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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, if not used anymore.
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path- The location of the Lua script file to be removed.
Sets the variable globally across all currently active Lua scripts.
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varName- The variable name to be referenced. -
arg- The value for the variable to use. -
ignoreSelf- (Still researching) -
exclusions- (Still researching)
callOnLuas(funcName:String, ?args:Array<Dynamic> = null, ?ignoreStops = false, ?ignoreSelf:Bool = true, ?excludeScripts:Array<String> = null, ?excludeValues:Array<Dynamic> = null)
Sets the function globally across all currently active Lua scripts.
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funcName- The function name to be referenced. -
args- An optional parameter, The arguement(s) to be passed on the function. -
ignoreStops- (Still researching) -
ignoreSelf- (Still researching) -
excludeScripts- (Still researching) -
excludeValues- (Still researching)
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 weirdly buggy, it somehow works and other times it doesn't?????.
Calls a global variable from another Lua script and sets the current value with a new one.
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luaFile- The location of Lua script to be referenced. -
global- The global variable from the Lua script to get. -
val- The new value to be set for the variable.
Calls a global variable from another script and gets the current value.
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luaFile- The location of Lua script to be referenced. -
global- The global variable from the Lua script to get.
Calls a global function from another Lua script.
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luaFile- The location of Lua script to be referenced. -
funcName- The function name from the Lua script to get. -
args- An optional parameter, The arguement(s) to be passed to the function.
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.
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.
Lua Equivalent:
function string.startsWith(str, pattern)
return str:match('^'..pattern) and true or false
endChecks 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.
Lua Equivalent:
function string.endWith(str, pattern)
return str:match(pattern..'$') and true or false
endSplits 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.
Lua Equivalent:
function string.split(str, sep)
local words = {}
for w in string.gmatch(str, "([^"..sep.."]+)") do
table.insert(words, w)
end
return words
endExample: stringSplit('A, B, C, D', ', ')[1], it will return A.
Removes any whitspace characters from the string. Or you could just use ('string'):gsub('%s*', '') 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. -
exclude- An optional parameter, The interger numbers to exclude when randomizing; Example:1, 2, 4.
Randomizes the Float number from min to max values.
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min- The minimum value. -
max- The maximum value: Defualt value:1. -
exclude- An optional parameter, The floating-point numbers to exclude when randomizing; Example:0.1, 2.5, 6.9.
Randomizes the chances of returning a true value.
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chance- The percent of it beingtrue; Goes from0to100; Default value:50.
Sets the current global variable with a new value. Or initializes the creation of a global variable if there is no global variable. This allows to access variable from other scripts, but only if the script is currently executed.
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varName- The variable to be referenced. -
value- The specified type of value for the variable to use or to over-write.
Gets the current global variable current value.
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varName- The variable to be referenced.
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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