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< title > TombEngine 1.6 Lua API< / title >
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< div id = "product_logo" > < / div >
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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 > < a href = "../1 modules/Flow.html" > Flow< / a > < / 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 > < here > Flow.Level< / here > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
< 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 >
< 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.Mirror.html" > Flow.Mirror< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.Statistics.html" > Flow.Statistics< / 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/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/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/Flow.WeaponType.html" > Flow.WeaponType< / 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.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/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
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< / ul >
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< / div >
< div id = "content" >
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< h1 > Class < code > Flow.Level< / code > < / h1 >
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< p > Stores level metadata.< / p >
< p > These are things things which aren't present in the compiled level file itself.< / p >
< h2 > < a href = "#Members" > Members< / a > < / h2 >
< table class = "function_list" >
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< tr >
< td class = "name" > < a href = "#nameKey" > nameKey< / a > < / td >
< td class = "summary" > (string) string key for the level's (localised) name.< / td >
< / tr >
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< tr >
< td class = "name" > < a href = "#scriptFile" > scriptFile< / a > < / td >
< td class = "summary" > (string) Level-specific Lua script file.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#levelFile" > levelFile< / a > < / td >
< td class = "summary" > (string) Compiled file path.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#loadScreenFile" > loadScreenFile< / a > < / td >
< td class = "summary" > (string) Load screen image.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#ambientTrack" > ambientTrack< / a > < / td >
< td class = "summary" > (string) initial ambient sound track to play.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#layer1" > layer1< / a > < / td >
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< td class = "summary" > (< a href = "../3 primitive classes/Flow.SkyLayer.html#" > Flow.SkyLayer< / a > ) Primary sky layer< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#layer2" > layer2< / a > < / td >
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< td class = "summary" > (< a href = "../3 primitive classes/Flow.SkyLayer.html#" > Flow.SkyLayer< / a > ) Secondary sky layer< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#starfield" > starfield< / a > < / td >
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< td class = "summary" > (< a href = "../3 primitive classes/Flow.Starfield.html#" > Flow.Starfield< / a > ) Starfield.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#lensFlare" > lensFlare< / a > < / td >
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< td class = "summary" > (< a href = "../3 primitive classes/Flow.LensFlare.html#" > Flow.LensFlare< / a > ) Global lens flare .< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#fog" > fog< / a > < / td >
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< td class = "summary" > (< a href = "../3 primitive classes/Flow.Fog.html#" > Flow.Fog< / a > ) omni fog RGB color and distance.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#horizon" > horizon< / a > < / td >
< td class = "summary" > (bool) Draw sky layer?< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#storm" > storm< / a > < / td >
< td class = "summary" > (bool) Enable flickering lightning in the sky.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#weather" > weather< / a > < / td >
< td class = "summary" > (WeatherType) Choose weather effect.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#weatherStrength" > weatherStrength< / a > < / td >
< td class = "summary" > (float) Choose weather strength.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#laraType" > laraType< / a > < / td >
< td class = "summary" > (LaraType) Must be one of the LaraType values.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#rumble" > rumble< / a > < / td >
< td class = "summary" > (bool) Enable occasional screen shake effect.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#mirror" > mirror< / a > < / td >
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< td class = "summary" > (< a href = "../3 primitive classes/Flow.Mirror.html#" > Flow.Mirror< / a > ) Location and size of the level's mirror, if present.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#resetHub" > resetHub< / a > < / td >
< td class = "summary" > (bool) Reset hub data.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#objects" > objects< / a > < / td >
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< td class = "summary" > (table of < a href = "../3 primitive classes/Flow.InventoryItem.html#" > Flow.InventoryItem< / a > s) table of inventory object overrides< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "#secrets" > secrets< / a > < / td >
< td class = "summary" > (short) Set Secrets for Level< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#farView" > farView< / a > < / td >
< td class = "summary" > (int) The maximum draw distance for level.< / td >
< / tr >
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< / table >
< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#Level" > Level()< / a > < / td >
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< td class = "summary" > Make a new Level object.< / td >
< / tr >
< / table >
< br / >
< br / >
< h2 class = "section-header " > < a name = "Members" > < / a > Members< / h2 >
< dl class = "function" >
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< dt >
< a name = "nameKey" > < / a >
< strong > nameKey< / strong >
< / dt >
< dd >
(string) string key for the level's (localised) name.
Corresponds to an entry in strings.lua.
< / dd >
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< dt >
< a name = "scriptFile" > < / a >
< strong > scriptFile< / strong >
< / dt >
< dd >
(string) Level-specific Lua script file.
Path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
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< / dd >
< dt >
< a name = "levelFile" > < / a >
< strong > levelFile< / strong >
< / dt >
< dd >
(string) Compiled file path.
This path is relative to the location of the TombEngine executable.
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< / dd >
< dt >
< a name = "loadScreenFile" > < / a >
< strong > loadScreenFile< / strong >
< / dt >
< dd >
(string) Load screen image.
Path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
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< / dd >
< dt >
< a name = "ambientTrack" > < / a >
< strong > ambientTrack< / strong >
< / dt >
< dd >
(string) initial ambient sound track to play.
This is the filename of the track < strong > without< / strong > the .wav extension.
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< / dd >
< dt >
< a name = "layer1" > < / a >
< strong > layer1< / strong >
< / dt >
< dd >
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(< a href = "../3 primitive classes/Flow.SkyLayer.html#" > Flow.SkyLayer< / a > ) Primary sky layer
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< / dd >
< dt >
< a name = "layer2" > < / a >
< strong > layer2< / strong >
< / dt >
< dd >
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(< a href = "../3 primitive classes/Flow.SkyLayer.html#" > Flow.SkyLayer< / a > ) Secondary sky layer
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< / dd >
< dt >
< a name = "starfield" > < / a >
< strong > starfield< / strong >
< / dt >
< dd >
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(< a href = "../3 primitive classes/Flow.Starfield.html#" > Flow.Starfield< / a > ) Starfield.
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< / dd >
< dt >
< a name = "lensFlare" > < / a >
< strong > lensFlare< / strong >
< / dt >
< dd >
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(< a href = "../3 primitive classes/Flow.LensFlare.html#" > Flow.LensFlare< / a > ) Global lens flare .
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< / dd >
< dt >
< a name = "fog" > < / a >
< strong > fog< / strong >
< / dt >
< dd >
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(< a href = "../3 primitive classes/Flow.Fog.html#" > Flow.Fog< / a > ) omni fog RGB color and distance.
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As seen in TR4's Desert Railroad.
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If not provided, distance fog will be black.
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< / dd >
< dt >
< a name = "horizon" > < / a >
< strong > horizon< / strong >
< / dt >
< dd >
(bool) Draw sky layer? (default: false)
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< / dd >
< dt >
< a name = "storm" > < / a >
< strong > storm< / strong >
< / dt >
< dd >
(bool) Enable flickering lightning in the sky.
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Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
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< / dd >
< dt >
< a name = "weather" > < / a >
< strong > weather< / strong >
< / dt >
< dd >
(WeatherType) Choose weather effect.
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Must be one of the values < code > WeatherType.None< / code > , < code > WeatherType.Rain< / code > , or < code > WeatherType.Snow< / code > .
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< / dd >
< dt >
< a name = "weatherStrength" > < / a >
< strong > weatherStrength< / strong >
< / dt >
< dd >
(float) Choose weather strength.
Must be value between < code > 0.1< / code > and < code > 1.0< / code > .
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< / dd >
< dt >
< a name = "laraType" > < / a >
< strong > laraType< / strong >
< / dt >
< dd >
(LaraType) Must be one of the LaraType values.
These are:< / p >
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< pre > < code > Normal
Young
Bunhead
Catsuit
Divesuit
Invisible
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< / code > < / pre >
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< p > e.g. < code > myLevel.laraType = LaraType.Divesuit< / code > < / p >
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< p > < strong > (not yet fully implemented)< / strong >
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< / dd >
< dt >
< a name = "rumble" > < / a >
< strong > rumble< / strong >
< / dt >
< dd >
(bool) Enable occasional screen shake effect.
As seen in TRC's Sinking Submarine.
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< / dd >
< dt >
< a name = "mirror" > < / a >
< strong > mirror< / strong >
< / dt >
< dd >
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(< a href = "../3 primitive classes/Flow.Mirror.html#" > Flow.Mirror< / a > ) Location and size of the level's mirror, if present. < / p >
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< p > < strong > (not yet implemented)< / strong >
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< / dd >
< dt >
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< a name = "resetHub" > < / a >
< strong > resetHub< / strong >
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< / dt >
< dd >
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(bool) Reset hub data.
Resets the state for all previous levels, including items, flipmaps and statistics.
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< / dd >
< dt >
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< a name = "objects" > < / a >
< strong > objects< / strong >
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< / dt >
< dd >
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(table of < a href = "../3 primitive classes/Flow.InventoryItem.html#" > Flow.InventoryItem< / a > s) table of inventory object overrides
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< / dd >
< dt >
< a name = "secrets" > < / a >
< strong > secrets< / strong >
< / dt >
< dd >
(short) Set Secrets for Level
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< / dd >
< dt >
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< a name = "farView" > < / a >
< strong > farView< / strong >
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< / dt >
< dd >
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(int) The maximum draw distance for level.
Given in sectors (blocks).
Must be at least 4.< / p >
< p > This is equivalent to TRNG's LevelFarView variable.
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< / dd >
< / dl >
< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
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< a name = "Level" > < / a >
< strong > Level()< / strong >
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< / dt >
< dd >
Make a new Level object.
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< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.Level.html#Level" > Level< / a > < / span >
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a Level object
< / ol >
< / 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 >