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Character (Data Type)

Description

This Data Type includes all of the data available to ISXVG that can be gathered from the character Information structure.

Members

  • string FName
  • string LName
  • string Class
  • string ClassAbrv
  • pawn ToPawn
  • pawn MouseOverPawn
  • bool IgnoringAll
    • returns value based upon whether user is 'ignoring all' as toggled with the 'VGignore all' command explained here
  • Experience/Level
  • Abilities
    • int Ability
      • Number of abilities your character possesses
    • ability Ability[#]
      • Argument is 1 through number of abilities your character possesses
    • ability Ability[Name]
  • Forms
    • int Form
      • Total number of forms available to you
    • form Form[#]
      • Argument is 1 through total number of forms available to you
    • form Form[Name]
    • form CurrentForm
  • Combat Related
    • pawn Target
    • int TargetHealth
    • pawn DTarget
    • int DTargetHealth
    • int TargetEffect
      • Number of effects on your current target
    • targeteffect TargetEffect[#]
      • Argument is 1 through number of effects on your current target
    • targeteffect TargetEffect[Name]
    • int Encounter
      • Number of pawns in your current encounter
    • combatnpc Encounter[#]
      • Argument is 1 through number of pawns in your current encounter
    • combatnpc Encounter[Name]
    • int HealModTotal
    • int NukeModTotal
    • pawn TargetOfTarget
    • encounter TargetAsEncounter
  • Inventory and Banking
    • int TotalGenInvSlots
    • int Inventory
      • Total number of Items in your inventory
    • item Inventory[SearchParams]
    • int GetInventory[<index>,<optional parameters>,...] LavishScript
      • In LavishScript, this method requires at least one argument, and that argument must be of the type 'index:item'. If no optional parameters are used, then the given index is filled with an array of inventory items on the current character at the point of creation. The optional parameters can be anything typically used with the inventory search routines.
See vg data type member GetPawns and the notes/examples section for more information on using custom arrays.
    • int InventorySlotsOpen
      • Number of inventory 'slots' left open in your general inventory PLUS "adventuring" containers
    • int Bank
      • Total number of items in your bank. (Note: This membe only works if you're currently in a bank transaction.)
    • item Bank[SearchParams]
      • This datatype member only works if you're currently in a bank transaction.
See Bank.Search Parameters for more information
    • int AdvEquipExpertiseUsed
    • string AdvEquipExpertiseUsedAsString
    • int CraftEquipExpertiseUsed
    • string CraftEquipExpertiseUsedAsString
  • Pets and Minions
    • pet Pet
    • bool HavePet
    • string PetType
    • bool HaveMinion
    • int Minion
      • Number of minions your character currently controls
    • minion Minion[#]
      • Argument is 1 through number of minions your character currently controls
    • minion Minion[Name]
    • minion Minion
    • pawn MinionAsPawn[#]
      • Argument is 1 through number of minions your character currently controls
  • Effects and Buffs
    • effectsmanager Effect
      • Effects on your character
    • effect Effect[#]
      • Argument is 1 through number of effects on your character
    • effect Effect[Name]
      • ISXVG returns *ALL* effects, even the ones that do not appear in the UI (ie, racial abilities, forms, etc.) Therefore, if you wish to limit your list to only those that appear in the UI, check the VisibleOnUI member of the effect datatype while iterating.
You can use Effects as well as Effect. It does the same thing.
    • effectsmanager Maintained
      • Maintained buffs on your character
    • effect Maintained[#]
      • Argument is 1 through number of maintained buffs on your character
    • effect Maintained[Name]
  • Group Information
  • Current Status/Action
    • string Casting
      • Name of the spell/ability currently casting
    • string TargetCasting
      • This member will return "None" unless your target is casting a spell or using an ability. Once the target has started casting a spell or using an ability, it will either display the name of that spell or ability, or "Unknown".
    • bool InCombat
      • Note - Me.ToPawn.CombatState works regardless of whether you are attacking or not.
    • bool HasDefensiveTarget
    • bool HasVirtue
    • bool HasCombatForms
    • bool IsDrowning
    • bool AutoAttackOn
    • bool IsCamping
    • bool IsLooting
    • bool LootingMyCorpse
    • bool IsSprinting
      • TRUE if you're currently using ISXVG's "Sprint" method.
Please note that this has NOTHING to do with Vanguard's "sprint" ability.
  • Faction
    • int FactionCount
    • faction Faction[#]
        1. is 1 through ${Me.FactionCount}
    • faction Faction[Name]
    • faction Faction[ID,#]
      • ie: ${Me.Faction[ID,${Me.Target.FactionID}].Value}

Methods

  • Sprint
    • This method works as a toggle -- while it is on, you will be able to run about as fast as a well equipped bard, ALL THE TIME. (This method works as a toggle, use it again to turn it off.)
  • Sprint[#]
      1. is an optional parameter indicating the percentage of the max isxvgSprint speed you would want to go. For example, if you do Me:Sprint[50] ..you'll go 50% of the max isxvgSprint speed (which could be slower than your normal running speed.) If no argument is used, you'll go at 100% isxvgSprint speed (as it worked previously.)
  • Afterburner
    • This is a method that you can only use every 10 minutes and only lasts for 10 seconds. It will make you run REALLY, REALLY fast. (Be careful of fall damage!) Please note that the 10 minute timer starts when you first load the extension, so it's NOT going to work when the extension initially loads ..you'll have to wait 10 minutes.
PLEASE NOTE: Descretion is a MUST when using these methods. At high speeds you may not look 'normal' to other players, so you should use it sparingly and preferably when no one else is around. Use common sense!