Lua Command list. Also contains tutorial on how to use menu

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    Lua Command list. Also contains tutorial on how to use

    Hello guys and girls!
    Are you tired of getting stuck in a lua script cause you cant find a command that fits your idea and trying to compile different ideas and spells to make the same thing? Well... Be bored no longer! This is a full list of all commands and how to use them!
    Code:
    *** GOSSIP COMMANDS ***
    
    Item:GossipCreateMenu(100, player, 0);
    Item:GossipMenuAddItem((0, "Add text in here!", 1, 0));
    Item:GossipSendMenu(player);
    Item:GossipComplete();
    Item:GossipSendPOI(lua:State * L, Item * ptr);
    pUnit:GossipCreateMenu(100, player, 0);
    pUnit:GossipMenuAddItem(0, "Add text in here!", 1, 0);
    pUnit:GossipSendMenu(player);
    pUnit:GossipComplete();
    pUnit:GossipSendPOI(lua:State * L, Unit * ptr);
    GameObject:GossipCreateMenu(lua:State * L, GameObject * ptr);
    GameObject:GossipMenuAddItem(0, "Add text in here!", 1, 0);
    GameObject:GossipSendMenu(player);
    GameObject:GossipComplete();
    GameObject:GossipSendPOI(lua:State * L, GameObject * ptr);
    
    *** GET INFO COMMANDS ***
    
    pUnit:GetPlayerRace(VALUE)
    pUnit:GetCurrentSpellId(VALUE)
    pUnit:GetStanding(VALUE)
    pUnit:GetMainTank(VALUE)
    pUnit:GetAddTank(VALUE)
    pUnit:GetX(VALUE)
    pUnit:GetY(VALUE)
    pUnit:GetZ(VALUE)
    pUnit:GetO(VALUE)
    pUnit:GetTauntedBy(VALUE)
    pUnit:GetSoulLinkedWith(VALUE)
    pUnit:GetItemCount(VALUE)
    pUnit:GetName(VALUE)
    pUnit:GetHealthPct(VALUE)
    pUnit:GetManaPct(VALUE)
    pUnit:GetInstanceID(VALUE)
    pUnit:GetClosestPlayer(VALUE)
    pUnit:GetRandomPlayer(VALUE)
    pUnit:GetRandomFriend(VALUE)
    pUnit:GetUnitBySqlId(VALUE)
    pUnit:GetPlayerClass(VALUE)
    pUnit:GetHealth(VALUE)
    pUnit:GetMaxHealth(VALUE)
    pUnit:GetCreatureNearestCoords(VALUE)
    pUnit:GetGameObjectNearestCoords(x, y, z, o);
    pUnit:GetDistance(VALUE)
    pUnit:GetGUID(VALUE)
    pUnit:GetZoneId(lua_State *L, Unit * ptr);
    pUnit:GetMaxMana(VALUE)
    pUnit:GetMana(VALUE)
    pUnit:GetCurrentSpell(VALUE)
    pUnit:GetSpawnO(VALUE)
    pUnit:GetSpawnZ(VALUE)
    pUnit:GetSpawnY(VALUE)
    pUnit:GetSpawnX(VALUE)
    pUnit:GetInRangePlayersCount(VALUE)
    pUnit:GetUInt32Value(VALUE)
    pUnit:GetUInt64Value(VALUE)
    pUnit:GetFloatValue(VALUE)
    pUnit:GetAIState(VALUE)
    pUnit:GetCurrentSpell(VALUE)
    pUnit:GetInRangeGameObjects(VALUE)
    pUnit:GetInRangePlayers(VALUE)
    pUnit:GetAITargets(VALUE)
    pUnit:GetUnitByGUID(VALUE)
    pUnit:GetInRangeObjectsCount(VALUE)
    pUnit:GetAITargetsCount(VALUE)
    pUnit:GetUnitToFollow(VALUE)
    pUnit:GetNextTarget(VALUE)
    pUnit:GetPetOwner(VALUE)
    pUnit:GetEntry(VALUE)
    pUnit:GetFaction(pUnit:GetRandomPlayer(0));
    pUnit:GetThreatByPtr(VALUE)
    pUnit:GetInRangeFriends(VALUE)
    pUnit:GetPowerType(VALUE)
    pUnit:GetMapId(VALUE)
    pUnit:GetFactionStanding(VALUE)
    pUnit:GetPlayerLevel(VALUE)
    
    *** IS COMMANDS ***
    
    pUnit:IsPlayerAttacking(VALUE)
    pUnit:IsPlayerMoving(VALUE)
    pUnit:IsPlayerAtWar(VALUE)
    pUnit:IsPlayer(VALUE)
    pUnit:IsCreature(VALUE)
    pUnit:IsInCombat(VALUE)
    pUnit:IsAlive(VALUE)
    pUnit:IsDead(VALUE)
    pUnit:IsInWorld(VALUE)
    pUnit:IsCreatureMoving(lua_State * L, Unit * ptr );
    pUnit:IsFlying(VALUE)
    pUnit:IsInFront(VALUE)
    pUnit:IsInBack(VALUE)
    pUnit:IsPacified(VALUE)
    pUnit:IsFeared(VALUE)
    pUnit:IsStunned(VALUE)
    pUnit:HasInRangeObjects(VALUE)
    pUnit:IsInWater(VALUE)
    pUnit:IsInArc(VALUE)
    pUnit:IsPet(VALUE)
    pUnit:MoveFly(VALUE)
    pUnit:NoRespawn(VALUE)
    pUnit:HasItem(VALUE)
    pUnit:FlyCheat(VALUE)
    
    *** USEFUL COMMANDS ***   (pUnit ONES)
    
    pUnit:AdvanceSkill(VALUE)
    pUnit:AddSkill(VALUE)
    pUnit:RemoveSkill(VALUE)
    pUnit:PlaySpellVisual(VALUE)
    pUnit:RemoveThreatByPtr(VALUE)
    pUnit:EventCastSpell(VALUE)
    pUnit:AttackReaction(VALUE)
    pUnit:DismissPet(VALUE)
    pUnit:HandleEvent(VALUE)
    pUnit:SetMoveRunFlag(VALUE)
    pUnit:SendChatMessage(VALUE)
    pUnit:MoveTo(VALUE)
    pUnit:SetMovementType(VALUE)
    pUnit:CastSpell(VALUE)
    pUnit:CastSpellOnTarget(VALUE)
    pUnit:FullCastSpell(VALUE)
    pUnit:FullCastSpellOnTarget(VALUE)
    pUnit:SpawnGameObject(VALUE)
    pUnit:SpawnCreature(VALUE)
    pUnit:RegisterEvent(VALUE)
    pUnit:RemoveEvents(VALUE)
    pUnit:SendBroadcastMessage(VALUE)
    pUnit:SendAreaTriggerMessage(VALUE)
    pUnit:KnockBack(VALUE)
    pUnit:MarkQuestObjectiveAsComplete(VALUE)
    pUnit:LearnSpell(lua_State * L, Unit* ptr);
    pUnit:UnlearnSpell(VALUE)
    pUnit:HasFinishedQuest(VALUE)
    pUnit:ClearThreatList(VALUE)
    pUnit:ChangeTarget(VALUE)
    pUnit:Emote(VALUE)
    pUnit:Despawn(VALUE)
    pUnit:PlaySoundToSet(VALUE)
    pUnit:RemoveAura(VALUE)
    pUnit:StopMovement(VALUE)
    pUnit:AddItem(VALUE)
    pUnit:RemoveItem(VALUE)
    pUnit:CreateCustomWaypointMap(VALUE)
    pUnit:CreateWaypoint(VALUE)
    pUnit:DestroyCustomWaypointMap(VALUE)
    pUnit:MoveToWaypoint(VALUE)
    pUnit:TeleportUnit(VALUE)
    pUnit:ClearHateList(VALUE)
    pUnit:WipeHateList(VALUE)
    pUnit:WipeTargetList(VALUE)
    pUnit:WipeCurrentTarget(VALUE)
    pUnit:CastSpellAoF(VALUE)
    pUnit:RemoveAllAuras(Spell ID!);
    pUnit:StopChannel(VALUE)
    pUnit:ChannelSpell(VALUE)
    pUnit:ReturnToSpawnPoint(VALUE)
    pUnit:HasAura(VALUE)
    pUnit:Land(VALUE)
    pUnit:CancelSpell(VALUE)
    pUnit:Root(VALUE)
    pUnit:Unroot(VALUE)
    pUnit:CalcDistance(VALUE)
    pUnit:ModUInt32Value(VALUE)
    pUnit:ModFloatValue(VALUE)
    pUnit:SendData(VALUE)
    pUnit:InitPacket(VALUE)
    pUnit:AddDataToPacket(VALUE)
    pUnit:AddGuidDataToPacket(VALUE)
    pUnit:AdvanceQuestObjective(VALUE)
    pUnit:Heal(VALUE)
    pUnit:Energize(VALUE)
    pUnit:SendChatMessageAlternateEntry(VALUE)
    pUnit:SendChatMessageToPlayer(VALUE)
    pUnit:Strike(VALUE)
    pUnit:Kill(VALUE)
    pUnit:DealDamage(VALUE)
    pUnit:CreateGuardian(VALUE)
    pUnit:CalcToDistance(VALUE)
    pUnit:CalcAngle(VALUE)
    pUnit:CalcRadAngle(VALUE)
    pUnit:IsInvisible(VALUE)
    pUnit:IsInvincible(VALUE)
    pUnit:ResurrectPlayer(VALUE)
    pUnit:KickPlayer(VALUE)
    pUnit:CanCallForHelp(VALUE)
    pUnit:CallForHelpHp(VALUE)
    pUnit:RemoveFromWorld(VALUE)
    pUnit:SpellNonMeleeDamageLog(VALUE)
    pUnit:ModThreat(VALUE)
    pUnit:AddAssistTargets(VALUE)
    pUnit:RemoveAurasByMechanic(VALUE)
    pUnit:RemoveAurasType(VALUE)
    pUnit:AddAuraVisual(VALUE) 
    
    *** EVENT COMMANDS ***  (Quests and stuff like that)
    
    [QUEST EVENTS]
    	QUEST_EVENT_ON_ACCEPT			 = 1,
    	QUEST_EVENT_ON_COMPLETE 			= 2,
    	QUEST_EVENT_ON_CANCEL 			= 3,
    	QUEST_EVENT_GAMEOBJECT_ACTIVATE		 = 4,
    	QUEST_EVENT_ON_CREATURE_KILL 		 = 5,
    	QUEST_EVENT_ON_EXPLORE_AREA 			= 6,
    	QUEST_EVENT_ON_PLAYER_ITEMPICKUP 		= 7,
    	QUEST_EVENT_COUNT,
    [CREATURE EVENTS]
    	CREATURE_EVENT_ON_ENTER_COMBAT		= 1,
    	CREATURE_EVENT_ON_LEAVE_COMBAT		= 2,
    	CREATURE_EVENT_ON_TARGET_DIED		= 3,
    	CREATURE_EVENT_ON_DIED			= 4,
    	CREATURE_EVENT_ON_TARGET_PARRIED		= 5,
    	CREATURE_EVENT_ON_TARGET_DODGED		= 6,
    	CREATURE_EVENT_ON_TARGET_BLOCKED		= 7,
    	CREATURE_EVENT_ON_TARGET_CRIT_HIT		= 8,
    	CREATURE_EVENT_ON_PARRY		= 9,
    	CREATURE_EVENT_ON_DODGED		= 10,
    	CREATURE_EVENT_ON_BLOCKED		= 11,
    	CREATURE_EVENT_ON_CRIT_HIT		= 12,
    	CREATURE_EVENT_ON_HIT		= 13,
    	CREATURE_EVENT_ON_ASSIST_TARGET_DIED	= 14,
    	CREATURE_EVENT_ON_FEAR		= 15,
    	CREATURE_EVENT_ON_FLEE		= 16,
    	CREATURE_EVENT_ON_CALL_FOR_HELP	= 17,
    	CREATURE_EVENT_ON_LOAD		= 18,
    	CREATURE_EVENT_ON_REACH_WP		= 19,
    	CREATURE_EVENT_ON_LOOT_TAKEN	= 20,
    	CREATURE_EVENT_ON_AIUPDATE		= 21,
    	CREATURE_EVENT_ON_EMOTE		= 22,
    	CREATURE_EVENT_COUNT,
    [GAMEOBJECT EVENTS]
    	GAMEOBJECT_EVENT_ON_CREATE			= 1,
    	GAMEOBJECT_EVENT_ON_SPAWN			= 2,
    	GAMEOBJECT_EVENT_ON_LOOT_TAKEN		= 3,
    	GAMEOBJECT_EVENT_ON_USE			= 4,
    	GAMEOBJECT_EVENT_AIUPDATE			= 5,
    	GAMEOBJECT_EVENT_ON_DESPAWN		= 6,
    	GAMEOBJECT_EVENT_COUNT,
    [GOSSIP EVENTS]
    	GOSSIP_EVENT_ON_TALK			= 1,
    	GOSSIP_EVENT_ON_SELECT_OPTION	= 2,
    	GOSSIP_EVENT_ON_END            		 = 3,
    	GOSSIP_EVENT_COUNT,
    [RANDOM FLAGS]
    	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,
    	RANDOM_COUNT, 
    
    
    ***  HOW TO USE ALL OF THESE COMMANDS!!!  MUST READ!!!! *** 
    (The ones bellow that don't have a discription next to them is because it has either been discribed above or it is pretty straight forward how to use)
    
    math.random(min, max) -- returns a random number between min and max. Best used as a variable
    Ex.______________________
    Choice=math.random(1,5)
    if (choice == 5) then
         player:SendAreaTriggerMessage("You just won the lottery")
    end
    _________________________
    
    Gossip Commands
    Item:GossipCreateMenu(textid, player, 0)
    Item:GossipMenuAddItem(iconid, "name", intid, type);
    Item:GossipSendMenu(player);
    Item:GossipComplete(player);
    Item:GossipSendPOI(player, Xcoord, Ycoord, icon, flags, data, nameofPOI);
    Unit:GossipCreateMenu(textid, player, 0);
    Unit:GossipMenuAddItem(iconid, "name" intid, type);
    Unit:GossipSendMenu(player);
    Unit:GossipComplete(player);
    Unit:GossipSendPOI(player, Xcoord, Ycoord, icon, flags, data, nameofPOI);
    GameObject:GossipCreateMenu(textid, player, 0);
    GameObject:GossipMenuAddItem(iconid, "name", intid, type);
    GameObject:GossipSendMenu(player);
    GameObject:GossipComplete(player);
    GameObject:GossipSendPOI(player, Xcoord, Ycoord, icon, flags, data, nameofPOI);
    
    [NOTE] for GossipCreateMenu: textid, is the same id used in npc_textid, however you cannot have the same textid for 2 different menus.
    [NOTE] iconid = Icon next to the text in the menu list ingame. intid is a variable used in GossipSubMenu, type - 0 is regular, 1 = code(A prompt box pops up and you have to enter a new value for the variable 'code', doesn't work that good.)
    
    GET COMMANDS
    
    Unit:GetPlayerRace(); -- returns number based on race. [1=Human][2=Orc][3=Dwarf][4=NightElf][5=Undead][6=Tauren][7=Gnome][8=Troll][10=BloodElf][11=Draenei]
    Unit:GetCurrentSpellId(); -- Returns spell ID the target is currently casting
    Unit:GetStanding(lua_State * L, Unit * ptr);
    Unit:GetMainTank(lua_State * L, Unit * ptr);
    Unit:GetAddTank(lua_State * L, Unit * ptr);
    Unit:GetX(); -- Returns X Coordinate
    Unit:GetY(); -- Returns Y Coordinate
    Unit:GetZ(); -- Returns Z Coordinate
    Unit:GetO(); -- Returns Orientation
    Unit:GetTauntedBy(); -- returns player who taunted
    Unit:GetSoulLinkedWith(lua_State * L, Unit * ptr);
    Unit:GetItemCount(itemid); -- returns amount
    Unit:GetName(); -- returns Unit Name
    Unit:GetHealthPct(); -- Returns Units health betweeen 1 and 100
    Unit:GetManaPct(); -- Returns Units Mana between 1 and 100
    Unit:GetInstanceID(); -- returns instance id
    Unit:GetClosestPlayer(RandomFlag); -- Gets closest player; use Random Flags.
    Unit:GetRandomPlayer(RandomFlag); -- Gets random player; use Random Flags.
    Unit:GetRandomFriend(); -- Gets Random friend / player; use Random flags?.
    Unit:GetUnitBySqlId(); -- Gets another NPC by their SQLID
    Unit:GetPlayerClass(); -- Returns number based on class. [Warrior=1][Paladin=2][Hunter=3][Rogue=4][Priest=5][Deathknight=6][Shaman=7][Mage=8][Warlock=9][Druid=11]
    Unit:GetHealth(); -- Returns Units Current health
    Unit:GetMaxHealth(); -- Returns units Max health
    Unit:GetCreatureNearestCoords(x, y, z, NPCID);
    Unit:GetGameObjectNearestCoords(x, y, z, GOID);
    Unit:GetDistance(); -- Returns Distance. .debug rangecheck (Uses distance2dsq, 2 distance only.)
    Unit:GetGUID(); -- Returns GUID
    Unit:GetZoneId(); -- Returns GUID
    Unit:GetMaxMana(Value); -- Sets Max Mana
    Unit:GetMana(); -- Returns Current Mana
    Unit:GetCurrentSpell(); -- returns current spell id?
    Unit:GetSpawnO(); -- Returns Orientation of original Spawn
    Unit:GetSpawnZ(); -- Returns Z Coordinate of original Spawn
    Unit:GetSpawnY(); -- Returns Y Coordinate of original Spawn
    Unit:GetSpawnX(); -- Returns X coordinate of Original Spanw
    Unit:GetInRangePlayersCount(); -- Returns number based on amount of in range players.
    Unit:GetUInt32Value(lua_State * L, Unit * ptr);
    Unit:GetUInt64Value(lua_State * L, Unit * ptr);
    Unit:GetFloatValue(lua_State * L, Unit * ptr);
    Unit:GetAIState(lua_State * L, Unit * ptr);
    Unit:GetCurrentSpell(); -- same as others?
    Unit:GetInRangeGameObjects(); -- Returns Gameobjects in range in a Table (Cannot be used as a target)--\_____ Will get error "Unit Expected, got Nil"
    Unit:GetInRangePlayers(); -- Returns In range Players in a Table (Cannot be used as a target)----------/
    Unit:GetAITargets(lua_State * L, Unit * ptr);
    Unit:GetUnitByGUID(); -- Returns Unit by their Guid
    Unit:GetInRangeObjectsCount(); -- Returns a number based on amount of in range gameobjects
    Unit:GetAITargetsCount(lua_State * L, Unit * ptr);
    Unit:GetUnitToFollow(lua_State * L, Unit * ptr);
    Unit:GetNextTarget(); -- Gets next highest threat target.
    Unit:GetPetOwner(lua_State * L, Unit * ptr);
    Unit:GetEntry(); -- Returns npc entryid?
    Unit:GetFaction(); -- Returns NPC's faction
    Unit:GetThreatByPtr(lua_State * L, Unit * ptr);
    Unit:GetInRangeFriends(lua_State * L, Unit * ptr);
    Unit:GetPowerType(lua_State * L, Unit * ptr);
    Unit:GetMapId(); -- Returns Mapid
    Unit:GetFactionStanding(lua_State * L, Unit * ptr);
    Unit:GetPlayerLevel(); -- Returns playerlevel
    
    IS COMMANDS -- Will returns '1' or 'true' if true. Not sure what one.
    
    Unit:IsPlayerAttacking();
    Unit:IsPlayerMoving();
    Unit:IsPlayerAtWar(factionID);
    Unit:IsPlayer();
    Unit:IsCreature();
    Unit:IsInCombat();
    Unit:IsAlive();
    Unit:IsDead(l);
    Unit:IsInWorld();
    Unit:IsCreatureMoving();
    Unit:IsFlying();
    Unit:IsInFront();
    Unit:IsInBack();
    Unit:IsPacified();
    Unit:IsFeared();
    Unit:IsStunned();
    Unit:HasInRangeObjects();
    Unit:IsInWater();
    Unit:IsInArc();
    Unit:IsPet();
    Unit:MoveFly();
    Unit:NoRespawn();
    Unit:HasItem();
    Unit:FlyCheat();
    
    OTHER COMMANDS
    
    Unit:AdvanceSkill(skillid, amount);
    Unit:AddSkill(skillid);
    Unit:RemoveSkill(skillid);
    Unit:PlaySpellVisual(lua_State * L, Unit * ptr);
    Unit:RemoveThreatByPtr(lua_State * L, Unit * ptr);
    Unit:EventCastSpell(lua_State * L, Unit * ptr);
    Unit:AttackReaction(lua_State * L, Unit * ptr);
    Unit:DismissPet(lua_State * L, Unit * ptr);
    Unit:HandleEvent(lua_State * L, Unit * ptr);
    Unit:SetMoveRunFlag(lua_State * L, Unit * ptr);
    Unit:SendChatMessage(Language, Type, "Message"); -- Langage; what language message is in, type = what form message is in (say/yell/whisper), "message" = duh
    Unit:MoveTo(x, y, z, o); -- Once NPC gets to position i reccomend using Unit:SetFacing(Orientation) if O coordinate doesn't work.
    Unit:SetMovementType(lua_State * L, Unit * ptr);
    Unit:CastSpell(SpellID); -- Casts spell on Itself
    Unit:CastSpellOnTarget(spellID, target); -- Casts spell ID on a target with no casttime, mights till be bugged and cast on itself
    Unit:FullCastSpell(spellid); -- Fully casts a spell on itself / aoe spell
    Unit:FullCastSpellOnTarget(spellid, target); -- Full casts a spell on a target.
    Unit:SpawnGameObject(GOID, x, y, z, o, duration); -- self explanitory (set duration to 0 to keep gameobject spawned until server restart/shutdown
    Unit:SpawnCreature(NPCID, x, y, z, o, faction, duration); -- self explanitory (set duration to 0 to keep creatued spawned forever until server restart/shutdown)
    Unit:RegisterEvent("Event", Interval, IntervalCount); -- "Event"; event name, Interval; amount of time between registering the event again, IntervalCount; Amount of times to register the event.
    Unit:RemoveEvents(); -- Removes all events from the Unit
    Unit:SendBroadcastMessage("Text"); -- player only command, sends to chat box (player:SendBroadcastMessage("BroadcastMessageAppearsInTextBox"))
    Unit:SendAreaTriggerMessage(lua_State * L, Unit * ptr); -- player only command, sends across screen (player:SendAreaTriggerMessage("AreaTriggerMessageAppearsAcrossScreen"))
    Unit:KnockBack(dx, dy, affect1, affect2); -- Not sure, distancex, distancey, affects might be spell ID's?
    Unit:MarkQuestObjectiveAsComplete(lua_State * L, Unit * ptr); -- no clue
    Unit:LearnSpell(SpelLID); -- learns spellid, may be player only command
    Unit:UnlearnSpell(SpellID); -- Unlearns spellid, may be player only command
    Unit:HasFinishedQuest(QuestID); -- Returns true / 1 if true
    Unit:ClearThreatList(); -- Drops all agro, may even leave combat
    Unit:ChangeTarget(lua_State * L, Unit * ptr);
    Unit:Emote(emoteid, time);
    Unit:Despawn(despawntime, respawntime); -- despawntime = despawns in x miliseconds, respawntime = respawns in x miliseconds. (To Permanantly remove a creature spawned by another creature with no SQLID, use :RemoveFromWorld()
    Unit:PlaySoundToSet(SoundID);
    Unit:RemoveAura(SpellID);
    Unit:StopMovement(Time); -- time = Time in miliseconds
    Unit:AddItem(itemid, itemcount); -- playeronly command
    Unit:RemoveItem(itemid, itemcount); -- playeronly command
    Unit:CreateCustomWaypointMap(lua_State * L, Unit * ptr);
    Unit:CreateWaypoint(lua_State * L, Unit * ptr);
    Unit:DestroyCustomWaypointMap(lua_State * L, Unit * ptr);
    Unit:MoveToWaypoint(lua_State * L, Unit * ptr);
    Unit:TeleportUnit(map, x, y, z); -- Teleports player that clicked to location, not sure~ might teleport the Unit.
    Unit:ClearHateList(); -- Resets threat list, gets random target
    Unit:WipeHateList(); -- clears hate list, might leave combat
    Unit:WipeTargetList(lua_State * L, Unit * ptr);
    Unit:WipeCurrentTarget(lua_State * L, Unit * ptr);
    Unit:CastSpellAoF x, y, z, spellid); -- self explanitory
    Unit:RemoveAllAuras(); -- removes all auras, hostile and friendly
    Unit:StopChannel(); -- stops channeling
    Unit:ChannelSpell(spellid, target); -- channels spell on target?
    Unit:ReturnToSpawnPoint(); -- returns to spawn point
    Unit:HasAura(spellid); -- returns true or 1 if true.
    Unit:Land(); -- Unit removes 1024 flag of flying.
    Unit:CancelSpell(spellid); -- stops casting spell?
    Unit:Root(target); -- self
    Unit:Unroot(target); -- explanitory?
    Unit:CalcDistance(target); -- returns value based in yards?
    Unit:ModUInt32Value(lua_State * L, Unit * ptr);
    Unit:ModFloatValue(lua_State * L, Unit * ptr);
    Unit:SendData(lua_State * L, Unit * ptr);
    Unit:InitPacket(lua_State * L, Unit * ptr);
    Unit:AddDataToPacket(lua_State * L, Unit * ptr);
    Unit:AddGuidDataToPacket(lua_State * L, Unit * ptr);
    Unit:AdvanceQuestObjective(lua_State * L, Unit * ptr);
    Unit:Heal(lua_State * L, Unit * ptr);
    Unit:Energize(lua_State * L, Unit * ptr);
    Unit:SendChatMessageAlternateEntry(lua_State * L, Unit * ptr);
    Unit:SendChatMessageToPlayer(lua_State * L, Unit * ptr);
    Unit:Strike(lua_State * L, Unit * ptr);
    Unit:Kill(target);
    Unit:DealDamage(lua_State * L, Unit * ptr);
    Unit:CreateGuardian(lua_State * L, Unit * ptr);
    Unit:CalcToDistance(lua_State * L, Unit * ptr);
    Unit:CalcAngle(lua_State * L, Unit * ptr);
    Unit:CalcRadAngle(lua_State * L, Unit * ptr);
    Unit:IsInvisible(lua_State * L, Unit * ptr);
    Unit:IsInvincible(lua_State * L, Unit * ptr);
    Unit:ResurrectPlayer(player); -- player only command
    Unit:KickPlayer(lua_State * L, Unit * ptr);
    Unit:CanCallForHelp(lua_State * L, Unit * ptr);
    Unit:CallForHelpHp(lua_State * L, Unit * ptr);
    Unit:RemoveFromWorld(); -- Removes Unit From World (useful for npcs not saved to the Db {NPC spawned by other NPCS with no GUID})
    Unit:SpellNonMeleeDamageLog(lua_State * L, Unit * ptr);
    Unit:ModThreat(lua_State * L, Unit * ptr);
    Unit:AddAssistTargets(lua_State * L, Unit * ptr);
    Unit:RemoveAurasByMechanic(lua_State * L, Unit * ptr);
    Unit:RemoveAurasType(lua_State * L, Unit * ptr);
    Unit:AddAuraVisual(lua_State * L, Unit * ptr);
    
    SET COMMANDS
    
    Unit:SetPlayerStanding(lua_State * L, Unit * ptr);
    Unit:SetPlayerLevel(level); -- might not work
    Unit:SetPlayerAtWar(lua_State * L, Unit * ptr);
    Unit:SetCreatureName(lua_State * L, Unit * ptr);
    Unit:SetDeathState(lua_State * L, Unit * ptr);
    Unit:SetPowerType(lua_State * L, Unit * ptr);
    Unit:SetAttackTimer(time, duration);
    Unit:SetMana(Value); -- sets currnet mana
    Unit:SetMaxMana(Value);
    Unit:SetHealth(Value); -- sets current health
    Unit:SetMaxHealth(Value);
    Unit:SetFlying(); -- Sets NPC to fly.
    Unit:SetCombatCapable(1); --------\
    Unit:SetCombatMeleeCapable(1); ----\
    Unit:SetCombatRangedCapable(1); ----\_________ Set to 1 for Disableing Capableness, set to 0 to enable it again.
    Unit:SetCombatSpellCapable(1); -----/
    Unit:SetCombatTargetingCapable(1);-/
    Unit:SetNPCFlags(NPCFLAGS); -- sets npc flags
    Unit:SetModel(displayid); -- displayid
    Unit:SetScale(Scale); -- size
    Unit:SetFaction(faction); -- faction id
    Unit:SetStandState(lua_State * L, Unit * ptr);
    Unit:SetTauntedBy(lua_State * L, Unit * ptr);
    Unit:SetSoulLinkedWith(lua_State * L, Unit * ptr);
    Unit:SetInFront(lua_State * L, Unit * ptr);
    Unit:SetHealthPct(%); -- sets health Percent
    Unit:SetOutOfCombatRange(lua_State * L, Unit * ptr);
    Unit:ModifyRunSpeed(lua_State * L, Unit * ptr);
    Unit:ModifyWalkSpeed(lua_State * L, Unit * ptr);
    Unit:ModifyFlySpeed(lua_State * L, Unit * ptr);
    Unit:SetRotation(Orientation);
    Unit:SetOrientation(Orientation);
    Unit:SetUInt32Value(lua_State * L, Unit * ptr);
    Unit:SetUInt64Value(lua_State * L, Unit * ptr);
    Unit:SetFloatValue(lua_State * L, Unit * ptr);
    Unit:SetUnitToFollow(lua_State * L, Unit * ptr);
    Unit:SetNextTarget(lua_State * L, Unit * ptr);
    Unit:SetPetOwner(lua_State * L, Unit * ptr);
    Unit:SetFacing(lua_State * L, Unit * ptr);
    
    GAMEOBJECT LIST
    
    GET COMMANDS
    GameObject:GetName(lua_State * L, GameObject * ptr);
    GameObject:GetMapId(lua_State * L, GameObject * ptr);
    GameObject:GetCreatureNearestCoords(lua_State * L, GameObject * ptr);
    GameObject:GetGameObjectNearestCoords(lua_State *L, GameObject * ptr);
    GameObject:GetAreaID(lua_State * L, GameObject * ptr);
    GameObject:GetClosestPlayer(lua_State * L, GameObject * ptr);
    GameObject:GetZoneId(lua_State *L, GameObject * ptr);
    GameObject:GetItemCount(lua_State * L, GameObject * ptr);
    GameObject:GetSpawnX(lua_State * L, GameObject * ptr);
    GameObject:GetSpawnY(lua_State * L, GameObject * ptr);
    GameObject:GetSpawnZ(lua_State * L, GameObject * ptr);
    GameObject:GetSpawnO(lua_State * L, GameObject * ptr);
    GameObject:GetInRangePlayersCount(lua_State * L, GameObject * ptr);
    GameObject:GetEntry(lua_State * L, GameObject * ptr);
    GameObject:GetX(lua_State * L, GameObject * ptr);
    GameObject:GetY(lua_State * L, GameObject * ptr);
    GameObject:GetZ(lua_State * L, GameObject * ptr);
    GameObject:GetO(lua_State * L, GameObject * ptr);
    GameObject:GetInRangePlayers(lua_State * L, GameObject * ptr);
    GameObject:GetInRangeGameObjects(lua_State * L, GameObject * ptr);
    GameObject:GetInstanceID(lua_State * L, GameObject * ptr);
    GameObject:GetUInt64Value(lua_State * L, GameObject * ptr);
    GameObject:GetUInt32Value(lua_State * L, GameObject * ptr);
    GameObject:GetFloatValue(lua_State * L, GameObject * ptr);
    GameObject:GetGUID(lua_State * L, GameObject* ptr);
    
    OTHER COMMANDS
    GameObject:Teleport(lua_State * L, GameObject * ptr); -- player command, player:Teleport(map, x, y, z)
    GameObject:AddItem(lua_State * L, GameObject * ptr); -- player command, player:AddItem(itemid, itemcount)
    GameObject:Despawn(lua_State * L, GameObject * ptr);
    GameObject:IsInWorld(lua_State * L, GameObject * ptr);
    GameObject:IsInBack(lua_State * L, GameObject * ptr);
    GameObject:IsInFront(lua_State * L, GameObject * ptr);
    GameObject:PlaySoundToSet(lua_State * L, GameObject * ptr);
    GameObject:SpawnCreature(lua_State * L, GameObject * ptr);
    GameObject:SpawnGameObject(lua_State * L, GameObject * ptr);
    GameObject:CalcDistance(lua_State * L, GameObject * ptr);
    GameObject:SetOrientation(lua_State * L, GameObject * ptr);
    GameObject:RemoveFromWorld(lua_State * L, GameObject * ptr);
    GameObject:CalcRadAngle(lua_State * L, GameObject * ptr);
    GameObject:SetUInt32Value(lua_State * L, GameObject * ptr);
    GameObject:SetUInt64Value(lua_State * L, GameObject * ptr);
    GameObject:SetFloatValue(lua_State * L, GameObject * ptr);
    GameObject:ModUInt32Value(lua_State * L, GameObject * ptr);
    GameObject:CastSpell(lua_State * L, GameObject * ptr);
    GameObject:FullCastSpell(lua_State * L, GameObject * ptr);
    GameObject:CastSpellOnTarget(lua_State * L, GameObject * ptr);
    GameObject:FullCastSpellOnTarget(lua_State * L, GameObject * ptr);
    GameObjectvEventCastSpell(lua_State * L, GameObject * ptr);
    GameObject:GossipObjectCreateMenu(lua_State * L, GameObject * ptr);
    GameObject:GossipObjectMenuAddItem(lua_State * L, GameObject * ptr);
    GameObject:GossipObjectSendMenu(lua_State * L, GameObject * ptr);
    GameObject:GossipObjectComplete(lua_State * L, GameObject * ptr);
    GameObject:GossipObjectSendPOI(lua_State * L, GameObject * ptr);
    GameObject:ModUInt32Value(lua_State * L, GameObject * ptr);
    GameObject:ModFloatValue(lua_State * L, GameObject * ptr);
    GameObject:GetFloatValue(lua_State * L, GameObject * ptr);
    GameObject:InitPacket(lua_State * L, GameObject * ptr);
    GameObject:AddDataToPacket(lua_State * L, GameObject * ptr);
    GameObject:AddGuidDataToPacket(lua_State * L, GameObject * ptr);
    GameObject:SendData(lua_State * L, GameObject * ptr);

    Lua Command list. Also contains tutorial on how to use
  2. #2
    stoneharry's Avatar Moderator Harry

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    Copy and paste of .h files = win?
    Also - LuaAppArc Command Library - is in more detail.

    Nice try though at contributing.

  3. #3
    Exacute's Avatar Active Member
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    As stoneharry said.. nice try at contributing, therefor have some rep
    [/COLOR]

  4. #4
    Ground Zero's Avatar ★ Elder ★
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    Originally Posted by Exacute View Post
    As stoneharry said.. nice try at contributing, therefor have some rep

    AHH MY EYES ARE BLEEDING!

    @OnTopic. Useful for some people who don't know where too look to find them.

  5. #5
    diviee3's Avatar Sergeant Major
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    helped me alot +Rep for you

  6. #6
    Link_S's Avatar Member
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    Nice one copying directly from Lua files in ArcEmu core ^^
    example:
    Code:
    GetName(lua_State * L, GameObject * ptr);
    As far as I know, these are functions now commands. 0,o
    Why do I need a signature?

  7. #7
    newtech's Avatar Active Member
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    Well, guys. Thanks for all the +Rep , but to be honest, Ive found a so much better website: http://www.arcemu.info/wiki/index.php?title=Lua explains everything, and has all updates on all the lua commands for Arcemu

  8. #8
    Trle94's Avatar Contributor
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    Originally Posted by newtech View Post
    Well, guys. Thanks for all the +Rep , but to be honest, Ive found a so much better website: http://www.arcemu.info/wiki/index.php?title=Lua explains everything, and has all updates on all the lua commands for Arcemu
    Yeah we know about that web xD


  9. #9
    newtech's Avatar Active Member
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    Originally Posted by Trle94 View Post
    Yeah we know about that web xD
    Yea I thought so, but like Ground Zero said: "Useful for some people who don't know where too look to find them.", then now "those people" who doesnt know where to look for them, can find them via that link
    LuaHypArc Lua scripter - 3.3.5a World Builder.

  10. #10
    daycro's Avatar Sergeant
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    Can some1 make list commands for C++?

  11. #11
    danielrhodea's Avatar Master Sergeant
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    tip for C++ commands... GET VISUAL STUDIO!!! it has a class browser with properties, methods etc it even tells you their scope

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