User:Ryysst/testing

From Noita Wiki
Jump to navigation Jump to search

General functions

EntityLoad

EntityLoad( filename, OPTIONAL pos_x, OPTIONAL pos_y ) -> entity_id


EntityLoadCameraBound

EntityLoadCameraBound( filename, OPTIONAL pos_x, OPTIONAL pos_y )


EntityLoadToEntity

EntityLoadToEntity( filename, entity )

Loads components from 'filename' to 'entity'. Does not load tags and other stuff.


EntitySave

EntitySave( entity_id, filename ) (note: works only in dev builds)


EntityCreateNew

EntityCreateNew( OPTIONAL name ) -> entity_id


EntityKill

EntityKill( entity_id )


EntityGetIsAlive

EntityGetIsAlive( entity_id ) -> bool


EntityAddComponent

EntityAddComponent( entity_id, component_type_name, OPTIONAL table_of_component_values ) -> component_id


EntityRemoveComponent

EntityRemoveComponent( entity_id, component_id )


EntityGetAllComponents

EntityGetAllComponents( entity_id ) -> {component_id}


EntityGetComponent

EntityGetComponent( entity_id, component_type_name, OPTIONAL tag ) -> {component_id}|nil


EntityGetFirstComponent

EntityGetFirstComponent( entity_id, component_type_name, OPTIONAL tag ) -> component_id|nil


EntityGetComponentIncludingDisabled

EntityGetComponentIncludingDisabled( entity_id, component_type_name, OPTIONAL tag ) -> {component_id}|nil


EntityGetFirstComponentIncludingDisabled

EntityGetFirstComponentIncludingDisabled( entity_id, component_type_name, OPTIONAL tag ) -> component_id|nil


EntitySetTransform

EntitySetTransform( entity_id, x, OPTIONAL y, OPTIONAL rotation, OPTIONAL scale_x, OPTIONAL scale_y )


EntityApplyTransform

EntityApplyTransform( entity_id, x, OPTIONAL y, OPTIONAL rotation, OPTIONAL scale_x, OPTIONAL scale_y )

Some components store old positions (and calculates the new one based on those). This tries to refresh those.


EntityGetTransform

EntityGetTransform( entity_id ) -> x,y,rotation,scale_x,scale_y


EntityAddChild

EntityAddChild( parent_id, child_id )


EntityGetAllChildren

EntityGetAllChildren( entity_id ) -> {entity_id}|nil


EntityGetParent

EntityGetParent( entity_id ) -> entity_id


EntityGetRootEntity

EntityGetRootEntity( entity_id ) -> entity_id

returns the given entity if it has no parent, otherwise walks up the parent hierarchy to the highest parent and returns it


EntityRemoveFromParent

EntityRemoveFromParent( entity_id )


EntitySetComponentsWithTagEnabled

EntitySetComponentsWithTagEnabled( entity_id, tag, enabled )


EntitySetComponentIsEnabled

EntitySetComponentIsEnabled( entity_id, component_id, is_enabled )


EntityGetName

EntityGetName( entity_id ) -> string


EntitySetName

EntitySetName( entity_id, name )


EntityGetTags

EntityGetTags( entity_id ) -> string|nil

string is comma separated


EntityGetWithTag

EntityGetWithTag( entity_tag ) -> {entity_id}


EntityGetInRadius

EntityGetInRadius( pos_x, pos_y, radius ) -> {entity_id}


EntityGetInRadiusWithTag

EntityGetInRadiusWithTag( pos_x, pos_y, radius, entity_tag ) -> {entity_id}


EntityGetClosest

EntityGetClosest( pos_x, pos_y ) -> entity_id


EntityGetClosestWithTag

EntityGetClosestWithTag( pos_x, pos_y, string tag ) -> entity_id


EntityGetWithName

EntityGetWithName( name ) -> entity_id


EntityAddTag

EntityAddTag( entity_id, tag )


EntityRemoveTag

EntityRemoveTag( entity_id, tag )


EntityHasTag

EntityHasTag( entity_id, tag ) -> bool


ComponentGetValue

ComponentGetValue( component_id, variable_name ) -> string|nil

Deprecated, use ComponentGetValue2() instead.


ComponentGetValueBool

ComponentGetValueBool( component_id, variable_name ) -> bool

Deprecated, use ComponentGetValue2() instead.


ComponentGetValueInt

ComponentGetValueInt( component_id, variable_name ) -> int

Deprecated, use ComponentGetValue2() instead.


ComponentGetValueFloat

ComponentGetValueFloat( component_id, variable_name ) -> number

Deprecated, use ComponentGetValue2() instead.


ComponentGetValueVector2

ComponentGetValueVector2( component_id, variable_name ) -> x,y

Deprecated, use ComponentGetValue2() instead.


ComponentSetValue

ComponentSetValue( component_id, variable_name, value )

Deprecated, use ComponentSetValue2() instead.


ComponentSetValueVector2

ComponentSetValueVector2( component_id, variable_name, x, y )

Deprecated, use ComponentSetValue2() instead.


ComponentSetValueValueRange

ComponentSetValueValueRange( component_id, variable_name, min, max )

Deprecated, use ComponentSetValue2() instead.


ComponentSetValueValueRangeInt

ComponentSetValueValueRangeInt( component_id, variable_name, min, max )

Deprecated, use ComponentSetValue2() instead.


ComponentSetMetaCustom

ComponentSetMetaCustom( component_id, variable_name, value )

Deprecated, use ComponentSetValue2() instead.


ComponentGetMetaCustom

ComponentGetMetaCustom( component_id, variable_name ) -> string|nil

Deprecated, use ComponentGetValue2() instead.


ComponentObjectGetValue

ComponentObjectGetValue( component_id, object_name, variable_name ) -> string|nil

Deprecated, use ComponentObjectGetValue2() instead.


ComponentObjectGetValueBool

ComponentObjectGetValueBool( component_id, object_name, variable_name ) -> string|nil

Deprecated, use ComponentObjectGetValue2() instead.


ComponentObjectGetValueInt

ComponentObjectGetValueInt( component_id, object_name, variable_name ) -> string|nil

Deprecated, use ComponentObjectGetValue2() instead.


ComponentObjectGetValueFloat

ComponentObjectGetValueFloat( component_id, object_name, variable_name ) -> string|nil

Deprecated, use ComponentObjectGetValue2() instead.


ComponentObjectSetValue

ComponentObjectSetValue( component_id, object_name, variable_name, value )

Deprecated, use ComponentObjectSetValue2() instead.


ComponentAddTag

ComponentAddTag( component_id, tag )


ComponentRemoveTag

ComponentRemoveTag( component_id, tag )


ComponentHasTag

ComponentHasTag( component_id, tag ) -> bool


ComponentGetValue2

ComponentGetValue2( component_id, field_name ) -> multiple types|nil

Returns one or many values matching the type or subtypes of the requested field. Reports error and returns nil if the field type is not supported or field was not found.


ComponentSetValue2

ComponentSetValue2( component_id, field_name, value(s) )

Sets the value of a field. Value(s) should have a type matching the field type. Reports error if the values weren't given in correct type, the field type is not supported, or the component does not exist.


ComponentObjectGetValue2

ComponentObjectGetValue2( component_id, object_name, field_name ) -> multiple types|nil

Returns one or many values matching the type or subtypes of the requested field in a component subobject. Reports error and returns nil if the field type is not supported or 'object_name' is not a metaobject.


ComponentObjectSetValue2

ComponentObjectSetValue2( component_id, object_name, field_name, value(s) )

Sets the value of a field in a component subobject. Value(s) should have a type matching the field type. Reports error if the values weren't given in correct type, the field type is not supported or 'object_name' is not a metaobject.


EntityAddComponent2

EntityAddComponent2( entity_id, component_type_name, OPTIONAL table_of_component_values ) -> component_id

Creates a component of type 'component_type_name' and adds it to 'entity_id'. 'table_of_component_values' should be a string-indexed table, where keys are field names and values are field values of correct type. The value setting works like ComponentObjectSetValue2(), with the exception that multivalue types are not supported. Additional supported values are _tags:comma_separated_string and _enabled:bool, which basically work like the same values work in entity XML files. Returns the created component, if creation succeeded, or nil.


ComponentGetVectorSize

ComponentGetVectorSize( component_id, array_member_name, type_of_vector ) -> int


ComponentGetVectorValue

ComponentGetVectorValue( component_id, array_name, type, i ) -> multiple return types|nil


ComponentGetVector

ComponentGetVector( component_id, array_name, type ) -> {multiple types}|nil


ComponentGetIsEnabled

ComponentGetIsEnabled( component_id ) -> bool

Returns true if the given component exists and is enabled, else false.


ComponentGetMembers

ComponentGetMembers( component_id ) -> {string-string}

returns a string-indexed table of string


ComponentObjectGetMembers

ComponentObjectGetMembers( component_id, object_name ) -> {string-string}|nil

returns a string-indexed table of string


ComponentGetTypeName

ComponentGetTypeName( component_id ) -> string


GetUpdatedEntityID

GetUpdatedEntityID() -> entity_id


GetUpdatedComponentID

GetUpdatedComponentID() -> component_id


SetTimeOut

SetTimeOut( time_to_execute:number, file_to_execute:string, function_to_call:string = nil )


RegisterSpawnFunction

RegisterSpawnFunction( uint32 color, string function_name )


SpawnActionItem

SpawnActionItem( x, y, level )


SpawnStash

SpawnStash( x, y, level, action_count ) -> entity_id


SpawnApparition

SpawnApparition( x, y, level ) -> int,entity_id


LoadEntityToStash

LoadEntityToStash( entity_file, stash_id )


AddMaterialInventoryMaterial

AddMaterialInventoryMaterial( entity_id, material_name, count )


GameScreenshake

GameScreenshake( strength, OPTIONAL pos_x, OPTIONAL pos_y )


GameOnCompleted

GameOnCompleted()


GameDoEnding2

GameDoEnding2()


BiomeMapLoad_KeepPlayer

BiomeMapLoad_KeepPlayer( filename, pixel_scenes = 'data/biome/_pixel_scenes.xml' )


BiomeMapLoad

BiomeMapLoad( filename )


GameIsIntroPlaying

GameIsIntroPlaying() -> bool


GameGetIsGamepadConnected

GameGetIsGamepadConnected() -> bool


GameGetWorldStateEntity

GameGetWorldStateEntity() -> entity_id


GameGetPlayerStatsEntity

GameGetPlayerStatsEntity() -> entity_id


GameGetOrbCountAllTime

GameGetOrbCountAllTime() -> int


GameGetOrbCountThisRun

GameGetOrbCountThisRun() -> int


GameGetOrbCollectedThisRun

GameGetOrbCollectedThisRun( int orb_id_zero_based ) -> bool


GameGetOrbCollectedAllTime

GameGetOrbCollectedAllTime( int orb_id_zero_based ) -> bool


GameClearOrbsFoundThisRun

GameClearOrbsFoundThisRun()


CellFactory_GetName

CellFactory_GetName( int material_id ) -> string


CellFactory_GetType

CellFactory_GetType( string material_name ) -> int


CellFactory_GetAllLiquids

CellFactory_GetAllLiquids( include_statics = true ) -> {string}


CellFactory_GetAllSands

CellFactory_GetAllSands( include_statics = true ) -> {string}


CellFactory_GetAllGases

CellFactory_GetAllGases( include_statics = true ) -> {string}


CellFactory_GetAllFires

CellFactory_GetAllFires( include_statics = true ) -> {string}


CellFactory_GetAllSolids

CellFactory_GetAllSolids( include_statics = true ) -> {string}


GameGetCameraPos

GameGetCameraPos() -> x,y


GameSetCameraPos

GameSetCameraPos( x, y )


GameSetCameraFree

GameSetCameraFree( is_free )


GameRegenItemAction

GameRegenItemAction( entity_id )


GameRegenItemActionsInContainer

GameRegenItemActionsInContainer( entity_id )


GameRegenItemActionsInPlayer

GameRegenItemActionsInPlayer( entity_id )


GameKillInventoryItem

GameKillInventoryItem( inventory_owner_entity_id, item_entity_id )


GamePickUpInventoryItem

GamePickUpInventoryItem( who_picks_up_entity_id, item_entity_id, do_pick_up_effects = true )


GameDropAllItems

GameDropAllItems( entity_id )


GameDropPlayerInventoryItems

GameDropPlayerInventoryItems( entity_id )


GameDestroyInventoryItems

GameDestroyInventoryItems( entity_id )


GameIsInventoryOpen

GameIsInventoryOpen() -> bool


GameTriggerGameOver

GameTriggerGameOver()


LoadPixelScene

LoadPixelScene( string materials_filename, string colors_filename, x, y, string background_file, skip_biome_checks = false, skip_edge_textures = false, color_to_material_table = {}, int background_z_index = 50 )


LoadBackgroundSprite

LoadBackgroundSprite( string background_file, x, y, float background_z_index = 40.0, bool check_biome_corners = false )


GameCreateParticle

GameCreateParticle( string material_name, x, y, how_many, xvel, yvel, just_visual, OPTIONAL draw_as_long )


GameCreateSpriteForXFrames

GameCreateSpriteForXFrames( string filename, world_x, world_y, bool centered = true, sprite_offset_x = 0, sprite_offset_y = 0, frames = 1 )


GameShootProjectile

GameShootProjectile( who_shot, x, y, target_x, target_y, projectile_entity, send_message = true )


EntityInflictDamage

EntityInflictDamage( entity:int, amount:number, damage_type:string, description:string, ragdoll_fx:string, impulse_x:number, impulse_y:number, entity_who_is_responsible:int = 0, world_pos_x:number = entity_x, world_pos_y:number = entity_y, knockback_force:number = 0 )


EntityIngestMaterial

EntityIngestMaterial( entity:int, material_type:number, amount:number )

Has the same effects that would occur if 'entity' eats 'amount' number of cells of 'material_type' from the game world. Use this instead of directly modifying IngestionComponent values, if possible. Might not work with non-player entities. Use CellFactory_GetType() to convert a material name to material type.


EntityAddRandomStains

EntityAddRandomStains( entity:int, material_type:number, amount:number )

Adds random visible stains of 'material_type' to entity. 'amount' controls the number of stain cells added. Does nothing if 'entity' doesn't have a SpriteStainsComponent. Use CellFactory_GetType() to convert a material name to material type.


EntitySetDamageFromMaterial

EntitySetDamageFromMaterial( entity:int, material_name:string, damage:number )

Modifies DamageModelComponents materials_that_damage and materials_how_much_damage variables (and their parsed out data structures)


EntityRefreshSprite

EntityRefreshSprite( entity:int, sprite_component:int )

Immediately refreshes the given SpriteComponent. Might be useful with text sprites if you want them to update more often than once a second.


GamePlayAnimation

GamePlayAnimation( entity_id, name, priority, OPTIONAL followup_name, OPTIONAL followup_priority )


GameGetVelocityCompVelocity

GameGetVelocityCompVelocity( entity_id ) -> x,y


GameGetGameEffect

GameGetGameEffect( entity_id, string GAME_EFFECT ) -> component_id


GameGetGameEffectCount

GameGetGameEffectCount( entity_id, string GAME_EFFECT ) -> uint


LoadGameEffectEntityTo

LoadGameEffectEntityTo( entity_id, string game_effect_entity_file ) -> effect_entity_id


GetGameEffectLoadTo

GetGameEffectLoadTo( entity_id, string game_effect_name, always_load_new ) -> effect_component_id,effect_entity_id


SetPlayerSpawnLocation

SetPlayerSpawnLocation( x, y )


UnlockItem

UnlockItem( action_id )


GameGetPotionColorUint

GameGetPotionColorUint( entity_id ) -> uint


EntityGetFirstHitboxCenter

EntityGetFirstHitboxCenter( entity_id ) -> x:number,y:number|nil

Returns the centroid of first enabled HitboxComponent found in entity, the position of the entity if no hitbox is found, or nil if the entity does not exist. All returned positions are in world coordinates.


Raytrace

Raytrace( x1, y1, x2, y2 ) -> did_hit,hit_x,hit_y

Does a raytrace that stops on any cell it hits.


RaytraceSurfaces

RaytraceSurfaces( x1, y1, x2, y2 ) -> did_hit,hit_x,hit_y

Does a raytrace that stops on any cell that is not fluid, gas (yes, technically gas is a fluid), or fire.


RaytraceSurfacesAndLiquiform

RaytraceSurfacesAndLiquiform( x1, y1, x2, y2 ) -> did_hit,hit_x,hit_y

Does a raytrace that stops on any cell that is not gas or fire.


RaytracePlatforms

RaytracePlatforms( x1, y1, x2, y2 ) -> did_hit,hit_x,hit_y

Does a raytrace that stops on any cell a character can stand on.


FindFreePositionForBody

FindFreePositionForBody( ideal_pos_x, idea_pos_y, velocity_x, velocity_y, body_radius ) -> x,y


GetSurfaceNormal

GetSurfaceNormal( pos_x, pos_y, ray_length, ray_count ) -> found_normal,normal_x,normal_y,approximate_distance_from_surface


DoesWorldExistAt

DoesWorldExistAt( min_x, min_y, max_x, max_y ) -> bool

Returns true if the area inside the bounding box defined by the parameters has been streamed in and no pixel scenes are loading in the area.


StringToHerdId

StringToHerdId( herd_name:string ) -> int


HerdIdToString

HerdIdToString( herd_id:int ) -> string


GetHerdRelation

GetHerdRelation( herd_id_a:int, herd_id_b:int ) -> number


EntityGetHerdRelation

EntityGetHerdRelation( entity_a:int, entity_b:int ) -> number


GenomeSetHerdId

GenomeSetHerdId( entity_id:int, new_herd_id:string )

Deprecated, use GenomeStringToHerdID() and ComponentSetValue2() instead.


GamePrint

GamePrint( string log_line )


GamePrintImportant

GamePrintImportant( string title, description )


DEBUG_GetMouseWorld

DEBUG_GetMouseWorld() -> x,y


DEBUG_MARK

DEBUG_MARK( x, y, string message="", color_r=1, color_g=0, color_b=0 )


GameGetFrameNum

GameGetFrameNum() -> int


GameGetRealWorldTimeSinceStarted

GameGetRealWorldTimeSinceStarted() -> number


IsPlayer

IsPlayer( entity ) -> bool


GameIsDailyRun

GameIsDailyRun() -> bool


GameIsDailyRunOrDailyPracticeRun

GameIsDailyRunOrDailyPracticeRun() -> bool


GameIsModeFullyDeterministic

GameIsModeFullyDeterministic() -> bool


GlobalsSetValue

GlobalsSetValue( key, value )


GlobalsGetValue

GlobalsGetValue( key, default_value = "" )


MagicNumbersGetValue

MagicNumbersGetValue( key ) -> string


SetWorldSeed

SetWorldSeed( new_seed )


SessionNumbersGetValue

SessionNumbersGetValue( key ) -> string


SessionNumbersSetValue

SessionNumbersSetValue( key, value )


SessionNumbersSave

SessionNumbersSave()


AutosaveDisable

AutosaveDisable()


StatsGetValue

StatsGetValue( key ) -> string


StatsGlobalGetValue

StatsGlobalGetValue( key ) -> string


StatsBiomeGetValue

StatsBiomeGetValue( key ) -> string


StatsBiomeReset

StatsBiomeReset()


StatsLogPlayerKill

StatsLogPlayerKill()


CreateItemActionEntity

CreateItemActionEntity( action_id, OPTIONAL x, OPTIONAL y ) -> entity_id


GetRandomActionWithType

GetRandomActionWithType( x, y, max_level, type, i = 0) -> string


GetRandomAction

GetRandomAction( x, y, max_level, i = 0) -> string


GameGetDateAndTimeUTC

GameGetDateAndTimeUTC() -> year_int,month_int,day_int,hour_int,minute_int,second_int


GameGetDateAndTimeLocal

GameGetDateAndTimeLocal() -> year_int,month_int,day_int,hour_int,minute_int,second_int


GameEmitRainParticles

GameEmitRainParticles( num_particles, width_outside_camera, material_name, velocity_min, velocity_max, gravity, droplets_bounce, draw_as_long )


BiomeMapGetVerticalPositionInsideBiome

BiomeMapGetVerticalPositionInsideBiome( x, y ) -> number


BiomeMapGetName

BiomeMapGetName( OPTIONAL x, OPTIONAL y ) -> name


SetRandomSeed

SetRandomSeed(x,y)


Random

Random( OPTIONAL a, OPTIONAL b ) -> number|int.

This is kinda messy. If given 0 arguments, returns number between 0.0 and 1.0. If given 1 arguments, returns int between 0 and 'a'. If given 2 arguments returns int between 'a' and 'b'.


Randomf

Randomf( min, max ) -> number

This is kinda messy. If given 0 arguments, returns number between 0.0 and 1.0. If given 1 arguments, returns number between 0.0 and 'a'. If given 2 arguments returns number between 'a' and 'b'.


RandomDistribution

RandomDistribution( min, max, mean, (sharpness=1.f), (baseline=0.005) ) -> int


RandomDistributionf

RandomDistributionf( min, max, mean, (sharpness=1.f), (baseline=0.005) ) -> number


ProceduralRandom

ProceduralRandom( x, y, OPTIONAL a, OPTIONAL b ) -> int|number

This is kinda messy. If given 2 arguments, returns number between 0.0 and 1.0. If given 3 arguments, returns int between 0 and 'a'. If given 4 arguments returns number between 'a' and 'b'.


ProceduralRandomf

ProceduralRandomf( x, y, OPTIONAL a, OPTIONAL b ) -> number

This is kinda messy. If given 2 arguments, returns number between 0.0 and 1.0. If given 3 arguments, returns a number between 0 and 'a'. If given 4 arguments returns a number between 'a' and 'b'.


ProceduralRandomi

ProceduralRandomi( x, y, OPTIONAL a, OPTIONAL b ) -> number

This is kinda messy. If given 2 arguments, returns 0 or 1. If given 3 arguments, returns an int between 0 and 'a'. If given 4 arguments returns an int between 'a' and 'b'.


PhysicsAddBodyImage

PhysicsAddBodyImage( entity_id, image_file, material = "", offset_x = 0, offset_y = 0, bool centered = false, bool is_circle = false, material_image_file = "", bool use_image_as_colors = true ) -> int_body_id

Does not work with PhysicsBody2Component.


PhysicsAddBodyCreateBox

PhysicsAddBodyCreateBox( entity_id, material, offset_x, offset_y, width, height, bool centered = false ) -> int_body_id|nil

Does not work with PhysicsBody2Component.


PhysicsAddJoint

PhysicsAddJoint( entity_id, body_id0, body_id1, offset_x, offset_y, string joint_type ) -> int_joint_id

Does not work with PhysicsBody2Component.


PhysicsApplyForce

PhysicsApplyForce( entity_id, float force_x, float force_y )


PhysicsApplyTorque

PhysicsApplyTorque( entity_id, float torque )


PhysicsApplyTorqueToComponent

PhysicsApplyTorqueToComponent( entity_id, component_id, float torque )


PhysicsApplyForceOnArea

PhysicsApplyForceOnArea( calculate_force_for_body_fn:function, ignore_this_entity:int, area_min_x:number, area_min_y:number,area_max_x:number, area_max_y:number )

Applies a force calculated by 'calculate_force_for_body_fn' to all bodies in an area. 'calculate_force_for_body_fn' should be a lua function with the following signature: function( body_entity:int, body_mass:number, body_x:number, body_y:number, body_vel_x:number, body_vel_y:number, body_vel_angular:number ) -> force_world_pos_x:number,force_world_pos_y:number,force_x:number,force_y:number,force_angular:number


PhysicsRemoveJoints

PhysicsRemoveJoints( world_pos_min_x, world_pos_min_y, world_pos_max_x, world_pos_max_y )


PhysicsSetStatic

PhysicsSetStatic( entity_id, bool is_static )


PhysicsGetComponentVelocity

PhysicsGetComponentVelocity( entity_id, component_id ) -> vel_x,vel_y


PhysicsGetComponentAngularVelocity

PhysicsGetComponentAngularVelocity( entity_id, component_id ) -> vel


PhysicsBody2InitFromComponents

PhysicsBody2InitFromComponents( entity_id )


PhysicsVecToGameVec

PhysicsVecToGameVec( x, OPTIONAL y ) -> x,y


GameVecToPhysicsVec

GameVecToPhysicsVec( x, OPTIONAL y ) -> x,y


LooseChunk

LooseChunk( world_pos_x, world_pos_y, image_filename, OPTIONAL max_durability )


AddFlagPersistent

AddFlagPersistent( key ) -> bool_is_new


RemoveFlagPersistent

RemoveFlagPersistent( key )


HasFlagPersistent

HasFlagPersistent( key ) -> bool


GameAddFlagRun

GameAddFlagRun( flag )


GameRemoveFlagRun

GameRemoveFlagRun( flag )


GameHasFlagRun

GameHasFlagRun( flag ) -> bool


GameTriggerMusicEvent

GameTriggerMusicEvent( event_path, can_be_faded, x, y )


GameTriggerMusicCue

GameTriggerMusicCue( name )


GameTriggerMusicFadeOutAndDequeueAll

GameTriggerMusicFadeOutAndDequeueAll( OPTIONAL relative_fade_speed )


GamePlaySound

GamePlaySound( bank_filename, event_path, x, y )


GameEntityPlaySound

GameEntityPlaySound( entity, event_name )


GameEntityPlaySoundLoop

GameEntityPlaySoundLoop( entity:int, component_tag:string, intensity:number )

Plays a sound loop through an AudioLoopComponent tagged with 'component_tag' in 'entity'. 'intensity' affects the intensity passed to the audio event. Must be called every frame when the sound should play.


GameSetPostFxParameter

GameSetPostFxParameter( name:string, x:number, y:number, z:number, w:number )

Can be used to pass custom parameters to the post_final shader, or override values set by the game code. The shader uniform called 'name' will be set to the latest given values on this and following frames.


GameUnsetPostFxParameter

GameUnsetPostFxParameter( name:string )

Will remove a post_final shader parameter value binding set via game GameSetPostFxParameter().


GameTextGetTranslatedOrNot

GameTextGetTranslatedOrNot( text_or_key ) -> string


GameTextGet

GameTextGet( key, OPTIONAL param0, OPTIONAL param1, OPTIONAL param2 ) -> string


GuiCreate

GuiCreate() -> gui


GuiDestroy

GuiDestroy( gui )


GuiStartFrame

GuiStartFrame( gui )


GuiText

GuiText( gui, x, y, text )


GuiTextCentered

GuiTextCentered( gui, x, y, text )


GuiButton

GuiButton( gui, x, y, text, id ) -> bool_clicked


GuiLayoutBeginHorizontal

GuiLayoutBeginHorizontal( gui, x_rel, y_rel )


GuiLayoutBeginVertical

GuiLayoutBeginVertical( gui, x_rel, y_rel )


GuiLayoutAddHorizontalSpacing

GuiLayoutAddHorizontalSpacing( gui )


GuiLayoutAddVerticalSpacing

GuiLayoutAddVerticalSpacing( gui )


GuiLayoutEnd

GuiLayoutEnd( gui )


DebugGetIsDevBuild

DebugGetIsDevBuild() -> bool


DebugEnableTrailerMode

DebugEnableTrailerMode()


GameGetIsTrailerModeEnabled

GameGetIsTrailerModeEnabled() -> bool


Debug_SaveTestPlayer

Debug_SaveTestPlayer()

This doesn't do anything at the moment.


DebugBiomeMapGetFilename

DebugBiomeMapGetFilename( OPTIONAL x, OPTIONAL y ) -> name


EntityConvertToMaterial

EntityConvertToMaterial( entity_id, string material )


ConvertEverythingToGold

ConvertEverythingToGold(

material_static )


GetDailyPracticeRunSeed

GetDailyPracticeRunSeed()


ModIsEnabled

ModIsEnabled( mod_id ) -> bool

Returns true if a mod with the id 'mod_id' is currently active. For example mod_id = "nightmare".


ModGetActiveModIDs

ModGetActiveModIDs() -> {string}

Returns a table filled with the IDs of currently active mods.


ModGetAPIVersion

ModGetAPIVersion() -> uint


StreamingGetIsConnected

StreamingGetIsConnected() -> bool


StreamingGetVotingCycleDurationFrames

StreamingGetVotingCycleDurationFrames() -> int


StreamingGetRandomViewerName

StreamingGetRandomViewerName() -> string


StreamingGetSettingsGhostsNamedAfterViewers

StreamingGetSettingsGhostsNamedAfterViewers() -> bool


SetValueNumber

SetValueNumber( key, value )


GetValueNumber

GetValueNumber( key, default_value )


SetValueInteger

SetValueInteger( key, value )


GetValueInteger

GetValueInteger( key, default_value )


SetValueBool

SetValueBool( key, value )


GetValueBool

GetValueBool( key, default_value )


dofile

dofile( filename ) -> nil|script_return_type|nil,error_string

Returns the script's return value, if any. Returns nil,error_string if the script had errors.


dofile_once

dofile_once( filename ) -> nil|script_return_type|nil,error_string

Runs the script only once per lua context, returns the script's return value, if any. Returns nil,error_string if the script had errors. For performance reasons it is recommended scripts use dofile_once(), unless the standard dofile behaviour is required.


Available only inside a custom BIOME_MAP

BiomeMapSetSize

BiomeMapSetSize( w, h )

This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.


BiomeMapGetSize

BiomeMapGetSize() -> w,h

This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.


BiomeMapSetPixel

BiomeMapSetPixel( x, y, color_int )

This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.


BiomeMapGetPixel

BiomeMapGetPixel( x, y ) -> color_int

This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.


BiomeMapConvertPixelFromUintToInt

BiomeMapConvertPixelFromUintToInt( uint32 ) -> int32

To make sense of the BiomeMapGetPixel() return values. E.g. if( BiomeMapGetPixel( x, y ) == BiomeMapConvertPixelFromUintToInt( 0xFF36D517 ) ) then print('hills') end


BiomeMapLoadImage

BiomeMapLoadImage( x, y, path )

This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.


BiomeMapLoadImageCropped

BiomeMapLoadImageCropped( x, y, path, image_x, image_y, image_w, image_h )

This is available if BIOME_MAP in magic_numbers.xml points to a lua file, in the context of that file.


Available only during mod initialization

ModLuaFileAppend

ModLuaFileAppend( to_filename, from_filename )

Basically calls dofile(from_filename) at the end of 'to_filename'. Available only during mod initialization.


ModTextFileGetContent

ModTextFileGetContent( filename ) -> string

Returns the current (modded or not) content of the data file 'filename'. Allows access only to data files and files from enabled mods. Available only during mod initialization.


ModTextFileSetContent

ModTextFileSetContent( filename, new_content )

Sets the content the game sees for the file 'filename'. Allows access only to mod and data files. Available only during mod initialization.


ModTextFileWhoSetContent

ModTextFileWhoSetContent( filename ) -> string

Returns the id of the last mod that called ModTextFileSetContent with 'filename', or "". Available only during mod initialization.


ModMagicNumbersFileAdd

ModMagicNumbersFileAdd( filename )

Available only during mod initialization.


ModMaterialsFileAdd

ModMaterialsFileAdd( filename )

Available only during mod initialization.


ModRegisterAudioEventMappings

ModRegisterAudioEventMappings( filename )

Available only during mod initialization.


ModDevGenerateSpriteUVsForDirectory

ModDevGenerateSpriteUVsForDirectory( directory_path )

Available only during mod initialization via noita_dev.exe


BiomeSetValue

BiomeSetValue( filename, field_name, value )

Can be used to edit biome configs during initialization. See the nightmare mod for an usage example.


BiomeGetValue

BiomeGetValue( filename, field_name ) -> multiple types|nil

Can be used to read biome configs. Returns one or many values matching the type or subtypes of the requested field. Reports error and returns nil if the field type is not supported or field was not found.


BiomeObjectSetValue

BiomeObjectSetValue( filename, meta_object_name, field_name, value )

Can be used to edit biome configs during initialization. See biome_modifiers.lua for an usage example.


BiomeVegetationSetValue

BiomeVegetationSetValue( filename, material_name, field_name, value )

Can be used to edit biome config MaterialComponents during initialization. Sets the given value in all found VegetationComponent with matching tree_material. See biome_modifiers.lua for an usage example.


BiomeMaterialSetValue

BiomeMaterialSetValue( filename, material_name, field_name, value )

Can be used to edit biome config MaterialComponents during initialization. Sets the given value in the first found MaterialComponent with matching material_name. See biome_modifiers.lua for an usage example.


BiomeMaterialGetValue

BiomeMaterialGetValue( filename, material_name, field_name )

Can be used to read biome config MaterialComponents during initialization. Returns the given value in the first found MaterialComponent with matching material_name. See biome_modifiers.lua for an usage example.


Available only in data/scripts/gun/gun.lua

RegisterProjectile

RegisterProjectile( entity_filename )


RegisterGunAction

RegisterGunAction()


RegisterGunShotEffects

RegisterGunShotEffects()


BeginProjectile

BeginProjectile( entity_filename )


EndProjectile

EndProjectile()


BeginTriggerTimer

BeginTriggerTimer( timeout_frames )


BeginTriggerHitWorld

BeginTriggerHitWorld()


BeginTriggerDeath

BeginTriggerDeath()


EndTrigger

EndTrigger()


SetProjectileConfigs

SetProjectileConfigs()


StartReload

StartReload( reload_time )


ActionUsesRemainingChanged

ActionUsesRemainingChanged( inventoryitem_id, uses_remaining )


ActionUsed

ActionUsed( inventoryitem_id )


LogAction

LogAction( action_name )


OnActionPlayed

OnActionPlayed( action_id )


OnNotEnoughManaForAction

OnNotEnoughManaForAction()


BaabInstruction

BaabInstruction( name )