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< title > TombEngine 1.8.1 Lua API< / title >
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< h1 > TombEngine< / h1 >
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< ul >
< li > < a href = "../index.html" > Index< / a > < / li >
< / ul >
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< h2 > 1 Modules< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "../1 modules/Effects.html" > Effects< / a > < / li >
< li > < here > Flow< / here > < / li >
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< li > < a href = "../1 modules/Input.html" > Input< / a > < / li >
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< li > < a href = "../1 modules/Inventory.html" > Inventory< / a > < / li >
< li > < a href = "../1 modules/Logic.html" > Logic< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
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< li > < a href = "../1 modules/Sound.html" > Sound< / a > < / li >
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< li > < a href = "../1 modules/Strings.html" > Strings< / a > < / li >
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< li > < a href = "../1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "../1 modules/View.html" > View< / a > < / li >
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< / ul >
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< h2 > 2 Classes< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "../2 classes/Collision.Probe.html" > Collision.Probe< / a > < / li >
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< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
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< li > < a href = "../2 classes/Flow.Statistics.html" > Flow.Statistics< / a > < / li >
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< li > < a href = "../2 classes/Objects.AIObject.html" > Objects.AIObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Camera.html" > Objects.Camera< / a > < / li >
< li > < a href = "../2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / li >
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< li > < a href = "../2 classes/Objects.Room.html" > Objects.Room< / a > < / li >
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< li > < a href = "../2 classes/Objects.Sink.html" > Objects.Sink< / a > < / li >
< li > < a href = "../2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / li >
< li > < a href = "../2 classes/Objects.Static.html" > Objects.Static< / a > < / li >
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< li > < a href = "../2 classes/Objects.Volume.html" > Objects.Volume< / a > < / li >
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< li > < a href = "../2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / li >
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< li > < a href = "../2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
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< / ul >
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< h2 > 3 Primitive Classes< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "../3 primitive classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.Horizon.html" > Flow.Horizon< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
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< li > < a href = "../3 primitive classes/Color.html" > Color< / a > < / li >
< li > < a href = "../3 primitive classes/Rotation.html" > Rotation< / a > < / li >
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< li > < a href = "../3 primitive classes/Time.html" > Time< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec2.html" > Vec2< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
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< / ul >
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< h2 > 4 Enums< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "../4 enums/Collision.MaterialType.html" > Collision.MaterialType< / a > < / li >
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< li > < a href = "../4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / li >
< li > < a href = "../4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / li >
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< li > < a href = "../4 enums/Effects.StreamerFeatherMode.html" > Effects.StreamerFeatherMode< / a > < / li >
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< li > < a href = "../4 enums/Effects.ParticleAnimationType.html" > Effects.ParticleAnimationType< / a > < / li >
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< li > < a href = "../4 enums/Flow.ErrorMode.html" > Flow.ErrorMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.FreezeMode.html" > Flow.FreezeMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / li >
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< li > < a href = "../4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
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< li > < a href = "../4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
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< li > < a href = "../4 enums/Objects.HandStatus.html" > Objects.HandStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.WeaponType.html" > Objects.WeaponType< / a > < / li >
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< li > < a href = "../4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / li >
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< li > < a href = "../4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
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< li > < a href = "../4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / li >
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< li > < a href = "../4 enums/Strings.DisplayStringOption.html" > Strings.DisplayStringOption< / a > < / li >
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< li > < a href = "../4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
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< li > < a href = "../4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
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< li > < a href = "../4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
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< li > < a href = "../4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
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< li > < a href = "../4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
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< / ul >
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< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../5 lua utility modules/CustomBar.html" > CustomBar< / a > < / li >
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< li > < a href = "../5 lua utility modules/Diary.html" > Diary< / a > < / li >
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< li > < a href = "../5 lua utility modules/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
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< li > < a href = "../5 lua utility modules/Type.html" > Type< / a > < / li >
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< / ul >
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< / div >
< div id = "content" >
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< h1 > Table < code > Flow< / code > < / h1 >
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< p > Functions that (mostly) don't directly impact in-game mechanics.< / p >
< p > Used for setup
in gameflow.lua, settings.lua and strings.lua; some can be used in level
scripts too.< / p >
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< h2 > < a href = "#gameflow_lua" > gameflow.lua < / a > < / h2 >
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< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#AddLevel" > AddLevel(level)< / a > < / td >
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< td class = "summary" > Add a level to the Flow.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#SetIntroImagePath" > SetIntroImagePath(path)< / a > < / td >
< td class = "summary" > Image to show when loading the game.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#SetTitleScreenImagePath" > SetTitleScreenImagePath(path)< / a > < / td >
< td class = "summary" > Image to show in the background of the title screen.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#EnableLaraInTitle" > EnableLaraInTitle(enabled)< / a > < / td >
< td class = "summary" > Enable or disable Lara drawing in title flyby.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#EnableLevelSelect" > EnableLevelSelect(enabled)< / a > < / td >
< td class = "summary" > Enable or disable level selection in title flyby.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "#EnableHomeLevel" > EnableHomeLevel(enabled)< / a > < / td >
< td class = "summary" > Enable or disable Home Level entry in the main menu.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EnableLoadSave" > EnableLoadSave(enabled)< / a > < / td >
< td class = "summary" > Enable or disable saving and loading of savegames.< / td >
< / tr >
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< / table >
< h2 > < a href = "#gameflow_lua_or_level_scripts" > gameflow.lua or level scripts < / a > < / h2 >
< table class = "function_list" >
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< tr >
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< td class = "name" > < a href = "#EnableFlyCheat" > EnableFlyCheat(enabled)< / a > < / td >
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< td class = "summary" > Enable or disable the fly cheat.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#EnablePointFilter" > EnablePointFilter(enabled)< / a > < / td >
< td class = "summary" > Enable or disable point texture filter.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EnableMassPickup" > EnableMassPickup(enabled)< / a > < / td >
< td class = "summary" > Enable or disable mass pickup.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#GetLevel" > GetLevel(index)< / a > < / td >
< td class = "summary" > Returns the level by index.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#GetCurrentLevel" > GetCurrentLevel()< / a > < / td >
< td class = "summary" > Returns the level that the game control is running in that moment.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "#EndLevel" > EndLevel([index][, startPos])< / a > < / td >
< td class = "summary" > Finishes the current level, with optional level index and start position index provided.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#GetStatistics" > GetStatistics(game)< / a > < / td >
< td class = "summary" > Get game or level statistics.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#SetStatistics" > SetStatistics(statistics, game)< / a > < / td >
< td class = "summary" > Set game or level statistics.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetGameStatus" > GetGameStatus()< / a > < / td >
< td class = "summary" > Get current game status, such as normal game loop, exiting to title, etc.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetFreezeMode" > GetFreezeMode()< / a > < / td >
< td class = "summary" > Get current freeze mode, such as none, full, spectator or player.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#SetFreezeMode" > SetFreezeMode(freezeMode)< / a > < / td >
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< td class = "summary" > Set current freeze mode, such as none, full, spectator or player.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#SaveGame" > SaveGame(slotID)< / a > < / td >
< td class = "summary" > Save the game to a savegame slot.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#LoadGame" > LoadGame(slotID)< / a > < / td >
< td class = "summary" > Load the game from a savegame slot.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#DeleteSaveGame" > DeleteSaveGame(slotID)< / a > < / td >
< td class = "summary" > Delete a savegame.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#DoesSaveGameExist" > DoesSaveGameExist(slotID)< / a > < / td >
< td class = "summary" > Check if a savegame exists.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetSecretCount" > GetSecretCount()< / a > < / td >
< td class = "summary" > Returns the player's current per-game secret count.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#SetSecretCount" > SetSecretCount(count)< / a > < / td >
< td class = "summary" > Sets the player's current per-game secret count.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "#AddSecret" > AddSecret(index)< / a > < / td >
< td class = "summary" > Adds one secret to current level secret count and also plays secret music track.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#GetTotalSecretCount" > GetTotalSecretCount()< / a > < / td >
< td class = "summary" > Get total number of secrets in the game.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#SetTotalSecretCount" > SetTotalSecretCount(count)< / a > < / td >
< td class = "summary" > Set total number of secrets in the game.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "#FlipMap" > FlipMap(flipmap)< / a > < / td >
< td class = "summary" > Do FlipMap with specific group ID.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetFlipMapStatus" > GetFlipMapStatus([index])< / a > < / td >
< td class = "summary" > Get current FlipMap status for specific group ID.< / td >
< / tr >
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< / table >
< h2 > < a href = "#settings_lua" > settings.lua < / a > < / h2 >
< table class = "function_list" >
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< tr >
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< td class = "name" > < a href = "#SetSettings" > SetSettings(settings)< / a > < / td >
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< td class = "summary" > Set provided settings table to an engine.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#GetSettings" > GetSettings()< / a > < / td >
< td class = "summary" > Get settings table from an engine.< / td >
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< / tr >
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< / table >
< h2 > < a href = "#strings_lua" > strings.lua < / a > < / h2 >
< table class = "function_list" >
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< tr >
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< td class = "name" > < a href = "#SetStrings" > SetStrings(table)< / a > < / td >
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< td class = "summary" > Set string variable keys and their translations.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetString" > GetString(string)< / a > < / td >
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< td class = "summary" > Get translated string.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#IsStringPresent" > IsStringPresent(string)< / a > < / td >
< td class = "summary" > Check if translated string is present.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#SetLanguageNames" > SetLanguageNames(table)< / a > < / td >
< td class = "summary" > Set language names for translations.< / td >
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< / tr >
< / table >
< br / >
< br / >
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< h2 class = "section-header has-description" > < a name = "gameflow_lua" > < / a > gameflow.lua < / h2 >
< div class = "section-description" >
These functions are called in gameflow.lua, a file loosely equivalent to winroomedit's SCRIPT.DAT.
They handle a game's 'metadata'; i.e., things such as level titles, loading screen paths, and default
ambient tracks.
< / div >
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< dl class = "function" >
< dt >
< a name = "AddLevel" > < / a >
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< strong > AddLevel(level)< / strong >
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< / dt >
< dd >
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Add a level to the Flow.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > level< / span >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.Level.html#" > Level< / a > < / span >
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a level object
< / li >
< / ul >
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< / dd >
< dt >
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< a name = "SetIntroImagePath" > < / a >
< strong > SetIntroImagePath(path)< / strong >
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< / dt >
< dd >
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Image to show when loading the game.
Must be a .jpg or .png image.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > path< / span >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
the path to the image, relative to the TombEngine exe
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< / li >
< / ul >
< / dd >
< dt >
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< a name = "SetTitleScreenImagePath" > < / a >
< strong > SetTitleScreenImagePath(path)< / strong >
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< / dt >
< dd >
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Image to show in the background of the title screen.
Must be a .jpg or .png image.
< strong > (not yet implemented)< / strong >
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > path< / span >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
the path to the image, relative to the TombEngine exe
< / li >
< / ul >
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< / dd >
< dt >
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< a name = "EnableLaraInTitle" > < / a >
< strong > EnableLaraInTitle(enabled)< / strong >
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< / dt >
< dd >
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Enable or disable Lara drawing in title flyby.
Must be true or false
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
true or false
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< / li >
< / ul >
< / dd >
< dt >
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< a name = "EnableLevelSelect" > < / a >
< strong > EnableLevelSelect(enabled)< / strong >
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< / dt >
< dd >
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Enable or disable level selection in title flyby.
Must be true or false
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
true or false
< / li >
< / ul >
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< / dd >
< dt >
< a name = "EnableHomeLevel" > < / a >
< strong > EnableHomeLevel(enabled)< / strong >
< / dt >
< dd >
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Enable or disable Home Level entry in the main menu. ()
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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True or false.
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "EnableLoadSave" > < / a >
< strong > EnableLoadSave(enabled)< / strong >
< / dt >
< dd >
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Enable or disable saving and loading of savegames. ()
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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True or false.
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< / li >
< / ul >
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< / dd >
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< / dl >
< h2 class = "section-header " > < a name = "gameflow_lua_or_level_scripts" > < / a > gameflow.lua or level scripts < / h2 >
< dl class = "function" >
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< dt >
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< a name = "EnableFlyCheat" > < / a >
< strong > EnableFlyCheat(enabled)< / strong >
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< / dt >
< dd >
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Enable or disable the fly cheat. ()
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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True or false.
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "EnablePointFilter" > < / a >
< strong > EnablePointFilter(enabled)< / strong >
< / dt >
< dd >
Enable or disable point texture filter.
Must be true or false
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
true or false
< / li >
< / ul >
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< / dd >
< dt >
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< a name = "EnableMassPickup" > < / a >
< strong > EnableMassPickup(enabled)< / strong >
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< / dt >
< dd >
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Enable or disable mass pickup.
Must be true or false
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > enabled< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
true or false
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< / li >
< / ul >
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< / dd >
< dt >
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< a name = "GetLevel" > < / a >
< strong > GetLevel(index)< / strong >
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< / dt >
< dd >
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Returns the level by index.
Indices depend on the order in which AddLevel was called; the first added will
have an ID of 0, the second an ID of 1, and so on.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > index< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
of the level
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< / li >
< / ul >
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../2 classes/Flow.Level.html#" > Level< / a > < / span >
the level indicated by the id
< / ol >
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< / dd >
< dt >
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< a name = "GetCurrentLevel" > < / a >
< strong > GetCurrentLevel()< / strong >
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< / dt >
< dd >
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Returns the level that the game control is running in that moment.
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../2 classes/Flow.Level.html#" > Level< / a > < / span >
the current level
< / ol >
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< / dd >
< dt >
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< a name = "EndLevel" > < / a >
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< strong > EndLevel([index][, startPos])< / strong >
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< / dt >
< dd >
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Finishes the current level, with optional level index and start position index provided.
If level index is not provided or is zero, jumps to next level. If level index is more than
level count, jumps to title. If LARA_START_POS objects are present in level, player will be
teleported to such object with OCB similar to provided second argument.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > index< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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level index (default 0)
(< em > optional< / em > )
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< / li >
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< li > < span class = "parameter" > startPos< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
player start position (default 0)
(< em > optional< / em > )
< / li >
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< / ul >
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< / dd >
< dt >
< a name = "GetStatistics" > < / a >
< strong > GetStatistics(game)< / strong >
< / dt >
< dd >
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Get game or level statistics. For reference about statistics class, see < a href = "../2 classes/Flow.Statistics.html#" > Flow.Statistics< / a > .
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > game< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
if true, returns overall game statistics, otherwise returns current level statistics (default: false)
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.Statistics.html#" > Statistics< / a > < / span >
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statistics structure representing game or level statistics
< / ol >
< / dd >
< dt >
< a name = "SetStatistics" > < / a >
< strong > SetStatistics(statistics, game)< / strong >
< / dt >
< dd >
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Set game or level statistics. For reference about statistics class, see < a href = "../2 classes/Flow.Statistics.html#" > Flow.Statistics< / a > .
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > statistics< / span >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.Statistics.html#" > Statistics< / a > < / span >
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statistic object to set
< / li >
< li > < span class = "parameter" > game< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
if true, sets overall game statistics, otherwise sets current level statistics (default: false)
< / li >
< / ul >
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< / dd >
< dt >
< a name = "GetGameStatus" > < / a >
< strong > GetGameStatus()< / strong >
< / dt >
< dd >
Get current game status, such as normal game loop, exiting to title, etc.
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../4 enums/Flow.GameStatus.html#" > GameStatus< / a > < / span >
the current game status
< / ol >
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< / dd >
< dt >
< a name = "GetFreezeMode" > < / a >
< strong > GetFreezeMode()< / strong >
< / dt >
< dd >
Get current freeze mode, such as none, full, spectator or player.
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../4 enums/Flow.FreezeMode.html#" > FreezeMode< / a > < / span >
the current freeze mode
< / ol >
< / dd >
< dt >
< a name = "SetFreezeMode" > < / a >
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< strong > SetFreezeMode(freezeMode)< / strong >
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< / dt >
< dd >
Set current freeze mode, such as none, full, spectator or player. < br / >
Freeze mode specifies whether game is in normal mode or paused in a particular way to allow
custom menu creation, photo mode or time freeze.
< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > freezeMode< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Flow.FreezeMode.html#" > FreezeMode< / a > < / span >
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new freeze mode to set.
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "SaveGame" > < / a >
< strong > SaveGame(slotID)< / strong >
< / dt >
< dd >
Save the game to a savegame slot.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > slotID< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
ID of the savegame slot to save to.
< / li >
< / ul >
< / dd >
< dt >
< a name = "LoadGame" > < / a >
< strong > LoadGame(slotID)< / strong >
< / dt >
< dd >
Load the game from a savegame slot.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > slotID< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
ID of the savegame slot to load from.
< / li >
< / ul >
< / dd >
< dt >
< a name = "DeleteSaveGame" > < / a >
< strong > DeleteSaveGame(slotID)< / strong >
< / dt >
< dd >
Delete a savegame.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > slotID< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
ID of the savegame slot to clear.
< / li >
< / ul >
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< / dd >
< dt >
< a name = "DoesSaveGameExist" > < / a >
< strong > DoesSaveGameExist(slotID)< / strong >
< / dt >
< dd >
Check if a savegame exists.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > slotID< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
ID of the savegame slot to check.
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > bool< / span > < / span >
true if the savegame exists, false if not.
< / ol >
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< / dd >
< dt >
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< a name = "GetSecretCount" > < / a >
< strong > GetSecretCount()< / strong >
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< / dt >
< dd >
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Returns the player's current per-game secret count.
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > int< / span > < / span >
Current game secret count.
< / ol >
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< / dd >
< dt >
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< a name = "SetSecretCount" > < / a >
< strong > SetSecretCount(count)< / strong >
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< / dt >
< dd >
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Sets the player's current per-game secret count.
2022-11-11 19:43:28 +00:00
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > count< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
new secret count.
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< / li >
< / ul >
< / dd >
< dt >
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< a name = "AddSecret" > < / a >
< strong > AddSecret(index)< / strong >
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< / dt >
< dd >
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Adds one secret to current level secret count and also plays secret music track.
The index argument corresponds to the secret's unique ID, the same that would go in a secret trigger's Param.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > index< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
an index of current level's secret (must be from 0 to 31).
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "GetTotalSecretCount" > < / a >
< strong > GetTotalSecretCount()< / strong >
< / dt >
< dd >
Get total number of secrets in the game.
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > int< / span > < / span >
Total number of secrets in the game.
< / ol >
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< / dd >
< dt >
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< a name = "SetTotalSecretCount" > < / a >
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< strong > SetTotalSecretCount(count)< / strong >
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< / dt >
< dd >
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Set total number of secrets in the game.
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Must be an integer value (0 means no secrets).
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > count< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Total number of secrets in the game.
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< / li >
< / ul >
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< / dd >
< dt >
< a name = "FlipMap" > < / a >
< strong > FlipMap(flipmap)< / strong >
< / dt >
< dd >
Do FlipMap with specific group ID.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > flipmap< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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ID of flipmap group to actuvate / deactivate.
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< / li >
< / ul >
< / dd >
< dt >
< a name = "GetFlipMapStatus" > < / a >
< strong > GetFlipMapStatus([index])< / strong >
< / dt >
< dd >
Get current FlipMap status for specific group ID.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > index< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Flipmap group ID to check. If no group specified or group is -1, function returns overall flipmap status (on or off).
2024-04-06 08:16:07 +02:00
(< em > optional< / em > )
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Status of the flipmap group (true means on, false means off).
2024-04-06 08:16:07 +02:00
< / ol >
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< / dd >
2021-08-15 23:08:05 +01:00
< / dl >
< h2 class = "section-header has-description" > < a name = "settings_lua" > < / a > settings.lua < / h2 >
< div class = "section-description" >
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These functions are called in settings.lua, a file which holds global settings, such as system settings, flare color or animation movesets.
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< / div >
< dl class = "function" >
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< dt >
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< a name = "SetSettings" > < / a >
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< strong > SetSettings(settings)< / strong >
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< / dt >
< dd >
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Set provided settings table to an engine.
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< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > settings< / span >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.Settings.html#" > Settings< / a > < / span >
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a settings table
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< / li >
< / ul >
< / dd >
< dt >
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< a name = "GetSettings" > < / a >
< strong > GetSettings()< / strong >
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< / dt >
< dd >
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Get settings table from an engine.
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< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.Settings.html#" > Settings< / a > < / span >
current settings table
< / ol >
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< / dd >
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< / dl >
< h2 class = "section-header has-description" > < a name = "strings_lua" > < / a > strings.lua < / h2 >
< div class = "section-description" >
These functions used in strings.lua, which is generated by TombIDE.
You will not need to call them manually.
< / div >
< dl class = "function" >
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< dt >
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< a name = "SetStrings" > < / a >
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< strong > SetStrings(table)< / strong >
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< / dt >
< dd >
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Set string variable keys and their translations.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > table< / span >
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< span class = "types" > < span class = "type" > tab< / span > < / span >
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array-style table with strings
< / li >
< / ul >
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< / dd >
< dt >
< a name = "GetString" > < / a >
< strong > GetString(string)< / strong >
< / dt >
< dd >
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Get translated string.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > string< / span >
< span class = "types" > < span class = "type" > key< / span > < / span >
key for translated string
< / li >
< / ul >
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< / dd >
< dt >
< a name = "IsStringPresent" > < / a >
< strong > IsStringPresent(string)< / strong >
< / dt >
< dd >
Check if translated string is present.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > string< / span >
< span class = "types" > < span class = "type" > key< / span > < / span >
key for translated string
< / li >
< / ul >
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< / dd >
< dt >
< a name = "SetLanguageNames" > < / a >
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< strong > SetLanguageNames(table)< / strong >
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< / dt >
< dd >
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Set language names for translations.
Specify which translations in the strings table correspond to which languages.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > table< / span >
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< span class = "types" > < span class = "type" > tab< / span > < / span >
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array-style table with language names
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< / li >
< / ul >
< / dd >
< / dl >
< / div > <!-- id="content" -->
< / div > <!-- id="main" -->
< div id = "about" >
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< i > generated by < a href = "https://github.com/hispidence/TEN-LDoc" > TEN-LDoc< / a > (a fork of < a href = "http://github.com/stevedonovan/LDoc" > LDoc 1.4.6< / a > )< / i >
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< / div > <!-- id="about" -->
< / div > <!-- id="container" -->
< / body >
< / html >