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  1. #1
    runiker's Avatar Contributor
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    Full list of lua commands

    I need a full list of the current lua commands not the blua ones just he normal set. I dont have a c++ compiler or i would find this myself thanks much.

    Full list of lua commands
  2. #2
    dontblink438's Avatar Active Member
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    Is this the type of list your looking for?
    (I got his of wow-v.com a while ago and have had it saved, so i didnt write this list out >_>)



    PlaySoundToSet(X) --> Plays a sound set X. (the sound is from NPC currently in the game, like Ragnaros)

    CastSpell(X) --> Makes the NPC instantly cast spell X on itself.

    FullCastSpell(X) --> Makes the NPC cast a spell (X) with casting time on itself.

    RemoveAura(X) --> Removes spell X from the NPC.

    SendChatMessage(X, XX, XXX) --> Displays a chat message.
    X: A number that tells the NPC if its supposed to /yell, /say and the like.
    XX: If it is in a specific language (note: 0 is universal language)
    XXX: The desired text for the NPC to say.

    GetHealthPct() < X then --> If the NPC's health drops below X% a new event will begin if an event is included.

    RemoveEvents() --> Removes all current events from the NPC. (Use this if the NPC dies or leaves combat)

    SetModel(X) --> Changes the Units model into X

    SetScale(X) --> Changes the Units scale into X

    FullCastSpellOnTarget(X, pUnit:XX) --> Casts a spell on a target player.
    X: is the spellID
    You can put these as XX:
    GetMainTank() casts spell X on the player with the highest aggro.
    GetRandomPlayer(0) casts spell X on a random player within range.
    GetAddTank() casts spell X on the player with the second highest threat.

    ClearHateList() --> Resets the NPC's threat list

    : Despawn(X, XX) --> Despawns a mob after X miliseconds
    X: The amount of miliseconds before the mob despawns
    XX: The amount of miliseconds before it respawns

    :CastSpellAoF(X, Y, Z, <ID OF SPELL>) --> Makes an NPC cast a spell like Blizzard at a certain location.

    :GetName() : Returns the unit's name.
    :GetX() : Returns the unit's X position.
    :GetY() : Returns the unit's Y position.
    :GetZ() : Returns the unit's Z position.
    :GetO() : Returns the unit's orientation.
    :IsPlayer() : Returns true if the unit is a player, false otherwise.
    :IsCreature() : Returns true if the unit is a creature, false otherwise.
    :HasFinishedQuest(questID) : Returns true or false depending on if the quest has been completed.
    :GetItemCount(itemID) : Returns the number of the items a unit has.
    :GetUnitBySqlId(sqlID) : Returns a unit from the sql ID.
    :GetClosestPlayer() : Returns the nearest in-range unit that is a player.
    :GetRandomPlayer(flags) : Returns a random in-range unit that is a player.
    :GetRandomFriend() : Returns a random in-range unit that is a player and is friendly towards the current player.
    :GetMainTank() : Returns the main tank (most hated).
    :GetAddTank() : Returns the add tank (second most hated).
    :GetTauntedBy() : Returns the player that taunted the unit.
    :GetSoulLinkedWith() : Returns the unit that is set as the soul link for this unit.

    :RegisterEvent() :
    :SendBroadcastMessage(message) :
    :SendAreaTriggerMessage(message) :
    :MoveTo(x, y, z, o) : Moves the unit to the specified position.
    :SpawnGameObject(entryID, x, y, z, o, duration) : Spawns a gameobject at the specified position, despawning after duration milliseconds.
    :SpawnCreature(entryID, x, y, z, o, faction, duration) : Spawns a creature at a position with specified faction, despawning after duration milliseconds.
    :KnockBack(dx, dy, affect1, affect2) :
    :MarkQuestObjectiveAsComplete(questID, objective) : Marks an objective of a quest as complete.
    :LearnSpell(spellID) : Adds a spell to a unit.
    :UnlearnSpell(spellID) : Removes a spell from a unit.
    :StopMovement(time) : Stops a unit from moving for time milliseconds.
    :Emote(emoteID) : Tells a unit to perform an emote.
    :AddItem(itemID, count) : Adds a quantity of items to a unit.
    :RemoveItem(itemID, count) : Removes a quantity of items from a unit.
    :CreateCustomWaypointMap() : Creates a custom waypoint map.
    :CreateWaypoint(x, y, z, o, waitTime, flags, modelID) : Adds a waypoint to the custom waypoint map.
    : DestroyCustomWaypointMap() : Destroys a created custom waypoint map.
    :MoveToWaypoint(waypointID) : Tells a unit to move to a particular waypoint.
    :SetMovementType(movementType) :
    :SetCombatCapable(value) : If value is 1 the unit cannot attack.
    :SetHealthPct(value) : Sets the unit's health percentage.
    :SetNPCFlags(flags) : Sets the NPC flags of a unit.
    :SetFaction(factionID) : Sets the faction of a unit.
    :SetTauntedBy(unit) : Sets the unit that taunted the current unit.
    :SetSoulLinkedWith(unit) : Sets the unit that is soul linked with this unit.
    :ClearHateList() : Sets the highest hate/threat to one the hate list.
    :WipeTargetList() : Clears the target list.
    :WipeCurrentTarget() : Clears the current target and targets the next highest threat.
    :GetPlayerClass() : Gets the class of current target.
    :SetFieldFlags() : Sets flags for current unit.

  3. #3
    Romis's Avatar Contributor
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    Thank yooo. +2 rep. So you'll get out of leecher. :P



  4. #4
    runiker's Avatar Contributor
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    Actualy there was a full huge list that was posted some time ago it was in all orenge and thats the list im looking for but +rep for this.

  5. #5
    BrantX's Avatar Contributor
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    Code:
    .:GOSSIP STUFF:.
    
    :GossipCreateMenu -- I have 
    :GossipMenuAddItem -- no clue
    :GossipSendMenu --on how to work
    :GossipComplete --with 
    :GossipSendPOI -- gossip. Go to http://luaplusplus.org/forum/index.php?page=Thread&threadID=29 for tut.
    
    .:GET STUFF:.
    
    :GetMainTank() --Returns main tank.
    :GetAddTank() --Returns offtank.
    :GetX() --Gets unit's X cordinate.
    :GetY() --Gets unit's Y cordinate.
    :GetZ() --Gets unit's Z cordinate.
    :GetO() --Gets unit's O cordinate.
    :GetTauntedBy() --Gets the target the unit was taunted by.
    :GetSoulLinkedWith() --Gets the unit that it is soullinked with.
    :GetItemCount(xxxx) -- Get the amount of "xxxx" items in the player's inventory. Replace the XXXX with the itemid.
    :GetName() --Gets the name of the unit.
    :GetHealthPct() --Gets the health percent of the unit.
    :GetManaPct() --Gets the mana percent of the unit.
    :GetInstanceID() --Gets the instance id of the unit(if in an instance)
    :GetClosestPlayer() --Gets the closest player.
    :GetSpellId(spellid) -- This returns the spell as unit(planned for spell editing).
    :GetRandomPlayer(flag)
    RANDOM_ANY = 0,
    
    RANDOM_IN_SHORTRANGE = 1,
    
    RANDOM_IN_MIDRANGE = 2,
    
    RANDOM_IN_LONGRANGE = 3,
    
    RANDOM_WITH_MANA = 4,
    
    RANDOM_WITH_RAGE = 5,
    
    RANDOM_WITH_ENERGY = 6,
    
    RANDOM_NOT_MAINTANK= 7 
    :GetRandomFriend() --Gets a random friend(friendly to the unit)
    :GetUnitBySqlId(sqlid) -- use this to return a unit BY SQL ID. .go info or .npc info can provide u w/ sql id
    :GetUnitByGUID(guid) -- This returns a unit that has that guid.
    :GetPlayerClass() --Gets the player's class, will return in number form.
    :GetHealth() --Gets the unit's health, returns the exact health
    :GetMaxHealth() --Gets the unit's max health.
    :GetCreatureNearestCoords() -- similar to getgameobjectnearestcoords but for creatures.
    :GetCreatureGuid() -- absolete
    :GetGameObjectGuid() -- absolete
    :GetPlayerCountInRadius() -- this will lagg the client when called, don't use it, use GetInRangePlayerCount() instead.
    :GetGameObjectNearestCoords(x,y,z,gameobjectid) -- This returns the GO as a unit if it is found.
        Usage:
            local door = Unit:GetGameObjectNearestCoords(x,y,z,doorid)
            if door ~= nil then
                door:SetUInt32Value(GAMEOBJECT_STATE,1) -- close the door
            end
    :GetDistance(target) -- use this to check the distance from this unit to the target specified, it does not scale to yards.
    :GetGUID() -- returns a uint64 guid number that is unique to every player/creature/go/(item?).
    :GetZoneId() -- returns the zone id that the unit is currently in.
    :GetMaxMana() -- This returns the maximum mana the unit CAN have.
    :GetMana() -- This returns the exact mana the unit has. Use this w/ getpowertype to check if the unit as mana to begin with.
    :GetCurrentSpellId() -- if a unit is casting a spell, this will return the spellid of the spell that is unit is casting.
    :GetInstanceID() -- returns the instance id number if the unit/player/go is in an instance.
    :GetSpawnX() -- returns the x spawn point coord.
    :GetSpawnY() -- " " y " ".
    :GetSpawnZ() -- " " z " ".
    :GetSpawnO() -- " " o " ".
    :GetInRangePlayersCount() -- if the unit has inrangeplayers, this will return how many of those players are there.
    :GetAIState() -- returns the ai state that the unit is in, in number form.
    :GetAITargets() -- this will return a table containing a list of targets that the unit has(threat table);
    :GetInRangeObjects() -- returns a table containing a list of inrange gameobjects.
    :GetInRangeObjectCount() -- returns the number of gameobjects near the unit/go/player.
    :GetAITargetsCount() -- self explainatory.
    :GetPowerType() -- this returns the power type IN STRING FORM,"Health", "Mana", "Rage", etc.
    :GetInRangeFriends() -- Use this to return units that are friendly to the unit. It returns in  a table.
    :GetPlayerLevel() -- Don't have to explain this one.
    :GetStealthLevel() -- This returns the stealth points the unit has if any.
    :GetFaction() -- returns the faction number.
    :GetNextTarget() -- returns current target?
    :GetUInt32Value(field) -- check core to see how they are used.
    :GetUInt64Value(field) -- check core to see how they are used.
    :GetMapId() -- returns mapid.
    
    .:BOOLS(Is? commands):.
    
    :IsPlayer() -- same as IsCreature but for players instead, use to check if the current unit is a player.
    :IsCreature() -- if the current unit it is called on is a creature, it returns true/false if its not.
    :IsInCombat() returns true/false if the unit is in combat/not in combat.
    :IsCasting() -- if unit is casting a spell it returns true/false if the unit is not.(Maybe be not functional)
    :IsAlive() -- reverse of isdead(), returns true if the unit is alive/false if the unit is dead.
    :IsDead() -- is dead check. If the unit is dead, it will return true/false if its not.
    :IsInWorld() -- kind of a safe check to see if the current unit exists in the world, returns true/false
    :IsPlayerMoving() -- this is for players, returns true/false if the player is moving/not moving
    :IsCreatureMoving() -- same but for creatures, returns true/false if creature is moving/notmoving
    :IsInFront(target) -- it returns true/false if the current unit is in front of the target specified.
    :IsInBack(target) -- explainatory.
    :IsPacified() -- if unit is pacified true/false if not.
    :IsInWater() -- for players only, checks if the player is in water.
    :NoRespawn() -- set to 1 to disable respawn, 0 to allow respawning, for creatures only.
    :IsStealthed() -- If unit is stealthed, true/false if not.
    :IsPlayerAttacking() -- true/false if player is attacking, player only command.
    
    .:OTHERS:.
    
    :SendChatMessage(type,language,message) -- Type is the chat type e.g. Say,Yell,RaidWarning, chat.h has a list of them; language is pretty obvious.
        Usage:
            function SayThis(Unit,event)
                local plr = Unit:GetMainTank()
                if plr ~= nil then
                    Unit:SendChatMessage(14(yell),0(Universal lang),plr:GetName()..", you cannot resist me!")
                end
            end
    :MoveTo(x,y,z,o) -- pretty self explainatory. Use .gps while ingame to retrieve coords, O is just orientation.
        Usage:
            function MoveTo(Unit,event)
                Unit:MoveTo(Unit:GetSpawnX(),Unit:GetSpawnY(),Unit:GetSpawnZ(),Unit:GetSpawnO()) --  makes the unit move to its spawn points.
            end
    :CastSpell(spellid) -- Just fill in the spell id which you want to the current unit to cast. This will cast the spell on caller of this function and ignore cast time.
        Usage:
            function CastSpell(Unit,event)
                Unit:CastSpell(5) -- death touch xd
            end
    :CastSpellOnTarget(spellid,target) -- first blank is spellid just like above, 2nd is target, there is a bug w/ this function that it causes it not to cast on the target.
        Use FullCastSpellOnTarget(spellid,target) if you want to cast on a target.
    :FullCastSpell(spellid) -- This does the same as castspell except with casttime.
    :FullCastSpellOnTarget -- Fully casts the spell with cast time but on a target(if target is the unit, just use castspell or fullcastspell)
    :SpawnGameObject(entry_id,x,y,z,duration)-- spawns a gameobject from the entry id given at the location vector given
        Usage:
            Unit:SpawnGameObject(166434(random no.),Unit:GetX(),Unit:GetY(),Unit:GetZ(),0(0 duration to make the go not despawn. Add duration in milisecs to make it despawn after x seconds))
    :SpawnCreature(entryid,x,y,z,faction,duration) -- Unlike spawngameobject, creatures use factions. This decides whether they are friendly/hated towards the player and other stuff like if you kill it what rep u get.
        Usage:
            Unit:SpawnCreature(randomnumberhere,Unit:GetX(),Unit:GetY(),Unit:GetZ(),14,5000(despawn after 5 secs))
    :RegisterEvent(string,delay,repeats) -- registers a function to call on the unit, note that only creatures can use this, not gameobjects.
        Usage:
            Unit:RegisterEvent("KillYou",5000, 1)
            whereas
            function KillYou(Unit,event)
                Unit:FullCastSpellOnTarget(5,Unit:GetRandomPlayer(0))
            end
    :RemoveEvents() -- this has no arguments and removes all registered functions.
        Usage:
            function OnCreatureDied(Unit,event)
                Unit:RemoveEvents()-- when the creature is dead, remove all functions so it doesn't do anything.
            end
    :SendBroadcastMessage(string) -- this is a player only command. The player who called it, displays a message that you typed in there
        Usage:
            function Error(Unit,event)
                local tank = Unit:GetMainTank()
                tank:SendBroadCastMessage("You are now tanking "..Unit:GetName())
            end
    :SendAreaTriggerMessage(stringfunc) I have never used this and don't know its effects.
    :KnockBack() -- neither this.
    :MarkQuestObjectiveAsComplete(questid,objective) -- Never used this.
    :LearnSpell(spellid) -- This is a player only command, it teaches the player unit that it is called on the spellid
        Usage:
            local plr = Unit:GetClosestPlayer()
            plr:LearnSpell(5) -- learn death touch xd
    :UnlearnSpell(spellid) -- This just removes a spell already known from the player.
        Usage
            local plr = Unit:GetClosestPlayer()
            plr:UnlearnSpell(5) -- noooes gief death touch!!
    :HasFinishedQuest(questid)-- this is a boolean like others to come. It checks whether the player has finished the quest provided w/ the id, if not, it pushes false.
        Usage:
            local plr = Unit:GetClosestPlayer()
            if plr:HasFinishedQuest(questid) == true then
                do this if the player has completed the quest
            end
    :ClearThreatList() -- this maybe confused to wipethreatlist. What it does is set all threat levels to 1, This means the creature will still aggro, but aggro can be easily taken away.
    :ChangeTarget(target) -- This causes the Unit to change the target, it is basically SetNextTarget(target).
    :Emote(emoteid) -- Use this to get the unit to do a certain emote.
    :Despawn(delay,respawn)-- Note this is a creature only one, if you filled the first blank, it will delay the alloted time filled before despawning, if you filled second, it will respawn the unit after the alloted time.
    :PlaySoundToSet(soundid) -- Look in soundentries.dbc for various sounds to play. .playall(soundid) can come in handy to differenciate.
    :RemoveAura(spellid) -- If a spell has an aura, this will remove that aura.
        Usage:
            Unit:RemoveAura(41431) -- noes, gief bubble plis
    :StopMovement(delaytime) -- This will make the unit stop moving for the time specified. A creature only command.
    :AddItem(itemid) -- This is a player only command, use it to add an item to a players inventory.
    :RemoveItem(itemid) -- Use to take a way and item from a players invent.
    :CreateCustomWaypointMap() -- This creates a custom waypoint map, whether u call this or not, createwaypoint will create one automatically.
    :CreateWaypoint(x,y,z,waittime,moveflags,displayid) -- x,y,z are the coords, waittime is the delay for it to not move,moveflags are either 0 for walk, 256 for run, or 768 for fly, displayid is how you want the waypoints to look like(Like mini models).
    :DestroyCustomWaypointMap() -- use it to destroy all waypoints that the unit has. Only works for creatures.
    :MoveToWaypoint(waypointid) -- When you create ur first waypoint, they are numberd in order start from 1. 0 and 1 do the same thing. Use it to make a unit move to various waypoints.
    :TeleportUnit(mapid,x,y,z) -- This teleport's a PLAYER only unit to the location specified.
    :ClearHateList() -- this is a duplicate of ClearThreatList(). They do the same thing.
    :WipeHateList() -- This removes ALL Threat off the mob, this will cause the mob to leavecombat and return to spawn.
    :WipeTargetList() -- This just does the same as WipeHateList(), causes the mob to reset.
    :WipeCurrentTarget() -- This will cause the unit to disengaged the current player and target a new.
    :CastSpellAoF(x,y,z,spellid) -- This is for aoe spell types. Currently bugged since the spell does no dmg.
    :RemoveAllAuras() -- removes ALL auras, positive or negative on the current unit.
    :StopChannel() -- If the unit is channeling a spell, it stops it.
    :ChannelSpell(guid,spellid) -- Use this to make a unit channel, guid is the target's guid u wish and spellid is the spell u want to channel.
        Usage:
            local plr = Unit:GetRandomPlayer()
            if plr ~= nil then
                Unit:ChannelSpell(plr:GetGUID(),spellid) -- channel a certain spell on the player.
            end
    :ReturnToSpawnPoint() -- makes a unit go back to its spawn point.
    :HasAura(auraid) -- this is a boolean, returns true if the unit has the auraid given, or false if not.
    :Land() -- Use this to land units that are already flying.
    :CancelSpell() -- This cancels the units current spell?
    :AdvanceSkill(skillid,amounttoincrement) -- use it the same way u use gm command.
    :AddSkill(skillid) -- use to add a skill to player if the player doesn't already have it.
    :RemoveSkill(skillid) -- explainatory.
    :PlaySpellVisual(guid,spellid) -- doesn't seem to work.
    :RemoveThreatByPtr(target) -- Removes all threat if any, on the current target specified
    :EventCastSpell(target,sp,delay,repeats) -- this casts a spell over and over on the target specified, delay is amount to wait before recasting, repeats is how many times.
    :AttackReaction(target,dmg,spell) -- This creates fake threat towards the unit specified
        Usage:
            local plr = Unit:GetRandomPlayer(0)
            Unit:AttackReaction(plr, 1, 0) -- If the unit doesn't have any aggro, it will now aggro this player.
    :Root() -- this unlike stopmovement(), disables all movement.
    :Unroot() -- allows movement again.
    :Heal(target,spellid,amount) -- The current unit heals the target specified for the amount and spell id.
    :Energize(target,spellid,amount,type) -- Restore mana/rage/focus/hp?
    :Strike(target,dmg,sp,adddmg,exclusivedmg,pct_dmg_mod) -- I dono xD
    :Kill(target) -- this pretty much calls a dealdamage that deals damage equivalent to the Units hp.
    :DealDamage(target,damage,spellid) -- Use this to deal modified dmg to the target specified.
    :RessurectPlayer() -- player only command, rez the player!
    :RemoveFromWorld() -- use this for both creatures/gos to remove that unit from the world.
    :ModThreat(target, amount) -- modifies threat of the target, if any, to the amount specified.
    :AddAssitTarget(target) -- Use this in conjunction w/ onassisttarget died event to call stuff.
    :RemoveAurasByMechanic(mechanicid,hostileonly) -- This removes all auras depending on what mechanic,(sleep,fear,etc), hostileonly is a bool, put 1 to remove only hostile auras, 0 for all pos and nega auras
    :RemoveStealth() -- if the unit is in stealth, it removes it from stealth.
    :RegisterAIUpdateEvent(miliseconds) -- This creates an ai update event to use w/ ONAIUPDATEVENT.
    :ModifyAIUpdateEvent(newtime) -- changes the prev time to the one provided.
    :RemoveAIUpdateEvent() -- similar to RemoveEvents() but only removes aiupdate event.
    :DeleteWaypoint(wpid) -- if the unit has that wpid, it deletes it.
    
    .:SET STUFF:.
    
    :SetMana(newmana) -- Sets the units current mana to this.
    :SetMaxMana(maxmana) -- sets the maximum mana the unit can have, to this.
    :SetHealth(newhp) -- explainatory.
    :SetMaxHealth(newmaxhp) -- explainator.
    :SetFieldFlags() -- absolete, use SetUInt32/64Value(field,value)
    :SetFlying() -- if the unit can hover, it sets to hover.
    :SetCombatCapable(1/0) -- 1 disables combat, 0 re-enables combat.
    :SetCombatMeleeCapable(1/0) - 1 disables melee ability, 0 enables it.
    :SetCombatRangedCapable(1/0) -- and so on.
    :SetCombatSpellCapable(1/0) -- and so on.
    :SetCombatTargetingCapable(1/0) -- Disables targeting, only disables new targeting, if the unit already has targgeted u, it will continue to do so.
    :SetNPCFlags() -- absolete
    :SetModel(newid) -- changes the display of the unit.
    :SetScale(newscale) -- changes the size of the unit, doesn't scale compared to scalespells.
    :SetFaction(newfaction) -- changes the faction of the unit, doesn't take effect until u rezone.
    :SetStandState(newstandstate) -- Need more info.
    :SetTauntedBy(target) -- set to be taunted by the target provided
    :SetSoulLinkedWith(target) -- set soul linked, I think this means that only that target can attack this unit.
    :SetInFront(target) -- I guess it sets the current unit to be infront of the target provided.
    :SetOutOfCombatRange(combatrange) -- this sets outofcombatrange.
    :SetMovementType(0 - walk, 256 - run, 768 - fly) - yep.
    :SetHealthPct() -- sets the PERCENT of the hp.
    :ModifyRunSpeed(float) -- changes
    :ModifyWalkSpeed(float) -- the units
    :ModifyFlySpeed(float) -- speed.
    :SetOrientation(newo) -- new direction to face.
    :SetFacing(newo) -- new direction to face, only if unit is idle.
    :SetNextTarget(target) -- make the unit target the one provided.
    :SetStealth(stealthpoints) -- makes the unit go into stealth mode, is detected depending on how many stealth points
    :SetPowerType(string) -- this uses strings to set the power type ("health,mana,rage,focus,energy")
    :SetDeathState(newdeathstate) -- sets death state
    :SetPlayerStanding(faction,value) -- sets the rep of the player related to the faction.
    :SetPlayerLevel(level) -- explainatory.

    There you are ;D



  6. #6
    dontblink438's Avatar Active Member
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    This is alot better then the one i posted, thanks

  7. #7
    sadgonewild's Avatar Member
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    Originally Posted by runiker View Post
    I need a full list of the current lua commands not the blua ones just he normal set. I dont have a c++ compiler or i would find this myself thanks much.
    and i can't believe ur a script dev for hypnotic.
    Sun++ Developer

  8. #8
    runiker's Avatar Contributor
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    Originally Posted by sadgonewild View Post
    and i can't believe ur a script dev for hypnotic.
    Well im not im a sql person for them and im sorry i dont have the list new comp gezz pleasee dont flame my threads i asked and i got .....

  9. #9
    Sounddead's Avatar Contributor
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    Originally Posted by sadgonewild View Post
    and i can't believe ur a script dev for hypnotic.
    Just because he can't remember all of the functions? :P That makes sense

    I live in a shoe

  10. #10
    VictoRo's Avatar Contributor
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    Omg Sadgonewild, gtfo.
    As Sounddead said, because he can't remember all functions? Runiker is a great guy and noone is perfect ^^

  11. #11
    colincancer's Avatar Active Member
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    nice list!
    #JODYS'WATCHiN

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