DataManager Reference: Difference between revisions
Created page with "This page shows all properties of DataManager that can be manipulated from Lua. It is referenced in lua with the shorthand <code>_DATA</code> == _DATA.Start == The parameters governing the start of the game. Such as starting character, map, level, etc. == _DATA.DefaultMonster == The monster ID consiered default for purposes of initialization == _DATA.DefaultSkill == The skill ID considered default for purposes of initialization and comparing to "nothing" ==..." |
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=== Arguments === | === Arguments === | ||
* <code> | * <code>type</code>: None | ||
== _DATA:GetZone(System.String) == | == _DATA:GetZone(System.String) == | ||
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* <code>includeFav</code>: Favorites will be deleted too. | * <code>includeFav</code>: Favorites will be deleted too. | ||
[[Category:Quick Reference]] | [[Category:Quick Reference]] |
Revision as of 20:55, 16 February 2024
This page shows all properties of DataManager that can be manipulated from Lua.
It is referenced in lua with the shorthand _DATA
_DATA.Start
The parameters governing the start of the game. Such as starting character, map, level, etc.
_DATA.DefaultMonster
The monster ID consiered default for purposes of initialization
_DATA.DefaultSkill
The skill ID considered default for purposes of initialization and comparing to "nothing"
_DATA.DefaultIntrinsic
The skill ID considered default for purposes of initialization and comparing to "nothing"
_DATA.DefaultMapStatus
The skill ID considered default for purposes of initialization and comparing to "nothing"
_DATA.DefaultElement
The skill ID considered default for purposes of initialization and comparing to "nothing"
_DATA.DefaultTile
The skill ID considered default for purposes of initialization and comparing to "nothing"
_DATA.DefaultZone
The skill ID considered default for purposes of initialization.
_DATA.DefaultRank
The skill ID considered default for purposes of initialization.
_DATA.DefaultAI
The skill ID considered default for purposes of initialization.
_DATA.DefaultSkin
The skill ID considered default for purposes of initialization.
_DATA.GenFloor
The terrain ID considered to be universally "floor" in random dungeon generation
_DATA.GenWall
The terrain ID considered to be universally "wall" in random dungeon generation
_DATA.GenUnbreakable
The terrain ID considered to be universally "unbreakable" in random dungeon generation
_DATA.Save
The current save file, loaded into memory
_DATA:GetIndex(RogueEssence.Data.DataManager.DataType)
Index paths are modified like mods. However, if multiple mods have conflicting indices, a combined index must be generated.
Arguments
type
: None
_DATA:GetZone(System.String)
Gets a zone based on its ID
Arguments
index
: None
_DATA:GetMap(System.String)
Gets a map based on its ID
Arguments
name
: None
_DATA:GetGround(System.String)
Gets a ground map based on its ID
Arguments
name
: None
_DATA:GetSkill(System.String)
Gets the data for a skill based on its ID
Arguments
index
: None
_DATA:GetItem(System.String)
Gets the data for an item based on its ID
Arguments
index
: None
_DATA:GetAutoTile(System.String)
Gets the data for an autotile based on its ID
Arguments
index
: None
_DATA:GetMonster(System.String)
Gets the data for a monster based on its ID
Arguments
index
: None
_DATA:GetStatus(System.String)
Gets the data for a status effect based on its ID
Arguments
index
: None
_DATA:GetIntrinsic(System.String)
Gets the data for an intrinsic (passive ability) based on its ID
Arguments
index
: None
_DATA:GetMapStatus(System.String)
Gets the data for a map-wide status effect based on its ID
Arguments
index
: None
_DATA:GetTile(System.String)
Gets the data for a tile, such as stairs or traps, based on its ID
Arguments
index
: None
_DATA:GetTerrain(System.String)
Gets the data for a terrain type based on its ID
Arguments
index
: None
_DATA:GetEmote(System.String)
Gets the data for an emote based on its ID
Arguments
index
: None
_DATA:GetElement(System.String)
Gets the data for an elemental type based on its ID
Arguments
index
: None
_DATA:GetGrowth(System.String)
Gets the data for a growth group based on its ID
Arguments
index
: None
_DATA:GetSkillGroup(System.String)
Gets the data for a skill-sharing group based on its ID
Arguments
index
: None
_DATA:GetAITactic(System.String)
Gets the data for an ai tactic based on its ID
Arguments
index
: None
_DATA:GetRank(System.String)
Gets the data for a team rank based on its ID
Arguments
index
: None
_DATA:GetSkin(System.String)
Gets the data for a skin based on its ID
Arguments
index
: None
_DATA:BeginPlay(System.String,System.String,System.Boolean,System.Boolean,System.DateTime)
Starts recording the quicksave for a new adventure. From here on, the replayWriter will remain open as a way to continue writing game states and player inputs.
Arguments
filePath
: NonezoneId
: Nonerogue
: Noneseeded
: NonesessionStart
: None
_DATA:ResumePlay(RogueEssence.Data.ReplayData,System.DateTime)
Called when resuming an adventure from a quicksave. The quicksave file is loaded and the stream position is set to the end, so that it can continue writing the replay.
Arguments
replay
: The quicksave replay to resume from.sessionResumeTime
: None
_DATA:LogState
Writes the game state to the current replay. The player must be in dungeon mode. This is used when the player begins a new dungeon in their adventure. (One adventure can contain a trek through multiple dungeons)
_DATA:LogGroundSave
Writes the game state to the current replay. The player must be in ground mode. This is used when a player saves in the middle of an adventure in a ground mode rest area.
_DATA:LogQuicksave
Writes the entire game state for faster loading of quicksaves. Currently not used due to quicksaves still loading from the start of the dungeon and replaying every step up to the current point.
_DATA:LogPlay(RogueEssence.Dungeon.GameAction)
Logs a player action to the current quicksave replay.
Arguments
play
: None
_DATA:LogUIPlay(System.Int32[])
Logs a player UI action to the current quicksave replay.
_DATA:LogUIStringPlay(System.String)
Logs a string to the current quicksave replay. Used for name inputs.
_DATA:QueueLogUI
Starts queueing UI commands to the current replay quicksave. UI commands need to be queued sometimes, because they may happen mid-action for an action that may fail later. If a player action fails, it is not logged. Thus, if queues didn't exist, UI actions would be logged for actions that didn't actually happen.
_DATA:DequeueLogUI
Stops queueing UI commands to the current replay quicksave and writes the current queue to the replay.
_DATA:EndPlay(RogueEssence.Data.GameProgress,System.String)
Called when an adventure is ended. Closes the replay writing stream and saves the quicksave into a replay.
Arguments
epitaph
: NoneoutFile
: None
_DATA:SaveSessionTime(System.TimeSpan)
Saves the current session time
Arguments
sessionTime
: None
_DATA:SuspendPlay
Called when an adventure is suspended. Closes the replay writing stream to allow for clean exit. Note how nothing else is done aside form closing the stream. Quicksaves already save every action from the player as it happens, so even if they closed the game there is no lost data.
_DATA:LoadMainGameState(System.Boolean)
Returns game progress loaded from the save folder and current zone.
_DATA:DeleteReplayData(System.Boolean)
Deletes replays from the replay folder corresponding to the current mod.
Arguments
includeFav
: Favorites will be deleted too.