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	<id>https://docs.larian.game/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DerCapac</id>
	<title>Divinity Engine Wiki - User contributions [en]</title>
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	<updated>2026-05-12T23:07:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/DialogEnded&amp;diff=6393</id>
		<title>Osiris/API/DialogEnded</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/DialogEnded&amp;diff=6393"/>
		<updated>2018-09-18T23:21:21Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* event '''DialogEnded'''(''(STRING)'''''_Dialog''', ''(INTEGER)'''''_InstanceID''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Thrown once an interactive dialog has ended.&lt;br /&gt;
===== Parameters =====&lt;br /&gt;
* '''_Dialog''': The name of the dialog.&lt;br /&gt;
* '''_InstanceID''': Unique identifier for this interactive dialog.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* Automated dialogs with throw an [[Osiris/API/AutomatedDialogEnded|AutomatedDialogEnded]] event instead.&lt;br /&gt;
* Even if the attempt to start an interactive dialog failed and a [[Osiris/API/DialogRequestFailed|DialogRequestFailed]] event was thrown, you will still also get a '''DialogEnded''' event as well.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/AutomatedDialogEnded|AutomatedDialogEnded]]&lt;br /&gt;
* [[Osiris/API/DialogRequestFailed|DialogRequestFailed]]&lt;br /&gt;
* [[Osiris/API/DialogStarted|DialogStarted]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_DialogNPCs|DB_DialogNPCs]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_DialogPlayers|DB_DialogPlayers]]&lt;br /&gt;
* Helper [[Osiris/Shared/Proc_StartDialog|Proc_StartDialog]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Events|DialogEnded]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Talk:Triggers&amp;diff=6390</id>
		<title>Talk:Triggers</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Talk:Triggers&amp;diff=6390"/>
		<updated>2018-09-17T19:18:36Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;The section for event triggers should be updated, the description should include items as event triggers also generate item events:  === File:TemplateType_Trigger_Event.png|...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The section for event triggers should be updated, the description should include items as event triggers also generate item events:&lt;br /&gt;
&lt;br /&gt;
=== [[File:TemplateType_Trigger_Event.png|32px]] Event Trigger ===&lt;br /&gt;
A trigger that broadcasts an event entered or exited. These triggers are automatically [[Osiris/API/TriggerRegisterForCharacter|registered]] for all characters (player or not) and items in the game.&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=User:DerCapac/Definitive_Edition:_Osiris_changes&amp;diff=6358</id>
		<title>User:DerCapac/Definitive Edition: Osiris changes</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=User:DerCapac/Definitive_Edition:_Osiris_changes&amp;diff=6358"/>
		<updated>2018-09-07T22:38:20Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Removed ==&lt;br /&gt;
&lt;br /&gt;
* call CharacterLaunchIteratorAroundCharacter((CHARACTERGUID)_Character, (REAL)_Radius, (STRING)_Event)&lt;br /&gt;
* call NotifyGameProgress((REAL)_Progress)&lt;br /&gt;
&lt;br /&gt;
== Renamed ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;call DialogAddCharacter((INTEGER)_InstanceID, (CHARACTERGUID)_Player)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;call DialogAddActor((INTEGER)_InstanceID, (GUIDSTRING)_Actor)&lt;br /&gt;
* &amp;lt;strike&amp;gt;call DialogAddCharacterAt((INTEGER)_InstanceID, (CHARACTERGUID)_Player, (INTEGER)_Index)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;call DialogAddActorAt((INTEGER)_InstanceID, (GUIDSTRING)_Actor, (INTEGER)_Index)&lt;br /&gt;
* &amp;lt;strike&amp;gt;event ItemTransformed((ITEMGUID)_Item, (STRING)_ItemTemplate)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;event ObjectTransformed((GUIDSTRING)_Object, (GUIDSTRING)_ToTemplate)&lt;br /&gt;
* &amp;lt;strike&amp;gt;query DialogRemoveCharacter([in](INTEGER)_InstanceID, [in](CHARACTERGUID)_Player, [out](INTEGER)_success)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;query DialogRemoveActorFromDialog([in](INTEGER)_InstanceID, [in](GUIDSTRING)_Actor, [out](INTEGER)_success)&lt;br /&gt;
* &amp;lt;strike&amp;gt;event DLCUnlocked((INTEGER)_DLCId)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;event DLCUpdated((STRING)_DLCName, (INTEGER)_UserID, (INTEGER)_Installed)&lt;br /&gt;
&lt;br /&gt;
== Changed ==&lt;br /&gt;
&lt;br /&gt;
* query CrimeIsAnyNPCGoingToReact([in](GUIDSTRING)_Criminal, [in](STRING)_CrimeType, [in](GUIDSTRING)_Victim, [in](REAL)_X, [in](REAL)_Y, [in](REAL)_Z, [out](INTEGER)_Bool)&amp;lt;br&amp;gt;New parameter `_Victim`&lt;br /&gt;
* event CharacterUsedSkill((CHARACTERGUID)_Character, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillAtPosition((CHARACTERGUID)_Character, (REAL)_X, (REAL)_Y, (REAL)_Z, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillInTrigger((CHARACTERGUID)_Character, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement, (TRIGGERGUID)_Trigger)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillOnTarget((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillOnZoneWithTarget((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event SkillCast((CHARACTERGUID)_Character, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterReservedUserIDChanged((CHARACTERGUID)_Character, (INTEGER)_OldUserID, (INTEGER)_NewUserID)&amp;lt;br&amp;gt;New parameter `_OldUserID`&lt;br /&gt;
* call TeleportTo((GUIDSTRING)_SourceObject, (GUIDSTRING)_TargetObject, (STRING)_Event, (INTEGER)_TeleportLinkedCharacters, (INTEGER)_ExcludePartyFollowers, (INTEGER)_LeaveCombat)&amp;lt;br&amp;gt;New parameter `_LeaveCombat`&lt;br /&gt;
* query CharacterGetArmorPercentage([in](CHARACTERGUID)_Character, [out](REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is now a real value&lt;br /&gt;
* call CharacterSetArmorPercentage((CHARACTERGUID)_Character, (REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is now a real value&lt;br /&gt;
* query CharacterGetHitpointsPercentage([in](CHARACTERGUID)_Character, [out](REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is now a real value&lt;br /&gt;
* call CharacterSetHitpointsPercentage((CHARACTERGUID)_Character, (REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is now a real value&lt;br /&gt;
* query CharacterGetMagicArmorPercentage([in](CHARACTERGUID)_Character, [out](REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is now a real value&lt;br /&gt;
* call CharacterSetMagicArmorPercentage((CHARACTERGUID)_Character, (REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is now a real value&lt;br /&gt;
* call ShowNotification((CHARACTERGUID)_Character, (STRING)_Text)&amp;lt;br&amp;gt;New parameter `_Character`&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
* call CreateProjectileStrikeAt((GUIDSTRING)_Target, (STRING)_SkillID, (INTEGER)_CasterLevel)&lt;br /&gt;
* call CreateProjectileStrikeAtPosition((REAL)_X, (REAL)_Y, (REAL)_Z, (STRING)_SkillID, (INTEGER)_CasterLevel)&lt;br /&gt;
* event OnMutatorEnabledAtTurn((STRING)_Mutator, (INTEGER)_Turn)&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
* query AttributeGetDifficultyLevelMappedValue([in](STRING)_Difficulty, [in](INTEGER)_Level, [out](INTEGER)_AttributeValue)&lt;br /&gt;
* event CharacterBaseAbilityChanged((CHARACTERGUID)_Character, (STRING)_Ability, (INTEGER)_OldBaseValue, (INTEGER)_NewBaseValue)&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
* event CharacterPrecogDying((CHARACTERGUID)_Character)&lt;br /&gt;
&lt;br /&gt;
=== Transform ===&lt;br /&gt;
&lt;br /&gt;
* call CharacterCloneSkillsTo((CHARACTERGUID)_From, (CHARACTERGUID)_To, (INTEGER)_MemorizedOnly)&lt;br /&gt;
* call CharacterTransformFromCharacter((CHARACTERGUID)_Target, (CHARACTERGUID)_Source, (INTEGER)_ReplaceScripts, (INTEGER)_ReplaceScale, (INTEGER)_ReplaceStats, (INTEGER)_ReplaceEquipment, (INTEGER)_ReplaceSkills, (INTEGER)_UseCustomLooks, (INTEGER)_ReleasePlayerData)&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
* query ItemGetUseRemotely([in](ITEMGUID)_Item, [out](INTEGER)_bool)&lt;br /&gt;
* query ItemIsDestructible([in](ITEMGUID)_Item, [out](INTEGER)_Bool)&lt;br /&gt;
* call ItemSetUseRemotely((ITEMGUID)_Item, (INTEGER)_bool)&lt;br /&gt;
&lt;br /&gt;
=== On Stage ===&lt;br /&gt;
&lt;br /&gt;
* event OnStageChanged((GUIDSTRING)_Object, (INTEGER)_Bool)&lt;br /&gt;
&lt;br /&gt;
=== Position ===&lt;br /&gt;
&lt;br /&gt;
* query FindValidPosition([in](REAL)_SourceX, [in](REAL)_SourceY, [in](REAL)_SourceZ, [in](REAL)_Radius, [in](GUIDSTRING)_Object, [out](REAL)_ValidPositionX, [out](REAL)_ValidPositionY, [out](REAL)_ValidPositionZ)&lt;br /&gt;
* query GetWorldTransformFromLocal([in](GUIDSTRING)_Object, [in](REAL)_LocX, [in](REAL)_LocY, [in](REAL)_LocZ, [in](REAL)_LocRotX, [in](REAL)_LocRotY, [in](REAL)_LocRotZ, [out](REAL)_WorldX, [out](REAL)_WorldY, [out](REAL)_WorldZ, [out](REAL)_WorldRotX, [out](REAL)_WorldRotY, [out](REAL)_WorldRotZ)&lt;br /&gt;
* query HasLineOfSight([in](GUIDSTRING)_Source, [in](GUIDSTRING)_Target, [out](INTEGER)_Bool)&lt;br /&gt;
&lt;br /&gt;
=== Iterators ===&lt;br /&gt;
&lt;br /&gt;
* call CharacterLaunchIteratorAroundObject((GUIDSTRING)_Center, (REAL)_Radius, (STRING)_Event)&lt;br /&gt;
* call CharacterLaunchOsirisOnlyIterator((STRING)_Event)&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
&lt;br /&gt;
* call CharacterPlayHUDSoundResource((CHARACTERGUID)_Character, (GUIDSTRING)_SoundResource)&lt;br /&gt;
* call PlaySoundResource((GUIDSTRING)_Object, (GUIDSTRING)_SoundResource)&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* query PlayLoopEffectAtPosition([in](STRING)_FxName, [in](REAL)_X, [in](REAL)_Y, [in](REAL)_Z, [out](INTEGER64)_FxHandle)&lt;br /&gt;
* query PlayScaledLoopEffectAtPosition([in](STRING)_FxName, [in](REAL)_Scale, [in](REAL)_X, [in](REAL)_Y, [in](REAL)_Z, [out](INTEGER64)_FxHandle)&lt;br /&gt;
&lt;br /&gt;
=== Surfaces ===&lt;br /&gt;
&lt;br /&gt;
* call RemoveSurfaceLayer((GUIDSTRING)_Source, (INTEGER)_SurfaceLayer, (REAL)_Radius)&lt;br /&gt;
* call RemoveSurfaceLayerAtPosition((REAL)_x, (REAL)_Y, (REAL)_Z, (INTEGER)_SurfaceLayer, (REAL)_Radius)&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
* call SetSelectorCameraMode((CHARACTERGUID)_Character, (INTEGER)_Bool)&lt;br /&gt;
&lt;br /&gt;
=== Crimes ===&lt;br /&gt;
&lt;br /&gt;
* query CharacterCanIgnoreActiveCrimes([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)&lt;br /&gt;
* query CharacterCanReactToCrime([in](CHARACTERGUID)_Character, [in](STRING)_CrimeType, [out](INTEGER)_Bool)&lt;br /&gt;
* query CharacterIgnoreActiveCrimes([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)&lt;br /&gt;
* event CharacterStoppedLockpickingItem((CHARACTERGUID)_Character, (ITEMGUID)_Item)&lt;br /&gt;
* query DialogIsCrimeDialog([in](INTEGER)_InstanceID, [out](INTEGER)_IsCrimeDialog)&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
* query CharacterHasRecipeUnlocked([in](CHARACTERGUID)_Character, [in](STRING)_RecipeID, [out](INTEGER)_Bool)&lt;br /&gt;
* event CharacterUnlockedRecipe((CHARACTERGUID)_Character, (STRING)_Recipe)&lt;br /&gt;
&lt;br /&gt;
=== Quest ===&lt;br /&gt;
&lt;br /&gt;
* call CloseJournalMystery((CHARACTERGUID)_Character, (STRING)_MysteryID)&lt;br /&gt;
* call MapMarkerChangeLevel((STRING)_MarkerID, (STRING)_NewRegionID)&lt;br /&gt;
* event MysteryUnlocked((CHARACTERGUID)_Character, (STRING)_MysteryID)&lt;br /&gt;
* call QuestAddSubquest((CHARACTERGUID)_Character, (STRING)_SubquestID, (STRING)_ParentQuestID)&lt;br /&gt;
* query QuestIsMysteryEntry([in](STRING)_QuestID, [in](STRING)_StateID, [out](INTEGER)_Bool)&lt;br /&gt;
* query QuestIsSubquestEntry([in](STRING)_QuestID, [in](STRING)_StateID, [out](INTEGER)_Bool)&lt;br /&gt;
* call UnlockJournalMystery((CHARACTERGUID)_Character, (STRING)_MysteryID)&lt;br /&gt;
&lt;br /&gt;
=== Arena ===&lt;br /&gt;
&lt;br /&gt;
* call SendArenaNotification((INTEGER)_NotificationType, (STRING)_StringParam, (INTEGER)_InNumberOfRounds)&lt;br /&gt;
&lt;br /&gt;
=== UI ===&lt;br /&gt;
&lt;br /&gt;
* event MessageBoxChoiceClosed((CHARACTERGUID)_Character, (STRING)_Message, (STRING)_ResultChoice)&lt;br /&gt;
* event MessageBoxYesNoClosed((CHARACTERGUID)_Character, (STRING)_Message, (INTEGER)_Result)&lt;br /&gt;
* call OpenMessageBoxChoice((CHARACTERGUID)_Character, (STRING)_Message, (STRING)_Choice_1, (STRING)_Choice_2)&lt;br /&gt;
* call OpenMessageBoxYesNo((CHARACTERGUID)_Character, (STRING)_Message)&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
&lt;br /&gt;
* call AddFeedbackString((CHARACTERGUID)_Character, (STRING)_Location, (STRING)_Question, (STRING)_Answer)&lt;br /&gt;
* call SaveFeedback()&lt;br /&gt;
* call SonyRealtimeMultiplayerEvent((CHARACTERGUID)_Character, (STRING)_EventName)&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=User:DerCapac/Definitive_Edition:_Osiris_changes&amp;diff=6357</id>
		<title>User:DerCapac/Definitive Edition: Osiris changes</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=User:DerCapac/Definitive_Edition:_Osiris_changes&amp;diff=6357"/>
		<updated>2018-09-07T22:28:08Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Removed ==&lt;br /&gt;
&lt;br /&gt;
* call CharacterLaunchIteratorAroundCharacter((CHARACTERGUID)_Character, (REAL)_Radius, (STRING)_Event)&lt;br /&gt;
* call NotifyGameProgress((REAL)_Progress)&lt;br /&gt;
&lt;br /&gt;
== Renamed ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strike&amp;gt;call DialogAddCharacter((INTEGER)_InstanceID, (CHARACTERGUID)_Player)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;call DialogAddActor((INTEGER)_InstanceID, (GUIDSTRING)_Actor)&lt;br /&gt;
* &amp;lt;strike&amp;gt;call DialogAddCharacterAt((INTEGER)_InstanceID, (CHARACTERGUID)_Player, (INTEGER)_Index)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;call DialogAddActorAt((INTEGER)_InstanceID, (GUIDSTRING)_Actor, (INTEGER)_Index)&lt;br /&gt;
* &amp;lt;strike&amp;gt;event ItemTransformed((ITEMGUID)_Item, (STRING)_ItemTemplate)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;event ObjectTransformed((GUIDSTRING)_Object, (GUIDSTRING)_ToTemplate)&lt;br /&gt;
* &amp;lt;strike&amp;gt;query DialogRemoveCharacter([in](INTEGER)_InstanceID, [in](CHARACTERGUID)_Player, [out](INTEGER)_success)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;query DialogRemoveActorFromDialog([in](INTEGER)_InstanceID, [in](GUIDSTRING)_Actor, [out](INTEGER)_success)&lt;br /&gt;
* &amp;lt;strike&amp;gt;event DLCUnlocked((INTEGER)_DLCId)&amp;lt;/strike&amp;gt;&amp;lt;br&amp;gt;event DLCUpdated((STRING)_DLCName, (INTEGER)_UserID, (INTEGER)_Installed)&lt;br /&gt;
&lt;br /&gt;
== Changed ==&lt;br /&gt;
&lt;br /&gt;
* query CrimeIsAnyNPCGoingToReact([in](GUIDSTRING)_Criminal, [in](STRING)_CrimeType, [in](GUIDSTRING)_Victim, [in](REAL)_X, [in](REAL)_Y, [in](REAL)_Z, [out](INTEGER)_Bool)&amp;lt;br&amp;gt;New parameter `_Victim`&lt;br /&gt;
* event CharacterUsedSkill((CHARACTERGUID)_Character, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillAtPosition((CHARACTERGUID)_Character, (REAL)_X, (REAL)_Y, (REAL)_Z, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillInTrigger((CHARACTERGUID)_Character, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement, (TRIGGERGUID)_Trigger)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillOnTarget((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterUsedSkillOnZoneWithTarget((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event SkillCast((CHARACTERGUID)_Character, (STRING)_Skill, (STRING)_SkillType, (STRING)_SkillElement)&amp;lt;br&amp;gt;New parameter `_SkillElement`&lt;br /&gt;
* event CharacterReservedUserIDChanged((CHARACTERGUID)_Character, (INTEGER)_OldUserID, (INTEGER)_NewUserID)&amp;lt;br&amp;gt;New parameter `_OldUserID`&lt;br /&gt;
* call TeleportTo((GUIDSTRING)_SourceObject, (GUIDSTRING)_TargetObject, (STRING)_Event, (INTEGER)_TeleportLinkedCharacters, (INTEGER)_ExcludePartyFollowers, (INTEGER)_LeaveCombat)&amp;lt;br&amp;gt;New parameter `_LeaveCombat`&lt;br /&gt;
* query CharacterGetArmorPercentage([in](CHARACTERGUID)_Character, [out](REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is no a real value&lt;br /&gt;
* call CharacterSetArmorPercentage((CHARACTERGUID)_Character, (REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is no a real value&lt;br /&gt;
* query CharacterGetHitpointsPercentage([in](CHARACTERGUID)_Character, [out](REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is no a real value&lt;br /&gt;
* call CharacterSetHitpointsPercentage((CHARACTERGUID)_Character, (REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is no a real value&lt;br /&gt;
* query CharacterGetMagicArmorPercentage([in](CHARACTERGUID)_Character, [out](REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is no a real value&lt;br /&gt;
* call CharacterSetMagicArmorPercentage((CHARACTERGUID)_Character, (REAL)_Percentage)&amp;lt;br&amp;gt;Parameter `_Percentage` is no a real value&lt;br /&gt;
* call ShowNotification((CHARACTERGUID)_Character, (STRING)_Text)&amp;lt;br&amp;gt;New parameter `_Character`&lt;br /&gt;
&lt;br /&gt;
== New ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
* call CreateProjectileStrikeAt((GUIDSTRING)_Target, (STRING)_SkillID, (INTEGER)_CasterLevel)&lt;br /&gt;
* call CreateProjectileStrikeAtPosition((REAL)_X, (REAL)_Y, (REAL)_Z, (STRING)_SkillID, (INTEGER)_CasterLevel)&lt;br /&gt;
* event OnMutatorEnabledAtTurn((STRING)_Mutator, (INTEGER)_Turn)&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
* query AttributeGetDifficultyLevelMappedValue([in](STRING)_Difficulty, [in](INTEGER)_Level, [out](INTEGER)_AttributeValue)&lt;br /&gt;
* event CharacterBaseAbilityChanged((CHARACTERGUID)_Character, (STRING)_Ability, (INTEGER)_OldBaseValue, (INTEGER)_NewBaseValue)&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
* event CharacterPrecogDying((CHARACTERGUID)_Character)&lt;br /&gt;
&lt;br /&gt;
=== Transform ===&lt;br /&gt;
&lt;br /&gt;
* call CharacterCloneSkillsTo((CHARACTERGUID)_From, (CHARACTERGUID)_To, (INTEGER)_MemorizedOnly)&lt;br /&gt;
* call CharacterTransformFromCharacter((CHARACTERGUID)_Target, (CHARACTERGUID)_Source, (INTEGER)_ReplaceScripts, (INTEGER)_ReplaceScale, (INTEGER)_ReplaceStats, (INTEGER)_ReplaceEquipment, (INTEGER)_ReplaceSkills, (INTEGER)_UseCustomLooks, (INTEGER)_ReleasePlayerData)&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
* query ItemGetUseRemotely([in](ITEMGUID)_Item, [out](INTEGER)_bool)&lt;br /&gt;
* query ItemIsDestructible([in](ITEMGUID)_Item, [out](INTEGER)_Bool)&lt;br /&gt;
* call ItemSetUseRemotely((ITEMGUID)_Item, (INTEGER)_bool)&lt;br /&gt;
&lt;br /&gt;
=== On Stage ===&lt;br /&gt;
&lt;br /&gt;
* event OnStageChanged((GUIDSTRING)_Object, (INTEGER)_Bool)&lt;br /&gt;
&lt;br /&gt;
=== Position ===&lt;br /&gt;
&lt;br /&gt;
* query FindValidPosition([in](REAL)_SourceX, [in](REAL)_SourceY, [in](REAL)_SourceZ, [in](REAL)_Radius, [in](GUIDSTRING)_Object, [out](REAL)_ValidPositionX, [out](REAL)_ValidPositionY, [out](REAL)_ValidPositionZ)&lt;br /&gt;
* query GetWorldTransformFromLocal([in](GUIDSTRING)_Object, [in](REAL)_LocX, [in](REAL)_LocY, [in](REAL)_LocZ, [in](REAL)_LocRotX, [in](REAL)_LocRotY, [in](REAL)_LocRotZ, [out](REAL)_WorldX, [out](REAL)_WorldY, [out](REAL)_WorldZ, [out](REAL)_WorldRotX, [out](REAL)_WorldRotY, [out](REAL)_WorldRotZ)&lt;br /&gt;
* query HasLineOfSight([in](GUIDSTRING)_Source, [in](GUIDSTRING)_Target, [out](INTEGER)_Bool)&lt;br /&gt;
&lt;br /&gt;
=== Iterators ===&lt;br /&gt;
&lt;br /&gt;
* call CharacterLaunchIteratorAroundObject((GUIDSTRING)_Center, (REAL)_Radius, (STRING)_Event)&lt;br /&gt;
* call CharacterLaunchOsirisOnlyIterator((STRING)_Event)&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
&lt;br /&gt;
* call CharacterPlayHUDSoundResource((CHARACTERGUID)_Character, (GUIDSTRING)_SoundResource)&lt;br /&gt;
* call PlaySoundResource((GUIDSTRING)_Object, (GUIDSTRING)_SoundResource)&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* query PlayLoopEffectAtPosition([in](STRING)_FxName, [in](REAL)_X, [in](REAL)_Y, [in](REAL)_Z, [out](INTEGER64)_FxHandle)&lt;br /&gt;
* query PlayScaledLoopEffectAtPosition([in](STRING)_FxName, [in](REAL)_Scale, [in](REAL)_X, [in](REAL)_Y, [in](REAL)_Z, [out](INTEGER64)_FxHandle)&lt;br /&gt;
&lt;br /&gt;
=== Surfaces ===&lt;br /&gt;
&lt;br /&gt;
* call RemoveSurfaceLayer((GUIDSTRING)_Source, (INTEGER)_SurfaceLayer, (REAL)_Radius)&lt;br /&gt;
* call RemoveSurfaceLayerAtPosition((REAL)_x, (REAL)_Y, (REAL)_Z, (INTEGER)_SurfaceLayer, (REAL)_Radius)&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
* call SetSelectorCameraMode((CHARACTERGUID)_Character, (INTEGER)_Bool)&lt;br /&gt;
&lt;br /&gt;
=== Crimes ===&lt;br /&gt;
&lt;br /&gt;
* query CharacterCanIgnoreActiveCrimes([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)&lt;br /&gt;
* query CharacterCanReactToCrime([in](CHARACTERGUID)_Character, [in](STRING)_CrimeType, [out](INTEGER)_Bool)&lt;br /&gt;
* query CharacterIgnoreActiveCrimes([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)&lt;br /&gt;
* event CharacterStoppedLockpickingItem((CHARACTERGUID)_Character, (ITEMGUID)_Item)&lt;br /&gt;
* query DialogIsCrimeDialog([in](INTEGER)_InstanceID, [out](INTEGER)_IsCrimeDialog)&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
&lt;br /&gt;
* query CharacterHasRecipeUnlocked([in](CHARACTERGUID)_Character, [in](STRING)_RecipeID, [out](INTEGER)_Bool)&lt;br /&gt;
* event CharacterUnlockedRecipe((CHARACTERGUID)_Character, (STRING)_Recipe)&lt;br /&gt;
&lt;br /&gt;
=== Quest ===&lt;br /&gt;
&lt;br /&gt;
* call CloseJournalMystery((CHARACTERGUID)_Character, (STRING)_MysteryID)&lt;br /&gt;
* call MapMarkerChangeLevel((STRING)_MarkerID, (STRING)_NewRegionID)&lt;br /&gt;
* event MysteryUnlocked((CHARACTERGUID)_Character, (STRING)_MysteryID)&lt;br /&gt;
* call QuestAddSubquest((CHARACTERGUID)_Character, (STRING)_SubquestID, (STRING)_ParentQuestID)&lt;br /&gt;
* query QuestIsMysteryEntry([in](STRING)_QuestID, [in](STRING)_StateID, [out](INTEGER)_Bool)&lt;br /&gt;
* query QuestIsSubquestEntry([in](STRING)_QuestID, [in](STRING)_StateID, [out](INTEGER)_Bool)&lt;br /&gt;
* call UnlockJournalMystery((CHARACTERGUID)_Character, (STRING)_MysteryID)&lt;br /&gt;
&lt;br /&gt;
=== Arena ===&lt;br /&gt;
&lt;br /&gt;
* call SendArenaNotification((INTEGER)_NotificationType, (STRING)_StringParam, (INTEGER)_InNumberOfRounds)&lt;br /&gt;
&lt;br /&gt;
=== UI ===&lt;br /&gt;
&lt;br /&gt;
* event MessageBoxChoiceClosed((CHARACTERGUID)_Character, (STRING)_Message, (STRING)_ResultChoice)&lt;br /&gt;
* event MessageBoxYesNoClosed((CHARACTERGUID)_Character, (STRING)_Message, (INTEGER)_Result)&lt;br /&gt;
* call OpenMessageBoxChoice((CHARACTERGUID)_Character, (STRING)_Message, (STRING)_Choice_1, (STRING)_Choice_2)&lt;br /&gt;
* call OpenMessageBoxYesNo((CHARACTERGUID)_Character, (STRING)_Message)&lt;br /&gt;
&lt;br /&gt;
=== Internal ===&lt;br /&gt;
&lt;br /&gt;
* call AddFeedbackString((CHARACTERGUID)_Character, (STRING)_Location, (STRING)_Question, (STRING)_Answer)&lt;br /&gt;
* call SaveFeedback()&lt;br /&gt;
* call SonyRealtimeMultiplayerEvent((CHARACTERGUID)_Character, (STRING)_EventName)&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=User:DerCapac/Definitive_Edition:_Osiris_changes&amp;diff=6356</id>
		<title>User:DerCapac/Definitive Edition: Osiris changes</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=User:DerCapac/Definitive_Edition:_Osiris_changes&amp;diff=6356"/>
		<updated>2018-09-07T22:17:27Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;# Definitive Edition: Osiris changes  ## Removed  - call CharacterLaunchIteratorAroundCharacter((CHARACTERGUID)\_Character, (REAL)\_Radius, (STRING)\_Event) - call NotifyGameP...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Definitive Edition: Osiris changes&lt;br /&gt;
&lt;br /&gt;
## Removed&lt;br /&gt;
&lt;br /&gt;
- call CharacterLaunchIteratorAroundCharacter((CHARACTERGUID)\_Character, (REAL)\_Radius, (STRING)\_Event)&lt;br /&gt;
- call NotifyGameProgress((REAL)\_Progress)&lt;br /&gt;
&lt;br /&gt;
## Renamed&lt;br /&gt;
&lt;br /&gt;
- ~~call DialogAddCharacter((INTEGER)\_InstanceID, (CHARACTERGUID)\_Player)~~&lt;br /&gt;
  call DialogAddActor((INTEGER)\_InstanceID, (GUIDSTRING)\_Actor)&lt;br /&gt;
- ~~call DialogAddCharacterAt((INTEGER)\_InstanceID, (CHARACTERGUID)\_Player, (INTEGER)\_Index)~~&lt;br /&gt;
  call DialogAddActorAt((INTEGER)\_InstanceID, (GUIDSTRING)\_Actor, (INTEGER)\_Index)&lt;br /&gt;
- ~~event ItemTransformed((ITEMGUID)\_Item, (STRING)\_ItemTemplate)~~&lt;br /&gt;
  event ObjectTransformed((GUIDSTRING)\_Object, (GUIDSTRING)\_ToTemplate)&lt;br /&gt;
- ~~query DialogRemoveCharacter([in](INTEGER)\_InstanceID, [in](CHARACTERGUID)\_Player, [out](INTEGER)\_success)~~&lt;br /&gt;
  query DialogRemoveActorFromDialog([in](INTEGER)\_InstanceID, [in](GUIDSTRING)\_Actor, [out](INTEGER)\_success)&lt;br /&gt;
- ~~event DLCUnlocked((INTEGER)\_DLCId)~~&lt;br /&gt;
  event DLCUpdated((STRING)\_DLCName, (INTEGER)\_UserID, (INTEGER)\_Installed)&lt;br /&gt;
&lt;br /&gt;
## Changed&lt;br /&gt;
&lt;br /&gt;
- query CrimeIsAnyNPCGoingToReact([in](GUIDSTRING)\_Criminal, [in](STRING)\_CrimeType, [in](GUIDSTRING)\_Victim, [in](REAL)\_X, [in](REAL)\_Y, [in](REAL)\_Z, [out](INTEGER)\_Bool)  &lt;br /&gt;
  New parameter `_Victim`&lt;br /&gt;
- event CharacterUsedSkill((CHARACTERGUID)\_Character, (STRING)\_Skill, (STRING)\_SkillType, (STRING)\_SkillElement)  &lt;br /&gt;
  New parameter `_SkillElement`&lt;br /&gt;
- event CharacterUsedSkillAtPosition((CHARACTERGUID)\_Character, (REAL)\_X, (REAL)\_Y, (REAL)\_Z, (STRING)\_Skill, (STRING)\_SkillType, (STRING)\_SkillElement)  &lt;br /&gt;
  New parameter `_SkillElement`&lt;br /&gt;
- event CharacterUsedSkillInTrigger((CHARACTERGUID)\_Character, (STRING)\_Skill, (STRING)\_SkillType, (STRING)\_SkillElement, (TRIGGERGUID)\_Trigger)  &lt;br /&gt;
  New parameter `_SkillElement`&lt;br /&gt;
- event CharacterUsedSkillOnTarget((CHARACTERGUID)\_Character, (GUIDSTRING)\_Target, (STRING)\_Skill, (STRING)\_SkillType, (STRING)\_SkillElement)  &lt;br /&gt;
  New parameter `_SkillElement`&lt;br /&gt;
- event CharacterUsedSkillOnZoneWithTarget((CHARACTERGUID)\_Character, (GUIDSTRING)\_Target, (STRING)\_Skill, (STRING)\_SkillType, (STRING)\_SkillElement)  &lt;br /&gt;
  New parameter `_SkillElement`&lt;br /&gt;
- event SkillCast((CHARACTERGUID)\_Character, (STRING)\_Skill, (STRING)\_SkillType, (STRING)\_SkillElement)  &lt;br /&gt;
  New parameter `_SkillElement`&lt;br /&gt;
- event CharacterReservedUserIDChanged((CHARACTERGUID)\_Character, (INTEGER)\_OldUserID, (INTEGER)\_NewUserID)&lt;br /&gt;
  New parameter `_OldUserID`&lt;br /&gt;
- call TeleportTo((GUIDSTRING)\_SourceObject, (GUIDSTRING)\_TargetObject, (STRING)\_Event, (INTEGER)\_TeleportLinkedCharacters, (INTEGER)\_ExcludePartyFollowers, (INTEGER)\_LeaveCombat)&lt;br /&gt;
  New parameter `_LeaveCombat`&lt;br /&gt;
- query CharacterGetArmorPercentage([in](CHARACTERGUID)\_Character, [out](REAL)\_Percentage)&lt;br /&gt;
  Parameter `_Percentage` is no a real value&lt;br /&gt;
- call CharacterSetArmorPercentage((CHARACTERGUID)\_Character, (REAL)\_Percentage)&lt;br /&gt;
  Parameter `_Percentage` is no a real value&lt;br /&gt;
- query CharacterGetHitpointsPercentage([in](CHARACTERGUID)\_Character, [out](REAL)\_Percentage)&lt;br /&gt;
  Parameter `_Percentage` is no a real value&lt;br /&gt;
- call CharacterSetHitpointsPercentage((CHARACTERGUID)\_Character, (REAL)\_Percentage)&lt;br /&gt;
  Parameter `_Percentage` is no a real value&lt;br /&gt;
- query CharacterGetMagicArmorPercentage([in](CHARACTERGUID)\_Character, [out](REAL)\_Percentage)&lt;br /&gt;
  Parameter `_Percentage` is no a real value&lt;br /&gt;
- call CharacterSetMagicArmorPercentage((CHARACTERGUID)\_Character, (REAL)\_Percentage)&lt;br /&gt;
  Parameter `_Percentage` is no a real value&lt;br /&gt;
- call ShowNotification((CHARACTERGUID)\_Character, (STRING)\_Text)&lt;br /&gt;
  New parameter `_Character`&lt;br /&gt;
&lt;br /&gt;
## New&lt;br /&gt;
&lt;br /&gt;
### Combat&lt;br /&gt;
&lt;br /&gt;
- call CreateProjectileStrikeAt((GUIDSTRING)\_Target, (STRING)\_SkillID, (INTEGER)\_CasterLevel)&lt;br /&gt;
- call CreateProjectileStrikeAtPosition((REAL)\_X, (REAL)\_Y, (REAL)\_Z, (STRING)\_SkillID, (INTEGER)\_CasterLevel)&lt;br /&gt;
- event OnMutatorEnabledAtTurn((STRING)\_Mutator, (INTEGER)\_Turn)&lt;br /&gt;
&lt;br /&gt;
### Stats&lt;br /&gt;
&lt;br /&gt;
- query AttributeGetDifficultyLevelMappedValue([in](STRING)\_Difficulty, [in](INTEGER)\_Level, [out](INTEGER)\_AttributeValue)&lt;br /&gt;
- event CharacterBaseAbilityChanged((CHARACTERGUID)\_Character, (STRING)\_Ability, (INTEGER)\_OldBaseValue, (INTEGER)\_NewBaseValue)&lt;br /&gt;
&lt;br /&gt;
### Death&lt;br /&gt;
&lt;br /&gt;
- event CharacterPrecogDying((CHARACTERGUID)\_Character)&lt;br /&gt;
&lt;br /&gt;
### Transform&lt;br /&gt;
&lt;br /&gt;
- call CharacterCloneSkillsTo((CHARACTERGUID)\_From, (CHARACTERGUID)\_To, (INTEGER)\_MemorizedOnly)&lt;br /&gt;
- call CharacterTransformFromCharacter((CHARACTERGUID)\_Target, (CHARACTERGUID)\_Source, (INTEGER)\_ReplaceScripts, (INTEGER)\_ReplaceScale, (INTEGER)\_ReplaceStats, (INTEGER)\_ReplaceEquipment, (INTEGER)\_ReplaceSkills, (INTEGER)\_UseCustomLooks, (INTEGER)\_ReleasePlayerData)&lt;br /&gt;
&lt;br /&gt;
### Items&lt;br /&gt;
&lt;br /&gt;
- query ItemGetUseRemotely([in](ITEMGUID)\_Item, [out](INTEGER)\_bool)&lt;br /&gt;
- query ItemIsDestructible([in](ITEMGUID)\_Item, [out](INTEGER)\_Bool)&lt;br /&gt;
- call ItemSetUseRemotely((ITEMGUID)\_Item, (INTEGER)\_bool)&lt;br /&gt;
&lt;br /&gt;
### On Stage&lt;br /&gt;
&lt;br /&gt;
- event OnStageChanged((GUIDSTRING)\_Object, (INTEGER)\_Bool)&lt;br /&gt;
&lt;br /&gt;
### Position&lt;br /&gt;
&lt;br /&gt;
- query FindValidPosition([in](REAL)\_SourceX, [in](REAL)\_SourceY, [in](REAL)\_SourceZ, [in](REAL)\_Radius, [in](GUIDSTRING)\_Object, [out](REAL)\_ValidPositionX, [out](REAL)\_ValidPositionY,&lt;br /&gt;
  [out](REAL)\_ValidPositionZ)&lt;br /&gt;
- query GetWorldTransformFromLocal([in](GUIDSTRING)\_Object, [in](REAL)\_LocX, [in](REAL)\_LocY, [in](REAL)\_LocZ, [in](REAL)\_LocRotX, [in](REAL)\_LocRotY, [in](REAL)\_LocRotZ, [out](REAL)\_WorldX,&lt;br /&gt;
  [out](REAL)\_WorldY, [out](REAL)\_WorldZ, [out](REAL)\_WorldRotX, [out](REAL)\_WorldRotY, [out](REAL)\_WorldRotZ)&lt;br /&gt;
- query HasLineOfSight([in](GUIDSTRING)\_Source, [in](GUIDSTRING)\_Target, [out](INTEGER)\_Bool)&lt;br /&gt;
&lt;br /&gt;
### Iterators&lt;br /&gt;
&lt;br /&gt;
- call CharacterLaunchIteratorAroundObject((GUIDSTRING)\_Center, (REAL)\_Radius, (STRING)\_Event)&lt;br /&gt;
- call CharacterLaunchOsirisOnlyIterator((STRING)\_Event)&lt;br /&gt;
&lt;br /&gt;
### Sound&lt;br /&gt;
&lt;br /&gt;
- call CharacterPlayHUDSoundResource((CHARACTERGUID)\_Character, (GUIDSTRING)\_SoundResource)&lt;br /&gt;
- call PlaySoundResource((GUIDSTRING)\_Object, (GUIDSTRING)\_SoundResource)&lt;br /&gt;
&lt;br /&gt;
### Effects&lt;br /&gt;
&lt;br /&gt;
- query PlayLoopEffectAtPosition([in](STRING)\_FxName, [in](REAL)\_X, [in](REAL)\_Y, [in](REAL)\_Z, [out](INTEGER64)\_FxHandle)&lt;br /&gt;
- query PlayScaledLoopEffectAtPosition([in](STRING)\_FxName, [in](REAL)\_Scale, [in](REAL)\_X, [in](REAL)\_Y, [in](REAL)\_Z, [out](INTEGER64)\_FxHandle)&lt;br /&gt;
&lt;br /&gt;
### Surfaces&lt;br /&gt;
&lt;br /&gt;
- call RemoveSurfaceLayer((GUIDSTRING)\_Source, (INTEGER)\_SurfaceLayer, (REAL)\_Radius)&lt;br /&gt;
- call RemoveSurfaceLayerAtPosition((REAL)\_x, (REAL)\_Y, (REAL)\_Z, (INTEGER)\_SurfaceLayer, (REAL)\_Radius)&lt;br /&gt;
&lt;br /&gt;
### Camera&lt;br /&gt;
&lt;br /&gt;
- call SetSelectorCameraMode((CHARACTERGUID)\_Character, (INTEGER)\_Bool)&lt;br /&gt;
&lt;br /&gt;
### Crimes&lt;br /&gt;
&lt;br /&gt;
- query CharacterCanIgnoreActiveCrimes([in](CHARACTERGUID)\_Character, [out](INTEGER)\_Bool)&lt;br /&gt;
- query CharacterCanReactToCrime([in](CHARACTERGUID)\_Character, [in](STRING)\_CrimeType, [out](INTEGER)\_Bool)&lt;br /&gt;
- query CharacterIgnoreActiveCrimes([in](CHARACTERGUID)\_Character, [out](INTEGER)\_Bool)&lt;br /&gt;
- event CharacterStoppedLockpickingItem((CHARACTERGUID)\_Character, (ITEMGUID)\_Item)&lt;br /&gt;
- query DialogIsCrimeDialog([in](INTEGER)\_InstanceID, [out](INTEGER)\_IsCrimeDialog)&lt;br /&gt;
&lt;br /&gt;
### Recipes&lt;br /&gt;
&lt;br /&gt;
- query CharacterHasRecipeUnlocked([in](CHARACTERGUID)\_Character, [in](STRING)\_RecipeID, [out](INTEGER)\_Bool)&lt;br /&gt;
- event CharacterUnlockedRecipe((CHARACTERGUID)\_Character, (STRING)\_Recipe)&lt;br /&gt;
&lt;br /&gt;
### Quest&lt;br /&gt;
&lt;br /&gt;
- call CloseJournalMystery((CHARACTERGUID)\_Character, (STRING)\_MysteryID)&lt;br /&gt;
- call MapMarkerChangeLevel((STRING)\_MarkerID, (STRING)\_NewRegionID)&lt;br /&gt;
- event MysteryUnlocked((CHARACTERGUID)\_Character, (STRING)\_MysteryID)&lt;br /&gt;
- call QuestAddSubquest((CHARACTERGUID)\_Character, (STRING)\_SubquestID, (STRING)\_ParentQuestID)&lt;br /&gt;
- query QuestIsMysteryEntry([in](STRING)\_QuestID, [in](STRING)\_StateID, [out](INTEGER)\_Bool)&lt;br /&gt;
- query QuestIsSubquestEntry([in](STRING)\_QuestID, [in](STRING)\_StateID, [out](INTEGER)\_Bool)&lt;br /&gt;
- call UnlockJournalMystery((CHARACTERGUID)\_Character, (STRING)\_MysteryID)&lt;br /&gt;
&lt;br /&gt;
### Arena&lt;br /&gt;
&lt;br /&gt;
- call SendArenaNotification((INTEGER)\_NotificationType, (STRING)\_StringParam, (INTEGER)\_InNumberOfRounds)&lt;br /&gt;
&lt;br /&gt;
### UI&lt;br /&gt;
&lt;br /&gt;
- event MessageBoxChoiceClosed((CHARACTERGUID)\_Character, (STRING)\_Message, (STRING)\_ResultChoice)&lt;br /&gt;
- event MessageBoxYesNoClosed((CHARACTERGUID)\_Character, (STRING)\_Message, (INTEGER)\_Result)&lt;br /&gt;
- call OpenMessageBoxChoice((CHARACTERGUID)\_Character, (STRING)\_Message, (STRING)\_Choice_1, (STRING)\_Choice_2)&lt;br /&gt;
- call OpenMessageBoxYesNo((CHARACTERGUID)\_Character, (STRING)\_Message)&lt;br /&gt;
&lt;br /&gt;
### Internal&lt;br /&gt;
&lt;br /&gt;
- call AddFeedbackString((CHARACTERGUID)\_Character, (STRING)\_Location, (STRING)\_Question, (STRING)\_Answer)&lt;br /&gt;
- call SaveFeedback()&lt;br /&gt;
- call SonyRealtimeMultiplayerEvent((CHARACTERGUID)\_Character, (STRING)\_EventName)&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/StopFollow&amp;diff=6067</id>
		<title>Osiris/API/StopFollow</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/StopFollow&amp;diff=6067"/>
		<updated>2018-08-15T00:35:43Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''CharacterStopFollow'''(''(CHARACTERGUID)'''''_Character''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Stop '''_Character''' from following another character, if it currently was following anyone.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* See [[Osiris/API/CharacterFollowCharacter]]&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/CharacterFollowCharacter|CharacterFollowCharacter]]&lt;br /&gt;
* Helper [[Osiris/Shared/ProcCharacterStopFollow|ProcCharacterStopFollow]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Calls|CharacterStopFollow]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/PlayAnimation&amp;diff=6066</id>
		<title>Osiris/API/PlayAnimation</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/PlayAnimation&amp;diff=6066"/>
		<updated>2018-08-14T18:35:30Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''PlayAnimation'''(''(GUIDSTRING)'''''_SourceObject''', ''(STRING)'''''_Animation''', ''(STRING)'''''_Event''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Plays the animation with [[Visual_resource_panel|simple name]] '''_Animation''' on '''_SourceObject'''. Once the animation has finished playing, the event '''_Event''' will be thrown.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* We have a [[Standard_Character_Animations|list]] of simple names of character animations and the playable races for which they are available.&lt;br /&gt;
* After a character animation has played, the character will return to its default idle position/state. This cannot be prevented from Osiris. If you use the [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|behaviour script]] '''CharacterPlayAnimation''' call, you can avoid this by specifying '''0''' as the '''exitOnFinish''' parameter.&lt;br /&gt;
* This call work for both looping and non-looping animations. Animations set through this call override looping animations set via [[Osiris/API/CharacterSetAnimationOverride|CharacterSetAnimationOverride]].&lt;br /&gt;
* While not officially supported, you can abort an ongoing animation by playing an invalid animation on an object (e.g., specify &amp;quot;&amp;quot; as '''_Animation'''). In fact, this is the only way to stop an ongoing animation.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/SetAnimationOverride|SetAnimationOverride]]&lt;br /&gt;
* [[Osiris/API/StoryEvent|StoryEvent]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|PlayAnimation]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/ItemToTransform&amp;diff=6037</id>
		<title>Osiris/API/ItemToTransform</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/ItemToTransform&amp;diff=6037"/>
		<updated>2018-07-20T22:29:42Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''ItemToTransform'''(''(GUIDSTRING)'''''_UUID''', ''(REAL)'''''_X''', ''(REAL)'''''_Y''', ''(REAL)'''''_Z''', ''(REAL)'''''_Pitch''', ''(REAL)'''''_Yaw''', ''(REAL)'''''_Roll''', ''(INTEGER)'''''_Amount''', ''(CHARACTERGUID)'''''_Owner''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Moves, rotates and changes the amount and ownership of the item with the '''_UUID'''. The position and rotation are updated instantly and without animation.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This call requires '''_Pitch''', '''_Yaw''' and '''_Roll''' to be given in radians while all other calls and queries use degrees to measure angles. Degrees can be converted to radians by multiplying them by 0.0174533.&lt;br /&gt;
* This is the only call that can change the amount of an existing item in the world (e.g. a gold pile).&lt;br /&gt;
* To clear the ownership of an item '''NULL_00000000-0000-0000-0000-000000000000''' may be passed as '''_Owner'''.&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&lt;br /&gt;
This example creates an overload that only requires '''_X''', '''_Y''' and '''_Z''' to be set. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PROC&lt;br /&gt;
ItemToTransform((ITEMGUID)_Item, (REAL)_X, (REAL)_Y, (REAL)_Z)&lt;br /&gt;
AND&lt;br /&gt;
GetRotation(_Item, (REAL)_PitchDegree, (REAL)_YawDegree, (REAL)_RollDegree)&lt;br /&gt;
AND&lt;br /&gt;
RealProduct(_PitchDegree, 0.0174533, (REAL)_Pitch)&lt;br /&gt;
AND&lt;br /&gt;
RealProduct(_YawDegree, 0.0174533, (REAL)_Yaw)&lt;br /&gt;
AND&lt;br /&gt;
RealProduct(_RollDegree, 0.0174533, (REAL)_Roll)&lt;br /&gt;
AND&lt;br /&gt;
ItemGetAmount(_Item, (INTEGER)_Amount)&lt;br /&gt;
AND&lt;br /&gt;
ItemGetOwner(_Item, (CHARACTERGUID)_Owner)&lt;br /&gt;
THEN&lt;br /&gt;
ItemToTransform(_Item, _X, _Y, _Z, _Pitch, _Yaw, _Roll, _Amount, _Owner);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/GetPosition|GetPosition]]&lt;br /&gt;
* [[Osiris/API/GetRotation|GetRotation]]&lt;br /&gt;
* [[Osiris/API/ItemDragToPosition|ItemDragToPosition]]&lt;br /&gt;
* [[Osiris/API/ItemDragToTrigger|ItemDragToTrigger]]&lt;br /&gt;
* [[Osiris/API/ItemMoveToPosition|ItemMoveToPosition]]&lt;br /&gt;
* [[Osiris/API/ItemMoveToTrigger|ItemMoveToTrigger]]&lt;br /&gt;
* [[Osiris/API/ItemRotateY|ItemRotateY]]&lt;br /&gt;
* [[Osiris/API/ItemRotateToAngleY|ItemRotateToAngleY]]&lt;br /&gt;
* [[Osiris/API/ItemSetOwner|ItemSetOwner]]&lt;br /&gt;
* [[Osiris/API/TeleportTo|TeleportTo]]&lt;br /&gt;
* [[Osiris/API/TeleportToPosition|TeleportToPosition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|ItemToTransform]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/ItemToTransform&amp;diff=6036</id>
		<title>Osiris/API/ItemToTransform</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/ItemToTransform&amp;diff=6036"/>
		<updated>2018-07-20T22:25:28Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Add docs for ItemToTransform&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''ItemToTransform'''(''(GUIDSTRING)'''''_UUID''', ''(REAL)'''''_X''', ''(REAL)'''''_Y''', ''(REAL)'''''_Z''', ''(REAL)'''''_Pitch''', ''(REAL)'''''_Yaw''', ''(REAL)'''''_Roll''', ''(INTEGER)'''''_Amount''', ''(CHARACTERGUID)'''''_Owner''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Moves, rotates and changes the amount and ownership of the item with the '''_UUID'''. The position and rotation are updated instantly and without animation.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This call requires '''_Pitch''', '''_Yaw''' and '''_Roll''' to be given in radians while all other calls and queries use degrees to measure angles. Degrees can be converted to radians by multiplying them by 0.0174533.&lt;br /&gt;
* This is the only call that can change the amount of an existing item in the world (e.g. a gold pile).&lt;br /&gt;
* To clear the ownership of an item '''NULL_00000000-0000-0000-0000-000000000000''' may be passed as '''_Owner'''.&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&lt;br /&gt;
This example creates an overload that only requires '''_X''', '''_Y''' and '''_Z''' to be set. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PROC&lt;br /&gt;
ItemToTransform((ITEMGUID)_Item, (REAL)_X, (REAL)_Y, (REAL)_Z)&lt;br /&gt;
AND&lt;br /&gt;
GetRotation(_Item, (REAL)_PitchDegree, (REAL)_YawDegree, (REAL)_RollDegree)&lt;br /&gt;
AND&lt;br /&gt;
RealProduct(_PitchDegree, 0.0174533, (REAL)_Pitch)&lt;br /&gt;
AND&lt;br /&gt;
RealProduct(_YawDegree, 0.0174533, (REAL)_Yaw)&lt;br /&gt;
AND&lt;br /&gt;
RealProduct(_RollDegree, 0.0174533, (REAL)_Roll)&lt;br /&gt;
AND&lt;br /&gt;
ItemGetAmount(_Item, (INTEGER)_Amount)&lt;br /&gt;
AND&lt;br /&gt;
ItemGetOwner(_Item, (CHARACTERGUID)_Owner)&lt;br /&gt;
THEN&lt;br /&gt;
ItemToTransform(_Item, _X, _Y, _Z, _Pitch, _Yaw, _Roll, _Amount, _Owner);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/ItemDragToPosition|ItemDragToPosition]]&lt;br /&gt;
* [[Osiris/API/ItemDragToTrigger|ItemDragToTrigger]]&lt;br /&gt;
* [[Osiris/API/ItemMoveToPosition|ItemMoveToPosition]]&lt;br /&gt;
* [[Osiris/API/ItemMoveToTrigger|ItemMoveToTrigger]]&lt;br /&gt;
* [[Osiris/API/ItemRotateY|ItemRotateY]]&lt;br /&gt;
* [[Osiris/API/ItemRotateToAngleY|ItemRotateToAngleY]]&lt;br /&gt;
* [[Osiris/API/ItemSetOwner|ItemSetOwner]]&lt;br /&gt;
* [[Osiris/API/TeleportTo|TeleportTo]]&lt;br /&gt;
* [[Osiris/API/TeleportToPosition|TeleportToPosition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|ItemToTransform]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/ProcCharacterMoveToAndTalk&amp;diff=6005</id>
		<title>Osiris/Shared/ProcCharacterMoveToAndTalk</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/ProcCharacterMoveToAndTalk&amp;diff=6005"/>
		<updated>2018-07-09T22:23:57Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''ProcCharacterMoveToAndTalk'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(STRING)'''''_Dialog''', ''(INTEGER)'''''_IsAutomated''', ''(STRING)'''''_MoveEvent''', ''(INTEGER)'''''_Running''', ''(REAL)'''''_TimeOut''')&lt;br /&gt;
* PROC '''ProcCharacterMoveToAndTalk'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(STRING)'''''_Dialog''', ''(INTEGER)'''''_IsAutomated''', ''(STRING)'''''_MoveEvent''', ''(INTEGER)'''''_Running''', ''(REAL)'''''_TimeOut''', ''(INTEGER)'''''_CheckForFallBackPlayers''', ''(INTEGER)'''''_ForcePartyCheck''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Moves the character '''_Character''' to '''_Target''' and starts the dialog '''_Dialog''' once '''_Character''' is close enough to '''_Target'''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This is a wrapper around the Osiris call [[Osiris/API/CharacterMoveToAndTalk|CharacterMoveToAndTalk]]. It takes care of possible events that may occur while the character walks to the target (e.g. the character might die or another level might be loaded).&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/CharacterMoveToAndTalk|CharacterMoveToAndTalk]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|CharacterMoveToAndTalk]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/PROC_StopLoopEffect&amp;diff=6004</id>
		<title>Osiris/Shared/PROC StopLoopEffect</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/PROC_StopLoopEffect&amp;diff=6004"/>
		<updated>2018-07-09T22:23:39Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''PROC_StopLoopEffect'''(''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_ID''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Stops the loop effect with '''_ID''' on '''_Source'''. Only works with loop effects created through [[Osiris/Shared/PROC_LoopEffect|PROC_LoopEffect]].&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/Shared/PROC_LoopEffect|PROC_LoopEffect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|StopLoopEffect]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/PROC_LoopEffect&amp;diff=6003</id>
		<title>Osiris/Shared/PROC LoopEffect</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/PROC_LoopEffect&amp;diff=6003"/>
		<updated>2018-07-09T22:23:31Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''PROC_LoopEffect'''(''(STRING)'''''_Effect''', ''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_ID''', ''(STRING)'''''_Region''', ''(STRING)'''''_BoneName''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Plays the looping effect '''_Effect''' on the bone '''_BoneName''' of '''_Source'''. If '''_BoneName''' is set to an empty string, the loop effect will be attached to the root of '''_Source'''. &lt;br /&gt;
&lt;br /&gt;
The effect will only be played if the player is in the level '''_Region'''. If the effect should be played in any region (e.g. cause the loop effect is attached to the player itself), the region must be set to '''&amp;quot;__ANY__&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
The '''_ID''' is used to stop the loop effect through [[Osiris/Shared/PROC_StopLoopEffect|PROC_StopLoopEffect]].&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This is a wrapper around the Osiris call [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]. It takes care of starting/stopping loop effects when entering or leaving regions.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]&lt;br /&gt;
* [[Osiris/Shared/PROC_StopLoopEffect|PROC_StopLoopEffect]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|LoopEffect]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/PROC_StopLoopEffect&amp;diff=6002</id>
		<title>Osiris/Shared/PROC StopLoopEffect</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/PROC_StopLoopEffect&amp;diff=6002"/>
		<updated>2018-07-09T22:20:47Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;===== Full Definition(s) ===== * PROC '''PROC_StopLoopEffect'''(''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_ID''')  ===== Description ===== Stops the loop effect with '''_I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''PROC_StopLoopEffect'''(''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_ID''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Stops the loop effect with '''_ID''' on '''_Source'''. Only works with loop effects created through [[Osiris/Shared/PROC_LoopEffect|PROC_LoopEffect]].&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/Shared/PROC_LoopEffect|PROC_LoopEffect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|PROC_StopLoopEffect]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/PROC_LoopEffect&amp;diff=6001</id>
		<title>Osiris/Shared/PROC LoopEffect</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/PROC_LoopEffect&amp;diff=6001"/>
		<updated>2018-07-09T22:19:38Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''PROC_LoopEffect'''(''(STRING)'''''_Effect''', ''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_ID''', ''(STRING)'''''_Region''', ''(STRING)'''''_BoneName''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Plays the looping effect '''_Effect''' on the bone '''_BoneName''' of '''_Source'''. If '''_BoneName''' is set to an empty string, the loop effect will be attached to the root of '''_Source'''. &lt;br /&gt;
&lt;br /&gt;
The effect will only be played if the player is in the level '''_Region'''. If the effect should be played in any region (e.g. cause the loop effect is attached to the player itself), the region must be set to '''&amp;quot;__ANY__&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
The '''_ID''' is used to stop the loop effect through [[Osiris/Shared/PROC_StopLoopEffect|PROC_StopLoopEffect]].&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This is a wrapper around the Osiris call [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]. It takes care of starting/stopping loop effects when entering or leaving regions.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]&lt;br /&gt;
* [[Osiris/Shared/PROC_StopLoopEffect|PROC_StopLoopEffect]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|PROC_LoopEffect]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/PROC_LoopEffect&amp;diff=6000</id>
		<title>Osiris/Shared/PROC LoopEffect</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/PROC_LoopEffect&amp;diff=6000"/>
		<updated>2018-07-09T22:16:34Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;===== Full Definition(s) ===== * PROC '''PROC_LoopEffect'''(''(STRING)'''''_Effect''', ''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_FXHandle''', ''(STRING)'''''_Region''', '...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''PROC_LoopEffect'''(''(STRING)'''''_Effect''', ''(GUIDSTRING)'''''_Source''', ''(STRING)'''''_FXHandle''', ''(STRING)'''''_Region''', ''(STRING)'''''_BoneName''')&lt;br /&gt;
&lt;br /&gt;
===== Description =====&lt;br /&gt;
Plays the looping effect '''_Effect''' on the bone '''_BoneName''' of '''_Source'''. If '''_BoneName''' is set to an empty string, the loop effect will be attached to the root of '''_Source'''. &lt;br /&gt;
&lt;br /&gt;
The effect will only be played if the player is in the level '''_Region'''. If the effect should be played in any region (e.g. cause the loop effect is attached to the player itself), the region must be set to '''&amp;quot;__ANY__&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
The '''_FXHandle''' is used to stop the loop effect through [[Osiris/Shared/ProcStopLoopEffect|ProcStopLoopEffect]].&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This is a wrapper around the Osiris call [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]. It takes care of starting/stopping loop effects when entering or leaving regions.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/PlayLoopEffect|PlayLoopEffect]]&lt;br /&gt;
* [[Osiris/Shared/ProcStopLoopEffect|ProcStopLoopEffect]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|ProcCharacterMoveToAndTalk]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/ProcCharacterMoveToAndTalk&amp;diff=5999</id>
		<title>Osiris/Shared/ProcCharacterMoveToAndTalk</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/ProcCharacterMoveToAndTalk&amp;diff=5999"/>
		<updated>2018-07-08T18:41:52Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;===== Full Definition(s) ===== * PROC '''ProcCharacterMoveToAndTalk'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(STRING)'''''_Dialog''', ''(INTEGE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''ProcCharacterMoveToAndTalk'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(STRING)'''''_Dialog''', ''(INTEGER)'''''_IsAutomated''', ''(STRING)'''''_MoveEvent''', ''(INTEGER)'''''_Running''', ''(REAL)'''''_TimeOut''')&lt;br /&gt;
* PROC '''ProcCharacterMoveToAndTalk'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(STRING)'''''_Dialog''', ''(INTEGER)'''''_IsAutomated''', ''(STRING)'''''_MoveEvent''', ''(INTEGER)'''''_Running''', ''(REAL)'''''_TimeOut''', ''(INTEGER)'''''_CheckForFallBackPlayers''', ''(INTEGER)'''''_ForcePartyCheck''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Moves the character '''_Character''' to '''_Target''' and starts the dialog '''_Dialog''' once '''_Character''' is close enough to '''_Target'''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* This is a wrapper around the Osiris call [[Osiris/API/CharacterMoveToAndTalk|CharacterMoveToAndTalk]]. It takes care of possible events that may occur while the character walks to the target (e.g. the character might die or another level might be loaded).&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/CharacterMoveToAndTalk|CharacterMoveToAndTalk]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|ProcCharacterMoveToAndTalk]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Category:Osiris&amp;diff=5998</id>
		<title>Category:Osiris</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Category:Osiris&amp;diff=5998"/>
		<updated>2018-07-08T18:36:48Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/CharacterUseSkillAtPosition&amp;diff=5996</id>
		<title>Osiris/API/CharacterUseSkillAtPosition</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/CharacterUseSkillAtPosition&amp;diff=5996"/>
		<updated>2018-07-06T18:01:08Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''CharacterUseSkillAtPosition'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(REAL)'''''_X''', ''(REAL)'''''_Y''', ''(REAL)'''''_Z''', ''(INTEGER)'''''_ForceResetCooldown''', ''(INTEGER)'''''_IgnoreHasSkill''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Makes '''_Character''' cast/use the skill with stats ID '''_SkillID''' on the position specified by '''_X''', '''_Y''' and '''_Z'''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* See [[Osiris/API/CharacterUseSkillAtPosition|CharacterUseSkill]] for more information on the parameters '''_ForceResetCooldown''' and '''_IgnoreHasSkill'''.&lt;br /&gt;
* Unlike '''CharacterUseSkill''' this call did not receive the parameter '''IgnoreChecks''' with DOS2 Patch 5.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/ApplyStatus|ApplyStatus]]&lt;br /&gt;
* [[Osiris/API/CharacterAddSkill|CharacterAddSkill]]&lt;br /&gt;
* [[Osiris/API/CharacterUseSkill|CharacterUseSkill]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|CharacterUseSkillAtPosition]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/CharacterUseSkillAtPosition&amp;diff=5995</id>
		<title>Osiris/API/CharacterUseSkillAtPosition</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/CharacterUseSkillAtPosition&amp;diff=5995"/>
		<updated>2018-07-06T18:00:39Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;===== Full Definition(s) ===== * call '''CharacterUseSkillAtPosition'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(REAL)'''''_X''', ''(REAL)'''''_Y'''...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''CharacterUseSkillAtPosition'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(REAL)'''''_X''', ''(REAL)'''''_Y''', ''(REAL)'''''_Z''', ''(INTEGER)'''''_ForceResetCooldown''', ''(INTEGER)'''''_IgnoreHasSkill''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Makes '''_Character''' cast/use the skill with stats ID '''_SkillID''' on the position specified by '''_X''', '''_Y''' and '''_Z'''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* See [[Osiris/API/CharacterUseSkillAtPosition|CharacterUseSkill]] for more information on the parameters '''_ForceResetCooldown''' and '''_IgnoreHasSkill'''.&lt;br /&gt;
* Unlike '''CharacterUseSkill''' this call did not receive the parameter '''IgnoreChecks''' with DOS2 Patch 5.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/ApplyStatus|ApplyStatus]]&lt;br /&gt;
* [[Osiris/API/CharacterAddSkill|CharacterAddSkill]]&lt;br /&gt;
* [[Osiris/API/CharacterUseSkillAtPosition|CharacterUseSkill]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|CharacterUseSkillAtPosition]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/CharacterUseSkill&amp;diff=5994</id>
		<title>Osiris/API/CharacterUseSkill</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/CharacterUseSkill&amp;diff=5994"/>
		<updated>2018-07-06T17:51:07Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* (Shared mod) call '''CharacterUseSkill'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(GUIDSTRING)'''''_Target''')&lt;br /&gt;
* (Shared mod) call '''CharacterUseSkill'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_ForceResetCooldown''')&lt;br /&gt;
* (Shared mod) call '''CharacterUseSkill'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_ForceResetCooldown''', ''(INTEGER)'''''_IgnoreHasSkill''')&lt;br /&gt;
* call '''CharacterUseSkill'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_SkillID''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_ForceResetCooldown''', ''(INTEGER)'''''_IgnoreHasSkill''', ''(INTEGER)'''''_IgnoreChecks''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Makes '''_Character''' cast/use the skill with stats ID '''_SkillID''' on '''_Target'''. The skill ID consists of the columns &amp;quot;SkillType&amp;quot; and &amp;quot;Name&amp;quot; one may find in the stats editor separated by an underscore (e.g. the skill ID of the skill &amp;quot;IceSkin&amp;quot; with the type &amp;quot;Shout&amp;quot; would be &amp;quot;Shout_IceSkin&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If '''_ForceResetCooldown''' is '''1''', the skill will be cast regardless of whether the skill is still in cool-down from a previous use by the same character. If it is '''0''', the skill will not be cast if it is still in cool-down mode.&lt;br /&gt;
&lt;br /&gt;
If '''_IgnoreHasSkill''' is '''0''', this skill must have been assigned to '''_Character''' either via the sidebar in the editor or using [[Osiris/API/CharacterAddSkill|CharacterAddSkill]], or this call will not do anything. If it is '''1''', the skill will be cast regardless of whether '''_Character''' currently knows the skill.&lt;br /&gt;
&lt;br /&gt;
''(New parameter in DOS2 Patch 5)'' If '''IgnoreChecks''' is '''1''', the skill will be cast even if '''_Character''' does not fullfil the skill requirements (e.g., you can use weapon-specific skills while having no weapon equipped). If '''IgnoreChecks''' is '''0''', nothing will happen if '''_Character''' does not fulfil the skill requirements.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* The Shared mod overloads pass '''0''' as the unspecified parameters.&lt;br /&gt;
&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/ApplyStatus|ApplyStatus]]&lt;br /&gt;
* [[Osiris/API/CharacterAddSkill|CharacterAddSkill]]&lt;br /&gt;
* [[Osiris/API/CharacterUseSkillAtPosition|CharacterUseSkillAtPosition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|CharacterUseSkill]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/EndTurn&amp;diff=5992</id>
		<title>Osiris/API/EndTurn</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/EndTurn&amp;diff=5992"/>
		<updated>2018-07-05T19:14:28Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''EndTurn'''(''(GUIDSTRING)'''''_Target''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Immediately ends the turn of '''_Target'''.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* If you want to skip the next turn of a certain item (or character), add it to the '''DB_CharacterSkipTurn''' database. You can add the item directly to the database or set the flag '''GEN_EndTurn''' on the item.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/CombatStarted|CombatStarted]]&lt;br /&gt;
* [[Osiris/API/ObjectReadyInCombat|ObjectReadyInCombat]]&lt;br /&gt;
* [[Osiris/API/ObjectTurnStarted|ObjectTurnStarted]]&lt;br /&gt;
* [[Osiris/API/ObjectTurnEnded|ObjectTurnEnded]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_CharacterSkipTurn|DB_CharacterSkipTurn]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_CombatCharacters|DB_CombatCharacters]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_SkipToCharactersTurn|DB_SkipToCharactersTurn]]&lt;br /&gt;
  &lt;br /&gt;
[[Category:Osiris Calls|EndTurn]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/EndTurn&amp;diff=5991</id>
		<title>Osiris/API/EndTurn</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/EndTurn&amp;diff=5991"/>
		<updated>2018-07-05T19:10:55Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;===== Full Definition(s) ===== * call '''EndTurn'''(''(GUIDSTRING)'''''_Target''') ===== Description ===== Immediately ends the turn of '''_Target'''. ===== See Also ===== * [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''EndTurn'''(''(GUIDSTRING)'''''_Target''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Immediately ends the turn of '''_Target'''.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/CombatStarted|CombatStarted]]&lt;br /&gt;
* [[Osiris/API/ObjectReadyInCombat|ObjectReadyInCombat]]&lt;br /&gt;
* [[Osiris/API/ObjectTurnStarted|ObjectTurnStarted]]&lt;br /&gt;
* [[Osiris/API/ObjectTurnEnded|ObjectTurnEnded]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_CharacterSkipTurn|DB_CharacterSkipTurn]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_CombatCharacters|DB_CombatCharacters]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_SkipToCharactersTurn|DB_SkipToCharactersTurn]]&lt;br /&gt;
  &lt;br /&gt;
[[Category:Osiris Calls|EndTurn]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/JumpToTurn&amp;diff=5990</id>
		<title>Osiris/API/JumpToTurn</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/JumpToTurn&amp;diff=5990"/>
		<updated>2018-07-05T18:41:28Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''JumpToTurn'''(''(GUIDSTRING)'''''_Target''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Switches the current combat turn to '''_Target''', so that it can act immediately.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* '''_Target''' must be in a combat.&lt;br /&gt;
* '''_Target''''s combat information needs to have been fully initialised before this API can be used. See [[Osiris/API/ObjectReadyInCombat|ObjectReadyInCombat]] for more information.&lt;br /&gt;
* In current versions of DOS2, the turn of the character currently active in combat is terminated when this call is used. In a future version, the currently active character will be shuffled to a different position in the same turn.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/CombatStarted|CombatStarted]]&lt;br /&gt;
* [[Osiris/API/EndTurn|EndTurn]]&lt;br /&gt;
* [[Osiris/API/ObjectReadyInCombat|ObjectReadyInCombat]]&lt;br /&gt;
* [[Osiris/API/ObjectTurnStarted|ObjectTurnStarted]]&lt;br /&gt;
* [[Osiris/API/ObjectTurnEnded|ObjectTurnEnded]]&lt;br /&gt;
* Helper [[Osiris/Shared/DB_CombatCharacters|DB_CombatCharacters]]&lt;br /&gt;
  &lt;br /&gt;
[[Category:Osiris Calls|JumpToTurn]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/CharacterTeleportPartiesToTrigger&amp;diff=5946</id>
		<title>Osiris/API/CharacterTeleportPartiesToTrigger</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/CharacterTeleportPartiesToTrigger&amp;diff=5946"/>
		<updated>2018-06-25T22:48:27Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: Created page with &amp;quot;===== Full Definition(s) ===== * call '''CharacterTeleportPartiesToTrigger'''(''(TRIGGERGUID)'''''_Trigger''', ''(STRING)'''''_Event''') ===== Description ===== Teleports all...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''CharacterTeleportPartiesToTrigger'''(''(TRIGGERGUID)'''''_Trigger''', ''(STRING)'''''_Event''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Teleports all player characters to '''_Trigger'''.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* '''_Trigger''' must be global if you want to teleport between levels.&lt;br /&gt;
* Use [[Osiris/API/TeleportTo|TeleportTo]] if you want to teleport individual characters.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/TeleportTo|TeleportTo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|CharacterTeleportPartiesToTrigger]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/API/TeleportTo&amp;diff=5945</id>
		<title>Osiris/API/TeleportTo</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/API/TeleportTo&amp;diff=5945"/>
		<updated>2018-06-25T22:43:17Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* call '''TeleportTo'''(''(GUIDSTRING)'''''_SourceObject''', ''(GUIDSTRING)'''''_TargetObject''', ''(STRING)'''''_Event''', ''(INTEGER)'''''_TeleportLinkedCharacters''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
Teleports the object '''_SourceObject''' to the location of '''_TargetObject'''. Once the object arrives there, the [[Osiris/API/StoryEvent|event]] '''_Event''' will be sent to '''_SourceObject'''. If '''_SourceObject''' is a player character and '''_TeleportLinkedCharacters''' is '''1''', then all characters currently chained to '''_SourceObject''' will also be teleported.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* '''_SourceObject''' can be a character or an item. There is also limited, experimental support for triggers, as long as you do not teleport them out of their original level.&lt;br /&gt;
* You can teleport objects from other levels (except for triggers) if they are global.&lt;br /&gt;
* You can teleport objects that are [[Osiris/API/SetOnStage|off-stage]].&lt;br /&gt;
* You cannot use this command to telport players to another level, use [[Osiris/API/CharacterTeleportPartiesToTrigger|CharacterTeleportPartiesToTrigger]] instead.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/TeleportToPosition|TeleportToPosition]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Osiris Calls|TeleportTo]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Osiris/Shared/PROC_GLOBAL_DialogStartRequested&amp;diff=5634</id>
		<title>Osiris/Shared/PROC GLOBAL DialogStartRequested</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Osiris/Shared/PROC_GLOBAL_DialogStartRequested&amp;diff=5634"/>
		<updated>2018-02-07T22:00:53Z</updated>

		<summary type="html">&lt;p&gt;DerCapac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Full Definition(s) =====&lt;br /&gt;
* PROC '''PROC_GLOBAL_DialogStartRequested'''(''(GUIDSTRING)'''''_Target''', ''(GUIDSTRING)'''''_Source''')&lt;br /&gt;
===== Description =====&lt;br /&gt;
This routine is called by the Shared mod for every '''DialogStartRequested''' Osiris event. It does this after checking that the characters can hold a conversation (are not in combat, are not henchmen, ...), but before any checks regarding the generics system (such as low attitude).&lt;br /&gt;
===== Return Values =====&lt;br /&gt;
* You can set '''DB_FoundDialog'''('''_Target''','''_Source''') in this procedure if you want the rest of the standard logic to find a suitable dialog to start to abort. If you do not do this, the standard logic will continue. However, if you started a dialog involving target and/or source yourself inside this routine, the generic code will still fail to start a dialog once it has found one. After all, characters can only be involved in one dialog at a time.&lt;br /&gt;
===== Notes =====&lt;br /&gt;
* If you only want to set or clear certain flags before a particular dialog starts, use [[Osiris/Shared/Proc_DialogFlagSetup|Proc_DialogFlagSetup]]&lt;br /&gt;
* '''_Target''' is usually the NPC while '''_Source''' is the player character.&lt;br /&gt;
===== See Also =====&lt;br /&gt;
* [[Osiris/API/DialogStartRequested|DialogStartRequested]]&lt;br /&gt;
* Helper [[Osiris/Shared/Proc_DialogFlagSetup|Proc_DialogFlagSetup]]&lt;br /&gt;
* Helper [[Osiris/Shared/PROC_GLOBAL_DialogStartRequested_AfterGenerics|PROC_GLOBAL_DialogStartRequested_AfterGenerics]]&lt;br /&gt;
* Helper [[Osiris/Shared/Proc_StartDialog|Proc_StartDialog]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Osiris Shared Mod Helpers|DialogStartRequested]]&lt;/div&gt;</summary>
		<author><name>DerCapac</name></author>
	</entry>
</feed>