Script Reference
This page shows all script functions that can be called from Lua
AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[])
Assign the given scripted AI class to the specified GroundChar.
Arguments
ch
: Noneclasspath
: None
AI:DisableCharacterAI(RogueEssence.Ground.GroundChar)
Disable a given groundchar's AI processing until its enabled again.
Arguments
ch
: None
AI:EnableCharacterAI(RogueEssence.Ground.GroundChar)
Enable a given groundchar's AI processing if its currently disabled
Arguments
ch
: None
AI:SetAIState(RogueEssence.Ground.GroundChar,System.String)
Enable a given groundchar's AI processing if its currently disabled
Arguments
ch
: None
DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character)
Makes a character turn to face another
Arguments
curch
: Noneturnto
: None
DUNGEON:LastDungeonResult
Gets the result of the last dungeon adventure.
DUNGEON:DungeonCurrentFloor
Returns the floor number of the current dungeon.
DUNGEON:DungeonAssetName
Returns the internal name for the current dungeon.
DUNGEON:DungeonDisplayName
Returns the localized name of the current dungeon.
DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32)
Set a character's emote in a dungeon map.
Arguments
chara
: Character to emoteemoteid
: ID of the emotecycles
: The number of times to play the emote.
DUNGEON:CharStartAnim
Set a character's animation.
Arguments
chara
: Character to animateanim
: Name of the animationloop
: Whether to loop the animation
Example
DUNGEON:CharStartAnim(player, anim, false)
DUNGEON:CharEndAnim
Stops a character's current animation, reverting them to default idle.
Arguments
chara
: Character to stop animating
Example
DUNGEON:CharEndAnim(player)
DUNGEON:CharWaitAnim
Set a character's animation, and waits until it completed before continue.
Arguments
chara
: Character to animateanim
: Name of the animation
Example
DUNGEON:CharStartAnim(player, anim)
DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8)
Plays a VFX in the dungeon map
Arguments
emitter
: The VFX emitterx
: X position in pixelsy
: Y Position in pixelsdir
: Direction to orient the VFX, defaults to Down
DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32)
Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims.
Arguments
emitter
: The VFX emitterx
: Start X position in pixelsy
: Start Y Position in pixelsdir
: Direction to orient the VFX, defaults to Down.xTo
: End X position in pixelsyTo
: End Y position in pixels
DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer)
Plays a VFX using just a BaseAnim
Arguments
anim
: The animation to playlayer
: The layer to put it on
DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover)
Plays a screen-moving effect.
Arguments
mover
: The screen mover.
GAME:GroundSave
Saves the game while in ground mode.
Example
GAME:GroundSave()
GAME:GetModDiff(System.String)
TODO
Arguments
uuidStr
: None
GAME:GetCurrentGround
Gets the current ground map.
GAME:GetCurrentFloor
Gets the current dungeon map.
GAME:GetCurrentDungeon
Gets the current zone, also known as dungeon.
GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean)
Leave current map, and enter specified ground map within the current zone
Arguments
id
: The index of the ground map in the zoneidxentrypoint
: The index of the entry point in the ground mappreserveMusic
: If set to true, does not change the music when moving to the new ground map.
GAME:EnterGroundMap(System.String,System.String,System.Boolean)
Leave current map, and enter specified ground map within the current zone
Arguments
name
: The name of the ground map. It must exist within in the zone.entrypoint
: The name of the entry point in the ground mappreserveMusic
: If set to true, does not change the music when moving to the new ground map.
GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean)
Leave current map, and enter specified ground map within a new zone.
Arguments
zone
: The name of the destination zone.name
: The name of the ground map. It must exist within in the zone.entrypoint
: The name of the entry point in the ground mappreserveMusic
: If set to true, does not change the music when moving to the new ground map.
GAME:EnterDungeon
Enters a zone and begins a new adventure.
Arguments
dungeonid
: The id of the dungeon to travel to.structureid
: The segment within the dungeon to start in. -1 represents ground maps.mapid
: The id of the ground map or dungeon map within the dungeon segment.entry
: The entry point on the resulting mapstakes
: Decides what happens when the adventure fails/succeeds.recorded
: Record the adventure in a replaysilentRestrict
: Make the dungeon restrictions silently
Example
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)
GAME:ContinueDungeon
Enters a zone and continues the current adventure.
Arguments
dungeonid
: The id of the dungeon to travel to.structureid
: The segment within the dungeon to start in. -1 represents ground maps.mapid
: The id of the ground map or dungeon map within the dungeon segment.entry
: The entry point on the resulting map
Example
GAME:ContinueDungeon(1, 1, 0, 0)
GAME:EndDungeonRun
Ends the current adventure, sending the player to a specified destination.
Arguments
result
: The result of the adventure.destzoneid
: The id of the dungeon to travel to.structureid
: The segment within the dungeon to start in. -1 represents ground maps.mapid
: The id of the ground map or dungeon map within the dungeon segment.entryid
: The entry point on the resulting mapdisplay
: Display an epitaph marking the end of the adventure.fanfare
: Play a fanfare.completedZone
: Zone to mark as completed. Defaults to current zone.
Example
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)
GAME:EnterRescue
Enters a zone and begins a rescue adventure.
Arguments
sosPath
: The path of the sos mail.
Example
GAME:EnterRescue("RESCUE/INBOX/SOS/example.sosmail")
GAME:AddAOKRemark(System.Int32)
TODO: WIP
Arguments
remarkIndex
: None
GAME:RestartToTitle
Leave current map and load up the title screen.
GAME:RestartRogue(RogueEssence.Data.RogueConfig)
Restarts a Roguelocke run based on the configuration
Arguments
config
: The configuration of the roguelocke run
GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32)
Enters a zone and begins a new adventure.
Arguments
dungeonid
: The id of the dungeon to travel to.structureid
: The segment within the dungeon to start in. -1 represents ground maps.mapid
: The id of the ground map or dungeon map within the dungeon segment.entry
: The entry point on the resulting map
GAME:FadeOut
Fade out the screen. Waits to complete before continuing.
Arguments
white
: Fade to white if set to true. Fades to black otherwise.duration
: The amount of time to fade in frames.
Example
GAME:FadeOut(false, 60)
GAME:FadeIn
Fade into the screen. Waits to complete before continuing.
Arguments
duration
: The amount of time to fade in frames.
Example
GAME:FadeIn(false, 60)
GAME:MoveCamera
Centers the camera on a position.
Arguments
x
: X coordinate of the camera centery
: Y coordinate of the camera centerduration
: The amount of time it takes ot move to the destinationtoPlayer
: Destination is in absolute coordinates if false, and relative to the player character if set to true.
Example
GAME:MoveCamera(200, 240, 60, false)
GAME: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.
Arguments
x
: X coordinate of the camera center, as an offset for the charay
: Y coordinate of the camera center, as an offset for the charaduration
: The amount of time it takes ot move to the destinationchara
: The character to center on.
Example
GAME:MoveCameraToChara(200, 240, 60, false)
GAME:GetCameraCenter
Gets the current center of the camera.
Returns
A Loc object representing the center of the camera.
GAME:IsCameraOnChar
Determines whether the camera is centered relative to the player.
Returns
Returns true if the camera is relative to the player, false otherwise.
GAME:HasSOSMail
TODO
GAME:HasAOKMail
TODO
GAME:GetTeamLeaderIndex
Returns the index of the currently player controlled entity in the party.
Returns
Index of the currently player controlled entity in the party.
GAME:SetTeamLeaderIndex(System.Int32)
Sets the leader to the chosen index within the party.
Arguments
idx
: The index of the team member within the team.
GAME:SetCanSwitch(System.Boolean)
Prevents or allows the switching of leaders for the save file.
Arguments
canSwitch
: Set to true to allow switching, set to false to prevent it.
GAME:SetCanRecruit(System.Boolean)
Prevents or allows the joining of recruits for the save file.
Arguments
canRecruit
: Set to true to allow recruit joins, set to false to prevent it.
GAME:GetPlayerPartyCount
Returns the player party count. Does not include guests.
Returns
The count of players
GAME:GetPlayerPartyTable
Return the party as a LuaTable. Does not include guests.
Returns
A Lua Table of Characters
GAME:GetPlayerPartyMember(System.Int32)
Gets the character at the specified index within the player's team.
Arguments
index
: The specified index
Returns
The team member retrieved.
GAME:GetPlayerGuestCount
Gets the number of guests currently in the player's party.
Returns
The number of guests
GAME:GetPlayerGuestTable
Return the guests as a LuaTable
Returns
A Lua Table of Characters
GAME:GetPlayerGuestMember(System.Int32)
Gets the character at the specified index within the player's guests.
Arguments
index
: The specified index
Returns
The team member retrieved.
GAME:GetPlayerAssemblyCount
Gets the number of characters currently in the player's assembly.
Returns
The number of characters
GAME:GetPlayerAssemblyTable
Return the assembly as a LuaTable
Returns
A Lua Table of Characters
GAME:GetPlayerAssemblyMember(System.Int32)
Gets the character at the specified index within the player's assembly.
Arguments
index
: The specified index
Returns
The assembly member retrieved.
GAME:AddPlayerTeam(RogueEssence.Dungeon.Character)
Adds a character to the player's team.
Arguments
character
: The character to add.
GAME:RemovePlayerTeam(System.Int32)
Removes the character from the team, placing its item back in the inventory.
Arguments
slot
: The slot of the player to remove.
GAME:AddPlayerGuest(RogueEssence.Dungeon.Character)
Adds a character to the player's guests.
Arguments
character
: The character to add.
GAME:RemovePlayerGuest(System.Int32)
Removes the character from the team's guests, placing its item back in the inventory.
Arguments
slot
: The slot of the player to remove.
GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character)
Adds a character to the player's assembly.
Arguments
character
: The character to add.
GAME:RemovePlayerAssembly(System.Int32)
Removes the character from the assembly, placing its item back in the inventory.
Arguments
slot
: The slot of the player to remove.
GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String)
Sets a character's nickname
Arguments
character
: The character to renamenickname
: The new name
GAME:GetCharacterNickname(RogueEssence.Dungeon.Character)
Gets the character nickname
Arguments
character
: The character to get the nickname from
Returns
The character's nickname
GAME:SetTeamName(System.String)
Sets the name of the player's team
Arguments
teamname
: The new team name
GAME:GetTeamName
Gets the name of the player's team
Returns
The team's name
GAME:CanRelearn(RogueEssence.Dungeon.Character)
Checks if the character can relearn any skills.
Arguments
character
: The character to check
GAME:CanForget(RogueEssence.Dungeon.Character)
Checks if the character can forget any skills.
Arguments
character
: The character to check
GAME:CanLearn(RogueEssence.Dungeon.Character)
Checks if the character can learn any skills.
Arguments
character
: The character to check
GAME: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.
Arguments
chara
: The character to prompt for learning.oldLevel
: The level that the character leveled up from.
Example
GAME:CheckLevelSkills(player, 5)
GAME:TryLearnSkill
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full. Waits until all the skill has been accepted or declined before continuing.
Arguments
chara
: The character to learn the skillskill
: The skill to learn
Example
GAME:TryLearnSkill(player, "thunder")
GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String)
Gives a new skill to a specified character. Fails if the character's skills are full.
Arguments
chara
: The character to learn the skillskill
: The skill to learn
GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32)
Removed a skill from the specified character.
Arguments
chara
: The character to forget the skillslot
: The slot of the skill to forget
GAME:LockSkill(RogueEssence.Dungeon.Character,System.Int32)
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.
Arguments
chara
: The character to lock the skillslot
: The slot of the skill to lock
GAME:UnlockSkill(RogueEssence.Dungeon.Character,System.Int32)
Unlocks a previously locked skill for the specified character, making it possible to be forgotten or replaced during normal gameplay.
Arguments
chara
: The character to unlock the skillslot
: The slot of the skill to unlock
GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32,System.Boolean)
Gives a new skill to a specified character, replacing a specifically chosen slot.
Arguments
character
: The character to learn the skillskillId
: The skill to learnslot
: The slot to replace
GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32)
Gets the skill from a specified character and specified slot.
Arguments
chara
: The character to get the skill from.slot
: The slot to get the skill from.
Returns
The ID of the skill in the slot
GAME:CanPromote(RogueEssence.Dungeon.Character)
Checks if the character can be promoted to a new class.
Arguments
character
: The character to check
Returns
True if the character can be promoted, false otherwise.
GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String)
Gets a list of possible classes that the character can prmote to.
Arguments
character
: The character to checkbypassItem
: An exception item that can bypass checks for promotion
Returns
A lua table of PromoteBranch objects
GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String)
Promotes a character ot a new class.
Arguments
character
: The character to promotebranch
: The PromoteBranch to promote withbypassItem
: An exception item that can bypass checks for promotion
GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean)
Finds an item in the player's team and returns its slot within the inventory or among its team's equips.
Arguments
id
: The item ID to search for.held
: Check equipped items.inv
: Check inventory items.
Returns
The InvSlot of the item. Invalid if the item could not be found.
GAME:GetPlayerEquippedCount
Get the number of items equipped by players. Does not include guests.
Returns
The number of items.
GAME:GetPlayerBagCount
Get the number of items in the bag.
Returns
The number of items.
GAME:GetPlayerBagLimit
Gets the maximum amount of item the player's team can carry.
Returns
The number of items.
GAME:GetPlayerEquippedItem(System.Int32)
Gets the equipped item for the character in the specified slot.
Arguments
slot
: The team slot of the character to check
Returns
The character's equipped item
GAME:GetGuestEquippedItem(System.Int32)
Gets the equipped item for the character in the specified guest slot.
Arguments
slot
: The guest slot of the character to check
Returns
The character's equipped item
GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem)
Gives an item and adds it to the player team's bag.
Arguments
item
: The item to give
GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String)
Gives an item and adds it to the player team's bag.
Arguments
id
: The ID of the itemcount
: The amount to give. Default 1cursed
: Whether the item is cursed. Default false.hiddenval
: The hidden value of the item. Default empty string.
GAME:GetPlayerBagItem(System.Int32)
Gets the item found at the specified slot of the player's bag.
Arguments
slot
: The slot to check
Returns
The item found in the slot
GAME:TakePlayerBagItem(System.Int32,System.Boolean)
Remove an item from player inventory
Arguments
slot
: The slot from which to remove the itemtakeAll
: None
GAME:TakePlayerEquippedItem(System.Int32,System.Boolean)
Remove the equipped item from a chosen member of the team
Arguments
slot
: The slot of the character on the team from which to remove the itemtakeAll
: None
GAME:TakeGuestEquippedItem(System.Int32,System.Boolean)
Remove the equipped item from a chosen guest of the team
Arguments
slot
: The slot of the character on the team's guest list from which to remove the itemtakeAll
: None
GAME:GetPlayerStorageCount
Get the amount of items in the player's storage
GAME:GetPlayerStorageItemCount(System.String)
Get the amount of a specific item in the player's storage
Arguments
id
: ID of the item ot check
Returns
The amount of copies currently in storage
GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem)
Gives an item and adds it to the player team's storage.
Arguments
item
: The item to give
GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String)
Gives an item and adds it to the player team's storage.
Arguments
id
: The ID of the itemcount
: The amount to give. Default 1cursed
: Whether the item is cursed. Default false.hiddenval
: The hidden value of the item. Default empty string.
GAME:TakePlayerStorageItem(System.String)
Takes an item from the storage
Arguments
id
: The ID of the item to take
GAME:DepositAll
Takes all items in the player team's bag and equipped items, and deposits them in storage.
GAME:GetPlayerMoney
Gets the amount of money the player currently has on hand.
Returns
The amount of money.
GAME:AddToPlayerMoney(System.Int32)
Adds money to the player's wallet.
Arguments
toadd
: The amount of money to add.
GAME:RemoveFromPlayerMoney(System.Int32)
Removes money from the player's wallet.
Arguments
toremove
: The amount of money to remove.
GAME:GetPlayerMoneyBank
Gets the amount of money in the player's bank
Returns
The amount of money.
GAME:AddToPlayerMoneyBank(System.Int32)
Adds money to the player's bank.
Arguments
toadd
: The amount of money to add.
GAME:RemoveFromPlayerMoneyBank(System.Int32)
Removes money from the player's bank.
Arguments
toremove
: The amount of money to remove.
GAME:IsKeyDown(System.Int32)
Checks if a player is making a certain physical keyboard input.
Arguments
keyid
: The ID of the input
Returns
True if the button is currently pressed. False otherwise.
GAME:IsInputDown(System.Int32)
Checks if a player is making a certain game input.
Arguments
inputid
: None
Returns
True if the input is currently pressed. False otherwise.
GAME:CutsceneMode(System.Boolean)
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.
Arguments
bon
: If set to true, turns cutscene mode on. If set to false, turns it off.
GAME:GetDailySeed
Gets the random seed for the current adventure.
Returns
The current adventure's seed.
GAME:UnlockDungeon(System.String)
Unlocks a specified dungeon.
Arguments
dungeonid
: ID of the dungeon to unlock.
GAME:DungeonUnlocked(System.String)
Checks if a dungeon is unlocked.
Arguments
dungeonid
: ID of the dungeon to check
Returns
True if unlocked, false otherwise.
GAME:InRogueMode
Checks if the current game is in rogue mode.
Returns
True if in rogue mode, false otherwise.
GAME:HasServerSet
TODO: WIP
GAME:GetRescueAllowed
Checks to see if rescue is allowed.
Returns
True if rescues are allowed, false otherwise.
GAME:SetRescueAllowed(System.Boolean)
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.
Arguments
allowed
: Set to true to allow the player to be rescued. False otherwise.
GAME:QueueLeaderEvent(System.Object)
Prepares an event to execute on the next frame.
Arguments
obj
: None
GAME:WaitFrames
Waits for a specified number of frames before continuing.
Arguments
frames
: The number of frames ot wait. Each frame is 1/60th of a second.
Example
GAME:WaitFrames(60)
GAME:VectorToDirection(RogueElements.Loc)
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.
Arguments
v
: The vector.
Returns
The direction as one of 8 values.
GAME:VectorToDirection(System.Double,System.Double)
Convenience function to get a vector's components from lua numbers(doubles)
Arguments
X
: The X value of the vectorY
: The Y value of the vector
Returns
The direction the vector points to as one of 8 values.
GAME:RandomDirection
Generates a random direction.
Returns
An 8-directional direction.
GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine)
Setups any extra functionalities for this object written on the lua side.
GROUND:Hide(System.String)
Hides an entity.
Arguments
entityname
: The name of the entity to hide.
GROUND:Unhide(System.String)
Unhides an entity.
Arguments
entityname
: The name of the entity to unhide.
GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32)
TODO: WIP
Arguments
objtype
: Noneinstancename
: Nonex
: Noney
: Nonew
: Noneh
: None
GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String)
TODO: WIP
Arguments
chartype
: Noneinstancename
: Nonex
: Noney
: Noneactionfun
: Nonethinkfun
: None
GROUND:RemoveObject(System.String)
Deletes an object from the ground map, identified by its instance name.
Arguments
instancename
: The instance name of the object.
Returns
Returns true if succeeded, false otherwise.
GROUND:RemoveCharacter(System.String)
Deletes a character from the ground map, identified by its instance name.
Arguments
instancename
: The instance name of the object.
Returns
Returns true if succeeded, false otherwise.
GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8)
Creates a ground character, given a dungeon character.
Arguments
instancename
: The instance name to give the characterdata
: Character data to create fromx
: X coordinate of the charactery
: Y coordinate of the characterdirection
: Direction the character will face, defaults to Dir8.Down
GROUND:RefreshPlayer
Reloads the controllable player's character data to be the current team's leader.
GROUND:SetPlayer(RogueEssence.Dungeon.CharData)
Sets the controllable player to use new character data
Arguments
charData
: The new character data
GROUND:SpawnerDoSpawn(System.String)
Make the specified spawner run its spawn method.
Arguments
spawnername
: None
Returns
The ground character spawned.
GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData)
Sets the character to the specified spawner
Arguments
spawnername
: The spawner to set the character to, by namespawnChar
: The character to spawn.
GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar)
Makes a character turn to face another character instantly.
Arguments
turnchar
: The character that is turning.turnto
: The character to turn to.
GROUND: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.
Arguments
curch
: Character that is turningturnto
: Character to turn toframedur
: Time spent on each direction, in frames
Example
CharTurnToCharAnimated(charFrom, charTo, 3)
GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8)
Makes a ground entity turn to face a direction.
Arguments
ent
: The ground entity. Can be a character or object.direction
: The direction to face.
GROUND: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.
Arguments
ch
: The character to turndirection
: The direction to turn toframedur
: The time spent in each intermediate direction, in framesccw
: false if clockwise, true if counter-clockwise
Example
CharTurnToCharAnimated(charFrom, Dir8.Left, 3, true)
GROUND:CharAnimateTurnTo
Makes a character do an animated turn to face a chosen direction over the specified time. Waits until the operation is completed.
Arguments
ch
: The character to turndirection
: The direction to turn toframedur
: The time spent in each intermediate direction, in frames
Example
CharTurnToCharAnimated(charFrom, Dir8.Left, 3)
GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32)
Repositions the ground entity in a specified location.
Arguments
ent
: The ground entity to repositionx
: The X coordinate of the destinationy
: The Y coordinate of the destinationdirection
: The direction to point the entity. Defaults to Dir8.None, which leaves it untouched.height
: None
GROUND:MoveInDirection
Make ground character move in a direction.
Arguments
chara
: Character to movedirection
: Direction to move induration
: Duration of movement, in framesrun
: True if using a running animation, false otherwisespeed
: Speed in pixels per frame
Example
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)
GROUND:MoveToPosition
Make ground character move to a position.
Arguments
chara
: Character to movex
: X coordinate of destinationy
: Y coordinate of destinationrun
: True if using a running animation, false otherwisespeed
: Speed in pixels per frame
Example
GROUND:MoveInDirection(player, 200, 240, false, 2)
GROUND:MoveToMarker
Make ground character move to a ground marker.
Arguments
chara
: Character to movemark
: GroundMarker object ot move torun
: True if using a running animation, false otherwisespeed
: Speed in pixels per frame
Example
GROUND:MoveInDirection(player, marker, false, 2)
GROUND:MoveObjectToPosition
Make ground object move to a position.
Arguments
ent
: Ground Entity to movex
: X coordinate of destinationy
: Y coordinate of destinationspeed
: Speed in pixels per frame
Example
GROUND:MoveInDirection(player, 200, 240, 2)
GROUND:AnimateInDirection
Make a ground character move in a direction with custom animation
Arguments
chara
: Character to moveanim
: Name of the animationanimDir
: Direction of animationdirection
: Direction to move induration
: Duration of movement, in framesanimSpeed
: Speed of animation, where 1.0 represents normal speedspeed
: Speed movement, in pixels per frame
Example
GROUND:AnimateInDirection(player, "Hurt", Dir8.Down, 24, 0.5, 2)
GROUND:AnimateToPosition
Make a ground entity move to a position with custom animation
Arguments
ent
: Entity to moveanim
: Name of the animationanimDir
: Direction of animationx
: X coordinate of the destinationy
: Y coordinate of the destinationanimSpeed
: Speed of animation, where 1.0 represents normal speedspeed
: Speed movement, in pixels per frameheight
: Height of the destination
Example
GROUND:AnimateToPosition(player, "Hurt", Dir8.Down, 200, 240, 0.5, 2)
GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32)
Make a character emote on the ground map.
Arguments
chara
: Character to emoteemoteid
: ID of the emotecycles
: The number of times to play the emote.
GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect)
Sets the ground character's draw effect to become invisible, shaking, still, etc.
Arguments
chara
: Target ground character.effect
: The draw effect.
GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect)
Sets the ground character's draw effect to become invisible, shaking, still, etc.
Arguments
chara
: Target ground character.effect
: The draw effect.
GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String)
Gets the fallback animation for the character.
Arguments
chara
: Noneanim
: The anim to get the fallback anim of.
Returns
The fallback animation, as a string. Blank if there is none. Will return anim if anim already exists.
GROUND:CharGetAnim(RogueEssence.Ground.GroundChar)
Gets a character's current animation as a string.
Arguments
chara
: None
GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType)
Gets the chosen action point of the character at this specific frame.
Arguments
chara
: NoneactionPoint
: The ype of action point to retrieve the coordinates for.
Returns
The location of the action point in absolute coordinates on the map.
GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean)
Set a character's animation.
Arguments
chara
: Character to animateanim
: Name of the animationloop
: Whether to loop the animation
GROUND:CharEndAnim(RogueEssence.Ground.GroundChar)
Stops a character's current animation, reverting them to default idle.
Arguments
chara
: Character to stop animating
GROUND:CharWaitAnim
Makes the character perform an animation and waits until it's over.
Arguments
ent
: Character to animateanim
: Animation to play
Example
GROUND:CharWaitAnim(player, "Hurt")
GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction)
Set a character's action.
Arguments
chara
: Character to perfom the actionaction
: The action to perform
GROUND:CharWaitAction
Makes the character perform an action and waits until it's over.
Arguments
ent
: Character to animateaction
: Action to perform
Example
GROUND:CharWaitAction(player, action)
GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32)
Sets a ground object's animation. After it finishes, it will return to the default animation.
Arguments
obj
: The object to animateframeTime
: The duration of each frame of animationstartFrame
: The start frame of animationendFrame
: The end frame of animationdir
: The direction of the animationcycles
: The number of times to repeat the animation
GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8)
Sets a ground object's default animation.
Arguments
obj
: The object to animateanimName
: The name of the animationframeTime
: The duration of each frame of animationstartFrame
: The start frame of animationendFrame
: The end frame of animationdir
: The direction of the animation
GROUND:ObjectWaitAnimFrame
Waits for the object to reach a specific frame before continuing.
Arguments
obj
: The object ot wait onframe
: The frame of animation to wait on.
Example
GROUND:WaitObjectAnim(fountain, 3)
GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8)
Plays a VFX using a finite emitter that generates BaseAnims.
Arguments
emitter
: The VFX emitterx
: X positiony
: Y Positiondir
: Direction to orient the VFX, defaults to Down
GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32)
Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims.
Arguments
emitter
: The VFX emitterx
: Start X positiony
: Start Y Positiondir
: Direction to orient the VFX, defaults to Down.xTo
: End X positionyTo
: End Y position
GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer)
Plays a VFX using just a BaseAnim
Arguments
anim
: The animation to playlayer
: The layer to put it on
GROUND:MoveScreen(RogueEssence.Content.ScreenMover)
Plays a screen-moving effect.
Arguments
mover
: The screen mover.
GROUND:HandoutEXP
Gives a character a set amount of EXP. Also handles leveling up and learning new moves.
Arguments
character
: The characters to level up.experience
: The amount of EXP to gain.
GROUND:LevelUpChar
Levels up a character a certain amount of times all at once. Also handles learning new moves.
Arguments
character
: The characters to level up.numLevelUps
: The number of level ups.
GROUND:AddMapStatus(System.String)
Adds a mapstatus to the ground map. Map statuses only have an aesthetic effect in ground maps.
Arguments
statusIdx
: The ID of the Map Status
GROUND:RemoveMapStatus(System.String)
Removes a map status from the ground map.
Arguments
statusIdx
: The ID of the Map Status to remove.
SOUND:PlaySE(System.String)
Plays a sound effect
Arguments
name
: Sound file name, relative to the Content/SE folder
SOUND:PlayBattleSE(System.String)
Plays a sound effect specifically from the Battle/ subdirectory
Arguments
name
: Sound file name, relative to the Content/SE/Battle folder
SOUND:WaitSE
Plays a sound effect, and waits for it to complete before continuing.
Example
SOUND:WaitSE("Battle/Hit")
SOUND:LoopSE(System.String)
Plays a continuous sound effect
Arguments
name
: Sound file name, relative to the Content/SE folder
SOUND:LoopBattleSE(System.String)
Plays a continuous sound effect
Arguments
name
: Sound file name, relative to the Content/SE/Battle folder
SOUND:StopSE(System.String)
Stops a continuous sound effect
Arguments
name
: Sound file name, relative to the Content/SE folder
SOUND:StopBattleSE(System.String)
Stops a continuous sound effect
Arguments
name
: Sound file name, relative to the Content/SE/Battle folder
SOUND:FadeInSE(System.String,System.Int32)
Plays a continuous sound effect, fading in over a specified amount of time
Arguments
name
: Sound file name, relative to the Content/SE folderfadeTime
: Time in frames for the sound to fade in
SOUND:FadeInBattleSE(System.String,System.Int32)
Plays a continuous sound effect, fading in over a specified amount of time
Arguments
name
: Sound file name, relative to the Content/SE/Battle folderfadeTime
: Time in frames for the sound to fade in
SOUND:FadeOutSE(System.String,System.Int32)
Stops a continuous sound effect, fading out over a specified amount of time
Arguments
name
: Sound file name, relative to the Content/SE folderfadeTime
: Time in frames for the sound to fade out
SOUND:FadeOutBattleSE(System.String,System.Int32)
Stops a continuous sound effect, fading out over a specified amount of time
Arguments
name
: Sound file name, relative to the Content/SE/Battle folderfadeTime
: Time in frames for the sound to fade out
SOUND:PlayFanfare(System.String)
Plays a sound effect that temporarily mutes the music for its duration
Arguments
name
: Sound file name, relative to the Content/SE folder
SOUND:WaitFanfare
Plays a sound effect that temporarily mutes the music for its duration. This function waits for the sound to complete before continuing.
Example
SOUND:WaitFanfare("Battle/LevelUp")
SOUND:PlayBGM(System.String,System.Boolean,System.Int32)
Plays a song, replacing the current one.
Arguments
name
: The file name of the song, relative to the Content/Music folder.fade
: Whether to fade the old song out, or start a new one.fadeTime
: The amount of time, in frames, to fade out the old song.
SOUND:StopBGM
Stops playing the current song.
SOUND:FadeOutBGM(System.Int32)
Fades out the current song.
Arguments
fadeTime
: The amount of time, in frames, to fade out the song.
SOUND:SetBGMVolume(System.Single)
Sets the current volume of the song.
Arguments
val
: A float value between 0 and 1
SOUND:GetCurrentSong
Gets the currently playing song. If the current song is fading out, gets the next song to be played.
Returns
The filename of the song, relative to the Content/Music folder
STRINGS:LocaleCode
Gets the current language setting of the game.
Returns
The current language, represented by a locale code.
STRINGS:Format(System.String,System.Object[])
Formats a string. Will unescape escaped characters and process grammar tags.
Arguments
fmt
: String to format.para
: Arguments
Returns
The formatted string.
STRINGS:FormatKey(System.String,System.Object[])
Formats a string given a string key. Will unescape escaped characters.
Arguments
fmt
: The string key to formatpara
: string arguments
STRINGS:LocalKeyString(System.Int32)
Gets the string representing a button or key.
Arguments
index
: The input type of the input.
Returns
The string representing the button o key the input maps to.
STRINGS:CreateList(NLua.LuaTable)
Builds a single string of comma separated elements.
Arguments
listStrings
: LuaTable of strings containing the elements to build the list from.
Returns
The combined string containing all elements.
TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction)
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.
Arguments
ent
: Entity which will run the task.fn
: Task coroutine.
TASK:StopEntityTask(RogueEssence.Ground.GroundEntity)
Helper function to force stop an entity's current task.
Arguments
ent
: Entity running the task to stop.
TASK:WaitStartEntityTask
Makes an entity run a specified task, and waits for it to complete.
Arguments
ent
: Entity which will run the task.fn
: Task coroutine.
Example
TODO
TASK:WaitEntityTask
Waits for the specified entity to finish its task.
Arguments
ent
: Entity which task we'll wait on.
Example
TASK:WaitEntityTask(player)
TASK:WaitTask
Runs a task and waits for it to complete. Most methods that do not expose themselves to script need to be wrapped with this.
Arguments
obj
: The task to wait on.
Example
TASK:WaitTask(_DUNGEON:DropMoney(100, RogueElements.Loc(10, 10), RogueElements.Loc(10, 10)))
TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[])
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context. AKA, it will block the script execution while its executed.
Arguments
fn
: Noneargs
: None
TASK:BranchCoroutine(System.Object)
Starts a new coroutine to run parallel to the current execution. Useful for performing multiple actions at once.
Arguments
obj
: The task to run in parallel
Example
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))
TASK:JoinCoroutines
Waits for all specified coroutines to finish before continuing execution. Often used for coroutines created using TASK:BranchCoroutine()
Arguments
coroTable
: A table of coroutines to wait on.
Example
TASK:JoinCoroutines({coro1})
UI:WaitInput
Waits for the player to press a button before continuing.
UI:WaitShowDialogue
Displays a dialogue box with text, waiting until the player completes it. Takes a string as an argument.
Arguments
text
: The text to display.callbacks
: The Lua table of callbacks for the textbox to call.
Example
UI:WaitShowDialogue("Hello World!")
UI:WaitShowTimedDialogue
Displays a dialogue box with text, waiting until the specified time has expired.
Arguments
text
: The text to display.waitTime
: The time for the textbox to remain on screen. Pass -1 to wait for layer input.callbacks
: The Lua table of callbacks for the textbox to call.
Example
UI:WaitShowTimedDialogue("Hello World!", 120)
UI:TextDialogue(System.String,System.Int32,NLua.LuaTable)
Sets the current dialogue text to be shown. Requires WaitDialog to actually display.
Arguments
text
: The text to display.waitTime
: The time for the textbox to remain on screen. Pass -1 to wait for layer input.callbacks
: The Lua table of callbacks for the textbox to call.
UI:WaitShowVoiceOver
Displays a voice over, waiting until the player completes it.
Arguments
text
: The text to display.expireTime
: The time for the textbox to remain on screen. Pass -1 to wait for layer input.x
: The X position of the boxy
: The Y position of the boxwidth
: Width of the boxheight
: Height of the boxcallbacks
: The Lua table of callbacks for the textbox to call.
Example
UI:WaitShowVoiceOver("Hello World!", 120)
UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable)
Sets the current voice-over text to be shown. Requires WaitDialog to actually display.
Arguments
text
: The text to display.expireTime
: The time for the textbox to remain on screen. Pass -1 to wait for layer input.x
: The X position of the boxy
: The Y position of the boxwidth
: Width of the boxheight
: Height of the boxcallbacks
: The Lua table of callbacks for the textbox to call.
UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.
Arguments
text
: The text to display.expireTime
: The time for the textbox to remain on screen.x
: The X position of the boxy
: The Y position of the boxwidth
: Width of the boxheight
: Height of the boxcenterH
: Horizontal centeringcenterV
: Vertical centering
UI:WaitShowTitle
Fades in a title text, waiting until the fade-in is complete.
Arguments
text
: The text to display.time
: The time for the text to fade in.
Example
UI:WaitShowTitle("Hello World!", 60)
UI:TextShowTitle(System.String,System.Int32)
Shows text in the format of a title drop. Requires WaitDialog to actually display.
Arguments
text
: The text to display.time
: The time for the text to fade in.
UI:WaitHideTitle
Fades out the currently displayed title, waiting until the fade-out is complete.
Arguments
time
: The time for the text to fade in.
Example
UI:WaitHideTitle(60)
UI:TextFadeTitle(System.Int32)
Fades out the text set in a title drop. Requires WaitDialog to actually fade.
Arguments
time
: The time for the text to fade in.
UI:WaitShowBG
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.
Arguments
bg
: The background to show, from the list of BG textures.frameTime
: Framerate of the image animation.fadeInTime
: Time taken to fade in the image.
Example
UI:WaitShowBG("TestBG", 3, 60)
UI:ShowBG(System.String,System.Int32,System.Int32)
Sets an image to display. Requires WaitDialog to actually display.
Arguments
bg
: The background to show, from the list of BG textures.frameTime
: Framerate of the image animation.fadeInTime
: Time taken to fade in the image.
UI:WaitHideBG
Fades out the current background image, waiting until the fade-out is complete.
Arguments
time
: Time taken to fade out the image.
Example
UI:WaitHideBG(60)
UI:FadeBG(System.Int32)
Prepares a fade-out of the current image. Requires WaitDialog to actually display.
Arguments
time
: Time taken to fade out the image.
UI:ResetSpeaker(System.Boolean)
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.
Arguments
keysound
: If turned on, the text from the dialogue boxes make sounds. Default is on.
UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender)
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Arguments
name
: Speaker name.keysound
: Plays sounds when text appears.specie
: Species of the speakerform
: Form of the speakerskin
: Skin of the speakergender
: Gender of the speaker
UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean)
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Arguments
chara
: Character to set as speaker. This is a character in a ground map.keysound
: Plays sounds when text appears.
UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean)
Sets the speaker to be displayed during the following calls to the TextDialogue functions. It resets speaker emotion.
Arguments
chara
: Character to set as speaker. This is a character in a dungeon map.keysound
: Plays sounds when text appears.
UI:SetSpeakerReverse(System.Boolean)
Reverses the speaker orientation to face left instead of right. This depends on the boolean passed in.
Arguments
reverse
: Faces right if false, left if true.
UI:SetChoiceLoc(System.Int32,System.Int32)
Sets the position of the choices for a question dialog.
Arguments
x
: The X positiony
: The Y position
UI:ResetChoiceLoc
Sets the position of the choices for a question dialog back to default.
UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32)
Sets the position and size of the dialogue box.
Arguments
x
: The X position of the boxy
: The Y position of the boxwidth
: Width of the boxheight
: Height of the box
UI:SetSe(System.String,System.Int32)
Sets the speaker sound effect and speak frames played in the TextDialogue functions.
Arguments
newSe
: The sound effect of the boxspeakTime
: The amount of frames to wait between each sound effect
Example
UI:SetSe("Battle/_UNK_DUN_Water_Drop", 3)
UI:SetSe(System.String)
Sets the speaker sound effect played in the TextDialogue functions.
Arguments
newSe
: The sound effect of the box
Example
UI:SetSe("Menu/Unknown-3")
UI:SetSpeakTime(System.Int32)
Sets the speak frames played in the TextDialogue functions.
Arguments
speakTime
: The amount of frames to wait between each sound effect
Example
UI:SetSpeakTime(10)
UI:ResetSe
Resets to the default speaker sound effect and speaker frames.
UI:ResetBounds
Resets the position and size of the dialogue box.
UI:SetSpeakerLoc(System.Int32,System.Int32)
Sets the position of the speaker in a dialogue box.
Arguments
x
: The X positiony
: The Y position
UI:ResetSpeakerLoc
Resets the position of the speaker in a dialogue box.
UI:SetSpeakerEmotion(System.String,System.Boolean)
Sets the emotion of the speaker in the dialogue box.
Arguments
emo
: Emotion to displayreverse
: Faces right if false, left if true.
UI:SetCenter(System.Boolean,System.Boolean)
Sets the centering of the text in the textbox.
Arguments
centerH
: Horizontal centeringcenterV
: Vertical centering
UI:SetAutoFinish(System.Boolean)
Makes the text automatically finish when it shows up.
Arguments
autoFinish
: Auto-finishes text if true.
UI:WaitDialog
Displays the currently set dialogue box and waits for the player to complete it.
Example
UI:WaitDialog()
UI:_DummyWait
Instantly break. Used as default/invalid value when returning a yieldable value.
UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable)
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 recover 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.
Arguments
message
: Question to be asked to the user.bdefaultstono
: Whether the cursor starts on no by defaultcallbacks
: The Lua table of callbacks for the textbox to call.
UI:NameMenu(System.String,System.String,System.Int32,System.String)
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 recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.
Arguments
title
: The text to show above the input line.desc
: The text to show below the input line.maxLength
: The length of the text in pixels.defaultName
: Name to start the textbox with.
UI: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 recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.
UI:ShopMenu(NLua.LuaTable)
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 recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.
Arguments
goods
: A table of items to be sold. The format is { Item=InvItem, Price=int } for each item.
UI: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 recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.
UI: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.
UI: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.
UI: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.
UI:SpoilsMenu(NLua.LuaTable)
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.
Arguments
appraisalMap
: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }
UI: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 recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.
UI:TutorTeamMenu(NLua.LuaFunction)
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 recover the integer representing the chosen team member, UI:ChoiceResult() must be called.
UI:RelearnMenu(RogueEssence.Dungeon.Character)
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 recover the integer representing the chosen skill, UI:ChoiceResult() must be called.
Arguments
chara
: The character to relearn skills
UI:LearnMenu(RogueEssence.Dungeon.Character,System.String)
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 recover the integer representing the chosen skill, UI:ChoiceResult() must be called.
Arguments
chara
: The character to relearn skillsskillNum
: The new skill
UI:ForgetMenu(RogueEssence.Dungeon.Character)
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 recover the integer representing the chosen skill, UI:ChoiceResult() must be called.
Arguments
chara
: The character to relearn skills
UI: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 recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.
UI:CanSwapMenu(NLua.LuaTable)
TODO
UI:SwapMenu(NLua.LuaTable,NLua.LuaTable)
TODO
UI:TributeMenu(System.Int32)
TODO
UI:ShowMusicMenu(NLua.LuaTable)
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 recover the string representing the chosen song, UI:ChoiceResult() must be called.
Arguments
spoilerUnlocks
: A lua table of strings representing progression flags that have been completed.
Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.
UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc)
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 recover 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.
Arguments
name
: Name of the destinationdest
: The ZoneLoc location of the destination.
UI:DestinationMenu(NLua.LuaTable,System.Object)
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 recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.
Arguments
destinations
: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }
UI:ServersMenu
TODO
UI:ContactsMenu
TODO
UI:SOSMenu
TODO
UI:AOKMenu
TODO
UI:PeersMenu
TODO
UI:ShowConnectMenu
TODO
UI:CurrentActivityMenu
TODO
UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32)
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 recover the string indicating the chosen species, UI:ChoiceResult() must be called.
Arguments
title
: The title of the menuchoices
: A lua table of choices with each element being a MonsterID.canMenu
: If set to true, the Menu Button exits the menu if pressed.canCancel
: If set to true, the Cancel Button exits the menu if pressed.slotsPerPage
: Slots to display per page
UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu)
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.
UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable)
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 recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.
Arguments
message
: The question to ask the user.choicesPairs
: A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status.defaultChoice
: The cursor starts on this choice.cancelChoice
: This choice is chosen if the player presses the cancel button.callbacks
: The Lua table of callbacks for the textbox to call.
UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object)
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 recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.
Arguments
x
: X position of the menuy
: Y position of the menuwidth
: Width of the menutitle
: Height of the menuchoicesPairs
: A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status.linesPerPage
: Number of choices per pagedefaultChoice
: The cursor starts on this choice.cancelChoice
: This choice is chosen if the player presses the cancel button.
UI:ChoiceResult
Get the result of the last choice menu
Returns
The result of the choice
UI:GetChoiceAction(System.Object)
It's complicated.
Arguments
obj
: None
UI:WaitForChoice
Displays the currently set choice menu and waits for the player's selection to complete.
Example
UI:WaitForChoice()
UI:__WaitForChoice
Wait for choice and then CLEAN UP m_curchoice