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