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.
* '''_Level''': Character's level.
+
* '''_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.

Revision as of 10:11, 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.
See Also