Difference between revisions of "Osiris/API/CharacterCanFight"
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(Created page with "===== Full Definition(s) ===== * query '''CharacterCanFight'''('''''[in]'''(CHARACTERGUID)'''''_Character''',''''' [out]'''''(''INTEGER'')'''_Bool''') ===== Description =====...") |
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===== Return Values ===== | ===== Return Values ===== | ||
* '''Success/Failure''': Fails if '''_Character''' does not exist. | * '''Success/Failure''': Fails if '''_Character''' does not exist. | ||
− | * ''' | + | * '''_Bool''': The character's ''CanFight'' property. |
===== Notes ===== | ===== Notes ===== | ||
* The ''CanFight'' property should not be confused with the ''CanJoinCombat'' property. An object with ''CanJoinCombat'' and ''CanFight'' both set to False won't join combat or ever behave in a turn-based manner. This means that if such an object is e.g. set on in fire by a character in a fight, their Burning status will tick in real-time. An object, in the same scenario, with ''CanJoinCombat'' set to True but ''CanFight'' set to False won't get a turn order but will have their Burning status tick at the end of a round. An object with ''CanJoinCombat'' and ''CanFight'' both set to True will enter the initiative order. Behaviour for ''CanJoinCombat'' False but ''CanFight'' True is undefined and should not be used. | * The ''CanFight'' property should not be confused with the ''CanJoinCombat'' property. An object with ''CanJoinCombat'' and ''CanFight'' both set to False won't join combat or ever behave in a turn-based manner. This means that if such an object is e.g. set on in fire by a character in a fight, their Burning status will tick in real-time. An object, in the same scenario, with ''CanJoinCombat'' set to True but ''CanFight'' set to False won't get a turn order but will have their Burning status tick at the end of a round. An object with ''CanJoinCombat'' and ''CanFight'' both set to True will enter the initiative order. Behaviour for ''CanJoinCombat'' False but ''CanFight'' True is undefined and should not be used. | ||
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* [[Osiris/API/SetCanJoinCombat|SetCanJoinCombat]] | * [[Osiris/API/SetCanJoinCombat|SetCanJoinCombat]] | ||
− | [[Category:Osiris Queries| | + | [[Category:Osiris Queries|CharacterCanFight]] |
Latest revision as of 10:13, 20 December 2017
Full Definition(s)
- query CharacterCanFight([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)
Description
Returns whether the _Character's CanFight property is set to True. Objects with the CanFight property on True can get turns in a combat's initiative order.
Return Values
- Success/Failure: Fails if _Character does not exist.
- _Bool: The character's CanFight property.
Notes
- The CanFight property should not be confused with the CanJoinCombat property. An object with CanJoinCombat and CanFight both set to False won't join combat or ever behave in a turn-based manner. This means that if such an object is e.g. set on in fire by a character in a fight, their Burning status will tick in real-time. An object, in the same scenario, with CanJoinCombat set to True but CanFight set to False won't get a turn order but will have their Burning status tick at the end of a round. An object with CanJoinCombat and CanFight both set to True will enter the initiative order. Behaviour for CanJoinCombat False but CanFight True is undefined and should not be used.