. Oddly this is a string!

MQ2Grind

Grind

These members show if MQ2Grind is active, the instance it's running, and other status information

bool Active

Returns TRUE or FALSE based on whether or not a Grind is currently being run

bool DeadAtBind

Returns TRUE or FALSE based on whether or not your driver toon is dead at it's bind spot (zone)

bool Paused

Returns TRUE or FALSE based on whether or not a Grind is paused

int CurrLoc

Returns the location number that we are at

int RunCount

Returns how many times the current Grind has been run

int Instance

Returns instance number

  • 0 = Not in an instance

  • 18 = (UF) Don't Fear The Destroyer

  • 1 = (ToV) The Great Divide: Restless Assault

  • 2 = (ToV) Eastern Wastes: Icebound Avatar

  • 3 = (TBL) Gnome Memorial Mountain: The Darkness Howls

  • 4 = (CoV) Cobalt Scar: The Crusaders

  • 5 = (CoV) Temple of Veeshan: Aaryonar

  • 6 = (CoV) Sleeper's Tomb: The Call

  • 7 = (TBL) Contract of War

  • 8 = (EoK) Goblins and Fools

  • 9 = not yet released

  • 10 = (ToL) Shei Vinatras

  • 11 = (ToL) Oubliette of Light

  • 12 = (ToL) Close the Gap (not released)

  • 13 = (NoS) Mean Streets

  • 14 = (NoS) When One Door Closes (not released yet)

  • 15 = (NoS) The Spirit Fades

  • 16 - (LS) Final Fugue

  • 17 - (LS) Heroes Are Forged

int TotalKills

Returns how many kills during the current session

int KPH

Returns the kills per hour of the current session

int State

Returns State reference number

  • 0 = IDLE

  • 1 = START

  • 2 = PAUSE

  • 3 = NAVIGATING

  • 4 = END

  • 5 = INCOMBAT

  • 6 = DEADHOVER

  • 7 = DEADBIND

  • 8 = WAITING

  • 9 = COOLDOWN

  • 10 = WAITING4CAMPFIRE

MQ2GroundSpawns

GroundSpawns

Contains data from MQ2GroundSpawns

bool Active

  • Returns the true/false value of this setting.

int InvalidCount

  • Returns the number of "invalid" ground spawn items.

int ValidCount

  • Returns the number of "valid" ground spawn items.

int ItemCount

  • Returns the number of items collected.

int ShinyCount

  • Returns the number of shinyies collected.

int TotalCount

  • Returns the number of shinies + items collected.

ItemDisplay

displayitem

Holds members that can control and return status on item display windows. This datatype inherits all members from the item datatype.

string Info

Returns details from the item. Note that this is different from the "Information" member.

string WindowTitle

Returns the title of the window

string AdvancedLore

Displays lore text

string MadeBy

Displays the maker of the crafted item

bool Collected

bool CollectedReceived

bool Scribed

bool ScribedReceived

string Information

Returns the "item information" text from the item window.

int DisplayIndex

Shows the index number of the item window

window Window

Gives access to the window datatype, allowing you to do things like /invoke ${DisplayItem[5].Window.DoClose}

item Item

Gives access to the item datatype, although its members are already inherited. e.g. /echo ${DisplayItem[2].Item.HP}

DisplayItem Next

MQ2LinkDB

linkdb

Datatype providing access to linkdb information.

int CurrentID

int NextID

MacroQuest

achievement

Provides the details about a single achievement and allows access to an achievement's objective.

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.

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.

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

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.

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.

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.)

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.

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

x component of the loc filter

float yLoc

y component of the loc filter

double ZRadius

z distance component of the loc filter

altability

Contains all the data related to alternate abilities

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

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.

Note

Array indexing starts at 1.

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 Type

Describes data about an augmentation slot in an item.

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 Type

Describes an aura.

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.

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).

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

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.

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.

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.

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.

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

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

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: RNG for Ranger

string To String

Same as Name

corpse

Data related to the current lootable corpse. See Corpse.

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.

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 Type

Contains data related to deity 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 Type

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

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

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

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

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.

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.

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

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

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 Type

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

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.

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.

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.

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

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

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.

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

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 Type member.

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.

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

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.

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.

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

int64 Type

Represents a 64-bit integer. Can hold values from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807.

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

int Type

Represents a 32-bit integer. Can hold values from -2,147,483,648 to 2,147,483,647.

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

inventory

This is the type for all things inventory related.

bank Bank

Your bank, only including the primary slots and currencies (not including shared or other features)

invslot

Data related to an inventory slot.

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

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 Type

Contains the properties that describe an item.

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.

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 Type

Represents a spell effect on an item.

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)

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.

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.

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.

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.

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)

Returns information about visible menus. Inherits window when a menu is open.

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.

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.

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 SelectItem method

string (To String)

Same as Open

pet

Pet object

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

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.

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

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

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

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

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.

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

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.

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.

spawn

Represents an in-game spawn.

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.

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

Returns true if the spell is beneficial (or beneficial group)

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

???

bool PreventsRegen

Returns true if the spell is a detrimental effect that prevents OOC regen

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.

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.
Compare is case-insensitive

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.
Find is case-insensitive

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
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

switch

Data related to switches (levers, buttons, etc) in the zone

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.

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.

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

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.

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 Type

Represents a count of "ticks". Ticks are units of 6 seconds that are used to represent certain measurements of time in EverQuest.

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 Type

Represents a unit of clock time.

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.

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.

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.

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

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.

argb BGColor

Background color of the window.

bool Checked

Returns TRUE if 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 TRUE if the window has children.

window CurrentTab

Applies to: TabBox

Returns the Page window associated with the currently selected tab.

int CurrentTabIndex

Applies to: TabBox

Returns the index of the currently selected tab.

bool Enabled

Returns TRUE if 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, TreeView

Index of the currently selected/higlighted item.

int Height

Height of the window in pixels.

bool Highlighted

Returns TRUE if 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: HotButton

Returns 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: InvSlot

Returns the InvSlot associated with this window object.

int Items

Applies to: Combobox, Listbox, TreeView

Number of items in the list.

string List[Row,Col]

Applies to: Combobox, Listbox, TreeView

Get 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, TreeView

Search 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 TRUE if the window is minimized.

bool MouseOver

Returns TRUE if 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 TRUE if the window is open.

window Parent

Returns the parent of this window, or NULL if 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, TreeView

Index of the currently selected/higlighted item.

bool Siblings

Returns TRUE if 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: TabBox

The number of tabs present in the TabBox.

window Tab[Index]

Applies to: TabBox

Looks up the Page window that matches the provided tab index in the TabBox.

window Tab[Text]

Applies to: TabBox

Looks up the Page window 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:

  • Screen
  • Listbox
  • Gauge
  • SpellGem
  • InvSlot
  • Editbox
  • Slider
  • Label
  • STMLbox
  • TreeView
  • Combobox
  • Page
  • TabBox
  • LayoutBox
  • HorizontalLayoutBox
  • VerticalLayoutBox
  • FinderBox
  • TileLayoutBox
  • Screen
  • HotButton

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

TRUE if the window is open, FALSE if not, matching Open

worldlocation

Provides access to world locations such as a character's bound location

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

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

zone

Contains information related to the specified zone

int ID

ID of the zone

string Name

Full zone name

string ShortName

Short zone name

int64 ZoneFlags

Flags for this zone

string To String

Same as Name

MQ2Medley

Medley

Holds members that return current medley, information about the current queue, and other status about the songs being played

string Medley

Current medley name. Empty string if no current medley.

double TTQE

(Time to queue empty) double time in seconds until queue is empty, this is estimate only. If performating normal medley, this will be 0.0

int Tune

Deprecated when "A Tune Stuck in My Head" was changed to a passive AA, it's now always 0. It used to show 1 when buffed with A Tune Stuck in My Head.

bool Active

true - medley is active

MQ2Melee

Melee

Contains members the report status of plugin variables and current target(s)

bool AggroMode

TRUE/FALSE if the plugin is operating in Aggro-mode or not.

int Ammunition

Count of defined ammunition or current equipped ammunition.

float BackAngle

Angle representing heading difference with current target's back.

bool BackStabbing

TRUE/FALSE if backstab setting is on/off.

int Casted

Time (in miliseconds) elapsed since last detected spell casting (60000 if none).

bool Combat

TRUE/FALSE if plugin enable and got valid kill target. Should replace ${Me.Combat} logic.

int DiscID

Spell ID of currently running discipline, 0 if none.

bool Enable

TRUE/FALSE if plugin on/off, NULL if not loaded.

bool Enrage

True if enraged

bool GotAggro

TRUE/FALSE if current target seems to be aggroed on you (not perfect).

bool Immobilize

TRUE if you have been standing still for more then 250ms, FALSE if not.

bool Infuriate

TRUE if kill target is infuriated!

bool MeleeMode

TRUE/FALSE if melee mode is on/off.

bool RangeMode

TRUE/FALSE if range mode is enabled (i.e. the range setting is > 0).

string Status

Current plugin status, can be one or more of the following: ENGAGED, WAITING, MELEE, RANGE, ENRAGE, INFURIATE, BACKING, ESCAPING, FEIGNING, EVADING, FALLING, STEALING, BEGGING.

int Target

SpawnID of current valid kill target, otherwise 0.

float ViewAngle

Angle of view with current target.

int Hidden

How long you've been hidden

int Silent

How long you've been sneaking

int NumHits

Total number of hits

bool XTaggro

Returns TRUE if you are the highest on aggro for all mobs on your extended target window hate list. FALSE if another person has higher aggro on at least one of them.

MQ2MoveUtils

circle

Members of this datatype relate to the '/circle' command and can be accessed via the ${Circle} TLO

string Status

Returns off / paused / on. On if circling.

float CircleY

Location of circle center Y.

float CircleX

Location of circle center X.

bool Drunken

Displays true if drunken.

string Rotation

Displays CCW if reverse circling.

string Direction

Movement direction of current circle.

bool Clockwise

Displays false if reverse circling.

bool Backwards

Displays true if movement direction backwards.

float Radius

Radius size of circle.

string To string

Same as Status

makecamp

Members of this datatype relate to the '/makecamp' command and can be accessed via the ${MakeCamp} TLO.

string Status

Displays status of MakeCamp command. AltCamp returns off.

bool Leash

Displays true if leash is enabled.

float AltAnchorX

Location of current altcamp X anchor.

float AltAnchorY

Location of current altcamp Y anchor.

float AltCampDist

Distance to altcamp anchor from your current location. Returns 0.00 if altcamp not established.

float AltRadius

Size of altcamp radius.

float AnchorX

Location of current camp X anchor.

float AnchorY

Location of current camp Y anchor.

float Bearing

Bearing (heading) of camp scattering.

float CampDist

Distance to camp anchor from your current location. Returns 0.00 if camp is disabled.

float CampRadius

Size of camp radius.

float LeashLength

Size of Leash Length. (Greater than or equal to CampRadius)

int MaxDelay

Displays the max delay for auto-returning to camp in ms. (125 or more greater than MinDelay)

int MinDelay

Displays the min delay for auto-returning to camp in ms. (125 or greater)

bool ReturnHaveTarget

Displays true if ReturnHaveTarget is enabled.

bool Returning

Displays true if /makecamp return issued.

bool ReturnNoAggro

Displays true if ReturnNoAggro is enabled.

bool ReturnNotLooting

Displays true if ReturnNotLooting is enabled.

float ScatDist

Distance from anchor to perform scatter.

float ScatSize

Size of scattering radius.

bool Scatter

Displays true if camp scattering enabled.

string To string

Same as Status.

moveto

Members of this datatype relate to the '/moveto' command and can be accessed via the ${MoveTo} TLO.

float ArrivalDist

Acceptable arrival distance.

float ArrivalDistX

Acceptable arrival distance for precisex.

float ArrivalDistY

Acceptable arrival distance for precisey.

bool Broken

Returns true if BreakonAggro or BreakonHit event have halted moveto prematurely.

bool CampStopped

Displays true if within moveto distance of makecamp Y X location.

bool Moving

Displays true if moveto or camp return is active.

bool Stopped

Displays true if the last moveto command completed successfully.

bool UseWalk

Returns true if UseWalk is enabled.

bool To string

Displays on if a moveto command is active.

MoveUtils

Members of this datatype relate to plugin settings and generic information and can be accessed via the ${MoveUtils} TLO.

bool Aggro

Displays true if you are facing your target and your target is facing you.

string Command

Displays the currently active command. MAKECAMP returns if a camp is setup but no other command is currently in use.

float DistStuck

Displays the amount of distance needed to have moved (compared against pulse average) or else considered stuck by stucklogic.

bool FullVerbosity

Displays true if fullverbosity is enabled.

bool GM

Displays true if BreakonGM fired.

bool MovePause

Displays true if mpause (PauseKB) is enabled.

int PauseMaxDelay

Displays the max delay for mousepause and mpause to resume command in ms.

int PauseMinDelay

Displays the min delay for mousepause and mpause to resume command in ms.

int PulseCheck

Displays the number of pulses used to average movement rate for stucklogic.

int PulseUnstuck

Displays the number of pulses successfully moved forward after being stuck to be considered unstuck.

bool Stuck

Displays true if plugin stucklogic has determined you are currently stuck.

bool StuckLogic

Displays true if stucklogic is enabled.

bool Summoned

Displays true if BreakonSummon is enabled and has fired due to your character being summoned beyond breakonsummon distance.

bool TotalSilence

Displays true if totalsilence is enabled.

bool TryToJump

Displays true if stucklogic trytojump is enabled.

bool Verbosity

Displays true if verbosity is enabled.

float Version

Displays the version number of the plugin.

string To string

Same as Command

stick

Members of this datatype relate to the '/stick' command and can be accessed via the ${Stick} TLO.

bool Active

Displays true if any form of stick is active.

bool Always

Returns true if /stick always is active.

bool Behind

Displays true if currently behind target (regardless of /stick behind), false if outside of stick dist or not behind.

bool Broken

Returns true if BreakonHit event has halted stick prematurely.

float Distance

Current distance used by stick.

float DistMod

Current stickdist modifier.

float DistModPercent

Current stickdist percent modifier.

bool Loose

Displays true if loose sticking is enabled.

bool MoveBack

Displays true if moveback is active.

bool MoveBehind

Displays true if stick behind is active.

bool Paused

Displays true if plugin is paused.

bool Pin

Displays true if stick pin is active.

string Status

Displays on if any form of stick is active.

int StickTarget

Returns spawnid of stick target if stick id/hold used, else spawnid of current target, 0 if no target and id/hold not used.

string StickTargetName

Returns DisplayedName of stick target if stick id/hold used, else current target or None if no target and hold/id not used.

bool Stopped

Displays true if stick is within stick distance.

string To string

Same as Status

MQ2MyButtons

MyButtons

Returns information about the name and command assigned to buttons

string label[<#>]

The name assigned to <Button#>

string cmd[<#>]

The command assigned to <Button#>

MQ2Nav

Contains information about current mesh, path, velocity, and settings.

bool Active

Returns true if navigation is currently active

bool Paused

Returns true if navigation is currently paused

bool MeshLoaded

Returns true if a mesh is loaded in the current zone

bool PathExists[parameters]

Returns true if the specified navigation parameters results in a navigatable path. Navigation parameters are the same parameters that would be passed to /nav

nav to target if a path exists

/if ${Navigation.PathExists[target]} {
/nav target
}

float PathLength[parameters]

Similar to PathExists, but returns the length of the path if one is found. Navigation parameters are the same parameters that would be passed to /nav

int Velocity

Returns current velocity of the player, rounded to nearest integer.

string Setting[<key>]

Will return the string value of the setting

Example

/echo ${Navigation.Setting[OpenDoors]}

MQ2NetBots

NetBots

Data Types for MQ2NetBots, the bread and butter of this plugin. Returns information from character name to hit points to levitation status. Most types will require that you use a character name on the index of the TLO. e.g. ${NetBots[Name].AFK}

string Client

Returns a list of client names currently broadcasting

int Counts

Number of broadcasting NetBots clients connected to EQBCS

bool Enable

Returns plugin on/off status

bool Listen

Returns "grab" status as true/false

bool Output

Returns "send" status as true/false

string Name

Returns the name of [Name]

int Zone

Returns zone id of [Name]

int Instance

returns instance id of [Name]

int ID

SpawnID of [Name]

class Class

Returns class of [Name]

int Level

Returns level of [Name]

float PctExp

Percent EXP of [Name]

float PctAAExp

Percent AA exp of [Name]

float PctGroupLeaderExp

Returns group leader EXP on servers that have this feature (emu only)

int CurrentHPs

Current HP of [Name]

int MaxHPs

Max HP of [Name]

int PctHPs

percent HP of [Name]

int CurrentEndurance

Endurance of [Name]

int MaxEndurance

Total endurance of [Name]

int PctEndurance

Percent endurance of [Name]

int CurrentMana

Current mana of [Name]

int MaxMana

Max mana of [Name]

int PctMana

Percent mana of [Name]

int PetID

Id of [Name]'s pet

int PetHP

HP of [Name]'s pet

int TargetID

id of [Name]'s target

int TargetHP

HP of [Name]'s target

spell Casting

the spell [Name] is casting

string State

State of [Name]
STUN STAND SIT DUCK BIND FEIGN DEAD UNKNOWN

bool Attacking

is [Name] attacking

bool AFK

is [Name] afk

bool Binding

whether [Name] is kneeling

bool Ducking

is [Name] ducking

bool Feigning

is [Name] feigning

bool Grouped

is [Name] grouped

bool Invis

is [Name] invis

bool Levitating

is [Name] floating

bool LFG

is [Name] LFG

bool Mounted

is [Name] on a mount

bool Moving

is [Name] moving

bool Raid

is [Name] in a raid

bool Sitting

is [Name] sitting

bool Standing

is [Name] standing

bool Stunned

is [Name] stunned

int FreebuffSlots

number of free buff slots on [Name]

bool InZone

is [Name] in my current zone

bool InGroup

is [Name] in my group

string Leader

is [Name] the leader

string Note

Returns the custom note on [Name] (see /netnote on how to set this)

string Location

The coordinates of [Name]

string Heading

The heading of [Name]

int Updated

last netbots update from [Name]

string Buff

A list of all buffs on [Name]

spell Buff[#]

The name of the buff [Name] has in slot <#>

string ShortBuff

A list of short duration buffs on [Name]

spell ShortBuff[#]

Name of the short duration buff [Name] has in slot <#>

string PetBuff

A list of buffs on [Name]'s pet

spell PetBuff[#]

The buff [Name]'s pet has in slot <#>

int TotalAA

The total AA of [Name]

int UsedAA

The number of AA's [Name] spent

int UnusedAA

Number of AA unspent on [Name]

int CombatState

[Name]'s combat state

bool Stacks[SpellID]

True if spell will stack on [Name]. Usage NetBots[Name].Stacks[SpellID]

bool StacksPet[SpellID]

True if spell will stack on [Name]'s pet.

int Detrimentals

number of detrimanls on [Name]

int Counters

Negative effect counters on [Name]

int Cursed

Cursed counters on [Name]

int Diseased

Diseased counters on [Name]

int Poisoned

Poison counters on [Name]

int Corrupted

Corruption counters on [Name]

int EnduDrain

endurance drain counters on [Name]

int LifeDrain

life drain counters on [Name]

int ManaDrain

mana drain counters on [Name]

int Blinded

blinded counters on [Name]

int CastingLevel

Casting level counters on [Name]

int Charmed

charm counters on [Name]

int Feared

fear counters on [Name]

int Healing

Healing counters on [Name]

int Invulnerable

Invulnerable counters on [Name]

int Mesmerized

mez counters on [Name]

int Rooted

root counters on [Name]

int Silenced

silence counters on [Name]

int Slowed

slow counters on [Name]

int Snared

snare counters on [Name]

int SpellCost

spellcost counters on [Name]

int SpellSlowed

slow spell counters on [Name]

int SpellDamage

spell damage counters on [Name]

int Trigger

trigger counters on [Name]

int Resistance

resistance counters on [Name]

string Detrimental

All detrimental types affecting [Name]

int NoCure

nocure counters on [Name]

MQ2PortalSetter

PortalSetter

Members show the progress of PortalSetter

int Step

bool InProgress

MQ2Posse

Posse

Returns status about players within a radius, if they're friends or strangers, and how many of them are around.

bool Status

Shows if plugin is looking for players or not

int Count

The numbers of players within the radius

int Radius

Size of check radius

int ZRadius

Size of check radius on the z axis

int Friends

Number of friends within radius

string FriendNames

Returns all friend names

int Strangers

Number of strangers within radius

string StrangerNames

Returns all stranger names

MQ2React

React

Note: Members that return condition statements will be parsed automatically. These are most useful to provide shortcuts to complex conditions for macros like KissAssist.

string Action[nickname]

Return the action from the react with "nickname"

string Condition[nickname]

Returns the condition from the react with "nickname"

bool Enabled[nickname]

Return true if the react is enabled for the currect character or false if it is disabled

string Global[globalnickname]

Returns the condition from the global condition with 'globalnickname'

bool Active

Returns true if processing reactions is on.

MQ2Rewards

RewardItem

Gives information about the specified reward, including number of options, items, and availability. (must specify reward, e.g. Rewards.Reward[1].Text)

string Text

Returns name of the indicated reward if available; else NULL

bool Selected

Returns TRUE if indicated reward is available and selected; else FALSE

bool Select

Selects the specified reward. TRUE if available and able to select; otherwise FALSE.

bool Claim

Claims the specified reward if available and option (if any) selected. TRUE if able to claim; otherwise FALSE

int Options

Returns number of options for the specified reward if available. Otherwise NULL.

RewardOption Option[#|name]

Returns the appropriate option by index or name; else returns NULL

int Items

Returns number of items (right-side list) for the specified reward and selected option if available. Otherwise NULL.

RewardOptionItem Item[#|name]

Returns the appropriate item by index or name; else returns NULL

RewardOption

Returns information on reward options. Must specify reward and option, e.g. Rewards.Reward[1].Option[1].Text

string Text

Returns name of the indicated option if available; else NULL

bool Selected

Returns TRUE if the indicated option is available and selected; otherwise FALSE

bool Select

Selects the specified option. TRUE if available and able to select; otherwise FALSE

int ItemCount

Returns number of items (right-side list) for the specified reward and selected option if available. Otherwise NULL.

RewardOptionItem Item[#|name]

Returns the appropriate item by index or name; else returns NULL

RewardOptionItem

Returns name of the indicated option if available; else NULL. Must specify reward, option, and item, e.g. ${Rewards.Reward[<#/name>].Item[#/name].Text}

string Text

Returns name of the indicated option if available; else NULL

Rewards

Information on the number of rewards, and their index or name

int Count

Returns number of currently pending rewards

RewardItem Reward[#]

Returns the reward by specified index

RewardItem Reward[name]

Returns the reward by name

MQ2Rez

Rez

Returns information on MQ2Rez settings

float Version

Returns plugin version

bool Accept

Returns TRUE if Accept is on

int Percent

Returns the value from RezPct

bool SafeMode

Returns TRUE if SafeMode is on

bool Voice

Returns TRUE if VoiceNotify is on

bool Release

Returns TRUE if ReleaseToBind is on

int Delay

Returns the value from Delay

MQ2Say

saywnd

Holds a member the returns the title of the say window

string Title

Returns the current title of the say window

string LastSay

The last /say received

string LastSpeaker

The last character to speak over /say

string To String

MQ2SpawnMaster

SpawnMaster

Returns information about spawns

Returns the number of search strings.

int UpList

Returns the number of spawns currently up that matches the search.

int DownList

Returns the number of spawn killed/despawned that matches the search.

string Version

Returns the Version of MQ2SpawnMaster

string LastMatch

Returns the name of the last spawn that popped matching the list.

bool HasTarget

Returns if your target matches a spawn in your list

MQ2SQLite

SQLite

Will return the results of your database query, or show the status of a given query.

string status[QueryName]

Current status - Either Active, Success, or Failed

int rows[QueryName]

The number of rows returned for results

string result[QueryName Row ColumnName]

String containing results (or Failed)

int resultcode[QueryName]

Custom SQLite ResultCode, see Result Codes

MQ2Targets

Targ

Returns information on the spawns detected in MQ2Targets.

spawn Spawn[name/#]

Access spawn information for the specified spawn search or index.

int Count

Return number of entries on the watch list starting at 1.

int Priority[name/#]

The priority of the spawn (via index or spawn search). If nothing assigned, default is -1.

MQTextToSpeech

TTS

Holds several members for MQTextToSpeech

string Voice

Which voice is being used (additional voices must be installed)

int Volume

The current set volume

int Speed

The speed of the speech

MQ2TSTrophy

Trophy

Contains data from MQ2TSTrophy

float Version

  • Returns the numerical value of this setting.

bool Matches

  • returns true/false if our equipped tradeskill trophy matches the world/environmental container we are in.

bool Container

  • Returns true/false if we see a world/environmental container.

string Alchemy

  • Returns the name of our Alchemy trophy.

string Brewing

  • Returns the name of our Brewing trophy.

string Fletching

  • Returns the name of our Fletching trophy.

string Jewelry

  • Returns the name of our Jewelry trophy.

string Tinkering

  • Returns the name of our Tinkering trophy.

string Pottery

  • Returns the name of our Pottery trophy.

string Blacksmithing

  • Returns the name of our Blacksmithing trophy.

string Tailoring

  • Returns the name of our Tailoring trophy.

string Poison

  • Returns the name of our Poison trophy.

string Fishing

  • Returns the name of our Fishing trophy.

MQ2Twist

twist

Returns information about the current twist queue

bool Twisting

Returns TRUE if currently twisting, FALSE if not and NULL if plugin not loaded.

int Current

Returns the current gem being sung, -1 for item or 0 if not twisting

int Next

Returns the next gem to be sung, -1 for item or 0 if not twisting

string List

Returns the twist sequence in a format suitable for /twist.

MQ2Vendors

Vendor

Returns information about the current vendor's items.

float Version

Returns the version number of the plugin

bool HasItems

Whether the vendor has any items you are looking for.

string Items[#].Name

Specify the index of the item, and it will return the item name.
e.g. ${Vendor.Items[1].Name}

int Count

The number of items the vendor has that you are searching for, does not currently work.

MQ2XAssist

XAssist

Displays information about aggro from xtargets

int XTFullHaterCount

Returns all auto haters including the one that is being targeted

int XTXAggroCount[#]

allows the aggro range to be expanded to 1000 for situations where someone wants to check the >=100 aggro values. # is the aggro value provided.

MQ2XPTracker

xptracker

Holds several members that display your EXP gain and session time.

float Average

Returns average EXP

float AveragePct

Returns average EXP percent

float KillsPerHour

Returns kill rate

float PctExpPerHour

Percent EXP per hour

float RunTimeHours

Run time in hours

float TimeToDing

Time until next level or AA point

float Total

Returns total EXP gained

int Changes

Returns number of EXP events

string RunTime

How long since session began

Discussions that link here