Lua API Reference: EntityList (106 methods)
Browse the complete Lua API documentation for the EntityList class. Search through 106 methods and 247 events to find the exact function signatures, parameters, and usage examples you need for your EQ-Emulator scripts.
Methods
entitylist:AreaAttack(attacker, distance)
# void
entitylist:AreaAttack(attacker, distance, slot_id, count, is_from_spell, attack_rounds)
# void
entitylist:AreaAttack(attacker, distance, slot_id, count, is_from_spell)
# void
entitylist:AreaAttack(attacker, distance, slot_id, count)
# void
entitylist:AreaAttack(attacker, distance, slot_id)
# void
entitylist:AreaSpell(caster, center, spell_id, affect_caster, resist_adjust)
# void
entitylist:AreaSpell(caster, center, spell_id)
# void
entitylist:AreaSpell(caster, center, spell_id, affect_caster)
# void
entitylist:AreaSpell(caster, center, spell_id, affect_caster, resist_adjust, max_targets)
# void
entitylist:AreaTaunt(caster, range)
# void
entitylist:AreaTaunt(caster, range, bonus_hate)
# void
entitylist:AreaTaunt(caster)
# void
entitylist:CanAddHateForMob(p)
# bool
entitylist:ChannelMessage(from, channel_num, language_id, message)
# void
entitylist:ClearClientPetitionQueue()
# void
entitylist:ClearFeignAggro(who)
# void
entitylist:DeleteNPCCorpses()
# uint32
entitylist:DeletePlayerCorpses()
# uint32
entitylist:DoubleAggro(who)
# void
entitylist:Fighting(who)
# bool
entitylist:FilteredMessageClose(sender, skip_sender, dist, type, filter, message)
# void
entitylist:FindDoor(id)
# Lua_Door
entitylist:GetBotByID(bot_id)
# Lua_Bot
entitylist:GetBotByName(bot_name)
# Lua_Bot
entitylist:GetBotList()
# Lua_Bot_List
entitylist:GetBotListByCharacterID(character_id, class_id)
# Lua_Bot_List
entitylist:GetBotListByCharacterID(character_id)
# Lua_Bot_List
entitylist:GetBotListByClientName(client_name)
# Lua_Bot_List
entitylist:GetBotListByClientName(client_name, class_id)
# Lua_Bot_List
entitylist:GetBotOwnerByBotEntityID(entity_id)
# Lua_Client
entitylist:GetBotOwnerByBotID(bot_id)
# Lua_Client
entitylist:GetClientByAccID(acct_id)
# Lua_Client
entitylist:GetClientByCharID(char_id)
# Lua_Client
entitylist:GetClientByID(id)
# Lua_Client
entitylist:GetClientByName(name)
# Lua_Client
entitylist:GetClientByWID(wid)
# Lua_Client
entitylist:GetClientList()
# Lua_Client_List
entitylist:GetCloseMobList(mob)
# Lua_Mob_List
entitylist:GetCloseMobList(mob, distance, ignore_self)
# Lua_Mob_List
entitylist:GetCloseMobList(mob, distance)
# Lua_Mob_List
entitylist:GetCorpseByID(id)
# Lua_Corpse
entitylist:GetCorpseByName(name)
# Lua_Corpse
entitylist:GetCorpseByOwner(client)
# Lua_Corpse
entitylist:GetCorpseList()
# Lua_Corpse_List
entitylist:GetDoorsByDBID(db_id)
# Lua_Door
entitylist:GetDoorsByDoorID(door_id)
# Lua_Door
entitylist:GetDoorsByID(id)
# Lua_Door
entitylist:GetDoorsList()
# Lua_Doors_List
entitylist:GetGroupByClient(client)
# Lua_Group
entitylist:GetGroupByID(id)
# Lua_Group
entitylist:GetGroupByLeaderName(name)
# Lua_Group
entitylist:GetGroupByMob(mob)
# Lua_Group
entitylist:GetMob(id)
# Lua_Mob
entitylist:GetMob(name)
# Lua_Mob
entitylist:GetMobByNpcTypeID(npc_type)
# Lua_Mob
entitylist:GetMobID(id)
# Lua_Mob
entitylist:GetMobList()
# Lua_Mob_List
entitylist:GetNPCByID(id)
# Lua_NPC
entitylist:GetNPCByNPCTypeID(npc_type)
# Lua_NPC
entitylist:GetNPCBySpawnID(spawn_id)
# Lua_NPC
entitylist:GetNPCList()
# Lua_NPC_List
entitylist:GetObjectByDBID(db_id)
# Lua_Object
entitylist:GetObjectByID(id)
# Lua_Object
entitylist:GetObjectList()
# Lua_Object_List
entitylist:GetRaidByClient(client)
# Lua_Raid
entitylist:GetRaidByID(id)
# Lua_Raid
entitylist:GetRandomBot()
# Lua_Bot
entitylist:GetRandomBot(x, y, z, distance)
# Lua_Bot
entitylist:GetRandomBot(x, y, z, distance, exclude_bot)
# Lua_Bot
entitylist:GetRandomClient(x, y, z, distance)
# Lua_Client
entitylist:GetRandomClient()
# Lua_Client
entitylist:GetRandomClient(x, y, z, distance, exclude_client)
# Lua_Client
entitylist:GetRandomMob(x, y, z, distance, exclude_mob)
# Lua_Mob
entitylist:GetRandomMob()
# Lua_Mob
entitylist:GetRandomMob(x, y, z, distance)
# Lua_Mob
entitylist:GetRandomNPC(x, y, z, distance, exclude_npc)
# Lua_NPC
entitylist:GetRandomNPC(x, y, z, distance)
# Lua_NPC
entitylist:GetRandomNPC()
# Lua_NPC
entitylist:GetShuffledClientList()
# Lua_Client_List
entitylist:GetSpawnByID(id)
# Lua_Spawn
entitylist:GetSpawnList()
# Lua_Spawn_List
entitylist:HalveAggro(who)
# void
entitylist:IsMobSpawnedByNpcTypeID(npc_type)
# bool
entitylist:MakeNameUnique(name)
# std::string
entitylist:Marquee(type, message)
# void
entitylist:Marquee(type, message, duration)
# void
entitylist:Marquee(type, priority, fade_in, fade_out, duration, message)
# void
entitylist:MassGroupBuff(caster, center, spell_id)
# void
entitylist:MassGroupBuff(caster, center, spell_id, affect_caster)
# void
entitylist:Message(guild_dbid, type, message)
# void
entitylist:MessageClose(sender, skip_sender, dist, type, message)
# void
entitylist:MessageGroup(who, skip_close, type, message)
# void
entitylist:MessageStatus(guild_dbid, min_status, type, message)
# void
entitylist:OpenDoorsNear(opener)
# void
entitylist:RemoveFromHateLists(who, set_to_one)
# void
entitylist:RemoveFromHateLists(who)
# void
entitylist:RemoveFromTargets(mob)
# void
entitylist:RemoveFromTargets(mob, RemoveFromXTargets)
# void
entitylist:RemoveNumbers(name)
# std::string
entitylist:ReplaceWithTarget(target, new_target)
# void
entitylist:SignalAllBotsByOwnerCharacterID(character_id, signal_id)
# void
entitylist:SignalAllBotsByOwnerName(owner_name, signal_id)
# void
entitylist:SignalAllClients(signal_id)
# void
entitylist:SignalBotByBotID(bot_id, signal_id)
# void
entitylist:SignalBotByBotName(bot_name, signal_id)
# void
entitylist:SignalMobsByNPCID(npc_id, signal_id)
# void