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¶
- AdvPath
- AutoLogin
- AutoLoot
- Boxr
- Cast
- DPSAdv
- DanNet
- DanObservation
- Datatype grind
- Datatype groundspawns
- Debuff
- EQBC
- EasyFind
- Farm
- GMCheck
- LoginProfile
- Medley
- Melee
- MoveUtils
- MyButtons
- Navigation
- NetBots
- PortalSetter
- Posse
- React
- RewardItem
- RewardOption
- RewardOptionItem
- Rewards
- Rez
- SQLite
- SpawnMaster
- TTS
- Targ
- Trophy
- Vendor
- XAssist
- achievement
- achievementcat
- achievementmgr
- achievementobj
- advloot
- advlootitem
- alert
- alertlist
- altability
- argb
- array
- augtype Type
- auratype Type
- bandolier
- bank
- bazaar
- bazaaritem
- body
- bool
- buff
- byte
- cachedbuff
- character
- charselectlist
- circle
- class
- corpse
- currentzone
- deity Type
- displayitem
- double Type
- dynamiczone
- dzmember
- dztimer
- everquest
- evolving
- fellowship
- fellowshipmember
- float Type
- framelimiter
- friend
- ground
- group
- groupmember
- heading
- hotbuttonwindow
- ini
- inifile
- inifilesection
- inifilesectionkey
- int Type
- int64 Type
- inventory
- invslot
- invslotwindow
- item Type
- itemfilterdata
- itemspell Type
- keyring
- keyringitem
- linkdb
- list
- listiterator
- macro
- macroquest
- makecamp
- map
- mapiterator
- math
- menu
- mercenary
- merchant
- moveto
- pet
- plugin
- pointmerchant
- pointmerchantitem
- queue
- race
- raid
- raidmember
- range
- saywnd
- set
- setiterator
- skill
- social
- spawn
- spell
- stack
- stick
- string
- swap
- switch
- target
- task
- taskmember
- taskobjective
- ticks Type
- time Type
- timer
- timestamp
- tradeskilldepot
- twist
- type
- window
- worldlocation
- xptracker
- xtarget
- zone
datatype¶
- AdvPath
- AutoLogin
- AutoLoot
- Boxr
- Cast
- DPSAdv
- DanNet
- DanObservation
- Datatype grind
- Datatype groundspawns
- Debuff
- EQBC
- EasyFind
- Farm
- GMCheck
- LoginProfile
- Medley
- Melee
- MoveUtils
- MyButtons
- Navigation
- NetBots
- PortalSetter
- Posse
- React
- RewardItem
- RewardOption
- RewardOptionItem
- Rewards
- Rez
- SQLite
- SpawnMaster
- TTS
- Targ
- Trophy
- Vendor
- XAssist
- achievement
- achievementcat
- achievementmgr
- achievementobj
- advloot
- advlootitem
- alert
- alertlist
- altability
- argb
- array
- augtype Type
- auratype Type
- bandolier
- bank
- bazaar
- bazaaritem
- body
- bool
- buff
- byte
- cachedbuff
- character
- charselectlist
- circle
- class
- corpse
- currentzone
- deity Type
- displayitem
- double Type
- dynamiczone
- dzmember
- dztimer
- everquest
- evolving
- fellowship
- fellowshipmember
- float Type
- framelimiter
- friend
- ground
- group
- groupmember
- heading
- hotbuttonwindow
- ini
- inifile
- inifilesection
- inifilesectionkey
- int Type
- int64 Type
- inventory
- invslot
- invslotwindow
- item Type
- itemfilterdata
- itemspell Type
- keyring
- keyringitem
- linkdb
- list
- listiterator
- macro
- macroquest
- makecamp
- map
- mapiterator
- math
- menu
- mercenary
- merchant
- moveto
- pet
- plugin
- pointmerchant
- pointmerchantitem
- queue
- race
- raid
- raidmember
- range
- saywnd
- set
- setiterator
- skill
- social
- spawn
- spell
- stack
- stick
- string
- swap
- switch
- target
- task
- taskmember
- taskobjective
- ticks Type
- time Type
- timer
- timestamp
- tradeskilldepot
- twist
- type
- window
- worldlocation
- xptracker
- xtarget
- zone
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 AASpecial 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 castDisambiguation
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
/castingcommand.Possible result values:
Result Description CAST_ABORTEDCasting Aborted ( /interrupt)CAST_CANCELLEDCasting was aborted CAST_CANNOTSEECannot see target CAST_COLLAPSEYour Gate collapsed CAST_COMPONENTSMissing Component CAST_DISTRACTEDYou were distracted CAST_FIZZLEYour cast fizzled CAST_IMMUNETarget is immune the spell's effect CAST_INTERRUPTEDCasting was interrupted CAST_INVISIBLEYou are invisible CAST_NOTARGETNo target CAST_NOTREADYNot ready to cast CAST_OUTOFMANANot enough mana to cast spell CAST_OUTOFRANGETarget is out of range CAST_OUTDOORSSpell not working here (on mount etc.) CAST_PENDINGCasting is in progress CAST_RECOVERSpell is not ready CAST_RESISTCast was resisted CAST_STANDINGNot standing CAST_STUNNEDYou are stunned CAST_SUCCESSThe cast was a success CAST_TAKEHOLDThe spell did not take hold CAST_UNKNOWNUnknown 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
/castingstill 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 theCount-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.
string Head¶
- 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
/dqueryand/dobservecommands
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
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
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.
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¶
xcomponent of the loc filter
float yLoc¶
ycomponent of the loc filter
double ZRadius¶
zdistance component of the loc filter
altability¶
Contains all the data related to alternate abilities
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.
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¶
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.
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.
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:
RNGfor 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¶
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¶
altability AltAbility¶
- If this hotbutton activates an alternate ability, this will return the alternate ability that is activated by pressing this button.
int ButtonIndex¶
-
Returns the index of the button in the hotbutton page it resides on.
e.g., if this hotbutton is the third button on the page, it will return 3.
int BarIndex¶
-
Returns which bar this button resides on.
e.g. If this hotbutton is on the first (main) hotbutton bar, it will return 1.
int IconSlot¶
-
Returns the ID of the icon that is displayed by this hotbutton, if any. Which icon this identifies depends on the value of
IconType.If no icon is present, this will return -1.
int IconType¶
-
Returns the type of icon that is displayed by this hotbutton. Each type of icon is read from a specific icon texture atlas.
If no icon is present, this will return -1.
Value Meaning Texture Atlas -1 No icon n/a 0 Item icon A_DragItem 1 Spell Icons A_SpellGems 2 Menu Icons A_MenuIcons
item Item¶
- An item that is linked to the hot button
string ItemGuid¶
-
Unique identifier of the item associated with this hotbutton, if any.
If no item is associated with this hotbutton, this will return an empty string.
int ItemId¶
-
ID of the item associated with this hotbutton.
If no item is associated with this hotbutton, this will return 0.
string ItemName¶
-
Name of the item associated with this hotbutton.
If no item is associated with this hotbutton, this will return an empty string.
string Label¶
- Display label for this hotbutton.
int PageIndex¶
- Returns the index of the page of the hotbar that this button resides on.
int Slot¶
-
The meaning of this value depends on the type of hotbutton. The type of hotbutton can be determined with the
Typemember.See HotButton Types for the meaning of the Slot parameter.
social Social¶
- Returns the social if this hotbutton is associated with a social. Otherwise returns NULL.
string Spell¶
-
If the hotbutton is a spell gem, this will return the associated spell.
If the hottbuton is an alternate ability, this will return the spell associated with the alternate ability.
Otherwise, returns NULL.
int Type¶
- Returns the type of hotbutton. See HotButton Types.
string TypeName¶
- Returns the type name of hotbutton. See HotButton Types.
ini¶
This is the type for an ini that you have referenced without an Index.
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)
menu¶
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
SelectItemmethod
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
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¶
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.
int CompareCS[text]¶
- The same as Compare, except that it is case-sensitive
int Count[c]¶
- Returns how many times a single character c occurs in the string
bool Equal[text]¶
- If the initial string and the second string text are exactly the same, returns TRUE.
Equal is case-insensitive
bool EqualCS[text]¶
- The same as Equal, except that it is case-sensitive
int Find[text]¶
- This tries to find the second string text within the original string:
- If it is successful, it returns the first position in the string where text begins.
- It returns NULL if text is not found.
string Left[#]¶
- Returns the first # characters of the string. A negative # will return the whole string except for the last # characters
int Length¶
- Returns the length of the string as an integer
string Lower¶
- Returns the string in all lower-case
string Mid[p,n]¶
- Returns a segment of the string, starting at position p and running n characters.
bool NotEqual[text]¶
- If the initial string and the second string text are exactly the same, returns FALSE. NotEqual is case-insensitive
bool NotEqualCS[text]¶
- The same as NotEqual, except that it is case-sensitive.
string Replace[ReplaceThis,WithThis]¶
- Replaces ReplaceThis with WithThis.
string Right[#]¶
- Returns the last # characters of the string. A negative # will return the whole string except for the first # characters
string StripLinks¶
- Returns the plain text version of a string, stripping out the links
string Token[#,s]¶
- Returns the #th token of the string separated by s. The separator s must be a single character (defaults to space).
See Difference between Arg and Token.
string Upper¶
- Returns the string in all upper-case
string (To String)¶
- Returns the string
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
TRUEif the button has been checked.
window Child[name]¶
-
Find a child window with the provided name.
Parameters:
name: Name of a child window
bool Children¶
- Returns
TRUEif the window has children.
window CurrentTab¶
-
Applies to:
TabBoxReturns the
Pagewindow associated with the currently selected tab.
int CurrentTabIndex¶
-
Applies to:
TabBoxReturns the index of the currently selected tab.
bool Enabled¶
- Returns
TRUEif the window is enabled.
window FirstChild¶
- Returns the first child window in the window hierarchy.
int GetCurSel¶
-
Deprecation Notice
This member is deprecated and discouraged from continued use. Please use SelectedIndex instead.
Applies to:
Combobox,Listbox,TreeViewIndex of the currently selected/higlighted item.
int Height¶
- Height of the window in pixels.
bool Highlighted¶
- Returns
TRUEif the window is the currently focused window.
bool HisTradeReady¶
-
Returns the following data from the trade window, regardless of what the current window object is:
Has the other person clicked the Trade button?
hotbuttonwindow HotButton¶
-
Applies to:
HotButtonReturns the HotButton associated with this window object.
int HScrollMax¶
- Horizontal scrollbar maximum position.
int HScrollPct¶
- Horizontal scroll bar current position as a percentage of the maximum position as a value from 0 to 100.
int HScrollPos¶
- Horizontal scroll bar current position.
invslotwindow InvSlot¶
-
Applies to:
InvSlotReturns the InvSlot associated with this window object.
int Items¶
-
Applies to:
Combobox,Listbox,TreeViewNumber of items in the list.
string List[Row,Col]¶
-
Applies to:
Combobox,Listbox,TreeViewGet text for an item in the list by the specified row and column. If the column is not provided then the first column is used.
Parameters:
Row: Row index of the item in the list.Col: [optional] Column index of the item in the list.
int List[Text,Col]¶
-
Applies to:
Combobox,Listbox,TreeViewSearch a list for an item by text. Returns the index of the first element that matches the given text string.
Parameters:
Text: Text to search for. Partial match is performed. Prefix with=to perform an exact match.Col: [optional] Column index of the item in the item in the list. If not provided, the first column is searched.
bool Minimized¶
- Returns
TRUEif the window is minimized.
bool MouseOver¶
- Returns
TRUEif the mouse is currently over the window.
bool MyTradeReady¶
-
Returns the following data from the trade window, regardless of what the current window object is:
Have I clicked the Trade button?
string Name¶
-
Name of the window.
Note: this value may be affected by custom ui.
window Next¶
- Next sibling window in the window hierarchy.
bool Open¶
- Returns
TRUEif the window is open.
window Parent¶
- Returns the parent of this window, or
NULLif this is a top level window.
string ScreenID¶
-
ScreenID of the window piece.
Note: This is not custom ui dependent, it must be the same on all UIs.
int SelectedIndex¶
-
Applies to:
Combobox,Listbox,TreeViewIndex of the currently selected/higlighted item.
bool Siblings¶
- Returns
TRUEif the window has siblings.
string Size¶
- Returns the size of the window in the form of
width,height.
int Style¶
- Returns an integer representing the window style bit flags.
int TabCount¶
-
Applies to:
TabBoxThe number of tabs present in the TabBox.
window Tab[Index]¶
-
Applies to:
TabBoxLooks up the
Pagewindow that matches the provided tab index in the TabBox.
window Tab[Text]¶
-
Applies to:
TabBoxLooks up the
Pagewindow that matches the provided tab text in the TabBox.
string Text¶
-
The text of the window. The actual value varies by type of window:
STMLbox: Returns the contents of the STML.Page: Returns the name of the page's Tab.
string Tooltip¶
- The tooltip text for the window. This value comes from the window's TooltipReference.
string Type¶
-
The window's type. The type will determine the behavior of some of the other members.
Can be one of:
ScreenListboxGaugeSpellGemInvSlotEditboxSliderLabelSTMLboxTreeViewComboboxPageTabBoxLayoutBoxHorizontalLayoutBoxVerticalLayoutBoxFinderBoxTileLayoutBoxScreenHotButton
int VScrollMax¶
- Vertical scrollbar maximum position.
int VScrollPct¶
- Vertical scroll bar current position as a percentage of the maximum position as a value from 0 to 100.
int VScrollPos¶
- Vertical scroll bar current position.
int Width¶
- Width of the window in pixels.
float Value¶
int X¶
- The X coordinate of the window's position, in pixels.
int Y¶
- The Y coordinate of the window's position, in pixels.
string To String¶
TRUEif the window is open,FALSEif not, matching Open
worldlocation¶
Provides access to world locations such as a character's bound location
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
rangesetting 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¶
Navigation¶
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
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}
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
int Search¶
- 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