DataManager Reference: Difference between revisions

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This page shows all properties of DataManager that can be manipulated from Lua.
This page shows all properties of DataManager that can be manipulated from Lua.


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[[Category:Quick Reference]]
[[Category:Data Class Documentation]]

Latest revision as of 20:16, 9 May 2024

This article is a stub. You can help PMDO Wiki by expanding it.


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: None
  • zoneId: None
  • rogue: None
  • seeded: None
  • sessionStart: 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: None
  • outFile: 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.