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Global functions
damageTile
delayedCall
findEntity
getDirection
getForward
getMouseItem
hudPrint
iff
playSound
playSoundAt
print
rollDamage
setMouseItem
shootProjectile
spawn
toLocal
vec
damageTile(level, x, y, direction, elevation, flags, damageType, power)
Damages all creatures including the party in a given tile. direction
specifies the direction of the attack for projectiles or melee attacks (0=north, 1=east, 2=south, 3=west). damageType
must be one of the following: "physical"
, "fire"
, "poison"
, "cold"
, "shock"
. Damage is rolled individually for all creatures using the power as base value. See also DamageFlags
.
delayedCall(receiver, delay, functionName, ...)
Executes receiver.script.functionName(...)
after delay
in seconds. Accepts a variable number of arguments, but all arguments must be numbers or strings.
Example:
delayedCall("my_script_entity", 1.5, "doTheThing", "argument1", "argument2")
findEntity(id)
Returns an entity with given id or nil if no such entity exists.
getDirection(dx, dy)
Converts a delta-x and delta-y value (these are positive or negative differences in two square's coordinates) to a corresponding compass direction (0 to 3).
getForward(direction)
Converts direction, a number between 0 and 3 corresponding to a compass direction, to delta-x and delta-y values.
getMouseItem()
Returns the "mouse item", the item attached to the mouse pointer. If there is no mouse item, nil is returned.
hudPrint(text)
Prints a line of text to the text area at the bottom of the screen.
iff(cond, a, b)
Returns a
if cond
is true, otherwise returns b
.
playSound(sound)
Plays a sound effect. sound
must be a name of a built-in or custom sound effect.
playSoundAt(sound, level, x, y)
Plays a sound effect at given position. sound
must be a name of a built-in or custom sound effect.
print(...)
Prints all arguments to the console.
rollDamage(power)
Returns a random amount of damage for an attack with given power.
setMouseItem(item)
Sets the given item as mouse item, or destroys the mouse item if item is nil.
shootProjectile(projectile, level, x, y, direction, speed, gravity, velocityUp, offsetX, offsetY, offsetZ, attackPower, ignoreEntity, fragile, championOrdinal)
DOESN'T WORK IN LOG2
Shoots a projectile item. The parameters are:
-
projectile
The name of the item to shoot. -
level, x, y
The initial position of the projectile in a level. -
direction
The shooting direction (0=north, 1=east, 2=south, 3=west). -
speed
The speed of the projectile (metres/second). Typical values around 10. -
gravity
The gravity force in y-direction. Typical values around 0. -
velocityUp
The initial velocity in y-direction. Typically set to 0. -
offsetX, offsetY, offsetZ
3D offset in world space from the center of cell. -
attackPower
Attack power of the projectile. -
ignoreEntity
The entity to be ignored for collisions (or nil if the entity should not ignore any collisions). -
fragile
A boolean flag, if set the projectile is destroyed on impact. -
championOrdinal
A champion ordinal number, used for dealing experience points. This parameter is optional.
spawn(object, level, x, y, facing, elevation, [id])
Spawns a new object at given position on a dungeon level where x
and y
specify the x- and y-coordinates on the map and level
is a level index. facing
must be a number between 0 and 3 and it indicates the following directions: 0=north, 1=east, 2=south, 3=west. id
parameter is optional. If given it must be an unique id in the context of the dungeon. If not given an unique id is automatically generated.
toLocal(ox, oy, facing, x, y)
Given original X and Y coordinates, facing, and new X and Y coordinates, returns delta X and delta Y values local to facing. Meaning these are the steps the party would need to take to get from original coordinates to new. For example, toLocal(1,2,0,3,5)
returns (2,-3), the X and Y movement necessary for a party facing north to get from (1,2) to (3,5).
A positive delta means walk forward or right. A negative means backward or left.
vec(x, y, z, w)
Returns a new vector. All components are optional and default to 0.