diff --git a/docs/index.html b/docs/index.html index b62ecf257..7aa6bec2b 100644 --- a/docs/index.html +++ b/docs/index.html @@ -524,6 +524,9 @@
  • get_entities_by
  • +
  • + get_entities_by_draw_depth +
  • get_entities_by_type
  • @@ -713,6 +716,15 @@
  • activate_hundun_hack
  • +
  • + add_custom_type +
  • +
  • + add_money +
  • +
  • + add_money_slot +
  • change_poison_timer
  • @@ -758,6 +770,9 @@
  • get_character_heart_color
  • +
  • + get_current_money +
  • get_frame
  • @@ -767,6 +782,9 @@
  • get_frametime_unfocused
  • +
  • + get_hud +
  • get_id
  • @@ -3639,6 +3657,9 @@
  • QUEST_FLAG
  • +
  • + RECURSIVE_MODE +
  • RENDER_INFO_OVERRIDE
  • @@ -4295,6 +4316,13 @@

    get_entities_by

    ENT_TYPE> entity_types, int mask, LAYER layer)

    array<int> get_entities_by(ENT_TYPE entity_type, int mask, LAYER layer)

    Get uids of entities by some conditions (ENT_TYPE, MASK). Set entity_type or mask to 0 to ignore that, can also use table of entity_types. Recommended to always set the mask, even if you look for one entity type

    +

    get_entities_by_draw_depth

    +
    +

    Search script examples for get_entities_by_draw_depth

    +
    +

    array<int> get_entities_by_draw_depth(int draw_depth, LAYER l)

    array<int> get_entities_by_draw_depth(array draw_depths, LAYER l)

    +

    Get uids of entities by draw_depth. Can also use table of draw_depths. +You can later use filter_entities if you want specific entity

    get_entities_by_type

    local types = {ENT_TYPE.MONS_SNAKE, ENT_TYPE.MONS_BAT}
     set_callback(function()
         local uids = get_entities_by_type(ENT_TYPE.MONS_SNAKE, ENT_TYPE.MONS_BAT)
    @@ -4670,6 +4698,27 @@ 

    nil activate_hundun_hack(bool ac

    Activate custom variables for y coordinate limit for hundun and spawn of it's heads note: because those variables are custom and game does not initiate them, you need to do it yourself for each Hundun entity, recommending set_post_entity_spawn default game value are: y_limit = 98.5, rising_speed_x = 0, rising_speed_y = 0.0125, bird_head_spawn_y = 55, snake_head_spawn_y = 71

    +

    add_custom_type

    +
    +

    Search script examples for add_custom_type

    +
    +

    ENT_TYPE add_custom_type(array<ENT_TYPE> types)

    ENT_TYPE add_custom_type()

    +

    Adds new custom type (group of ENT_TYPE) that can be later used in functions like get_entities_by or set_(pre/post)_entity_spawn +Use empty array or no parameter to get new uniqe ENT_TYPE that can be used for custom EntityDB

    +

    add_money

    +
    +

    Search script examples for add_money

    +
    +

    int add_money(int amount, optional display_time)

    +

    Adds money to the state.money_shop_total and displays the effect on the HUD for money change +Can be negative, default display_time = 60 (about 2s). Returns the current money after the transaction

    +

    add_money_slot

    +
    +

    Search script examples for add_money_slot

    +
    +

    int add_money_slot(int amount, int player_slot, optional display_time)

    +

    Adds money to the state.items.player_inventory[player_slot].money and displays the effect on the HUD for money change +Can be negative, default display_time = 60 (about 2s). Returns the current money after the transaction

    change_poison_timer

    Search script examples for change_poison_timer

    @@ -4763,6 +4812,13 @@

    get_character_heart_color

    Color get_character_heart_color(ENT_TYPE type_id)

    Same as Player.get_heart_color

    +

    get_current_money

    +
    +

    Search script examples for get_current_money

    +
    +

    int get_current_money()

    +

    Just convenient way of getting the current amount of money +short for state->money_shop_total + loop[inventory.money + inventory.collected_money_total]

    get_frame

    Search script examples for get_frame

    @@ -4781,7 +4837,11 @@

    get_frametime_unfocused

    optional<double> get_frametime_unfocused()

    Get engine target frametime when game is unfocused (1/framerate, default 1/33).

    -

    get_id

    +

    get_hud

    +
    +

    Search script examples for get_hud

    +
    +

    HudData get_hud()

    get_id

    Search script examples for get_id

    @@ -10640,8 +10700,23 @@

    LevelGenSystem

    -ThemeInfo -themes[18] +array<ThemeInfo, 18> +themes + + + +int +flags + + + +int +flags2 + + + +int +flags3 @@ -15302,12 +15377,12 @@

    SoundMeta

    array<float, 38> left_channel - +Use VANILLA_SOUND_PARAM as index, warning: special case with first index at 0, loop using pairs will get you all results but the key/index will be wrong, ipairs will have correct key/index but will skip the first element array<float, 38> right_channel - +Use VANILLA_SOUND_PARAM as index warning: special case with first index at 0, loop using pairs will get you all results but the key/index will be wrong, ipairs will have correct key/index but will skip the first element bool @@ -15534,6 +15609,11 @@

    GameManager

    save_related + +BackgroundSound +main_menu_music + +

    GameProps

    @@ -15595,14 +15675,19 @@

    Items

    + + + + + - - - + + +
    Index of leader player in coop
    array<SelectPlayerSlot, MAX_PLAYERS>player_select
    array<Inventory, MAX_PLAYERS> player_inventory
    array<SelectPlayerSlot, MAX_PLAYERS>player_selectarray<Player, MAX_PLAYERS>playersTable of players, also keeps the dead body until they are destroyed (necromancer revive also destroys the old body)

    JournalProgressStainSlot

    @@ -19705,6 +19790,26 @@

    Entity

    +nil +kill_recursive(bool destroy_corpse, Entity responsible, optional mask, const array ent_types, RECURSIVE_MODE rec_mode) +Kill entity along with all entities attached to it. Be aware that for example killing push block with this function will also kill anything on top of it, any items, players, monsters etc.
    To a that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check mask, if the entity doesn't match, it will look in the provided ENT_TYPE's
    destroy_corpse and responsible are the standard parameters for the kill funciton + + +nil +kill_recursive(bool destroy_corpse, Entity responsible) +Short for using RECURSIVE_MODE.NONE + + +nil +destroy_recursive(optional mask, const array ent_types, RECURSIVE_MODE rec_mode) +Destroy entity along with all entities attached to it. Be aware that for example destroying push block with this function will also destroy anything on top of it, any items, players, monsters etc.
    To a that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check the mask, if the entity doesn't match, it will look in the provided ENT_TYPE's + + +nil +destroy_recursive() +Short for using RECURSIVE_MODE.NONE + + CallbackId set_pre_virtual(ENTITY_OVERRIDE entry, function fun) Hooks before the virtual function at index entry. @@ -24509,7 +24614,7 @@

    Drill

    nil -trigger() +trigger(optional play_sound_effect) @@ -31550,6 +31655,34 @@

    QUEST_FLAG

    +

    RECURSIVE_MODE

    +
    +

    Search script examples for RECURSIVE_MODE

    +
    + + + + + + + + + + + + + + + + + + + + + + + +
    NameDataDescription
    EXCLUSIVERECURSIVE_MODE::EXCLUSIVEIn this mode the provided ENT_TYPE and MASK will not be affected nor will entities attached to them
    INCLUSIVERECURSIVE_MODE::INCLUSIVEIn this mode the provided ENT_TYPE and MASK will be the only affected entities, anything outside of the specified mask or type will not be touched including entities attached to them
    For this mode you have to specify at least one mask or ENT_TYPE, otherwise nothing will be affected
    NONERECURSIVE_MODE::NONEIgnores provided ENT_TYPE and MASK and affects all the entities

    RENDER_INFO_OVERRIDE

    Search script examples for RENDER_INFO_OVERRIDE

    diff --git a/docs/light.html b/docs/light.html index cb0debc37..8fc3a20c1 100644 --- a/docs/light.html +++ b/docs/light.html @@ -524,6 +524,9 @@
  • get_entities_by
  • +
  • + get_entities_by_draw_depth +
  • get_entities_by_type
  • @@ -713,6 +716,15 @@
  • activate_hundun_hack
  • +
  • + add_custom_type +
  • +
  • + add_money +
  • +
  • + add_money_slot +
  • change_poison_timer
  • @@ -758,6 +770,9 @@
  • get_character_heart_color
  • +
  • + get_current_money +
  • get_frame
  • @@ -767,6 +782,9 @@
  • get_frametime_unfocused
  • +
  • + get_hud +
  • get_id
  • @@ -3639,6 +3657,9 @@
  • QUEST_FLAG
  • +
  • + RECURSIVE_MODE +
  • RENDER_INFO_OVERRIDE
  • @@ -4295,6 +4316,13 @@

    get_entities_by

    ENT_TYPE> entity_types, int mask, LAYER layer)

    array<int> get_entities_by(ENT_TYPE entity_type, int mask, LAYER layer)

    Get uids of entities by some conditions (ENT_TYPE, MASK). Set entity_type or mask to 0 to ignore that, can also use table of entity_types. Recommended to always set the mask, even if you look for one entity type

    +

    get_entities_by_draw_depth

    +
    +

    Search script examples for get_entities_by_draw_depth

    +
    +

    array<int> get_entities_by_draw_depth(int draw_depth, LAYER l)

    array<int> get_entities_by_draw_depth(array draw_depths, LAYER l)

    +

    Get uids of entities by draw_depth. Can also use table of draw_depths. +You can later use filter_entities if you want specific entity

    get_entities_by_type

    local types = {ENT_TYPE.MONS_SNAKE, ENT_TYPE.MONS_BAT}
     set_callback(function()
         local uids = get_entities_by_type(ENT_TYPE.MONS_SNAKE, ENT_TYPE.MONS_BAT)
    @@ -4670,6 +4698,27 @@ 

    nil activate_hundun_hack(bool ac

    Activate custom variables for y coordinate limit for hundun and spawn of it's heads note: because those variables are custom and game does not initiate them, you need to do it yourself for each Hundun entity, recommending set_post_entity_spawn default game value are: y_limit = 98.5, rising_speed_x = 0, rising_speed_y = 0.0125, bird_head_spawn_y = 55, snake_head_spawn_y = 71

    +

    add_custom_type

    +
    +

    Search script examples for add_custom_type

    +
    +

    ENT_TYPE add_custom_type(array<ENT_TYPE> types)

    ENT_TYPE add_custom_type()

    +

    Adds new custom type (group of ENT_TYPE) that can be later used in functions like get_entities_by or set_(pre/post)_entity_spawn +Use empty array or no parameter to get new uniqe ENT_TYPE that can be used for custom EntityDB

    +

    add_money

    +
    +

    Search script examples for add_money

    +
    +

    int add_money(int amount, optional display_time)

    +

    Adds money to the state.money_shop_total and displays the effect on the HUD for money change +Can be negative, default display_time = 60 (about 2s). Returns the current money after the transaction

    +

    add_money_slot

    +
    +

    Search script examples for add_money_slot

    +
    +

    int add_money_slot(int amount, int player_slot, optional display_time)

    +

    Adds money to the state.items.player_inventory[player_slot].money and displays the effect on the HUD for money change +Can be negative, default display_time = 60 (about 2s). Returns the current money after the transaction

    change_poison_timer

    Search script examples for change_poison_timer

    @@ -4763,6 +4812,13 @@

    get_character_heart_color

    Color get_character_heart_color(ENT_TYPE type_id)

    Same as Player.get_heart_color

    +

    get_current_money

    +
    +

    Search script examples for get_current_money

    +
    +

    int get_current_money()

    +

    Just convenient way of getting the current amount of money +short for state->money_shop_total + loop[inventory.money + inventory.collected_money_total]

    get_frame

    Search script examples for get_frame

    @@ -4781,7 +4837,11 @@

    get_frametime_unfocused

    optional<double> get_frametime_unfocused()

    Get engine target frametime when game is unfocused (1/framerate, default 1/33).

    -

    get_id

    +

    get_hud

    +
    +

    Search script examples for get_hud

    +
    +

    HudData get_hud()

    get_id

    Search script examples for get_id

    @@ -10640,8 +10700,23 @@

    LevelGenSystem

    -ThemeInfo -themes[18] +array<ThemeInfo, 18> +themes + + + +int +flags + + + +int +flags2 + + + +int +flags3 @@ -15302,12 +15377,12 @@

    SoundMeta

    array<float, 38> left_channel - +Use VANILLA_SOUND_PARAM as index, warning: special case with first index at 0, loop using pairs will get you all results but the key/index will be wrong, ipairs will have correct key/index but will skip the first element array<float, 38> right_channel - +Use VANILLA_SOUND_PARAM as index warning: special case with first index at 0, loop using pairs will get you all results but the key/index will be wrong, ipairs will have correct key/index but will skip the first element bool @@ -15534,6 +15609,11 @@

    GameManager

    save_related + +BackgroundSound +main_menu_music + +

    GameProps

    @@ -15595,14 +15675,19 @@

    Items

    + + + + + - - - + + +
    Index of leader player in coop
    array<SelectPlayerSlot, MAX_PLAYERS>player_select
    array<Inventory, MAX_PLAYERS> player_inventory
    array<SelectPlayerSlot, MAX_PLAYERS>player_selectarray<Player, MAX_PLAYERS>playersTable of players, also keeps the dead body until they are destroyed (necromancer revive also destroys the old body)

    JournalProgressStainSlot

    @@ -19705,6 +19790,26 @@

    Entity

    +nil +kill_recursive(bool destroy_corpse, Entity responsible, optional mask, const array ent_types, RECURSIVE_MODE rec_mode) +Kill entity along with all entities attached to it. Be aware that for example killing push block with this function will also kill anything on top of it, any items, players, monsters etc.
    To a that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check mask, if the entity doesn't match, it will look in the provided ENT_TYPE's
    destroy_corpse and responsible are the standard parameters for the kill funciton + + +nil +kill_recursive(bool destroy_corpse, Entity responsible) +Short for using RECURSIVE_MODE.NONE + + +nil +destroy_recursive(optional mask, const array ent_types, RECURSIVE_MODE rec_mode) +Destroy entity along with all entities attached to it. Be aware that for example destroying push block with this function will also destroy anything on top of it, any items, players, monsters etc.
    To a that, you can inclusively or exclusively limit certain MASK and ENT_TYPE. Note: the function will first check the mask, if the entity doesn't match, it will look in the provided ENT_TYPE's + + +nil +destroy_recursive() +Short for using RECURSIVE_MODE.NONE + + CallbackId set_pre_virtual(ENTITY_OVERRIDE entry, function fun) Hooks before the virtual function at index entry. @@ -24509,7 +24614,7 @@

    Drill

    nil -trigger() +trigger(optional play_sound_effect) @@ -31550,6 +31655,34 @@

    QUEST_FLAG

    +

    RECURSIVE_MODE

    +
    +

    Search script examples for RECURSIVE_MODE

    +
    + + + + + + + + + + + + + + + + + + + + + + + +
    NameDataDescription
    EXCLUSIVERECURSIVE_MODE::EXCLUSIVEIn this mode the provided ENT_TYPE and MASK will not be affected nor will entities attached to them
    INCLUSIVERECURSIVE_MODE::INCLUSIVEIn this mode the provided ENT_TYPE and MASK will be the only affected entities, anything outside of the specified mask or type will not be touched including entities attached to them
    For this mode you have to specify at least one mask or ENT_TYPE, otherwise nothing will be affected
    NONERECURSIVE_MODE::NONEIgnores provided ENT_TYPE and MASK and affects all the entities

    RENDER_INFO_OVERRIDE

    Search script examples for RENDER_INFO_OVERRIDE