User:Ryysst/testing
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 )