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	<title>API:GetQuestData - Revision history</title>
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	<updated>2026-10-18T06:58:52Z</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:GetQuestData&amp;diff=30451&amp;oldid=prev</id>
		<title>Maintenance script: UI Lua API import (WAR 1.4.8)</title>
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		<updated>2026-10-16T19:44:46Z</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 quests in the player&amp;#039;s quest log.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
quests = GetQuestData()&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;
;quests : &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; – Array of quest tables, indexed from 1.&lt;br /&gt;
&lt;br /&gt;
Each quest table 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;id&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Quest id.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || Quest name.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;area&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;startDesc&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;journalDesc&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt; || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;complete&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;boolean&amp;lt;/code&amp;gt; || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;maxTimer&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;timeLeft&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt; || Time left on a timed quest. The stock UI counts it down itself and treats 0 as &amp;quot;no timer&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;zones&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; || Array of tables, indexed from 1, each with &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt;) and &amp;lt;code&amp;gt;zoneName&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tracking&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; if the quest is in one of the player&amp;#039;s 10 quest tracker slots.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;trackingPin&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;boolean&amp;lt;/code&amp;gt; || —&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;questTypes&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; || Table of 7 booleans with keys &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;conditions&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; || Array of conditions, indexed from 1. Each has &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;wstring&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;curCounter&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;maxCounter&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;number&amp;lt;/code&amp;gt;) and &amp;lt;code&amp;gt;failureCondition&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;
* 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.GetQuests()&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.questsDirty&amp;lt;/code&amp;gt; is set. &amp;lt;code&amp;gt;DataUtils.GetQuestData(questId)&amp;lt;/code&amp;gt; searches that cached list by id.&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.GetQuests()&lt;br /&gt;
    if( GameData.Player.questsDirty ) then&lt;br /&gt;
        GameData.Player.questsDirty = false&lt;br /&gt;
        DataUtilsData.quests = GetQuestData()&lt;br /&gt;
    end&lt;br /&gt;
    return DataUtilsData.quests&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Counting down quest timers, from the same file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
if( questData.timeLeft ~= 0  ) then&lt;br /&gt;
    questData.timeLeft = questData.timeLeft - timePassed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[API:GetQuestPointConditions|GetQuestPointConditions]]&lt;br /&gt;
* [[API:GetActiveObjectivesData|GetActiveObjectivesData]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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