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player_data_and_function [2022/11/27 02:03] (current) – external edit 127.0.0.1
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 +====== Scripting - Player data and function ======
 +
 +Here can find some information about Enhanced Scripting function about player self data and related function
 +
 +===== Stats =====
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Hits**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Hits
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character hits.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;" 
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player HitsMax**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.HitsMax
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character max hits.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Strength**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Str
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character strength.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Mana**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Mana
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character mana.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player MaxMana**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ManaMax
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character max mana.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Intelligence**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Int
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character intelligence.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Stamina**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Stam
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character stamina.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Max Stamina**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.StamMax
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character max stamina.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Dexterity**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Dex
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character dexterity.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player StatCap**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.StatCap
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character StatCap.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Resistances =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Armor**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.AR
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character armor.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Fire Resistance**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.FireResistance
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character fire resistance.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Cold Resistance**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ColdResistance
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character cold resistance.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Enery Resistance**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.EnergyResistance
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character energy resistance.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Poison Resistance**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.PoisonResistance
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an integer value from self character poison resistance.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Buff =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Buffs**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player Buffs
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get a string list with name of current buffs active on player.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|string[]
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +|-
 +|Result list:
 +|
 +  * Meditation
 +  * Agility
 +  * Animal Form
 +  * Arcane Enpowerment
 +  * Arcane Enpowerment (new)
 +  * Arch Protection
 +  * Armor Pierce
 +  * Attunement
 +  * Aura of Nausea
 +  * Bleed
 +  * Bless
 +  * Block
 +  * Bload Oath (caster)
 +  * Bload Oath (curse)
 +  * BloodWorm Anemia
 +  * City Trade Deal
 +  * Clumsy
 +  * Confidence
 +  * Corpse Skin
 +  * Counter Attack
 +  * Criminal
 +  * Cunning
 +  * Curse
 +  * Curse Weapon
 +  * Death Strike
 +  * Defense Mastery
 +  * Despair
 +  * Despair (target)
 +  * Disarm (new)
 +  * Disguised
 +  * Dismount Prevention
 +  * Divine Fury
 +  * Dragon Slasher Fear
 +  * Enchant
 +  * Enemy Of One
 +  * Enemy Of One (Debuf)
 +  * Essence Of Wind
 +  * Ethereal Voyage
 +  * Evasion
 +  * Evil Omen
 +  * Faction Loss
 +  * Fan Dancer Fan Fire
 +  * Feeble Mind
 +  * Feint
 +  * Force Arrow
 +  * Berserk
 +  * Fly
 +  * Gaze Despair
 +  * Gift Of Life
 +  * Gift Of Renewal
 +  * Healing
 +  * Heat Of Battle
 +  * Hiding
 +  * Hiryu Physical Malus
 +  * Hit Dual Wield
 +  * Hit Lower Attack
 +  * Hit Lower Defense
 +  * Honorable Execution
 +  * Honored
 +  * Horrific Beast
 +  * Hawl Of Cacophony
 +  * Immolating Weapon
 +  * Incognito
 +  * Inspire
 +  * Invigorate
 +  * Invisibility
 +  * Lich Form
 +  * Lighting Strike
 +  * Magic Fish
 +  * Magic Reflection
 +  * Mana Phase
 +  * Mass Curse
 +  * Medusa Stone
 +  * Mind Rot
 +  * Momentum Strike
 +  * Mortal Strike
 +  * Night Sight
 +  * NoRearm
 +  * Orange Petals
 +  * Pain Spike
 +  * Paralyze
 +  * Perfection
 +  * Perseverance
 +  * Poison
 +  * Poison Resistance
 +  * Polymorph
 +  * Protection
 +  * Psychic Attack
 +  * Consecrate Weapon
 +  * Rage
 +  * Rage Focusing
 +  * Rage Focusing (target)
 +  * Reactive Armor
 +  * Reaper Form
 +  * Resilience
 +  * Rose Of Trinsic
 +  * Rotworm Blood Disease
 +  * Rune Beetle Corruption
 +  * Skill Use Delay
 +  * Sleep
 +  * Spell Focusing
 +  * Spell Focusing (target)
 +  * Spell Plague
 +  * Splintering Effect
 +  * Stone Form
 +  * Strangle
 +  * Strength
 +  * Surge
 +  * Swing Speed
 +  * Talon Strike
 +  * Vampiric Embrace
 +  * Weaken
 +  * Wraith Form
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Buffs Exist**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.BuffsExist(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" | Return a bool value if specific buff exist or not.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +|-
 +|**Parameter list:**
 +|
 +  * Meditation
 +  * Agility
 +  * Animal Form
 +  * Arcane Enpowerment
 +  * Arcane Enpowerment (new)
 +  * Arch Protection
 +  * Armor Pierce
 +  * Attunement
 +  * Aura of Nausea
 +  * Bleed
 +  * Bless
 +  * Block
 +  * Bloath Oath (caster)
 +  * Bload Oath (curse)
 +  * BloodWorm Anemia
 +  * City Trade Deal
 +  * Clumsy
 +  * Confidence
 +  * Corpse Skin
 +  * Counter Attack
 +  * Criminal
 +  * Cunning
 +  * Curse
 +  * Curse Weapon
 +  * Death Strike
 +  * Defense Mastery
 +  * Despair
 +  * Despair (target)
 +  * Disarm (new)
 +  * Disguised
 +  * Dismount Prevention
 +  * Divine Fury
 +  * Dragon Slasher Fear
 +  * Enchant
 +  * Enemy Of One
 +  * Enemy Of One (new)
 +  * Essence Of Wind
 +  * Ethereal Voyage
 +  * Evasion
 +  * Evil Omen
 +  * Faction Loss
 +  * Fan Dancer Fan Fire
 +  * Feeble Mind
 +  * Feint
 +  * Force Arrow
 +  * Berserk
 +  * Fly
 +  * Gaze Despair
 +  * Gift Of Life
 +  * Gift Of Renewal
 +  * Healing
 +  * Heat Of Battle
 +  * Hiding
 +  * Hiryu Physical Malus
 +  * Hit Dual Wield
 +  * Hit Lower Attack
 +  * Hit Lower Defense
 +  * Honorable Execution
 +  * Honored
 +  * Horrific Beast
 +  * Hawl Of Cacophony
 +  * Immolating Weapon
 +  * Incognito
 +  * Inspire
 +  * Invigorate
 +  * Invisibility
 +  * Lich Form
 +  * Lighting Strike
 +  * Magic Fish
 +  * Magic Reflection
 +  * Mana Phase
 +  * Mass Curse
 +  * Medusa Stone
 +  * Mind Rot
 +  * Momentum Strike
 +  * Mortal Strike
 +  * Night Sight
 +  * NoRearm
 +  * Orange Petals
 +  * Pain Spike
 +  * Paralyze
 +  * Perfection
 +  * Perseverance
 +  * Poison
 +  * Poison Resistance
 +  * Polymorph
 +  * Protection
 +  * Psychic Attack
 +  * Consecrate Weapon
 +  * Rage
 +  * Rage Focusing
 +  * Rage Focusing (target)
 +  * Reactive Armor
 +  * Reaper Form
 +  * Resilience
 +  * Rose Of Trinsic
 +  * Rotworm Blood Disease
 +  * Rune Beetle Corruption
 +  * Skill Use Delay
 +  * Sleep
 +  * Spell Focusing
 +  * Spell Focusing (target)
 +  * Spell Plague
 +  * Splintering Effect
 +  * Stone Form
 +  * Strangle
 +  * Strength
 +  * Surge
 +  * Swing Speed
 +  * Talon Strike
 +  * Vampiric Embrace
 +  * Weaken
 +  * Wraith Form
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Ghost**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.IsGhost
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character ghost status. True character is dead, False character is alive
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Poisoned**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Poisoned
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character poison status. True character is poisoned, False character is not poisoned
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player YellowHits**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.YellowHits
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character YellowHits status.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Hidden**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Visible
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character hidden status. True character is visible, False character is hidded
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player War Mode**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.WarMode
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character war status. True character is in warmode, False character is in peace
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Paralized**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Paralized
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character paral status. True character is in paralized, False character is not paralized
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== General =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Sex**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Female
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an bool value from self character sex. True character is woman, False character is male
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Name**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Name
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a string with self character name.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|string
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Backpack**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Backpack
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an item with self character backpack.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|item
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Backpack Serial**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Backpack.Serial
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character backpack serial.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Backpack Color**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Backpack.Hue
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character backpack color.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Bank**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Bank
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a item with self character bankbox.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|item
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Quiver**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Quiver
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a item with self character quiver.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|item
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Quiver Serial**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Quiver.Serial
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character quiver serial.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Quiver Color**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Quiver.Hue
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character quiver color.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Mount**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Mount
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a item with self character mount. You must be mounted for retrieve this information
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|item
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Gui Static Mount**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.StaticMount
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves serial of mount set in Filter/Mount GUI.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Mount Serial**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Mount.Serial
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character mount serial.You must be mounted for retrieve this information
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Mount Color**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Mount.Hue
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character mount color. You must be mounted for retrieve this information
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Mount Name**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Mount.Name
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a string with self character mount name. You must be mounted for retrieve this information
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|string
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Gold in Backpack**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Gold
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character gold amount in backpack.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Luck**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Luck
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character luck value.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Body Graphycs**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Body
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character body graphics value.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Serial**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Serial
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a int with self character serial.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Head Message**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.HeadMessage(int, string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Display a message over self character with color.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Notoriety**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Notoriety
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Read byte of Notoriety color.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|byte
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Followers =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Current Followers**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Followers( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character current followers.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Max Followers**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.FollowersMax( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character max followers allowed.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Weight =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Current Weight**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Weight
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character current weight.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Max Weight**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.MaxWeight
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character max weight can carry.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Positioning =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Position**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Position
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an Point3D value from self character current position.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|point3d
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Position X Coord**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Position.X
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character position X coord.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Position Y Coord**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Position.Y
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character position Y coord.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Position Z Level**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Position.Z
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves an int value from self character position Z level.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Check Mobile Range**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.InRangeMobile(Mobile or Int, int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a bool value if specific mobile is in specific range.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Check Item Range**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.InRangeItem(Item or Int, int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a bool value if specific item is in specific range.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Get Player Direction**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Direction
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Contain player direction in string: North, South, West, East, Right, Left, Up, Down.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|string
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Map**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Map
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves current player map number.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Layers =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Get Item on Layer**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetItemOnLayer(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Retrieves a item value of item equipped on specific layer.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|item
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Layername
 +|-
 +|**Parameters list:**
 +|
 +  * RightHand
 +  * LeftHand
 +  * Shoes
 +  * Pants
 +  * Shirt
 +  * Head
 +  * Gloves
 +  * Ring
 +  * Neck
 +  * Waist
 +  * InnerTorso
 +  * Bracelet
 +  * MiddleTorso
 +  * Earrings
 +  * Arms
 +  * Cloak
 +  * OuterTorso
 +  * OuterLegs
 +  * InnerLegs
 +  * Talisman
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player UnEquip Item on Layer**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.UnEquipItemByLayer(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Unequip item equipped on specific layer.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Layername
 +|-
 +|**Parameters list:**
 +|
 +  * RightHand
 +  * LeftHand
 +  * Shoes
 +  * Pants
 +  * Shirt
 +  * Head
 +  * Gloves
 +  * Ring
 +  * Neck
 +  * Hair
 +  * Waist
 +  * InnerTorso
 +  * Bracelet
 +  * FacialHair
 +  * MiddleTorso
 +  * Earrings
 +  * Arms
 +  * Cloak
 +  * OuterTorso
 +  * OuterLegs
 +  * InnerLegs
 +  * Talisman
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Equip Item on Layer**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.EquipItem(Int or Item)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Equip item on specific layer. Can use item or serial for parameters.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|Int item serial, Item reference
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Check Layer**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.CheckLayer(String)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get a bool value if layer is busy whit item or not. True: Layer busy, False: Layer free
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Layername
 +|-
 +|**Parameters list:**
 +|
 +  * RightHand
 +  * LeftHand
 +  * Shoes
 +  * Pants
 +  * Shirt
 +  * Head
 +  * Gloves
 +  * Ring
 +  * Neck
 +  * Hair
 +  * Waist
 +  * InnerTorso
 +  * Bracelet
 +  * FacialHair
 +  * MiddleTorso
 +  * Earrings
 +  * Arms
 +  * Cloak
 +  * OuterTorso
 +  * OuterLegs
 +  * InnerLegs
 +  * Talisman
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Get Assistant Layer**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetAssistantLayer(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get the Layer's name in Hex.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|layer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|string Layer's name
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Equip UO3D**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.EquipUO3D(List(Int))
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Equip a list of item by using UO3D packet.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|layer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|List(Int) Serialtoequip
 +
 +|}
 +
 +===== Skills =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Get Skill Value**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetSkillValue(String)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get value of specific skill.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|double
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname
 +|-
 +|**Parameters list:**
 +|
 +  * Alchemy
 +  * Anatomy
 +  * Animal Lore
 +  * Item ID
 +  * Arms Lore
 +  * Parry
 +  * Begging
 +  * Blacksmith
 +  * Fletching
 +  * Peacemaking
 +  * Camping
 +  * Carpentry
 +  * Cartography
 +  * Cooking
 +  * Detect Hidden
 +  * Discordance
 +  * EvalInt
 +  * Healing
 +  * Fishing
 +  * Forensics
 +  * Herding
 +  * Hiding
 +  * Provocation
 +  * Inscribe
 +  * Lockpicking
 +  * Magery
 +  * Magic Resist
 +  * Mysticism
 +  * Tactics
 +  * Snooping
 +  * Musicianship
 +  * Poisoning
 +  * Archery
 +  * Spirit Speak
 +  * Stealing
 +  * Tailoring
 +  * Animal Taming
 +  * Taste ID
 +  * Tinkering
 +  * Tracking
 +  * Veterinary
 +  * Swords
 +  * Macing
 +  * Fencing
 +  * Wrestling
 +  * Lumberjacking
 +  * Mining
 +  * Meditation
 +  * Stealth
 +  * Remove Trap
 +  * Necromancy
 +  * Focus
 +  * Chivalry
 +  * Bushido
 +  * Ninjitsu
 +  * Spell Weaving
 +  * Imbuing
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Get Real Skill Value**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetRealSkillValue(String)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get real value of specific skill.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|double
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname
 +|-
 +|**Parameters list:**
 +|
 +%SEVEN
 +  * Alchemy
 +  * Anatomy
 +  * Animal Lore
 +  * Item ID
 +  * Arms Lore
 +  * Parry
 +  * Begging
 +  * Blacksmith
 +  * Fletching
 +  * Peacemaking
 +  * Camping
 +  * Carpentry
 +  * Cartography
 +  * Cooking
 +  * Detect Hidden
 +  * Discordance
 +  * EvalInt
 +  * Healing
 +  * Fishing
 +  * Forensics
 +  * Herding
 +  * Hiding
 +  * Provocation
 +  * Inscribe
 +  * Lockpicking
 +  * Magery
 +  * Magic Resist
 +  * Mysticism
 +  * Tactics
 +  * Snooping
 +  * Musicianship
 +  * Poisoning
 +  * Archery
 +  * Spirit Speak
 +  * Stealing
 +  * Tailoring
 +  * Animal Taming
 +  * Taste ID
 +  * Tinkering
 +  * Tracking
 +  * Veterinary
 +  * Swords
 +  * Macing
 +  * Fencing
 +  * Wrestling
 +  * Lumberjacking
 +  * Mining
 +  * Meditation
 +  * Stealth
 +  * Remove Trap
 +  * Necromancy
 +  * Focus
 +  * Chivalry
 +  * Bushido
 +  * Ninjitsu
 +  * Spell Weaving
 +  * Imbuing
 +  *
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Get SkillCap Value**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetSkillCap(String)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get value of specific skillcap.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|double
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname
 +|-
 +|**Parameters list:**
 +|
 +  * Alchemy
 +  * Anatomy
 +  * Animal Lore
 +  * Item ID
 +  * Arms Lore
 +  * Parry
 +  * Begging
 +  * Blacksmith
 +  * Fletching
 +  * Peacemaking
 +  * Camping
 +  * Carpentry
 +  * Cartography
 +  * Cooking
 +  * Detect Hidden
 +  * Discordance
 +  * EvalInt
 +  * Healing
 +  * Fishing
 +  * Forensics
 +  * Herding
 +  * Hiding
 +  * Provocation
 +  * Inscribe
 +  * Lockpicking
 +  * Magery
 +  * Magic Resist
 +  * Mysticism
 +  * Tactics
 +  * Snooping
 +  * Musicianship
 +  * Poisoning
 +  * Archery
 +  * Spirit Speak
 +  * Stealing
 +  * Tailoring
 +  * Animal Taming
 +  * Taste ID
 +  * Tinkering
 +  * Tracking
 +  * Veterinary
 +  * Swords
 +  * Macing
 +  * Fencing
 +  * Wrestling
 +  * Lumberjacking
 +  * Mining
 +  * Meditation
 +  * Stealth
 +  * Remove Trap
 +  * Necromancy
 +  * Focus
 +  * Chivalry
 +  * Bushido
 +  * Ninjitsu
 +  * Spell Weaving
 +  * Imbuing
 +  *
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Get Skill Status (Up/Down/Lock)**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetSkillStatus(String)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get status lock for a specific skill. UP: 0, DOWN: 1, LOCKED: 2
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname
 +|-
 +|**Parameters list:**
 +|
 +  * Alchemy
 +  * Anatomy
 +  * Animal Lore
 +  * Item ID
 +  * Arms Lore
 +  * Parry
 +  * Begging
 +  * Blacksmith
 +  * Fletching
 +  * Peacemaking
 +  * Camping
 +  * Carpentry
 +  * Cartography
 +  * Cooking
 +  * Detect Hidden
 +  * Discordance
 +  * EvalInt
 +  * Healing
 +  * Fishing
 +  * Forensics
 +  * Herding
 +  * Hiding
 +  * Provocation
 +  * Inscribe
 +  * Lockpicking
 +  * Magery
 +  * Magic Resist
 +  * Mysticism
 +  * Tactics
 +  * Snooping
 +  * Musicianship
 +  * Poisoning
 +  * Archery
 +  * Spirit Speak
 +  * Stealing
 +  * Tailoring
 +  * Animal Taming
 +  * Taste ID
 +  * Tinkering
 +  * Tracking
 +  * Veterinary
 +  * Swords
 +  * Macing
 +  * Fencing
 +  * Wrestling
 +  * Lumberjacking
 +  * Mining
 +  * Meditation
 +  * Stealth
 +  * Remove Trap
 +  * Necromancy
 +  * Focus
 +  * Chivalry
 +  * Bushido
 +  * Ninjitsu
 +  * Spell Weaving
 +  * Imbuing
 +  *
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Set Skill Status (Up/Down/Lock)**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.SetSkillStatus(String, int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set status for a specific skill. UP: 0, DOWN: 1, LOCKED: 2
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname, int status
 +|-
 +|**Parameters list:**
 +|
 +  * Alchemy
 +  * Anatomy
 +  * Animal Lore
 +  * Item ID
 +  * Arms Lore
 +  * Parry
 +  * Begging
 +  * Blacksmith
 +  * Fletching
 +  * Peacemaking
 +  * Camping
 +  * Carpentry
 +  * Cartography
 +  * Cooking
 +  * Detect Hidden
 +  * Discordance
 +  * EvalInt
 +  * Healing
 +  * Fishing
 +  * Forensics
 +  * Herding
 +  * Hiding
 +  * Provocation
 +  * Inscribe
 +  * Lockpicking
 +  * Magery
 +  * Magic Resist
 +  * Mysticism
 +  * Tactics
 +  * Snooping
 +  * Musicianship
 +  * Poisoning
 +  * Archery
 +  * Spirit Speak
 +  * Stealing
 +  * Tailoring
 +  * Animal Taming
 +  * Taste ID
 +  * Tinkering
 +  * Tracking
 +  * Veterinary
 +  * Swords
 +  * Macing
 +  * Fencing
 +  * Wrestling
 +  * Lumberjacking
 +  * Mining
 +  * Meditation
 +  * Stealth
 +  * Remove Trap
 +  * Necromancy
 +  * Focus
 +  * Chivalry
 +  * Bushido
 +  * Ninjitsu
 +  * Spell Weaving
 +  * Imbuing
 +  *
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Use Skill**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.UseSkill(String [, Target])
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Use a specific skill, and optionally apply that skill to the target specified.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname, //optional Mobile/Item// 
 +|-
 +|**Parameters list:**
 +|
 +  * Animal Lore
 +  * Item ID
 +  * Arms Lore
 +  * Begging
 +  * Peacemaking
 +  * Cartography
 +  * Detect Hidden
 +  * Discordance
 +  * Eval Int
 +  * Forensics
 +  * Hiding
 +  * Provocation
 +  * Poisoning
 +  * Spirit Speak
 +  * Stealing
 +  * Animal Taming
 +  * Taste ID
 +  * Tracking
 +  * Meditation
 +  * Stealth
 +  * Remove Trap
 +  * Inscribe
 +  * Anatomy
 +  * Imbuing
 +
 +|}
 +
 +===== Stats =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Set Stat Status (Up/Down/Lock)**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.SetStatStatus(String, int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set status for a specific skill. UP: 0, DOWN: 1, LOCKED: 2
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|int
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Skillname, int status
 +|-
 +|**Parameters list:**
 +|
 +  * Strength
 +  * Dexterity  
 +  * Intelligence
 +
 +|}
 +
 +
 +
 +===== Chat =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Say**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatSay(int, string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message in say whit specific color and message.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|Int Color, String Message or int number
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Emote**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatEmote(int, string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a emote message whit specific color and message.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|Int Color, String Message or int number
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Whisper**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatWhisper(int, string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message in whisper whit specific color and message.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|Int Color, String Message or int number
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Yell**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatYell(int, string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message in yell whit specific color and message.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|Int Color, String Message or int number
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Guild**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatGuild(string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message in guild chat.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Message or int number
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Alliance**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatAlliance(string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message in alliance chat.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Message or int number
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Chat Channel**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatChannel(string or int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message in chat channel.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Message or int number
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player EmoteAction**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.EmoteAction(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Tell server to perform an emote action
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String ("bow" | "salute")
 +
 +|}
 +
 +===== Attack =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Set Warmode**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.SetWarMode(bool)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set character warmode status. True: Set warmode ON, False: Set warmode OFF
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|bool warstatus
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Attack**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Attack(int or mobile)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Force character to attack specific serial or mobile
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|int targetserial or mobile targetmobile
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Attack Last**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.AttackLast()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Force character to attack last attack
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Party =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Party Check**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.InParty()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Check if character is in party. True: Is in party, False: Is not party
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|void
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Party Send Message**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ChatParty(string, optional int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Send a message to party chat, if specific a serial send private message.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|string Message, optional int SerialtoPrivate
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Party Set Loot**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.PartyCanLoot(bool)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set player party canloot flags. True: Member can loot me, False: Member can't me
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|bool
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Party Invite**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.PartyInvite( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Open a target prompt for invite new member
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Party Leave**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.PartyLeave( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Leave from party.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Party Kick Member**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.KickMember(int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Kick a member from party by serial. Only for party leader
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|int SerialPersontokick
 +
 +|}
 +
 +===== Virtue =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Invoke Virtue**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.InvokeVirtue(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Invoke a character virtue by specific name.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|none
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Virtuename
 +|-
 +|**Parameters list:**
 +|
 +  * Honor
 +  * Sacrifice
 +  * Valor
 +  * Compassion
 +  * Honesty
 +  * Humility
 +  * Justice
 +
 +|}
 +
 +===== Move =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Walk**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Walk(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Move char in specific direction. Return true for success move, false if fail.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Direction
 +|-
 +|**Parameters list:**
 +|
 +  * North
 +  * South
 +  * East
 +  * West
 +  * Up
 +  * Down
 +  * Left
 +  * Right
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Run**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Run(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Move (run speed) char in specific direction. Return true for success move, false if fail.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String Direction
 +|-
 +|**Parameters list:**
 +|
 +  * North
 +  * South
 +  * East
 +  * West
 +  * Up
 +  * Down
 +  * Left
 +  * Right
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Player Pathfind**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.PathFindTo(int x, int y, int z)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Force a client pathfind to specific location XYZ coords.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|none
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|int X Y Z
 +
 +|}
 +
 +===== Attributes =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Sum Attributes**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.SumAttribute(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Note: <SLOW> Scan all the players layers and sum the values of the requested attribute
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|float
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String AttributeName
 +|- style="background-color:#f0f0f0;"
 +|**Example**
 +|<code>
 +lrc = Player.SumAttribute("Lower Reagent Cost")
 +Misc.SendMessage("Current Lower Reagent Cost is {}".format(lrc))
 +</code>
 +|}
 +
 +
 +
 +===== Properties =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Get Proprerties**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetPropValue(string)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get value self (player) propriety
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|integer
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|String PropName
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Get Proprerties String**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GetPropStringByIndex(int)
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get string name of prop by index, if no prop in selected index return empty.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|string
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|Int PropIndex
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Get Proprerties String List**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Items.GetPropStringList()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Get string list of all props name, if no props list is empty.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|list (String)
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Paperdoll Button =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Open PaperDoll**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.OpenPaperDoll( int )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Open the paperdoll.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|serial of mobile to open paper doll, if not specified opens the players own paperdoll
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Open quest Menu**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.QuestButton( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Open a quest menu linked to paperdool quest button.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Open guild Menu**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.GuildButton( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Open a guild menu linked to paperdool quest button.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Weapon Special Ability =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Weapon Primary Ability**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.WeaponPrimarySA( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set on Weapon Primary Ability.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Weapon Secondary Ability**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.WeaponSecondarySA( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set on Weapon Secondary Ability.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Weapon Clear Ability**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.WeaponClearSA( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Clear ability if active.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **On Weapon Stun Ability**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.WeaponStunSA( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set on No Weapon Stun.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **On Weapon Disarm Ability**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.WeaponDisarmSA( )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Set on No Weapon Disarm.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Check if have Ability ON**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.HasSpecial
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Check if player have a special abiliti ON.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|none
 +
 +|}
 +
 +===== Gargoyle Flying =====
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Gargoyle Flying**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Fly( bool )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Enable or disable Gargoyle Flying.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|bool EnableFly
 +
 +|}
 +
 +===== Active Spells =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Check Active spells**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.SpellIsEnabled( string )
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Check Active spell whit spell name (for spell have this function).
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|bool
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|string SpellName
 +
 +|}
 +
 +===== Toggle Always Run =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Check Active spells**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ToggleAlwaysRun()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Uses the EasyUO dll to toggle the AlwaysRun setting.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|None
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Returns a string with the name of the area**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Area()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Returns the area defined in Config/regions.json.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Name of City/Dungeon or whatever defined in regions.json
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|None
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Returns a string with the name of the zone**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Zone()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Returns the area defined in Config/regions.json.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|Towns/Dungeons/Forest/Guarded
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|None
 +
 +|}
 +
 +
 +===== Corpse Tracking =====
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Clear Corpse list**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.ClearCorpseList()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Empties all the tracked corpses from the corpse list.
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|void
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|None
 +
 +|}
 +
 +
 +{|style="font-size:85%; border:solid 2px; width: 50%;"
 +|style="font-size:150%;  padding: 2px" colspan="2" | **Track Corpses**
 +|- style="background-color:#f0f0f0;"
 +|**Syntax**
 +|style="width: 90%" | Player.Corpses()
 +|-
 +|colspan="2" |**Description:**
 +|-
 +|colspan="2" |Each time you die, the corpse information is copied here
 +|- style="background-color:#f0f0f0;"
 +|**Returns**
 +|List of corpse items containing serial and position
 +|-
 +|**In Object:**
 +|Player
 +|- style="background-color:#f0f0f0;"
 +|**Parameters:**
 +|None
 +
 +|}
  

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