API:GetInfluenceData
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UI Lua API · Game functions
Version: WAR 1.4.8
Returns the player's progress in every influence chapter (the influence bars of public quests and chapters).
influence = GetInfluenceData()
Arguments
None.
Returns
- influence
table– Table keyed by influence id. It is not a sequence: usepairsor index it with an id.
Each entry has these fields:
| Key | Type | Meaning |
|---|---|---|
curValue |
number |
Influence earned so far. |
npcName |
wstring |
NPC name. |
zoneNum |
number |
Zone id. |
zoneAreaNum |
number |
Area id within the zone. |
isRvRInfluence |
boolean |
true for RvR influence.
|
tomeSection |
number |
Tome of Knowledge section. |
tomeEntry |
number |
Tome of Knowledge entry. |
rewardLevel |
table |
Array of 3 tables, one per reward tier, each with amountNeeded (number) and rewardsRecieved (boolean).
|
Details
- The key
rewardsRecievedis spelled this way in the client. - If there is no player object, or the Lua state is not available, the function returns nothing.
- A new table is built on every call. The stock UI caches it in
DataUtils.GetAllInfluenceData()(easystem_utils/source/datautils.lua) and rebuilds it only whenGameData.Player.influenceDataDirtyis set.
Errors
None.
Example
From easystem_utils/source/datautils.lua:
function DataUtils.GetAllInfluenceData()
if( GameData.Player.influenceDataDirty )
then
DataUtilsData.influenceData = GetInfluenceData()
GameData.Player.influenceDataDirty = false
end
return DataUtilsData.influenceData
end
From ea_interactionwindow/source/interactioninfluencerewards.lua:
local hasPurchased = influenceData.rewardLevel[rewardLevel].rewardsRecieved
