Effect
The effect object is created automatically by code whenever a script environment is set up. It is mostly used to provide functionality that can be useful in all environments (campaign, battle and frontend). It does not need to be created by script, and the functions it provides may be called directly on the object in the following form.
Example:
effect.<function_name>(<args>)
Loaded in Battle | |
Loaded in Campaign | |
Loaded in Frontend |
The following function calls are available in a campaign script environment. They will not work in other environments.
-
effect.ancillary(
ancillary keystring
,
chancenumber
,
contextuserdata
)
-
Potentially adds the supplied ancillary to the character in the supplied context. When called, the function generates a random number between 0-100, and if this number is less than or equal to the supplied chance value, then the ancillary is added. The character to add the ancillary to is specified in the supplied context object, which must be a context object created by a character event (e.g. CharacterCompletedBattle, CharacterCreated).
This function is somewhat archaic and should only be used in exported ancillary scripts. For general script usageforce_add_ancillary
is greatly preferred.Parameters:
1
Ancillary key, from the
ancillaries
table.2
Percentage chance that the ancillary will actually be added.
3
Context object, provided by a character event.
Returns:
nil
defined in ../working_data/script/docgen/docgen_campaign_effect.lua, line 23
-
effect.trait(
trait keystring
,
applicable tostring
,
pointsnumber
,
chancenumber
,
contextuserdata
)
-
Potentially adds the supplied trait points to the trait-recipient in the supplied context. When called, the function generates a random number between 0-100, and if this number is less than or equal to the supplied chance value then the trait points are added. The trait recipient is specified in the supplied context object, and the type of recipient must also be specified by a supplied string.
This function is somewhat archaic and should only be used in exported trait scripts. For adding traits to characters in general scriptsforce_add_trait
is greatly preferred.Parameters:
1
Trait key, from the
traits
table.2
Specifies the type of object to apply the trait to. Valid strings here are
agent
(for all characters),region
andunit
. Not all recipient types may currently be supported.3
Number of trait points to add, if successful.
4
Percentage chance that the trait will actually be added.
5
Context object, provided by an event.
Returns:
nil
defined in ../working_data/script/docgen/docgen_campaign_effect.lua, line 32
-
effect.OpenBrowser(
encyclopedia urlstring
,
contextuserdata
)
-
Opens the in-game web browser with the supplied encyclopedia url.
Parameters:
1
encyclopedia url
2
Context object, provided by an event.
Returns:
nil
Example:
effect.OpenBrowser("how_to_play/045b_enc_manual_ui_character.html", context)
defined in ../working_data/script/docgen/docgen_campaign_effect.lua, line 42
-
effect.suspend_contextual_advice(
should suspendboolean
)
-
Prevents advice from being triggered with
effect.advance_contextual_advice_thread
. This can be useful for tutorials, but is not used by modern advice systems.Parameters:
1
should suspend
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1290
-
effect.advice(
textstring
)
-
Directs the advisor to display the supplied advice string. This should only be used for debugging since localisation is bypassed.
Parameters:
1
text
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1308
-
effect.advance_scripted_advice_thread(
advice keystring
,
score increasenumber
)
-
Directs the advisor to advance the specified thread by the supplied score increase. If any advice on that thread subsequently becomes eligible to be issued, then that advice is issued.
Parameters:
1
Advice key, from the
advice_threads
table.2
Score to increase the advice thread by.
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1327
-
effect.advance_scripted_advice_thread_located(
advice keystring
,
score increasenumber
,
xnumber
,
ynumber
)
-
Parameters:
1
Advice key, from the
advice_threads
table.2
Score to increase the advice thread by.
3
X display co-ordinate to associate the advice with.
4
Y display co-ordinate to associate the advice with.
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1349
-
effect.get_advice_thread_score(
thread keystring
)
-
Returns the advice thread score. This can indicate whether advice on this thread has already been played.
Parameters:
1
Advice thread key, from the
advice_threads
table.Returns:
scorenumber
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1392
-
effect.increment_advice_thread_score(
thread keystring
,
scorenumber
)
-
Increments the advice thread score by the supplied amount, without playing any advice.
Parameters:
1
Advice thread key, from the
advice_threads
table.2
score
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1422
-
effect.set_advice_history_string_seen(
keystring
)
-
Stores a key in the advice history, which can subsequently be tested with
effect.get_advice_history_string_seen
. This allows scripts to test whether the player has ever encountered certain conditions in their playing history (e.g. "has ever started game"). The flag will be reset if the player resets their advice history.Parameters:
1
key
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1445
-
effect.get_advice_history_string_seen(
keystring
)
-
Returns whether a key has ever been set in the advice history with
effect.set_advice_history_string_seen
.Parameters:
1
key
Returns:
has been setboolean
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1464
-
effect.get_advice_level()
-
Returns the current advice level setting. The following table indicates potential returned values:
Returned Value Advice Level
0
Minimal 1
Low 2
High Returns:
advice levelnumber
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1484
-
effect.clear_advice_session_history()
-
Clears out the advice session history. This is the list of advice shown in this particular game session, accessed by the next/previous buttons on the advisor panel.
Returns:
nil
defined in ../../common/EmpireUtility/Source/Advice.cpp, line 1504
-
effect.advance_contextual_advice_thread(
advice threadstring
,
pointsnumber
,
contextuserdata
)
-
Directs the advisor to consider issuing advice on the supplied advice thread. The supplied number of points are added to the thread - if a record from the
advice_levels
table subsequently becomes eligible to be issued, then that advice is issued.Parameters:
1
Advice thread key.
2
Points to add to thread.
3
context object supplied by game event.
Returns:
nil
defined in ../../common/Empire/Source/Empire.cpp, line 3012
-
effect.is_advice_audio_playing()
-
Returns whether audio for any advice is currently playing.
Returns:
advice is playingboolean
defined in ../../common/Empire/Source/Empire.cpp, line 3042
-
effect.trigger_shortcut(
shortcut namestring
)
-
Triggers a keyboard shortcut event. Valid shortcut events are defined in
data\text\default_keys.xml
.Parameters:
1
shortcut name
Returns:
nil
defined in ../../common/EmpireUtility/Source/KeyboardShortcuts/KeyboardShortcutHandler.cpp, line 2008
-
effect.key_press(
eventstring
)
-
Simulates a key down followed by a key up key event. Valid key events are listed here:
Simulating Keyboard Events
Parameters:
1
event
Returns:
nil
defined in ../../common/Empire/Source/Empire.cpp, line 3069
-
effect.key_down(
eventstring
)
-
Triggers a key down key event. Note that the game will think the key is held down until a key up event is received. Valid key events are listed here:
Simulating Keyboard Events
Parameters:
1
event
Returns:
nil
defined in ../../common/Empire/Source/Empire.cpp, line 3092
-
effect.key_up(
eventstring
)
-
Triggers a key up event. Valid key events are listed here:
Simulating Keyboard Events
.Parameters:
1
event
Returns:
nil
defined in ../../common/Empire/Source/Empire.cpp, line 3114
-
effect.mouse_event(
eventstring
,
screen pos xnumber
,
screen pos ynumber
)
-
Triggers a mouse event at a specified position. Valid mouse events are listed in the
cursor_mouse_events
table.Parameters:
1
event
2
screen pos x
3
screen pos y
Returns:
nil
defined in ../../common/Empire/Source/Empire.cpp, line 3136
-
effect.pref_as_bool(
preference keystring
)
-
Returns whether the specified boolean user preference setting is true or not.
Parameters:
1
preference key
Returns:
preference valueboolean
defined in ../../common/Empire/Source/Empire.cpp, line 3171
-
effect.pref_as_float(
preference keystring
)
-
Returns the numeric value of the specified floating point user preference. Floating point number values will be marked with <float> in the preferences file.
Parameters:
1
preference key
Returns:
preference valuenumber
defined in ../../common/Empire/Source/Empire.cpp, line 3192
-
effect.pref_as_integer(
preference keystring
)
-
Returns the numeric value of the specified integer user preference. Integer values will be marked with <int> in the preferences file.
Parameters:
1
preference key
Returns:
preference valuenumber
defined in ../../common/Empire/Source/Empire.cpp, line 3213
-
effect.set_pref_integer(
preference keystring
,
valuenumber
)
-
Sets the specified integer user preference with the given value
Parameters:
1
preference key
2
value
Returns:
nil
defined in ../../common/Empire/Source/Empire.cpp, line 3233
-
effect.tweaker_value(
tweaker namestring
)
-
Returns the value of the specified tweaker as a string. Tweakers are game settings that may be easily set and changed during development, through methods such as startup scripts or the game console.
Parameters:
1
tweaker name
Returns:
tweaker valuestring
defined in ../../common/Empire/Source/Empire.cpp, line 3255
-
effect.game_version()
-
Returns the game version string.
Returns:
game versionstring
defined in ../../common/Empire/Source/Empire.cpp, line 3305
-
effect.filesystem_lookup(
pathstring
,
patternstring
)
-
Performs a VFS lookup in the specified relative path (root is data/) for files matching the supplied pattern. Returns a comma-delimited list of files found.
Parameters:
1
Path from data/ in which to look.
2
Search pattern.
Returns:
file liststring
Example:
effect.filesystem_lookup("/script/_lib/", "*.lua")
defined in ../../common/Empire/Source/Empire.cpp, line 3325
-
effect.PingIconPath(
ping typenumber
)
-
Returns the icon path for the supplied ping icon type, specified by a numeric index. This allows script to create its own pings that don't go through the ping system (like ping icons attached to units - see
script_unit:add_ping_icon
). This function works in battle only.Parameters:
1
ping type
Returns:
icon pathstring
defined in ../../common/UIDll/Source/Battle/ComponentCallbacks/OffscreenIndicator.cpp, line 98
-
effect.get_localised_string(
localisation keystring
)
-
Retrieves a localised string from the database by its full localisation key. This is in the form [table]_[field]_[record_key].
Parameters:
1
localisation key
Returns:
localised stringstring
Example:
out(effect.get_localised_string("random_localisation_strings_string_shakespeare_quote"))
Alas, Poor Yoric..
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 281
-
effect.get_shortcut_key_string(
shortcut_keystring
)
-
Retrieves localised description string for given shortcut key
Parameters:
1
shortcut_key
Returns:
localised stringstring
Example:
out(effect.get_shortcut_key_string("select_all"))
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 314
-
effect.subtitles_enabled()
-
Returns whether subtitles are enabled or not in the player's preferences.
Returns:
subtitles enabledboolean
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 337
-
effect.take_screenshot(
screenshot filenamestring
)
-
Takes a screenshot and writes a tga file with the supplied filename. If no path is specified with the filename then the screenshot file is written into the binaries folder. The file path to the screenshots folder in appdata may be retrieved with
effect.get_appdata_screenshots_path
.Parameters:
1
screenshot filename
Returns:
nil
Example:
effect.take_screenshot(effect.get_appdata_screenshots_path() .. "my_screenshot.png")
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 359
-
effect.get_appdata_screenshots_path()
-
Returns the full path to the screenshots directory in appdata.
Returns:
screenshots pathstring
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 388
-
effect.is_any_movie_playing()
-
Returns whether any movie is currently playing.
Returns:
is movie playingboolean
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 408
-
effect.stop_all_movies()
-
Stops any currently playing movies.
Returns:
nil
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 428
-
effect.are_info_overlays_enabled()
-
Checks if the info overlays are enabled.
Returns:
boolean
are_enabled
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 2282
-
effect.enable_info_overlays()
-
Enables or disables info overlays in current ui
Returns:
nil
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 2298
-
effect.disable_all_shortcuts(
should_disableboolean
)
-
Disable or enable all shortcuts
Parameters:
1
should_disable
Returns:
nil
defined in ../../common/UIDll/Source/Common/EmpireCommonUI.cpp, line 2315
-
effect.set_custom_loading_screen_key(
keystring
)
-
Sets a record from the
custom_loading_screens
table to use for the next loading screen. The record is specified by string key.Parameters:
1
key
Returns:
nil
defined in ../../common/UIDll/Source/Common/LoadingScreenUI.cpp, line 327