Reference¶
Descriptions of the commands, top-level objects, and data types available to clockwork script authors.
-
Every
/commandclockwork adds — core commands that are always available, and script-provided commands that exist while their script runs. -
mq.TLO.Me,mq.TLO.Target,mq.TLO.Spawn[...],Group,Raid,Zoneand the ability helpers — the entry points for reading game state. -
The shapes those objects return:
actor,character,ability,effect,item,roster,rostermember,zone.
Reading these pages¶
Members are written as they are called:
mq.TLO.Me.PctHP() -- zero-argument member
mq.TLO.Me.Ability("Fireball") -- takes an argument
mq.TLO.Spawn[12345] -- bracket indexing, no call
mq.TLO.Group.Member[2] -- bracket indexing, no call
Each member is annotated with the Lua type it returns. Object types link to their page; primitives mean exactly what they mean in Lua.
Call members with ., never : — these are tables of functions, not methods.
The one exception is UiHandle, a real usertype, which does use :.
Status markers¶
clockwork is under active development against a live game client, and parts of this surface rest on reverse-engineered reads that haven't been fully confirmed. Where that's true, the page says so:
Example
Used where a value is a best guess, or where a member behaves in a way that will bite you — an unverified axis, a signed counter, a read that fails open.
Example
Used where getting it wrong breaks working code silently. These are worth reading even if you skim everything else.
If a page and the source disagree, the source wins. Please open an issue.