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