The scripting language we use in Revolution is called Bromscript. This is an advanced scripting language written by one of our own programmers. It's heavily inspired by Lua and C++, with the goal to improve upon the existing Lua syntax. You can read more about it on the Bromscript website.
The script entity in-game lets you execute scripts when the entity is triggered. These scripts can reference other entities and change their properties.
A simple example that doubles a Gnaar's run speed would be something like:
local ent = Entities.GetByName("Some Gnaar") ent.m_fAttackRunSpeed *= 2
These is where most of the API resides.
.. toctree:: :maxdepth: 1 :glob: handles/*
These are all the entity classes that are approachable by scripts.
.. toctree:: :maxdepth: 1 :glob: entities/*