Osiris API Tips Queries

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Queries

Queries request information about the state of the world from Osiris. They can be used in the part of a rule that checks conditions. Queries almost always succeed, except if you pass an initialised value as an [out] parameter and it does not match the value the query would returns. Below, this will be called the Default Return Value. If a query can also fail under other circumstances, this will be mentioned.


CharacterGetEquippedItem

Full definitions

  • query CharacterGetEquippedItem([in](CHARACTERGUID)_Character, [in](STRING)_Slotname, [out](GUIDSTRING)_ItemGUID)

Description

Returns in _ItemGUID the item equipped by _Character in slot _Slotname, if any.

Return values

  • Success/Failure: Fails if _Character does not exist, or if no item is equipped in _Slotname.
  • _ItemGuid: The item equipped by _Character in _Slotname.

Notes

  • The valid values for _Slotname are: Helmet, Amulet, Breast, Belt, Gloves, Leggings, Boots, Weapon, Shield, Ring, Ring2.

See also

  • CharacterUnequipItem

CharacterGetHenchmanPresetPrice

Full definitions

  • query CharacterGetHenchmanPresetPrice([in](STRING)_Preset, [in](CHARACTERGUID)_Character[out](INTEGER)_Price)

Description

Returns the price of the preset scaled to the level of _Character.

Return values

  • _Price: The price of the preset scaled to the level of _Character.

Notes

  • Presets come from the folder ".../DOS2/Data/Mods/Shared/CharacterCreation/HenchmanPresets/"
  • Presets can be customized using the following documentation: link

See also

  • CharacterApplyHenchmanPreset

CharacterIsAlly

Full definitions

  • query CharacterIsAlly([in](CHARACTERGUID)_Character, [in](CHARACTERGUID)_OtherCharacter, [out](INTEGER)_Bool)

Description

Returns whether _Character is an ally of _OtherCharacter.

Return values

  • Success/Failure: Default return value.
  • _Bool: 1 if _Character and _OtherCharacter are allies, 0 if not.

Notes

  • Also works outside combat.
  • If _Character or _OtherCharacter is dead or dying, the result solely depends on the characters' alignments (factions). If they are alive, it is also influenced by temporary hostile relations, e.g. induced by attacking a neutral character.

See also

  • CharacterIsNeutral
  • CharacterIsEnemy

CharacterIsEnemy

Notes

  • See CharacterIsAlly for detailed information, except that this query returns whether the characters are enemies.

See also

  • CharacterIsAlly
  • CharacterIsEnemy

CharacterIsNeutral

Notes

  • See CharacterIsAlly for detailed information, except that this query returns whether the characters are neutral.

See also

  • CharacterIsAlly
  • CharacterIsEnemy

CharacterIsPartyFollower

Full definitions

  • query CharacterIsPartyFollower([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)

Description

Returns whether _Character is a character that follows a player character around. An NPC can be instructed to do so through CharacterFollowCharacter.

Return values

  • Success/Failure: Fails if _Character does not exist.
  • _Bool: 1 if _Character is a party follower, 0 if not.

Notes

  • CharacterIsPlayer will also return true for party followers.

See also

  • CharacterIsPlayer
  • CharacterFollowCharacter

CharacterIsPlayer

Full definitions

  • query CharacterIsPlayer([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)

Description

Returns whether _Character is player-controlled.

Return values

  • Success/Failure: Fails if _Character does not exist.
  • _Bool: 1 if _Character is player-controlled, 0 if not.

Notes

  • Apart from avatars and recruited companions, player-controlled characters also include summons and followers.

See also

  • CharacterIsPartyFollower
  • CharacterIsSummon
  • CharacterFollowCharacter

CharacterIsSummon

Full definitions

  • query CharacterIsSummon([in](CHARACTERGUID)_Character, [out](INTEGER)_Bool)

Description

Returns whether _Character is a summon. Summon can be player-controlled or not.

Return values

  • Success/Failure: Fails if _Character does not exist.
  • _Bool: 1 if _Character is a summon, 0 if not.

Notes


  • Summons can also be distinguished by the fact that hey have the SUMMON tag.
  • If you wish to know whether a summon is player-controlled, also check CharacterIsPlayer.

See also

  • CharacterIsPlayer

GetClosestAlivePlayer

Full definitions

  • query GetClosestAlivePlayer([in](GUIDSTRING)_Target, [out](CHARACTERGUID)_Player)

Description

Gets the closest player to _Target that is alive and stores it in _Player.

Return values

  • Success/Failure: Fails if no living player is found.
  • _Player: The found player character.

Notes

  • Be careful if you check for extra conditions on the returned player: if any of those conditions fail, no other players will be considered.
  • If you want to start a dialog, use ProcGetClosestAvailableCharacterTo

See also

  • Helper ProcGetClosestAvailableCharacterTo

GetDistanceTo

Full definitions

  • query GetDistanceTo([in](GUIDSTRING)_Object1, [in](GUIDSTRING)_Object2, [out](REAL)_Dist)

Description

Calculates the distance between _Object1 and _Object2.

Return values

  • Success/Failure: Fails if if either _Object1 or _Object2 is in a container or in an inventory. Use ItemIsInInventory to check for this.
  • _Dist: The distance in metres.

Notes

  • /

See also

  • ItemIsInInventory

GetInventoryOwner

Full definitions

  • query GetInventoryOwner([in](ITEMGUID)_Item, [out](GUIDSTRING)_Owner)

Description

Returns the inventory/container that holds _Item in _Owner.

Return values

  • Success/Failure: Fails if _Item is not in anyone's inventory nor in a container.
  • _Owner: The character or item in whose inventory the item currently resides.

Notes

  • This call returns the outermost container. I.e., if a character has crate in their inventory, and the crate contains a pouch with the item, this call will return the character.

See also

  • ItemIsInInventory

GetRandomPositionInTrigger

Full definitions

  • query GetRandomPositionInTrigger([in](TRIGGERGUID)_Trigger, [out](REAL)_X, [out](REAL)_Y, [out](REAL)_Z)

Description

Returns a random position that is valid on the AI-grid inside _Trigger.

Return values

  • Success/Failure: Default return value.
  • _Trigger: A box trigger inside which the random position should be gotten.
  • _X, _Y, _Z: the coordinates of the random position

Notes

  • This routine will first get a random position in the trigger, and if this random position is not valid on the AI-grid, the coordinates will be snapped to a nearby valid position on the AI-grid.
  • This call does not work for polytriggers

See also

  • /

HasActiveStatus

Full definitions

  • query HasActiveStatus([in](GUIDSTRING)_Target, [in](STRING)_Status, [out](INTEGER)_Bool)

Description

Returns whether _Target is currently under the influence of _Status.

Return values

  • Success/Failure: Default return value.
  • _Bool: 0 if _Target is currently not under the influence of _Status, 1 if it is.

Notes

  • /

See also

  • HasAppliedStatus

HasAppliedStatus

Full definitions

  • query HasAppliedStatus([in](GUIDSTRING)_Target, [in](STRING)_Status, [out](INTEGER)_Bool)

Description

Returns whether _Status has been applied to _Target. _Target may or may not yet actually be under its influence.

Return values

  • Success/Failure: Default return value.
  • _Bool: 0 if _Status has not been applied to _Target, 1 if it has been.

Notes

  • In virtually all cases, use HasActiveStatus instead. The main purpose of this query is for crime reactions, and is only needed due to frame delays between code and Osiris.

See also

  • HasActiveStatus

IsSpeakerReserved

Full definitions

  • query IsSpeakerReserved([in](GUIDSTRING)_Speaker, [out](INTEGER)_success)

Description

Returns whether _Speaker is already in a dialog.

Return values

  • Success/Failure: Default return value.
  • _success: 0 if _Speaker is currently not in a dialog, 1 otherwise.

Notes

  • /

See also

  • DialogStartRequested
  • Proc_StartDialog

ItemIsInInventory

Full definitions

  • query ItemIsInInventory([in](ITEMGUID)_Item, [out](INTEGER)_Bool)

Description

Returns whether _Item is in an inventory. This includes both character and container inventories.

Return values

  • Success/Failure: Default return value.
  • _Bool: 0 if _Item is not in an inventory (as defined above), 1 if it is.

Notes

  • /

See also

  • GetInventoryOwner