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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.11 Lua API</title>
<link rel="stylesheet" href="ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1> TombEngine</h1>
<ul>
<li><here>Index</here></li>
</ul>
<h2>1 Special Tables</h2>
<ul class="nowrap">
<li> <a href="1 special tables/GameVars.html">GameVars</a></li>
<li> <a href="1 special tables/LevelFuncs.html">LevelFuncs</a></li>
<li> <a href="1 special tables/LevelVars.html">LevelVars</a></li>
</ul>
<h2>2 Modules</h2>
<ul class="nowrap">
<li> <a href="2 modules/Effects.html">Effects</a></li>
<li> <a href="2 modules/Flow.html">Flow</a></li>
<li> <a href="2 modules/Input.html">Input</a></li>
<li> <a href="2 modules/Inventory.html">Inventory</a></li>
<li> <a href="2 modules/Logic.html">Logic</a></li>
<li> <a href="2 modules/Objects.html">Objects</a></li>
<li> <a href="2 modules/Sound.html">Sound</a></li>
<li> <a href="2 modules/Strings.html">Strings</a></li>
<li> <a href="2 modules/Util.html">Util</a></li>
<li> <a href="2 modules/View.html">View</a></li>
</ul>
<h2>3 Classes</h2>
<ul class="nowrap">
<li> <a href="3 classes/Collision.Ray.html">Collision.Ray</a></li>
<li> <a href="3 classes/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="3 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="3 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="3 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="3 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="3 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="3 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="3 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="3 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="3 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="3 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="3 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="3 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="3 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="3 classes/View.DisplayItem.html">View.DisplayItem</a></li>
<li> <a href="3 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>4 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="4 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="4 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="4 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="4 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="4 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="4 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="4 primitive classes/Color.html">Color</a></li>
<li> <a href="4 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="4 primitive classes/Time.html">Time</a></li>
<li> <a href="4 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="4 primitive classes/Vec3.html">Vec3</a></li>
<li> <a href="4 primitive classes/View.DisplayAnchors.html">View.DisplayAnchors</a></li>
</ul>
<h2>5 Enums</h2>
<ul class="nowrap">
<li> <a href="5 enums/Collision.IntersectionType.html">Collision.IntersectionType</a></li>
<li> <a href="5 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="5 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="5 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="5 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="5 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="5 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="5 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="5 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="5 enums/Flow.ItemAction.html">Flow.ItemAction</a></li>
<li> <a href="5 enums/Flow.LaraType.html">Flow.LaraType</a></li>
<li> <a href="5 enums/Flow.PathfindingMode.html">Flow.PathfindingMode</a></li>
<li> <a href="5 enums/Flow.WeatherType.html">Flow.WeatherType</a></li>
<li> <a href="5 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="5 enums/Input.AxisID.html">Input.AxisID</a></li>
<li> <a href="5 enums/Logic.CallbackPoint.html">Logic.CallbackPoint</a></li>
<li> <a href="5 enums/Logic.EventType.html">Logic.EventType</a></li>
<li> <a href="5 enums/Logic.EndReason.html">Logic.EndReason</a></li>
<li> <a href="5 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="5 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="5 enums/Objects.WaterStatus.html">Objects.WaterStatus</a></li>
<li> <a href="5 enums/Objects.WeaponMode.html">Objects.WeaponMode</a></li>
<li> <a href="5 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="5 enums/Objects.InteractionType.html">Objects.InteractionType</a></li>
<li> <a href="5 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="5 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="5 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="5 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="5 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="5 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="5 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="5 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="5 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="5 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="5 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>6 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="6 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="6 lua utility modules/CustomDiary.html">CustomDiary</a></li>
<li> <a href="6 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="6 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="6 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h2>TombEngine 1.11 scripting interface</h2>
<p>Welcome to the TombEngine scripting API.</p>
<p>Note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.
At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.</p>
<h4>Module Hierarchy</h4>
<p>Other than the "special tables" (<a href="1 special tables/GameVars.html#">GameVars</a>, <a href="1 special tables/LevelVars.html#">LevelVars</a> and <a href="1 special tables/LevelFuncs.html#">LevelFuncs</a>), every module described herein is held in a master table called TEN.
For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:</p>
<pre><code>local door = TEN.Objects.GetMoveableByName("door_type4_14")
local door = GetMoveableByName("door_type4_14")
</code></pre>
<h4>Always check logs/TENLog.txt</h4>
<p>If you are scripting levels, TombEngine will often kick you back to the title screen, even if <code>errorMode</code> (see <a href="3 classes/Flow.Settings.html#">Flow.Settings</a>) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p>
<p>This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing <code>end</code> at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless. If this happens, check <strong>logs/TENLog.txt</strong> and look for an error message with the word "unrecoverable".</p>
<p>Happy building!</p>
<h2>1 Special Tables</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="1 special tables/GameVars.html">GameVars</a></td>
<td class="summary">A table with game data which will be saved and loaded.</td>
</tr>
<tr>
<td class="name" ><a href="1 special tables/LevelFuncs.html">LevelFuncs</a></td>
<td class="summary">A hierarchical table system for organizing level-specific functions.</td>
</tr>
<tr>
<td class="name" ><a href="1 special tables/LevelVars.html">LevelVars</a></td>
<td class="summary">A table with level-specific data which will be saved and loaded.</td>
</tr>
</table>
<h2>2 Modules</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="2 modules/Effects.html">Effects</a></td>
<td class="summary">Functions to generate effects.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Flow.html">Flow</a></td>
<td class="summary">Functions that (mostly) don't directly impact in-game mechanics.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Input.html">Input</a></td>
<td class="summary">Functions for input management.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Inventory.html">Inventory</a></td>
<td class="summary">Inventory manipulation</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Logic.html">Logic</a></td>
<td class="summary">Saving data, triggering functions, and callbacks for level-specific scripts.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Objects.html">Objects</a></td>
<td class="summary">Objects include moveables, statics, cameras, and others.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Sound.html">Sound</a></td>
<td class="summary">Functions for sound management.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Strings.html">Strings</a></td>
<td class="summary">Display strings.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/Util.html">Util</a></td>
<td class="summary">Utility functions for various calculations.</td>
</tr>
<tr>
<td class="name" ><a href="2 modules/View.html">View</a></td>
<td class="summary">Functions to manage camera and game view.</td>
</tr>
</table>
<h2>3 Classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="3 classes/Collision.Ray.html">Collision.Ray</a></td>
<td class="summary">Casts a collision ray in the game world.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Collision.Probe.html">Collision.Probe</a></td>
<td class="summary">Represents a collision probe in the game world.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Flow.Level.html">Flow.Level</a></td>
<td class="summary">Stores level metadata.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Flow.Settings.html">Flow.Settings</a></td>
<td class="summary">Global engine settings which don't fall into particular category or can't be assigned to a specific object.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Flow.Statistics.html">Flow.Statistics</a></td>
<td class="summary">A set of gameplay statistics.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.AIObject.html">Objects.AIObject</a></td>
<td class="summary">AI object</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.Camera.html">Objects.Camera</a></td>
<td class="summary">Basic cameras that can point at Lara or at a CAMERA_TARGET.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.LaraObject.html">Objects.LaraObject</a></td>
<td class="summary">Class for player-only functions.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.Moveable.html">Objects.Moveable</a></td>
<td class="summary">Represents a moveable object in the game world.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.Room.html">Objects.Room</a></td>
<td class="summary">Room object.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.Sink.html">Objects.Sink</a></td>
<td class="summary">Represents a sink object.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.SoundSource.html">Objects.SoundSource</a></td>
<td class="summary">Sound source</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.Static.html">Objects.Static</a></td>
<td class="summary">Represents a static object in the game world.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Objects.Volume.html">Objects.Volume</a></td>
<td class="summary">Activator volume.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/Strings.DisplayString.html">Strings.DisplayString</a></td>
<td class="summary">A string appearing on the screen.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/View.DisplayItem.html">View.DisplayItem</a></td>
<td class="summary">Represents a display item.</td>
</tr>
<tr>
<td class="name" ><a href="3 classes/View.DisplaySprite.html">View.DisplaySprite</a></td>
<td class="summary">Represents a display sprite.</td>
</tr>
</table>
<h2>4 Primitive Classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="4 primitive classes/Flow.Fog.html">Flow.Fog</a></td>
<td class="summary">Represesnts distance fog.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Flow.Horizon.html">Flow.Horizon</a></td>
<td class="summary">Represents a horizon.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
<td class="summary">Represents the properties of an object as it appears in the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></td>
<td class="summary">Represents a global lens flare (not to be confused with the lens flare object).</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td>
<td class="summary">Describes a layer of moving clouds.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Flow.Starfield.html">Flow.Starfield</a></td>
<td class="summary">Represents a star field in the sky.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Color.html">Color</a></td>
<td class="summary">Represents an RGBA or RGB color.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Rotation.html">Rotation</a></td>
<td class="summary">Represents a 3D rotation.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Time.html">Time</a></td>
<td class="summary">Represents a time value in game frames, with support for formatting to hours, minutes, seconds, and centiseconds (1/100th of a second).</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Vec2.html">Vec2</a></td>
<td class="summary">Represents a float-based 2D vector.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/Vec3.html">Vec3</a></td>
<td class="summary">Represents a float-based 3D vector.</td>
</tr>
<tr>
<td class="name" ><a href="4 primitive classes/View.DisplayAnchors.html">View.DisplayAnchors</a></td>
<td class="summary">Represents the anchor points of a display element.</td>
</tr>
</table>
<h2>5 Enums</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="5 enums/Collision.IntersectionType.html">Collision.IntersectionType</a></td>
<td class="summary">Constants for the type of intersection checks.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Collision.MaterialType.html">Collision.MaterialType</a></td>
<td class="summary">Constants for material types.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Effects.BlendID.html">Effects.BlendID</a></td>
<td class="summary">Constants for blend mode IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Effects.EffectID.html">Effects.EffectID</a></td>
<td class="summary">Constants for effect IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></td>
<td class="summary">Constants for feather modes.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></td>
<td class="summary">Constants for particle animation type constants.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></td>
<td class="summary">Constants for error modes.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></td>
<td class="summary">Constants for freeze modes.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.GameStatus.html">Flow.GameStatus</a></td>
<td class="summary">Constants for game statuses.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.ItemAction.html">Flow.ItemAction</a></td>
<td class="summary">Constants for item actions.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.LaraType.html">Flow.LaraType</a></td>
<td class="summary">Constants for player types.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.PathfindingMode.html">Flow.PathfindingMode</a></td>
<td class="summary">Constants for pathfinding modes.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Flow.WeatherType.html">Flow.WeatherType</a></td>
<td class="summary">Constants for weather types.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Input.ActionID.html">Input.ActionID</a></td>
<td class="summary">Constants for action key IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Input.AxisID.html">Input.AxisID</a></td>
<td class="summary">Constants for analog axis IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Logic.CallbackPoint.html">Logic.CallbackPoint</a></td>
<td class="summary">Points in the game flow where level scripts can hook into.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Logic.EventType.html">Logic.EventType</a></td>
<td class="summary">Events that can be handled in level scripts.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Logic.EndReason.html">Logic.EndReason</a></td>
<td class="summary">Reasons why a level ended.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.AmmoType.html">Objects.AmmoType</a></td>
<td class="summary">Constants for player weapon ammo types.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.HandStatus.html">Objects.HandStatus</a></td>
<td class="summary">Constants for player hand statuses.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.WaterStatus.html">Objects.WaterStatus</a></td>
<td class="summary">Constants for player water statuses.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.WeaponMode.html">Objects.WeaponMode</a></td>
<td class="summary">Constants for Weapon modes.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.WeaponType.html">Objects.WeaponType</a></td>
<td class="summary">Constants for weapon types.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.InteractionType.html">Objects.InteractionType</a></td>
<td class="summary">Constants for interaction type.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></td>
<td class="summary">Constants for moveable statuses.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.ObjID.html">Objects.ObjID</a></td>
<td class="summary">Constants for object IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></td>
<td class="summary">Constants for room flag IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></td>
<td class="summary">Constants for room reverb types.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></td>
<td class="summary">Constants for the type of the audio tracks.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></td>
<td class="summary">Constants for Display String Options.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/Util.LogLevel.html">Util.LogLevel</a></td>
<td class="summary">Constants for LogLevel IDs.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/View.AlignMode.html">View.AlignMode</a></td>
<td class="summary">Constants for sprite align modes.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/View.CameraType.html">View.CameraType</a></td>
<td class="summary">Constants for the type of the Camera.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/View.PostProcessMode.html">View.PostProcessMode</a></td>
<td class="summary">Constants for the post-process effects to apply.</td>
</tr>
<tr>
<td class="name" ><a href="5 enums/View.ScaleMode.html">View.ScaleMode</a></td>
<td class="summary">Constants for display sprite scale modes.</td>
</tr>
</table>
<h2>6 Lua utility modules</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="6 lua utility modules/CustomBar.html">CustomBar</a></td>
<td class="summary">This module provides functions for creating and managing custom progress bars.</td>
</tr>
<tr>
<td class="name" ><a href="6 lua utility modules/CustomDiary.html">CustomDiary</a></td>
<td class="summary">This module provides functions to create and manage diaries.</td>
</tr>
<tr>
<td class="name" ><a href="6 lua utility modules/EventSequence.html">EventSequence</a></td>
<td class="summary">A chain of functions to call at specified times, modeled after TRNG's organizers.</td>
</tr>
<tr>
<td class="name" ><a href="6 lua utility modules/Timer.html">Timer</a></td>
<td class="summary"><style>table.function_list td.name {min-width: 395px;}</style>
Basic timer that performs countdown.</td>
</tr>
<tr>
<td class="name" ><a href="6 lua utility modules/Type.html">Type</a></td>
<td class="summary"><style>table.function_list td.name {min-width: 335px;}</style>
This molule contains functions that allow to check the data type of a variable.</td>
</tr>
</table>
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