author | Wuzzy |
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#summary List of gameplay-related functions in the Lua API |
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#labels !LuaFunctions |
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= Lua API: Gameplay functions = |
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This page is a list of all gameplay-related functions in the [LuaAPI Lua API]. |
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<wiki:toc max_depth="3" /> |
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== `GameFlags` functions == |
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`GameFlags` are boolean settings of the game. You should call these functions only in the `onGameInit` [LuaEvents event]. See [LuaGlobals#GameFlags]. |
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=== <tt>!ClearGameFlags()</tt> === |
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Disables *all* !GameFlags. |
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=== <tt>!DisableGameFlags(gameflag, ...)</tt> === |
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Disables the listed !GameFlags, without changing the status of other !GameFlags. |
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=== <tt>!EnableGameFlags(gameflag, ...)</tt> === |
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Enables the listed !GameFlags, without changing the status of other !GameFlags. In missions, no !GameFlags are set initially. |
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=== <tt>!GetGameFlag(gameflag)</tt> === |
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Returns `true` if the specified gameflag is enabled, otherwise `false`. |
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== Turns == |
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=== <tt>SkipTurn()</tt> === |
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Forces the current hedgehog to skip its turn. |
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=== `EndTurn([noTaunts])` === |
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Ends the current turn immediately. |
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Normally, a “Coward” taunt may be played and an announcer message may be shown (depending on the situation). Set the optional `noTaunts` parameter to `true` to force the engine to never play a taunt or show a message. `noTaunts` is `false` by default. |
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=== <tt>Retreat(time [, respectGetAwayTimeFactor])</tt> === |
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Forces the current turn into the retreating phase, as if the hog made an attack. That is, the current hedgehog is unable to attack or select a weapon, only movement is possible until the retreat time is up. |
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The retreat time must be set with `time` in milliseconds. By default, this time is automatically multiplied with get-away time percentage from the game scheme for seamless integration with schemes. If you want to ignore the game scheme and set the retreat time to a fixed value, set `respectGetAwayTimeFactor` to `false`. |
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If the current hedgehog was busy doing an attack, the attack is aborted, no shot is made. If this function is called in the ready phase of a turn, the ready phase continues normally, but the turn will begin in the retreat phase instead. |
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Note: If you want the turn to end instantly, it is recommended to use `EndTurn` instead. |
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=== <tt>!SetTurnTimeLeft(newTurnTimeLeft)</tt> === |
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Set the remaining turn time in milliseconds. The current remaining turn time can be read from the variable `TurnTimeLeft`. |
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=== <tt>!SetReadyTimeLeft(newReadyTimeLeft)</tt> === |
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Set the remaining ready time in milliseconds. This function should only be called in onNewTurn. The current remaining ready time can be read from the variable `ReadyTimeLeft`. |
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=== <tt>!SetTurnTimePaused(isPaused)</tt> === |
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Pauses the turn time indefinitely if `isPaused` is set to `true`, disabled the turn time pause if `isPaused` is set to `false`. |
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=== <tt>!GetTurnTimePaused()</tt> === |
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Returns `true` if the turn time is currently paused by `SetTurnTimePaused`, otherwise returns `false`. |
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=== <tt>!EndGame()</tt> === |
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Makes the game end. |
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== Environment == |
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=== <tt>!SetGravity(percent)</tt> === |
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Changes the current gravity of the game in percent (relative to default, integer value). |
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Setting it to 100 will set gravity to default gravity of Hedgewars, 200 will double it, etc. |
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=== <tt>!GetGravity()</tt> === |
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Returns the current gravity in percent. |
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=== <tt>!SetWaterLine(waterline)</tt> === |
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Sets the water level (`WaterLine`) to the specified y-coordinate. |
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=== <tt>!SetWind(windSpeed)</tt> === |
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Sets the current wind in the range of -100 to 100 inclusive. Use together with `gfDisableWind` for full control. |
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=== <tt>!GetWind()</tt> === |
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Returns current wind, expressed as a floating point number between -100 to 100 inclusive. Note there may be rounding errors. |
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=== <tt>!SetMaxBuildDistance(distInPx)</tt> === |
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Sets the maximum building distance for of girders and rubber bands in pixels to `distInPx`. If `distInPx` is `0`, the limit is disabled. If called without arguments, the distance will be reset to the default value. |
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=== <tt>Explode(x, y, radius[, options])</tt> === |
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Cause an explosion or erase land, push or damage gears. |
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By default, an explosion destroys a circular piece of land and damages and pushes gears in its radius. |
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The explosion occurs at coordinates `(x, y)` with the given `radius`. Assuming 100% damage, the explosion damage at the center equals the explosion radius. |
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The explosion will also have a visual effect (by spawning an explosion visual gear), unless the radius is very small. |
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`options` is a bitmask which can be used to tweak how the explosion behaves: |
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|| *Flag* || *Meaning* || |
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|| `EXPLAutoSound` || Plays an appropriate sound || |
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|| `EXPLNoDamage` || Deal no damage to gears || |
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|| `EXPLDoNotTouchHH` || Do not push hedgehogs || |
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|| `EXPLDoNotTouchAny` || Do not push any gears || |
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|| `EXPLDontDraw` || Do not destroy land || |
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|| `EXPLForceDraw` || Destroy land, even if `gfSolidLand` is active || |
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|| `EXPLNoGfx` || Do not show an explosion animation and do not shake the screen || |
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|| `EXPLPoisoned` || Poison all hedgehogs in explosion radius || |
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`options` is assumed to be `EXPLAutoSound` by default. Set `options` to 0 to disable all flags. |
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Examples: |
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<code language="lua"> |
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-- Simple explosion at (100, 50) with radius 50 |
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Explode(100, 50, 50) |
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-- Simple explosion without sound |
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Explode(100, 50, 50, 0) |
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-- Fake explosion which only pushes gears but deals no damage to gears and terrain |
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Explode(500, 1000, 50, EXPLAutoSound + EXPLNoDamage + EXPLDontDraw) |
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-- Erase a circle of land without side effects |
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Explode(500, 100, 100, EXPLNoDamage + EXPLDoNotTouchAny + EXPLNoGfx) |
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</code> |
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=== <tt>!GetEngineString(stringType, msgId)</tt> (1.1.0-dev) === |
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Returns a string that is used in the engine in localized form. For example, "Round draw!". Useful to avoid repeating common gameplay-relevant texts in Lua which reduces redundancy. |
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* `stringType`: One of: |
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120 |
* `"TMsgStrId"` for basic messages (section `01` in `en.txt`) or |
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* `"TGoalStrId"` for strings used to describe game rules in the mission panel (section `05` in `en.txt`) |
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2260 | 122 |
* `msgId`: The corresponding message ID (see [StringIDs]) |
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|
124 |
Example: |
|
125 |
<code language="lua"> |
|
126 |
-- Shows the "round draw" text from the engine, localized to the player's language |
|
127 |
AddCaption(GetEngineString("TMsgStrId", sidDraw), capcolDefault, capgrpGameState) |
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128 |
</code> |
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For engine strings that use placeholders like `%1`, you can use `formatEngineString` from the [LuaLibraryUtils `Utils` library]. |
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== Ammo == |
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=== <tt>!SetAmmo(ammoType, count, probability, delay, numberInCrate)</tt> === |
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This updates the settings (initial ammo, crate probability, etc.) for a specified [AmmoTypes ammo type]. This must only be used in the `onAmmoStoreInit()` [LuaEvents event handler]. In other places, this function will not work. |
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In Lua missions, for *all* ammo types, the ammo count, probability, delay and number in crates is set to 0 initially. Note: This also includes skip! |
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Parameters: |
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* `ammoType`: Ammo type to be set |
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* `count`: Initial ammo count. 9 = infinite |
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* `probability`: Crate probability. Value between 0 (never) and 8 (highest probability) |
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* `delay`: Number of rounds this ammo is delayed |
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* `numberInCrate`: Amount of ammo in a crate |
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Example: |
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<code language="lua"> SetAmmo(amShotgun, 9, 0, 0, 0) -- unlimited amount of shotgun ammo for players |
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SetAmmo(amGrenade, 0, 0, 0, 3) -- crates should contain always three grenade |
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SetAmmo(amSkip, 9, 0, 0, 0) -- enable skip</code> |
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Hint: It is recommended to always enable skip in missions. Only in exceptional circumstances you should choose to not enable skip. |
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=== <tt>!GetAmmo(ammoType)</tt> === |
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Returns ammo settings (initial ammo, crate probability, etc.) for a specified [AmmoTypes ammo type]. This function is analogue to `SetAmmo`. |
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This function returns four numbers, in this order: initial ammo count, probability, delay and number in crate. These values correspond to the parameters 2-5 provided in `SetAmmo` and have the same meaning. |
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The `delay` has a special case. If `delay` is 10000 or greater, then this means you're in the hedgehog placement phase. To get the “true” delay (after the placement phase is over), you must subtract 10000 from this value. |
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Example: |
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<code language="lua">count, prob, delay, numberInCrate = GetAmmo(amGrenade) -- Get ammo settings of amGrenade</code> |
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=== <tt>!SetAmmoDelay(ammoType, delay)</tt> === |
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Changes the delay of a specified [AmmoTypes Ammo Type]. If `delay` is set to `9999`, the ammo type is disabled indefinitely. |
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=== <tt>!SetAmmoTexts(ammoType, name, caption, description [, showExtra])</tt> === |
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Allows you to overwrite the displayed name and tooltip descriptions of a given ammo type. This function must only be called either inside the `onGameStart` callback function, or after the engine has called `onGameStart`. |
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* `ammoType`: The ammo type to set the text for |
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* `name`: Name of the ammo type (e.g. “Grenade” for `amGrenade`), affects both name in ammo menu and in the “ticker” message on the screen top. |
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* `caption`: The second line in the ammo menu (below the title). E.g. “Timed grenade” for `amGrenade`. |
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* `description`: Description text in ammo menu, below the caption. |
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* `showExtra`: If `false` the special “extra” text line like “Weapon is not yet available” or “Weapon does not end turn” will be suppressed |
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`title`, `caption`, `description` can be `nil`, in which case they will be reverted to the engine default value. This function returns `nil`. |
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Example: |
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<code language="lua"> |
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-- Overwrites bazooka name and description |
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SetAmmoTexts(amBazooka, "Spoon Missile", "Crazy weapon", "This crazy weapon looks like a spoon and explodes on impact.|Attack: Hold to launch with more power")</code> |
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=== <tt>!SetAmmoDescriptionAppendix(ammoType, descAppend)</tt> === |
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Will set a string `descAppend` to be appended below the “core” description (ammo tooltip) of the specified `ammoType`, without changing the ordinary description. |
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Note that calling this function always sets the complete appended string, you can't use this function to append multiple texts in row. |
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This function is recommended if you have tweaked an existing ammo type only a little and want to keep the original description intact as much as possible. |
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Example: |
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<code language="lua"> |
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-- Appends a text to the ammo tooltip of the bazooka but leaves name and main description intact |
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SetAmmoTexts(amBazooka, "This weapon deals double the damage than usually.")</code> |
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=== <tt>!AddAmmo(gearUid, ammoType [, ammoCount])</tt> === |
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Adds or sets the amount of ammo to the specified hedgehog gear. |
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1971 | 198 |
If `ammoCount` is `nil`, then X ammos of the type `ammoType` will be added to `gearUid`, where X equals the “number in crate” setting of the weapon scheme, or, if `onAmmoStoreInit()` is used, X equals the `numberInCrate` argument passed via `SetAmmo()` in the `onAmmoStoreInit()` [LuaEvents event handler]. Note that if you use `onAmmoStoreInit()`, `numberInCrate` defaults to 0 if `SetAmmo()` was not called for the ammo type before. |
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If `ammoCount` is a number, the ammo will *not* be added, but instead set to `ammoCount`. A value of `0` will remove the ammo, a value of `AMMO_INFINITE` will set it to infinite. |
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Note: By default, ammo is per-team, so calling `AddAmmo` for a hedgehog will add/set the ammo for the whole team. The game flags `gfPerHogAmmo` and `gfSharedAmmo` change how ammo is managed in the game, so these game flags also affect `AddAmmo`. |
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=== <tt>!GetAmmoName(ammoType [, ignoreOverwrite ])</tt> === |
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Returns the localized name for the specified `ammoType`, taking an ammo name overwritten by `SetAmmoTexts` into account. If `ignoreOverwrite` is `true`, this function will always return the original ammo name of the weapon and ignores names which may have been overwritten by `SetAmmoTexts`. |
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=== <tt>!SetAmmoSlot(ammoType, slot)</tt> === |
1940 | 208 |
Sets the slot number of `ammoType` to the given `slot` (counting starts from 1). |
209 |
||
210 |
Use with care! It is your responsibility that each ammo slot does not hold more weapons than the maximum ammo menu width, otherwise, crashes are possible. Test with a full ammo menu to be sure. |
|
211 |
||
212 |
Use this function only if you absolutely must! For usability reasons and to help the player's muscle memory, we should normally not re-arrange the weapons. This function was actually only created for the “Frenzy” game style in which we needed to re-arrange the ammo slots to give each weapon an unique ammo slot. |
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213 |
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== Map == |
215 |
=== <tt>!MapHasBorder()</tt> === |
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Returns `true`/`false` if the map has a border or not. |
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=== <tt>!TestRectForObstacle(x1, y1, x2, y2, landOnly)</tt> === |
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Checks the rectangle between the given coordinates for possible collisions. Set `landOnly` to `true` if you don’t want to check for collisions with gears (hedgehogs, etc.). |
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=== <tt>!PlaceGirder(x, y, frameIdx)</tt> === |
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Attempts to place a girder with centre points `x`, `y` and a certain length and orientation, specified by `frameIdx`. The girder can only be placed in open space and must not collide with anything so this function may fail. It will return `true` on successful placement and `false` on failure. |
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These are the accepted values for `frameIdx`: |
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|| *`frameIdx`* || *Length* || *Orientation* || |
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|| 0 || short || horizontal || |
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|| 1 || short || decreasing right || |
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|| 2 || short || vertical || |
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|| 3 || short || increasing right || |
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|| 4 || long || horizontal || |
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|| 5 || long || decreasing right || |
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|| 6 || long || vertical || |
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|| 7 || long || increasing right || |
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=== <tt>!PlaceRubber(x, y, frameIdx)</tt> === |
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Attempts to place a rubber with centre points `x`, `y` and a certain orientation, specified by `frameIdx`. The rubber can only be placed in open space and must not collide with anything so this function may fail. It will return `true` on successful placement and `false` on failure. |
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These are the accepted values for `frameIdx`: |
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|| *`frameIdx`* || *Orientation* || |
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|| 0 || horizontal || |
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|| 1 || decreasing right || |
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|| 2 || vertical || |
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|| 3 || increasing right || |
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=== <tt>!PlaceSprite(x, y, sprite, frameIdx, tint, behind, flipHoriz, flipVert, [, landFlag, ...])</tt> === |
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Places a [Sprites sprite] at the specified position (`x`, `y`) on the map, it behaves like terrain then. Unlike `PlaceGirder`, this function does not check for collisions, so the sprite can be placed anywhere within map boundaries. The function returns `true` if the placement was successful, `false` otherwise. `frameIdx` is the frame index starting by 0. `frameIdx` is used if the sprite consists of several sub-images. Only a subset of the sprites is currently supported by this function: |
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* `sprAmGirder` |
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* `sprAmRubber` |
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* `sprAMSlot` |
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* `sprAMAmmos` |
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* `sprAMAmmosBW` |
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* `sprAMCorners` |
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* `sprHHTelepMask` |
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* `sprTurnsLeft` |
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* `sprSpeechCorner` |
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* `sprSpeechEdge` |
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* `sprSpeechTail` |
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* `sprTargetBee` |
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* `sprThoughtCorner` |
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* `sprThoughtEdge` |
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* `sprThoughtTail` |
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* `sprShoutCorner` |
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* `sprShoutEdge` |
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* `sprShoutTail` |
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* `sprBotlevels` |
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* `sprIceTexture` |
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* `sprCustom1` |
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* `sprCustom2` |
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`tint` is for an RGBA colouring to apply, this works about the same as `Tint` in gears. If `nil`, the original color is used. |
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`behind` indicates the sprite should not replace existing land. |
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`flipHoriz` and `flipVert` are for mirroring the sprite vertically and horizontally before placing, respectively. |
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The 9th and later arguments specify land flags (see the constants section) to be used for the newly created terrain. If omitted, `lfNormal` is assumed. |
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Example: |
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<code language="lua">PlaceSprite(2836, 634, sprAmGirder, 5) |
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-- Places the girder sprite as normal terrain at (2836, 634). The `frameIdx` 5 is for the long decreasing right girder.</code> |
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<code language="lua">PlaceSprite(1411, 625, sprAmRubber, 1, nil, nil, nil, nil, lfBouncy) |
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-- Places the rubber band sprite as bouncy terrain at (2836, 634). The `frameIdx` 1 is for the decreasing right rubber band.</code> |
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=== <tt>!EraseSprite(x, y, sprite, frameIdx, eraseOnLFMatch, onlyEraseLF, flipHoriz, flipVert, [, landFlag, ...])</tt> === |
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Erases a [Sprites sprite] at the specified position (`x`, `y`) on the map. `frameIdx` is the frame index starting by 0. `sprite`, `frameIdx`, `flipHoriz` and `flipVert` behave the same as in `PlaceSprite`. For `sprite`, the same subset of sprites is permitted. |
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Set `eraseOnLFMatch` to `true` to erase all land for a pixel that matches any of the passed in land flags. This is useful if, for example, an `lfBouncy` sprite was placed “behind” land using `PlaceSprite` and you want to remove it without destroying the non-bouncy terrain. |
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Set `onlyEraseLF` to `true` to only remove specific land flags. If for example a sprite consists of `lfIndestructible` and `lfBouncy`, and you call `EraseSprite` with `onlyEraseLF` and `lfIndestructible` set, the sprite will remain bouncy but can be destroyed. You can use this to entirely remove all land flags from a sprite—at this point the sprite will be visual only, painted on the map but with no collision. |
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Examples: |
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<code language="lua">EraseSprite(2836, 634, sprAmGirder, 5) |
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-- Removes the girder sprite at (2836, 634). The frameIdx 5 is for the long decreasing right girder.</code> |
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<code language="lua">EraseSprite(1411, 625, sprAmRubber, 1, true, true, nil, nil, lfIndestructible) |
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-- Removes indestructibility from a rubber band sprite at (2836, 634). The frameIdx 1 is for the decreasing right rubber band.</code> |
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=== <tt>!AddPoint(x, y [, width [, erase] ])</tt> === |
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This function is used to draw your own maps using Lua. The maps drawn with this are of type “hand-drawn”. |
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The function takes a `x`,`y` location, a `width` (means start of a new line) and `erase` (if `false`, this function will draw normally, if `true`, this function will erase drawn stuff). |
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This function must be called within `onGameInit`, where `MapGen` has been set to `mgDrawn`. You also should call `FlushPoints` when you are finished with drawing. |
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See [LuaDrawning] for some examples. |
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=== <tt>!FlushPoints()</tt> === |
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Makes sure that all the points/lines specified using `AddPoint` are actually applied to the map. This function must be called within `onGameInit`. |
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== Current hedgehog == |
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=== <tt>!GetCurAmmoType()</tt> === |
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Returns the currently selected [AmmoTypes Ammo Type]. |
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=== <tt>!SwitchHog(gearUid)</tt> === |
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This function will switch to the hedgehog with the specifiedd `gearUid`. |
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=== <tt>!SetWeapon(ammoType)</tt> === |
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Sets the selected weapon of `CurrentHedgehog` to one of the [AmmoTypes Ammo Type]. |
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Examples: |
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<code language="lua"> |
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SetWeapon(amBazooka) -- select the bazooka (if hog has one) |
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</code> |
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<code language="lua"> |
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SetWeapon(amNothing) -- unselects the weapon. |
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</code> |
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=== <tt>!SetNextWeapon()</tt> === |
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This function makes the current hedgehog switch to the next weapon in list of available weapons. It can be used for example in trainings to pre-select a weapon. |
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=== <tt>!SetInputMask(mask)</tt> === |
1796 | 338 |
Masks specified player input. `mask` is a gear message bitmask (see [GearMessages]). This means that Hedgewars ignores certain player inputs, such as walking or jumping. However, the controls [LuaEvents event functions] such as `onAttack` or `onLeft` will still be called, even when masked. |
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339 |
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Example: |
1796 | 341 |
<code language="lua"> -- masks the long and high jump commands, making it impossible to jump |
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342 |
SetInputMask(band(0xFFFFFFFF, bnot(gmLJump + gmHJump))) |
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-- clears input mask, allowing player to take actions |
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344 |
SetInputMask(0xFFFFFFFF) |
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</code> |
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346 |
*Note*: Using the input mask is an effective way to script uninterrupted cinematics, or create modes such as No Jumping. |
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347 |
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2104 | 348 |
*Note*: If you use the [LuaLibraryAnimate Animate library], you should not call `SetInputMask` directly and use `AnimSetInputMask` from the library instead. This is because the Animate library uses `SetInputMask` internally. |
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350 |
See also [GearMessages]. |
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351 |
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1757 | 352 |
=== <tt>!GetInputMask()</tt> === |
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353 |
Returns the current input mask of the player. |
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354 |
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=== <tt>!SetVampiric(bool)</tt> === |
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Toggles vampirism mode for this turn. Set `bool` to `true` to enable (same effect as if the hedgehog has used Vampirism), `false` to disable. |
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2232 | 358 |
=== <tt>!GetVampiric()</tt> === |
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359 |
Returns true if vampirism mode is currently active. |
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360 |
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=== <tt>!SetLaserSight(bool)</tt> === |
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Toggles laser sight for this turn. Set `bool` to `true` to enable (same effect as if the hedgehog has used Laser Sight), `false` to disable. |
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2232 | 364 |
=== <tt>!GetLaserSight()</tt> === |
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365 |
Returns true if laser sight (as utility) is currently active. The sniper rifle's built-in laser sight does not count. |
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2232 | 367 |
=== <tt>!EnableSwitchHog()</tt> === |
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368 |
Enable hog switching mode for the current hedgehog. This function should be called while the hedgehog is standing on solid ground (`GetFlightTime` returns 0). |
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369 |
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370 |
Internally, this tries to spawn a `gtSwitcher` gear which, as long it exists, handles the hog switching. You can delete this gear to stop the hog switching prematurely. If there already is a `gtSwitcher` gear, no additional gear is spawned. |
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371 |
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372 |
On success, returns the `gtSwitcher` gear being spawned or, if hog switching mode is already active, returns the exsting gear. On failure, returns `nil`. |
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|
1757 | 374 |
== Clans and teams == |
375 |
=== <tt>!AddTeam(teamname, color, grave, fort, voicepack, flag)</tt> === |
|
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376 |
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377 |
Adds a new team. |
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378 |
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379 |
You *must* call it only in `onGameInit`. |
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380 |
You *must* add at least one hedgehog with `AddHog` after calling this. The engine does not support empty teams. |
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381 |
`AddTeam` is only supported for singleplayer missions. You *must not* call this function in multiplayer. |
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382 |
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383 |
Arguments: |
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384 |
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* `teamname`: The name of the team (might be force-changed) |
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386 |
* `color`: Team color, usually a number from -9 to -1 (see below) |
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387 |
* `grave`: The name of the team’s grave (equals file name without the suffix) |
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388 |
* `fort`: The name of the team’s fort (equals file name without the suffix and without the letter “L” or “R” before that suffix) |
1951 | 389 |
* `voicepack`: The name of the team’s voice pack (equals the directory name). Since version 1.0.0, you can append “`_qau`” so Hedgewars will automatically pick the appropriate language version of the voicepack (e.g. instead of “Default”, use “`Default_qau`”). This is preferred. |
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390 |
* `flag`: Optional argument for the name of the team’s flag (equals the file name case-sensitively without the suffix). If set to `nil` or the flag can not be found on the local computer, the flag “hedgewars” is used. |
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391 |
|
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392 |
Since version 1.0.0, the team name might be force-changed in case of a naming collision. Since version 1.0.0, this function returns two values: `<real team name>, <team index>`. For functions that need the team name as input (lke `DismissTeam`), you must use this returned `<real team name>`. |
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393 |
|
1778 | 394 |
==== Clan color ==== |
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395 |
Each team must have a color. The color also determines clan membership: Teams with equal color are in the same clan. |
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396 |
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397 |
The team color is specified as a number from -9 to -1. This will select one of the 9 possible team colors as specified in the player's settings. As the actual colors are set by the player, you can't predict them, but you can usually trust these defaults: |
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398 |
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399 |
* `-1`: red |
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400 |
* `-2`: blue |
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401 |
* `-3`: cyan |
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402 |
* `-4`: purple |
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403 |
* `-5`: magenta |
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404 |
* `-6`: green |
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405 |
* `-7`: orange |
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406 |
* `-8`: brown |
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407 |
* `-9`: yellow |
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408 |
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409 |
An older (and now discouraged) method of specifying the color is by hardcoding it as an RGB color (i.e. `0xDD0000`). This practice is now strongly discouraged because it will ignore the player-chosen color (which is *bad* for players with color blindness) and in 99% of cases you don't need it anyway. It should be only used for testing and debugging. |
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410 |
|
1919 | 411 |
==== Voicepack language ==== |
412 |
[Voicepacks] can be localized. A localized voicepack has the language code in its name after an underscore, e.g. “Default_pl” is the Polish version of “Default”. If you specify the exact name in `voicepack`, Hedgewars uses this exact language version. But if you replace the language suffix with `_qau`, Hedgewars will try to pick the appropriate localized version of that voicepack, depending on the user's language, if a localized version exists. If not, Hedgewars will pick the version of the voicepack without a language suffix (which is English, normally). |
|
413 |
||
1952 | 414 |
For example, if `voicepack` is set to “`Default_qau`”, Hedgewars will pick “Default_pl” if the user language is Polish. If the user language is set to a language for which there is no localize version of the Default voicepack, Hedgewars will pick the “Default” voicepack (which is in English). |
1919 | 415 |
|
1951 | 416 |
We strongly recommend to always use the “`_qau`” suffix from version 1.0.0 on, unless you really want to force a particular language. |
1919 | 417 |
|
1778 | 418 |
==== Example ==== |
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1951 | 420 |
<code language="lua">AddTeam("team 1", -1, "Simple", "Tank", "Default_qau", "hedgewars") |
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421 |
--[[ Adds a new team with name “team 1”, the first default color (usually red), the grave “Simple”, |
1919 | 422 |
the fort “Tank” the voicepack “Default” (in the appropriate language version) and the flag “hedgewars”. ]]</code> |
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423 |
|
2232 | 424 |
=== <tt>!AddMissionTeam(color)</tt> === |
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425 |
Adds a new team using the player-chosen team identity when playing a singleplayer mission. Does not work in multiplayer. |
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426 |
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427 |
This function is very similar to `AddTeam`. Team settings like team name and flag will be taken from the player-chosen team. |
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428 |
You only need to specify the clan color, which has the same meaning as in `AddTeam`. |
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429 |
|
1942 | 430 |
This function returns two values: `<team name>, <team index>`. For functions that need the team name as input (lke `DismissTeam`), you must use this returned `<team name>`. |
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431 |
|
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432 |
Use `AddMissionHog` or `AddHog` afterwards to add hedgehogs for this team. You can mix `AddMissionHog` and `AddHog` as you wish. |
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433 |
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434 |
Example: |
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435 |
<code language="lua">-- Add mission team with default clan color |
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436 |
AddMissionTeam(-1)</code> |
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437 |
|
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438 |
=== <tt>!GetTeamName(teamIdx)</tt> === |
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439 |
Returns the name of the team with the index `teamIdx`. `teamIdx` is a number between 0 and `TeamsCount-1`. |
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440 |
|
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441 |
=== <tt>!GetTeamIndex(teamname)</tt> === |
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442 |
Returns the team index (number between 0 and `TeamsCount-1`) of the team with the name `teamName`. |
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443 |
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=== <tt>!GetTeamClan(teamname)</tt> === |
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Returns the clan ID of the team with the given `teamName`. |
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=== <tt>!DismissTeam(teamname)</tt> === |
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changeset
|
448 |
Vaporizes all the hogs of the team with the given team name in a puff of smoke. |
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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|
449 |
|
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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changeset
|
450 |
This function must not be called while it's the team's turn. |
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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|
451 |
|
2077
514babfbad9e
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Wuzzy <almikes@aol.com>
parents:
2007
diff
changeset
|
452 |
=== <tt>!SetTeamLabel(teamname[, label])</tt> === |
1749
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Wuzzy <almikes@aol.com>
parents:
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|
453 |
Set or remove a label for the team with the given team name. The label is a string and will be displayed next to the team's health bar. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
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changeset
|
454 |
|
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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|
455 |
If `label` is `nil`, the label will be removed. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
diff
changeset
|
456 |
|
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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|
457 |
There's a special case: If the AI Survival game modifier is active, the AI kill counter will be replaced by the custom team label if it has been set. If `label` is set to `nil`, the default AI counter is shown again. |
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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changeset
|
458 |
|
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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changeset
|
459 |
Use this to display a score, power value or another important team attribute. There's no hard length limit, but please try to keep it as short as possible to avoid visual clutter. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
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|
460 |
|
2232 | 461 |
=== <tt>SetTeamPassive(teamname, isPassive)</tt> === |
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462 |
Mark a team as passive if `isPassive` is `true`. Passive teams do not participate in the game and are treated like frozen teams. When determining the team order, passive teams are completely ignored. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
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463 |
|
1757 | 464 |
=== <tt>!GetClanColor(clan)</tt> === |
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Wuzzy <almikes@aol.com>
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465 |
Returns the RGBA color of the chosen clan by its number. The color data type is described in [LuaOverview#Color]. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
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466 |
|
1757 | 467 |
=== <tt>!SetClanColor(clan, color)</tt> === |
1918 | 468 |
Sets the RGBA color of the chosen clan by its number. The color argument works the same as in `AddTeam`. The new clan color *must* be different from the color of all clans (you can't use this function to change clan memberships of teams). |
1749
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469 |
|
1983 | 470 |
Note: The stats graph does not support clan colors that change in mid-game. If the clan colors change in mid-game, the graph might get confused and shows weird stuff. You may want to turn off the graph with if this is the case (see `SendHealthStatsOff`). |
1749
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471 |
|
2106 | 472 |
== Campaign/mission management == |
1757 | 473 |
=== <tt>!SaveCampaignVar(varname, value)</tt> === |
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474 |
Stores the value `value` (a string) into the campaign variable `varname` (also a string). Campaign variables allow you to save progress of a team in a certain campaign. Campaign variables are saved on a per-team per-campaign basis. They are written into the team file (see [ConfigurationFiles#TeamName.hwt]). |
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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changeset
|
475 |
|
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
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|
476 |
There are some special campaign variables which are used by Hedgewars to determine which missions to display in the campaign menu. This is described [ConfigurationFiles#%5BCampaign%20%3CCAMPAIGN_NAME%3E%5D here]. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
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|
477 |
|
1757 | 478 |
=== <tt>!GetCampaignVar(varname)</tt> === |
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479 |
Returns the value of the campaign variable `varname` as a string. See also `SaveCampaignVar`. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
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|
480 |
|
2232 | 481 |
=== <tt>!SaveMissionVar(varname, value)</tt> === |
1749
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Wuzzy <almikes@aol.com>
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482 |
Stores the value `value` (a string) into the mission variable `varname` (also a string). A mission variable is like a campaign variable, but it applies for singleplayer missions only (Training/Challenge/Scenario), excluding campaign missions. |
91756d20ce3e
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Wuzzy <almikes@aol.com>
parents:
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|
483 |
|
2232 | 484 |
=== <tt>!GetMissionVar(varname)</tt> === |
1749
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Wuzzy <almikes@aol.com>
parents:
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|
485 |
Returns the value of the mission variable `varname` as a string. See also `SaveMissionVar`. |
91756d20ce3e
Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
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|
486 |
|
1779 | 487 |
== Randomness == |
488 |
=== <tt>!GetRandom(number)</tt> === |
|
2007 | 489 |
Returns a randomly generated whole number in the range of `0` to `number - 1`. `number` must be a whole number >= 1. This random number uses the game seed, so is synchronised, and thus safe for multiplayer and saved games. |
490 |
||
2077
514babfbad9e
Remove outdated legacy hints as clutter
Wuzzy <almikes@aol.com>
parents:
2007
diff
changeset
|
491 |
Use `GetRandom` for anything that could impact the engine state. For example, a visual gear could simply use Lua’s `math.random`, but adding a regular gear should use `GetRandom`. |