diff --git a/docs/index.html b/docs/index.html index 703f11a86..58cf3ab7c 100644 --- a/docs/index.html +++ b/docs/index.html @@ -2341,7 +2341,7 @@ BGShootingStar
Add a callback for a spawn of specific entity types or mask. Set mask
to MASK.ANY
to ignore that.
This is run before the entity is spawned, spawn your own entity and return its uid to replace the intended spawn.
-In many cases replacing the intended entity won't have the indended effect or will even break the game, so use only if you really know what you're doing.
+In many cases replacing the intended entity won't have the intended effect or will even break the game, so use only if you really know what you're doing.
The callback signature is optional
@@ -4662,7 +4662,7 @@get_entities_overlapping_grid
Search script examples for get_entities_overlapping_grid
Get uids of static entities overlaping this grid position (decorations, backgrounds etc.)
+Get uids of static entities overlapping this grid position (decorations, backgrounds etc.)
Search script examples for get_entities_overlapping_hitbox
@@ -5052,7 +5052,7 @@add_custom_type
Adds new custom type (group of ENT_TYPE) that can be later used in functions like get_entities_by or set_(pre/post)_entity_spawn -Use empty array or no parameter to get new uniqe ENT_TYPE that can be used for custom EntityDB
+Use empty array or no parameter to get new unique ENT_TYPE that can be used for custom EntityDBSearch script examples for add_money
@@ -5165,7 +5165,7 @@get_color
Search script examples for get_color
Convert a string to a color, you can use the HTML color names, or even HTML color codes, just prefix them with '#' symbol You can also convert hex string into a color, prefix it with '0x', but use it only if you need to since lua allows for hex values directly too. Default apha value will be 0xFF, unless it's specified Format: [name], #RRGGBB, #RRGGBBAA, 0xBBGGRR, 0xAABBGGRR
+Convert a string to a color, you can use the HTML color names, or even HTML color codes, just prefix them with '#' symbol You can also convert hex string into a color, prefix it with '0x', but use it only if you need to since lua allows for hex values directly too. Default alpha value will be 0xFF, unless it's specified Format: [name], #RRGGBB, #RRGGBBAA, 0xBBGGRR, 0xAABBGGRR
Search script examples for get_current_money
@@ -5296,13 +5296,13 @@grow_poles
-Search script examples for grow_poles
nil grow_poles(LAYER l, int max_lengh, AABB area, bool destroy_broken)
nil grow_poles(LAYER l, int max_lengh)
+nil grow_poles(LAYER l, int max_length, AABB area, bool destroy_broken)
nil grow_poles(LAYER l, int max_length)
Grow pole from
GROWABLE_CLIMBING_POLE
entities in a level,area
default is whole level,destroy_broken
default is falsegrow_vines
-Search script examples for grow_vines
nil grow_vines(LAYER l, int max_lengh, AABB area, bool destroy_broken)
nil grow_vines(LAYER l, int max_lengh)
+nil grow_vines(LAYER l, int max_length, AABB area, bool destroy_broken)
nil grow_vines(LAYER l, int max_length)
Grow vines from
GROWABLE_VINE
andVINE_TREE_TOP
entities in a level,area
default is whole level,destroy_broken
default is falseimport
@@ -5556,7 +5556,7 @@set_liquid_layer
nil set_liquid_layer(LAYER l)
Change layer at which the liquid spawns in, THIS FUNCTION NEEDS TO BE CALLED BEFORE THE LEVEL IS BUILD, otherwise collisions and other stuff will be wrong for the newly spawned liquid -This sadly also makes lavamanders extinct, since the logic for their spawn is harcoded to front layer with bunch of other unrelated stuff (you can still spawn them with script or place them directly in level files) +This sadly also makes lavamanders extinct, since the logic for their spawn is hardcoded to front layer with bunch of other unrelated stuff (you can still spawn them with script or place them directly in level files) Everything should be working more or less correctly (report on community discord if you find something unusual)
set_seed
@@ -5663,7 +5663,7 @@two_lines_angle
Search script examples for two_lines_angle
float two_lines_angle(Vec2 A, Vec2 common, Vec2 B)
-Mesures angle between two lines with one common point
+Measures angle between two lines with one common point
float two_lines_angle(Vec2 line1_A, Vec2 line1_B, Vec2 line2_A, Vec2 line2_B)
Gets line1_A, intersection point and line2_B and calls the 3 parameter version of this function
update_liquid_collision_at
@@ -5734,13 +5734,13 @@nil cancel_toast()
cons
Search script examples for console_prinspect
Prinspect to ingame console.
+Prinspect to in-game console.
Search script examples for console_print
Print a log message to ingame console with a comment identifying the script that sent it.
+Print a log message to in-game console with a comment identifying the script that sent it.
Search script examples for log_print
@@ -6088,7 +6088,7 @@position_is_valid
Search script examples for position_is_valid
Check if position satifies the given POS_TYPE flags, to be used in a custom is_valid function procedural for spawns.
+Check if position satisfies the given POS_TYPE flags, to be used in a custom is_valid function procedural for spawns.
Search script examples for screen_aabb
@@ -6313,7 +6313,7 @@define_procedural_spawn
Search script examples for define_procedural_spawn
@@ -6481,7 +6481,7 @@spawn_playerghost
Search script examples for spawn_playerghost
int spawn_playerghost(ENT_TYPE char_type, float x, float y, LAYER layer)
-Spawn the PlayerGhost entity, it will not move and not be connected to any player, you can then use steal_input and send_input to controll it +
Spawn the PlayerGhost entity, it will not move and not be connected to any player, you can then use steal_input and send_input to control it or change it's
player_inputs
to theinput
of real player so he can control it directlyspawn_tree
@@ -6507,7 +6507,7 @@add_string
Search script examples for add_string
STRINGID add_string(string str)
-Add custom string, currently can only be used for names of shop items (Entitydb->description) +
Add custom string, currently can only be used for names of shop items (EntityDB->description) Returns STRINGID of the new string
change_string
@@ -6557,7 +6557,7 @@get_string
Search script examples for get_string
string get_string(STRINGID string_id)
-Get string behind STRINGID, don't use stringid diretcly for vanilla string, use hash_to_stringid first +
Get string behind STRINGID, don't use stringid directly for vanilla string, use hash_to_stringid first Will return the string of currently choosen language
hash_to_stringid
@@ -8351,7 +8351,7 @@VanillaRenderContext
nil draw_screen_texture(TEXTURE texture_id, int row, int column, AABB rect, Color color, float angle, float px, float py) -Draw a texture in screen coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. +
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsDraw a texture in screen coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsnil @@ -8371,7 +8371,7 @@VanillaRenderContext
nil set_corner_finish(CORNER_FINISH c) -Set the prefered way of drawing corners for the non filled shapes +Set the preferred way of drawing corners for the non filled shapes nil @@ -8381,12 +8381,12 @@VanillaRenderContext
nil draw_screen_rect(AABB rect, float thickness, Color color, optional -angle, optional px, optional py) Draw rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsDraw rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsnil draw_screen_rect_filled(AABB rect, Color color, optional -angle, optional px, optional py) Draw filled rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsDraw filled rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsnil @@ -8431,7 +8431,7 @@VanillaRenderContext
nil draw_world_texture(TEXTURE texture_id, int row, int column, AABB dest, Color color, float angle, float px, float py) -Draw a texture in world coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. +
Use in combination with ON.RENDER_PRE_DRAW_DEPTH event
For more control use the version taking a Quad insteadDraw a texture in world coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_PRE_DRAW_DEPTH event
For more control use the version taking a Quad insteadnil @@ -8461,12 +8461,12 @@VanillaRenderContext
nil draw_world_rect(AABB rect, float thickness, Color color, optional -angle, optional px, optional py) Draw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventDraw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventnil draw_world_rect_filled(AABB rect, Color color, optional -angle, optional px, optional py) Draw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventDraw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventnil @@ -8557,7 +8557,7 @@Entity related types
Ai
int walk_pause_timer -positive: walking, negative: wating/idle +positive: walking, negative: waiting/idle Animation
@@ -8995,12 +8995,12 @@Inventory
ENT_TYPE mount_type -Used to transfer information to transition/next level (player rading a mout). Is not updated during a level +
You can useON.PRE_LEVEL_GENERATION
to access/edit thisUsed to transfer information to transition/next level (player riding a mount). Is not updated during a level
You can useON.PRE_LEVEL_GENERATION
to access/edit thisint mount_metadata -Metadata of the mount (health, is cursed etc.) +
Used to transfer information to transition/next level (player rading a mout). Is not updated during a level
You can useON.PRE_LEVEL_GENERATION
to access/edit thisMetadata of the mount (health, is cursed etc.)
Used to transfer information to transition/next level (player riding a mount). Is not updated during a level
You can useON.PRE_LEVEL_GENERATION
to access/edit thisint @@ -9040,7 +9040,7 @@Inventory
int companion_count -Number of companions, it will determinate how many companions will be transfered to next level +
Increments when player acquires new companion, decrements when one of them diesNumber of companions, it will determinate how many companions will be transferred to next level
Increments when player acquires new companion, decrements when one of them diesarray<ENT_TYPE, 8> @@ -9763,7 +9763,7 @@HudElement
int time_dim -Level time when element should dim again after hilighted, INT_MAX if dimmed on auto adjust. 0 on opaque. +Level time when element should dim again after highlighted, INT_MAX if dimmed on auto adjust. 0 on opaque. HudMoney
@@ -10301,7 +10301,7 @@Quad
Quad rotate(float angle, float px, float py) -Rotates a Quad by an angle, px/py are not offsets, use +:get_AABB():center()
to get approximated center for simetrical quadrangleRotates a Quad by an angle, px/py are not offsets, use :get_AABB():center()
to get approximated center for symmetrical quadrangleQuad @@ -10808,7 +10808,7 @@Vec2
float distance_to(Vec2 other) -Just simple pythagoras theorem +Just simple Pythagoras theorem Vec2 @@ -11789,7 +11789,7 @@LevelGenSystem
Lighting types
Illumination
-Generic obcject for lights in the game, you can make your own with create_illumination
+Generic object for lights in the game, you can make your own with create_illumination
Used in StateMemory, Player, PlayerGhost, BurningRopeEffect ...@@ -13589,7 +13589,7 @@
JournalUI
vector<JournalPage> pages -Stores pages loaded into memeory. It's not cleared after the journal is closed or when you go back to the main (menu) page. +
Use:get_type()
to chcek page type and cast it correctly (see ON.RENDER_PRE_JOURNAL_PAGE)Stores pages loaded into memory. It's not cleared after the journal is closed or when you go back to the main (menu) page.
Use:get_type()
to check page type and cast it correctly (see ON.RENDER_PRE_JOURNAL_PAGE)MenuScreenPanels
@@ -17736,7 +17736,7 @@Texture types
TextRenderin
int text_length -You can also just use +#
operator on the whole TextRenderingInfo to get the text lenghtYou can also just use #
operator on the whole TextRenderingInfo to get the text length- float @@ -17751,17 +17751,17 @@Texture types
TextRenderin
TEXTURE special_texture_id -Used to draw buttons and stuff, default is -1 wich uses the buttons texture +Used to draw buttons and stuff, default is -1 which uses the buttons texture span<Letter> get_dest() -Returns refrence to the letter coordinates relative to the x,y position +Returns reference to the letter coordinates relative to the x,y position span<Letter> get_source() -Returns refrence to the letter coordinates in the texture +Returns reference to the letter coordinates in the texture tuple<float, float> @@ -17875,7 +17875,7 @@TextureRenderingInfo
float destination_bottom_left_x -destination is relative to the x,y centerpoint +destination is relative to the x,y center point float @@ -18659,7 +18659,7 @@ThemeInfo
do_procedural_spawn(SpawnInfo info) -Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarb in dark levels etc.) +Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarab in dark levels etc.) CallbackId @@ -19179,12 +19179,12 @@ThemeInfo
CallbackIdset_pre_do_procedural_spawn(function fun) -Hooks before the virtual function. +
The callback signature isbool do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarb in dark levels etc.)Hooks before the virtual function.
The callback signature isbool do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarab in dark levels etc.)CallbackId set_post_do_procedural_spawn(function fun) -Hooks after the virtual function. +
The callback signature isnil do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarb in dark levels etc.)Hooks after the virtual function.
The callback signature isnil do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarab in dark levels etc.)Entity types
Background entities
BGBackLayerDoor
@@ -19353,7 +19353,7 @@BGShootingStar
Gets smaller as the timer gets close to the max_timer BGShopEntrence
+BGShopEntrance
Derived from Entity
@@ -19972,7 +19972,7 @@
Floor
nil fix_decorations(bool fix_also_neighbors, bool fix_styled_floor) -Used to add decoration to a floor entity after it was spawned outside of level gen, is not necessary when spawning during level gen. +
Setfix_also_neighbours
totrue
to fix the neighbouring floor tile decorations on the border of the two tiles.
Setfix_styled_floor
totrue
to fix decorations onFLOORSTYLED_*
entities, those usually only have decorations when broken.Used to add decoration to a floor entity after it was spawned outside of level gen, is not necessary when spawning during level gen.
Setfix_also_neighbors
totrue
to fix the neighboring floor tile decorations on the border of the two tiles.
Setfix_styled_floor
totrue
to fix decorations onFLOORSTYLED_*
entities, those usually only have decorations when broken.nil @@ -21075,7 +21075,7 @@Entity
nil kill_recursive(bool destroy_corpse, Entity responsible, optional -mask, array ent_types, RECURSIVE_MODE rec_mode) Kill entity along with all entities attached to it. Be aware that for example killing push block with this function will also kill anything on top of it, any items, players, monsters etc. +
To avoid that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check mask, if the entity doesn't match, it will look in the provided ENT_TYPE's
destroy_corpse and responsible are the standard parameters for the kill funcitonKill entity along with all entities attached to it. Be aware that for example killing push block with this function will also kill anything on top of it, any items, players, monsters etc.
To avoid that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check mask, if the entity doesn't match, it will look in the provided ENT_TYPE's
destroy_corpse and responsible are the standard parameters for the kill functionnil @@ -21731,7 +21731,7 @@LogicalMiniGame
int timer -Delay between spwning ufo +Delay between spawning ufo LogicalRegeneratingBlock
@@ -22085,7 +22085,7 @@Bodyguard
int position_state -0 - none, 1 - Tusk dice shop, 2 - Entrence to pleasure palace, 3 - Basement entrance to pleasure palace +0 - none, 1 - Tusk dice shop, 2 - Entrance to pleasure palace, 3 - Basement entrance to pleasure palace bool @@ -23236,7 +23236,7 @@HundunHead
float attack_position_x -Posiotion where the head will move on attack +Position where the head will move on attack float @@ -23380,7 +23380,7 @@Kingu
int initial_shell_health -excalibur wipes out immediately, bombs take off 11 points, when 0 vulnerable to whip +Excalibur wipes out immediately, bombs take off 11 points, when 0 vulnerable to whip bool @@ -24439,12 +24439,12 @@RoomOwner
bool aggro_trigger -setting this makes him angry, if it's shopkeeper you get 2 agrro points +setting this makes him angry, if it's shopkeeper you get 2 aggro points bool was_hurt -also is set true if you set aggro to true, get's trigger even when whiping +also is set true if you set aggro to true, get's trigger even when whipping Scarab
@@ -24615,7 +24615,7 @@Spider
float trigger_distance -only in the x coord +only in the x coordinate Tadpole
@@ -24867,7 +24867,7 @@VanHorsing
bool show_text -if set to true, he will say 'i've been hunting this fiend a long time!' when on screen +if set to true, he will say "I've been hunting this fiend a long time!" when on screen bool @@ -27612,7 +27612,7 @@Movable
vector<int> get_all_behaviors() -Get all avaible behavior ids +Get all available behavior ids bool @@ -29631,7 +29631,7 @@ON.POST_LOAD_JOURNAL_CHAPTER
Search script examples for ON.POST_LOAD_JOURNAL_CHAPTER
-Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages
+
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was aready loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was already loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...ON.PRE_GET_FEAT
-Search script examples for ON.PRE_GET_FEAT
@@ -29649,7 +29649,7 @@ON.PRE_UPDATE
Search script examples for ON.PRE_UPDATE
Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS
+
Return behavior: return true to stop futher PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS
Return behavior: return true to stop further PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)ON.POST_UPDATE
-Search script examples for ON.POST_UPDATE
@@ -29691,25 +29691,25 @@ON.PRE_LEVEL_DESTRUCTION
Search script examples for ON.PRE_LEVEL_DESTRUCTION
Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.
+Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.
ON.POST_LEVEL_DESTRUCTION
-Search script examples for ON.POST_LEVEL_DESTRUCTION
Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.
+Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.
ON.PRE_LAYER_DESTRUCTION
-Search script examples for ON.PRE_LAYER_DESTRUCTION
Params: LAYER layer
+
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.ON.POST_LAYER_DESTRUCTION
-Search script examples for ON.POST_LAYER_DESTRUCTION
Params: LAYER layer
+
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.ON.PRE_PROCESS_INPUT
Search script examples for ON.PRE_PROCESS_INPUT
@@ -30078,7 +30078,7 @@CORNER_FINISH
NONE CORNER_FINISH::NONE -Don't draw corner at all, will draw lines as separate pieces, overlaping etc. +Don't draw corner at all, will draw lines as separate pieces, overlapping etc. REAL @@ -32751,7 +32751,7 @@ON
POST_LOAD_JOURNAL_CHAPTER ON::POST_LOAD_JOURNAL_CHAPTER -Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages +
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was aready loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was already loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...PRE_GET_FEAT @@ -32766,7 +32766,7 @@ON
PRE_UPDATE ON::PRE_UPDATE -Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS +
Return behavior: return true to stop futher PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS
Return behavior: return true to stop further PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)POST_UPDATE @@ -32801,22 +32801,22 @@ON
PRE_LEVEL_DESTRUCTION ON::PRE_LEVEL_DESTRUCTION -Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last. +Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last. POST_LEVEL_DESTRUCTION ON::POST_LEVEL_DESTRUCTION -Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last. +Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last. PRE_LAYER_DESTRUCTION ON::PRE_LAYER_DESTRUCTION -Params: LAYER layer +
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.POST_LAYER_DESTRUCTION ON::POST_LAYER_DESTRUCTION -Params: LAYER layer +
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.PRE_PROCESS_INPUT @@ -35255,7 +35255,7 @@WORLD_SHADER
TEXTURE_COLOR WorldShader::TextureColor -The default shader to be used, just renders a texture with transparancy and the given color +The default shader to be used, just renders a texture with transparency and the given color TEXTURE_COLORS_WARP @@ -35420,7 +35420,7 @@Automatic casting of entities
as_bgmovingstar as_bgrelativeelement as_bgshootingstar -as_bgshopentrence +as_bgshopentrance as_bgshopkeeperprime as_bgsurfacelayer as_bgsurfacestar diff --git a/docs/light.html b/docs/light.html index d5edb1a26..6aae50bf2 100644 --- a/docs/light.html +++ b/docs/light.html @@ -2341,7 +2341,7 @@ BGShootingStar- BGShopEntrence + BGShopEntrance BGShopKeeperPrime @@ -4425,7 +4425,7 @@ set_pre_entity_spawn
CallbackId set_pre_entity_spawn(function cb, SPAWN_TYPE flags, int mask, variadic_args entity_types)
Add a callback for a spawn of specific entity types or mask. Set
mask
toMASK.ANY
to ignore that. This is run before the entity is spawned, spawn your own entity and return its uid to replace the intended spawn. -In many cases replacing the intended entity won't have the indended effect or will even break the game, so use only if you really know what you're doing. +In many cases replacing the intended entity won't have the intended effect or will even break the game, so use only if you really know what you're doing.
The callback signature is optionalpre_entity_spawn(ENT_TYPE entity_type, float x, float y, int layer, Entity overlay_entity, SPAWN_TYPE spawn_flags) set_pre_render_screen
@@ -4662,7 +4662,7 @@get_entities_overlapping_grid
Search script examples for get_entities_overlapping_grid
vector<int> get_entities_overlapping_grid(float x, float y, LAYER layer)
-Get uids of static entities overlaping this grid position (decorations, backgrounds etc.)
+Get uids of static entities overlapping this grid position (decorations, backgrounds etc.)
get_entities_overlapping_hitbox
Search script examples for get_entities_overlapping_hitbox
@@ -5052,7 +5052,7 @@add_custom_type
ENT_TYPE add_custom_type(array<ENT_TYPE> types)
ENT_TYPE add_custom_type()
Adds new custom type (group of ENT_TYPE) that can be later used in functions like get_entities_by or set_(pre/post)_entity_spawn -Use empty array or no parameter to get new uniqe ENT_TYPE that can be used for custom EntityDB
+Use empty array or no parameter to get new unique ENT_TYPE that can be used for custom EntityDBadd_money
Search script examples for add_money
@@ -5165,7 +5165,7 @@get_color
Search script examples for get_color
uColor get_color(string color_name, optional
-alpha = nullopt) Convert a string to a color, you can use the HTML color names, or even HTML color codes, just prefix them with '#' symbol You can also convert hex string into a color, prefix it with '0x', but use it only if you need to since lua allows for hex values directly too. Default apha value will be 0xFF, unless it's specified Format: [name], #RRGGBB, #RRGGBBAA, 0xBBGGRR, 0xAABBGGRR
+Convert a string to a color, you can use the HTML color names, or even HTML color codes, just prefix them with '#' symbol You can also convert hex string into a color, prefix it with '0x', but use it only if you need to since lua allows for hex values directly too. Default alpha value will be 0xFF, unless it's specified Format: [name], #RRGGBB, #RRGGBBAA, 0xBBGGRR, 0xAABBGGRR
get_current_money
Search script examples for get_current_money
@@ -5296,13 +5296,13 @@grow_poles
-Search script examples for grow_poles
nil grow_poles(LAYER l, int max_lengh, AABB area, bool destroy_broken)
nil grow_poles(LAYER l, int max_lengh)
+nil grow_poles(LAYER l, int max_length, AABB area, bool destroy_broken)
nil grow_poles(LAYER l, int max_length)
Grow pole from
GROWABLE_CLIMBING_POLE
entities in a level,area
default is whole level,destroy_broken
default is falsegrow_vines
-Search script examples for grow_vines
nil grow_vines(LAYER l, int max_lengh, AABB area, bool destroy_broken)
nil grow_vines(LAYER l, int max_lengh)
+nil grow_vines(LAYER l, int max_length, AABB area, bool destroy_broken)
nil grow_vines(LAYER l, int max_length)
Grow vines from
GROWABLE_VINE
andVINE_TREE_TOP
entities in a level,area
default is whole level,destroy_broken
default is falseimport
@@ -5556,7 +5556,7 @@set_liquid_layer
nil set_liquid_layer(LAYER l)
Change layer at which the liquid spawns in, THIS FUNCTION NEEDS TO BE CALLED BEFORE THE LEVEL IS BUILD, otherwise collisions and other stuff will be wrong for the newly spawned liquid -This sadly also makes lavamanders extinct, since the logic for their spawn is harcoded to front layer with bunch of other unrelated stuff (you can still spawn them with script or place them directly in level files) +This sadly also makes lavamanders extinct, since the logic for their spawn is hardcoded to front layer with bunch of other unrelated stuff (you can still spawn them with script or place them directly in level files) Everything should be working more or less correctly (report on community discord if you find something unusual)
set_seed
@@ -5663,7 +5663,7 @@two_lines_angle
Search script examples for two_lines_angle
float two_lines_angle(Vec2 A, Vec2 common, Vec2 B)
-Mesures angle between two lines with one common point
+Measures angle between two lines with one common point
float two_lines_angle(Vec2 line1_A, Vec2 line1_B, Vec2 line2_A, Vec2 line2_B)
Gets line1_A, intersection point and line2_B and calls the 3 parameter version of this function
update_liquid_collision_at
@@ -5734,13 +5734,13 @@nil cancel_toast()
cons
Search script examples for console_prinspect
nil console_prinspect(variadic_args objects)
-Prinspect to ingame console.
+Prinspect to in-game console.
console_print
Search script examples for console_print
nil console_print(string message)
-Print a log message to ingame console with a comment identifying the script that sent it.
+Print a log message to in-game console with a comment identifying the script that sent it.
log_print
Search script examples for log_print
@@ -6088,7 +6088,7 @@position_is_valid
Search script examples for position_is_valid
bool position_is_valid(float x, float y, LAYER layer, POS_TYPE flags)
-Check if position satifies the given POS_TYPE flags, to be used in a custom is_valid function procedural for spawns.
+Check if position satisfies the given POS_TYPE flags, to be used in a custom is_valid function procedural for spawns.
screen_aabb
Search script examples for screen_aabb
@@ -6313,7 +6313,7 @@define_procedural_spawn
Search script examples for define_procedural_spawn
@@ -6481,7 +6481,7 @@spawn_playerghost
Search script examples for spawn_playerghost
int spawn_playerghost(ENT_TYPE char_type, float x, float y, LAYER layer)
-Spawn the PlayerGhost entity, it will not move and not be connected to any player, you can then use steal_input and send_input to controll it +
Spawn the PlayerGhost entity, it will not move and not be connected to any player, you can then use steal_input and send_input to control it or change it's
player_inputs
to theinput
of real player so he can control it directlyspawn_tree
@@ -6507,7 +6507,7 @@add_string
Search script examples for add_string
STRINGID add_string(string str)
-Add custom string, currently can only be used for names of shop items (Entitydb->description) +
Add custom string, currently can only be used for names of shop items (EntityDB->description) Returns STRINGID of the new string
change_string
@@ -6557,7 +6557,7 @@get_string
Search script examples for get_string
string get_string(STRINGID string_id)
-Get string behind STRINGID, don't use stringid diretcly for vanilla string, use hash_to_stringid first +
Get string behind STRINGID, don't use stringid directly for vanilla string, use hash_to_stringid first Will return the string of currently choosen language
hash_to_stringid
@@ -8351,7 +8351,7 @@VanillaRenderContext
nil draw_screen_texture(TEXTURE texture_id, int row, int column, AABB rect, Color color, float angle, float px, float py) -Draw a texture in screen coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. +
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsDraw a texture in screen coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsnil @@ -8371,7 +8371,7 @@VanillaRenderContext
nil set_corner_finish(CORNER_FINISH c) -Set the prefered way of drawing corners for the non filled shapes +Set the preferred way of drawing corners for the non filled shapes nil @@ -8381,12 +8381,12 @@VanillaRenderContext
nil draw_screen_rect(AABB rect, float thickness, Color color, optional -angle, optional px, optional py) Draw rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsDraw rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsnil draw_screen_rect_filled(AABB rect, Color color, optional -angle, optional px, optional py) Draw filled rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsDraw filled rectangle in screen coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE eventsnil @@ -8431,7 +8431,7 @@VanillaRenderContext
nil draw_world_texture(TEXTURE texture_id, int row, int column, AABB dest, Color color, float angle, float px, float py) -Draw a texture in world coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. +
Use in combination with ON.RENDER_PRE_DRAW_DEPTH event
For more control use the version taking a Quad insteadDraw a texture in world coordinates from top-left to bottom-right using the built-in renderer with angle, px/py is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_PRE_DRAW_DEPTH event
For more control use the version taking a Quad insteadnil @@ -8461,12 +8461,12 @@VanillaRenderContext
nil draw_world_rect(AABB rect, float thickness, Color color, optional -angle, optional px, optional py) Draw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventDraw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding thethickness
)
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventnil draw_world_rect_filled(AABB rect, Color color, optional -angle, optional px, optional py) Draw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional +angle
.px
/py
is pivot for the rotatnion where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventDraw rectangle in world coordinates from top-left to bottom-right using the built-in renderer with optional angle
.px
/py
is pivot for the rotation where 0,0 is center 1,1 is top right corner etc.
Use in combination with ON.RENDER_PRE_DRAW_DEPTH eventnil @@ -8557,7 +8557,7 @@Entity related types
Ai
int walk_pause_timer -positive: walking, negative: wating/idle +positive: walking, negative: waiting/idle Animation
@@ -8995,12 +8995,12 @@Inventory
ENT_TYPE mount_type -Used to transfer information to transition/next level (player rading a mout). Is not updated during a level +
You can useON.PRE_LEVEL_GENERATION
to access/edit thisUsed to transfer information to transition/next level (player riding a mount). Is not updated during a level
You can useON.PRE_LEVEL_GENERATION
to access/edit thisint mount_metadata -Metadata of the mount (health, is cursed etc.) +
Used to transfer information to transition/next level (player rading a mout). Is not updated during a level
You can useON.PRE_LEVEL_GENERATION
to access/edit thisMetadata of the mount (health, is cursed etc.)
Used to transfer information to transition/next level (player riding a mount). Is not updated during a level
You can useON.PRE_LEVEL_GENERATION
to access/edit thisint @@ -9040,7 +9040,7 @@Inventory
int companion_count -Number of companions, it will determinate how many companions will be transfered to next level +
Increments when player acquires new companion, decrements when one of them diesNumber of companions, it will determinate how many companions will be transferred to next level
Increments when player acquires new companion, decrements when one of them diesarray<ENT_TYPE, 8> @@ -9763,7 +9763,7 @@HudElement
int time_dim -Level time when element should dim again after hilighted, INT_MAX if dimmed on auto adjust. 0 on opaque. +Level time when element should dim again after highlighted, INT_MAX if dimmed on auto adjust. 0 on opaque. HudMoney
@@ -10301,7 +10301,7 @@Quad
Quad rotate(float angle, float px, float py) -Rotates a Quad by an angle, px/py are not offsets, use +:get_AABB():center()
to get approximated center for simetrical quadrangleRotates a Quad by an angle, px/py are not offsets, use :get_AABB():center()
to get approximated center for symmetrical quadrangleQuad @@ -10808,7 +10808,7 @@Vec2
float distance_to(Vec2 other) -Just simple pythagoras theorem +Just simple Pythagoras theorem Vec2 @@ -11789,7 +11789,7 @@LevelGenSystem
Lighting types
Illumination
-Generic obcject for lights in the game, you can make your own with create_illumination
+Generic object for lights in the game, you can make your own with create_illumination
Used in StateMemory, Player, PlayerGhost, BurningRopeEffect ...@@ -13589,7 +13589,7 @@
JournalUI
vector<JournalPage> pages -Stores pages loaded into memeory. It's not cleared after the journal is closed or when you go back to the main (menu) page. +
Use:get_type()
to chcek page type and cast it correctly (see ON.RENDER_PRE_JOURNAL_PAGE)Stores pages loaded into memory. It's not cleared after the journal is closed or when you go back to the main (menu) page.
Use:get_type()
to check page type and cast it correctly (see ON.RENDER_PRE_JOURNAL_PAGE)MenuScreenPanels
@@ -17736,7 +17736,7 @@Texture types
TextRenderin
int text_length -You can also just use +#
operator on the whole TextRenderingInfo to get the text lenghtYou can also just use #
operator on the whole TextRenderingInfo to get the text length- float @@ -17751,17 +17751,17 @@Texture types
TextRenderin
TEXTURE special_texture_id -Used to draw buttons and stuff, default is -1 wich uses the buttons texture +Used to draw buttons and stuff, default is -1 which uses the buttons texture span<Letter> get_dest() -Returns refrence to the letter coordinates relative to the x,y position +Returns reference to the letter coordinates relative to the x,y position span<Letter> get_source() -Returns refrence to the letter coordinates in the texture +Returns reference to the letter coordinates in the texture tuple<float, float> @@ -17875,7 +17875,7 @@TextureRenderingInfo
float destination_bottom_left_x -destination is relative to the x,y centerpoint +destination is relative to the x,y center point float @@ -18659,7 +18659,7 @@ThemeInfo
do_procedural_spawn(SpawnInfo info) -Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarb in dark levels etc.) +Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarab in dark levels etc.) CallbackId @@ -19179,12 +19179,12 @@ThemeInfo
CallbackIdset_pre_do_procedural_spawn(function fun) -Hooks before the virtual function. +
The callback signature isbool do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarb in dark levels etc.)Hooks before the virtual function.
The callback signature isbool do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarab in dark levels etc.)CallbackId set_post_do_procedural_spawn(function fun) -Hooks after the virtual function. +
The callback signature isnil do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarb in dark levels etc.)Hooks after the virtual function.
The callback signature isnil do_procedural_spawn(ThemeInfo self, SpawnInfo info)
Virtual function docs:
Spawns a single procedural entity, used in spawn_procedural (mostly monsters, scarab in dark levels etc.)Entity types
Background entities
BGBackLayerDoor
@@ -19353,7 +19353,7 @@BGShootingStar
Gets smaller as the timer gets close to the max_timer BGShopEntrence
+BGShopEntrance
Derived from Entity
@@ -19972,7 +19972,7 @@
Floor
nil fix_decorations(bool fix_also_neighbors, bool fix_styled_floor) -Used to add decoration to a floor entity after it was spawned outside of level gen, is not necessary when spawning during level gen. +
Setfix_also_neighbours
totrue
to fix the neighbouring floor tile decorations on the border of the two tiles.
Setfix_styled_floor
totrue
to fix decorations onFLOORSTYLED_*
entities, those usually only have decorations when broken.Used to add decoration to a floor entity after it was spawned outside of level gen, is not necessary when spawning during level gen.
Setfix_also_neighbors
totrue
to fix the neighboring floor tile decorations on the border of the two tiles.
Setfix_styled_floor
totrue
to fix decorations onFLOORSTYLED_*
entities, those usually only have decorations when broken.nil @@ -21075,7 +21075,7 @@Entity
nil kill_recursive(bool destroy_corpse, Entity responsible, optional -mask, array ent_types, RECURSIVE_MODE rec_mode) Kill entity along with all entities attached to it. Be aware that for example killing push block with this function will also kill anything on top of it, any items, players, monsters etc. +
To avoid that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check mask, if the entity doesn't match, it will look in the provided ENT_TYPE's
destroy_corpse and responsible are the standard parameters for the kill funcitonKill entity along with all entities attached to it. Be aware that for example killing push block with this function will also kill anything on top of it, any items, players, monsters etc.
To avoid that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check mask, if the entity doesn't match, it will look in the provided ENT_TYPE's
destroy_corpse and responsible are the standard parameters for the kill functionnil @@ -21731,7 +21731,7 @@LogicalMiniGame
int timer -Delay between spwning ufo +Delay between spawning ufo LogicalRegeneratingBlock
@@ -22085,7 +22085,7 @@Bodyguard
int position_state -0 - none, 1 - Tusk dice shop, 2 - Entrence to pleasure palace, 3 - Basement entrance to pleasure palace +0 - none, 1 - Tusk dice shop, 2 - Entrance to pleasure palace, 3 - Basement entrance to pleasure palace bool @@ -23236,7 +23236,7 @@HundunHead
float attack_position_x -Posiotion where the head will move on attack +Position where the head will move on attack float @@ -23380,7 +23380,7 @@Kingu
int initial_shell_health -excalibur wipes out immediately, bombs take off 11 points, when 0 vulnerable to whip +Excalibur wipes out immediately, bombs take off 11 points, when 0 vulnerable to whip bool @@ -24439,12 +24439,12 @@RoomOwner
bool aggro_trigger -setting this makes him angry, if it's shopkeeper you get 2 agrro points +setting this makes him angry, if it's shopkeeper you get 2 aggro points bool was_hurt -also is set true if you set aggro to true, get's trigger even when whiping +also is set true if you set aggro to true, get's trigger even when whipping Scarab
@@ -24615,7 +24615,7 @@Spider
float trigger_distance -only in the x coord +only in the x coordinate Tadpole
@@ -24867,7 +24867,7 @@VanHorsing
bool show_text -if set to true, he will say 'i've been hunting this fiend a long time!' when on screen +if set to true, he will say "I've been hunting this fiend a long time!" when on screen bool @@ -27612,7 +27612,7 @@Movable
vector<int> get_all_behaviors() -Get all avaible behavior ids +Get all available behavior ids bool @@ -29631,7 +29631,7 @@ON.POST_LOAD_JOURNAL_CHAPTER
Search script examples for ON.POST_LOAD_JOURNAL_CHAPTER
-Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages
+
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was aready loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was already loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...ON.PRE_GET_FEAT
-Search script examples for ON.PRE_GET_FEAT
@@ -29649,7 +29649,7 @@ON.PRE_UPDATE
Search script examples for ON.PRE_UPDATE
Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS
+
Return behavior: return true to stop futher PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS
Return behavior: return true to stop further PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)ON.POST_UPDATE
-Search script examples for ON.POST_UPDATE
@@ -29691,25 +29691,25 @@ON.PRE_LEVEL_DESTRUCTION
Search script examples for ON.PRE_LEVEL_DESTRUCTION
Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.
+Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.
ON.POST_LEVEL_DESTRUCTION
-Search script examples for ON.POST_LEVEL_DESTRUCTION
Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.
+Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.
ON.PRE_LAYER_DESTRUCTION
-Search script examples for ON.PRE_LAYER_DESTRUCTION
Params: LAYER layer
+
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.ON.POST_LAYER_DESTRUCTION
-Search script examples for ON.POST_LAYER_DESTRUCTION
Params: LAYER layer
+
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.ON.PRE_PROCESS_INPUT
Search script examples for ON.PRE_PROCESS_INPUT
@@ -30078,7 +30078,7 @@CORNER_FINISH
NONE CORNER_FINISH::NONE -Don't draw corner at all, will draw lines as separate pieces, overlaping etc. +Don't draw corner at all, will draw lines as separate pieces, overlapping etc. REAL @@ -32751,7 +32751,7 @@ON
POST_LOAD_JOURNAL_CHAPTER ON::POST_LOAD_JOURNAL_CHAPTER -Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages +
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was aready loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...Params: JOURNALUI_PAGE_SHOWN chapter, array:int pages
Runs after the pages for the journal are prepared, but not yet displayed,pages
is a list of page numbers that the game loaded, if you want to change it, do the changes (remove pages, add new ones, change order) and return it
All new pages will be created as JournalPageStory, any custom with page number above 9 will be empty, I recommend using above 99 to be sure not to get the game page, you can later use this to recognise and render your own stuff on that page in the RENDER_POST_JOURNAL_PAGE
Return: return new page array to modify the journal, returning empty array or not returning anything will load the journal normally, any page number that was already loaded will result in the standard game page
When changing the order of game pages make sure that the page that normally is rendered on the left side is on the left in the new order, otherwise you get some messed up result, custom pages don't have this problem. The order is: left, right, left, right ...PRE_GET_FEAT @@ -32766,7 +32766,7 @@ON
PRE_UPDATE ON::PRE_UPDATE -Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS +
Return behavior: return true to stop futher PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)Runs before the State is updated, runs always (menu, settings, camp, game, arena, online etc.) with the game engine, typically 60FPS
Return behavior: return true to stop further PRE_UPDATE callbacks from executing and don't update the state (this will essentially freeze the game engine)POST_UPDATE @@ -32801,22 +32801,22 @@ON
PRE_LEVEL_DESTRUCTION ON::PRE_LEVEL_DESTRUCTION -Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last. +Runs right before the current level is unloaded and any entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last. POST_LEVEL_DESTRUCTION ON::POST_LEVEL_DESTRUCTION -Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last. +Runs right after the current level has been unloaded and all entities destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last. PRE_LAYER_DESTRUCTION ON::PRE_LAYER_DESTRUCTION -Params: LAYER layer +
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right before a layer is unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.POST_LAYER_DESTRUCTION ON::POST_LAYER_DESTRUCTION -Params: LAYER layer +
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destoyed is in state.screen_last.Params: LAYER layer
Runs right after a layer has been unloaded and any entities there destroyed. Runs in pretty much all screens, even ones without entities. The screen has already changed at this point, meaning the screen being destroyed is in state.screen_last.PRE_PROCESS_INPUT @@ -35255,7 +35255,7 @@WORLD_SHADER
TEXTURE_COLOR WorldShader::TextureColor -The default shader to be used, just renders a texture with transparancy and the given color +The default shader to be used, just renders a texture with transparency and the given color TEXTURE_COLORS_WARP @@ -35420,7 +35420,7 @@Automatic casting of entities
as_bgmovingstar as_bgrelativeelement as_bgshootingstar -as_bgshopentrence +as_bgshopentrance as_bgshopkeeperprime as_bgsurfacelayer as_bgsurfacestar