Lua Function Reference

From PMDOWiki

This is a reference page of all the functions that can be called in Lua and their namespaces. See the main page for each namespace for further details.

AI

Main article: AI (functions)
Name Description
SetCharacterAI Assign the given scripted AI class to the specified GroundChar.
DisableCharacterAI Disable a given groundchar's AI processing until its enabled again.
EnableCharacterAI Enable a given groundchar's AI processing if its currently disabled.
SetAIState Force the AI to change to the specified state if it exists
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

Dungeon

Main article: Dungeon (functions)
Name Description
CharTurnToChar Makes a character turn to face another
LastDungeonResult Gets the result of the last dungeon adventure.
DungeonCurrentFloor Returns the floor number of the current dungeon.
DungeonAssetName Returns the internal name for the current dungeon.
DungeonDisplayName Returns the localized name of the current dungeon.
SetMinimapVisible Used to force-disable the minimap.
CharSetEmote Set a character's emote in a dungeon map.
CharStartAnim Set a character's animation.
CharEndAnim Stops a character's current animation, reverting them to default idle.
CharWaitAnim Set a character's animation, and waits until it completed before continue.
CharSetAction Sets a character's character-animation, taking a CharAnimation object instead of an animation name.
PlayVFX Plays a VFX in the dungeon map
PlayVFX Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims.
PlayVFXAnim Plays a VFX using just a BaseAnim
MoveScreen Plays a screen-moving effect.
AddMapStatus Adds a Map Status to the current map.
RemoveMapStatus Removes a Map Status from the current map.
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

Game

Main article: Game (functions)

Zone

Main article: Game (functions)/Zone
Name Description
GetCurrentGround Gets the current ground map.
GetCurrentFloor Gets the current dungeon map.
GetCurrentDungeon Gets the current zone, also known as dungeon.
UnlockDungeon Unlocks a specified dungeon.
DungeonUnlocked Checks if a dungeon is unlocked.
RestartToTitle Leave current map and load up the title screen.
RestartRogue Restarts a Roguelocke run based on the configuration
CutsceneMode Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.

Adventure

Name Description
EnterGroundMap Leave current map, and enter specified ground map within the current zone
EnterGroundMap Leave current map, and enter specified ground map within the current zone
EnterGroundMap Leave current map, and enter specified ground map within a new zone.
EnterDungeon Enters a zone and begins a new adventure.
ContinueDungeon Enters a zone and continues the current adventure. Often used in midpoint rest areas.
EndDungeonRun Ends the current adventure, sending the player to a specified destination.
EnterZone Enters a zone and begins a new adventure.
InRogueMode Checks if the current game is in rogue mode.
GetDailySeed Gets the random seed for the current adventure.

Multiplayer

Name Description
EnterRescue Enters a zone and begins a rescue adventure.
AddAOKRemark TODO: WIP
HasSOSMail TODO
HasAOKMail TODO
HasServerSet Returns true if there is at least one server in the server list.
GetRescueAllowed Checks to see if rescue is allowed.
SetRescueAllowed Sets the value in the player's save file to determine if they can be rescued or not.
If rescue is possible on the Save File level, it can still be prevented by the map.

Camera

Name Description
FadeOutFront Fade out the screen. Waits to complete before continuing.
This fade specifically comes in front of the menu.
FadeInFront Fade in the screen. Waits to complete before continuing.
This fade specifically comes in front of the menu.
FadeOut Fade out the screen. Waits to complete before continuing.
FadeIn Fade into the screen. Waits to complete before continuing.
MoveCamera Centers the camera on a position.
MoveCameraToChara Centers the camera on a character.

As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.
GetCameraCenter Gets the current center of the camera.
IsCameraOnChar Determines whether the camera is centered relative to the player.

Team

Main article: Game (functions)/Team
Name Description
GetTeamLeaderIndex Returns the index of the currently player controlled entity in the party.
SetTeamLeaderIndex Sets the leader to the chosen index within the party.
SetCanSwitch Prevents or allows the switching of leaders for the save file.
SetCanRecruit Prevents or allows the joining of recruits for the save file.
GetPlayerPartyCount Returns the player party count. Does not include guests.
GetPlayerPartyTable Return the party as a LuaTable. Does not include guests.
GetPlayerPartyMember Gets the character at the specified index within the player's team.
AddPlayerTeam Adds a character to the player's team.
RemovePlayerTeam Removes the character from the team, placing its item back in the inventory.
GetPlayerGuestCount Gets the number of guests currently in the player's party.
GetPlayerGuestTable Return the guests as a LuaTable
GetPlayerGuestMember Gets the character at the specified index within the player's guests.
AddPlayerGuest Adds a character to the player's guests.
RemovePlayerGuest Removes the character from the team's guests, placing its item back in the inventory.
GetPlayerAssemblyCount Gets the number of characters currently in the player's assembly.
GetPlayerAssemblyTable Return the assembly as a LuaTable
GetPlayerAssemblyMember Gets the character at the specified index within the player's assembly.
AddPlayerAssembly Adds a character to the player's assembly.
RemovePlayerAssembly Removes the character from the assembly, placing its item back in the inventory.

Characters

Name Description
SetCharacterNickname Sets a character's nickname
GetCharacterNickname Gets the character nickname
SetTeamName Sets the name of the player's team
GetTeamName Gets the name of the player's team
CanRelearn Checks if the character can relearn any skills.
CanForget Checks if the character can forget any skills.
CanLearn Checks if the character can learn any skills.
CheckLevelSkills Checks the levels gained by a character and prompts to learn all skills along the levels.
Waits until all skills have been accepted or declined before continuing.
TryLearnSkill Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.
Waits until the skill has been accepted or declined before continuing.
LearnSkill Gives a new skill to a specified character.
Fails if the character's skills are full.
ForgetSkill Removed a skill from the specified character.
LockSkill Makes a skill impossible to forget or replace for the specified character.
Note that this only affects normal gameplay. Scripts can still freely get rid of the skill.
UnlockSkill Unlocks a previously locked skill for the specified character, making it possible to be forgotten or replaced during normal gameplay.
SetCharacterSkill Gives a new skill to a specified character, replacing a specifically chosen slot.
GetCharacterSkill Gets the skill from a specified character and specified slot.
CanPromote Checks if the character can be promoted to a new class.
GetAvailablePromotions Gets a list of possible classes that the character can prmote to.
PromoteCharacter Promotes a character ot a new class.

Inventory

Name Description
FindPlayerItem Finds an item in the player's team and returns its slot within the inventory or among its team's equips.
GetPlayerEquippedCount Get the number of items equipped by players. Does not include guests.
GetPlayerBagCount Get the number of items in the bag.
GetPlayerBagLimit Gets the maximum amount of item the player's team can carry.
GetPlayerEquippedItem Gets the equipped item for the character in the specified slot.
GetGuestEquippedItem Gets the equipped item for the character in the specified guest slot.
GivePlayerItem Gives an item and adds it to the player team's bag.
GivePlayerItem Gives an item and adds it to the player team's bag.
GetPlayerBagItem Gets the item found at the specified slot of the player's bag.
TakePlayerBagItem Remove an item from player inventory
TakePlayerEquippedItem Remove the equipped item from a chosen member of the team
TakeGuestEquippedItem Remove the equipped item from a chosen guest of the team
GetPlayerStorageCount Get the amount of items in the player's storage
GetPlayerStorageItemCount Get the amount of a specific item in the player's storage
GivePlayerStorageItem Gives an item and adds it to the player team's storage.
GivePlayerStorageItem Gives an item and adds it to the player team's storage.
TakePlayerStorageItem Takes an item from the storage
DepositAll Takes all items in the player team's bag and equipped items, and deposits them in storage.
GetPlayerMoney Gets the amount of money the player currently has on hand.
AddToPlayerMoney Adds money to the player's wallet.
RemoveFromPlayerMoney Removes money from the player's wallet.
GetPlayerMoneyBank Gets the amount of money in the player's bank
AddToPlayerMoneyBank Adds money to the player's bank.
RemoveFromPlayerMoneyBank Removes money from the player's bank.

Utils

Name Description
IsKeyDown Checks if a player is making a certain physical keyboard input.
IsInputDown Checks if a player is making a certain game input.
QueueLeaderEvent Prepares an event to execute on the next frame.
WaitFrames Waits for a specified number of frames before continuing.
VectorToDirection Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.
VectorToDirection Convenience function to get a vector's components from lua numbers(doubles)
RandomDirection Generates a random direction.

Misc

Main article: Game (functions)/Misc
Name Description
GroundSave Saves the game while in ground mode.
GetModDiff Checks to see if the specified mod has differences from the current save file.
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

Ground

Main article: Ground (functions)

Entities

Name Description
Hide Hides an entity.
Unhide Unhides an entity.
RemoveObject Deletes an object from the ground map, identified by its instance name.
RemoveCharacter Deletes a character from the ground map, identified by its instance name.
CreateCharacterFromCharData Creates a ground character, given a dungeon character.
RefreshPlayer Reloads the controllable player's character data to be the current team's leader.
SetPlayer Sets the controllable player to use new character data.
SpawnerDoSpawn Make the specified spawner run its spawn method.
SpawnerSetSpawn Sets the character to the specified spawner

Entity Movement

Name Description
CharTurnToChar Makes a character turn to face another character instantly.
CharTurnToCharAnimated Makes a character do an animated turn to face another character over the specified time.
Clockwise or counter-clockwise are chosen based on the closest direction.
Waits until the operation is completed.
CharAnimateTurn Makes a character do an animated turn to face a chosen direction over the specified time.
Must specify clockwise or counter-clockwise.
Waits until the operation is completed.
CharAnimateTurnTo Makes a character do an animated turn to face a chosen direction over the specified time.
Waits until the operation is completed.
EntTurn Makes a ground entity turn to face a direction.
Useful for non-character objects.
TeleportTo Repositions the ground entity in a specified location.
MoveInDirection Make ground character move in a direction.
MoveToPosition Make ground character move to a position.
MoveToMarker Make ground character move to a ground marker.
MoveObjectToPosition Make ground object move to a position.
AnimateInDirection Make a ground character move in a direction with custom animation
AnimateToPosition Make a ground entity move to a position with custom animation
ActionToPosition Make a ground entity action to a position with custom animation

Animation

Name Description
CharSetEmote Make a character emote on the ground map.
CharSetDrawEffect Sets the ground character's draw effect to become invisible, shaking, still, etc.
CharEndDrawEffect Sets the ground character's draw effect to become invisible, shaking, still, etc.
CharGetAnimFallback Gets the fallback animation for the character.
CharGetAnim Gets a character's current animation as a string.
CharGetAnimPoint Gets the chosen action point of the character at this specific frame.
CharSetAnim Set a character's animation.
CharEndAnim Stops a character's current animation, reverting them to default idle.
CharWaitAnim Makes the character perform an animation and waits until it's over.
CharSetAction Set a character's action.
CharWaitAction Makes the character perform an action and waits until it's over.
ObjectSetAnim Sets a ground object's animation. After it finishes, it will return to the default animation.
ObjectSetDefaultAnim Sets a ground object's default animation.
ObjectWaitAnimFrame Waits for the object to reach a specific frame before continuing.

Vfx

Name Description
PlayVFX Plays a VFX using a finite emitter that generates BaseAnims.
PlayVFX Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims.
PlayVFXAnim Plays a VFX using just a BaseAnim
MoveScreen Plays a screen-moving effect.

Misc

Name Description
HandoutEXP Gives a character a set amount of EXP.
Also handles leveling up and learning new moves.
AddMapStatus Adds a mapstatus to the ground map. Map statuses only have an aesthetic effect in ground maps.
RemoveMapStatus Removes a map status from the ground map.
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

Sound

Main article: Sound (functions)
Name Description
PlaySE Plays a sound effect
PlayBattleSE Plays a sound effect specifically from the Battle/ subdirectory
WaitSE Wait for the currently played sound effect to end.
CURRENTLY NOT IMPLEMENTED PROPERLY.
LoopSE Plays a continuous sound effect.
LoopBattleSE Plays a continuous sound effect
StopSE Stops a continuous sound effect
StopBattleSE Stops a continuous sound effect
FadeInSE Plays a continuous sound effect, fading in over a specified amount of time.
FadeInBattleSE Plays a continuous sound effect, fading in over a specified amount of time
FadeOutSE Stops a continuous sound effect, fading out over a specified amount of time
FadeOutBattleSE Stops a continuous sound effect, fading out over a specified amount of time
PlayFanfare Plays a sound effect that temporarily mutes the music for its duration
WaitFanfare This function waits for the currently playing fanfare to complete before continuing.
PlayBGM Plays a song, replacing the current one.
StopBGM Stops playing the current song.
FadeOutBGM Fades out the current song.
SetBGMVolume Sets the current volume of the song.
GetCurrentSong Gets the currently playing song. If the current song is fading out, gets the next song to be played.
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

Strings

Main article: Strings (functions)
Name Description
MakePackageStringTable DEPRECATED
LoadPackageStringTable Loads the string table of the current map to MapStrings.
Do not call this function from lua.
It is called automatically on map load.
LocaleCode Gets the current language setting of the game.
ShiftString Takes all letters of a string and shifts their unicode values forward by a specified amount.
Useful for special character sets.
Format Formats a string. Will unescape escaped characters and process grammar tags.
FormatKey Takes the string key, looks up the string it represents, and formats it. Will unescape escaped characters and process grammar tags.
LocalKeyString Gets the string representing a button or key.
CreateList Builds a single string of comma separated elements.
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

Task

Main article: Task (functions)
Name Description
StartEntityTask Helper function to make an entity run the specified task.
Will not replace a running task!
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.
StopEntityTask Helper function to force stop an entity's current task.
WaitStartEntityTask Makes an entity run a specified task, and waits for it to complete.
StartScriptLocalCoroutine A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.
It will block the script execution while its executed.
BranchCoroutine Starts a new coroutine to run parallel to the current execution.
Useful for performing multiple actions at once.
JoinCoroutines Waits for all specified coroutines to finish before continuing execution.
Often used for coroutines created using TASK:BranchCoroutine()
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.

UI

Main article: UI (functions)

Dialogue

Name Description
WaitInput Waits for the player to press a button before continuing.
WaitForPlayerInput Waits for the player to press at least one of the given inputs before continuing.
If an empty table is supplied, then this function behaves like WaitInput.
WaitShowTimedDialogue Displays a dialogue box with text, waiting until the specified time has expired.
Takes a string, integer, and an optional callback as an argument.
TextDialogue [LuaFunction] WaitShowTimedDialogue
Sets the current dialogue text to be shown. Requires WaitDialog to actually display.
ChoiceMenuYesNo Ask a question answered by yes or no via character dialogue to the player.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer value indicating the result of the menu, UI:ChoiceResult() must be called.

The Yes/No menu returns 1 for yes, and 0 for no.
SetCustomDialogue Displays a custom dialogue of the caller's choice.

UI:WaitDialog() must be called afterwards for the dialogue to be actually displayed,
and for execution to suspend until the dialogue is completed.

Fade Effects

Name Description
WaitShowVoiceOver Displays a voice over, waiting until the player completes it.
TextVoiceOver [LuaFunction] WaitShowVoiceOver
Sets the current voice-over text to be shown. Requires WaitDialog to actually display.
TextPopUp Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.
WaitShowTitle Fades in text in the format of a title drop, then waits until the fade-in is complete.
TextShowTitle [LuaFunction] WaitShowTitle
Fades in text in the format of a title drop. Requires WaitDialog to actually display.
WaitHideTitle Fades out the text set in a title drop, waiting until the fade-out is complete.
TextFadeTitle [LuaFunction] WaitHideTitle
Fades out the text set in a title drop. Requires WaitDialog to actually fade.
WaitShowBG Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.
ShowBG [LuaFunction] WaitShowBG
Prepares to fade in a chosen background image, with a chosen framerate, at a certain fade time. Requires WaitDialog to actually display.
WaitHideBG Fades out the current background image, waiting until the fade-out is complete.
FadeBG [LuaFunction] WaitHideBG
Prepares a fade-out of the current image. Requires WaitDialog to actually display.

Speakers

Name Description
ExportSpeakerSettings Exports the speaker settings as a lua table.
ImportSpeakerSettings Imports speaker settings from a lua table.
ResetSpeaker Clears the current speaker, so none is displayed the next time TextDialogue is called.
This also resets any custom dialogue box positions, portrait positions, and choice positions.
SetSpeaker Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
SetSpeaker Sets the speaker to be displayed during the following calls to the TextDialogue functions.
It takes an existing GroundChar as a parameter.
It resets speaker emotion.
SetSpeaker Sets the speaker to be displayed during the following calls to the TextDialogue functions.
It takes an existing Character as a parameter.
It resets speaker emotion.
SetSpeakerReverse Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
SetChoiceLoc Sets the position of the choices for a question dialog.
ResetChoiceLoc Sets the position of the choices for a question dialog back to default.
SetBounds Sets the position and size of the dialogue box.
ResetBounds Resets the position and size of the dialogue box.
SetCenter Sets the centering of the text in the textbox.
SetSpeakerLoc Sets the position of the speaker in a dialogue box.
ResetSpeakerLoc Resets the position of the speaker in a dialogue box.
SetSpeakerEmotion Sets the emotion of the speaker in the dialogue box.
SetAutoFinish Makes the text automatically finish when it shows up.
SetSe Sets the speaker sound effect and speak frames played in the TextDialogue functions.
SetSe Sets the speaker sound effect played in the TextDialogue functions.
SetSpeakTime Sets the speak frames played in the TextDialogue functions.
ResetSe Resets to the default speaker sound effect and speaker frames.
WaitDialog Displays the currently set dialogue box and waits for the player to complete it.
Main article: UI (functions)/Menus
Name Description
BeginChoiceMenu Marks the start of a multi-choice menu.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer value indicating the result of the menu, UI:ChoiceResult() must be called.
BeginMultiPageMenu Marks the start of a multi-paged choice menu.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer value indicating the result of the menu, UI:ChoiceResult() must be called.
SetCustomMenu Displays a custom menu of the caller's choice.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the menu is exited.
ChoiceResult Get the result of the last choice menu
GetChoiceAction Creates an action that sets the choice result to a specified object.
WaitForChoice Displays the currently set choice menu and waits for the player's selection to complete.
ProcessMenuCoroutine Opens the provided menu and starts the menu coroutine.
This should be called only from non-coroutine sources.

Function Menus

Name Description
NameMenu Displays the name input box.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the string value indicating the result of the menu, UI:ChoiceResult() must be called.
AssemblyMenu Displays a menu for replacing party members with the assembly.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.
ShopMenu Displays the Shop menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the table indicating the indices of items chosen, UI:ChoiceResult() must be called.
SellMenu Displays the Sell menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the table indicating the indices of items to sell, UI:ChoiceResult() must be called.
StorageMenu Displays the Storage menu for which to exchange items in the inventory with.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the menu is exited.
WithdrawMenu Displays the Storage menu for which to withdraw from.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the menu is exited.
BankMenu Displays the Bank menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the menu is exited.
SpoilsMenu Displays the Spoils menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the menu is exited.
AppraiseMenu Displays the Appraisal menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the table indicating the indices of items chosen, UI:ChoiceResult() must be called.
TutorTeamMenu Displays the Tutor Team menu.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer representing the chosen team member, UI:ChoiceResult() must be called.
RelearnMenu Displays the Relearn menu for a character.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer representing the chosen skill, UI:ChoiceResult() must be called.
LearnMenu Displays the Learn menu for a character to replace an existing skill with a new one.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer representing the chosen skill, UI:ChoiceResult() must be called.
ForgetMenu Displays the Forget menu for a character to forget a skill.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer representing the chosen skill, UI:ChoiceResult() must be called.
ShowPromoteMenu Displays the Promote menu to choose a team member to promote.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer representing the chosen team slot, UI:ChoiceResult() must be called.
CanSwapMenu Determines if the swap menu has any valid items to display.
SwapMenu Displays the swap menu with a table of goods and prices.
TributeMenu Displays the tribute menu.
ShowMusicMenu Displays the Music menu to browse music for the game.

UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the string representing the chosen song, UI:ChoiceResult() must be called.
DungeonChoice Ask to enter a destintion via character dialogue to the player.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the integer value indicating the result of the menu, UI:ChoiceResult() must be called.

The Yes/No menu returns 1 for yes, and 0 for no.
DestinationMenu Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.

Multiplayer

Name Description
ServersMenu Displays the Servers menu.
ContactsMenu Displays the contacts menu.
SOSMenu Displays the SOS menu.
AOKMenu Displays the AOK menu.
PeersMenu Displays the Peers menu.
ShowConnectMenu Displays the connection menu.
CurrentActivityMenu Displays the current activity of the connected peer.
ChooseMonsterMenu Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,
and for execution to suspend until the choice is returned.
Then to retrieve the string indicating the chosen species, UI:ChoiceResult() must be called.

Misc

Main article: UI (functions)/Misc
Name Description
Reset Resets te entire UI instance.
SetupLuaFunctions Initializes any LuaFunctions found in the class.
Automatically on lua initialization.