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	<title>API:GetGameDataObjectives - Revision history</title>
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	<updated>2026-10-17T16:47:29Z</updated>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=API:GetGameDataObjectives&amp;diff=30388&amp;oldid=prev</id>
		<title>Maintenance script: UI Lua API import (WAR 1.4.8)</title>
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		<updated>2026-10-16T19:43:45Z</updated>

		<summary type="html">&lt;p&gt;UI Lua API import (WAR 1.4.8)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{LuaApi|group=RvR}}&lt;br /&gt;
Returns every objective in the client&amp;#039;s objective list, without their quest stages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
objectives = GetGameDataObjectives()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arguments ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Returns ==&lt;br /&gt;
;objectives : &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; – Array of objective tables, indexed from 1. Empty if the client knows no objectives.&lt;br /&gt;
&lt;br /&gt;
Each objective table has the same fields as in [[API:GetActiveObjectivesData|GetActiveObjectivesData]] (&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;controllingRealm&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;curControlPoints&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;isCapturePoint&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;difficulty&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;isBattlefieldObjective&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;isKeep&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;isFortress&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;isPublicQuest&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;isCityBoss&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;optedOutForLoot&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;forcedOutForLoot&amp;lt;/code&amp;gt;), &amp;#039;&amp;#039;&amp;#039;except&amp;#039;&amp;#039;&amp;#039; that there is no &amp;lt;code&amp;gt;Quest&amp;lt;/code&amp;gt; table.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* Both functions use the same code to fill each entry. [[API:GetActiveObjectivesData|GetActiveObjectivesData]] walks only the objectives the player is tracking and adds &amp;lt;code&amp;gt;Quest&amp;lt;/code&amp;gt;; this function walks the client&amp;#039;s whole objective list and leaves &amp;lt;code&amp;gt;Quest&amp;lt;/code&amp;gt; out.&lt;br /&gt;
* A new table is built on every call.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
From &amp;lt;code&amp;gt;default/ea_objectivetrackers/source/scenariotrackerwindow.lua&amp;lt;/code&amp;gt;: the scenario tracker looks up the capture point that matches the tracked objective:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
EA_Window_ScenarioTracker.objectiveData = GetGameDataObjectives()&lt;br /&gt;
...&lt;br /&gt;
for index, data in ipairs(EA_Window_ScenarioTracker.objectiveData)&lt;br /&gt;
do&lt;br /&gt;
    if (data.id == objectiveData.id) and (objectiveData.isCapturePoint)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[API:GetActiveObjectivesData|GetActiveObjectivesData]]&lt;br /&gt;
* [[API:GameData.GetObjectiveData|GameData.GetObjectiveData]]&lt;br /&gt;
* [[API:GetZoneObjectivesData|GetZoneObjectivesData]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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