Perl API Reference: Mob (644 methods)
Browse the complete Perl API documentation for the Mob class. Search through 644 methods and 249 events to find the exact function signatures, parameters, and usage examples you need for your EQ-Emulator scripts.
Methods
$mob->AddFeignMemory(attacker);
# void
$mob->AddNimbusEffect(effect_id);
# void
$mob->AddToHateList(other, hate, damage, yell_for_help);
# void
$mob->AddToHateList(other);
# void
$mob->AddToHateList(other, hate);
# void
$mob->AddToHateList(other, hate, damage, yell_for_help, frenzy, buff_tic);
# void
$mob->AddToHateList(other, hate, damage, yell_for_help, frenzy);
# void
$mob->AddToHateList(other, hate, damage);
# void
$mob->ApplySpellBuff(spell_id);
# void
$mob->ApplySpellBuff(spell_id, duration, level);
# void
$mob->ApplySpellBuff(spell_id, duration);
# void
$mob->AreaAttack(distance, slot_id);
# void
$mob->AreaAttack(distance, slot_id, count, is_from_spell, attack_rounds);
# void
$mob->AreaAttack(distance, slot_id, count, is_from_spell);
# void
$mob->AreaAttack(distance);
# void
$mob->AreaAttack(distance, slot_id, count);
# void
$mob->AreaSpell(center, spell_id, affect_caster);
# void
$mob->AreaSpell(center, spell_id);
# void
$mob->AreaSpell(center, spell_id, affect_caster, resist_adjust);
# void
$mob->AreaSpell(center, spell_id, affect_caster, resist_adjust, max_targets);
# void
$mob->Attack(other);
# bool
$mob->Attack(other, hand);
# bool
$mob->Attack(other, hand, from_riposte);
# bool
$mob->BehindMob(other);
# bool
$mob->BehindMob(other, x, y);
# bool
$mob->BehindMob(other, x);
# bool
$mob->BuffCount();
# uint32
$mob->BuffCount(is_beneficial, is_detrimental);
# uint32
$mob->BuffCount(is_beneficial);
# uint32
$mob->BuffFadeAll();
# void
$mob->BuffFadeBeneficial();
# void
$mob->BuffFadeByEffect(effect_id);
# void
$mob->BuffFadeByEffect(effect_id, skip_slot);
# void
$mob->BuffFadeBySlot(slot, recalc_bonuses);
# void
$mob->BuffFadeBySlot(slot);
# void
$mob->BuffFadeBySpellID(spell_id);
# void
$mob->BuffFadeDetrimental();
# void
$mob->BuffFadeDetrimentalByCaster(caster);
# void
$mob->BuffFadeNonPersistDeath();
# void
$mob->BuffFadeSongs();
# void
$mob->CalculateDistance(x, y, z);
# float
$mob->CalculateDistance(mob);
# float
$mob->CalculateHeadingToTarget(x, y);
# float
$mob->CameraEffect(duration);
# void
$mob->CameraEffect(duration, intensity);
# void
$mob->CameraEffect(duration, intensity, client);
# void
$mob->CameraEffect(duration, intensity, client, global);
# void
$mob->CanBuffStack(spell_id, caster_level);
# bool
$mob->CanBuffStack(spell_id, caster_level, fail_if_overwritten);
# bool
$mob->CanClassEquipItem(item_id);
# bool
$mob->CanRaceEquipItem(item_id);
# bool
$mob->CanThisClassDodge();
# bool
$mob->CanThisClassDoubleAttack();
# bool
$mob->CanThisClassDualWield();
# bool
$mob->CanThisClassParry();
# bool
$mob->CanThisClassRiposte();
# bool
$mob->CastSpell(spell_id, target_id, slot, cast_time, mana_cost);
# void
$mob->CastSpell(spell_id, target_id, slot, cast_time, mana_cost, resist_adjust);
# void
$mob->CastSpell(spell_id, target_id, slot, cast_time);
# void
$mob->CastSpell(spell_id, target_id, slot);
# void
$mob->CastSpell(spell_id, target_id);
# void
$mob->CastToBot();
# Bot*
$mob->CastToClient();
# Client*
$mob->CastToCorpse();
# Corpse*
$mob->CastToMob();
# Mob*
$mob->CastToNPC();
# NPC*
$mob->CastingSpellID();
# int
$mob->ChangeSize(in_size, unrestricted);
# void
$mob->ChangeSize(in_size);
# void
$mob->Charmed();
# bool
$mob->CheckAggro(other);
# bool
$mob->CheckAggroAmount(spell_id);
# int
$mob->CheckHealAggroAmount(spell_id);
# int
$mob->CheckHealAggroAmount(spell_id, possible);
# int
$mob->CheckLoS(other);
# bool
$mob->CheckLoSToLoc(x, y, z, mob_size);
# bool
$mob->CheckLoSToLoc(x, y, z);
# bool
$mob->ClearEntityVariables();
# bool
$mob->ClearFeignMemory();
# void
$mob->ClearSpecialAbilities();
# void
$mob->CloneAppearance(other);
# void
$mob->CloneAppearance(other, clone_name);
# void
$mob->CombatRange(target);
# bool
$mob->CopyHateList(to);
# void
$mob->Damage(from, damage, spell_id, attack_skill, avoidable);
# void
$mob->Damage(from, damage, spell_id, attack_skill, avoidable, buffslot, buff_tic);
# void
$mob->Damage(from, damage, spell_id, attack_skill, avoidable, buffslot);
# void
$mob->Damage(from, damage, spell_id, attack_skill);
# void
$mob->DamageArea(damage, distance);
# void
$mob->DamageArea(damage);
# void
$mob->DamageAreaBots(damage);
# void
$mob->DamageAreaBots(damage, distance);
# void
$mob->DamageAreaBotsPercentage(damage);
# void
$mob->DamageAreaBotsPercentage(damage, distance);
# void
$mob->DamageAreaClients(damage, distance);
# void
$mob->DamageAreaClients(damage);
# void
$mob->DamageAreaClientsPercentage(damage);
# void
$mob->DamageAreaClientsPercentage(damage, distance);
# void
$mob->DamageAreaNPCs(damage, distance);
# void
$mob->DamageAreaNPCs(damage);
# void
$mob->DamageAreaNPCsPercentage(damage, distance);
# void
$mob->DamageAreaNPCsPercentage(damage);
# void
$mob->DamageAreaPercentage(damage, distance);
# void
$mob->DamageAreaPercentage(damage);
# void
$mob->DamageHateList(damage);
# void
$mob->DamageHateList(damage, distance);
# void
$mob->DamageHateListBots(damage, distance);
# void
$mob->DamageHateListBots(damage);
# void
$mob->DamageHateListBotsPercentage(damage, distance);
# void
$mob->DamageHateListBotsPercentage(damage);
# void
$mob->DamageHateListClients(damage);
# void
$mob->DamageHateListClients(damage, distance);
# void
$mob->DamageHateListClientsPercentage(damage);
# void
$mob->DamageHateListClientsPercentage(damage, distance);
# void
$mob->DamageHateListNPCs(damage);
# void
$mob->DamageHateListNPCs(damage, distance);
# void
$mob->DamageHateListNPCsPercentage(damage);
# void
$mob->DamageHateListNPCsPercentage(damage, distance);
# void
$mob->DamageHateListPercentage(damage);
# void
$mob->DamageHateListPercentage(damage, distance);
# void
$mob->DelGlobal(var_name);
# void
$mob->DeleteBucket(bucket_name);
# void
$mob->DeleteEntityVariable(variable_name);
# bool
$mob->Depop(start_spawn_timer);
# void
$mob->Depop();
# void
$mob->DivineAura();
# bool
$mob->DoAnim(animation_id, animation_speed, ackreq, filter);
# void
$mob->DoAnim(animation_id);
# void
$mob->DoAnim(animation_id, animation_speed);
# void
$mob->DoAnim(animation_id, animation_speed, ackreq);
# void
$mob->DoArcheryAttackDmg(target, weapon_damage, chance_mod, focus);
# void
$mob->DoKnockback(caster, push_back, push_up);
# void
$mob->DoMeleeSkillAttackDmg(target, weapon_damage, skill, chance_mod, focus, can_riposte);
# void
$mob->DoSpecialAttackDamage(other, skill, max_damage, min_damage, hate_override, reuse_time);
# void
$mob->DoSpecialAttackDamage(other, skill, max_damage, min_damage, hate_override);
# void
$mob->DoSpecialAttackDamage(other, skill, max_damage, min_damage);
# void
$mob->DoSpecialAttackDamage(other, skill, max_damage);
# void
$mob->DoThrowingAttackDmg(target, weapon_damage, chance_mod, focus);
# void
$mob->DontBuffMeBefore();
# uint32_t
$mob->DontDotMeBefore();
# uint32_t
$mob->DontHealMeBefore();
# uint32_t
$mob->DontRootMeBefore();
# uint32_t
$mob->DontSnareMeBefore();
# uint32_t
$mob->DoubleAggro(other);
# void
$mob->Emote(message);
# void
$mob->EntityVariableExists(variable_name);
# bool
$mob->FaceTarget();
# void
$mob->FaceTarget(target);
# void
$mob->FindBuff(spell_id, caster_id);
# bool
$mob->FindBuff(spell_id);
# bool
$mob->FindBuffBySlot(slot);
# int
$mob->FindGroundZ(x, y, z_offset);
# float
$mob->FindGroundZ(x, y);
# float
$mob->FindType(type, offensive);
# bool
$mob->FindType(type);
# bool
$mob->FindType(type, offensive, threshold);
# bool
$mob->GMMove(x, y, z);
# void
$mob->GMMove(x, y, z, heading);
# void
$mob->GMMove(x, y, z, heading, save_guard_spot);
# void
$mob->Gate();
# void
$mob->GetAA(rank_id);
# uint32_t
$mob->GetAABonuses();
# StatBonuses*
$mob->GetAAByAAID(aa_id);
# uint32_t
$mob->GetAC();
# int
$mob->GetAGI();
# int
$mob->GetATK();
# int
$mob->GetActDoTDamage(spell_id, value, target, from_buff_tic);
# int64_t
$mob->GetActDoTDamage(spell_id, value, target);
# int64_t
$mob->GetActReflectedSpellDamage(spell_id, value, effectiveness);
# int64
$mob->GetActSpellCasttime(spell_id, cast_time);
# int
$mob->GetActSpellCost(spell_id, cost);
# int
$mob->GetActSpellDamage(spell_id, value, target);
# int64_t
$mob->GetActSpellDamage(spell_id, value);
# int64_t
$mob->GetActSpellDuration(spell_id, duration);
# int
$mob->GetActSpellHealing(spell_id, value, target, from_buff_tic);
# int64_t
$mob->GetActSpellHealing(spell_id, value, target);
# int64_t
$mob->GetActSpellHealing(spell_id, value);
# int64_t
$mob->GetActSpellRange(spell_id, range);
# float
$mob->GetAggroRange();
# float
$mob->GetAllowBeneficial();
# bool
$mob->GetAppearance();
# int
$mob->GetArchetypeName();
# std::string
$mob->GetArmorTint(material_slot);
# int32_t
$mob->GetAssistRange();
# float
$mob->GetBaseGender();
# int
$mob->GetBaseRace();
# int
$mob->GetBaseRaceName();
# std::string
$mob->GetBaseSize();
# float
$mob->GetBeard();
# int
$mob->GetBeardColor();
# int
$mob->GetBodyType();
# int
$mob->GetBucket(bucket_name);
# std::string
$mob->GetBucketExpires(bucket_name);
# std::string
$mob->GetBucketKey();
# std::string
$mob->GetBucketRemaining(bucket_name);
# std::string
$mob->GetBuffSlotFromType(type);
# int
$mob->GetBuffSpellIDs();
# array
$mob->GetBuffStatValueBySlot(slot, stat);
# int
$mob->GetBuffStatValueBySpell(spell_id, stat);
# int
$mob->GetBuffs();
# array
$mob->GetCHA();
# int
$mob->GetCR();
# int
$mob->GetCasterLevel(spell_id);
# int
$mob->GetClass();
# int
$mob->GetClassLevelFactor();
# int
$mob->GetClassName();
# std::string
$mob->GetClassPlural();
# std::string
$mob->GetCleanName();
# std::string
$mob->GetCloseMobList(distance, ignore_self);
# array
$mob->GetCloseMobList();
# array
$mob->GetCloseMobList(distance);
# array
$mob->GetConsiderColor(other);
# std::string
$mob->GetConsiderColor(other_level);
# std::string
$mob->GetCorruption();
# int
$mob->GetDEX();
# int
$mob->GetDR();
# int
$mob->GetDamageAmount(target);
# int64_t
$mob->GetDefaultRaceSize(race_id, gender_id);
# float
$mob->GetDefaultRaceSize();
# float
$mob->GetDefaultRaceSize(race_id);
# float
$mob->GetDeity();
# int
$mob->GetDeityName();
# std::string
$mob->GetDisplayAC();
# int
$mob->GetDrakkinDetails();
# int
$mob->GetDrakkinHeritage();
# int
$mob->GetDrakkinTattoo();
# int
$mob->GetEntityVariable(variable_name);
# std::string
$mob->GetEntityVariables();
# array
$mob->GetEquipment(material_slot);
# uint32_t
$mob->GetEquipmentColor(material_slot);
# uint32_t
$mob->GetEquipmentMaterial(material_slot);
# uint32_t
$mob->GetExtraHaste();
# int
$mob->GetEyeColor1();
# int
$mob->GetEyeColor2();
# int
$mob->GetFR();
# int
$mob->GetFlurryChance();
# int
$mob->GetFollowID();
# uint32_t
$mob->GetGender();
# int
$mob->GetGlobal(varname);
# std::string
$mob->GetHP();
# int64_t
$mob->GetHPRatio();
# float
$mob->GetHairColor();
# int
$mob->GetHairStyle();
# int
$mob->GetHandToHandDamage();
# int
$mob->GetHandToHandDelay();
# int
$mob->GetHaste();
# int
$mob->GetHateAmount(target, is_damage);
# int64_t
$mob->GetHateAmount(target);
# int64_t
$mob->GetHateClosest(skip_mezzed);
# Mob*
$mob->GetHateClosest();
# Mob*
$mob->GetHateClosestBot();
# Bot*
$mob->GetHateClosestBot(skip_mezzed);
# Bot*
$mob->GetHateClosestClient(skip_mezzed);
# Client*
$mob->GetHateClosestClient();
# Client*
$mob->GetHateClosestNPC();
# NPC*
$mob->GetHateClosestNPC(skip_mezzed);
# NPC*
$mob->GetHateDamageTop(other);
# Mob*
$mob->GetHateList();
# array
$mob->GetHateListBotCount();
# uint32
$mob->GetHateListBots(distance);
# array
$mob->GetHateListBots();
# array
$mob->GetHateListByDistance(distance);
# array
$mob->GetHateListByDistance();
# array
$mob->GetHateListClientCount();
# uint32
$mob->GetHateListClients();
# array
$mob->GetHateListClients(distance);
# array
$mob->GetHateListCount();
# uint32
$mob->GetHateListNPCCount();
# uint32
$mob->GetHateListNPCs(distance);
# array
$mob->GetHateListNPCs();
# array
$mob->GetHateRandom();
# Mob*
$mob->GetHateRandomBot();
# Bot*
$mob->GetHateRandomClient();
# Client*
$mob->GetHateRandomNPC();
# NPC*
$mob->GetHateTop();
# Mob*
$mob->GetHateTopBot();
# Bot*
$mob->GetHateTopClient();
# Client*
$mob->GetHateTopNPC();
# NPC*
$mob->GetHeading();
# float
$mob->GetHelmTexture();
# int
$mob->GetHeroicStrikethrough();
# int
$mob->GetHerosForgeModel(material_slot);
# int32_t
$mob->GetID();
# int
$mob->GetINT();
# int
$mob->GetInvisibleLevel();
# int
$mob->GetInvisibleUndeadLevel();
# int
$mob->GetInvul();
# bool
$mob->GetItemBonuses();
# StatBonuses*
$mob->GetItemHPBonuses();
# int64_t
$mob->GetItemStat(item_id, identifier);
# int
$mob->GetLastName();
# std::string
$mob->GetLevel();
# int
$mob->GetLevelCon(other_level);
# uint32_t
$mob->GetLevelHP(level);
# uint32_t
$mob->GetLuclinFace();
# int
$mob->GetMR();
# int
$mob->GetMana();
# int64_t
$mob->GetManaRatio();
# float
$mob->GetMaxAGI();
# int
$mob->GetMaxCHA();
# int
$mob->GetMaxDEX();
# int
$mob->GetMaxHP();
# int64_t
$mob->GetMaxINT();
# int
$mob->GetMaxMana();
# int64_t
$mob->GetMaxSTA();
# int
$mob->GetMaxSTR();
# int
$mob->GetMaxWIS();
# int
$mob->GetMeleeMitigation();
# int32_t
$mob->GetMobTypeIdentifier();
# uint32
$mob->GetModSkillDmgTaken(skill_id);
# int
$mob->GetModVulnerability(resist);
# int
$mob->GetNPCTypeID();
# uint32_t
$mob->GetName();
# std::string
$mob->GetNimbusEffect1();
# int
$mob->GetNimbusEffect2();
# int
$mob->GetNimbusEffect3();
# int
$mob->GetOwner();
# Mob*
$mob->GetOwnerID();
# uint16
$mob->GetPR();
# int
$mob->GetPausedTimers();
# array
$mob->GetPet();
# Mob*
$mob->GetPetID();
# int
$mob->GetPetOrder();
# uint8
$mob->GetPetType();
# uint8
$mob->GetPetTypeName();
# std::string
$mob->GetPhR();
# int
$mob->GetRace();
# int
$mob->GetRaceName();
# std::string
$mob->GetRacePlural();
# std::string
$mob->GetRemainingTimeMS(timer_name);
# uint32
$mob->GetResist(type);
# int
$mob->GetReverseFactionCon(other);
# int
$mob->GetRunAnimSpeed();
# int
$mob->GetRunspeed();
# int
$mob->GetSTA();
# int
$mob->GetSTR();
# int
$mob->GetSize();
# float
$mob->GetSkill(skill_id);
# uint32_t
$mob->GetSkillDmgAmt(skill_id);
# int
$mob->GetSkillDmgTaken(skill_id);
# int
$mob->GetSpecialAbility(ability);
# int
$mob->GetSpecialAbilityParam(ability, param);
# int
$mob->GetSpecializeSkillValue(spell_id);
# int
$mob->GetSpellBonuses();
# StatBonuses*
$mob->GetSpellHPBonuses();
# int64_t
$mob->GetSpellIDFromSlot(slot);
# int
$mob->GetSpellStat(spell_id, stat);
# int
$mob->GetSpellStat(spell_id, stat, slot);
# int
$mob->GetTarget();
# Mob*
$mob->GetTexture();
# int
$mob->GetTimerDurationMS(timer_name);
# uint32
$mob->GetTimers();
# array
$mob->GetUltimateOwner();
# Mob*
$mob->GetWIS();
# int
$mob->GetWalkspeed();
# int
$mob->GetWaypointH();
# float
$mob->GetWaypointID();
# int
$mob->GetWaypointPause();
# float
$mob->GetWaypointX();
# float
$mob->GetWaypointY();
# float
$mob->GetWaypointZ();
# float
$mob->GetX();
# float
$mob->GetY();
# float
$mob->GetZ();
# float
$mob->GetZoneID();
# uint32_t
$mob->GoToBind();
# void
$mob->HalveAggro(other);
# void
$mob->HasNPCSpecialAtk(ability_string);
# bool
$mob->HasOwner();
# bool
$mob->HasPet();
# bool
$mob->HasProcs();
# bool
$mob->HasShieldEquipped();
# bool
$mob->HasSpellEffect(effect_id);
# bool
$mob->HasTimer(timer_name);
# bool
$mob->HasTwoHandBluntEquipped();
# bool
$mob->HasTwoHanderEquipped();
# bool
$mob->HateSummon();
# bool
$mob->HealDamage(amount);
# void
$mob->HealDamage(amount, caster);
# void
$mob->InterruptSpell();
# void
$mob->InterruptSpell(spell_id);
# void
$mob->IsAIControlled();
# bool
$mob->IsAlwaysAggro();
# bool
$mob->IsAmnesiad();
# bool
$mob->IsAnimation();
# bool
$mob->IsAttackAllowed(target, is_spell_attack);
# bool
$mob->IsAttackAllowed(target);
# bool
$mob->IsAura();
# bool
$mob->IsBeacon();
# bool
$mob->IsBeneficialAllowed(target);
# bool
$mob->IsBerserk();
# bool
$mob->IsBlind();
# bool
$mob->IsBoat();
# bool
$mob->IsBot();
# bool
$mob->IsCasting();
# bool
$mob->IsCharmed();
# bool
$mob->IsClient();
# bool
$mob->IsControllableBoat();
# bool
$mob->IsCorpse();
# bool
$mob->IsDestructibleObject();
# bool
$mob->IsDoor();
# bool
$mob->IsEliteMaterialItem(material_slot);
# bool
$mob->IsEncounter();
# bool
$mob->IsEngaged();
# bool
$mob->IsEnraged();
# bool
$mob->IsFamiliar();
# bool
$mob->IsFeared();
# bool
$mob->IsFindable();
# bool
$mob->IsHorse();
# bool
$mob->IsImmuneToSpell(spell_id, caster);
# bool
$mob->IsIntelligenceCasterClass();
# bool
$mob->IsInvisible(other);
# bool
$mob->IsInvisible();
# bool
$mob->IsMeleeDisabled();
# bool
$mob->IsMerc();
# bool
$mob->IsMezzed();
# bool
$mob->IsMob();
# bool
$mob->IsMoving();
# bool
$mob->IsNPC();
# bool
$mob->IsNPCCorpse();
# bool
$mob->IsObject();
# bool
$mob->IsOfClientBot();
# bool
$mob->IsOfClientBotMerc();
# bool
$mob->IsPausedTimer(timer_name);
# bool
$mob->IsPet();
# bool
$mob->IsPetOwnerBot();
# bool
$mob->IsPetOwnerClient();
# bool
$mob->IsPetOwnerNPC();
# bool
$mob->IsPetOwnerOfClientBot();
# bool
$mob->IsPlayerCorpse();
# bool
$mob->IsPureMeleeClass();
# bool
$mob->IsRoamer();
# bool
$mob->IsRooted();
# bool
$mob->IsRunning();
# bool
$mob->IsSilenced();
# bool
$mob->IsStunned();
# bool
$mob->IsTargetLockPet();
# bool
$mob->IsTargetable();
# bool
$mob->IsTargeted();
# bool
$mob->IsTemporaryPet();
# bool
$mob->IsTrackable();
# bool
$mob->IsTrap();
# bool
$mob->IsWarriorClass();
# bool
$mob->IsWisdomCasterClass();
# bool
$mob->Kill();
# void
$mob->MakePet(spell_id, pet_type);
# void
$mob->MakePet(spell_id, pet_type, name);
# void
$mob->MakeTempPet(spell_id, name);
# void
$mob->MakeTempPet(spell_id, name, duration, target, sticktarg);
# void
$mob->MakeTempPet(spell_id);
# void
$mob->MakeTempPet(spell_id, name, duration, target);
# void
$mob->MakeTempPet(spell_id, name, duration);
# void
$mob->MassGroupBuff(center, spell_id);
# void
$mob->MassGroupBuff(center, spell_id, affect_caster);
# void
$mob->Mesmerize();
# void
$mob->Message(type, message);
# void
$mob->Message_StringID(type, string_id);
# void
$mob->Message_StringID(type, string_id, distance);
# void
$mob->ModSkillDmgTaken(skill, value);
# void
$mob->ModVulnerability(resist, value);
# void
$mob->NPCSpecialAttacks(abilities_string, perm_tag, reset);
# void
$mob->NPCSpecialAttacks(abilities_string, perm_tag, reset, remove);
# void
$mob->NPCSpecialAttacks(abilities_string, perm_tag);
# void
$mob->NavigateTo(x, y, z);
# void
$mob->PauseTimer(timer_name);
# void
$mob->ProcessSpecialAbilities(str);
# void
$mob->ProjectileAnim(to, item_id, is_arrow, speed, angle, tilt);
# void
$mob->ProjectileAnim(to, item_id, is_arrow, speed, angle, tilt, arc);
# void
$mob->ProjectileAnim(to, item_id, is_arrow, speed, angle, tilt, arc, idfile);
# void
$mob->ProjectileAnim(to, item_id);
# void
$mob->ProjectileAnim(to, item_id, is_arrow);
# void
$mob->ProjectileAnim(to, item_id, is_arrow, speed);
# void
$mob->ProjectileAnim(to, item_id, is_arrow, speed, angle);
# void
$mob->RandomizeFeatures();
# bool
$mob->RandomizeFeatures(send_illusion);
# bool
$mob->RandomizeFeatures(send_illusion, save_variables);
# bool
$mob->RangedAttack(other);
# void
$mob->RemoveAllAppearanceEffects();
# void
$mob->RemoveAllNimbusEffects();
# void
$mob->RemoveFromFeignMemory(attacker);
# void
$mob->RemoveNimbusEffect(effect_id);
# void
$mob->RemovePet();
# void
$mob->ResistSpell(resist_type, spell_id, caster);
# float
$mob->RestoreEndurance();
# void
$mob->RestoreHealth();
# void
$mob->RestoreMana();
# void
$mob->ResumeTimer(timer_name);
# void
$mob->RogueAssassinate(other);
# void
$mob->RunTo(x, y, z);
# void
$mob->Say(message);
# void
$mob->SeeHide();
# bool
$mob->SeeImprovedHide();
# bool
$mob->SeeInvisible();
# int
$mob->SeeInvisibleUndead();
# int
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2, slot3);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2, slot3, ground3);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2, slot3, ground3, slot4);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2, slot3, ground3, slot4, ground4);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2, slot3, ground3, slot4, ground4, slot5);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1, slot2, ground2, slot3, ground3, slot4, ground4, slot5, ground5);
# void
$mob->SendAppearanceEffect(parm1);
# void
$mob->SendAppearanceEffect(parm1, parm2);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1, ground1);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client);
# void
$mob->SendAppearanceEffect(parm1, parm2, parm3, parm4, parm5, client, slot1);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3, slot3, parm4);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3, slot3, parm4, slot4);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3, slot3);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3, slot3, parm4, slot4, parm5);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3, slot3, parm4, slot4, parm5, slot5);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2, slot2, parm3, slot3, parm4, slot4, parm5, slot5, client);
# void
$mob->SendAppearanceEffectActor(parm1, slot1, parm2);
# void
$mob->SendAppearanceEffectActor(parm1, slot1);
# void
$mob->SendAppearanceEffectGround(parm1, parm2, parm3, parm4);
# void
$mob->SendAppearanceEffectGround(parm1, parm2, parm3);
# void
$mob->SendAppearanceEffectGround(parm1);
# void
$mob->SendAppearanceEffectGround(parm1, parm2);
# void
$mob->SendAppearanceEffectGround(parm1, parm2, parm3, parm4, parm5);
# void
$mob->SendAppearanceEffectGround(parm1, parm2, parm3, parm4, parm5, client);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard, beard_color);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard, beard_color, drakkin_heritage);
# void
$mob->SendIllusion(race_id, gender_id, texture);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard, beard_color, drakkin_heritage, drakkin_tattoo, drakkin_details, size);
# void
$mob->SendIllusion(race_id, gender_id);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard, beard_color, drakkin_heritage, drakkin_tattoo, drakkin_details);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture);
# void
$mob->SendIllusion(race_id);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard, beard_color, drakkin_heritage, drakkin_tattoo, drakkin_details, size, *target);
# void
$mob->SendIllusion(race_id, gender_id, texture, helmet_texture, face, hair, hair_color, beard, beard_color, drakkin_heritage, drakkin_tattoo);
# void
$mob->SendIllusionPacket(table_ref);
# void
$mob->SendTo(new_x, new_y, new_z);
# void
$mob->SendToFixZ(new_x, new_y, new_z);
# void
$mob->SendWearChange(material_slot);
# void
$mob->SetAA(aa_id, points, charges);
# bool
$mob->SetAA(aa_id, points);
# bool
$mob->SetAllowBeneficial(value);
# void
$mob->SetAppearance(app, ignore_self);
# void
$mob->SetAppearance(app);
# void
$mob->SetBodyType(body_type_id, overwrite_orig);
# void
$mob->SetBodyType(body_type_id);
# void
$mob->SetBucket(bucket_name, bucket_value, expiration);
# void
$mob->SetBucket(bucket_name, bucket_value);
# void
$mob->SetBuffDuration(spell_id, duration, level);
# void
$mob->SetBuffDuration(spell_id, duration);
# void
$mob->SetBuffDuration(spell_id);
# void
$mob->SetCurrentWP(waypoint);
# void
$mob->SetDeltas(delta_x, delta_y, delta_z, delta_h);
# void
$mob->SetDisableMelee(value);
# void
$mob->SetEntityVariable(variable_name, variable_value);
# void
$mob->SetExtraHaste(haste, need_to_save);
# void
$mob->SetExtraHaste(haste);
# void
$mob->SetFlurryChance(value);
# void
$mob->SetFlyMode(flymode);
# void
$mob->SetFollowID(id);
# void
$mob->SetGender(gender_id);
# void
$mob->SetGlobal(varname, newvalue, options, duration, other);
# void
$mob->SetGlobal(varname, newvalue, options, duration);
# void
$mob->SetHP(hp);
# void
$mob->SetHate(other, hate, damage);
# void
$mob->SetHate(other);
# void
$mob->SetHate(other, hate);
# void
$mob->SetHeading(heading);
# void
$mob->SetInvisible(state);
# void
$mob->SetInvul(value);
# void
$mob->SetLD(value);
# void
$mob->SetLevel(in_level, command);
# void
$mob->SetLevel(in_level);
# void
$mob->SetMana(amount);
# int64_t
$mob->SetMaxHP();
# void
$mob->SetOOCRegen(new_ooc_regen);
# void
$mob->SetOwnerID(new_owner_id);
# void
$mob->SetPet(new_pet);
# void
$mob->SetPetID(new_pet_id);
# void
$mob->SetPetOrder(pet_order);
# void
$mob->SetPetType(pet_type);
# void
$mob->SetRace(race_id);
# void
$mob->SetRunAnimSpeed(speed);
# void
$mob->SetRunning(value);
# void
$mob->SetSeeInvisibleLevel(see_invis_level);
# void
$mob->SetSeeInvisibleUndeadLevel(see_invis_undead_level);
# void
$mob->SetSlotTint(material_slot, red_tint, green_tint, blue_tint);
# void
$mob->SetSpecialAbility(ability, value);
# void
$mob->SetSpecialAbilityParam(ability, param, value);
# void
$mob->SetTarget(target);
# void
$mob->SetTargetable(on);
# void
$mob->SetTexture(texture);
# void
$mob->SetTimer(timer_name, seconds);
# void
$mob->SetTimerMS(timer_name, milliseconds);
# void
$mob->ShieldAbility(target_id);
# void
$mob->ShieldAbility(target_id, shielder_max_distance);
# void
$mob->ShieldAbility(target_id, shielder_max_distance, shield_duration);
# void
$mob->ShieldAbility(target_id, shielder_max_distance, shield_duration, shield_target_mitigation);
# void
$mob->ShieldAbility(target_id, shielder_max_distance, shield_duration, shield_target_mitigation, shielder_mitigation);
# void
$mob->ShieldAbility(target_id, shielder_max_distance, shield_duration, shield_target_mitigation, shielder_mitigation, use_aa);
# void
$mob->ShieldAbility(target_id, shielder_max_distance, shield_duration, shield_target_mitigation, shielder_mitigation, use_aa, can_shield_npc);
# void
$mob->Shout(message);
# void
$mob->SignalClient(client, signal_id);
# void
$mob->SpellEffect(effect, duration, finish_delay, zone_wide, unk20, perm_effect, client);
# void
$mob->SpellEffect(effect, duration, finish_delay, zone_wide, unk20, perm_effect, client, caster_id, target_id);
# void
$mob->SpellEffect(effect);
# void
$mob->SpellEffect(effect, duration);
# void
$mob->SpellEffect(effect, duration, finish_delay, zone_wide, unk20);
# void
$mob->SpellEffect(effect, duration, finish_delay, zone_wide, unk20, perm_effect);
# void
$mob->SpellEffect(effect, duration, finish_delay);
# void
$mob->SpellEffect(effect, duration, finish_delay, zone_wide);
# void
$mob->SpellEffect(effect, duration, finish_delay, zone_wide, unk20, perm_effect, client, caster_id);
# void
$mob->SpellFinished(spell_id, target);
# void
$mob->SpellFinished(spell_id, target, mana_cost, resist_diff);
# void
$mob->SpellFinished(spell_id);
# void
$mob->SpellFinished(spell_id, target, mana_cost);
# void
$mob->Spin();
# void
$mob->StartEnrage();
# void
$mob->StopAllTimers();
# void
$mob->StopNavigation();
# void
$mob->StopTimer(timer_name);
# void
$mob->Stun(duration);
# void
$mob->TarGlobal(varname, value, duration, npc_id, char_id, zone_id);
# void
$mob->TempName(name);
# void
$mob->TempName();
# void
$mob->ThrowingAttack(other);
# void
$mob->TryMoveAlong(distance, angle);
# void
$mob->TryMoveAlong(distance, angle, send);
# void
$mob->TypesTempPet(type_id);
# void
$mob->TypesTempPet(type_id, name);
# void
$mob->TypesTempPet(type_id, name, duration);
# void
$mob->TypesTempPet(type_id, name, duration, follow);
# void
$mob->TypesTempPet(type_id, name, duration, follow, target);
# void
$mob->TypesTempPet(type_id, name, duration, follow, target, stick_targ);
# void
$mob->WalkTo(x, y, z);
# void
$mob->WearChange(material_slot, texture);
# void
$mob->WearChange(material_slot, texture, color);
# void
$mob->WearChange(material_slot, texture, color, hero_forge_model);
# void
$mob->WipeHateList();
# void