ISXEQ2:actor (Data Type)

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ISXEQ2 information for ISXEQ2:actor (Data Type) has moved

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Description

This DataType includes all of the data available to ISXEQ2 that is related to entities within the world.


Members

Returns health as a percentage
Returns power as a percentage
The NPC tags (ie, <Guard>, <Broker>, etc..) work EXACTLY the same as guild tags. If the PC or NPC does not belong to a 'guild', then this datatype member should return NULL.
Returns the suffix title of the actor if it exists, or NULL if it does not.
Possible ConColors are: Grey, Green, Blue, White, Yellow, Orange, and Red.
Possible Faction Standings are: Ally, Warmly, Kindly, Amiable, Indifferent, Apprehensive, Dubious, Threatening, and KOS.
Please note that just like in the game proper, if you're invisible, everything that doesn't see invis will be 'Indifferent'.
  • actor Target
  • actor Pet
Returns the pet of the actor, if present
  • Location
Returns heading as degrees (think compass), to a precision of 2 decimal places.
Returns -1 if not following anyone
Returns NULL if not following anyone
Returns the run speed percent enhancement on the actor
  • actor LookingAt
Returns an actor object of what the current actor's head is looking at via the head turning animation.
I'm not sure how reliable this is or what the conditions are for it, so play with it and let us know :).
A couple of examples might be "echo ${Me.ToActor.LookingAt.Name}" or "echo ${Target.LookingAt.Name}"
NOTE - You will want at least 5 decimal places with this, ie, "echo ${Me.ToActor.SwimmingSpeedMod.Precision[5]}"


  • Booleans
Only for true pet class type pets
Only for true pet class type pets
Return true if the actor has the little padlock icon over it (in other words, if the actor is already engaged by another person/group).
  • Encounter Information
  • int EncounterSize
Returns the size of the encounter. This number will not change throughout the fight
  • int Difficulty
Returns the encounter difficulty as a range of -3 to 3. -3 == three down arrows, 0 == no arrows, 3 == three up arrows
  • bool IsInSameEncounter[#]
Given an actor ID#, returns TRUE if this actor is in the same encounter.
Returns the number of groups the actor is designed for
  • Effects
Parameter is either the index of the effect, or the name of the effect.
This should be able to find the effects of any actor, not just your current target.
Limitations - The following members and methods will not work when called thru Actor
  • Effect.MaxDuration
  • Effect.Duration
  • Effect.Cancellable
  • Effect.Cancel
  • The following are mutually exclusive
  • The following are mutually exclusive
  • The following are mutually exclusive
  • The following are mutually exclusive

Methods

  • DoubleClick
Excellent for activating doors.
Example: To open the door to bonemire, use: Actor[name,01_door_to_bonemire]:DoubleClick
  • WaypointTo
  • DoFace
  • DoTarget
  • Location[Add,<Notes>]
This method will create a location in your locations database (which will save to your isxeq2locations.xml file) creating a label for you Please understand that this only works well for stationary actors. (Note: The <Notes> are optional.)
  • Location[Delete]
This method will delete a location in your locations database that was assigned to this particular actor. Please understand that this only works well for stationary actors.

Returns

Inherits

See Also