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Reference

Descriptions of the commands, top-level objects, and data types available to clockwork script authors.

  • Slash Commands

    Every /command clockwork adds — core commands that are always available, and script-provided commands that exist while their script runs.

  • Top-Level Objects

    mq.TLO.Me, mq.TLO.Target, mq.TLO.Spawn[...], Group, Raid, Zone and the ability helpers — the entry points for reading game state.

  • Data Types

    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.