LunaLua global functions
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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. |