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	<title>API:GetInfluenceData - Revision history</title>
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	<updated>2026-10-19T18:02:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=API:GetInfluenceData&amp;diff=30412&amp;oldid=prev</id>
		<title>Maintenance script: UI Lua API import (WAR 1.4.8)</title>
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		<updated>2026-10-16T19:44:11Z</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=Game}}&lt;br /&gt;
Returns the player&amp;#039;s progress in every influence chapter (the influence bars of public quests and chapters).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
influence = GetInfluenceData()&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;
;influence : &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; – Table keyed by influence id. It is not a sequence: use &amp;lt;code&amp;gt;pairs&amp;lt;/code&amp;gt; or index it with an id.&lt;br /&gt;
&lt;br /&gt;
Each entry has these fields:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Type !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;curValue&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Influence earned so far.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;npcName&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || NPC name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;zoneNum&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Zone id.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;zoneAreaNum&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Area id within the zone.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;isRvRInfluence&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;boolean&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; for RvR influence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tomeSection&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Tome of Knowledge section.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tomeEntry&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Tome of Knowledge entry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rewardLevel&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; || Array of 3 tables, one per reward tier, each with &amp;lt;code&amp;gt;amountNeeded&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt;) and &amp;lt;code&amp;gt;rewardsRecieved&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;boolean&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* The key &amp;lt;code&amp;gt;rewardsRecieved&amp;lt;/code&amp;gt; is spelled this way in the client.&lt;br /&gt;
* If there is no player object, or the Lua state is not available, the function returns nothing.&lt;br /&gt;
* A new table is built on every call. The stock UI caches it in &amp;lt;code&amp;gt;DataUtils.GetAllInfluenceData()&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;easystem_utils/source/datautils.lua&amp;lt;/code&amp;gt;) and rebuilds it only when &amp;lt;code&amp;gt;GameData.Player.influenceDataDirty&amp;lt;/code&amp;gt; is set.&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;easystem_utils/source/datautils.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function DataUtils.GetAllInfluenceData()&lt;br /&gt;
    if( GameData.Player.influenceDataDirty )&lt;br /&gt;
    then&lt;br /&gt;
        DataUtilsData.influenceData = GetInfluenceData()&lt;br /&gt;
        GameData.Player.influenceDataDirty = false&lt;br /&gt;
    end&lt;br /&gt;
    return DataUtilsData.influenceData&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From &amp;lt;code&amp;gt;ea_interactionwindow/source/interactioninfluencerewards.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local hasPurchased = influenceData.rewardLevel[rewardLevel].rewardsRecieved&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[API:GetExperienceData|GetExperienceData]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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