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Lua Script API: Scripting & File Functions
Adds a Lua script into the game.
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path- The location of the Lua script file to be added. -
ignoreAlreadyRunning- An optional parameter, It will execute while ignoring the Lua script that it's running from.
Removes a Lua script into the game, can be used for improving performaces for crappy computers.
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path- The location of the Lua script file to be removed.
Checks if the Lua script is currently running; Returns a boolean.
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luaFile- The location of the Lua script file to be used.
Checks if multiple Lua scripts are current running; Returns a table.
Warning: These functions are broken at the moment, so uuuhhhhh don't use it.
Sets the current global variable from another Lua script with a new value.
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luaFile- The location of the Lua script file to be used. -
global- The variable inside the Lua script to get. -
val- The new value to be set.
Gets the current global variable from another Lua script current value; Returns a variable value.
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luaFile- The location of the Lua script file to be used. -
global- The variable inside the Lua script to get.
Calls a global function from other Lua script.
Note: All parameters are optional to use for some reason.
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luaFile- The location of the Lua script file to be used. -
funcName- The function name to be used. -
args- The value(s) passed on the function parameter(s).
callOnLuas(?funcName:String, ?args:Array<Dynamic>, ignoreStops=false, ignoreSelf=true, ?exclusions:Array<String>)
Calls a global function from every Lua scripts.
Note: All parameters are optional to use for some reason.
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funcName- The function name to be used. -
args- The value(s) passed on the function parameter(s). -
ignoreStops- (Researching) -
ignoreSelf- (Researching) -
exclusions- Exclusion of Lua script(s) to prevent the function from calling them. (Possible)
Gets the text content from a txt file.
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path- The location of thetxtfile to be used -
ignoreMods- An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder.
Gets the contents of the folder; Returns a table.
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folder- The location of the folder to be used; Starts outside themodfolder by defualt.
Changes the specific file contents and saves it.
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path- The location of the file to be change -
content- The file contents to be changed or modified, use double brackets[[]]. -
absolute- An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder.
Deletes the specific file literally.
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path- The location of the file to be deleted.
Checks if the file exist or not.
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filename- The location of the Lua script file to be used. -
absolute- An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder.
Checks if the sprite object exist inside the stage or script; Returns a boolean.
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tag- The sprite object tag name to be used.
Checks if the text object exist inside the stage or script; Returns a boolean.
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tag- The text object tag name to be used.
Checks if the sound object exist inside the stage or script; Returns a boolean.
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tag- The sound object tag name to be used.
Imports haxe librarys into the interpreter. Basically an import statement in Haxe which imports specific packages into Haxe like sprites, text, tweens, etc.
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libName- The library name. -
libPackage- An optional parameter, The library package.
Examples:
- Imports the sound library:
addHaxeLibrary('FlxSound', 'flixel.system') - Imports shader filters:
addHaxeLibrary('ShaderFilter', 'openfl.filters') - Imports CoolUtil:
addHaxeLibrary('CoolUtil')
In Haxe:
package; // they are directories that contain modules, i dunno how it works; but very important to use.
// import library_package.library_name | <-- Thats the syntax
import flixel.system.FlxSound; // Imports the sound package
import openfl.filters.ShaderFilter; // Imports the shader filter package
import CoolUtil; // Imports CoolUtil haxe file, i think
// Also the semi colon ';' character is very important when declaring functions, packages, variables, etc.Executes the haxe code.
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codeToRun- The haxe code to be run, use double brackets[[]].
Example:
function onCreatePost()
addHaxeLibrary('FlxText', 'flixel.text')
runHaxeCode([[
var textContent = ['Among us', 'This is a Text', 'Haxe is kinda cool']; // Array
var textDisplay = new FlxText(0, 0, 0, textContent[0], 35, false); // makeLuaSprite
textDisplay.cameras = [game.camHUD]; // setObjectCamera
textDisplay.screenCenter(); // screenCenter
game.add(textDisplay); // addLuaText
]])
endGets the specified Lua object tag to imported inside the runHaxeCode() function.
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tag- The object tag name to get.
Example:
function onCreate()
makeLuaSprite('graphicThingy', nil, 0, 0)
makeGraphic('graphicThingy', 1000, 1000, 'ff00ff')
addLuaSprite('graphicThingy', true)
runHaxeCode([[
var theLuaTag = game.getLuaObject('LuaTag'); // gets the lua tag
theLuaTag.cameras = [game.camHUD]; // Sets it into 'camHUD'
theLuaTag.alpha = 0.5; // Sets the opacity to '0.5'
theLuaTag.angle = 180; // Sets the angle to '180'
]])
endSets the current global Haxe variable with a new value. Or initializes the creation of a global Haxe variable.
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name- The name of the global Haxe variable to be used. -
value- The new value to be set.
Example:
function onCreate()
addHaxeLibrary('FlxText', 'flixel.text')
runHaxeCode([[
var textContent = ['Among us', 'This is a Text', 'Haxe is kinda cool']; // Array
setVar('importArray', textContent); // Initiates the global var
]])
runHaxeCode([[
var getArray = getVar('importArray'); // Gets the global var
var textDisplay = new FlxText(0, 0, 0, getArray[0], 35, false);
textDisplay.cameras = [game.camHUD];
textDisplay.screenCenter();
game.add(textDisplay);
]])
endGets the current global Haxe variable current value from another runHaxeCode() function.
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name- The name of the global Haxe variable to get.
Removes the global Haxe variable permanently.
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name- The name of the global Haxe variable to removed.
Initializes/Creates the save data making it able to be called anywhere. This function is recommended to be place above the save data functions for obvious reasons.
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name- The name of the save data to be used. -
folder- An optional parameter, The folder to be loaded or be created.
Deletes the save data, if not used anymore; Returns a nil value.
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name- The name of the save data to be used.
Sets the current data field with a new value. Or creates a data field with a specify value of the data field.
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name- The name of the save data to be used. -
field- The name of the data field to be used. -
value- The new value to be set or the specific value to be used, Like anArray,String,Number, etc.
Gets the current data field current value; Returns the data field value.
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name- The name of the save data to be used. -
field- The name of the data field to be used.
Checks the specific starting section of the string; Returns a boolean.
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str- The string to be used. -
start- The starting section to be called.
Checks the specific ending section of the string; Returns a boolean.
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str- The string to be used. -
end- The ending section to be called.
Splits the string into multiple strings; Returns a table.
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str- The string to be split. -
split- The pattern of the string to split.
Example: stringSplit('A, B, C, D', ', ')[1], it will return A.
Removes any whitspace characters from the string. Or you could just use (string):gsub('% ', '') which functions the same. So this function is confirmed useless, so don't even bother using it lmao.
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str- The string to be trimmed.
Randomizes the Int number from min to max values.
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min- The minimum value. -
max- The maximum value.
Randomizes the Float number from min to max values.
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min- The minimum value. -
max- The maximum value.
Randomizes the chances of returning a true value.
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chance- The percent of it beingtrue; Goes from0to100; Defualt value:50.
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- Event Callbacks
- Custom Sprite
- Custom Text
- Object Functions
- General Functions
- Scripting & File Functions
- Game Input Control Functions
- Language Translation
- HScript Functions
- Custom Substates
- Custom Shaders
- Deprecated & Removed Functions
- Sound & Music Functions
- Tweens & Timers Functions
- Reflection Functions
- Variables