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Variables
The following variables are available in your EasyLOU LUA scripts.
Variables are not in alphabetic order. Rather, they are (somewhat) grouped by functionality.
BACKPACKID: The ObjectID of the player's backpack, to be used with FindItem() etc.
CHARBUFFS: Array of buffs/debuffs curently applied to the player.
CHARDIR: The direction the player is facing.
CHARGHOST: True if the player is dead.
CHARID: The ObjectID of the player.
CHARNAME: The player's name.
CHARPOSX: The x coordinate of the current location of the player.
CHARPOSY: The y coordinate of the current location of the player.
CHARPOSZ: The z coordinate of the current location of the player.
CHARSTATUS: Contains G if player is in combat mode. Contains A if the player is frozen (i.e. casting).
CHARWEIGHT: The total weight of the player's backpack.
CHESTID: The ObjectID of the object equipped on the chest slot.
CHESTNAME: The Name of the object equipped on the chest slot.
HEADID: The ObjectID of the object equipped on the head slot.
HEADNAME: The Name of the object equipped on the head slot.
LEGSID: The ObjectID of the object equipped on the legs slot.
LEGSNAME: The Name of the object equipped on the legs slot.
LEFTHANDID: The ObjectID of the object equipped on the left hand slot.
LEFTHANDNAME: The Name of the object equipped on the left hand slot.
RIGHTHANDID: The ObjectID of the object equipped on the right hand slot.
RIGHTHANDNAME: The Name of the object equipped on the right hand slot.
STR: The player's str stat.
HEALTH: The player's hit points.
INT: The player's int stat.
MANA: The player's mana points.
AGI: The player's agility stat.
ATTACKSPEED: The player's attack speed. Not used?
STAMINA: The player's stamina.
DEFENSE: The player's defense. Not used?
VITALITY: The player's vitality. Not used?
PRESTIGEXPMAX: The player's prestige. Not used?
STEALTH: The player's stealth. Not used?
COBJECTID: The current ObjectID.
LOBJECTID: The last ObjectID.
FINDBUTTON: Array of all the buttons found by the FindButton() command. For each button, the following variables will be populated:
FINDBUTTON[i].NAME: Name of the button, to be used with ClickButton().
FINDBUTTON[i].TEXT: Text of the button, if any text is present.
FINDITEM: Array of all the items found by the FindItem() command. For each item, the following variables will be populated:
FINDITEM[i].DISTANCE: Distance of the item from the player.
FINDITEM[i].CNTID: ContainerID of the item.
FINDITEM[i].ID: ObjectID of the item.
FINDITEM[i].NAME: DisplayName of the item.
FINDITEM[i].X: X coordinate of the item.
FINDITEM[i].Y: Y coordinate of the item.
FINDITEM[i].Z: Z coordinate of the item.
FINDLABEL: Array of all the labels found by the FindLabel() command. For each label, the following variables will be populated:
FINDLABEL[i].NAME: Name of the label, to be used with ClickButton() if the label is clickable.
FINDLABEL[i].TEXT: Text of the label, if any text is present.
FINDMOBILE: Array of all the mobiles found by the FindMobile() command. For each mobile, the following variables will be populated:
FINDMOBILE[i].DISTANCE: Distance of the mobile from the player.
FINDMOBILE[i].HP: HP of the mobile.
FINDMOBILE[i].ID: ObjectID of the mobile.
FINDMOBILE[i].NAME: DisplayName of the mobile.
FINDMOBILE[i].TYPE: Type of the mobile (e.g. Friendly, etc)
FINDMOBILE[i].X: X coordinate of the mobile.
FINDMOBILE[i].Y: Y coordinate of the mobile.
FINDMOBILE[i].Z: Z coordinate of the mobile.
FINDPANEL: Array of all the panels found by the FindPanel() command. For each panel, the following variables will be populated:
FINDPANEL[i].ID: Id of the panel, to be used with ClickButton(), FindLabel(), etc..
FINDPERMANENT: Array of all the permanent objects found by the FindPermanent() command. For each permanent object, the following variables will be populated:
FINDPERMANENT[i].COLOR: Color of the permanent object.
FINDPERMANENT[i].DISTANCE: Distance of the permanent object from the player.
FINDPERMANENT[i].ID: ObjectID of the permanent object.
FINDPERMANENT[i].NAME: DisplayName of the permanent object.
FINDPERMANENT[i].STONESTATE: If the permanent object is a stone, state of the stone.
FINDPERMANENT[i].TEXTURE: Texture of the permanent object.
FINDPERMANENT[i].TREESTATE: If the permanent object is a tree, state of the tree.
FINDPERMANENT[i].X: X coordinate of the permanent object.
FINDPERMANENT[i].Y: Y coordinate of the permanent object.
FINDPERMANENT[i].Z: Z coordinate of the permanent object.
MONSTERSID: Array of ObjectID of the monsters in the nearby.
MONSTERSNAME: Array of Names of the monsters in the nearby.
MONSTERSHP: Array of HPs of the monsters in the nearby.
MONSTERSDIST: Array of distances of the monsters in the nearby.
CLIVER: Client version.
CLIID: Client ID (i.e. process number).
CLIXRES: Client X resolution.
CLIYRES: Client Y resolution.
FULLSCREEN: If true, Client is in full screen mode.
CLIGAMESTATE: Login, Loading or Game.
LOUVER: Injected LoU.dll version.
SERVER: Server address.
TARGETFRAMERATE: Unity related. The target frame rate.
VSYNCCOUNT: Unity related. The number of VSyncs that should pass between each frame.
MAINCAMERAMASK: Unity related. The current main camera mask. If 0, no rendering will happen (i.e. huge performance savings). If -1, all layers will be rendered.
TARGETTYPE: The current target type. Can be None, Attack, ServerLoc, ServerAnyObj, or ServerDynObj.
TARGETLOADING: True when the target is still loading (e.g. while casting spells), false otherwise.
CLICKWINDOWX: The X screen coordinate of the last mouse click on the Client window. 0 is at the far left.
CLICKWINDOWY: The Y screen coordinate of the last mouse click on the Client window3. 0 is at the far bottom.
CLICKWINDOWZ: Not really used.
CLICKWORLDX: The X world coordinate of the last mouse click on the Client window. 0 is at the far left.
CLICKWORLDY: The Y world coordinate of the last mouse click on the Client window. 0 is at the far left.
CLICKWORLDZ: The Z world coordinate of the last mouse click on the Client window. 0 is at the far left.
MONSTERSNEARBY: If true, there are monsters in the nearby.
RANDOM: A random number generated by the client.
TIME: World time in seconds.
SCANJOURNALTIME: The timestamp of the last processed message.
SCANJOURNALMESSAGE: The last processed message.
COMMANDID: Last EasyUO command processed.
MOUSEWINDOWX: Current mouse X window position.
MOUSEWINDOWY: Current mouse Y window position.
MOUSEWINDOWZ: Current mouse Z window position.
MOUSEWORLDX: Current mouse X world position.
MOUSEWORLDY: Current mouse Y world position.
MOUSEWORLDZ: Current mouse Z world position.
MOUSEOVERUINAME: Name of the UI element at the current mouse position.
MOUSEOVERUIX: X coordinate of the UI element at the current mouse position.
MOUSEOVERUIY: Y coordinate of the UI element at the current mouse position.
CLICKPERID: ObjectID of the permanent object last clicked. Useful for Trees and Rocks.
CLICKOBJID: ObjectID of the object last clicked. Useful for pretty much any item.
CLICKOBJNAME: Name of the object last clicked. Useful for pretty much any item. Alternative approach.
CLICKOBJCNTID: ObjectID of the container of the object last clicked. Useful for pretty much any item.
MOUSEOVERPERID: ObjectID of the permanent object at the current mouse position. Useful for trees and rocks.
MOUSEOVERNAME: Name of the object at the current mouse position.
MOUSEOVEROBJID: ObjectID of the object at the current mouse position.
MOUSEOVEROBJNAME: Name of the object at the current mouse position. Alternative approach.
MOUSEOVEROBJCNTID: ObjectID of the container of the object at the current mouse position.