Perl API Reference: EntityList (122 methods)
Browse the complete Perl API documentation for the EntityList class. Search through 122 methods and 249 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);
# 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, count, is_from_spell, attack_rounds);
# void
$entitylist->AreaSpell(caster, center, spell_id, affect_caster, resist_adjust, max_targets);
# void
$entitylist->AreaSpell(caster, center, spell_id, affect_caster, resist_adjust);
# void
$entitylist->AreaSpell(caster, center, spell_id, affect_caster);
# void
$entitylist->AreaSpell(caster, center, spell_id);
# void
$entitylist->AreaTaunt(caster, range);
# void
$entitylist->AreaTaunt(caster);
# void
$entitylist->AreaTaunt(caster, range, bonus_hate);
# void
$entitylist->CanAddHateForMob(target);
# bool
$entitylist->Clear();
# void
$entitylist->ClearClientPetitionQueue();
# void
$entitylist->ClearFeignAggro(target);
# void
$entitylist->DeleteNPCCorpses();
# uint32_t
$entitylist->DeletePlayerCorpses();
# uint32_t
$entitylist->DoubleAggro(who);
# void
$entitylist->Fighting(target);
# bool
$entitylist->FindDoor(door_id);
# Doors*
$entitylist->GetBotByID(bot_id);
# Bot*
$entitylist->GetBotByName(bot_name);
# Bot*
$entitylist->GetBotList();
# array
$entitylist->GetBotListByCharacterID(character_id);
# array
$entitylist->GetBotListByCharacterID(character_id, class_id);
# array
$entitylist->GetBotListByClientName(client_name, class_id);
# array
$entitylist->GetBotListByClientName(client_name);
# array
$entitylist->GetBotOwnerByBotEntityID(entity_id);
# Client*
$entitylist->GetBotOwnerByBotID(bot_id);
# Client*
$entitylist->GetClientByAccID(account_id);
# Client*
$entitylist->GetClientByCharID(character_id);
# Client*
$entitylist->GetClientByID(client_id);
# Client*
$entitylist->GetClientByName(name);
# Client*
$entitylist->GetClientByWID(wid);
# Client*
$entitylist->GetClientList();
# array
$entitylist->GetCloseMobList(mob, distance, ignore_self);
# array
$entitylist->GetCloseMobList(mob, distance);
# array
$entitylist->GetCloseMobList(mob);
# array
$entitylist->GetCorpseByID(id);
# Corpse*
$entitylist->GetCorpseByName(name);
# Corpse*
$entitylist->GetCorpseByOwner(client);
# Corpse*
$entitylist->GetCorpseList();
# array
$entitylist->GetDoorsByDBID(database_id);
# Doors*
$entitylist->GetDoorsByDoorID(door_id);
# Doors*
$entitylist->GetDoorsByID(entity_id);
# Doors*
$entitylist->GetDoorsList();
# array
$entitylist->GetGroupByClient(client);
# Group*
$entitylist->GetGroupByID(id);
# Group*
$entitylist->GetGroupByLeaderName(leader_name);
# Group*
$entitylist->GetGroupByMob(mob);
# Group*
$entitylist->GetMob(name);
# Mob*
$entitylist->GetMobByID(mob_id);
# Mob*
$entitylist->GetMobByNpcTypeID(npc_type_id);
# Mob*
$entitylist->GetMobID(mob_id);
# Mob*
$entitylist->GetMobList();
# array
$entitylist->GetNPCByID(id);
# NPC*
$entitylist->GetNPCByNPCTypeID(npc_id);
# NPC*
$entitylist->GetNPCBySpawnID(spawn_id);
# NPC*
$entitylist->GetNPCList();
# array
$entitylist->GetNPCsByExcludedIDs(npc_ids);
# array
$entitylist->GetNPCsByIDs(npc_ids);
# array
$entitylist->GetObjectByDBID(database_id);
# Object*
$entitylist->GetObjectByID(entity_id);
# Object*
$entitylist->GetObjectList();
# array
$entitylist->GetRaidByClient(client);
# Raid*
$entitylist->GetRaidByID(id);
# Raid*
$entitylist->GetRandomBot();
# Bot*
$entitylist->GetRandomBot(x, y, z, distance);
# Bot*
$entitylist->GetRandomBot(x, y, z, distance, exclude_bot);
# Bot*
$entitylist->GetRandomClient(x, y, z, distance);
# Client*
$entitylist->GetRandomClient(x, y, z, distance, exclude_client);
# Client*
$entitylist->GetRandomClient();
# Client*
$entitylist->GetRandomMob();
# Mob*
$entitylist->GetRandomMob(x, y, z, distance);
# Mob*
$entitylist->GetRandomMob(x, y, z, distance, exclude_mob);
# Mob*
$entitylist->GetRandomNPC(x, y, z, distance, exclude_npc);
# NPC*
$entitylist->GetRandomNPC();
# NPC*
$entitylist->GetRandomNPC(x, y, z, distance);
# NPC*
$entitylist->GetSpawnByID(spawn_id);
# Spawn2*
$entitylist->GetSpawnList();
# array
$entitylist->HalveAggro(who);
# void
$entitylist->IsMobSpawnedByNpcTypeID(npc_type_id);
# bool
$entitylist->MakeNameUnique(name);
# std::string
$entitylist->Marquee(type, priority, fade_in, fade_out, duration, message);
# void
$entitylist->Marquee(type, message, duration);
# void
$entitylist->Marquee(type, message);
# void
$entitylist->MassGroupBuff(caster, center, spell_id);
# void
$entitylist->MassGroupBuff(caster, center, spell_id, affect_caster);
# void
$entitylist->Message(guild_id, color_type, message);
# void
$entitylist->MessageClose(sender, skip_sender, distance, color_type, message);
# void
$entitylist->MessageGroup(sender, skip_close, emote_color_type, message);
# void
$entitylist->MessageStatus(guild_id, to_minstatus, color_type, message);
# void
$entitylist->OpenDoorsNear(opener);
# void
$entitylist->RemoveAllClients();
# void
$entitylist->RemoveAllCorpses();
# void
$entitylist->RemoveAllDoors();
# void
$entitylist->RemoveAllGroups();
# void
$entitylist->RemoveAllMobs();
# void
$entitylist->RemoveAllNPCs();
# void
$entitylist->RemoveAllObjects();
# void
$entitylist->RemoveAllTraps();
# void
$entitylist->RemoveClient(delete_id);
# bool
$entitylist->RemoveCorpse(delete_id);
# bool
$entitylist->RemoveDoor(delete_id);
# bool
$entitylist->RemoveEntity(id);
# void
$entitylist->RemoveFromHateLists(mob, set_to_one);
# void
$entitylist->RemoveFromHateLists(mob);
# void
$entitylist->RemoveFromTargets(mob);
# void
$entitylist->RemoveGroup(delete_id);
# bool
$entitylist->RemoveMob(delete_id);
# bool
$entitylist->RemoveNPC(delete_id);
# bool
$entitylist->RemoveNumbers(name);
# std::string
$entitylist->RemoveObject(delete_id);
# bool
$entitylist->RemoveTrap(delete_id);
# bool
$entitylist->ReplaceWithTarget(old_mob, 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_type_id, signal_id);
# void