|
|
| (19 intermediate revisions by the same user not shown) |
| Line 1: |
Line 1: |
| {{Cleanup}}
| |
| 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. | | 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. |
|
| |
|
| Line 9: |
Line 8: |
| ! Function !! Description | | ! Function !! Description |
| |- | | |- |
| | AI:SetCharacterAI || Gives the ground character the assigned AI. | | | SetCharacterAI || Gives the ground character the assigned AI. |
| |- | | |- |
| | AI:DisableCharacterAI || Disables the AI processing of the ground character. | | | DisableCharacterAI || Disables the AI processing of the ground character. |
| |- | | |- |
| | AI:EnableCharacterAI || Enables the AI processing of the ground character, if it has been disabled by DisableCharacterAI. | | | EnableCharacterAI || Enables the AI processing of the ground character, if it has been disabled by DisableCharacterAI. |
| |- | | |- |
| | AI:SetAIState|| ??? | | | SetAIState|| ??? |
| |} | | |} |
|
| |
|
| == Dungeon == | | == Dungeon == |
| {{main|Dungeon (function)}} | | {{main|Dungeon (functions)}} |
|
| |
|
| {| class="wikitable" | | {| class="wikitable" |
| |- | | |- |
| ! Function !! Arguments !! Description !! Example | | ! Function !! Description |
| |- | | |- |
| | DUNGEON:CharTurnToChar || turningCharacter - RogueEssence.Dungeon.Character<br>turnedToCharacter - RogueEssence.Dungeon.Character||Makes a character turn to face another. ||x | | | CharTurnToChar || Makes a character turn to face another. |
| |- | | |- |
| | DUNGEON:LastDungeonResult|| None || Gets the result of the last dungeon adventure. ||x | | | LastDungeonResult||Gets the result of the last dungeon adventure. |
| |- | | |- |
| | DUNGEON:DungeonCurrentFloor || None || Returns the floor number of the current dungeon. ||x | | | DungeonCurrentFloor || Returns the floor number of the current dungeon. |
| |- | | |- |
| | DUNGEON:DungeonAssetName|| None || Returns the internal name for the current dungeon. ||x | | | DungeonAssetName|| Returns the internal name for the current dungeon. |
| |- | | |- |
| | DUNGEON:DungeonDisplayName|| None || Returns the localized name of the current dungeon. ||x | | | DungeonDisplayName|| Returns the localized name of the current dungeon. |
| |- | | |- |
| | DUNGEON:CharSetEmote|| Chara - RogueEssence.Dungeon.Character,System.String,System.Int32<br>emoteid - System.String<br> cycles - System.Int32|| Set a character's emote in a dungeon map. ||x | | | CharSetEmote|| Set a character's emote in a dungeon map. |
| |- | | |- |
| | DUNGEON:CharStartAnim|| Chara, anim, loop || Set a character's animation. ||DUNGEON:CharStartAnim(player, anim, false) | | | CharStartAnim|| Set a character's animation. |
| |- | | |- |
| | DUNGEON:CharEndAnim|| Chara ||Stops a character's current animation, reverting them to default idle. || DUNGEON:CharEndAnim(player) | | | CharEndAnim|| Stops a character's current animation, reverting them to default idle. |
| |- | | |- |
| | DUNGEON:PlayVFX|| emitter - RogueEssence.Content.FiniteEmitter, x - System.Int32, y - System.Int32, dir - RogueElements.Dir8 || Plays a VFX in the dungeon map || x | | | PlayVFX|| Plays a VFX in the dungeon map |
| |- | | |- |
| | DUNGEON:PlayVFX|| emitter - RogueEssence.Content.FiniteEmitter, x - System.Int32, y - System.Int32, dir - RogueElements.Dir8, xTo - System.Int32, yTo - System.Int32 || Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims. || x | | | PlayVFX|| Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims. |
| |- | | |- |
| | DUNGEON:MoveScreen|| mover - RogueEssence.Content.ScreenMover || Plays a screen-moving effect. || x | | | MoveScreen|| Plays a screen-moving effect. |
| |} | | |} |
|
| |
|
| == Game == | | == Game == |
| {{main|Game (function)}} | | {{main|Game (functions)}} |
| === Game Control === | | === Game Control === |
| {| class="wikitable" | | {{main|Game (functions)/Game Control}} |
| |-
| | {{:Ground (functions)/Game Control/Table}} |
| ! Function !! Arguments !! Description !! Example
| | |
| |-
| |
| | GAME:GetModDiff ||? || ? ||x
| |
| |-
| |
| | GAME:RestartToTitle||None ||Leave the current map and load the title screen. ||x
| |
| |-
| |
| | GAME:RestartRogue ||Config ||Restarts a [[roguelocke]] run based on the configuration.||x
| |
| |-
| |
| |}
| |
| === Map and Adventure Control === | | === Map and Adventure Control === |
| {| class="wikitable" | | {{main|Game (functions)/Map and Adventure Control}} |
| |-
| | {{:Game (functions)/Map and Adventure Control/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| | GAME:GetCurrentGround || None|| Returns the current ground map.||x
| |
| |-
| |
| | GAME:GetCurrentFloor|| None|| Returns the current dungeon map.||x
| |
| |-
| |
| | GAME:GetCurrentDungeon || None || Returns the current zone (aka dungeon).||x
| |
| |-
| |
| | GAME:EnterGroundMap || varies (see subpage)|| Enter the specified ground map.||x
| |
| |-
| |
| | GAME:EnterDungeon || dungeonid<br>structureid<br>mapid<br>entry<br>stakes<br>recorded<br>silentRestrict|| Enter the specified dungeon.||x
| |
| |-
| |
| | GAME:ContinueDungeon || dungeonid<br>structureid<br>mapid<br>entry|| Enter the zone and continue the current ongoing adventure.||x
| |
| |-
| |
| | GAME:EndDungeonRun|| result<br>destzoneid<br>structureid<br>mapid<br>entryid<br?display<br>fanfae<br>completedZone<br>|| Enter the zone and continue the current ongoing adventure.||x
| |
| |-
| |
| | GAME:EnterZone|| dungeonid<br>structureid<br>mapid<br>entry|| Enter the zone and begin an adventure.||x
| |
| |-
| |
| |}
| |
|
| |
|
| === Rescue Management === | | === Rescue Management === |
| {| class="wikitable" | | {{main|Game (functions)/Rescue Management}} |
| |-
| | {{:Game (functions)/Rescue Management/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| | GAME:EnterRescue|| sosPath|| Enter a zone and begin a rescue.||x
| |
| |-
| |
| | GAME:AddAOKRemark|| remarkIndex|| ?||x
| |
| |-
| |
| | GAME:HasSOSMail|| ?|| ?||x
| |
| |-
| |
| | GAME:HasAOKMail|| ?|| ?||x
| |
| |-
| |
| |}
| |
|
| |
|
| === Camera & Scene Control === | | === Camera & Scene Control === |
| {| class="wikitable" | | {{main|Game (functions)/Camera & Scene Control}} |
| |-
| | {{:Game (functions)/Camera & Scene Control/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| | GAME:FadeOut || white<br>duration|| Fades screen out, waits to finish.||x
| |
| |-
| |
| | GAME:FadeIn || duration|| Fades screen in, waits to finish.||x
| |
| |-
| |
| | GAME:MoveCamera || x<br>y<br>duration<br>toPlayer|| Moves the camera.||x
| |
| |-
| |
| | GAME:MoveCameraToChara || x<br>y<br>duration<br>chara|| Moves the camera to the specified character.||x
| |
| |-
| |
| | GAME:GetCameraCenter || None|| Returns the current center of the camera.||x
| |
| |-
| |
| | GAME:IsCameraOnChar || None|| Returns true if the camera is centered relative to the player, false if not.||x
| |
| |-
| |
| |}
| |
|
| |
|
| === Team Management === | | === Team Management === |
| {| class="wikitable" | | {{main|Game (functions)/Team Management}} |
| |-
| | {{:Game (functions)/Team Management/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| | GAME:GetTeamLeaderIndex|| None|| Returns the index of the currently player controlled entity in the party.||x
| |
| |-
| |
| | GAME:SetTeamLeaderIndex|| idx|| Sets the leader to the chosen index in the party.||x
| |
| |-
| |
| | GAME:SetCanSwitch||canSwitch|| Configure the ability to switch leaders in the save file.||x
| |
| |-
| |
| | GAME:SetCanRecruit||canRecruit|| Configure the ability to recruit in the save file.||x
| |
| |-
| |
| |}
| |
| ==== Party Management ==== | | ==== Party Management ==== |
| {| class="wikitable" | | {{main|Game (functions)/Party Management}} |
| |-
| | {{:Game (functions)/Party Management/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| |-
| |
| | GAME:GetPlayerPartyCount||None||Returns the player's party count.||x
| |
| |-
| |
| | GAME:GetPlayerPartyTable||None||Returns the player's party as a lua table, excluding guests.||x
| |
| |-
| |
| | GAME:GetPlayerPartyMember||index||Returns the party member at the specified team index.||x
| |
| |-
| |
| | GAME:AddPlayerTeam||character||Adds the given character to the player's team.||x
| |
| |-
| |
| | GAME:RemovePlayerTeam||slot||Removes the character from the given slot from the team.||x
| |
| |-
| |
| |}
| |
|
| |
|
| ==== Assembly Management ==== | | ==== Assembly Management ==== |
| {| class="wikitable" | | {{main|Game (functions)/Assembly Management}} |
| |-
| | {{:Game (functions)/Assembly Management/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| | GAME:GetPlayerAssemblyCount||None||Returns the amount of characters currently in the player's assembly.||x
| |
| |-
| |
| | GAME:GetPlayerAssemblyTable||None||Returns the player's assembly as a lua table.||x
| |
| |-
| |
| | GAME:GetPlayerAssemblyMember||Index||Gets the character at the specified index from the assembly.||x
| |
| |-
| |
| | GAME:AddPlayerAssembly||character||Adds the given character to the player's assembly.||x
| |
| |-
| |
| | GAME:RemovePlayerAssembly||slot||Removes the character from the given slot from the assembly.||x
| |
| |}
| |
|
| |
|
| ==== Guest Management ==== | | ==== Guest Management ==== |
| {| class="wikitable" | | {{main|Game (functions)/Guest Management}} |
| |-
| | {{:Game (functions)/Guest Management/Table}} |
| ! Function !! Arguments !! Description !! Example
| |
| |-
| |
| | GAME:GetPlayerGuestCount||None||Returns the amount of guests currently in the player's party.||x
| |
| |-
| |
| | GAME:GetPlayerGuestTable||None||Returns the player's party guests as a lua table.||x
| |
| |-
| |
| | GAME:GetPlayerGuestMember||Index||Gets the character at the specified index from the guests.||x
| |
| |-
| |
| | GAME:AddPlayerGuest||character||Adds the given character to the player's guest list.||x
| |
| |-
| |
| | GAME:RemovePlayerGuest||slot||Removes the character from the given slot from the guest list.||x
| |
| |}
| |
|
| |
|
| === Character Control === | | === Character Control === |
| | {{main|Game (functions)/Character Control}} |
| | {{:Game (functions)/Character Control/Table}} |
|
| |
|
| === Bag, Equips, & Storage === | | === Item Management === |
| | {{main|Game (functions)/Item Management}} |
| | {{:Game (functions)/Item Management/Table}} |
|
| |
|
| === Money === | | === Money === |
| | {{main|Game (functions)/Money}} |
| | {{:Game (functions)/Money/Table}} |
|
| |
|
| === Inputs === | | === Inputs === |
| | {{main|Game (functions)/Inputs}} |
| | {{:Game (functions)/Inputs/Table}} |
|
| |
|
| === Dungeons === | | === Dungeons === |
| | {{main|Game (functions)/Dungeons}} |
| | {{:Game (functions)/Dungeons/Table}} |
|
| |
|
| === Direction === | | === Direction === |
| | {{main|Game (functions)/Direction}} |
| | {{:Game (functions)/Direction/Table}} |
| | |
| | === Queuing === |
| | {{main|Game (functions)/Queuing}} |
| | {{:Game (functions)/Queuing/Table}} |
|
| |
|
| == Ground == | | == Ground == |
| {{main|Ground (function)}} | | {{main|Ground (functions)}} |
| == Sound ==
| |
| {{main|Sound (function)}}
| |
| == Strings ==
| |
| {{main|Strings (function)}}
| |
| == Task ==
| |
| {{main|Task (function)}}
| |
| == UI ==
| |
| {{main|UI(function)}}
| |
|
| |
|
| == GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) == | | === Entity === |
| | {{main|Ground (functions)/Entity}} |
| | {{:Ground (functions)/Entity/Table}} |
|
| |
|
| | === Entity Turning === |
| | {{main|Ground (functions)/Entity Turning}} |
| | {{:Ground (functions)/Entity Turning/Table}} |
|
| |
|
| Adds a character to the player's team.
| | === Entity Movement === |
| | {{main|Ground (functions)/Entity Movement}} |
| | {{:Ground (functions)/Entity Movement/Table}} |
|
| |
|
| | === Entity Animation === |
| | {{main|Ground (functions)/Entity Animation}} |
| | {{:Ground (functions)/Entity Animation/Table}} |
|
| |
|
| === Arguments === | | === Screen Effects === |
| | {{main|Ground (functions)/Screen Effects}} |
| | {{:Ground (functions)/Screen Effects/Table}} |
|
| |
|
| * <code>character</code>: The character to add.
| | === Leveling === |
| | {{main|Ground (functions)/Leveling}} |
| | {{:Ground (functions)/Leveling/Table}} |
|
| |
|
| == GAME:RemovePlayerTeam(System.Int32) == | | === Map Status === |
| | {{main|Ground (functions)/Map Status}} |
| | {{:Ground (functions)/Map Status/Table}} |
|
| |
|
| | == Sound == |
| | {{main|Sound (functions)}} |
| | {{:Sound (functions)/Table}} |
|
| |
|
| Removes the character from the team, placing its item back in the inventory.
| | == Strings == |
| | {{main|Strings (functions)}} |
| | {{:Strings (functions)/Table}} |
|
| |
|
| | == Task == |
| | {{main|Task (functions)}} |
| | {{:Task (functions)/Table}} |
|
| |
|
| === Arguments === | | == UI == |
| | | {{main|UI (functions)}} |
| * <code>slot</code>: The slot of the player to remove.
| |
| | |
| == GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| Adds a character to the player's guests.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The character to add.
| |
| | |
| == GAME:RemovePlayerGuest(System.Int32) ==
| |
| | |
| | |
| Removes the character from the team's guests, placing its item back in the inventory.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>slot</code>: The slot of the player to remove.
| |
| | |
| == GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| Adds a character to the player's assembly.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The character to add.
| |
| | |
| == GAME:RemovePlayerAssembly(System.Int32) ==
| |
| | |
| | |
| Removes the character from the assembly, placing its item back in the inventory.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>slot</code>: The slot of the player to remove.
| |
| | |
| == GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==
| |
| | |
| | |
| Sets a character's nickname
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The character to rename
| |
| * <code>nickname</code>: The new name
| |
| | |
| == GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| Gets the character nickname
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: 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 ===
| |
| | |
| * <code>teamname</code>: 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 ===
| |
| | |
| * <code>character</code>: The character to check
| |
| | |
| == GAME:CanForget(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| Checks if the character can forget any skills.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The character to check
| |
| | |
| == GAME:CanLearn(RogueEssence.Dungeon.Character) ==
| |
| | |
| | |
| Checks if the character can learn any skills.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: 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 ===
| |
| | |
| * <code>chara</code>: The character to prompt for learning.
| |
| * <code>oldLevel</code>: The level that the character leveled up from.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GAME:CheckLevelSkills(player, 5)
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>chara</code>: The character to learn the skill
| |
| * <code>skill</code>: The skill to learn
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GAME:TryLearnSkill(player, "thunder")
| |
| | |
| </pre>
| |
| | |
| == GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==
| |
| | |
| | |
| Gives a new skill to a specified character.
| |
| Fails if the character's skills are full.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: The character to learn the skill
| |
| * <code>skill</code>: The skill to learn
| |
| | |
| == GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==
| |
| | |
| | |
| Removed a skill from the specified character.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: The character to forget the skill
| |
| * <code>slot</code>: 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 ===
| |
| | |
| * <code>chara</code>: The character to lock the skill
| |
| * <code>slot</code>: 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 ===
| |
| | |
| * <code>chara</code>: The character to unlock the skill
| |
| * <code>slot</code>: 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 ===
| |
| | |
| * <code>character</code>: The character to learn the skill
| |
| * <code>skillId</code>: The skill to learn
| |
| * <code>slot</code>: The slot to replace
| |
| | |
| == GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==
| |
| | |
| | |
| Gets the skill from a specified character and specified slot.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: The character to get the skill from.
| |
| * <code>slot</code>: 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 ===
| |
| | |
| * <code>character</code>: 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 ===
| |
| | |
| * <code>character</code>: The character to check
| |
| * <code>bypassItem</code>: 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 ===
| |
| | |
| * <code>character</code>: The character to promote
| |
| * <code>branch</code>: The PromoteBranch to promote with
| |
| * <code>bypassItem</code>: 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 ===
| |
| | |
| * <code>id</code>: The item ID to search for.
| |
| * <code>held</code>: Check equipped items.
| |
| * <code>inv</code>: 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 ===
| |
| | |
| * <code>slot</code>: 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 ===
| |
| | |
| * <code>slot</code>: 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 ===
| |
| | |
| * <code>item</code>: 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 ===
| |
| | |
| * <code>id</code>: The ID of the item
| |
| * <code>count</code>: The amount to give. Default 1
| |
| * <code>cursed</code>: Whether the item is cursed. Default false.
| |
| * <code>hiddenval</code>: 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 ===
| |
| | |
| * <code>slot</code>: The slot to check
| |
| | |
| === Returns ===
| |
| | |
| The item found in the slot
| |
| | |
| == GAME:TakePlayerBagItem(System.Int32,System.Boolean) ==
| |
| | |
| | |
| Remove an item from player inventory
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>slot</code>: The slot from which to remove the item
| |
| * <code>takeAll</code>: None
| |
| | |
| == GAME:TakePlayerEquippedItem(System.Int32,System.Boolean) ==
| |
| | |
| | |
| Remove the equipped item from a chosen member of the team
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>slot</code>: The slot of the character on the team from which to remove the item
| |
| * <code>takeAll</code>: None
| |
| | |
| == GAME:TakeGuestEquippedItem(System.Int32,System.Boolean) ==
| |
| | |
| | |
| Remove the equipped item from a chosen guest of the team
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>slot</code>: The slot of the character on the team's guest list from which to remove the item
| |
| * <code>takeAll</code>: 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 ===
| |
| | |
| * <code>id</code>: 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 ===
| |
| | |
| * <code>item</code>: 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 ===
| |
| | |
| * <code>id</code>: The ID of the item
| |
| * <code>count</code>: The amount to give. Default 1
| |
| * <code>cursed</code>: Whether the item is cursed. Default false.
| |
| * <code>hiddenval</code>: The hidden value of the item. Default empty string.
| |
| | |
| == GAME:TakePlayerStorageItem(System.String) ==
| |
| | |
| | |
| Takes an item from the storage
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>id</code>: 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 ===
| |
| | |
| * <code>toadd</code>: The amount of money to add.
| |
| | |
| == GAME:RemoveFromPlayerMoney(System.Int32) ==
| |
| | |
| | |
| Removes money from the player's wallet.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>toremove</code>: 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 ===
| |
| | |
| * <code>toadd</code>: The amount of money to add.
| |
| | |
| == GAME:RemoveFromPlayerMoneyBank(System.Int32) ==
| |
| | |
| | |
| Removes money from the player's bank.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>toremove</code>: The amount of money to remove.
| |
| | |
| == GAME:IsKeyDown(System.Int32) ==
| |
| | |
| | |
| Checks if a player is making a certain physical keyboard input.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>keyid</code>: 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 ===
| |
| | |
| * <code>inputid</code>: 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 ===
| |
| | |
| * <code>bon</code>: 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 ===
| |
| | |
| * <code>dungeonid</code>: ID of the dungeon to unlock.
| |
| | |
| == GAME:DungeonUnlocked(System.String) ==
| |
| | |
| | |
| Checks if a dungeon is unlocked.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>dungeonid</code>: 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 ===
| |
| | |
| * <code>allowed</code>: 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 ===
| |
| | |
| * <code>obj</code>: None
| |
| | |
| == GAME:WaitFrames ==
| |
| | |
| | |
| Waits for a specified number of frames before continuing.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>frames</code>: The number of frames ot wait. Each frame is 1/60th of a second.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GAME:WaitFrames(60)
| |
| | |
| </pre>
| |
| | |
| == GAME:VectorToDirection(RogueElements.Loc) ==
| |
| | |
| | |
| Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>v</code>: 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 ===
| |
| | |
| * <code>X</code>: The X value of the vector
| |
| * <code>Y</code>: 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 ===
| |
| | |
| * <code>entityname</code>: The name of the entity to hide.
| |
| | |
| == GROUND:Unhide(System.String) ==
| |
| | |
| | |
| Unhides an entity.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>entityname</code>: The name of the entity to unhide.
| |
| | |
| == GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==
| |
| | |
| | |
| TODO: WIP
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>objtype</code>: None
| |
| * <code>instancename</code>: None
| |
| * <code>x</code>: None
| |
| * <code>y</code>: None
| |
| * <code>w</code>: None
| |
| * <code>h</code>: None
| |
| | |
| == GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==
| |
| | |
| | |
| TODO: WIP
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chartype</code>: None
| |
| * <code>instancename</code>: None
| |
| * <code>x</code>: None
| |
| * <code>y</code>: None
| |
| * <code>actionfun</code>: None
| |
| * <code>thinkfun</code>: None
| |
| | |
| == GROUND:RemoveObject(System.String) ==
| |
| | |
| | |
| Deletes an object from the ground map, identified by its instance name.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>instancename</code>: 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 ===
| |
| | |
| * <code>instancename</code>: 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 ===
| |
| | |
| * <code>instancename</code>: The instance name to give the character
| |
| * <code>data</code>: Character data to create from
| |
| * <code>x</code>: X coordinate of the character
| |
| * <code>y</code>: Y coordinate of the character
| |
| * <code>direction</code>: 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 ===
| |
| | |
| * <code>charData</code>: The new character data
| |
| | |
| == GROUND:SpawnerDoSpawn(System.String) ==
| |
| | |
| | |
| Make the specified spawner run its spawn method.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>spawnername</code>: None
| |
| | |
| === Returns ===
| |
| | |
| The ground character spawned.
| |
| | |
| == GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==
| |
| | |
| | |
| Sets the character to the specified spawner
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>spawnername</code>: The spawner to set the character to, by name
| |
| * <code>spawnChar</code>: The character to spawn.
| |
| | |
| == GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==
| |
| | |
| | |
| Makes a character turn to face another character instantly.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>turnchar</code>: The character that is turning.
| |
| * <code>turnto</code>: 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 ===
| |
| | |
| * <code>curch</code>: Character that is turning
| |
| * <code>turnto</code>: Character to turn to
| |
| * <code>framedur</code>: Time spent on each direction, in frames
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| CharTurnToCharAnimated(charFrom, charTo, 3)
| |
| | |
| </pre>
| |
| | |
| == GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==
| |
| | |
| | |
| Makes a ground entity turn to face a direction.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: The ground entity. Can be a character or object.
| |
| * <code>direction</code>: 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 ===
| |
| | |
| * <code>ch</code>: The character to turn
| |
| * <code>direction</code>: The direction to turn to
| |
| * <code>framedur</code>: The time spent in each intermediate direction, in frames
| |
| * <code>ccw</code>: false if clockwise, true if counter-clockwise
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:CharTurnToCharAnimated(charFrom, Dir8.Left, 3, true)
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>ch</code>: The character to turn
| |
| * <code>direction</code>: The direction to turn to
| |
| * <code>framedur</code>: The time spent in each intermediate direction, in frames
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| CharAnimateTurnTo(charFrom, Dir8.Left, 3)
| |
| | |
| </pre>
| |
| | |
| == GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==
| |
| | |
| | |
| Repositions the ground entity in a specified location.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: The ground entity to reposition
| |
| * <code>x</code>: The X coordinate of the destination
| |
| * <code>y</code>: The Y coordinate of the destination
| |
| * <code>direction</code>: The direction to point the entity. Defaults to Dir8.None, which leaves it untouched.
| |
| * <code>height</code>: None
| |
| | |
| == GROUND:MoveInDirection ==
| |
| | |
| | |
| Make ground character move in a direction.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to move
| |
| * <code>direction</code>: Direction to move in
| |
| * <code>duration</code>: Duration of movement, in frames
| |
| * <code>run</code>: True if using a running animation, false otherwise
| |
| * <code>speed</code>: Speed in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:MoveToPosition ==
| |
| | |
| | |
| Make ground character move to a position.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to move
| |
| * <code>x</code>: X coordinate of destination
| |
| * <code>y</code>: Y coordinate of destination
| |
| * <code>run</code>: True if using a running animation, false otherwise
| |
| * <code>speed</code>: Speed in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:MoveInDirection(player, 200, 240, false, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:MoveToMarker ==
| |
| | |
| | |
| Make ground character move to a ground marker.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to move
| |
| * <code>mark</code>: GroundMarker object ot move to
| |
| * <code>run</code>: True if using a running animation, false otherwise
| |
| * <code>speed</code>: Speed in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:MoveInDirection(player, marker, false, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:MoveObjectToPosition ==
| |
| | |
| | |
| Make ground object move to a position.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Ground Entity to move
| |
| * <code>x</code>: X coordinate of destination
| |
| * <code>y</code>: Y coordinate of destination
| |
| * <code>speed</code>: Speed in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:MoveInDirection(player, 200, 240, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:AnimateInDirection ==
| |
| | |
| | |
| Make a ground character move in a direction with custom animation
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to move
| |
| * <code>anim</code>: Name of the animation
| |
| * <code>animDir</code>: Direction of animation
| |
| * <code>direction</code>: Direction to move in
| |
| * <code>duration</code>: Duration of movement, in frames
| |
| * <code>animSpeed</code>: Speed of animation, where 1.0 represents normal speed
| |
| * <code>speed</code>: Speed movement, in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:AnimateInDirection(player, "Hurt", Dir8.Down, 24, 0.5, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:AnimateToPosition ==
| |
| | |
| | |
| Make a ground entity move to a position with custom animation
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Entity to move
| |
| * <code>anim</code>: Name of the animation
| |
| * <code>animDir</code>: Direction of animation
| |
| * <code>x</code>: X coordinate of the destination
| |
| * <code>y</code>: Y coordinate of the destination
| |
| * <code>animSpeed</code>: Speed of animation, where 1.0 represents normal speed
| |
| * <code>speed</code>: Speed movement, in pixels per frame
| |
| * <code>height</code>: Height of the destination
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:AnimateToPosition(player, "Hurt", Dir8.Down, 200, 240, 0.5, 2, 0)
| |
| | |
| </pre>
| |
| | |
| == GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==
| |
| | |
| | |
| Make a character emote on the ground map.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to emote
| |
| * <code>emoteid</code>: ID of the emote
| |
| * <code>cycles</code>: 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 ===
| |
| | |
| * <code>chara</code>: Target ground character.
| |
| * <code>effect</code>: 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 ===
| |
| | |
| * <code>chara</code>: Target ground character.
| |
| * <code>effect</code>: The draw effect.
| |
| | |
| == GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==
| |
| | |
| | |
| Gets the fallback animation for the character.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: None
| |
| * <code>anim</code>: 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 ===
| |
| | |
| * <code>chara</code>: None
| |
| | |
| == GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==
| |
| | |
| | |
| Gets the chosen action point of the character at this specific frame.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: None
| |
| * <code>actionPoint</code>: 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 ===
| |
| | |
| * <code>chara</code>: Character to animate
| |
| * <code>anim</code>: Name of the animation
| |
| * <code>loop</code>: Whether to loop the animation
| |
| | |
| == GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==
| |
| | |
| | |
| Stops a character's current animation, reverting them to default idle.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to stop animating
| |
| | |
| == GROUND:CharWaitAnim ==
| |
| | |
| | |
| Makes the character perform an animation and waits until it's over.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Character to animate
| |
| * <code>anim</code>: Animation to play
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:CharWaitAnim(player, "Hurt")
| |
| | |
| </pre>
| |
| | |
| == GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==
| |
| | |
| | |
| Set a character's action.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to perfom the action
| |
| * <code>action</code>: The action to perform
| |
| | |
| == GROUND:CharWaitAction ==
| |
| | |
| | |
| Makes the character perform an action and waits until it's over.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Character to animate
| |
| * <code>action</code>: Action to perform
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:CharWaitAction(player, action)
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>obj</code>: The object to animate
| |
| * <code>frameTime</code>: The duration of each frame of animation
| |
| * <code>startFrame</code>: The start frame of animation
| |
| * <code>endFrame</code>: The end frame of animation
| |
| * <code>dir</code>: The direction of the animation
| |
| * <code>cycles</code>: 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 ===
| |
| | |
| * <code>obj</code>: The object to animate
| |
| * <code>animName</code>: The name of the animation
| |
| * <code>frameTime</code>: The duration of each frame of animation
| |
| * <code>startFrame</code>: The start frame of animation
| |
| * <code>endFrame</code>: The end frame of animation
| |
| * <code>dir</code>: The direction of the animation
| |
| | |
| == GROUND:ObjectWaitAnimFrame ==
| |
| | |
| | |
| Waits for the object to reach a specific frame before continuing.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>obj</code>: The object ot wait on
| |
| * <code>frame</code>: The frame of animation to wait on.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:WaitObjectAnim(fountain, 3)
| |
| | |
| </pre>
| |
| | |
| == GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==
| |
| | |
| | |
| Plays a VFX using a finite emitter that generates BaseAnims.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>emitter</code>: The VFX emitter
| |
| * <code>x</code>: X position
| |
| * <code>y</code>: Y Position
| |
| * <code>dir</code>: 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 ===
| |
| | |
| * <code>emitter</code>: The VFX emitter
| |
| * <code>x</code>: Start X position
| |
| * <code>y</code>: Start Y Position
| |
| * <code>dir</code>: Direction to orient the VFX, defaults to Down.
| |
| * <code>xTo</code>: End X position
| |
| * <code>yTo</code>: End Y position
| |
| | |
| == GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==
| |
| | |
| | |
| Plays a VFX using just a BaseAnim
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>anim</code>: The animation to play
| |
| * <code>layer</code>: The layer to put it on
| |
| | |
| == GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==
| |
| | |
| | |
| Plays a screen-moving effect.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>mover</code>: The screen mover.
| |
| | |
| == GROUND:HandoutEXP ==
| |
| | |
| | |
| Gives a character a set amount of EXP.
| |
| Also handles leveling up and learning new moves.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The characters to level up.
| |
| * <code>experience</code>: 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 ===
| |
| | |
| * <code>character</code>: The characters to level up.
| |
| * <code>numLevelUps</code>: 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 ===
| |
| | |
| * <code>statusIdx</code>: The ID of the Map Status
| |
| | |
| == GROUND:RemoveMapStatus(System.String) ==
| |
| | |
| | |
| Removes a map status from the ground map.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>statusIdx</code>: The ID of the Map Status to remove.
| |
| | |
| == SOUND:PlaySE(System.String) ==
| |
| | |
| | |
| Plays a sound effect
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE folder
| |
| | |
| == SOUND:PlayBattleSE(System.String) ==
| |
| | |
| | |
| Plays a sound effect specifically from the Battle/ subdirectory
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: 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 ===
| |
| | |
| <pre>
| |
| | |
| SOUND:WaitSE("Battle/Hit")
| |
| | |
| </pre>
| |
| | |
| == SOUND:LoopSE(System.String) ==
| |
| | |
| | |
| Plays a continuous sound effect
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE folder
| |
| | |
| == SOUND:LoopBattleSE(System.String) ==
| |
| | |
| | |
| Plays a continuous sound effect
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE/Battle folder
| |
| | |
| == SOUND:StopSE(System.String) ==
| |
| | |
| | |
| Stops a continuous sound effect
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE folder
| |
| | |
| == SOUND:StopBattleSE(System.String) ==
| |
| | |
| | |
| Stops a continuous sound effect
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: 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 ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE folder
| |
| * <code>fadeTime</code>: 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 ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE/Battle folder
| |
| * <code>fadeTime</code>: 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 ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE folder
| |
| * <code>fadeTime</code>: 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 ===
| |
| | |
| * <code>name</code>: Sound file name, relative to the Content/SE/Battle folder
| |
| * <code>fadeTime</code>: 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 ===
| |
| | |
| * <code>name</code>: 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 ===
| |
| | |
| <pre>
| |
| | |
| SOUND:WaitFanfare("Battle/LevelUp")
| |
| | |
| </pre>
| |
| | |
| == SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==
| |
| | |
| | |
| Plays a song, replacing the current one.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>name</code>: The file name of the song, relative to the Content/Music folder.
| |
| * <code>fade</code>: Whether to fade the old song out, or start a new one.
| |
| * <code>fadeTime</code>: 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 ===
| |
| | |
| * <code>fadeTime</code>: The amount of time, in frames, to fade out the song.
| |
| | |
| == SOUND:SetBGMVolume(System.Single) ==
| |
| | |
| | |
| Sets the current volume of the song.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>val</code>: 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 ===
| |
| | |
| * <code>fmt</code>: String to format.
| |
| * <code>para</code>: Arguments
| |
| | |
| === Returns ===
| |
| | |
| The formatted string.
| |
| | |
| == STRINGS:FormatKey(System.String,System.Object[]) ==
| |
| | |
| | |
| Formats a string given a string key. Will unescape escaped characters.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>fmt</code>: The string key to format
| |
| * <code>para</code>: string arguments
| |
| | |
| == STRINGS:LocalKeyString(System.Int32) ==
| |
| | |
| | |
| Gets the string representing a button or key.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>index</code>: 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 ===
| |
| | |
| * <code>listStrings</code>: 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 ===
| |
| | |
| * <code>ent</code>: Entity which will run the task.
| |
| * <code>fn</code>: Task coroutine.
| |
| | |
| == TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==
| |
| | |
| | |
| Helper function to force stop an entity's current task.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Entity running the task to stop.
| |
| | |
| == TASK:WaitStartEntityTask ==
| |
| | |
| | |
| Makes an entity run a specified task, and waits for it to complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Entity which will run the task.
| |
| * <code>fn</code>: Task coroutine.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| TODO
| |
| | |
| </pre>
| |
| | |
| == TASK:WaitEntityTask ==
| |
| | |
| | |
| Waits for the specified entity to finish its task.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Entity which task we'll wait on.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| TASK:WaitEntityTask(player)
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>obj</code>: The task to wait on.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| TASK:WaitTask(_DUNGEON:DropMoney(100, RogueElements.Loc(10, 10), RogueElements.Loc(10, 10)))
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>fn</code>: None
| |
| * <code>args</code>: None
| |
| | |
| == TASK:BranchCoroutine(System.Object) ==
| |
| | |
| | |
| Starts a new coroutine to run parallel to the current execution.
| |
| Useful for performing multiple actions at once.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>obj</code>: The task to run in parallel
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))
| |
| | |
| </pre>
| |
| | |
| == TASK:JoinCoroutines ==
| |
| | |
| | |
| Waits for all specified coroutines to finish before continuing execution.
| |
| Often used for coroutines created using TASK:BranchCoroutine()
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>coroTable</code>: A table of coroutines to wait on.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| TASK:JoinCoroutines({coro1})
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>callbacks</code>: The Lua table of callbacks for the textbox to call.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowDialogue("Hello World!")
| |
| | |
| </pre>
| |
| | |
| == UI:WaitShowTimedDialogue ==
| |
| | |
| | |
| Displays a dialogue box with text, waiting until the specified time has expired.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>waitTime</code>: The time for the textbox to remain on screen. Pass -1 to wait for layer input.
| |
| * <code>callbacks</code>: The Lua table of callbacks for the textbox to call.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowTimedDialogue("Hello World!", 120)
| |
| | |
| </pre>
| |
| | |
| == UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==
| |
| | |
| | |
| Sets the current dialogue text to be shown. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>waitTime</code>: The time for the textbox to remain on screen. Pass -1 to wait for layer input.
| |
| * <code>callbacks</code>: The Lua table of callbacks for the textbox to call.
| |
| | |
| == UI:WaitShowVoiceOver ==
| |
| | |
| | |
| Displays a voice over, waiting until the player completes it.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>expireTime</code>: The time for the textbox to remain on screen. Pass -1 to wait for layer input.
| |
| * <code>x</code>: The X position of the box
| |
| * <code>y</code>: The Y position of the box
| |
| * <code>width</code>: Width of the box
| |
| * <code>height</code>: Height of the box
| |
| * <code>callbacks</code>: The Lua table of callbacks for the textbox to call.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowVoiceOver("Hello World!", 120)
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>expireTime</code>: The time for the textbox to remain on screen. Pass -1 to wait for layer input.
| |
| * <code>x</code>: The X position of the box
| |
| * <code>y</code>: The Y position of the box
| |
| * <code>width</code>: Width of the box
| |
| * <code>height</code>: Height of the box
| |
| * <code>callbacks</code>: 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 ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>expireTime</code>: The time for the textbox to remain on screen.
| |
| * <code>x</code>: The X position of the box
| |
| * <code>y</code>: The Y position of the box
| |
| * <code>width</code>: Width of the box
| |
| * <code>height</code>: Height of the box
| |
| * <code>centerH</code>: Horizontal centering
| |
| * <code>centerV</code>: Vertical centering
| |
| | |
| == UI:WaitShowTitle ==
| |
| | |
| | |
| Fades in a title text, waiting until the fade-in is complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowTitle("Hello World!", 60) | |
| | |
| </pre>
| |
| | |
| == UI:TextShowTitle(System.String,System.Int32) ==
| |
| | |
| | |
| Shows text in the format of a title drop. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>text</code>: The text to display.
| |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| == UI:WaitHideTitle ==
| |
| | |
| | |
| Fades out the currently displayed title, waiting until the fade-out is complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: The time for the text to fade in.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitHideTitle(60)
| |
| | |
| </pre>
| |
| | |
| == UI:TextFadeTitle(System.Int32) ==
| |
| | |
| | |
| Fades out the text set in a title drop. Requires WaitDialog to actually fade.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: 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 ===
| |
| | |
| * <code>bg</code>: The background to show, from the list of BG textures.
| |
| * <code>frameTime</code>: Framerate of the image animation.
| |
| * <code>fadeInTime</code>: Time taken to fade in the image.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitShowBG("TestBG", 3, 60)
| |
| | |
| </pre>
| |
| | |
| == UI:ShowBG(System.String,System.Int32,System.Int32) ==
| |
| | |
| | |
| Sets an image to display. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>bg</code>: The background to show, from the list of BG textures.
| |
| * <code>frameTime</code>: Framerate of the image animation.
| |
| * <code>fadeInTime</code>: Time taken to fade in the image.
| |
| | |
| == UI:WaitHideBG ==
| |
| | |
| | |
| Fades out the current background image, waiting until the fade-out is complete.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: Time taken to fade out the image.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitHideBG(60)
| |
| | |
| </pre>
| |
| | |
| == UI:FadeBG(System.Int32) ==
| |
| | |
| | |
| Prepares a fade-out of the current image. Requires WaitDialog to actually display.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>time</code>: 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 ===
| |
| | |
| * <code>keysound</code>: 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 ===
| |
| | |
| * <code>name</code>: Speaker name.
| |
| * <code>keysound</code>: Plays sounds when text appears.
| |
| * <code>specie</code>: Species of the speaker
| |
| * <code>form</code>: Form of the speaker
| |
| * <code>skin</code>: Skin of the speaker
| |
| * <code>gender</code>: 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 ===
| |
| | |
| * <code>chara</code>: Character to set as speaker. This is a character in a ground map.
| |
| * <code>keysound</code>: 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 ===
| |
| | |
| * <code>chara</code>: Character to set as speaker. This is a character in a dungeon map.
| |
| * <code>keysound</code>: 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 ===
| |
| | |
| * <code>reverse</code>: Faces right if false, left if true.
| |
| | |
| == UI:SetChoiceLoc(System.Int32,System.Int32) ==
| |
| | |
| | |
| Sets the position of the choices for a question dialog.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>x</code>: The X position
| |
| * <code>y</code>: 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 ===
| |
| | |
| * <code>x</code>: The X position of the box
| |
| * <code>y</code>: The Y position of the box
| |
| * <code>width</code>: Width of the box
| |
| * <code>height</code>: Height of the box
| |
| | |
| == UI:SetSe(System.String,System.Int32) ==
| |
| | |
| | |
| Sets the speaker sound effect and speak frames played in the TextDialogue functions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>newSe</code>: The sound effect of the box
| |
| * <code>speakTime</code>: The amount of frames to wait between each sound effect
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:SetSe("Battle/_UNK_DUN_Water_Drop", 3)
| |
| | |
| </pre>
| |
| | |
| == UI:SetSe(System.String) ==
| |
| | |
| | |
| Sets the speaker sound effect played in the TextDialogue functions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>newSe</code>: The sound effect of the box
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:SetSe("Menu/Unknown-3")
| |
| | |
| </pre>
| |
| | |
| == UI:SetSpeakTime(System.Int32) ==
| |
| | |
| | |
| Sets the speak frames played in the TextDialogue functions.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>speakTime</code>: The amount of frames to wait between each sound effect
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:SetSpeakTime(10)
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>x</code>: The X position
| |
| * <code>y</code>: 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 ===
| |
| | |
| * <code>emo</code>: Emotion to display
| |
| * <code>reverse</code>: Faces right if false, left if true.
| |
| | |
| == UI:SetCenter(System.Boolean,System.Boolean) ==
| |
| | |
| | |
| Sets the centering of the text in the textbox.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>centerH</code>: Horizontal centering
| |
| * <code>centerV</code>: Vertical centering
| |
| | |
| == UI:SetAutoFinish(System.Boolean) ==
| |
| | |
| | |
| Makes the text automatically finish when it shows up.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>autoFinish</code>: Auto-finishes text if true.
| |
| | |
| == UI:WaitDialog ==
| |
| | |
| | |
| Displays the currently set dialogue box and waits for the player to complete it.
| |
| | |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitDialog()
| |
| | |
| </pre>
| |
| | |
| == 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 ===
| |
| | |
| * <code>message</code>: Question to be asked to the user.
| |
| * <code>bdefaultstono</code>: Whether the cursor starts on no by default
| |
| * <code>callbacks</code>: 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 ===
| |
| | |
| * <code>title</code>: The text to show above the input line.
| |
| * <code>desc</code>: The text to show below the input line.
| |
| * <code>maxLength</code>: The length of the text in pixels.
| |
| * <code>defaultName</code>: 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 ===
| |
| | |
| * <code>goods</code>: 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 ===
| |
| | |
| * <code>appraisalMap</code>: 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 ===
| |
| | |
| * <code>chara</code>: 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 ===
| |
| | |
| * <code>chara</code>: The character to relearn skills
| |
| * <code>skillNum</code>: 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 ===
| |
| | |
| * <code>chara</code>: 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 ===
| |
| | |
| * <code>spoilerUnlocks</code>: 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 ===
| |
| | |
| * <code>name</code>: Name of the destination
| |
| * <code>dest</code>: 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 ===
| |
| | |
| * <code>destinations</code>: 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
| | === Textbox === |
| | {{main|UI (functions)/Textbox}} |
| | {{:UI (functions)/Textbox/Table}} |
|
| |
|
| | ==== Textbox Settings ==== |
| | {{main|UI (functions)/Textbox Settings}} |
| | {{:UI (functions)/Textbox Settings/Table}} |
|
| |
|
| == UI:AOKMenu == | | === Background === |
| | {{main|UI (functions)/Background}} |
| | {{:UI (functions)/Background/Table}} |
|
| |
|
| | === Speakers === |
| | {{main|UI (functions)/Speakers}} |
| | {{:UI (functions)/Speakers/Table}} |
|
| |
|
| TODO
| | ==== Speaker Settings ==== |
| | {{main|UI (functions)/Speaker Settings}} |
| | {{:UI (functions)/Speaker Settings/Table}} |
|
| |
|
| | === Choice Menu === |
| | {{main|UI (functions)/Choice Menu}} |
| | {{:UI (functions)/Choice Menu/Table}} |
|
| |
|
| == UI:PeersMenu == | | === Functional Menus === |
| | | {{main|UI (functions)/Functional Menus}} |
| | | {{:UI (functions)/Functional Menus/Table}} |
| 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 ===
| |
| | |
| * <code>title</code>: The title of the menu
| |
| * <code>choices</code>: A lua table of choices with each element being a MonsterID.
| |
| * <code>canMenu</code>: If set to true, the Menu Button exits the menu if pressed.
| |
| * <code>canCancel</code>: If set to true, the Cancel Button exits the menu if pressed.
| |
| * <code>slotsPerPage</code>: 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 ===
| |
| | |
| * <code>message</code>: The question to ask the user.
| |
| * <code>choicesPairs</code>: A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status.
| |
| * <code>defaultChoice</code>: The cursor starts on this choice.
| |
| * <code>cancelChoice</code>: This choice is chosen if the player presses the cancel button.
| |
| * <code>callbacks</code>: 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 ===
| |
| | |
| * <code>x</code>: X position of the menu
| |
| * <code>y</code>: Y position of the menu
| |
| * <code>width</code>: Width of the menu
| |
| * <code>title</code>: Height of the menu
| |
| * <code>choicesPairs</code>: A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status.
| |
| * <code>linesPerPage</code>: Number of choices per page
| |
| * <code>defaultChoice</code>: The cursor starts on this choice.
| |
| * <code>cancelChoice</code>: 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 ===
| |
| | |
| * <code>obj</code>: None
| |
| | |
| == UI:WaitForChoice ==
| |
| | |
| | |
| Displays the currently set choice menu and waits for the player's selection to complete.
| |
| | |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| UI:WaitForChoice()
| |
| | |
| </pre>
| |
| | |
| == UI:__WaitForChoice ==
| |
| | |
| | |
| Wait for choice and then CLEAN UP m_curchoice
| |
|
| |
|
| | === Rescue Menus === |
| | {{main|UI (functions)/Rescue Menus}} |
| | {{:UI (functions)/Rescue Menus/Table}} |
|
| |
|
| | === Custom Menus === |
| | {{main|UI (functions)/Custom Menus}} |
| | {{:UI (functions)/Custom Menus/Table}} |
|
| |
|
| [[Category:Scripting]] | | [[Category:Scripting]] |
| [[Category:Quick Reference]] | | [[Category:Quick Reference]] |
|
| |
| __NOTOC__
| |