- Ability
- Ability
- AbilityEntry
- AbilityManager
- AbilityManager
- AbilityManager.getAbilityByName
- AbilityReference
- AbilityReference
- AnimationMode
- AnimationMode.Loop
- AnimationMode.LoopBackAndForth
- AnimationMode.PlayOnce
- Area
- Area
- Area.getRandomPositionInArea
- Area.isPointInside
- CameraSettings
- CameraSettings
- CharacterClass
- CharacterClass
- CharacterClassReference
- CharacterClassReference
- Color
- Color
- ColumnAlignment
- ColumnAlignment.center
- ColumnAlignment.left
- ColumnAlignment.right
- Container
- Container
- Cutscene
- Cutscene
- CutsceneBackground
- CutsceneBackground
- CutsceneDialog
- CutsceneDialog
- DamageType
- DamageType
- DamageTypeManager
- DamageTypeManager
- DamageTypeManager.getDamageTypeByName
- Dialog
- Dialog
- DialogManager
- DialogManager
- DialogManager.getDialogByGuid
- DialogOption
- DialogOption
- Equipment
- Equipment
- Equipment.equipItem
- Equipment.unequipItem
- Float2
- Float2
- GameEvent
- GameEvent
- GameEvent.addVariable
- GameEvent.findVariable
- GameEventType
- GameSettings
- GameSettings
- Guid
- Guid
- Guid.clear
- Guid.toString
- GuidReference
- GuidReference
- Hero
- Hero
- ImGui
- ImGui
- ImGui.Begin
- ImGui.Button
- ImGui.Checkbox
- ImGui.End
- ImGui.InputFloat
- ImGui.InputFloat2
- ImGui.PopID
- ImGui.PushID
- ImGui.SameLine
- ImGui.Text
- ImGui.TreeNode
- ImGui.TreePop
- Inventory
- Inventory
- Item
- Item
- Item.equip
- Item.getStat
- Item.getStatByName
- ItemManager
- ItemManager
- ItemManager.getItemByName
- ItemReference
- ItemReference
- ItemStack
- ItemStack
- ItemStat
- ItemStat
- ItemStatManager
- ItemStatManager
- ItemStatManager.getStatByGuid
- ItemStatManager.getStatByName
- ItemStatReference
- ItemStatReference
- LoadingScreenData
- LoadingScreenData
- LocalizedTextManager
- LocalizedTextManager
- LocalizedTextManager.getTextByGuid
- LocalizedTextReference
- LocalizedTextReference
- LootComponent
- LootComponent
- MapLayer
- MapLayer
- MapLayer.asObjectLayer
- MapLayer.asPathLayer
- MapLayer.asTileLayer
- MeshObjectData
- MeshObjectData
- Object
- Object
- Object.runAction
- Object.setImage
- ObjectAction
- ObjectAction
- ObjectLayer
- ObjectLayer
- ObjectLayer.addObject
- ObjectReference
- ObjectReference
- PathLayer
- PathLayer
- PathLayer.getWorldPositionAt
- PathLayer.isWalkable
- PathLayer.setWalkable
- PhysicsBodyComponent
- PhysicsBodyComponent
- PhysicsBodyComponent.applyAngularImpulse
- PhysicsBodyComponent.applyForce
- PhysicsBodyComponent.applyLinearImpulse
- PhysicsBodyComponent.isFixtureInCollision
- PhysicsBodyComponent.setVelocity
- PhysicsBodyComponent.stop
- PrefabObjectReference
- PrefabObjectReference
- Quest
- Quest
- QuestInstance
- QuestInstance
- QuestInstanceManager
- QuestInstanceManager
- QuestInstanceManager.findQuest
- QuestObjectiveState
- QuestObjectiveState
- QuestReference
- QuestReference
- QuestState
- QuestState.Active
- QuestState.Finished
- QuestState.Inactive
- QuestState.Reachable
- Resource
- Resource
- ResourceContainer
- ResourceContainer
- ResourceContainer.addResourceAmount
- ResourceContainer.getResourceAmount
- ResourceContainer.setResourceAmount
- ResourceManager
- ResourceManager
- ResourceManager.getResourceByGuid
- ResourceManager.getResourceByName
- ResourceReference
- ResourceReference
- Savegame
- Savegame
- ScriptValue
- ScriptValue
- ScriptValue.getBoolValue
- ScriptValue.getColorValue
- ScriptValue.getDoubleValue
- ScriptValue.getFloatValue
- ScriptValue.getIntValue
- ScriptValue.getStringValue
- ScriptValue.getVector2Value
- ScriptValue.setFloatValue
- ScriptValue.setValue
- ScriptValueContainer
- ScriptValueContainer
- ScriptValueContainer.findValue
- ScriptValueContainer.getBoolParameter
- ScriptValueContainer.getDoubleParameter
- ScriptValueContainer.getFloatParameter
- ScriptValueContainer.getIntParameter
- ScriptValueContainer.getItemStatReferenceParameter
- ScriptValueContainer.getPrefabObjectReferenceParameter
- ScriptValueContainer.getStatReferenceParameter
- ScriptValueContainer.getStringParameter
- ScriptValueContainer.getVectorParameter
- ScriptValueContainer.setFloatValue
- ScriptValueContainer.setValue
- ScriptValueMetaData
- ScriptValueMetaData
- ShaderReference
- ShaderReference
- ShowAnimationType
- ShowAnimationType.Fade
- ShowAnimationType.Scale
- ShowAnimationType.SlideToBottom
- ShowAnimationType.SlideToLeft
- ShowAnimationType.SlideToRight
- ShowAnimationType.SlideToTop
- Stat
- Stat
- StatManager
- StatManager
- StatManager.getStatByGuid
- StatManager.getStatByName
- StatReference
- StatReference
- TGUI_Vector2
- TagReferenceList
- TagReferenceList
- TagReferenceList.containsTag
- TileLayer
- TileLayer
- TileLayer.fill
- TileLayer.getHeightOffset
- TileLayer.getTile
- TileLayer.setHeightOffset
- TileLayer.setTile
- TileMap
- TileMap
- TileMap.getAreaByName
- TileMap.getLayer
- TileMap.getLayerByName
- Time
- Time
- TraderComponent
- TraderComponent
- Unit
- Unit
- abortCurrentCommand
- addExperience
- addItem
- addItemByName
- angle
- attack
- attackUnit
- buyTraderItemAt
- canExecuteReply
- canPayTraderItemAt
- canUnlockAbility
- castSpell
- class
- currentDialogOption
- dialog
- direction
- displayColoredText
- displayText
- dropInventoryItem
- equipment
- executeDialogReply
- findNearestEnemy
- finishDialog
- getStat
- getStatByName
- hasAbility
- heal
- hit
- increaseStat
- interactionObject
- interactionUnit
- inventory
- isAlive
- isAnimationFinished
- isAttacking
- isMoving
- isRunning
- isSelectedHero
- lookAt
- moveBodyByWithVelocity
- moveBy
- moveTo
- moveToArea
- object
- pauseCommands
- position
- resetNextDialog
- resources
- respawn
- selectAbilityAt
- selectNextAbility
- selectPreviousAbility
- selectedAbilityIndex
- setPosition
- speed
- startAnimation
- startDefaultAnimation
- startRunning
- startWalkAnimation
- stop
- stopCommandPause
- stopInteraction
- stopRunning
- takeAllLootItems
- takeLootItemStack
- talkWithObject
- team
- unlockAbility
- useAbilityAtIndex
- useInventoryItem
- useSelectedAbilityAt
- weapon
- Unit.abortCurrentCommand
- Unit.addExperience
- Unit.addItem
- Unit.addItemByName
- Unit.attack
- Unit.attackUnit
- Unit.buyTraderItemAt
- Unit.canExecuteReply
- Unit.canPayTraderItemAt
- Unit.canUnlockAbility
- Unit.castSpell
- Unit.displayColoredText
- Unit.displayText
- Unit.dropInventoryItem
- Unit.executeDialogReply
- Unit.findNearestEnemy
- Unit.finishDialog
- Unit.getStat
- Unit.getStatByName
- Unit.hasAbility
- Unit.heal
- Unit.hit
- Unit.increaseStat
- Unit.lookAt
- Unit.moveBodyByWithVelocity
- Unit.moveBy
- Unit.moveTo
- Unit.moveToArea
- Unit.pauseCommands
- Unit.resetNextDialog
- Unit.respawn
- Unit.selectAbilityAt
- Unit.selectNextAbility
- Unit.selectPreviousAbility
- Unit.setPosition
- Unit.startAnimation
- Unit.startDefaultAnimation
- Unit.startRunning
- Unit.startWalkAnimation
- Unit.stop
- Unit.stopCommandPause
- Unit.stopInteraction
- Unit.stopRunning
- Unit.takeAllLootItems
- Unit.takeLootItemStack
- Unit.talkWithObject
- Unit.unlockAbility
- Unit.useAbilityAtIndex
- Unit.useInventoryItem
- Unit.useSelectedAbilityAt
- UnitEffect
- UnitEffect
- UnitEffectManager
- UnitEffectManager
- UnitEffectManager.getUnitEffectByName
- UnitEffectReference
- UnitEffectReference
- UnitTeam
- UnitTeam.Enemy
- UnitTeam.Neutral
- UnitTeam.Player
- Vector2
- Vector2
- Vector2.clear
- Widget
- Widget
- addChild
- addColumn
- addItem
- addLine
- clearColumns
- clearItems
- clone
- enabled
- findWidget
- focusable
- focused
- hideWithEffect
- isAnimationPlaying
- isContainer
- itemHeight
- loadIcon
- loadItemIcon
- loadTexture
- maximum
- minimum
- name
- onAnimationFinished
- onClick
- onFocus
- onMouseEnter
- onMouseLeave
- onRightClick
- onUnfocus
- onValueChange
- opacity
- parent
- playVideo
- position
- removeAllWidgets
- removeChild
- renderModelAnimation
- selectedItemIndex
- setHeight
- setIconSize
- setSize
- setWidth
- showWithEffect
- size
- text
- textSize
- tooltip
- value
- visible
- Widget.addChild
- Widget.addColumn
- Widget.addItem
- Widget.addLine
- Widget.clearColumns
- Widget.clearItems
- Widget.clone
- Widget.findWidget
- Widget.hideWithEffect
- Widget.loadIcon
- Widget.loadItemIcon
- Widget.loadTexture
- Widget.playVideo
- Widget.removeAllWidgets
- Widget.removeChild
- Widget.renderModelAnimation
- Widget.setHeight
- Widget.setIconSize
- Widget.setSize
- Widget.setWidth
- Widget.showWithEffect
- abilityManager
- action
- action.fadeIn
- action.fadeOut
- action.moveBy
- action.moveTo
- action.parallel
- action.scale
- action.sequence
- action.wait
- addCharacter
- addCharacterClass
- addLight
- addUnit
- animationMode
- applyGameSettings
- assert
- attacker
- autoSave
- camera
- columnAlignment
- damageTypeManager
- deleteSavegame
- dialogManager
- enableGameUpdate
- endGamePause
- gameEventType
- gameEventType.Custom
- gameEventType.HeroSelectionChanged
- gameEventType.HeroStatChanged
- gameEventType.LoadLevelStarted
- gameEventType.PlayVideo
- gameEventType.QuestObjectiveStateChanged
- gameEventType.QuestStarted
- gameEventType.QuestStateChanged
- gameEventType.UnitDied
- gameEventType.VideoFinished
- getCurrentCutscene
- getCurrentCutsceneDialog
- getCurrentDeltaTime
- getCurrentHero
- getGameSettings
- getHeroAt
- getLoadingScreenData
- getOnScreenText
- getSavegames
- getStringVariable
- getTileID
- getUnit
- getUnitAt
- getVariable
- getfenv
- getmetatable
- globalVariables
- hasNextCutsceneDialog
- hasPreviousCutsceneDialog
- io
- io.close
- io.flush
- io.input
- io.lines
- io.open
- io.output
- io.popen
- io.read
- io.tmpfile
- io.type
- io.write
- ipairs
- isGamePaused
- isHeroSelected
- isInputActionActive
- isLoadingLevel
- isLoadingTextures
- isLocalHeroSelected
- isOnScreenTextVisible
- isSinglePlayer
- itemManager
- load
- loadGame
- loadLevel
- loadWidgetContainer
- loadfile
- loadstring
- localizedTextManager
- log
- logError
- logMessage
- map
- math
- math.abs
- math.acos
- math.asin
- math.atan
- math.atan2
- math.ceil
- math.cos
- math.cosh
- math.deg
- math.exp
- math.floor
- math.fmod
- math.frexp
- math.ldexp
- math.log
- math.log10
- math.max
- math.min
- math.modf
- math.pow
- math.rad
- math.random
- math.randomseed
- math.sin
- math.sinh
- math.sqrt
- math.tan
- math.tanh
- math.tointeger
- math.type
- math.ult
- module
- newproxy
- next
- object
- onGameEvent
- playMusic
- playSound
- popUserInterfaceState
- pushUserInterfaceState
- questManager
- questState
- quickSave
- rawequal
- replaceText
- resourceManager
- saveGame
- seconds
- selectHeroAt
- setAmbientColor
- setLevelLoadingEnabled
- setLightAlpha
- setLightPosition
- setLightZ
- setUserInterfaceState
- setVariable
- showAnimationType
- sleep
- spawnPrefabObject
- spawnPrefabObjectInArea
- startGamePause
- startNextCutsceneDialog
- startPreviousCutsceneDialog
- statManager
- stopCutscene
- stopScript
- targetPosition
- toggleGamePause
- unit
- unit.direction
- unit.position.x
- unit.team
- unitEffectManager
- unitTeam
- units
- updateSavegames
- widget
Ability
Ability
AbilityEntry
Ability
displayName
string
Display name of the ability
guid
Guid
Ability guid
iconPath
string
Path to the ability icon
name
string
Name of the ability
soundPath
string
Path to the ability sound
AbilityEntry
ability
Ability
Ability of this entry
AbilityManager
abilities
Ability[]
All Abilities
getAbilityByName
function AbilityManager.getAbilityByName(self: AbilityManager, name: string)
-> Ability
returns an ability by its name
@param name
— Name of the ability
AbilityManager
AbilityManager
AbilityManager.getAbilityByName
returns an ability by its name
@param name
— Name of the ability
function AbilityManager.getAbilityByName(self: AbilityManager, name: string)
-> Ability
AbilityReference
AbilityReference
AbilityReference
ability
Ability
Returns the Ability of this reference
guid
Guid
Guid of the Ability
AnimationMode
{
Loop: integer = 0,
LoopBackAndForth: integer = 1,
PlayOnce: integer = 2,
}
AnimationMode.Loop
AnimationMode.LoopBackAndForth
AnimationMode.PlayOnce
Area
Area
Area
color
Color
Color of the area
getRandomPositionInArea
function Area.getRandomPositionInArea(self: Area)
-> Vector2
Returns a random position inside this area
isPointInside
function Area.isPointInside(self: Area, x: number, y: number)
-> boolean
Returns if an area is inside a specified position
@param x
— X coordinate
@param y
— Y coordinate
name
string
Name of the area
Area.getRandomPositionInArea
Returns a random position inside this area
function Area.getRandomPositionInArea(self: Area)
-> Vector2
Area.isPointInside
Returns if an area is inside a specified position
@param x
— X coordinate
@param y
— Y coordinate
function Area.isPointInside(self: Area, x: number, y: number)
-> boolean
CameraSettings
attachToHero
boolean
Is the camera attached to the hero
object
Object
Object attached to the camera
CameraSettings
CameraSettings
CharacterClass
CharacterClass
CharacterClass
abilities
AbilityEntry[]
Abilties of this class
displayName
string
Display name of the character class
name
string
Name of the character class
CharacterClassReference
guid
Guid
Guid of the character class
CharacterClassReference
CharacterClassReference
Color
a
integer
alpha value of the color(0-255)
b
integer
blue value of the color(0-255)
g
integer
green value of the color(0-255)
r
integer
red value of the color(0-255)
Color
Create Color instance
table
ColumnAlignment
{
left: integer = 0,
center: integer = 1,
right: integer = 2,
}
ColumnAlignment.center
ColumnAlignment.left
ColumnAlignment.right
Container
widgets
Widget[]
Widgets of this container
Container
Container
Cutscene
Cutscene
Cutscene
background
CutsceneBackground
Background of the cutscene
dialogs
CutsceneDialog[]
Dialogs of the cutscene
title
string
Title of the cutscene
CutsceneBackground
hasImage
boolean
Returns if the background has an image
imagePath
string
Image path
levelPath
string
Path to the level to be loaded
CutsceneBackground
CutsceneBackground
CutsceneDialog
background
CutsceneBackground
Background of the dialog
hasVideo
boolean
Returns if this dialog contains a video
isVideoLooped
boolean
Returns if the dialog video is looped
text
string
Text of the dialog
videoPath
string
Path to the video of this dialog
CutsceneDialog
CutsceneDialog
DamageType
DamageType
DamageType
name
string
Name of the stat
DamageTypeManager
DamageTypeManager
DamageTypeManager
damageTypes
DamageType[]
All damage types
getDamageTypeByName
function DamageTypeManager.getDamageTypeByName(self: DamageTypeManager, damageTypeName: string)
-> DamageType
Returns a damage type by its name
@param damageTypeName
— Name of the damage type
DamageTypeManager.getDamageTypeByName
Returns a damage type by its name
@param damageTypeName
— Name of the damage type
function DamageTypeManager.getDamageTypeByName(self: DamageTypeManager, damageTypeName: string)
-> DamageType
Dialog
dialogs
Dialog[]
All dialogs
Dialog
Dialog
DialogManager
DialogManager
DialogManager
getDialogByGuid
function DialogManager.getDialogByGuid(self: DialogManager, dialogGuid: Guid)
-> Dialog
returns a dialog by its Guid
@param dialogGuid
— of the dialog
DialogManager.getDialogByGuid
returns a dialog by its Guid
@param dialogGuid
— of the dialog
function DialogManager.getDialogByGuid(self: DialogManager, dialogGuid: Guid)
-> Dialog
DialogOption
text
string
Text of this dialog option
DialogOption
DialogOption
Equipment
Equipment
Equipment
equipItem
function Equipment.equipItem(self: Equipment, item: Item)
-> Returns: Item
equip a specific item
@param item
— to equip
@return Returns
— the item now at the cursor(e.g. the item previously equipped)
unequipItem
function Equipment.unequipItem(self: Equipment, slotIndex: integer)
-> Returns: Item
unequip a specific item
@param slotIndex
— Equipment slot index
@return Returns
— the item now at the cursor(the item previously at this slot)
Equipment.equipItem
equip a specific item
@param item
— to equip
@return Returns
— the item now at the cursor(e.g. the item previously equipped)
function Equipment.equipItem(self: Equipment, item: Item)
-> Returns: Item
Equipment.unequipItem
unequip a specific item
@param slotIndex
— Equipment slot index
@return Returns
— the item now at the cursor(the item previously at this slot)
function Equipment.unequipItem(self: Equipment, slotIndex: integer)
-> Returns: Item
Float2
Float2
Float2
x
number
y
number
GameEvent
GameEvent
GameEvent
addVariable
function GameEvent.addVariable(self: GameEvent, name: string, value: boolean)
sets a named value to a boolean value
@param name
— Name of the value
findVariable
function GameEvent.findVariable(self: GameEvent, variableName: string)
-> ScriptValue
returns a variable by its name
@param variableName
— Name of the variable
type
gameEventType
Type of this event
userType
string
User type of this event
variables
ScriptValueContainer
Variables of this event
GameEvent.addVariable
sets a named value to a boolean value
@param name
— Name of the value
function GameEvent.addVariable(self: GameEvent, name: string, value: boolean)
function GameEvent.addVariable(self: GameEvent, name: string, value: integer)
function GameEvent.addVariable(self: GameEvent, name: string, value: number)
function GameEvent.addVariable(self: GameEvent, name: string, value: string)
function GameEvent.addVariable(self: GameEvent, name: string, value: Vector2)
function GameEvent.addVariable(self: GameEvent, name: string, value: Color)
GameEvent.findVariable
returns a variable by its name
@param variableName
— Name of the variable
function GameEvent.findVariable(self: GameEvent, variableName: string)
-> ScriptValue
GameEventType
table
GameSettings
musicVolume
number
Music volume
soundVolume
number
Sound volume
GameSettings
GameSettings
Guid
Create a zero guid
Guid
Guid
clear
function Guid.clear(self: Guid)
clear Guid(Zero all values)
isValid
boolean
returns if the guid is valid
isZero
boolean
returns if the guid is zero
toString
function Guid.toString(self: Guid)
-> Guid: string
returns the guid as a string
@return Guid
— as string
Guid.clear
clear Guid(Zero all values)
function Guid.clear(self: Guid)
Guid.toString
returns the guid as a string
@return Guid
— as string
function Guid.toString(self: Guid)
-> Guid: string
GuidReference
guid
Guid
Current GUID
GuidReference
GuidReference
Hero
Hero
Hero
class
string
Character class name
name
string
Name of the hero
ImGui
Begin
function ImGui.Begin(name: string)
-> Returns: boolean
@param name
— Name of the window
@return Returns
— if the window is opened
Begins a window
Button
function ImGui.Button(caption: string)
-> Returns: boolean
@param caption
— Caption of the button
@return Returns
— if the button was clicked
Renders a Button
Checkbox
function ImGui.Checkbox(caption: string, checkedState: boolean)
-> Returns: boolean
2. Returns: boolean
@param caption
— Caption of the button
@param checkedState
— Checked state
@return Returns
— The new state
@return Returns
— if the checked state was changed
Renders a Button
End
function ImGui.End()
Ends a window
InputFloat
function ImGui.InputFloat(caption: string, value: number)
-> Returns: number
2. Returns: boolean
@param caption
— Caption of the edit field
@param value
— Current value
@return Returns
— The new number
@return Returns
— if the checked state was changed
Edits a number
InputFloat2
function ImGui.InputFloat2(caption: string, value: Float2)
-> Returns: Float2
2. Returns: boolean
@param caption
— Caption of the edit field
@param value
— Current value
@return Returns
— The new number
@return Returns
— if the checked state was changed
Edits a number
PopID
function ImGui.PopID()
Pops an ID from the ImGui stack
PushID
function ImGui.PushID(id: any)
@param id
— ID to push
Pushes an ID to the ImGui stack
SameLine
function ImGui.SameLine()
Renders the next widget in the same line
Text
function ImGui.Text(caption: string)
@param caption
— Caption of the text
Renders a Text
TreeNode
function ImGui.TreeNode(caption: string)
-> Returns: boolean
@param caption
— Caption of the node
@return Returns
— if the tree node is expanded
Renders a Tree Node
TreePop
function ImGui.TreePop()
Pops the current tree node
ImGui
ImGui
ImGui.Begin
@param name
— Name of the window
@return Returns
— if the window is opened
Begins a window
function ImGui.Begin(name: string)
-> Returns: boolean
ImGui.Button
@param caption
— Caption of the button
@return Returns
— if the button was clicked
Renders a Button
function ImGui.Button(caption: string)
-> Returns: boolean
ImGui.Checkbox
@param caption
— Caption of the button
@param checkedState
— Checked state
@return Returns
— The new state
@return Returns
— if the checked state was changed
Renders a Button
function ImGui.Checkbox(caption: string, checkedState: boolean)
-> Returns: boolean
2. Returns: boolean
ImGui.End
Ends a window
function ImGui.End()
ImGui.InputFloat
@param caption
— Caption of the edit field
@param value
— Current value
@return Returns
— The new number
@return Returns
— if the checked state was changed
Edits a number
function ImGui.InputFloat(caption: string, value: number)
-> Returns: number
2. Returns: boolean
ImGui.InputFloat2
@param caption
— Caption of the edit field
@param value
— Current value
@return Returns
— The new number
@return Returns
— if the checked state was changed
Edits a number
function ImGui.InputFloat2(caption: string, value: Float2)
-> Returns: Float2
2. Returns: boolean
ImGui.PopID
Pops an ID from the ImGui stack
function ImGui.PopID()
ImGui.PushID
@param id
— ID to push
Pushes an ID to the ImGui stack
function ImGui.PushID(id: any)
ImGui.SameLine
Renders the next widget in the same line
function ImGui.SameLine()
ImGui.Text
@param caption
— Caption of the text
Renders a Text
function ImGui.Text(caption: string)
ImGui.TreeNode
@param caption
— Caption of the node
@return Returns
— if the tree node is expanded
Renders a Tree Node
function ImGui.TreeNode(caption: string)
-> Returns: boolean
ImGui.TreePop
Pops the current tree node
function ImGui.TreePop()
Inventory
Inventory
Inventory
items
Item[]
All items in the inventory(nil-entries for empty slots)
Item
displayName
string
Display name of the item
equip
function Item.equip(self: Item)
Equip item
getStat
function Item.getStat(self: Item, stat: ItemStat)
-> Value: number
returns a stat value of a specified stat
@param stat
— Stat
@return Value
— of the stat
getStatByName
function Item.getStatByName(self: Item, statName: string)
-> Value: number
returns a stat value by its stat name
@param statName
— name of the stat
@return Value
— of the stat
imagePath
string
Path of the item image
name
string
Developer name of the item
Item
Item
Item.equip
Equip item
function Item.equip(self: Item)
function Item.equip(self: Item)
Item.getStat
returns a stat value of a specified stat
@param stat
— Stat
@return Value
— of the stat
function Item.getStat(self: Item, stat: ItemStat)
-> Value: number
function Item.getStat(self: Item, stat: ItemStatReference)
-> Value: number
Item.getStatByName
returns a stat value by its stat name
@param statName
— name of the stat
@return Value
— of the stat
function Item.getStatByName(self: Item, statName: string)
-> Value: number
ItemManager
ItemManager
ItemManager
getItemByName
function ItemManager.getItemByName(self: ItemManager, name: string)
-> Item
returns an item by its name
@param name
— Name of the item
items
Item[]
Array with all items
ItemManager.getItemByName
returns an item by its name
@param name
— Name of the item
function ItemManager.getItemByName(self: ItemManager, name: string)
-> Item
ItemReference
ItemReference
ItemReference
guid
Guid
Guid of the item
item
Item
Returns the item of this reference
ItemStack
ItemStack
ItemStack
count
integer
Amount of items in this stack
item
Item
Returns the item of this reference
ItemStat
displayName
string
Display name of the item stat
hasIcon
boolean
Returns if this item stat has an icon
iconPath
string
Icon path of this item stat
id
Guid
ID of the item stat
name
string
Name of the item stat
ItemStat
ItemStat
ItemStatManager
getStatByGuid
function ItemStatManager.getStatByGuid(self: ItemStatManager, guid: Guid)
Returns an item stat by its name
@param guid
— Guid of the stat
getStatByName
function ItemStatManager.getStatByName(self: ItemStatManager, name: string)
Returns an item stat by its name
@param name
— Name of the stat
stats
ItemStat[]
All item stats
ItemStatManager
ItemStatManager
ItemStatManager.getStatByGuid
Returns an item stat by its name
@param guid
— Guid of the stat
function ItemStatManager.getStatByGuid(self: ItemStatManager, guid: Guid)
ItemStatManager.getStatByName
Returns an item stat by its name
@param name
— Name of the stat
function ItemStatManager.getStatByName(self: ItemStatManager, name: string)
ItemStatReference
ItemStatReference
ItemStatReference
guid
Guid
Guid of the stat
stat
ItemStat|nil
Returns the item stat of this reference
LoadingScreenData
text
string
Text of the loading screen
texture
string
Path to the loading texture
title
string
Title of the loading screen
LoadingScreenData
LoadingScreenData
LocalizedTextManager
LocalizedTextManager
LocalizedTextManager
currentLanguage
string
Gets/Sets the current language
getTextByGuid
function LocalizedTextManager.getTextByGuid(self: LocalizedTextManager, guid: Guid)
-> Localized: string
Returns a localized text via Guid
@param guid
— Guid of the text
@return Localized
— text
LocalizedTextManager.getTextByGuid
Returns a localized text via Guid
@param guid
— Guid of the text
@return Localized
— text
function LocalizedTextManager.getTextByGuid(self: LocalizedTextManager, guid: Guid)
-> Localized: string
LocalizedTextReference
LocalizedTextReference
LocalizedTextReference
guid
Guid
Guid of the stat
text
string
Returns the localized text
LootComponent
items
ItemStack[]
Loot items
resources
ResourceContainer
Loot resources
LootComponent
LootComponent
MapLayer
asObjectLayer
function MapLayer.asObjectLayer(self: MapLayer)
-> ObjectLayer
returns the layer as an ObjectLayer or nil if it is not an object layer
asPathLayer
function MapLayer.asPathLayer(self: MapLayer)
-> PathLayer
returns the layer as an PathLayer or nil if it is not a path layer
asTileLayer
function MapLayer.asTileLayer(self: MapLayer)
-> TileLayer
returns the layer as an TileLayer or nil if it is not an tile layer
isScreenLayer
boolean
Set/Get if this layer is a screen space layer
name
string
Name of the layer
visible
boolean
Visible state of the layer
MapLayer
MapLayer
MapLayer.asObjectLayer
returns the layer as an ObjectLayer or nil if it is not an object layer
function MapLayer.asObjectLayer(self: MapLayer)
-> ObjectLayer
MapLayer.asPathLayer
returns the layer as an PathLayer or nil if it is not a path layer
function MapLayer.asPathLayer(self: MapLayer)
-> PathLayer
MapLayer.asTileLayer
returns the layer as an TileLayer or nil if it is not an tile layer
function MapLayer.asTileLayer(self: MapLayer)
-> TileLayer
MeshObjectData
animationIndex
integer
Index of the animation
rotationX
number
Rotation around the x axis
rotationY
number
Rotation around the y axis
rotationZ
number
Rotation around the z axis
z
number
z coordinate(Depth)
MeshObjectData
MeshObjectData
Object
Object
Object
center
Vector2
Center of this object
displayName
string
Display name of the object
fragmentShader
ShaderReference
Fragment shader of this object
id
integer
Unique ID of this object
identifier
string
Identifier of this object. Can be used with special events
interactionCursor
string
Interaction cursor of this object
loot
LootComponent
Returns the Loot component of this object(If this object contains one)
mesh
MeshObjectData
Returns the mesh of this object(If this object is a mesh)
opacity
number
Opacity of this object
origin
Vector2
Origin of this object
physicsBody
PhysicsBodyComponent
Returns the Physics body component of this object(If this object contains one)
position
Vector2
Position of this object
rotation
number
Rotation of this object in degree
runAction
function Object.runAction(self: Object, action: ObjectAction)
runs an action for an object
@param action
— Action that should be executed
scale
number
Scale of this object
setImage
function Object.setImage(self: Object, imageId: integer)
sets the image of this object
@param imageId
— Image ID
size
Vector2
Size of this object
trader
TraderComponent
Returns the Trader component of this object(If this object contains one)
variables
ScriptValueContainer
Variables of this object
vertexShader
ShaderReference
Vertext shader of this object
x
number
X coordinate
y
number
Y coordinate
Object.runAction
runs an action for an object
@param action
— Action that should be executed
function Object.runAction(self: Object, action: ObjectAction)
Object.setImage
sets the image of this object
@param imageId
— Image ID
function Object.setImage(self: Object, imageId: integer)
function Object.setImage(self: Object, imageId: integer, animationIndex: integer)
ObjectAction
ObjectAction
ObjectAction
ObjectLayer
ObjectLayer
ObjectLayer
addObject
function ObjectLayer.addObject(self: ObjectLayer)
-> Object
Adds a new object to the layer
objects
Object[]
Objects in this layer
ObjectLayer.addObject
Adds a new object to the layer
function ObjectLayer.addObject(self: ObjectLayer)
-> Object
ObjectReference
ObjectReference
ObjectReference
objectId
integer
Object ID
PathLayer
getWorldPositionAt
function PathLayer.getWorldPositionAt(self: PathLayer, x: integer, y: integer)
-> Vector2
returns the world position for a specified path coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
isWalkable
function PathLayer.isWalkable(self: PathLayer, position: Vector2)
-> boolean
returns if the specified world position is walkable
@param position
— world position
mapSizeX
integer
X map size
mapSizeY
integer
Y map size
setWalkable
function PathLayer.setWalkable(self: PathLayer, x: integer, y: integer, walkable: boolean)
returns if the specified path coordinate is walkable
@param x
— X tile coordinate
@param y
— Y tile coordinate
@param walkable
— New walkable state
tileSizeX
integer
X tile size
tileSizeY
integer
Y tile size
PathLayer
PathLayer
PathLayer.getWorldPositionAt
returns the world position for a specified path coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
function PathLayer.getWorldPositionAt(self: PathLayer, x: integer, y: integer)
-> Vector2
PathLayer.isWalkable
returns if the specified world position is walkable
@param position
— world position
function PathLayer.isWalkable(self: PathLayer, position: Vector2)
-> boolean
function PathLayer.isWalkable(self: PathLayer, x: integer, y: integer)
-> boolean
PathLayer.setWalkable
returns if the specified path coordinate is walkable
@param x
— X tile coordinate
@param y
— Y tile coordinate
@param walkable
— New walkable state
function PathLayer.setWalkable(self: PathLayer, x: integer, y: integer, walkable: boolean)
PhysicsBodyComponent
PhysicsBodyComponent
PhysicsBodyComponent
angularVelocity
number
Set the angular velocity of the physics body
applyAngularImpulse
function PhysicsBodyComponent.applyAngularImpulse(self: PhysicsBodyComponent, impulse: number)
Applies an angular impulse to the physics body
@param impulse
— Angular impulse
applyForce
function PhysicsBodyComponent.applyForce(self: PhysicsBodyComponent, force: Vector2)
Applies a force to the physics body
@param force
— Applied force
applyLinearImpulse
function PhysicsBodyComponent.applyLinearImpulse(self: PhysicsBodyComponent, impulse: Vector2)
Applies a linear impulse to the physics body
@param impulse
— Linear impulse
isFixtureInCollision
function PhysicsBodyComponent.isFixtureInCollision(self: PhysicsBodyComponent, fixtureIndex: integer)
-> boolean
returns if the fixture is currently in collision
@param fixtureIndex
— Index of the fixture
linarVelocity
Vector2
Set the linear velocity of the physics body
setVelocity
function PhysicsBodyComponent.setVelocity(self: PhysicsBodyComponent, velocity: Vector2)
sets the velocity of the physics body
@param velocity
— New velocity
stop
function PhysicsBodyComponent.stop(self: PhysicsBodyComponent)
stop the Physics body instantly
PhysicsBodyComponent.applyAngularImpulse
Applies an angular impulse to the physics body
@param impulse
— Angular impulse
function PhysicsBodyComponent.applyAngularImpulse(self: PhysicsBodyComponent, impulse: number)
PhysicsBodyComponent.applyForce
Applies a force to the physics body
@param force
— Applied force
function PhysicsBodyComponent.applyForce(self: PhysicsBodyComponent, force: Vector2)
PhysicsBodyComponent.applyLinearImpulse
Applies a linear impulse to the physics body
@param impulse
— Linear impulse
function PhysicsBodyComponent.applyLinearImpulse(self: PhysicsBodyComponent, impulse: Vector2)
PhysicsBodyComponent.isFixtureInCollision
returns if the fixture is currently in collision
@param fixtureIndex
— Index of the fixture
function PhysicsBodyComponent.isFixtureInCollision(self: PhysicsBodyComponent, fixtureIndex: integer)
-> boolean
PhysicsBodyComponent.setVelocity
sets the velocity of the physics body
@param velocity
— New velocity
function PhysicsBodyComponent.setVelocity(self: PhysicsBodyComponent, velocity: Vector2)
PhysicsBodyComponent.stop
stop the Physics body instantly
function PhysicsBodyComponent.stop(self: PhysicsBodyComponent)
PrefabObjectReference
guid
Guid
Guid of the Prefab
PrefabObjectReference
PrefabObjectReference
Quest
Quest
Quest
autoStart
boolean
Should the quest be started automatically
displayName
string
Display name of the quest
guid
Guid
Guid (Unique ID) of the quest
name
string
Developer name of the quest
showInQuestLog
boolean
Should the quest be displayed in the quest log
text
string
Text of the quest
QuestInstance
QuestInstance
QuestInstance
objectives
QuestObjectiveState[]
Objectives of this quest
quest
Quest
Quest of this quest instance
state
QuestState
State of this quest
QuestInstanceManager
findQuest
function QuestInstanceManager.findQuest(self: QuestInstanceManager, questReference: any)
-> QuestInstance
Returns a quest by its reference
quests
Quest[]
All quest instances
QuestInstanceManager
QuestInstanceManager
QuestInstanceManager.findQuest
Returns a quest by its reference
function QuestInstanceManager.findQuest(self: QuestInstanceManager, questReference: any)
-> QuestInstance
QuestObjectiveState
count
integer
Current amount of this objective
neededCount
integer
Needed amount of this objective
text
string
Text of this objective
QuestObjectiveState
QuestObjectiveState
QuestReference
QuestReference
QuestReference
guid
Guid
Guid of the quest
quest
Quest
Returns the quest of this reference
QuestState
{
Active: integer = 0,
Reachable: integer = 1,
Finished: integer = 2,
Inactive: integer = 3,
}
QuestState.Active
QuestState.Finished
QuestState.Inactive
QuestState.Reachable
Resource
Resource
Resource
displayName
string
Display name of the resource
guid
Guid
Guid of the item
iconPath
string
Path to the resource icon
name
string
Developer name of the resource
ResourceContainer
ResourceContainer
ResourceContainer
addResourceAmount
function ResourceContainer.addResourceAmount(self: ResourceContainer, resourceReference: ResourceReference, amount: integer)
add a specific resource amount
@param resourceReference
— Resource type
@param amount
— Amount to be added
getResourceAmount
function ResourceContainer.getResourceAmount(self: ResourceContainer, resourceReference: ResourceReference)
-> integer
Returns the resource amount of a specific type
@param resourceReference
— Resource type
setResourceAmount
function ResourceContainer.setResourceAmount(self: ResourceContainer, resourceReference: ResourceReference, amount: integer)
Set a specific resource amount
@param resourceReference
— Resource type
@param amount
— Amount to be set of this type
ResourceContainer.addResourceAmount
add a specific resource amount
@param resourceReference
— Resource type
@param amount
— Amount to be added
function ResourceContainer.addResourceAmount(self: ResourceContainer, resourceReference: ResourceReference, amount: integer)
ResourceContainer.getResourceAmount
Returns the resource amount of a specific type
@param resourceReference
— Resource type
function ResourceContainer.getResourceAmount(self: ResourceContainer, resourceReference: ResourceReference)
-> integer
ResourceContainer.setResourceAmount
Set a specific resource amount
@param resourceReference
— Resource type
@param amount
— Amount to be set of this type
function ResourceContainer.setResourceAmount(self: ResourceContainer, resourceReference: ResourceReference, amount: integer)
ResourceManager
ResourceManager
ResourceManager
getResourceByGuid
function ResourceManager.getResourceByGuid(self: ResourceManager, resourceGuid: Guid)
-> Resource
returns a resource by its Guid
@param resourceGuid
— Guid of the resource
getResourceByName
function ResourceManager.getResourceByName(self: ResourceManager, resourceName: string)
-> Resource
returns a resource by its name
@param resourceName
— Name of the resource
resources
Resource[]
All resources
ResourceManager.getResourceByGuid
returns a resource by its Guid
@param resourceGuid
— Guid of the resource
function ResourceManager.getResourceByGuid(self: ResourceManager, resourceGuid: Guid)
-> Resource
ResourceManager.getResourceByName
returns a resource by its name
@param resourceName
— Name of the resource
function ResourceManager.getResourceByName(self: ResourceManager, resourceName: string)
-> Resource
ResourceReference
guid
Guid
Guid of the resource
resource
Resource
Returns the item of this reference
ResourceReference
ResourceReference
Savegame
Savegame
Savegame
heroLevel
number
Hero level of this savegame
level
string
Path to the current level of this savegame
name
string
Name of this savegame
screenshot
string
Path to the screenshot of this savegame
ScriptValue
description
string
Description of this value
getBoolValue
function ScriptValue.getBoolValue(self: ScriptValue)
-> boolean
returns the current value as a boolean
getColorValue
function ScriptValue.getColorValue(self: ScriptValue)
-> Color
returns the current value as a Color value
getDoubleValue
function ScriptValue.getDoubleValue(self: ScriptValue)
-> number
returns the current value as an number value
getFloatValue
function ScriptValue.getFloatValue(self: ScriptValue)
-> number
returns the current value as a float value
getIntValue
function ScriptValue.getIntValue(self: ScriptValue)
-> integer
returns the current value as an integer value
getStringValue
function ScriptValue.getStringValue(self: ScriptValue)
-> string
returns the current value as a string value
getVector2Value
function ScriptValue.getVector2Value(self: ScriptValue)
-> Vector2
returns the current value as a Vector2 value
name
string
Name of this value
objectID
integer
returns the value as an object id
setFloatValue
function ScriptValue.setFloatValue(self: ScriptValue, name: string, value: number)
sets a named value to a float value
@param name
— Name of the value
setValue
function ScriptValue.setValue(self: ScriptValue, value: boolean)
sets the current value to a boolean value
ScriptValue
ScriptValue
ScriptValue.getBoolValue
returns the current value as a boolean
function ScriptValue.getBoolValue(self: ScriptValue)
-> boolean
ScriptValue.getColorValue
returns the current value as a Color value
function ScriptValue.getColorValue(self: ScriptValue)
-> Color
ScriptValue.getDoubleValue
returns the current value as an number value
function ScriptValue.getDoubleValue(self: ScriptValue)
-> number
ScriptValue.getFloatValue
returns the current value as a float value
function ScriptValue.getFloatValue(self: ScriptValue)
-> number
ScriptValue.getIntValue
returns the current value as an integer value
function ScriptValue.getIntValue(self: ScriptValue)
-> integer
ScriptValue.getStringValue
returns the current value as a string value
function ScriptValue.getStringValue(self: ScriptValue)
-> string
ScriptValue.getVector2Value
returns the current value as a Vector2 value
function ScriptValue.getVector2Value(self: ScriptValue)
-> Vector2
ScriptValue.setFloatValue
sets a named value to a float value
@param name
— Name of the value
function ScriptValue.setFloatValue(self: ScriptValue, name: string, value: number)
ScriptValue.setValue
sets the current value to a boolean value
function ScriptValue.setValue(self: ScriptValue, value: boolean)
function ScriptValue.setValue(self: ScriptValue, value: integer)
function ScriptValue.setValue(self: ScriptValue, value: number)
function ScriptValue.setValue(self: ScriptValue, value: string)
function ScriptValue.setValue(self: ScriptValue, value: Vector2)
function ScriptValue.setValue(self: ScriptValue, value: Color)
ScriptValueContainer
findValue
function ScriptValueContainer.findValue(self: ScriptValueContainer, name: string)
-> ScriptValue
returns a script value by name
@param name
— Name of the value
getBoolParameter
function ScriptValueContainer.getBoolParameter(self: ScriptValueContainer, propertyName: string, defaultValue: any, description: string)
-> Boolean: boolean
@return Boolean
— parameter
@param propertyName
— name of the property
@param description
— Description of the property
getDoubleParameter
function ScriptValueContainer.getDoubleParameter(self: ScriptValueContainer, propertyName: string, defaultValue: number, description: string)
-> Number: number
@return Number
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
getFloatParameter
function ScriptValueContainer.getFloatParameter(self: ScriptValueContainer, propertyName: string, defaultValue: number, description: string)
-> Float: number
@return Float
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
getIntParameter
function ScriptValueContainer.getIntParameter(self: ScriptValueContainer, propertyName: string, defaultValue: integer, description: string)
-> Integer: integer
@return Integer
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
getItemStatReferenceParameter
function ScriptValueContainer.getItemStatReferenceParameter(self: ScriptValueContainer, propertyName: string, description: string)
-> ItemStatReference
Returns an ItemStatReference parameter
@param propertyName
— name of the property
@param description
— Description of the property
getPrefabObjectReferenceParameter
function ScriptValueContainer.getPrefabObjectReferenceParameter(self: ScriptValueContainer, propertyName: string, description: string)
-> PrefabObjectReference
Returns a PrefabObjectReference parameter
@param propertyName
— name of the property
@param description
— Description of the property
getStatReferenceParameter
function ScriptValueContainer.getStatReferenceParameter(self: ScriptValueContainer, propertyName: string, description: string)
-> StatReference
Returns a StatReference parameter
@param propertyName
— name of the property
@param description
— Description of the property
getStringParameter
function ScriptValueContainer.getStringParameter(self: ScriptValueContainer, propertyName: string, defaultValue: string, description: string)
-> String: string
Returns a string parameter by its value
@return String
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
getVectorParameter
function ScriptValueContainer.getVectorParameter(self: ScriptValueContainer, propertyName: string, values: ScriptValueContainer, description: string)
Returns a Vector parameter
@param propertyName
— name of the property
@param values
— Values each vector element should have
@param description
— Description of the property
setFloatValue
function ScriptValueContainer.setFloatValue(self: ScriptValueContainer, name: string, value: number)
sets a float value by name
@param name
— Name of the value
setValue
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: boolean)
sets a named value to a boolean value
@param name
— Name of the value
values
ScriptValue[]
Array with all script values
ScriptValueContainer
ScriptValueContainer
ScriptValueContainer.findValue
returns a script value by name
@param name
— Name of the value
function ScriptValueContainer.findValue(self: ScriptValueContainer, name: string)
-> ScriptValue
ScriptValueContainer.getBoolParameter
@return Boolean
— parameter
@param propertyName
— name of the property
@param description
— Description of the property
function ScriptValueContainer.getBoolParameter(self: ScriptValueContainer, propertyName: string, defaultValue: any, description: string)
-> Boolean: boolean
ScriptValueContainer.getDoubleParameter
@return Number
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
function ScriptValueContainer.getDoubleParameter(self: ScriptValueContainer, propertyName: string, defaultValue: number, description: string)
-> Number: number
ScriptValueContainer.getFloatParameter
@return Float
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
function ScriptValueContainer.getFloatParameter(self: ScriptValueContainer, propertyName: string, defaultValue: number, description: string)
-> Float: number
ScriptValueContainer.getIntParameter
@return Integer
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
function ScriptValueContainer.getIntParameter(self: ScriptValueContainer, propertyName: string, defaultValue: integer, description: string)
-> Integer: integer
ScriptValueContainer.getItemStatReferenceParameter
Returns an ItemStatReference parameter
@param propertyName
— name of the property
@param description
— Description of the property
function ScriptValueContainer.getItemStatReferenceParameter(self: ScriptValueContainer, propertyName: string, description: string)
-> ItemStatReference
ScriptValueContainer.getPrefabObjectReferenceParameter
Returns a PrefabObjectReference parameter
@param propertyName
— name of the property
@param description
— Description of the property
function ScriptValueContainer.getPrefabObjectReferenceParameter(self: ScriptValueContainer, propertyName: string, description: string)
-> PrefabObjectReference
ScriptValueContainer.getStatReferenceParameter
Returns a StatReference parameter
@param propertyName
— name of the property
@param description
— Description of the property
function ScriptValueContainer.getStatReferenceParameter(self: ScriptValueContainer, propertyName: string, description: string)
-> StatReference
ScriptValueContainer.getStringParameter
Returns a string parameter by its value
@return String
— parameter
@param propertyName
— name of the property
@param defaultValue
— Default value
@param description
— Description of the property
function ScriptValueContainer.getStringParameter(self: ScriptValueContainer, propertyName: string, defaultValue: string, description: string)
-> String: string
ScriptValueContainer.getVectorParameter
Returns a Vector parameter
@param propertyName
— name of the property
@param values
— Values each vector element should have
@param description
— Description of the property
function ScriptValueContainer.getVectorParameter(self: ScriptValueContainer, propertyName: string, values: ScriptValueContainer, description: string)
ScriptValueContainer.setFloatValue
sets a float value by name
@param name
— Name of the value
function ScriptValueContainer.setFloatValue(self: ScriptValueContainer, name: string, value: number)
ScriptValueContainer.setValue
sets a named value to a boolean value
@param name
— Name of the value
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: boolean)
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: integer)
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: number)
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: string)
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: Vector2)
function ScriptValueContainer.setValue(self: ScriptValueContainer, name: string, value: Color)
ScriptValueMetaData
description
string
Description of this value
elements
ScriptValueContainer
ScriptValueMetaData
ScriptValueMetaData
ShaderReference
ShaderReference
ShaderReference
parameters
ScriptValueContainer
Shader parameters
ShowAnimationType
{
Fade: integer = 0,
Scale: integer = 1,
SlideToRight: integer = 2,
SlideToLeft: integer = 3,
SlideToBottom: integer = 4,
SlideToTop: integer = 5,
}
ShowAnimationType.Fade
ShowAnimationType.Scale
ShowAnimationType.SlideToBottom
ShowAnimationType.SlideToLeft
ShowAnimationType.SlideToRight
ShowAnimationType.SlideToTop
Stat
Stat
Stat
displayName
string
Display name of the stat
hasIcon
boolean
Returns if this stat has an icon
iconPath
string
Icon path of this stat
id
Guid
ID of the stat
maxValueStat
Stat
Maximum value stat of this stat
name
string
Name of the stat
StatManager
StatManager
StatManager
getStatByGuid
function StatManager.getStatByGuid(self: StatManager, guid: Guid)
Returns a stat by its name
@param guid
— Guid of the stat
getStatByName
function StatManager.getStatByName(self: StatManager, name: string)
Returns a stat by its name
@param name
— Name of the stat
stats
Stat[]
All stats
StatManager.getStatByGuid
Returns a stat by its name
@param guid
— Guid of the stat
function StatManager.getStatByGuid(self: StatManager, guid: Guid)
StatManager.getStatByName
Returns a stat by its name
@param name
— Name of the stat
function StatManager.getStatByName(self: StatManager, name: string)
StatReference
StatReference
StatReference
guid
Guid
Guid of the stat
maxStat
Stat
Returns the max stat of this reference(if the stat has a maximum value stat assigned)
stat
Stat
Returns the stat of this reference
TGUI_Vector2
x
number
x coordinate of the vector
y
number
y coordinate of the vector
TagReferenceList
TagReferenceList
TagReferenceList
containsTag
function TagReferenceList.containsTag(self: TagReferenceList, tag: string)
-> boolean
Returns if the tag list contains a specific tag
@param tag
— Tag name
TagReferenceList.containsTag
Returns if the tag list contains a specific tag
@param tag
— Tag name
function TagReferenceList.containsTag(self: TagReferenceList, tag: string)
-> boolean
TileLayer
fill
function TileLayer.fill(self: TileLayer, tileID: integer)
Fills the map with a specified tile coordinate
@param tileID
— New tile ID
getHeightOffset
function TileLayer.getHeightOffset(self: TileLayer, x: integer, y: integer)
-> integer
returns the height offset for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
getTile
function TileLayer.getTile(self: TileLayer, x: integer, y: integer)
-> integer
returns a tile ID for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
setHeightOffset
function TileLayer.setHeightOffset(self: TileLayer, x: integer, y: integer, heightOffset: integer)
sets the height offset for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
@param heightOffset
— New height offset
setTile
function TileLayer.setTile(self: TileLayer, x: integer, y: integer, tileID: integer)
sets a tile ID for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
@param tileID
— New tile ID
tileHeight
integer
Tile height
tileWidth
integer
Tile width
TileLayer
TileLayer
TileLayer.fill
Fills the map with a specified tile coordinate
@param tileID
— New tile ID
function TileLayer.fill(self: TileLayer, tileID: integer)
TileLayer.getHeightOffset
returns the height offset for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
function TileLayer.getHeightOffset(self: TileLayer, x: integer, y: integer)
-> integer
TileLayer.getTile
returns a tile ID for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
function TileLayer.getTile(self: TileLayer, x: integer, y: integer)
-> integer
TileLayer.setHeightOffset
sets the height offset for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
@param heightOffset
— New height offset
function TileLayer.setHeightOffset(self: TileLayer, x: integer, y: integer, heightOffset: integer)
TileLayer.setTile
sets a tile ID for a specified tile coordinate
@param x
— X tile coordinate
@param y
— Y tile coordinate
@param tileID
— New tile ID
function TileLayer.setTile(self: TileLayer, x: integer, y: integer, tileID: integer)
TileMap
TileMap
TileMap
getAreaByName
function TileMap.getAreaByName(self: TileMap, name: string)
-> Area
returns an area by its name
@param name
— Name of the area
getLayer
function TileMap.getLayer(self: TileMap, index: integer)
-> MapLayer
returns a layer by its index
@param index
— Index of the layer
getLayerByName
function TileMap.getLayerByName(self: TileMap, name: string)
-> MapLayer
returns a layer by its name
@param name
— Name of the layer
layers
MapLayer[]
Layers of the map
pathLayer
PathLayer
returns the path layer
pixelSizeX
integer
Map x size in pixels
pixelSizeY
integer
Map y size in pixels
tileLayer
TileLayer
returns the first tile layer
tilesX
integer
Tiles in the x coordinate
tilesY
integer
Tiles in the y coordinate
unitLayer
ObjectLayer
returns the unit layer
TileMap.getAreaByName
returns an area by its name
@param name
— Name of the area
function TileMap.getAreaByName(self: TileMap, name: string)
-> Area
TileMap.getLayer
returns a layer by its index
@param index
— Index of the layer
function TileMap.getLayer(self: TileMap, index: integer)
-> MapLayer
TileMap.getLayerByName
returns a layer by its name
@param name
— Name of the layer
function TileMap.getLayerByName(self: TileMap, name: string)
-> MapLayer
Time
isValid
boolean
returns if the guid is valid
isZero
boolean
returns if the guid is zero
Time
Create a zero guid
Time
TraderComponent
items
ItemStack[]
Loot items
TraderComponent
TraderComponent
Unit
Unit
Unit
abortCurrentCommand
function Unit.abortCurrentCommand(self: Unit)
addExperience
function Unit.addExperience(self: Unit, experience: integer)
Add experience to this unit
@param experience
— experience points to add
addItem
function Unit.addItem(self: Unit, item: Item)
add an item to the unit
@param item
— item that should be added
addItemByName
function Unit.addItemByName(self: Unit, itemName: string)
add an item to the unit
@param itemName
— Name of the item that should be added
angle
number
Angle of this unit
attack
function Unit.attack(self: Unit)
tell the unit to attack at the current position
attackUnit
function Unit.attackUnit(self: Unit, unit: Unit)
tell the unit to attack a unit
@param unit
— Unit that should be attacked
buyTraderItemAt
function Unit.buyTraderItemAt(self: Unit, itemIndex: integer)
-> Returns: boolean
buy an item from the curren trader
@param itemIndex
— Index of the item
@return Returns
— if the item was bought
canExecuteReply
function Unit.canExecuteReply(self: Unit, replyIndex: integer)
-> boolean
Returns if the dialog reply can be executed
@param replyIndex
— Index of the reply
canPayTraderItemAt
function Unit.canPayTraderItemAt(self: Unit, itemIndex: integer)
-> Returns: boolean
Check if an item can be bought from the curren trader
@param itemIndex
— Index of the item
@return Returns
— if the item was bought
canUnlockAbility
function Unit.canUnlockAbility(self: Unit, ability: Ability)
-> boolean
Returns if the specified ability can be unlocked
@param ability
— Ability that should be unlocked
castSpell
function Unit.castSpell(self: Unit, position: Vector2)
Cast the currently selected spell at a target position
@param position
— Target position of the spell
class
CharacterClass
Character class of this unit
currentDialogOption
DialogOption
returns the current dialog option
dialog
Dialog
returns the current dialog
direction
integer
diretion index of this unit
displayColoredText
function Unit.displayColoredText(self: Unit, text: string, duration: number, color: Color)
displays a colored text above this unit for a fixed duration
@param text
— Text to display
@param duration
— How long the text should be displayed
@param color
— Color of the text
displayText
function Unit.displayText(self: Unit, text: string, duration: number)
displays a text above this unit for a fixed duration
@param text
— Text to display
@param duration
— How long the text should be displayed
dropInventoryItem
function Unit.dropInventoryItem(self: Unit, index: integer)
Drop an inventory item
@param index
— index of the item
equipment
Equipment
returns the equipment of this unit
executeDialogReply
function Unit.executeDialogReply(self: Unit, replyIndex: integer)
Execute a specific dialog reply
@param replyIndex
— Index of the reply
findNearestEnemy
function Unit.findNearestEnemy(self: Unit, distance: number)
-> closest: Unit
@param distance
— Maximum distance
@return closest
— enemy
finishDialog
function Unit.finishDialog(self: Unit, dialogOption: DialogOption)
Finish a specific dialog option
@param dialogOption
— Dialog option that should be finished
getStat
function Unit.getStat(self: Unit, stat: Stat)
-> Value: number
returns a stat value of a specified stat
@param stat
— Stat
@return Value
— of the stat
getStatByName
function Unit.getStatByName(self: Unit, statName: string)
-> Value: number
returns a stat value by its stat name
@param statName
— name of the stat
@return Value
— of the stat
hasAbility
function Unit.hasAbility(self: Unit, ability: Ability)
-> boolean
Returns if the unit already has the specified ability
@param ability
— Ability
heal
function Unit.heal(self: Unit, health: number)
@param health
— Hitpoints added
hit
function Unit.hit(self: Unit, damage: number)
@param damage
— Damage dealt
increaseStat
function Unit.increaseStat(self: Unit, stat: StatReference, offset: number)
Adds an offset to a specified stat
@param stat
— Stat reference
@param offset
— Offset added to the stat
interactionObject
Object
returns the current interaction object
interactionUnit
Unit
returns the current interaction unit
inventory
Inventory
returns the inventory of this unit
isAlive
boolean
is this unit alive
isAnimationFinished
boolean
is the current animation finished
isAttacking
boolean
is this unit currently attacking
isMoving
boolean
is this unit currently moving
isRunning
boolean
is this unit currently running
isSelectedHero
boolean
is this unit a selected hero
lookAt
function Unit.lookAt(self: Unit, position: Vector2)
Look at a world posiiton
@param position
— Posiiton to look at
moveBodyByWithVelocity
function Unit.moveBodyByWithVelocity(self: Unit, x: number, y: number)
tell the unit to move using a defined velocity
@param x
— velocity (x axis)
@param y
— velocity (y axis)
moveBy
function Unit.moveBy(self: Unit, x: number, y: number)
tell the unit to move by a specific position
@param x
— relative x coordinate
@param y
— relative y coordinate
moveTo
function Unit.moveTo(self: Unit, x: number, y: number)
tell the unit to move to a specific position
@param x
— x coordinate
@param y
— y coordinate
moveToArea
function Unit.moveToArea(self: Unit, area: string)
tell the unit to move to an area
@param area
— area name
object
Object
returns the object of this unit
pauseCommands
function Unit.pauseCommands(self: Unit, duration: Time)
pauses all commands
@param duration
— How long commands should be paused
position
Vector2
position of this unit
resetNextDialog
function Unit.resetNextDialog(self: Unit)
Reset the next dialog of this unit
resources
ResourceContainer
returns the resources of this unit
respawn
function Unit.respawn(self: Unit)
Respawn this unit
selectAbilityAt
function Unit.selectAbilityAt(self: Unit, index: integer)
Selects an ability
@param index
— index of the ability
selectNextAbility
function Unit.selectNextAbility(self: Unit)
selects the next ability in the list of abilities
selectPreviousAbility
function Unit.selectPreviousAbility(self: Unit)
selects the previous ability in the list of abilities
selectedAbilityIndex
integer
the current ability index
setPosition
function Unit.setPosition(self: Unit, x: number, y: number)
set the position of this unit
@param x
— X coordinate
@param y
— Y coordinate
speed
integer
movement speed
startAnimation
function Unit.startAnimation(self: Unit, animation: string, mode: AnimationMode, duration: integer)
starts an animation
@param animation
— Name of the animation
@param mode
— Animation mode
@param duration
— Duration(ms)
startDefaultAnimation
function Unit.startDefaultAnimation(self: Unit)
start the default animation for this unit
startRunning
function Unit.startRunning(self: Unit)
start running mode
startWalkAnimation
function Unit.startWalkAnimation(self: Unit)
start the walk animation of this unit
stop
function Unit.stop(self: Unit)
stop movement
stopCommandPause
function Unit.stopCommandPause(self: Unit)
stops the pause of the commands
stopInteraction
function Unit.stopInteraction(self: Unit)
Stops interaction with the current object
stopRunning
function Unit.stopRunning(self: Unit)
stop running mode
takeAllLootItems
function Unit.takeAllLootItems(self: Unit)
Take all loot items of the currently active loot object
takeLootItemStack
function Unit.takeLootItemStack(self: Unit, stackIndex: integer)
Take a single loot stack of the currently looted object
@param stackIndex
— index of the stack that should be taken
talkWithObject
function Unit.talkWithObject(self: Unit, object: Object)
Talk with a specified object
@param object
— Object to talk with or nil to stop talking
team
UnitTeam
team of this unit
unlockAbility
function Unit.unlockAbility(self: Unit, ability: Ability)
unlock a specific ability
@param ability
— Ability that should be unlocked
useAbilityAtIndex
function Unit.useAbilityAtIndex(self: Unit, abilityIndex: integer, position: Vector2)
Use an ability with a specified target position
@param abilityIndex
— index of the ability
@param position
— Target position of the ability
useInventoryItem
function Unit.useInventoryItem(self: Unit, index: integer)
Use an inventory item
@param index
— index of the item
useSelectedAbilityAt
function Unit.useSelectedAbilityAt(self: Unit, position: Vector2)
Use the currently selected ability with a specified target position
@param position
— Target position of the ability
weapon
Item|nil
Returns the first weapon in the unit equipment
Unit.abortCurrentCommand
function Unit.abortCurrentCommand(self: Unit)
Unit.addExperience
Add experience to this unit
@param experience
— experience points to add
function Unit.addExperience(self: Unit, experience: integer)
Unit.addItem
add an item to the unit
@param item
— item that should be added
function Unit.addItem(self: Unit, item: Item)
Unit.addItemByName
add an item to the unit
@param itemName
— Name of the item that should be added
function Unit.addItemByName(self: Unit, itemName: string)
Unit.attack
tell the unit to attack at the current position
function Unit.attack(self: Unit)
Unit.attackUnit
tell the unit to attack a unit
@param unit
— Unit that should be attacked
function Unit.attackUnit(self: Unit, unit: Unit)
Unit.buyTraderItemAt
buy an item from the curren trader
@param itemIndex
— Index of the item
@return Returns
— if the item was bought
function Unit.buyTraderItemAt(self: Unit, itemIndex: integer)
-> Returns: boolean
Unit.canExecuteReply
Returns if the dialog reply can be executed
@param replyIndex
— Index of the reply
function Unit.canExecuteReply(self: Unit, replyIndex: integer)
-> boolean
Unit.canPayTraderItemAt
Check if an item can be bought from the curren trader
@param itemIndex
— Index of the item
@return Returns
— if the item was bought
function Unit.canPayTraderItemAt(self: Unit, itemIndex: integer)
-> Returns: boolean
Unit.canUnlockAbility
Returns if the specified ability can be unlocked
@param ability
— Ability that should be unlocked
function Unit.canUnlockAbility(self: Unit, ability: Ability)
-> boolean
Unit.castSpell
Cast the currently selected spell at a target position
@param position
— Target position of the spell
function Unit.castSpell(self: Unit, position: Vector2)
Unit.displayColoredText
displays a colored text above this unit for a fixed duration
@param text
— Text to display
@param duration
— How long the text should be displayed
@param color
— Color of the text
function Unit.displayColoredText(self: Unit, text: string, duration: number, color: Color)
Unit.displayText
displays a text above this unit for a fixed duration
@param text
— Text to display
@param duration
— How long the text should be displayed
function Unit.displayText(self: Unit, text: string, duration: number)
Unit.dropInventoryItem
Drop an inventory item
@param index
— index of the item
function Unit.dropInventoryItem(self: Unit, index: integer)
Unit.executeDialogReply
Execute a specific dialog reply
@param replyIndex
— Index of the reply
function Unit.executeDialogReply(self: Unit, replyIndex: integer)
Unit.findNearestEnemy
@param distance
— Maximum distance
@return closest
— enemy
function Unit.findNearestEnemy(self: Unit, distance: number)
-> closest: Unit
Unit.finishDialog
Finish a specific dialog option
@param dialogOption
— Dialog option that should be finished
function Unit.finishDialog(self: Unit, dialogOption: DialogOption)
Unit.getStat
returns a stat value of a specified stat
@param stat
— Stat
@return Value
— of the stat
function Unit.getStat(self: Unit, stat: Stat)
-> Value: number
function Unit.getStat(self: Unit, stat: StatReference)
-> Value: number
Unit.getStatByName
returns a stat value by its stat name
@param statName
— name of the stat
@return Value
— of the stat
function Unit.getStatByName(self: Unit, statName: string)
-> Value: number
Unit.hasAbility
Returns if the unit already has the specified ability
@param ability
— Ability
function Unit.hasAbility(self: Unit, ability: Ability)
-> boolean
Unit.heal
@param health
— Hitpoints added
function Unit.heal(self: Unit, health: number)
Unit.hit
@param damage
— Damage dealt
function Unit.hit(self: Unit, damage: number)
Unit.increaseStat
Adds an offset to a specified stat
@param stat
— Stat reference
@param offset
— Offset added to the stat
function Unit.increaseStat(self: Unit, stat: StatReference, offset: number)
function Unit.increaseStat(self: Unit, stat: Stat, offset: number)
Unit.lookAt
Look at a world posiiton
@param position
— Posiiton to look at
function Unit.lookAt(self: Unit, position: Vector2)
Unit.moveBodyByWithVelocity
tell the unit to move using a defined velocity
@param x
— velocity (x axis)
@param y
— velocity (y axis)
function Unit.moveBodyByWithVelocity(self: Unit, x: number, y: number)
Unit.moveBy
tell the unit to move by a specific position
@param x
— relative x coordinate
@param y
— relative y coordinate
function Unit.moveBy(self: Unit, x: number, y: number)
Unit.moveTo
tell the unit to move to a specific position
@param x
— x coordinate
@param y
— y coordinate
function Unit.moveTo(self: Unit, x: number, y: number)
Unit.moveToArea
tell the unit to move to an area
@param area
— area name
function Unit.moveToArea(self: Unit, area: string)
Unit.pauseCommands
pauses all commands
@param duration
— How long commands should be paused
function Unit.pauseCommands(self: Unit, duration: Time)
Unit.resetNextDialog
Reset the next dialog of this unit
function Unit.resetNextDialog(self: Unit)
Unit.respawn
Respawn this unit
function Unit.respawn(self: Unit)
Unit.selectAbilityAt
Selects an ability
@param index
— index of the ability
function Unit.selectAbilityAt(self: Unit, index: integer)
Unit.selectNextAbility
selects the next ability in the list of abilities
function Unit.selectNextAbility(self: Unit)
Unit.selectPreviousAbility
selects the previous ability in the list of abilities
function Unit.selectPreviousAbility(self: Unit)
Unit.setPosition
set the position of this unit
@param x
— X coordinate
@param y
— Y coordinate
function Unit.setPosition(self: Unit, x: number, y: number)
Unit.startAnimation
starts an animation
@param animation
— Name of the animation
@param mode
— Animation mode
@param duration
— Duration(ms)
function Unit.startAnimation(self: Unit, animation: string, mode: AnimationMode, duration: integer)
Unit.startDefaultAnimation
start the default animation for this unit
function Unit.startDefaultAnimation(self: Unit)
Unit.startRunning
start running mode
function Unit.startRunning(self: Unit)
Unit.startWalkAnimation
start the walk animation of this unit
function Unit.startWalkAnimation(self: Unit)
Unit.stop
stop movement
function Unit.stop(self: Unit)
Unit.stopCommandPause
stops the pause of the commands
function Unit.stopCommandPause(self: Unit)
Unit.stopInteraction
Stops interaction with the current object
function Unit.stopInteraction(self: Unit)
Unit.stopRunning
stop running mode
function Unit.stopRunning(self: Unit)
Unit.takeAllLootItems
Take all loot items of the currently active loot object
function Unit.takeAllLootItems(self: Unit)
Unit.takeLootItemStack
Take a single loot stack of the currently looted object
@param stackIndex
— index of the stack that should be taken
function Unit.takeLootItemStack(self: Unit, stackIndex: integer)
Unit.talkWithObject
Talk with a specified object
@param object
— Object to talk with or nil to stop talking
function Unit.talkWithObject(self: Unit, object: Object)
Unit.unlockAbility
unlock a specific ability
@param ability
— Ability that should be unlocked
function Unit.unlockAbility(self: Unit, ability: Ability)
Unit.useAbilityAtIndex
Use an ability with a specified target position
@param abilityIndex
— index of the ability
@param position
— Target position of the ability
function Unit.useAbilityAtIndex(self: Unit, abilityIndex: integer, position: Vector2)
Unit.useInventoryItem
Use an inventory item
@param index
— index of the item
function Unit.useInventoryItem(self: Unit, index: integer)
Unit.useSelectedAbilityAt
Use the currently selected ability with a specified target position
@param position
— Target position of the ability
function Unit.useSelectedAbilityAt(self: Unit, position: Vector2)
UnitEffect
UnitEffect
UnitEffect
displayName
string
Display name of the UnitEffect
guid
Guid
UnitEffect guid
iconPath
string
Path to the UnitEffect icon
name
string
Name of the UnitEffect
UnitEffectManager
UnitEffectManager
UnitEffectManager
getUnitEffectByName
function UnitEffectManager.getUnitEffectByName(self: UnitEffectManager, name: string)
-> UnitEffect
returns an UnitEffect by its name
@param name
— Name of the UnitEffect
unitEffects
UnitEffect[]
All Abilities
UnitEffectManager.getUnitEffectByName
returns an UnitEffect by its name
@param name
— Name of the UnitEffect
function UnitEffectManager.getUnitEffectByName(self: UnitEffectManager, name: string)
-> UnitEffect
function UnitEffectManager.getUnitEffectByName(self: UnitEffectManager, guid: Guid)
-> UnitEffect
UnitEffectReference
UnitEffectReference
UnitEffectReference
UnitEffect
UnitEffect
Returns the UnitEffect of this reference
guid
Guid
Guid of the UnitEffect
UnitTeam
{
Neutral: integer = 0,
Enemy: integer = 1,
Player: integer = 2,
}
UnitTeam.Enemy
UnitTeam.Neutral
UnitTeam.Player
Vector2
angle
number
angle of the vector
clear
function Vector2.clear(self: Vector2)
clear vector
length
number
length of the vector
x
number
x coordinate of the vector
y
number
y coordinate of the vector
Vector2
Create Vector2 instance
Vector2
Vector2.clear
clear vector
function Vector2.clear(self: Vector2)
Widget
Widget
Widget
addChild
function Widget.addChild(self: Widget, child: Widget)
Adds a child to this widget
@param child
— Child to be added
addColumn
function Widget.addColumn(self: Widget, text: string)
adds a column via text
@param text
— Text of the new column
addItem
function Widget.addItem(self: Widget, itemText: string)
adds an item via text
@param itemText
— Text of the item to be added
addLine
function Widget.addLine(self: Widget, text: string)
adds a new text to a ChatBox widget
@param text
— Text to be added
clearColumns
function Widget.clearColumns(self: Widget)
Clear all columns of the widget
clearItems
function Widget.clearItems(self: Widget)
Clears all items of the widget
clone
function Widget.clone(self: Widget)
-> Widget
Clones this widget and returns the copy
enabled
boolean
Enabled state of the widget
findWidget
function Widget.findWidget(self: Widget, name: string)
-> Widget
Returns a widget by its name
@param name
— Name of the widget
focusable
boolean
Focusable state of the widget
focused
boolean
Focused state of the widget
hideWithEffect
function Widget.hideWithEffect(self: Widget, animationType: ShowAnimationType, duration: number)
Hides the widget using an effect
@param animationType
— animation type
@param duration
— Duration of the effect(seconds)
isAnimationPlaying
boolean
Is this widget currently playing an animation
isContainer
boolean
Returns if the widget is a container
itemHeight
number
Item height of this widget(For ListView / ListBox widgets)
loadIcon
function Widget.loadIcon(self: Widget, texture: string)
Load an icon texture of a widget
@param texture
— Path to the texture relative to the folder data/icons
loadItemIcon
function Widget.loadItemIcon(self: Widget, index: integer, texture: string)
Loads an item icon via index
@param index
— Index of the item
@param texture
— Path to the icon texture
loadTexture
function Widget.loadTexture(self: Widget, texture: string)
Load a texture of a widget
@param texture
— Path to the texture relative to the ui textures folder data/ui/textures
maximum
number
Maximum value of the widget. Implemented for ProgressBar and Slider widgets
minimum
number
Minimum value of the widget. Implemented for ProgressBar and Slider widgets
name
string
Name of the widget
onAnimationFinished
function
Callback function called the widget animation is finished
onClick
function
Callback function called when the user clicks on this widget
onFocus
function
Callback function called when the widget gets focused
onMouseEnter
function
Callback function called when the user enters the widget with the mouse cursor
onMouseLeave
function
Callback function called when the user leaves the widget with the mouse cursor
onRightClick
function
Callback function called when the user right clicks on this widget
onUnfocus
function
Callback function called when the widget gets unfocused
onValueChange
function
Callback function called the value of the widget was changed
opacity
number
Opacity(0-1)
parent
Widget
Returns the parent widget
playVideo
function Widget.playVideo(self: Widget, video: string, loop: boolean)
Play a video(For VideoWidget)
@param video
— Path of the video
@param loop
— Should the video be looped
position
TGUI_Vector2
Position of the widget
removeAllWidgets
function Widget.removeAllWidgets(self: Widget)
Removes all children from a widget
removeChild
function Widget.removeChild(self: Widget, child: Widget)
Removes a child from this widget
@param child
— Child to be added
renderModelAnimation
function Widget.renderModelAnimation(self: Widget, unit: Unit, animation: string)
-> Returns: boolean
Renders a model animation(For Canvas or Picture widgets)
@param unit
— to be rendered
@param animation
— Animation name
@return Returns
— if the rendering is complete
selectedItemIndex
integer
Currently selected item index(For ListView / ListBox widgets)
setHeight
function Widget.setHeight(self: Widget, height: number)
Sets the height of this widget
@param height
— New height of the widget(Pixels)
setIconSize
function Widget.setIconSize(self: Widget, sizeX: integer, sizeY: integer)
sets the icon size for this widget
@param sizeX
— Horizontal icon size(Pixels)
@param sizeY
— Vertical icon size(Pixels)
setSize
function Widget.setSize(self: Widget, width: number, height: number)
Sets the size of this widget
@param width
— New width of the widget(Pixels)
@param height
— New height of the widget(Pixels)
setWidth
function Widget.setWidth(self: Widget, width: number)
Sets the width of this widget
@param width
— New width of the widget(Pixels)
showWithEffect
function Widget.showWithEffect(self: Widget, animationType: ShowAnimationType, duration: number)
Shows the widget using an effect
@param animationType
— animation type
@param duration
— Duration of the effect(seconds)
size
TGUI_Vector2
size of the widget
text
string
Text of the widget
textSize
integer
Text size(Pixels)
tooltip
Widget
Tooltip of this widget
value
number
Value of the widget. Implemented for ProgressBar and Slider widgets
visible
boolean
Visible state of the widget
Widget.addChild
Adds a child to this widget
@param child
— Child to be added
function Widget.addChild(self: Widget, child: Widget)
Widget.addColumn
adds a column via text
@param text
— Text of the new column
function Widget.addColumn(self: Widget, text: string)
function Widget.addColumn(self: Widget, text: string, width: number, alignment: ColumnAlignment)
Widget.addItem
adds an item via text
@param itemText
— Text of the item to be added
function Widget.addItem(self: Widget, itemText: string)
function Widget.addItem(self: Widget, itemText1: string, itemText2: string)
Widget.addLine
adds a new text to a ChatBox widget
@param text
— Text to be added
function Widget.addLine(self: Widget, text: string)
Widget.clearColumns
Clear all columns of the widget
function Widget.clearColumns(self: Widget)
Widget.clearItems
Clears all items of the widget
function Widget.clearItems(self: Widget)
Widget.clone
Clones this widget and returns the copy
function Widget.clone(self: Widget)
-> Widget
Widget.findWidget
Returns a widget by its name
@param name
— Name of the widget
function Widget.findWidget(self: Widget, name: string)
-> Widget
Widget.hideWithEffect
Hides the widget using an effect
@param animationType
— animation type
@param duration
— Duration of the effect(seconds)
function Widget.hideWithEffect(self: Widget, animationType: ShowAnimationType, duration: number)
Widget.loadIcon
Load an icon texture of a widget
@param texture
— Path to the texture relative to the folder data/icons
function Widget.loadIcon(self: Widget, texture: string)
Widget.loadItemIcon
Loads an item icon via index
@param index
— Index of the item
@param texture
— Path to the icon texture
function Widget.loadItemIcon(self: Widget, index: integer, texture: string)
Widget.loadTexture
Load a texture of a widget
@param texture
— Path to the texture relative to the ui textures folder data/ui/textures
function Widget.loadTexture(self: Widget, texture: string)
Widget.playVideo
Play a video(For VideoWidget)
@param video
— Path of the video
@param loop
— Should the video be looped
function Widget.playVideo(self: Widget, video: string, loop: boolean)
Widget.removeAllWidgets
Removes all children from a widget
function Widget.removeAllWidgets(self: Widget)
Widget.removeChild
Removes a child from this widget
@param child
— Child to be added
function Widget.removeChild(self: Widget, child: Widget)
Widget.renderModelAnimation
Renders a model animation(For Canvas or Picture widgets)
@param unit
— to be rendered
@param animation
— Animation name
@return Returns
— if the rendering is complete
function Widget.renderModelAnimation(self: Widget, unit: Unit, animation: string)
-> Returns: boolean
Widget.setHeight
Sets the height of this widget
@param height
— New height of the widget(Pixels)
function Widget.setHeight(self: Widget, height: number)
Widget.setIconSize
sets the icon size for this widget
@param sizeX
— Horizontal icon size(Pixels)
@param sizeY
— Vertical icon size(Pixels)
function Widget.setIconSize(self: Widget, sizeX: integer, sizeY: integer)
Widget.setSize
Sets the size of this widget
@param width
— New width of the widget(Pixels)
@param height
— New height of the widget(Pixels)
function Widget.setSize(self: Widget, width: number, height: number)
Widget.setWidth
Sets the width of this widget
@param width
— New width of the widget(Pixels)
function Widget.setWidth(self: Widget, width: number)
Widget.showWithEffect
Shows the widget using an effect
@param animationType
— animation type
@param duration
— Duration of the effect(seconds)
function Widget.showWithEffect(self: Widget, animationType: ShowAnimationType, duration: number)
abilityManager
nil
action
table
action.fadeIn
Create an action which fades an object in
@param duration
— Duration of the action
function action.fadeIn(duration: Time)
-> ObjectAction
action.fadeOut
Create an action which fades an object out
@param duration
— Duration of the action
function action.fadeOut(duration: Time)
-> ObjectAction
function action.fadeOut(animationName: string)
-> ObjectAction
action.moveBy
Create an action which moves an object by a specific offset
@param offset
— Move offset
@param duration
— Duration of the action
function action.moveBy(offset: Vector2, duration: Time)
-> ObjectAction
action.moveTo
Create an action which moves an object to a specific position
@param target
— Target position
@param duration
— Duration of the action
function action.moveTo(target: Vector2, duration: Time)
-> ObjectAction
action.parallel
Creates an action with a list of actions which are executed in parallel
@param ...
— Actions to execute in parallel
function action.parallel(...ObjectAction)
-> ObjectAction
action.scale
Create an action which scales an object to a defined scale(1=Default scale)
@param targetScale
— Target scale
@param duration
— Duration of the action
function action.scale(targetScale: number, duration: Time)
-> ObjectAction
action.sequence
Creates an action with a sequence of actions
@param ...
— Actions to execute as a sequence
function action.sequence(...ObjectAction)
-> ObjectAction
action.wait
Create an action which waits for a specific duration
@param duration
— Duration of the action
function action.wait(duration: Time)
-> ObjectAction
addCharacter
Spawns a new unit by a character name
@param name
— Name of the character
@param x
— X coordinate
@param y
— Y coordinate
function addCharacter(name: string, x: number, y: number)
addCharacterClass
Spawns a new unit by a character class
@param characterClass
— Character class used for spawning
@param x
— X coordinate
@param y
— Y coordinate
function addCharacterClass(characterClass: CharacterClassReference, x: number, y: number)
addLight
adds a new light and returns the light ID
function addLight()
-> integer
addUnit
Spawns a new unit
@param name
— Name of the unit
@param x
— X coordinate
@param y
— Y coordinate
function addUnit(name: string, x: number, y: number)
animationMode
table
applyGameSettings
Applies the game settings to the game
@param settings
— Settings of the game
function applyGameSettings(settings: GameSettings)
assert
Raises an error if the value of its argument v is false (i.e., nil
or false
); otherwise, returns all its arguments. In case of error, message
is the error object; when absent, it defaults to "assertion failed!"
function assert(v?: <T>, message?: any, ...any)
-> <T>
2. ...any
attacker
Attacker of the current damage script
nil
autoSave
Executes an auto save of the game
function autoSave()
camera
nil
columnAlignment
table
damageTypeManager
nil
deleteSavegame
Deletes a savegame by its name
@param name
— Name of the savegame
function deleteSavegame(name: string)
dialogManager
nil
enableGameUpdate
Enable or disable the game update
@param enabled
— Should the game update be enabled
function enableGameUpdate(enabled: boolean)
endGamePause
Ends the game pause
function endGamePause()
gameEventType
{
Custom: integer = 0,
QuestStarted: integer = 1,
QuestStateChanged: integer = 2,
QuestObjectiveStateChanged: integer = 3,
HeroStatChanged: integer = 4,
UnitDied: integer = 5,
PlayVideo: integer = 6,
VideoFinished: integer = 7,
HeroSelectionChanged: integer = 8,
LoadLevelStarted: integer = 9,
}
gameEventType.Custom
gameEventType.HeroSelectionChanged
gameEventType.HeroStatChanged
gameEventType.LoadLevelStarted
gameEventType.PlayVideo
gameEventType.QuestObjectiveStateChanged
gameEventType.QuestStarted
gameEventType.QuestStateChanged
gameEventType.UnitDied
gameEventType.VideoFinished
getCurrentCutscene
Returns the current cutscene
function getCurrentCutscene()
-> Cutscene
getCurrentCutsceneDialog
Returns the current cutscene dialog
function getCurrentCutsceneDialog()
-> CutsceneDialog
getCurrentDeltaTime
returns the delta time of the current frame
function getCurrentDeltaTime()
-> number
getCurrentHero
returns the current hero
function getCurrentHero()
-> Unit
getGameSettings
Returns the current game settings
function getGameSettings()
-> GameSettings
getHeroAt
returns a hero by its index
@param heroIndex
— Index of the hero
function getHeroAt(heroIndex: integer)
-> Unit
getLoadingScreenData
Returns the loading screen data
function getLoadingScreenData()
-> LoadingScreenData
getOnScreenText
Returns the current onscreen text
@return Returns
— the current onscreen text as a string
function getOnScreenText()
-> Returns: string
getSavegames
Returns all savegames
function getSavegames()
-> Savegame[]
getStringVariable
returns a global string variable
@param name
— Name of the variable
function getStringVariable(name: string)
-> string
getTileID
returns a tile ID by its relative path
@param relativePath
— Relative image path
@return tile
— ID
function getTileID(relativePath: string)
-> tile: integer
getUnit
returns a unit by its ID
@param unitId
— Unit ID
function getUnit(unitID: integer)
-> Unit|nil
function getUnit(unitId: integer)
-> Unit
getUnitAt
returns a unit by its position
@param position
— Position of the unit
function getUnitAt(position: Vector2)
-> Unit|nil
getVariable
returns a global number variable
@param name
— Name of the variable
function getVariable(name: string)
-> number
getfenv
Returns the current environment in use by the function. f
can be a Lua function or a number that specifies the function at that stack level.
function getfenv(f?: integer|fun(...any):...unknown)
-> table
getmetatable
If object does not have a metatable, returns nil. Otherwise, if the object’s metatable has a __metatable field, returns the associated value. Otherwise, returns the metatable of the given object.
function getmetatable(object: any)
-> metatable: table
globalVariables
nil
hasNextCutsceneDialog
Returns if the current cutscene contains a next dialog
function hasNextCutsceneDialog()
-> boolean
hasPreviousCutsceneDialog
Returns if the current cutscene contains a previous dialog
function hasPreviousCutsceneDialog()
-> boolean
io
iolib
io.close
Close file
or default output file.
exitcode:
| "exit"
| "signal"
function io.close(file?: file*)
-> suc: boolean?
2. exitcode: ("exit"|"signal")?
3. code: integer?
io.flush
Saves any written data to default output file.
function io.flush()
io.input
Sets file
as the default input file.
function io.input(file: string|file*)
io.lines
for c in io.lines(filename, ...) do
body
end
...(param):
| "n" -- Reads a numeral and returns it as number.
| "a" -- Reads the whole file.
-> "l" -- Reads the next line skipping the end of line.
| "L" -- Reads the next line keeping the end of line.
function io.lines(filename?: string, ...string|integer|"L"|"a"|"l"...(+1))
-> fun():any, ...unknown
io.open
Opens a file, in the mode specified in the string mode
.
mode:
-> "r" -- Read mode.
| "w" -- Write mode.
| "a" -- Append mode.
| "r+" -- Update mode, all previous data is preserved.
| "w+" -- Update mode, all previous data is erased.
| "a+" -- Append update mode, previous data is preserved, writing is only allowed at the end of file.
| "rb" -- Read mode. (in binary mode.)
| "wb" -- Write mode. (in binary mode.)
| "ab" -- Append mode. (in binary mode.)
| "r+b" -- Update mode, all previous data is preserved. (in binary mode.)
| "w+b" -- Update mode, all previous data is erased. (in binary mode.)
| "a+b" -- Append update mode, previous data is preserved, writing is only allowed at the end of file. (in binary mode.)
function io.open(filename: string, mode?: "a"|"a+"|"a+b"|"ab"|"r"...(+7))
-> file*?
2. errmsg: string?
io.output
Sets file
as the default output file.
function io.output(file: string|file*)
io.popen
Starts program prog in a separated process.
mode:
| "r" -- Read data from this program by `file`.
| "w" -- Write data to this program by `file`.
function io.popen(prog: string, mode?: "r"|"w")
-> file*?
2. errmsg: string?
io.read
Reads the file
, according to the given formats, which specify what to read.
...(param):
| "n" -- Reads a numeral and returns it as number.
| "a" -- Reads the whole file.
-> "l" -- Reads the next line skipping the end of line.
| "L" -- Reads the next line keeping the end of line.
function io.read(...string|integer|"L"|"a"|"l"...(+1))
-> any
2. ...any
io.tmpfile
In case of success, returns a handle for a temporary file.
function io.tmpfile()
-> file*
io.type
Checks whether obj
is a valid file handle.
return #1:
| "file" -- Is an open file handle.
| "closed file" -- Is a closed file handle.
| `nil` -- Is not a file handle.
function io.type(file: file*)
-> "closed file"|"file"|`nil`
io.write
Writes the value of each of its arguments to default output file.
function io.write(...any)
-> file*
2. errmsg: string?
ipairs
Returns three values (an iterator function, the table t
, and 0
) so that the construction
for i,v in ipairs(t) do body end
will iterate over the key–value pairs (1,t[1]), (2,t[2]), ...
, up to the first absent index.
function ipairs(t: <T:table>)
-> fun(table: <V>[], i?: integer):integer, <V>
2. <T:table>
3. i: integer
isGamePaused
Returns if the game is paused
function isGamePaused()
-> boolean
isHeroSelected
returns if a specific hero is selected
@param heroIndex
— Index of the hero
function isHeroSelected(heroIndex: integer)
-> boolean
isInputActionActive
returns if a specific input action is active
@param inputAction
— Name of the input action
function isInputActionActive(inputAction: string)
-> boolean
isLoadingLevel
Returns if a level is currently being loaded
function isLoadingLevel()
isLoadingTextures
Returns if the game is currently loading textures
function isLoadingTextures()
isLocalHeroSelected
returns if a specific hero is locally selected
@param heroIndex
— Index of the hero
function isLocalHeroSelected(heroIndex: integer)
-> boolean
isOnScreenTextVisible
Returns if any onscreen text is currently visible
function isOnScreenTextVisible()
isSinglePlayer
Returns if this is a single player game
function isSinglePlayer()
-> boolean
itemManager
nil
load
Loads a chunk.
If chunk
is a string, the chunk is this string. If chunk
is a function, load
calls it repeatedly to get the chunk pieces. Each call to chunk
must return a string that concatenates with previous results. A return of an empty string, nil
, or no value signals the end of the chunk.
mode:
| "b" -- Only binary chunks.
| "t" -- Only text chunks.
-> "bt" -- Both binary and text.
function load(chunk: string|function, chunkname?: string, mode?: "b"|"bt"|"t", env?: table)
-> function?
2. error_message: string?
loadGame
Loads a savegame by its name
@param name
— Name of the savegame
function loadGame(name: string)
loadLevel
Loads a new level
@param fileName
— File name of the level
@param area
— Area name where the hero should spawn
function loadLevel(fileName: string, area: string)
loadWidgetContainer
Load a widget container from a file name
@param fileName
— Filename used to load the widget
function loadWidgetContainer(fileName: string)
-> Widget
loadfile
Loads a chunk from file filename
or from the standard input, if no file name is given.
mode:
| "b" -- Only binary chunks.
| "t" -- Only text chunks.
-> "bt" -- Both binary and text.
function loadfile(filename?: string, mode?: "b"|"bt"|"t", env?: table)
-> function?
2. error_message: string?
loadstring
Loads a chunk from the given string.
function loadstring(text: string, chunkname?: string)
-> function?
2. error_message: string?
localizedTextManager
nil
log
log a message
@param message
— Log message
function log(message: string)
logError
log an error message
@param message
— Error message
function logError(message: string)
logMessage
Logs a game message
@param message
— Message to log
function logMessage(message: string)
map
nil
math
mathlib
math.abs
Returns the absolute value of x
.
function math.abs(x: <Number:number>)
-> <Number:number>
math.acos
Returns the arc cosine of x
(in radians).
function math.acos(x: number)
-> number
math.asin
Returns the arc sine of x
(in radians).
function math.asin(x: number)
-> number
math.atan
Returns the arc tangent of y/x
(in radians).
function math.atan(y: number, x?: number)
-> number
math.atan2
Returns the arc tangent of y/x
(in radians).
function math.atan2(y: number, x: number)
-> number
math.ceil
Returns the smallest integral value larger than or equal to x
.
function math.ceil(x: number)
-> integer
math.cos
Returns the cosine of x
(assumed to be in radians).
function math.cos(x: number)
-> number
math.cosh
Returns the hyperbolic cosine of x
(assumed to be in radians).
function math.cosh(x: number)
-> number
math.deg
Converts the angle x
from radians to degrees.
function math.deg(x: number)
-> number
math.exp
Returns the value e^x
(where e
is the base of natural logarithms).
function math.exp(x: number)
-> number
math.floor
Returns the largest integral value smaller than or equal to x
.
function math.floor(x: number)
-> integer
math.fmod
Returns the remainder of the division of x
by y
that rounds the quotient towards zero.
function math.fmod(x: number, y: number)
-> number
math.frexp
Decompose x
into tails and exponents. Returns m
and e
such that x = m * (2 ^ e)
, e
is an integer and the absolute value of m
is in the range [0.5, 1) (or zero when x
is zero).
function math.frexp(x: number)
-> m: number
2. e: number
math.ldexp
Returns m * (2 ^ e)
.
function math.ldexp(m: number, e: number)
-> number
math.log
Returns the logarithm of x
in the given base.
function math.log(x: number, base?: integer)
-> number
math.log10
Returns the base-10 logarithm of x.
function math.log10(x: number)
-> number
math.max
Returns the argument with the maximum value, according to the Lua operator <
.
function math.max(x: <Number:number>, ...<Number:number>)
-> <Number:number>
math.min
Returns the argument with the minimum value, according to the Lua operator <
.
function math.min(x: <Number:number>, ...<Number:number>)
-> <Number:number>
math.modf
Returns the integral part of x
and the fractional part of x
.
function math.modf(x: number)
-> integer
2. number
math.pow
Returns x ^ y
.
function math.pow(x: number, y: number)
-> number
math.rad
Converts the angle x
from degrees to radians.
function math.rad(x: number)
-> number
math.random
math.random()
: Returns a float in the range [0,1).math.random(n)
: Returns a integer in the range [1, n].math.random(m, n)
: Returns a integer in the range [m, n].
function math.random(m: integer, n: integer)
-> integer
math.randomseed
math.randomseed(x, y)
: Concatenatex
andy
into a 128-bitseed
to reinitialize the pseudo-random generator.math.randomseed(x)
: Equate tomath.randomseed(x, 0)
.math.randomseed()
: Generates a seed with a weak attempt for randomness.
function math.randomseed(x?: integer, y?: integer)
math.sin
Returns the sine of x
(assumed to be in radians).
function math.sin(x: number)
-> number
math.sinh
Returns the hyperbolic sine of x
(assumed to be in radians).
function math.sinh(x: number)
-> number
math.sqrt
Returns the square root of x
.
function math.sqrt(x: number)
-> number
math.tan
Returns the tangent of x
(assumed to be in radians).
function math.tan(x: number)
-> number
math.tanh
Returns the hyperbolic tangent of x
(assumed to be in radians).
function math.tanh(x: number)
-> number
math.tointeger
If the value x
is convertible to an integer, returns that integer.
function math.tointeger(x: any)
-> integer?
math.type
Returns "integer"
if x
is an integer, "float"
if it is a float, or nil
if x
is not a number.
return #1:
| "integer"
| "float"
| 'nil'
function math.type(x: any)
-> "float"|"integer"|'nil'
math.ult
Returns true
if and only if m
is below n
when they are compared as unsigned integers.
function math.ult(m: integer, n: integer)
-> boolean
module
Creates a module.
function module(name: string, ...any)
newproxy
function newproxy(proxy: boolean|table|userdata)
-> userdata
next
Allows a program to traverse all fields of a table. Its first argument is a table and its second argument is an index in this table. A call to next
returns the next index of the table and its associated value. When called with nil
as its second argument, next
returns an initial index and its associated value. When called with the last index, or with nil
in an empty table, next
returns nil
. If the second argument is absent, then it is interpreted as nil
. In particular, you can use next(t)
to check whether a table is empty.
The order in which the indices are enumerated is not specified, even for numeric indices. (To traverse a table in numerical order, use a numerical for
.)
The behavior of next
is undefined if, during the traversal, you assign any value to a non-existent field in the table. You may however modify existing fields. In particular, you may set existing fields to nil.
function next(table: table<<K>, <V>>, index?: <K>)
-> <K>?
2. <V>?
object
object Object of the current script
nil
onGameEvent
Simulates that an event is triggered
function onGameEvent(event: GameEvent)
playMusic
Play a music track
@param fileName
— File name of the music
@param loop
— Should the music track be looped
function playMusic(fileName: string, loop: boolean)
playSound
Play a sound
@param fileName
— File name of the sound
function playSound(fileName: string)
popUserInterfaceState
Pops(removes) the top element from the user interface state stack
function popUserInterfaceState()
pushUserInterfaceState
Pushes a user interface state to the state stack
function pushUserInterfaceState(state: any)
questManager
nil
questState
table
quickSave
Executes a quick save of the game
function quickSave()
rawequal
Checks whether v1 is equal to v2, without invoking the __eq
metamethod.
replaceText
Replaces all text tags in the specified text and returns the processed text
@param text
— Text to be processed
function replaceText(text: string)
resourceManager
nil
saveGame
Saves a savegame by its name
@param name
— Name of the savegame
function saveGame(name: string)
seconds
Create a Time object with the specified anount of seconds
@param seconds
— Time in seconds
function seconds(seconds: number)
-> Time
selectHeroAt
Selects a specific hero by its index
@param heroIndex
— Index of the hero
function selectHeroAt(heroIndex: integer)
setAmbientColor
sets the ambient color
@param red
— Red(0-1)
@param green
— Green(0-1)
@param blue
— Blue(0-1)
@param alpha
— Alpha(0-1)
function setAmbientColor(red: number, green: number, blue: number, alpha: number)
setLevelLoadingEnabled
Enables or disables level loading
@param enable
— Enabled/Disabled state
function setLevelLoadingEnabled(enable: boolean)
setLightAlpha
sets the alpha value of a light
@param lightID
— ID of the light
@param alpha
— Alpha value(0-1)
function setLightAlpha(lightID: integer, alpha: number)
setLightPosition
sets a light position
@param lightID
— ID of the light
@param x
— X position
@param y
— Y position
function setLightPosition(lightID: integer, x: number, y: number)
setLightZ
sets a light’s z coordinate
@param lightID
— ID of the light
@param z
— Z coordinate of the light
function setLightZ(lightID: integer, z: number)
setUserInterfaceState
Sets the current user interface state
@param state
— State to be set
function setUserInterfaceState(state: string)
setVariable
sets a global variable
@param name
— Name of the variable
@param value
— Variable value
function setVariable(name: string, value: string)
function setVariable(name: string, value: number)
showAnimationType
table
sleep
sleep for a specifed duration(ms)
@param duration
— Duration(ms)
function sleep(duration: integer)
spawnPrefabObject
Spawns a new object using a prefab
@param prefab
— Prefab
@param position
— Spawn position
function spawnPrefabObject(prefab: PrefabObjectReference, position: Vector2)
spawnPrefabObjectInArea
Spawns a new object using a prefab in an area
@param prefab
— Prefab
@param area
— Area name
function spawnPrefabObjectInArea(prefab: PrefabObjectReference, area: string)
startGamePause
Starts the game pause
function startGamePause()
startNextCutsceneDialog
Starts the next cutscene dialog
function startNextCutsceneDialog()
startPreviousCutsceneDialog
Starts the previous cutscene dialog
function startPreviousCutsceneDialog()
statManager
nil
stopCutscene
Stops the current cutscene
function stopCutscene()
stopScript
stops the current script
function stopScript()
targetPosition
Target position of an ability
nil
toggleGamePause
Toggles the game pause
function toggleGamePause()
unit
Unit of the current unit script
nil
unit.direction
integer
integer
unit.position.x
integer
integer
unit.team
integer
unitEffectManager
nil
unitTeam
table
units
nil
updateSavegames
Updates all savegames
function updateSavegames()
widget
Widget of the current script
nil