Global

Global functions that are not part of a class or object are listed here. Be sure to check what game modes they are loaded in before use, as not all of them will be loaded in campaign, battle or the frontend.

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Script Errors

script_error(string message)

Throws a script error with the supplied message, printing the lua callstack to the console. Useful for debugging.

Parameters:

1

string

message

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/all_scripted.lua, line 33

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Output

out(string output)

out is a table that provides multiple methods for outputting text to the game console. It may be called as a function to output a string to the main Lua tab, but the following table elements within it may also be called to output to different output tabs:
  • shane

  • dylan

  • ui

  • traits

  • help_pages

  • interventions

  • invasions

  • tom

  • kostas

  • ting

  • scott_b

  • design


out supplies four additional functions that can be used to show tab characters at the start of lines of output:
FunctionDescription
out.inc_tabIncrements the number of tab characters shown at the start of the line by one.
out.dec_tabDecrements the number of tab characters shown at the start of the line by one. Decrementing below zero has no effect.
out.cache_tabCaches the number of tab characters currently set to be shown at the start of the line.
out.restore_tabRestores the number of tab characters shown at the start of the line to that previously cached.
Tab levels are managed per output tab. To each of these functions a string argument can be supplied which sets the name of the console tab to apply the modification to. Supply no argument or a blank string to modify the tab level of the main console output.

Parameters:

1

string

output

Returns:

  1. nil

Example - Standard output:

out("Hello World")
out.inc_tab()
out("indented")
out.dec_tab()
out("no longer indented")
Hello World
    indented
no longer indented

Example - UI tab:

Output to the ui tab, with caching and restoring of tab levels
out.ui("Hello UI tab")
out.cache_tab("ui")
out.inc_tab("ui")
out.inc_tab("ui")
out.inc_tab("ui")
out.ui("very indented")
out.restore_tab("ui")
out.ui("not indented any more")
Hello UI tab
            very indented
not indented any more
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/all_scripted.lua, line 115

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Loading Script Libraries

force_require(string filename)

Forceably unloads and requires a file by name.

Parameters:

1

string

filename

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/all_scripted.lua, line 397

load_script_libraries()

One-shot function to load the script libraries.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/all_scripted.lua, line 406

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Battle Manager

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Vector Manipulation

A suite of functions related to vectors. In battle scripting terminology, vectors are 2D/3D positions in the game world.

v_to_s(vector subject vector)

Converts a vector to a string, for debug output

Parameters:

1

vector

subject vector

Returns:

  1. string
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 17

v_offset(vector source vector, [number x offset], [number y offset], [number z offset])

Takes a source vector and some x/y/z offset values. Returns a target vector which is offset from the source by the supplied values.

Parameters:

1

vector

source vector

2

number

optional, default value=0

x offset

3

number

optional, default value=0

y offset

4

number

optional, default value=0

z offset

Returns:

  1. target vector
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 30

v_add(vector vector a, vector vector b)

Takes two vectors, and returns a third which is the sum of both.

Parameters:

1

vector

vector a

2

vector

vector b

Returns:

  1. target vector
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 53

v_subtract(vector vector a, vector vector b)

Takes two vectors, and returns a third which is the second subtracted from the first.

Parameters:

1

vector

vector a

2

vector

vector b

Returns:

  1. target vector
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 74

centre_point_table(table position collection)

Takes a table of vectors, buildings, units or scriptunits, and returns a vector which is the mean centre of the positions described by those objects.

Parameters:

1

table

Table of vectors/buildings/units/scriptunits.

Returns:

  1. vector centre position
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 95

get_position_near_target(
  vector
source position,
  [number
min distance],
  [number
max distance],
  [number
min bearing],
  [number
max bearing]
)

Returns a vector at a random position near to a supplied vector. Additional parameters allow a min/max distance and a min/max angle in degrees from the source vector to be specified.

Parameters:

1

vector

source position

2

number

optional, default value=20

Minimum distance of target position in m.

3

number

optional, default value=50

Maximum distance of target position in m.

4

number

optional, default value=0

Minimum bearing of target position in degrees.

5

number

optional, default value=360

Maximum bearing of target position in degrees.

Returns:

  1. vector target position
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 143

get_furthest(vector source position, table position collection)

Takes a subject vector and a table of vectors/units/sunits/buildings (or a scriptunits collection). Returns the index of the vector in the table/collection which is furthest from the subject vector.

Parameters:

1

vector

source position

2

table

Table of vector/unit/sunit/building objects, or a scriptunits collection

Returns:

  1. integer index of furthest object in list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 274

get_nearest(vector source position, table position collection)

Takes a subject vector and a table of vectors/units/sunits/buildings (or a scriptunits collection). Returns the index of the vector in the table/collection which is closest to the subject vector.

Parameters:

1

vector

source position

2

table

Table of vector/unit/sunit/building objects, or a scriptunits collection

Returns:

  1. integer index of closest object in list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 284

position_along_line(vector first position, vector second position, number distance)

Takes two vector positions as parameters and a distance in metres, and returns a position which is that distance from the first vector in the direction of the second vector.

Parameters:

1

vector

first position

2

vector

second position

3

number

distance

Returns:

  1. vector target position
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 294

dot(vector first position, vector second position)

Returns the dot product of two supplied vectors.

Parameters:

1

vector

first position

2

vector

second position

Returns:

  1. number dot product
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 318

dot3d(vector first position, vector second position)

Returns the dot product of two supplied vectors in three dimensions.

Parameters:

1

vector

first position

2

vector

second position

Returns:

  1. number dot product
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 328

normal(vector first position, vector second position)

Returns the normal vector of two supplied vectors.

Parameters:

1

vector

first position

2

vector

second position

Returns:

  1. vector normal
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 338

distance_to_line(vector line position a, vector line position b, vector target position)

Takes two vector positions that describe a 2D line of infinite length, and a target vector position. Returns the distance from the line to the target vector.

Parameters:

1

vector

line position a

2

vector

line position b

3

vector

target position

Returns:

  1. number distance
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 348

has_crossed_line(
  object
position collection,
  vector
line position a,
  vector
line position b,
  boolean
standing only
)

Takes a vector, unit, scriptunit or collection of objects and returns true if any element within it has crossed a line demarked by two supplied vector positions.
An optional fourth parameter instructs has_crossed_line to only consider the positions of non-routing units, if set to true.
An object is deemed to have 'crossed' the line if it's on the right-hand side of the line.

Parameters:

1

object

Collection of position objects to test. Supported collection object types are scriptunits, units, army, armies, alliance or a numerically-indexed table of any supported objects.

2

vector

line position a

3

vector

line position b

4

boolean

Do not count positions of any routing or dead units

Returns:

  1. boolean has crossed line
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 376

distance_along_line(vector line position a, vector line position b, number distance)

Takes two vectors that describe a 3D line of infinite length, and a numeric distance in metres. Returns a position along the line that is the supplied distance from the first supplied position.

Parameters:

1

vector

line position a

2

vector

line position b

3

number

distance

Returns:

  1. vector position along line
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_convex_area.lua, line 470

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Sound

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Unitcontroller Creation

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Unit Routing and Engagement Tests

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Unit Position Tests

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Miscellaneous Unit Collection Tests

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Script Units

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Volume Types

A handful of sound-related functions in battle require a volume type to be specified when they are called. The values described below represent those volume types. They can be passed into functions such as battle:set_volume and battle:get_volume to specify a volume type.

Variables in this section:

VOLUME_TYPE_MUSIC @number Volume type representing music, that can be used with sound-related functions. Value is 0.
VOLUME_TYPE_SFX @number Volume type representing sfx, that can be used with sound-related functions. Value is 1.
VOLUME_TYPE_ADVISOR @number Volume type representing advisor sounds, that can be used with sound-related functions. Value is 2.
VOLUME_TYPE_VO @number Volume type representing voiceover sounds, that can be used with sound-related functions. Value is 3.
VOLUME_TYPE_INTERFACE @number Volume type representing user interface sounds, that can be used with sound-related functions. Value is 4.
VOLUME_TYPE_MOVIE @number Volume type representing movie sounds, that can be used with sound-related functions. Value is 5.
VOLUME_TYPE_VOICE_CHAT @number Volume type representing voice chat audio, that can be used with sound-related functions. Value is 6.
VOLUME_TYPE_MASTER @number Volume type representing the master volume level, that can be used with sound-related functions. Value is 7.

These variables are also listed in the global variables list for this class or module.

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Angle Conversions

r_to_d(number angle)

Converts a supplied angle in radians to degrees.

Parameters:

1

number

Angle in radians

Returns:

  1. number angle in degrees
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 35

d_to_r(number angle)

Converts a supplied angle in degrees to radians.

Parameters:

1

number

Angle in degrees

Returns:

  1. number angle in radians
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 48

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File and Folder Paths

Functions to help get the filename and path of the calling script.

get_file_and_folder_path_as_table([integer stack offset])

Returns the file and path of the calling script as a table of strings.

Parameters:

1

integer

optional, default value=0

Supply a positive integer here to return a result for a different file on the callstack e.g. supply '1' to return the file and folder path of the script file calling the the script file calling this function, for example.

Returns:

  1. table table of strings
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 73

get_folder_name_and_shortform([integer stack offset])

Returns the folder name of the calling file and the shortform of its filename as separate return parameters. The shortform of the filename is the portion of the filename before the first "_", if one is found. If no shortform is found the function returns only the folder name.
A shortform used to be prepended on battle script files to allow them to be easily differentiated from one another in text editors e.g. "TF_battle_main.lua" vs "PY_battle_main.lua" rather than two "battle_main.lua"'s.

Parameters:

1

integer

optional, default value=0

Supply a positive integer here to return a result for a different file on the callstack e.g. supply '1' to return the folder name/shortform of the script file calling the the script file calling this function, for example.

Returns:

  1. string name of folder containing calling file
  2. string shortform of calling filename, if any
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 136

get_full_file_path([integer stack offset])

Gets the full filepath and name of the calling file.

Parameters:

1

integer

optional, default value=0

Supply a positive integer here to return a result for a different file on the callstack e.g. supply '1' to return the file path of the script file calling the the script file calling this function, for example.

Returns:

  1. string file path
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 174

get_file_name_and_path([integer stack offset])

Returns the filename and the filepath of the calling file as separate return parameters.

Parameters:

1

integer

optional, default value=0

Supply a positive integer here to return a result for a different file on the callstack e.g. supply '1' to return the file name and path of the script file calling the the script file calling this function, for example.

Returns:

  1. string file name
  2. string file path
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 190

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Type Checking

is_nil(object object)

Returns true if the supplied object is nil, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 264

is_number(object object)

Returns true if the supplied object is a number, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is number
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 277

is_function(object object)

Returns true if the supplied object is a function, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is function
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 290

is_string(object object)

Returns true if the supplied object is a string, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is string
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 303

is_boolean(object object)

Returns true if the supplied object is a boolean, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is boolean
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 316

is_table(object object)

Returns true if the supplied object is a table, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is table
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 329

is_eventcontext(object object)

Returns true if the supplied object is an event context, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is event context
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 342

is_battlesoundeffect(object object)

Returns true if the supplied object is a battle sound effect, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is battle sound effect
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 355

is_battle(object object)

Returns true if the supplied object is an empire battle object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is battle
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 368

is_alliances(object object)

Returns true if the supplied object is an alliances object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is alliances
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 381

is_alliance(object object)

Returns true if the supplied object is an alliance, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is alliance
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 394

is_armies(object object)

Returns true if the supplied object is an armies object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is armies
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 407

is_army(object object)

Returns true if the supplied object is an army object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is army
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 420

is_units(object object)

Returns true if the supplied object is a units object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is units
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 433

is_unit(object object)

Returns true if the supplied object is a unit object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is unit
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 445

is_unitcontroller(object object)

Returns true if the supplied object is a unitcontroller, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is unitcontroller
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 458

is_core(object object)

Returns true if the supplied object is a core object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is core
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 471

is_battlemanager(object object)

Returns true if the supplied object is a battle_manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is battle manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 484

is_campaignmanager(object object)

Returns true if the supplied object is a campaign manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is campaign manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 497

is_factionstart(object object)

Returns true if the supplied object is a faction start object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is faction start
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 510

is_campaigncutscene(object object)

Returns true if the supplied object is a campaign cutscene, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is campaign cutscene
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 523

is_cutscene(object object)

Returns true if the supplied object is a battle cutscene, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is cutscene
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 536

is_vector(object object)

Returns true if the supplied object is a vector object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is vector
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 549

is_building(object object)

Returns true if the supplied object is a building object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is building
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 563

is_buildings(object object)

Returns true if the supplied object is a buildings object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is buildings
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 577

is_buildinglist(object object)

Returns true if the supplied object is a building list object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is building list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 591

is_convexarea(object object)

Returns true if the supplied object is a convex_area, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is convex area
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 604

is_scriptunit(object object)

Returns true if the supplied object is a script_unit, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is scriptunit
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 617

is_scriptunits(object object)

Returns true if the supplied object is a script_units object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is scriptunits
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 630

is_subtitles(object object)

Returns true if the supplied object is a battle subtitles object, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is subtitles
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 643

is_patrolmanager(object object)

Returns true if the supplied object is a patrol manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is patrol manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 656

is_waypoint(object object)

Returns true if the supplied object is a patrol manager waypoint, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is waypoint
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 669

is_eventhandler(object object)

Returns true if the supplied object is an event handler, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is event handler
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 682

is_scriptaiplanner(object object)

Returns true if the supplied object is a script ai planner, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is script ai planner
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 695

is_timermanager(object object)

Returns true if the supplied object is a timer manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is timer manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 708

is_uioverride(object object)

Returns true if the supplied object is a ui override, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is ui override
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 721

is_uicomponent(object object)

Returns true if the supplied object is a uicomponent, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is uicomponent
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 734

is_component(object object)

Returns true if the supplied object is a component, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is component
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 747

is_scriptmessager(object object)

Returns true if the supplied object is a script messager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is script messager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 760

is_generatedbattle(object object)

Returns true if the supplied object is a generated battle, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is generated battle
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 773

is_generatedarmy(object object)

Returns true if the supplied object is a generated army, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is generated army
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 786

is_generatedcutscene(object object)

Returns true if the supplied object is a generated cutscene, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is generated cutscene
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 799

is_null(object object)

Returns true if the supplied object is a campaign null script interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is null
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 812

is_model(object object)

Returns true if the supplied object is a campaign model interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is model
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 825

is_world(object object)

Returns true if the supplied object is a campaign world interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is world
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 838

is_faction(object object)

Returns true if the supplied object is a campaign faction interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is faction
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 851

is_factionlist(object object)

Returns true if the supplied object is a campaign faction list interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is faction list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 864

is_character(object object)

Returns true if the supplied object is a campaign character interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is character
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 877

is_characterlist(object object)

Returns true if the supplied object is a campaign character list interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is character list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 890

is_regionmanager(object object)

Returns true if the supplied object is a campaign region manager interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is region manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 903

is_region(object object)

Returns true if the supplied object is a campaign region interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is region
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 916

is_regionlist(object object)

Returns true if the supplied object is a campaign region list interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is region list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 929

is_garrisonresidence(object object)

Returns true if the supplied object is a campaign garrison residence interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is garrison residence
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 942

is_settlement(object object)

Returns true if the supplied object is a campaign settlement interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is settlement
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 955

is_slot(object object)

Returns true if the supplied object is a campaign slot interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is slot
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 968

is_slotlist(object object)

Returns true if the supplied object is a campaign slot list interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is slot list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 981

is_militaryforce(object object)

Returns true if the supplied object is a campaign military force interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is military force
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 994

is_militaryforcelist(object object)

Returns true if the supplied object is a campaign military force list interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is military force list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1007

is_unitlist(object object)

Returns true if the supplied object is a campaign unit list interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is unit list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1020

is_pendingbattle(object object)

Returns true if the supplied object is a campaign pending battle interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is pending battle
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1033

is_campaignmission(object object)

Returns true if the supplied object is a campaign mission interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is campaign mission
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1046

is_campaignai(object object)

Returns true if the supplied object is a campaign ai interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is campaign ai
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1059

is_god(object object)

Returns true if the supplied object is a god faction interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is god
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1072

is_godlist(object object)

Returns true if the supplied object is a god list faction interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is god list
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1085

is_godmanager(object object)

Returns true if the supplied object is a god manager faction interface, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is god manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1098

is_campaignuimanager(object object)

Returns true if the supplied object is a campaign ui manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is campaign ui manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1111

is_objectivesmanager(object object)

Returns true if the supplied object is an objectives_manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is objectives manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1124

is_infotextmanager(object object)

Returns true if the supplied object is an infotext_manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is infotext manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1137

is_missionmanager(object object)

Returns true if the supplied object is a mission manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is text pointer
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1150

is_intervention(object object)

Returns true if the supplied object is an intervention, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is intervention
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1163

is_interventionmanager(object object)

Returns true if the supplied object is an intervention manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is intervention manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1176

is_linkparser(object object)

Returns true if the supplied object is a link parser, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is link parser
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1189

is_advicemanager(object object)

Returns true if the supplied object is an advice manager, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is advice manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1202

is_advicemonitor(object object)

Returns true if the supplied object is an advice monitor, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is advice monitor
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1215

is_scriptedtour(object object)

Returns true if the supplied object is a scripted tour, false otherwise.

Parameters:

1

object

object

Returns:

  1. boolean is scripted tour
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1228

Back to top

Tables

table_find(table subject table, object or function find, [boolean If set to true and an object is found])

Returns the first occurance of the provided object, if find is not a function, or the first object for which find returns a true value if find is a function. Returns nil otherwise.

Parameters:

1

table

subject table

2

object

or function find

3

boolean

optional, default value=false

return its index instead of the object

Returns:

  1. object or nil the first occurance or satisfying ojbect in the table
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1395

table_contains(table subject table, object object)

Returns true if the supplied indexed table contains the supplied object.

Parameters:

1

table

subject table

2

object

object

Returns:

  1. boolean table contains object
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1412

table_append(destination destination table, source source table)

Append the contents of the indexed table destination with the contents of the index table source.

Parameters:

1

destination

destination table

2

source

source table

Returns:

  1. destination table
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1427

table_erase(table subject table, object object)

Erase from the indexed table the supplied element. Returns true if the table contains the object and it was erased.

Parameters:

1

table

subject table

2

object

object

Returns:

  1. boolean table contained object
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1440

table_erase_if(table subject table, filter filter function)

Erase from the indexed table all elements that fullfil the supplied predicate. Returns true if any elements were removed.

Parameters:

1

table

subject table

2

filter

filter function

Returns:

  1. boolean table contained elements that fullfilled the filter
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1456

table_add_unique(table subject table, object object)

Add to the end of the indexed table the supplied element, but only if it did not already exist inside it. Returns true if the table did not contain the object and it was added.

Parameters:

1

table

subject table

2

object

object

Returns:

  1. boolean table did not contain object
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1475

table_stable_sort(
  table
subject table,
  comp
comparison function,
  [in_place
A flag whether the operation should be done in-place. Slower than to simply assign to the result]
)

Stable sort the contents of the indexed table using the provided comp function. A very simple and inefficient not-in-place way to do this, but probably OK for small tables.

Parameters:

1

table

subject table

2

comp

comparison function

3

in_place

optional, default value=false

but could be useful if working with a passed as a parameter table.

Returns:

  1. sorted table
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1491

table_accumulate(table subject table, obj initial value, [op operator function])

Accumulate the contents of the indexed table using the provided op function or + if no function is provided.

Parameters:

1

table

subject table

2

obj

initial value

3

op

optional, default value=+

taking as first argument the so far accumulated value and as second argument the next element of the table. If not provided, + is used

Returns:

  1. accumulated value of the table
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1537

table_read_only(table subject table)

Prevents to edit a table

Parameters:

1

table

subject table

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1557

Back to top

UIComponents

find_child_uicomponent(uicomponent parent ui component, string name)

Takes a uicomponent and a string name. Searches the direct children (and no further - not grandchildren etc) of the supplied uicomponent for another uicomponent with the supplied name. If a uicomponent with the matching name is found then it is returned, otherwise false is returned.

Parameters:

1

uicomponent

parent ui component

2

string

name

Returns:

  1. uicomponent child, or false if not found
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1578

find_uicomponent([uicomponent parent ui component], ... list of string names)

Finds and returns a uicomponent based on a set of strings that define its path in the ui hierarchy. This parent uicomponent can be supplied as the first argument - if omitted, the root uicomponent is used. Starting from the parent or root, the function searches through all descendants for a uicomponent with the next supplied uicomponent name in the sequence. If a uicomponent is found, its descendants are then searched for a uicomponent with the next name in the list, and so on until the list is finished or no uicomponent with the supplied name is found. A fragmentary path may be supplied if it still unambiguously specifies the intended uicomponent.

Parameters:

1

uicomponent

optional, default value=nil

parent ui component

2

...

list of string names

Returns:

  1. uicomponent child, or false if not found.
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1617

find_uicomponent_from_table(
  uicomponent
parent ui component,
  table
table of string names,
  [assert
on failure]
)

Takes a start uicomponent and a numerically-indexed table of string uicomponent names. Starting from the supplied start uicomponent, the function searches through all descendants for a uicomponent with the next supplied uicomponent name in the table. If a uicomponent is found, its descendants are then searched for a uicomponent with the next name in the list, and so on until the list is finished or no uicomponent with the supplied name is found. This allows a uicomponent to be searched for by matching its name and part of or all of its path.

Parameters:

1

uicomponent

Parent uicomponent.

2

table

Table of string names, indexed by number.

3

assert

optional, default value=false

Fire a script error if the search fails.

Returns:

  1. uicomponent child, or false if not found.
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1647

uicomponent_descended_from(uicomponent subject uic, string parent name)

Takes a uicomponent and a string name. Returns true if any parent ancestor component all the way up to the ui root has the supplied name (i.e. the supplied component is descended from it), false otherwise.

Parameters:

1

uicomponent

subject uic

2

string

parent name

Returns:

  1. boolean uic is descended from a component with the supplied name.
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1685

uicomponent_find_up(uicomponent subject uic, string parent name)

Takes a uicomponent and a string name or a function. Returns the component all the way up to the ui root who has the supplied name or matches the function, nil otherwise.

Parameters:

1

uicomponent

subject uic

2

string

parent name

Returns:

  1. boolean uic is descended from a component with the supplied name.
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1725

uicomponent_find_down(uicomponent subject uic, string parent name)

Takes a uicomponent and a string name or a function. Returns the component all the way up to the ui root who has the supplied name or matches the function, nil otherwise.

Parameters:

1

uicomponent

subject uic

2

string

parent name

Returns:

  1. boolean uic is descended from a component with the supplied name.
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1765

uicomponent_to_str(uicomponent subject uic)

Converts a uicomponent to a string showing its path, for output purposes.

Parameters:

1

uicomponent

subject uic

Returns:

  1. string output
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1800

output_uicomponent(uicomponent subject uic, [boolean omit children])

Outputs extensive debug information about a supplied uicomponent to the console.

Parameters:

1

uicomponent

Subject uicomponent.

2

boolean

optional, default value=false

Do not show information about the uicomponent's children.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1824

output_uicomponent_on_click()

Starts a listener which outputs information to the console about every uicomponent that's clicked on.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1914

print_all_uicomponent_children(uicomponent subject uic)

Prints the name and path of the supplied uicomponent and all its descendents. Very verbose, and can take a number of seconds to complete.

Parameters:

1

uicomponent

Subject uicomponent.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1929

pulse_uicomponent(
  uicomponent
ui component,
  boolean
should pulse,
  [number
brightness],
  [boolean
progagate],
  [string
state name]
)

Activates or deactivates a pulsing highlight effect on the supplied uicomponent. This is primarily used for scripts which activate when the player moves the mouse cursor over certain words in the help pages, to indicate to the player what UI feature is being talked about on the page.

Parameters:

1

uicomponent

Subject ui component.

2

boolean

Set to true to activate the pulsing effect, false to deactivate it.

3

number

optional, default value=0

Pulse brightness. Set a higher number for a more pronounced pulsing effect.

4

boolean

optional, default value=false

Propagate the effect through the component's children. Use this with care, as the visual effect can stack and often it's better to activate the effect on specific uicomponents instead of activating this.

5

string

optional, default value=nil

Optional state name to affect. If a string name is supplied, the pulsing effect is only applied to the specified state instead of to all states on the component.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1941

is_fully_onscreen(uicomponent uicomponent)

Returns true if the uicomponent is fully on-screen, false otherwise.

Parameters:

1

uicomponent

uicomponent

Returns:

  1. boolean is onscreen
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1980

is_partially_onscreen(uicomponent uicomponent)

Returns true if the uicomponent is partially on-screen, false otherwise.

Parameters:

1

uicomponent

uicomponent

Returns:

  1. boolean is onscreen
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 1996

set_component_visible(boolean set visible, ... list of string names)

Sets a uicomponent visible or invisible by its path. The path should be one or more strings which when sequentially searched for from the ui root lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

boolean

set visible

2

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2014

set_component_visible_with_parent(
  boolean
set visible,
  uicomponent
parent uicomponent,
  ...
list of string names
)

Sets a uicomponent visible or invisible by its path. The path should be one or more strings which when sequentially searched for from a supplied uicomponent parent lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

boolean

set visible

2

uicomponent

parent uicomponent

3

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2035

set_component_active(boolean set active, ... list of string names)

Sets a uicomponent to be active or inactive by its path. The path should be one or more strings which when sequentially searched for from the ui root lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

boolean

set active

2

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2055

set_component_active_with_parent(
  boolean
set active,
  uicomponent
parent uicomponent,
  ...
list of string names
)

Sets a uicomponent to be active or inactive by its path. The path should be one or more strings which when sequentially searched for from a supplied uicomponent parent lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

boolean

set active

2

uicomponent

parent uicomponent

3

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2076

highlight_component(boolean activate highlight, boolean is square, ... list of string names)

Highlights or unhighlights a uicomponent by its path. The path should be one or more strings which when sequentially searched for from the ui root lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

boolean

Set true to activate the highlight, false to deactivate.

2

boolean

Set to true if the target uicomponent is square, false if it's circular.

3

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2111

highlight_visible_component(boolean activate highlight, boolean is square, ... list of string names)

Highlights or unhighlights a uicomponent by its path, but only if it's visible. The path should be one or more strings which when sequentially searched for from the ui root lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

boolean

Set true to activate the highlight, false to deactivate.

2

boolean

Set to true if the target uicomponent is square, false if it's circular.

3

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2121

highlight_all_visible_children(uicomponent parent, [number visual padding])

Draws a box highlight around all visible children of the supplied uicomponent. A padding value in pixels may also be supplied to increase the visual space between the highlight and the components being highlighted.

Parameters:

1

uicomponent

parent

2

number

optional, default value=0

visual padding

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2145

unhighlight_all_visible_children()

Cancels any and all highlights created with highlight_all_visible_children.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2172

highlight_component_table(number visual padding, ... uicomponents)

Draws a box highlight stretching around the supplied list of components. A padding value in pixels may also be supplied to increase the visual space between the highlight and the components being highlighted.

Parameters:

1

number

Visual padding in pixels.

2

...

Variable number of uicomponents to draw highlight over.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2179

unhighlight_component_table()

Cancels any and all highlights created with highlight_component_table.

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2269

play_component_animation(string animation name, ... list of string names)

Plays a specified component animation on a uicomponent by its path. The path should be one or more strings which when sequentially searched for from the ui root lead to the target uicomponent (see documentation for find_uicomponent_from_table, which performs the search).

Parameters:

1

string

animation name

2

...

list of string names

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2276

uicomponent_has_parent_filter(uicomponent uicomponent, function filter)

Returns true if the supplied uicomponent has a parent or ancestor that matches the supplied filter, or false otherwise. The filter should be a function that accepts a uicomponent as a single argument and returns true or false depending on whether the uicomponent passes the filter. The first matching ancestor is also returned.

Parameters:

1

uicomponent

uicomponent

2

function

filter

Returns:

  1. boolean uic parent passes filter
  2. uicomponent first matching ancestor
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2290

create_confirmation_box(
  string
id of the uicomponent that is going to be created,
  string
localisation_key,
  [function
on_accept_callback],
  [function
on_cancel_callback]
)

Creates confirmation box component with the specified id, text and accept / cancel callbacks

Parameters:

1

string

id of the uicomponent that is going to be created

2

string

localisation_key

3

function

optional, default value=nil

on_accept_callback

4

function

optional, default value=nil

on_cancel_callback

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2313

create_confirmation_box_with_text_from_script(
  string
id of the uicomponent that is going to be created,
  string
text Localised text constructed in lua,
  string
text_source Source of the localised text,
  [function
on_accept_callback],
  [function
on_cancel_callback]
)

Creates confirmation box component with the specified id, localised_text constructed in the scripts and accept / cancel callbacks

Parameters:

1

string

id of the uicomponent that is going to be created

2

string

text Localised text constructed in lua

3

string

text_source Source of the localised text

4

function

optional, default value=nil

on_accept_callback

5

function

optional, default value=nil

on_cancel_callback

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2326

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Advisor Progress Button

get_advisor_progress_button()

Returns the advisor progress/close button uicomponent.

Returns:

  1. uicomponent
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2438

show_advisor_progress_button([boolean show button])

Makes active / inactive the advisor progress/close button.

Parameters:

1

boolean

optional, default value=true

show button

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2462

highlight_advisor_progress_button([boolean show button])

Activates or deactivates a highlight on the advisor progress/close button.

Parameters:

1

boolean

optional, default value=true

show button

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_common.lua, line 2481

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Infotext Manager

get_infotext_manager()

Gets an infotext manager, or creates one if one doesn't already exist.

Returns:

  1. infotext_manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_infotext.lua, line 85

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Objectives Manager

get_objectives_manager()

Gets an objectives manager, or creates one if one doesn't already exist.

Returns:

  1. objectives_manager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign

defined in ../working_data/script/_lib/lib_objectives.lua, line 64

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Script Messager

get_messager()

Gets or creates a script_messager object.

Returns:

  1. script_messager
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_script_messager.lua, line 10

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Timer Manager

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Mod Output

ModLog(string output text)

Writes output to the lua_mod_log.txt text file, and also to the development console.

Parameters:

1

string

output text

Returns:

  1. nil
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../working_data/script/_lib/lib_mod_loader.lua, line 34

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Other Functionality

UIComponent(address component address)

Casts a component memory address, returned by several functions such as uicomponent:Find, into a valid uicomponent script object so that functions in the uicomponent script interface may be called on it.
This function is provided by the UI code.

Parameters:

1

address

component address

Returns:

  1. uicomponent
Loaded in Battle loaded in battle
Loaded in Campaign loaded in campaign
Loaded in Frontend loaded in frontend

defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 487

All variables provided by global

VOLUME_TYPE_MUSIC @number Volume type representing music, that can be used with sound-related functions. Value is 0.
VOLUME_TYPE_SFX @number Volume type representing sfx, that can be used with sound-related functions. Value is 1.
VOLUME_TYPE_ADVISOR @number Volume type representing advisor sounds, that can be used with sound-related functions. Value is 2.
VOLUME_TYPE_VO @number Volume type representing voiceover sounds, that can be used with sound-related functions. Value is 3.
VOLUME_TYPE_INTERFACE @number Volume type representing user interface sounds, that can be used with sound-related functions. Value is 4.
VOLUME_TYPE_MOVIE @number Volume type representing movie sounds, that can be used with sound-related functions. Value is 5.
VOLUME_TYPE_VOICE_CHAT @number Volume type representing voice chat audio, that can be used with sound-related functions. Value is 6.
VOLUME_TYPE_MASTER @number Volume type representing the master volume level, that can be used with sound-related functions. Value is 7.
Last updated 25/08/2021 12:07:49