LunaLua global functions

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Revision as of 12:35, 28 March 2015 by Kevsoft (talk | contribs)
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NOTE: This section is currently beeing rewritten.

Old Functions (for LunaLua v0.6.*)

Global Functions
Function Return values Description
windowDebug(string debugText) nil Writes debugText in a message box and shows it to the user.
printText(string text, int x, int y) nil Prints text at x, y with font-type 3
printText(string text, int type, int x, int y) nil Prints text at x, y with font-type type
totalNPC() int Returns the number of npcs.
npcs() table of NPC Returns a array of all NPCs.
findnpcs(int ID, string section) table of NPC Searches all npcs by ID and Section. Use -1 as a parameter to ingore the given filter.
mem(int address, int fieldtype, object value) nil Sets the memory of the given type.
mem(int address, int fieldtype) object Returns the value of the given address of the given type.
triggerEvent(string eventName) nil Triggers a event by the given name
loadHitboxes(int characterId, int powerUpId, string iniFilename) nil Loads the hitbox settings for specific player and it's power-up state from INI file made by Special Calibration tool.
Note: GFX-offsets of each frame is overwriting yet. Use image calibration to calibrate position of frame without editing of GFX offsets.
loadImage(string filename, int resourceNumber, int transparentColor) nil Loads a image in the resource memory at resourceNumber. You can also set the transparent Color.
placeSprite(int type, int imgResource, int xPos, int yPos) nil Places a sprite from the resource memory and places it at xPos, yPos
placeSprite(int type, int imgResource, int xPos, int yPos, string extra) nil Places a sprite from the resource memory and places it at xPos, yPos.
placeSprite(int type, int imgResource, int xPos, int yPos, string extra, int time) nil Places a sprite from the resource memory and places it at xPos, yPos.
gravity() int Returns the current gravity.
gravity(int value) nil Sets the current gravity.
earthquake() int Returns the current earthquake factor.
earthquake(int value) nil Sets the current earthquake factor. Slowly returns to 0!
jumpheight() int Returns the current jumpheight factor of all players.
jumpheight(int value) nil Sets the current jumpheight factor of all players.
jumpheightBounce() int Returns the current jumpheight factor (when bounced of a enemy) of all players.
jumpheightBounce(int value) nil Sets the current jumpheight factor (when bounced of a enemy) of all players.
blocks() table of Block Returns all blocks
findblocks(int ID) table of Block Returns all blocks with the specific id.
npcToCoins() nil Converts every npc on screen to coins. (Like you would hit the exit.)
animations() table of Animation Returns all running animations.
exitLevel() nil Exit the level.
winState() int Returns the current state of hitting the goal. If currently not winning then this value is 0.
winState(int value) nil Sets the current state of hitting the goal. If currently not winning then this value is 0.
runAnimation(int id, double x, double y, int extraData) nil DEPRECATED!!! Use spawnEffect function instead!
Runs a effect/animation by id. The parameter extraData should be 0, 1 or 1065353216 (you have to try out).
runAnimation(int id, double x, double y, double height, double width, int extraData) nil DEPRECATED!!! Use spawnEffect function instead!
Runs a effect/animation by id. The parameter extraData should be 0, 1 or 1065353216 (you have to try out).
runAnimation(int id, double x, double y, double height, double width, double speedX, double speedY, int extraData) nil DEPRECATED!!! Use spawnEffect function instead!
Runs a effect/animation by id. The parameter extraData should be 0, 1 or 1065353216 (you have to try out).
getInput() VBStr Get the cheat text buffer
hud(boolean showHud) nil Toggels the hud on/off
getLevelName() string Gets the level name/title.
getLevelFilename() string Gets the level filename.
spawnNPC(int npcid, double x, double y, int section) NPC Spawns a new NPC with the specific ID.
spawnNPC(int npcid, double x, double y, int section, boolean respawn) NPC Spawns a new NPC with the specific ID.
spawnNPC(int npcid, double x, double y, int section, boolean respawn, boolean centered) NPC Spawns a new NPC with the specific ID.
spawnEffect(int effectID, double x, double y) Animation Spawns a new Effect with the specific ID.
spawnEffect(int effectID, double x, double y, number animationFrame) Animation Spawns a new Effect with the specific ID and Animation Frame.
NOTE: This Animation frame (as parameter) is not the same as Animation.animationFrame!


DEPRECATED!!! Use Data class instead!


The UserData-Namespace gives your access to the variable bank. With variable bank you can save number-values for other levels and when the game closes.

Global Functions [UserData Namespace]
Function Return values Description
UserData.setValue(string key, number value) nil Sets a number-value by a specfic key.
UserData.getValue(string key) number or nil Gets a number-value by a specfic key. If value is not set then nil is returned.
UserData.isValueSet(string key) boolean If value is not set then false is returned. Otherwise true.
UserData.values() table with key=string value=number Returns a table with all mapped values of the variable bank.
UserData.save() nil Writes all the data in the variable txt-file.