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Merge pull request #42 from ElunaLuaEngine/master-2024-11-14_21-28
Update Eluna documentation
2 parents c889cc3 + 287a7df commit 95789dc

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Global/Ban.html

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<p>Ban's a <a class="mod" href="../Player/index.html">Player</a>'s account, character or IP</p>
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Global/GetAreaName.html

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<p>Returns the area or zone's name.</p>
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Global/GetItemLink.html

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<p>Returns a chat link for an <a class="mod" href="../Item/index.html">Item</a>.</p>
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Global/GetPlayersInWorld.html

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<p>Does not return players that may be teleporting or otherwise not on any map.</p>
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<p>In multistate, this method is only available in the WORLD state</p>
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Global/GetPlayersOnMap.html

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<p>Does not return players that may be teleporting or otherwise not on the map.</p>
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<p>In multistate, this method is only available in the MAP state</p>
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Global/RegisterBGEvent.html

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<p>In Multistate mode (default), events are either registered to the WORLD state (-1) or the MAP states (map ID). These events will only ever trigger on their respective state.</p>
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<p>In Compatibility mode, all events are registered to the WORLD state (-1).</p>
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Global/RegisterCreatureEvent.html

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<p>In Multistate mode (default), events are either registered to the WORLD state (-1) or the MAP states (map ID). These events will only ever trigger on their respective state.</p>
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<p>In Compatibility mode, all events are registered to the WORLD state (-1).</p>
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Global/RegisterCreatureGossipEvent.html

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<p>In Multistate mode (default), events are either registered to the WORLD state (-1) or the MAP states (map ID). These events will only ever trigger on their respective state.</p>
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<p>In Compatibility mode, all events are registered to the WORLD state (-1).</p>
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Global/RegisterGameObjectEvent.html

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<p>In Multistate mode (default), events are either registered to the WORLD state (-1) or the MAP states (map ID). These events will only ever trigger on their respective state.</p>
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Global/RegisterGameObjectGossipEvent.html

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<p>In Multistate mode (default), events are either registered to the WORLD state (-1) or the MAP states (map ID). These events will only ever trigger on their respective state.</p>
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