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< title > TombEngine 1.0.8 Lua API< / title >
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< h1 > TombEngine< / h1 >
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< li > < a href = "../index.html" > Index< / a > < / li >
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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 >
< 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/Misc.html" > Misc< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
< li > < a href = "../1 modules/Strings.html" > Strings< / 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/Flow.Animations.html" > Flow.Animations< / a > < / li >
< li > < a href = "../2 classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
< li > < here > Flow.InventoryItem< / here > < / li >
< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Mirror.html" > Flow.Mirror< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
< li > < a href = "../2 classes/Flow.SkyLayer.html" > Flow.SkyLayer< / 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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< h2 > 3 Primitive Classes< / h2 >
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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 >
< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
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< / ul >
< h2 > 4 Enums< / h2 >
< 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 >
< li > < a href = "../4 enums/Misc.ActionID.html" > Misc.ActionID< / a > < / li >
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< li > < a href = "../4 enums/Misc.CameraType.html" > Misc.CameraType< / 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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< / 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 id = "content" >
< h1 > Class < code > Flow.InventoryItem< / code > < / h1 >
< p > Represents the properties of an object as it appears in the inventory.< / p >
< p >
< / p >
< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#InventoryItem" > InventoryItem(nameKey, slot, yOffset, scale, rot, axis, meshBits, action)< / a > < / td >
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< td class = "summary" > Create an InventoryItem.< / td >
< / tr >
< / table >
< br / >
< br / >
< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
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< a name = "InventoryItem" > < / a >
< strong > InventoryItem(nameKey, slot, yOffset, scale, rot, axis, meshBits, action)< / strong >
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< / dt >
< dd >
Create an InventoryItem.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > nameKey< / span >
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< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
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key for the item's (localised) name.< br / >
Corresponds to an entry in strings.lua.
< / li >
< li > < span class = "parameter" > slot< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Objects.ObjID.html#" > ObjID< / a > < / span >
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slot of inventory object to change
< / li >
< li > < span class = "parameter" > yOffset< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
y-axis offset (positive values move the item down).< br / >
A value of about 100 will cause the item to display directly below its usual position.
< / li >
< li > < span class = "parameter" > scale< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
item size (1 being standard size).< br / >
A value of 0.5 will cause the item to render at half the size,
and a value of 2 will cause the item to render at twice the size.
< / li >
< li > < span class = "parameter" > rot< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Rotation.html#" > Rotation< / a > < / span >
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rotation about x, y, and z axes
< / li >
< li > < span class = "parameter" > axis< / span >
< span class = "types" > < span class = "type" > RotationAxis< / span > < / span >
Axis to rotate about when the item is being looked at in the inventory.< br / >
Note that this is entirely separate from the < code > rot< / code > field described above.
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Must one of the following:< / p >
< pre > < code > X
Y
Z
< / code > < / pre >
< p > e.g. < code > myItem.rotAxisWhenCurrent = RotationAxis.X< / code >
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< / li >
< li > < span class = "parameter" > meshBits< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
< strong > Not currently implemented< / strong > (will have no effect regardless of what you set it to)
< / li >
< li > < span class = "parameter" > action< / span >
< span class = "types" > < span class = "type" > ItemAction< / span > < / span >
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is this usable, equippable, combineable or examinable?< br / >
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Must be one of:< / p >
< pre > < code > EQUIP
USE
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COMBINE
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EXAMINE
< / code > < / pre >
< p > e.g. < code > myItem.action = ItemAction.EXAMINE< / code >
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../2 classes/Flow.InventoryItem.html#InventoryItem" > InventoryItem< / a > < / span >
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an InventoryItem
< / ol >
< / dd >
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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 >
< i style = "float:right;" > Last updated 2023-03-31 20:44:31 < / i >
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