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
  • - 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 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 pre_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 EntityDB

    add_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 false

    grow_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 and VINE_TREE_TOP entities in a level, area default is whole level, destroy_broken default is false

    import

    @@ -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 the input of real player so he can control it directly

    spawn_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 events +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 rotation where 0,0 is center 1,1 is top right corner etc.
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events nil @@ -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 the thickness)
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events +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 rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding the thickness)
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events nil 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 events +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 rotation where 0,0 is center 1,1 is top right corner etc.
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events nil @@ -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 instead +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 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 instead nil @@ -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 the thickness)
    Use in combination with ON.RENDER_PRE_DRAW_DEPTH event +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 rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding the thickness)
    Use in combination with ON.RENDER_PRE_DRAW_DEPTH event nil 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 event +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 rotation where 0,0 is center 1,1 is top right corner etc.
    Use in combination with ON.RENDER_PRE_DRAW_DEPTH event nil @@ -8557,7 +8557,7 @@

    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 use ON.PRE_LEVEL_GENERATION to access/edit this +Used to transfer information to transition/next level (player riding a mount). Is not updated during a level
    You can use ON.PRE_LEVEL_GENERATION to access/edit this int 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 use ON.PRE_LEVEL_GENERATION to access/edit this +Metadata 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 use ON.PRE_LEVEL_GENERATION to access/edit this int @@ -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 dies +Number 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 dies array<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 quadrangle +Rotates a Quad by an angle, px/py are not offsets, use :get_AABB():center() to get approximated center for symmetrical quadrangle Quad @@ -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> pagesStores 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)
    @@ -17736,7 +17736,7 @@

    Texture types

    TextRenderin int text_length -You can also just use # operator on the whole TextRenderingInfo to get the text lenght +You 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

    CallbackId
     set_pre_do_procedural_spawn(function fun)
    -Hooks before the virtual function.
    The callback signature is bool 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 is bool 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 is nil 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 is nil 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

    - + @@ -21075,7 +21075,7 @@

    Entity

    - + @@ -21731,7 +21731,7 @@

    LogicalMiniGame

    - +
    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.
    Set fix_also_neighbours to true to fix the neighbouring floor tile decorations on the border of the two tiles.
    Set fix_styled_floor to true to fix decorations on FLOORSTYLED_* 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.
    Set fix_also_neighbors to true to fix the neighboring floor tile decorations on the border of the two tiles.
    Set fix_styled_floor to true to fix decorations on FLOORSTYLED_* entities, those usually only have decorations when broken.
    nil
    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 funciton
    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 function
    nil
    int timerDelay between spwning ufoDelay 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 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 pre_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 EntityDB

    add_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 false

    grow_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 and VINE_TREE_TOP entities in a level, area default is whole level, destroy_broken default is false

    import

    @@ -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 the input of real player so he can control it directly

    spawn_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 events +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 rotation where 0,0 is center 1,1 is top right corner etc.
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events nil @@ -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 the thickness)
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events +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 rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding the thickness)
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events nil 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 events +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 rotation where 0,0 is center 1,1 is top right corner etc.
    Use in combination with ON.RENDER_✱_HUD/PAUSE_MENU/JOURNAL_PAGE events nil @@ -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 instead +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 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 instead nil @@ -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 the thickness)
    Use in combination with ON.RENDER_PRE_DRAW_DEPTH event +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 rotation where 0,0 is center 1,1 is top right corner etc. (corner from the AABB, not the visible one from adding the thickness)
    Use in combination with ON.RENDER_PRE_DRAW_DEPTH event nil 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 event +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 rotation where 0,0 is center 1,1 is top right corner etc.
    Use in combination with ON.RENDER_PRE_DRAW_DEPTH event nil @@ -8557,7 +8557,7 @@

    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 use ON.PRE_LEVEL_GENERATION to access/edit this +Used to transfer information to transition/next level (player riding a mount). Is not updated during a level
    You can use ON.PRE_LEVEL_GENERATION to access/edit this int 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 use ON.PRE_LEVEL_GENERATION to access/edit this +Metadata 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 use ON.PRE_LEVEL_GENERATION to access/edit this int @@ -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 dies +Number 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 dies array<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 quadrangle +Rotates a Quad by an angle, px/py are not offsets, use :get_AABB():center() to get approximated center for symmetrical quadrangle Quad @@ -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> pagesStores 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)
    @@ -17736,7 +17736,7 @@

    Texture types

    TextRenderin int text_length -You can also just use # operator on the whole TextRenderingInfo to get the text lenght +You 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

    CallbackId
     set_pre_do_procedural_spawn(function fun)
    -Hooks before the virtual function.
    The callback signature is bool 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 is bool 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 is nil 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 is nil 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

    - + @@ -21075,7 +21075,7 @@

    Entity

    - + @@ -21731,7 +21731,7 @@

    LogicalMiniGame

    - +
    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.
    Set fix_also_neighbours to true to fix the neighbouring floor tile decorations on the border of the two tiles.
    Set fix_styled_floor to true to fix decorations on FLOORSTYLED_* 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.
    Set fix_also_neighbors to true to fix the neighboring floor tile decorations on the border of the two tiles.
    Set fix_styled_floor to true to fix decorations on FLOORSTYLED_* entities, those usually only have decorations when broken.
    nil
    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 funciton
    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 function
    nil
    int timerDelay between spwning ufoDelay 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