Additional LUA Functions Markdown documents
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### Function: Evac(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10, param11, param12)
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Function: Evac(Player, X, Y, Z, Heading)
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**Description:**
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Placeholder description.
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Description: Evacuates the Player (optional field) or their group (No fields) to a safe spot, typically the zone’s designated evacuation point (e.g., the zone entrance). This mimics the effect of an evac spell.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: float - Floating point value.
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- `param4`: unknown - Unknown type.
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- `param5`: unknown - Unknown type.
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- `param6`: float - Floating point value.
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- `param7`: float - Floating point value.
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- `param8`: float - Floating point value.
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- `param9`: float - Floating point value.
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- `param10`: float - Floating point value.
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- `param11`: float - Floating point value.
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- `param12`: float - Floating point value.
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Parameters:
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**Returns:** None.
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Player: Spawn – The player (usually the caster of the evac or the one whose group to evac). This is optional, if Player is set Evac is self only. Otherwise Evac() is for a spell script against all spell targets.
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X: Float - Optional X Coordinate (must supply X,Y,Z,Heading). If for group set Player to nil.
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Y: Float - Optional Y Coordinate (must supply X,Y,Z,Heading). If for group set Player to nil.
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Z: Float - Optional Z Coordinate (must supply X,Y,Z,Heading). If for group set Player to nil.
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Heading: Float - Optional Heading Coordinate (must supply X,Y,Z,Heading). If for group set Player to nil.
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Returns: None.
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**Example:**
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Example:
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```lua
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-- Example usage
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Evac(..., ..., ..., ..., ..., ..., ..., ..., ..., ..., ..., ...)
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```
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-- In a Spell Script such as Fighter\Crusader\Shadowknight\ShadowyElusion.lua
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function cast(Caster, Target)
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Evac()
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end
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-- Evac just Player
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Evac(Player, X, Y, Z, Heading)
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-- Evac group to specific coordinates
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Evac(nil, X, Y, Z, Heading)
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@ -1,17 +1,16 @@
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### Function: GiveExp(param1, param2)
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Function: GiveExp(Spawn, Amount)
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**Description:**
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Placeholder description.
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Description: Awards a certain amount of experience points to the specified player. This can be used to grant quest rewards or bonus experience outside the normal combat exp flow.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: int32 - Integer value.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The player to receive experience.
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**Example:**
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Amount: Int32 – The amount of experience points to award.
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```lua
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-- Example usage
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GiveExp(..., ...)
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```
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Returns: None.
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Example:
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-- Example usage (give experience upon quest completion)
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GiveExp(Player, 10000)
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@ -1,18 +1,15 @@
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### Function: Harvest(param1, param2, param3)
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Function: Harvest(Player, GroundSpawn)
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**Description:**
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Placeholder description.
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Description: Forces a harvest action on the specified harvestable object or resource node. When called on a harvestable spawn (like a resource node), it attempts to collect from it as if a player harvested it.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Player: Spawn – The Player to harvest the node.
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GroundSpawn: Spawn - The Spawn that represents the GroundSpawn.
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**Example:**
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Returns: None (the harvesting results — items or updates — are handled by the system).
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```lua
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-- Example usage
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Harvest(..., ..., ...)
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```
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Example:
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-- Example usage (not commonly used in scripts; simulated harvest of a node)
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Harvest(Player, Node)
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@ -1,17 +1,20 @@
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### Function: HasCoin(param1, param2)
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Function: HasCoin(Spawn, Value)
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**Description:**
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Placeholder description.
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Description: Checks if a player (Spawn) has at least a certain amount of coin (Value in copper) on them.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: int32 - Integer value.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The player whose coin purse to check.
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Value: Int32 – The amount of coin (in copper units) to check for.
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**Example:**
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Returns: Boolean – true (1) if the player has at least that amount of coin; false (0) if they do not have enough money.
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```lua
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-- Example usage
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HasCoin(..., ...)
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```
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Example:
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-- Example usage (charging a fee if the player can afford it)
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if HasCoin(Player, 5000) then -- 5000 copper = 50 silver
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RemoveCoin(Player, 5000)
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SendMessage(Player, "You pay 50 silver for the item.")
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else
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SendMessage(Player, "You don't have enough coin.")
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end
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### Function: HasItem(param1, param2, param3)
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Function: HasItem(Player, ItemID, IncludeBank)
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**Description:**
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Placeholder description.
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Description: Determines whether a given player possesses an item with the specified Item ID.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: int32 - Integer value.
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- `param3`: int8 - Small integer or boolean flag.
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Parameters:
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**Returns:** None.
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Player: Spawn – The player or NPC to check for the item. (Typically a Player.)
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**Example:**
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ItemID: Int32 – The unique ID of the item to check for.
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```lua
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-- Example usage
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HasItem(..., ..., ...)
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```
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IncudeBank: Boolean – If we should check the bank also
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Returns: Boolean – true (1) if the spawn’s inventory contains at least one of the specified item; false (0) if the item is not present.
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Example:
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-- Example usage from: ItemScripts/GeldranisVial.lua
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if HasItem(Player, FilledVial) == false then
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SummonItem(Player, FilledVial, 1)
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end
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### Function: InLava(param1)
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Function: InLava(Spawn)
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**Description:**
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Placeholder description.
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Description: Checks if the specified spawn is in lava. Similar to InWater, but specifically for lava volumes which might cause damage.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The entity to check.
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**Example:**
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Returns: Boolean – true if the spawn is currently in lava; false otherwise.
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```lua
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-- Example usage
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InLava(...)
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```
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Example:
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-- Example usage (tell the player they are standing in lava)
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if InLava(Player) then
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SendMessage(Player, "Feels toasty here..", "red")
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end
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### Function: InWater(param1)
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Function: InWater(Spawn)
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**Description:**
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Placeholder description.
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Description: Determines if the given spawn is currently submerged in water.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The entity to check.
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**Example:**
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Returns: Boolean – true if the spawn is in water; false if not.
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```lua
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-- Example usage
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InWater(...)
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```
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Example:
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-- Example usage (If NPC is in water make them glow)
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if InWater(NPC) then
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SpawnSet(NPC, "visual_state", 2103)
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else
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SpawnSet(NPC, "visual_state", 0)
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end
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### Function: IsEpic(param1, param2)
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Function: IsEpic(Spawn)
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**Description:**
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Placeholder description.
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Description: Checks if the given NPC is flagged as an “Epic” encounter.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The NPC to check.
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**Example:**
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Returns: Boolean – true if the spawn is an Epic tier NPC; false otherwise.
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```lua
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-- Example usage
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IsEpic(..., ...)
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```
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Example:
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-- Example AtrebasEtherealBindings.lua (Spells Script)
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function precast(Caster, Target)
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-- Does not affect Epic targets
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if IsEpic(Target) then
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return false, 43
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end
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return true
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end
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### Function: IsOpen(param1)
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Function: IsOpen(DoorSpawn)
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**Description:**
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Placeholder description.
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Description: Checks whether a given door spawn is currently open.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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Parameters:
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**Returns:** None.
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DoorSpawn: Spawn – The door object to check.
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**Example:**
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Returns: Boolean – true if the door is currently open; false if closed.
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```lua
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-- Example usage
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IsOpen(...)
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```
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Example:
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-- Example usage (guard reacts if the town gate is open past curfew)
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if IsOpen(TownGate) then
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Say(GuardNPC, "Close the gates for the night!")
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end
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### Function: IsPet(param1, param2)
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Function: IsPet(Spawn)
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**Description:**
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Placeholder description.
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Description: Checks whether the given spawn is a pet (either a player’s pet or some kind of charmed/temporary pet).
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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Parameters:
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**Returns:** None.
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Spawn: Spawn – The entity to check.
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**Example:**
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Returns: Boolean – true if the spawn is a pet under someone’s control; false otherwise.
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```lua
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-- Example usage
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IsPet(..., ...)
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```
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Example:
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-- Example usage (skip certain actions if the spawn is just a pet)
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if not IsPet(TargetSpawn) then
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Attack(NPC, TargetSpawn)
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end
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### Function: ProcHate(param1, param2, param3, param4, param5, param6, param7, param8)
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Function: ProcHate(Source, Target, HateAmount)
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**Description:**
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Placeholder description.
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Description: Directly modifies hate by a given amount as a result of a proc or effect. This will increase (or decrease, if negative) the hate that the source has toward the target or vice versa (depending on internal implementation; likely it adds hate from Source towards Target).
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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- `param4`: unknown - Unknown type.
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- `param5`: unknown - Unknown type.
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- `param6`: Spawn - The spawn or entity involved.
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- `param7`: int32 - Integer value.
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- `param8`: string - String value.
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Parameters:
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**Returns:** None.
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Source: Spawn – The entity generating hate.
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**Example:**
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Target: Spawn – The entity receiving hate (being hated more).
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```lua
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-- Example usage
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ProcHate(..., ..., ..., ..., ..., ..., ..., ...)
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```
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HateAmount: Int32 – The amount of hate to add (or remove if negative).
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Returns: None.
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Example:
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-- Example usage (increase hate of an NPC toward the player as a taunt proc)
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ProcHate(Player, NPC, 500)
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### Function: Runback(param1, param2, param3)
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Function: Runback(NPC)
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**Description:**
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Placeholder description.
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Description: Forces the NPC to run back to its designated home point or spawn point. This is typically invoked when an encounter ends or the NPC needs to retreat/reset to its origin.
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**Parameters:**
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- `param1`: Spawn - The spawn or entity involved.
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- `param2`: unknown - Unknown type.
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- `param3`: unknown - Unknown type.
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Parameters:
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**Returns:** None.
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NPC: Spawn – The NPC that should run back.
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**Example:**
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Returns: None.
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```lua
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-- Example usage
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Runback(..., ..., ...)
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```
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Example:
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-- Example usage (an NPC flees and returns home)
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Runback(NPC)
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17
docs/lua_functions/SetHP.md
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17
docs/lua_functions/SetHP.md
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Function: SetHP(Spawn, CurrentHP)
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Description:
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Sets the Spawn's Current HP, if the CurrentHP value is higher than the Spawn's Total HP it will override the Total HP as well.
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Parameters:
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Spawn: Spawn – The Spawn whoms HP should be changed.
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CurrentHP: SInt32 - New HP value for the spawn.
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Returns: None.
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Example:
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-- Example set Spawn HP to 1000
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SetHP(Spawn, 1000)
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