actor (Data Type)

Description

This DataType includes data available to ISXEQ2 related to actors within the world.

Aquisition

There are multiple instances of actor being returned by members/methods of several ISXEQ2 datatypes.  However, generally speaking, the easiest way to acquire an actor datatype object is via the Actor TLO or the QueryActors method of eq2.

Members

General

  • int ID
  • string Name
  • string LastName
  • int Health
    • Returns health as a percentage
  • int Power
    • Returns power as a percentage
  • int Level
  • int EffectiveLevel
  • uint TintFlags
  • string VisualVariant
  • string Mood
  • string CurrentAnimation
  • string Overlay
  • string Aura
  • string Gender
  • string Race
  • string Class
  • string Guild
    • The NPC tags work exactly the same as PC guild tags. If the PC or NPC does not belong to a 'guild', then this datatype member should return NULL.
  • string Type
  • string SuffixTitle
    • Returns the suffix title of the actor if it exists, or NULL if it does not.
  • string ConColor
    • Possible ConColors are: Grey, Green, Blue, White, Yellow, Orange, and Red.
  • string ConColor[raw]
    • Returns the actual RGB color code
  • string FactionStanding
    • Possible Faction Standings are: Ally, Warmly, Kindly, Amiable, Indifferent, Apprehensive, Dubious, Threatening, and KOS.
  • int Faction
    • less than -4 is KOS, -3 is threatening, -2 is dubious, -1 is apprehensive, etc.  (Please note that being "invisible" will affect your faction on non-see-invis NPCs.)
  • actor Target
    • Returns the target of the actor (if present and/or applicable)
  • actor Pet
    • Returns the pet of the actor (if present and/or applicable)

Threat

  • int ThreatToPet
  • int ThreatToMe
  • int ThreatToNext

Location

  • float Distance
    • Note: This is the distance using three dimensions, which is what the EQ2 client primarily uses for determining ability ranges, etc.
  • float Distance2D
  • float X
  • float Y
  • float Z
  • point3f Loc
  • float Heading
    • Returns heading as degrees (think compass), to a precision of 2 decimal places.
  • float HeadingTo
    • Also known as bearing.
  • float HeadingTo[AsString]
    • Returns abbreviations such as N, NE, E, etc.
  • point3f Velocity
    • 3 dimensional velocity in units per second.
  • bool CheckCollision
    • Checks between you and this actor.
  • bool CheckCollision[To_X, To_Y, To_Z]
    • Checks between the actor and the given point.

NOTE: There is no difference in EQ2 between "Line of Sight" and "collision" checks. Please note that this checks a direct line from Point A to Point B for a collision. This may provide false negatives, e.g. standing at the top of a staircase, checking collision to the bottom may return TRUE (collision), or false positives, e.g. the tradeskill instances, with the rail around the balconies, may report FALSE (no collision) because the line passes between the rails.

  • float TargetRingRadius
  • float CollisionRadius
  • float CollisionScale
  • int WhoFollowingID
    • Returns -1 if not following anyone
  • string WhoFollowing
    • Returns NULL if not following anyone
  • float Speed
    • Returns the run speed percent enhancement on the actor
  • float SwimmingSpeedMod
    • Note: You will want at least 5 decimal places with this (e.g., echo ${Me.ToActor.SwimmingSpeedMod.Precision[5]})

Booleans

  • bool InMyGroup
  • bool Interactable
    • An actor is interactable if the actor highlights on mouse hover.
  • bool OnFlyingMount
    • The actor is currently on a flying mount, whether on the ground or in the air.
  • bool FlyingUsingMount
    • ​​The actor is currently currently flying in the air using a flying mount (the mount is visible.)
  • bool IsChest
  • bool IsBanker
  • bool IsMerchant
    • Includes menders
  • bool IsAPet
    • Only for true pet class type pets
  • bool IsMyPet
    • Only for true pet class type pets
  • bool IsAFK
  • bool IsLFW
  • bool IsLFG
  • bool IsLinkdead
  • bool IsCamping
  • bool IsLocked
    • 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.)
  • bool IsAggro
  • bool IsSolo
  • bool IsHeroic
  • bool IsEpic
  • bool IsNamed
  • bool IsSwimming
  • bool IsEncounterBroken
  • bool IsInvis
    • ​IsStealthed may also be used.
  • bool IsClimbing
  • bool IsJumping
  • bool IsFalling
  • bool IsFD
  • bool IsDead
  • bool IsRooted
  • bool CanTurn
    • Note: If you're 'mezzed' you are both rooted and you cannot turn. Use similar logic to determine other situations such as being 'stunned' etc.
  • (The following members are mutually exclusive.)
  • (The following members are mutually exclusive.)
  • (The following members are mutually exclusive.)
  • (The following members are mutually exclusive.)

Encounter Information

  • int EncounterSize
    • Returns the size of the encounter. (This number will not change throughout the fight, regardless if other actors in the encounter are killed first.)
  • 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 another actor's ID#, returns TRUE if this actor is in the same encounter.
  • int RaidSize
    • Returns the number of groups this actor is designed for
  • string TagTargetNumber
  • string TagTargetIcon

Effects

  • int NumEffects
  • actoreffect Effect​[Query, <Query String>]
    • Using a Lavishscript Query String allows script writers to search based on ANY of the datatypes members.   For more information, see the LavishScript Query Strings Knowledgebase Article here on Forge.
      • Please note that all string literals within query strings must be enclosed in quotation marks.  For example: ${Target[Query, ID == "123456"]}

Methods

  • DoubleClick
    • This method is 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.
  • RequestEffectsInfo
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