Script Functions
addLuaScript(path:String, ?ignoreAlreadyRunning:Bool = false)
Adds a Lua script into the game.
path - The location of the Lua script file to be added.
ignoreAlreadyRunning - An optional parameter, It will execute while ignoring the Lua script that it's running from.
removeLuaScript(path:String)
Removes a Lua script into the game, if not used anymore.
path - The location of the Lua script file to be removed.
setOnLuas(varName:String, arg:Dynamic, ?ignoreSelf:Bool = false, ?exclusions:Array = null)
Sets the variable globally across all currently active Lua scripts.
varName - The variable name to be referenced.
arg - The value for the variable to use.
ignoreSelf - (Still researching)
exclusions - (Still researching)
callOnLuas(funcName:String, ?args:Array = null, ?ignoreStops = false, ?ignoreSelf:Bool = true, ?excludeScripts:Array = null, ?excludeValues:Array = null)
Sets the function globally across all currently active Lua scripts.
funcName - The function name to be referenced.
args - An optional parameter, The arguement(s) to be passed on the function.
ignoreStops - (Still researching)
ignoreSelf - (Still researching)
excludeScripts - (Still researching)
excludeValues - (Still researching)
isRunning(luaFile:String)
Checks if the Lua script is currently running; Returns a boolean.
luaFile - The location of the Lua script file to be used.
getRunningScripts()
Checks if multiple Lua scripts are current running; Returns a table.
Warning: These functions are weirdly buggy, it somehow works and other times it doesn't?????.
setGlobalFromScript(luaFile:String, global:String, val:Dynamic)
Calls a global variable from another Lua script and sets the current value with a new one.
luaFile - The location of Lua script to be referenced.
global - The global variable from the Lua script to get.
val - The new value to be set for the variable.
getGlobalFromScript(luaFile:String, global:String)
Calls a global variable from another script and gets the current value.
luaFile - The location of Lua script to be referenced.
global - The global variable from the Lua script to get.
callScript(luaFile:String, funcName:String, ?args:Array)
Calls a global function from another Lua script.
luaFile - The location of Lua script to be referenced.
funcName - The function name from the Lua script to get.
args - An optional parameter, The arguement(s) to be passed to the function.
File Functions
getTextFromFile(path:String, ?ignoreMods:Bool = false)
Gets the text content from a txt file.
path - The location of the txt file to be used
ignoreMods - An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder.
directoryFileList(folder:String)
Gets the contents of the folder; Returns a table.
folder - The location of the folder to be used; Starts outside the mod folder by defualt.
saveFile(path:String, content:String, ?absolute:Bool = false)
Changes the specific file contents and saves it.
path - The location of the file to be change
content - The file contents to be changed or modified, use double brackets [[]].
absolute - An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder.
deleteFile(path:String)
Deletes the specific file literally.
path - The location of the file to be deleted.
checkFileExists(filename:String, ?absolute:Bool = false)
Checks if the file exist or not.
filename - The location of the Lua script file to be used.
absolute - An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder.
Lua Exists Functions
luaSpriteExists(tag:String)
Checks if the sprite object exist inside the stage or script; Returns a boolean.
tag - The sprite object tag name to be used.
luaTextExists(tag:String)
Checks if the text object exist inside the stage or script; Returns a boolean.
tag - The text object tag name to be used.
luaSoundExists(tag:String)
Checks if the sound object exist inside the stage or script; Returns a boolean.
tag - The sound object tag name to be used.
Saving Data Functions
initSaveData(name:String, ?folder:String = 'psychenginemods')
Initializes/Creates the save data making it able to be called anywhere. This function is recommended to be place above the save data functions for obvious reasons.
name - The name of the save data to be used.
folder - An optional parameter, The folder to be loaded or be created.
flushSaveData(name:String)
Deletes the save data, if not used anymore; Returns a nil value.
name - The name of the save data to be used.
setDataFromSave(name:String, field:String, value:Dynamic)
Sets the current data field with a new value. Or creates a data field with a specify value of the data field.
name - The name of the save data to be used.
field - The name of the data field to be used.
value - The new value to be set or the specific value to be used, Like an Array, String, Number, etc.
getDataFromSave(name:String, field:String)
Gets the current data field current value; Returns the data field value.
name - The name of the save data to be used.
field - The name of the data field to be used.
String Tool Functions
stringStartsWith(str:String, start:String)
Checks the specific starting section of the string; Returns a boolean.
str - The string to be used.
start - The starting section to be called.
Lua Equivalent:
stringEndsWith(str:String, end:String)
Checks the specific ending section of the string; Returns a boolean.
str - The string to be used.
end - The ending section to be called.
Lua Equivalent:
stringSplit(str:String, split:String)
Splits the string into multiple strings; Returns a table.
str - The string to be split.
split - The pattern of the string to split.
Lua Equivalent:
Example: stringSplit('A, B, C, D', ', ')[1], it will return A.
stringTrim(str:String)
Removes any whitspace characters from the string. Or you could just use ('string'):gsub('%s*', '') which functions the same. So this function is confirmed useless, so don't even bother using it lmao.
str - The string to be trimmed.
Randomization Functions
getRandomInt(min:Int, max:Int = FlxMath.MAX_VALUE_INT, exclude:String = '')
Randomizes the Int number from min to max values.
min - The minimum value.
max - The maximum value.
exclude - An optional parameter, The interger numbers to exclude when randomizing; Example: 1, 2, 4.
getRandomFloat(min:Float, max:Float = 1, exclude:String = '')
Randomizes the Float number from min to max values.
min - The minimum value.
max - The maximum value: Defualt value: 1.
exclude - An optional parameter, The floating-point numbers to exclude when randomizing; Example: 0.1, 2.5, 6.9.
getRandomBool(chance:Float = 50)
Randomizes the chances of returning a true value.
chance - The percent of it being true; Goes from 0 to 100; Default value: 50.
Global Variable Functions
setVar(varName:String, value:Dynamic)
Sets the current global variable with a new value. Or initializes the creation of a global variable if there is no global variable. This allows to access variable from other scripts, but only if the script is currently executed.
varName - The variable to be referenced.
value - The specified type of value for the variable to use or to over-write.
getVar(varName:String)
Gets the current global variable current value.
varName - The variable to be referenced.
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