Core
The core object provides a varied suite of functionality that is sensible to provide in all the various game modes (campaign/battle/frontend). When the script libraries are loaded, a core_object is automatically created. It is called 'core' and the functions it provides can be called with a double colon e.g. core:get_ui_root()
Examples of the kind of functionality provided by the core object are event listening and triggering, ui access, and saving and loading values to the scripted value registry.
| Loaded in Battle |
|
| Loaded in Campaign |
|
| Loaded in Frontend |
|
A core object is automatically created when the script libraries are loaded so there should be no need for client scripts to call core:new themselves.
-
core:new() -
Creates a core object. There is no need for client scripts to call this, as a core object is created automatically by the script libraries when they are loaded.
Returns:
core_object
defined in ../working_data/script/_lib/lib_core.lua, line 102
Once created (which happens automatically within the declaration of the script libraries), functions on the core object may be called in the form showed below.
Example - Specification:
core:<function_name>(<args>)
Example - Creation and Usage:
core = core_object:new() -- object called 'core' is automatically set up
-- later, after UI creation
local x, y = core:get_screen_resolution()
out("Screen resolution is [" .. x .. ", " .. y .. "]")
Screen resolution is [1600, 900]
Functions concerning the UI root.
-
core:get_ui_root() -
Gets a handle to the ui root object. A script_error is thrown if this is called before the ui has been created.
Returns:
uicomponentui root
defined in ../working_data/script/_lib/lib_core.lua, line 233
-
core:set_ui_root(uicomponentui root) -
sets the ui root object that the core stores. Not to be called outside of the script libraries.
Parameters:
1
uicomponentui root
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 246
-
core:is_ui_created() -
Returns whether the ui has been created or not. Useful if clients scripts are running so early in the load sequence that the ui may not have been set up yet.
Once this function returns true, client scripts should be okay to start asking questions of the game and model.Returns:
booleanis ui created
defined in ../working_data/script/_lib/lib_core.lua, line 260
The core object listens for the UI being created and destroyed. Client scripts can register callbacks with the core object to get notified when the UI is set up or destroyed.
It is strongly advised that client scripts use this functionality rather than listen for the UICreated and UIDestroyed events directly, because the core object sets up the UI root before sending out notifications about the ui being created.
-
core:add_ui_created_callback(callbackfunction) -
Adds a callback to be called when the UI is created.
Parameters:
1
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 281
-
core:add_ui_destroyed_callback(functioncallback) -
Adds a callback to be called when the UI is destroyed.
Parameters:
1
functioncallback
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 318
Functions that return information about the game.
-
core:is_debug_config() -
Returns true if the game is not running in final release or intel configurations, false if the game is running in debug or profile configuration
Returns:
booleanis debug config
defined in ../working_data/script/_lib/lib_core.lua, line 363
-
core:is_tweaker_set(stringtweaker name) -
Returns whether a tweaker with the supplied name is set
Parameters:
1
stringtweaker name
Returns:
booleantweaker is set
defined in ../working_data/script/_lib/lib_core.lua, line 371
-
core:get_screen_resolution() -
Returns the current screen resolution
Returns:
integerscreen x dimensionintegerscreen y dimension
defined in ../working_data/script/_lib/lib_core.lua, line 381
Functions that return the mode the game is currently running in.
-
core:is_campaign() -
Returns whether the game is currently in campaign mode
Returns:
booleanis campaign
defined in ../working_data/script/_lib/lib_core.lua, line 398
-
core:is_battle() -
Returns whether the game is currently in battle mode
Returns:
booleanis battle
defined in ../working_data/script/_lib/lib_core.lua, line 406
-
core:is_frontend() -
Returns whether the game is currently in the frontend
Returns:
booleanis battle
defined in ../working_data/script/_lib/lib_core.lua, line 414
-
core:get_env() -
Returns the current global lua function environment. This can be used to force other functions to have global scope.
Returns:
environmenttable
defined in ../working_data/script/_lib/lib_core.lua, line 432
Functions for loading and, in campaign, executing mod scripts. Note that ModLog can be used by mods for output.
-
core:load_mods(...paths) -
Loads all mod scripts found on each of the supplied paths, setting the environment of every loaded mod to the global environment.
Parameters:
1
...List of
stringpaths from which to load mods from. The terminating/character must be included.Returns:
All mods loaded correctlyboolean
Example:
core:load_mods("/script/_lib/mod/", "/script/battle/mod/");
defined in ../working_data/script/_lib/lib_core.lua, line 453
-
core:execute_mods(...arguments) -
Attempts to execute a function of the same name as the filename of each mod that has previously been loaded by
core:load_mods. For example, if mods have been loaded frommod_a.lua,mod_b.luaandmod_c.lua, the functionsmod_a(),mod_b()andmod_c()will be called, if they exist. This can be used to start the execution of mod scripts at an appropriate time, particularly during campaign script startup.
One or more arguments can be passed toexecute_mods, which are in-turn passed to the mod functions being executed.Parameters:
1
...Arguments to be passed to mod function(s).
Returns:
No errors reportedboolean
defined in ../working_data/script/_lib/lib_core.lua, line 582
-
core:is_mod_loaded(mod namestring) -
Returns whether a mod with the supplied name is loaded. The path may be omitted.
Parameters:
1
mod name
Returns:
mod is loadedboolean
defined in ../working_data/script/_lib/lib_core.lua, line 627
Functions concerning the advice level setting, which defaults to 'high' but can be changed by the player.
-
core:get_advice_level() -
Returns the current advice level value. A returned value of 0 corresponds to 'minimal', 1 corresponds to 'low', and 2 corresponds to 'high'.
Returns:
integeradvice level
defined in ../working_data/script/_lib/lib_core.lua, line 658
-
core:is_advice_level_minimal() -
Returns whether the advice level is currently set to minimal.
Returns:
booleanis advice level minimal
defined in ../working_data/script/_lib/lib_core.lua, line 666
-
core:is_advice_level_low() -
Returns whether the advice level is currently set to low.
Returns:
booleanis advice level low
defined in ../working_data/script/_lib/lib_core.lua, line 674
-
core:is_advice_level_high() -
Returns whether the advice level is currently set to high.
Returns:
booleanis advice level high
defined in ../working_data/script/_lib/lib_core.lua, line 682
The scripted value registry is an object supplied by the game to script which can be used to set values that persist over lua sessions. As lua sessions are destroyed/recreated when the game loads from one mode to another (campaign to battle, frontend to campaign etc) the svr makes it possible for scripts to store information for scripts in future sessions to retrieve.
This information is cleared when the game as a whole is closed and re-opened, but the scripted value registry also allows boolean values to be saved in the registry. Such values will persist, even between reloads of the game client.
The core object automatically creates a handle to the scripted value registry and an interface to it. The following functions can be called to interact with the scripted value registry.
-
core:get_svr() -
Returns a handle to the scripted value registry object. It shouldn't be necessary to call this, as the core object provides access to all its functionality through its wrapper functions.
Returns:
scripted_value_registrysvr
defined in ../working_data/script/_lib/lib_core.lua, line 702
-
core:svr_save_bool(stringvalue name, booleanvalue) -
Saves a boolean value to the svr. This will persist as the game loads between modes (campaign/battle/frontend) but will be destroyed if the game is restarted.
Parameters:
1
stringvalue name
2
booleanvalue
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 710
-
core:svr_load_bool(stringvalue name) -
Retrieves a boolean value from the svr.
Parameters:
1
stringvalue name
Returns:
booleanvalue
defined in ../working_data/script/_lib/lib_core.lua, line 729
-
core:svr_save_string(stringvalue name, stringvalue) -
Saves a string value to the svr. This will persist as the game loads between modes (campaign/battle/frontend) but will be destroyed if the game is restarted.
Parameters:
1
stringvalue name
2
stringvalue
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 738
-
core:svr_load_string(stringvalue name) -
Retrieves a string value from the svr.
Parameters:
1
stringvalue name
Returns:
stringvalue
defined in ../working_data/script/_lib/lib_core.lua, line 757
-
core:svr_save_registry_bool(stringvalue name, booleanvalue) -
Saves a boolean value to the registry. This will persist, even if the game is reloaded.
Parameters:
1
stringvalue name
2
booleanvalue
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 766
-
core:svr_load_registry_bool(stringvalue name) -
Loads a boolean value from the registry.
Parameters:
1
stringvalue name
Returns:
booleanvalue
defined in ../working_data/script/_lib/lib_core.lua, line 785
A fullscreen highlight is an effect where the screen is masked out with a semi-opaque layer on top, save for a window cut out through which the game interface can be seen. This can be used by tutorial scripts to draw the player's attention to a particular part of the screen. The fullscreen highlight prevents the player from clicking on those portions of the screen that are masked off.
A fullscreen highlight effect may be established around a supplied set of components with show_fullscreen_highlight_around_components(). Once established, a fullscreen highlight effect must be destroyed with hide_fullscreen_highlight().
This fullscreen highlight functionality wraps the FullscreenHighlight functionality provided by the underlying UI code. It's recommended to use this wrapper rather than calling the code functions directly.
-
core:show_fullscreen_highlight_around_components(padding
number,highlight text
[string],allow interaction
[boolean],uicomponent list
...
) -
Shows a fullscreen highlight around a supplied component list. Once established, this highlight must later be destroyed with
hide_fullscreen_highlight().
An integer padding value must be supplied, which specifies how much visual padding to give the components. The higher the supplied value, the more space is given around the supplied components visually.
The underlying FullscreenHighlight functionality supports showing text on the fullscreen highlight itself. If you wish to specify some text to be shown, it may be supplied using the second parameter in the common localised text format[table]_[field_of_text]_[key_from_table].Parameters:
1
numberPadding value, must be 0 or greater
2
stringoptional, default value=nil
Highlight text key, may be nil.
3
booleanoptional, default value=false
Allows the components in the central window to be interacted with.
4
...uicomponent list
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 806
-
core:hide_fullscreen_highlight() -
Hides/destroys the active fullscreen highlight.
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 936
-
core:set_fullscreen_highlight_interactive([booleanvalue]) -
Sets the active fullscreen highlight to be interactive. An interactive fullscreen highlight will respond to clicks. By default fullscreen highlights are non-interactive, but the functionality to make them interactive is provided here in case it's needed.
Parameters:
1
booleanoptional, default value=true
value
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 964
-
core:set_fullscreen_highlight_window_interactive([booleanvalue]) -
Sets the active fullscreen highlight to be interactive. An interactive fullscreen highlight will respond to clicks. By default fullscreen highlights are non-interactive, but the functionality to make them interactive is provided here in case it's needed.
Parameters:
1
booleanoptional, default value=true
value
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 984
Functionality to set and reset the advisor UI priority, which determines at what level the advisor is displayed (i.e. on top of/underneath other components). This is useful during tutorial scripting when the ui priority of other elements on the screen (particularly fullscreen highlighting) has been modified, or is otherwise interfering with the visibility of the advisor.
-
core:cache_and_set_advisor_priority() -
Sets the advisor priority to the supplied value, and caches the value previously set. The advisor priority can later be restored with
restore_advisor_priority.
The register_topmost flag can also be set to force the advisor to topmost.Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1021
-
core:restore_advisor_priority() -
Restores the advisor priority to a value previously cached with
cache_and_set_advisor_priority.Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1055
-
core:get_or_create_component(stringname, stringfile path, [uicomponentparent]) -
Creates a UI component with the supplied name, or retrieves it if it's already been created.
Parameters:
1
stringName to give uicomponent.
2
stringFile path to uicomponent layout, from the working data folder.
3
uicomponentoptional, default value=ui_root
Parent uicomponent.
Returns:
uicomponentcreated or retrieved uicomponentbooleanuicomponent was created
Example:
uic_skip_button = core:get_or_create_component("scripted_tour_skip_button", "UI/Common UI/scripted_tour_skip_button")
defined in ../working_data/script/_lib/lib_core.lua, line 1092
The core object provides a wrapper interface for client scripts to listen for events triggered by the game code, which is the main mechanism by which the game sends messages to script.
-
core:add_listener(listener name
string,event name
string,conditional test
function,target callback
function,listener persists after target callback called
boolean
) -
Adds a listener for an event. When the code triggers this event, and should the optional supplied conditional test pass, the core object will call the supplied target callback with the event context as a single argument.
A name must be specified for the listener which may be used to cancel it at any time. Names do not have to be unique between listeners.
The conditional test should be a function that returns a boolean value. This conditional test callback is called when the event is triggered, and the listener only goes on to trigger the supplied target callback if the conditional test returns true. Alternatively, a booleantruevalue may be given in place of a conditional callback, in which case the listener will always go on to call the target callback if the event is triggered.
Once a listener has called its callback it then shuts down unless the persistent flag is set to true, in which case it may only be stopped by being cancelled by name.Parameters:
1
stringlistener name
2
stringevent name
3
functionConditional test, or
trueto always pass4
functiontarget callback
5
booleanlistener persists after target callback called
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1126
-
core:remove_listener(stringlistener name) -
Removes and stops any event listeners with the specified name.
Parameters:
1
stringlistener name
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1314
-
core:trigger_event(stringevent name, ...context data items) -
Triggers an event from script, to which event listeners will respond. An event name must be specified, as well as zero or more items of data to package up in a custom event context. See custom_context documentation for information about what types of data may be supplied with a custom context. A limitation of the implementation means that only one data item of each supported type may be specified.
By convention, the names of events triggered from script are prepended with "ScriptEvent" e.g. "ScriptEventPlayerFactionTurnStart".Parameters:
1
stringevent name
2
...context data items
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1355
A custom event generator is a simple listener that listens for event, tests a condition, and if the condition passes triggers a target event with some optional context data. Performance and code re-use can be improved by setting up a custom event generator rather than having lots of instances of client scripts all listening for the same event and performing the same conditional test as one another.
-
core:start_custom_event_generator(source event
string,condition
function,target event
string,context generator
[function]
) -
Adds a custom event generator.
Parameters:
1
stringSource event to listen for.
2
functionConditional test to perform. This test will be passed the context of the source event just triggered as a single argument, and should return a boolean value. If the condition returns
true, or a value that evaluates totrue, the target event will be triggered.3
stringTarget event to fire if the source event is received and the condition passes. By convention, events triggered from script begin with
"ScriptEvent"4
functionoptional, default value=nil
Function that returns an object to be placed on the context of the target event
Returns:
nil
Example - ScriptEventPlayerBesieged:
This script fires a"ScriptEventPlayerBesieged"event, with the besieged region attached to the context, when a player settlement is besieged in campaign.core:start_custom_event_generator(
"CharacterBesiegesSettlement",
function(context) return context:region():owning_faction():name() == cm:get_local_faction() end,
"ScriptEventPlayerBesieged",
function(context) return context:region() end
)
defined in ../working_data/script/_lib/lib_core.lua, line 1408
-
core:stop_custom_event_generator() -
Stops a custom event generator, by the name of the target event. If multiple custom generators produce the same target event they will all be stopped.
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1461
-
core:monitor_performance(functionfunction to call, numbertime limit in s, stringname) -
Immediately calls a supplied function, and monitors how long it takes to complete. If this duration is longer than a supplied time limit a script error is thrown. A string name must also be specified for the function, for output purposes.
Parameters:
1
functionfunction to call
2
numbertime limit in s
3
stringname
Returns:
passed perfomance checkboolean
defined in ../working_data/script/_lib/lib_core.lua, line 1478
The utility functions described in this section can be useful for script that goes round a loop of an indeterminate number of cycles (e.g. some script monitoring player interaction where they can click back and forth as many times as they like) which wishes to call an external function only on the first time, or the first x number of times, around the loop. Using these utility functions means those scripts do not have to maintain a counter of how many times the function has been called themselves.
-
core:call_limited(namestring,callbackfunction, [quantitynumber]) -
Calls the supplied function if the number of previously function calls with the supplied name is less than the supplied limit. Only function calls handled by
call_limited(orcore:call_once) are counted. If the function is called then the internal counter associated with the name given is incremented.Parameters:
1
Name of the callback record to check.
2
Callback to call.
3
optional, default value=1
Maximum number of times a callback with this name can be called. If the internal counter of the number of callbacks related to the supplied name is less than this supplied quantity then the callback will be called.
Returns:
callback was calledboolean
Example:
-- This will be called, as no callback with the name test_callback has been previously called
core:call_limited("test_callback", function() out("This is a test") end, 1)
-- This will not be called, as the number of callbacks with the supplied
-- name is not less than the supplied quantity (1)
core:call_limited("test_callback", function() out("This is a test") end, 1)
-- This will be called, as the quantity has been increased.
-- The callback being different doesn't matter as the name is the same.
core:call_limited("test_callback", function() out("A different callback") end, 2)
This is a test
A different callback
defined in ../working_data/script/_lib/lib_core.lua, line 1521
-
core:call_once(namestring,callbackfunction) -
Calls the supplied function if no function with the supplied name has previously been called by
call_onceorcore:call_limited.Parameters:
1
Name of the callback record to check.
2
Callback to call.
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1574
Functionality to help prevent text pointers with duplicate names.
-
core:is_text_pointer_name_registered(stringtext pointer name) -
Returns true if a text pointer with the supplied name has already been registered, false otherwise.
Parameters:
1
stringtext pointer name
Returns:
booleanhas been registered
defined in ../working_data/script/_lib/lib_core.lua, line 1595
-
core:register_text_pointer_name(stringtext pointer name) -
Registers a text pointer with the supplied name.
Parameters:
1
stringtext pointer name
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1608
-
core:register_active_pointer(active pointeractive_pointer) -
Registers an active pointer. This is called automatically when an active pointer is set to save a record of itself into the advice history. It should not be called externally.
Parameters:
1
active pointer
Returns:
registration successfulboolean
defined in ../working_data/script/_lib/lib_core.lua, line 1629
-
core:get_active_pointer(namestring) -
Gets a previously-registered active pointer by name.
Parameters:
1
name
Returns:
active pointeractive_pointer
defined in ../working_data/script/_lib/lib_core.lua, line 1650
-
core:is_any_active_pointer_showing() -
Returns whether any active pointer is currently being displayed, as well as the active pointer being displayed if one is found.
Returns:
active pointer is showingbooleanactive pointer being shownactive_pointer
defined in ../working_data/script/_lib/lib_core.lua, line 1659
-
core:hide_all_text_pointers([hide immediatelyboolean]) -
Hide any
text_pointer's current visible.Parameters:
1
optional, default value=false
hide immediately
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1676
-
core:get_unique_counter() -
Retrieves a unique integer number. Each number is 1 higher than the previous unique number. Useful for scripts that need to generate unique identifiers.
Returns:
integerunique number
defined in ../working_data/script/_lib/lib_core.lua, line 1693
-
core:get_loading_screen() -
Returns the name and uicomponent of any detected loading screen, or
falseif one is not currently resident in the ui hierarchy (which would indicate that loading has finished).Returns:
stringloading screen nameuicomponentloading screen uicomponent
defined in ../working_data/script/_lib/lib_core.lua, line 1710
-
core:is_loading_screen_visible() -
Returns the name and uicomponent of any visible loading screen, or
falseotherwise.Returns:
stringloading screen nameuicomponentloading screen uicomponent
defined in ../working_data/script/_lib/lib_core.lua, line 1745
-
core:progress_on_loading_screen_dismissed(functioncallback, [booleansuppress wait]) -
Calls the supplied callback once the loading screen has been dismissed. If no loading screen is currently visible the function throws a script error and calls the callback immediately.
Parameters:
1
functionCallback to call.
2
booleanoptional, default value=false
Suppress wait for loading screen to animate offscreen.
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1760
-
core:progress_on_uicomponent_animation_finished(uicomponentuicomponent, functioncallback) -
Calls the supplied callback once the supplied component has finished animating. This function polls the animation state every 1/10th of a second, so there may be a slight unavoidable delay between the animation finishing and the supplied callback being called.
Parameters:
1
uicomponentuicomponent
2
functioncallback
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1846
-
core:progress_on_uicomponent_animation(unique name
string,uicomponent
uicomponent,callback
function,callback delay
[number],animation name
[string]
) -
Calls the supplied callback when the active animation on the supplied uicomponent returns a certain string. By default this string is empty, which means this function would progress when the target uicomponent is not animating. However, an alternative animation name can be supplied, which makes this function progress when that animation plays instead.
Note that this script has to repeatedly poll the supplied uicomponent, so because of model tick resolution it's not possible to guarantee that the callback will be called the instant the animation changes to the desired state.Parameters:
1
stringUnique name for this monitor (multiple such monitors may be active at once).
2
uicomponentTarget uicomponent.
3
functionCallback to call.
4
numberoptional, default value=0
Time in seconds to wait after the animation finishes before calling the supplied callback.
5
stringoptional, default value=""
Animation name which, when seen to be playing on the supplied uicomponent, causes the monitor to fire. The default animation name "" implies no animation playing.
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1868
-
core:cancel_progress_on_uicomponent_animation(unique namestring) -
Cancels a monitor started with
core:progress_on_uicomponent_animationby name.Parameters:
1
Unique name for the monitor to cancel (multiple such monitors may be active at once).
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1934
-
core:cache_and_set_tooltip_for_component_state(subject uicomponent
uicomponent,state name
string,text key
string
) -
Caches and sets the tooltip for a particular state of a component. Once cached, the tooltip may be restored with
restore_tooltip_for_component_state. This is used by tutorial scripts that overwrite the tooltip state of certain UIComponents.
The tooltip text key should be supplied in the common localised text format[table]_[field_of_text]_[key_from_table].Parameters:
1
uicomponentsubject uicomponent
2
stringstate name
3
stringtext key
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 1959
-
core:restore_tooltip_for_component_state(uicomponentsubject uicomponent, stringstate name) -
Restores a tooltip for a uicomponent state that's been previously modified with
cache_and_set_tooltip_for_component_state.Parameters:
1
uicomponentsubject uicomponent
2
stringstate name
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 2004
-
core:strip_tags_from_localised_text(stringtext) -
Strips any tags out of a localised text string. Tags stripped are "[[ .. ]]" and "{{ .. }}".
Parameters:
1
stringtext
Returns:
stringstripped text
defined in ../working_data/script/_lib/lib_core.lua, line 2071
-
core:check_bit(numbersubject value, integerbit position) -
Takes a number value and a numeric bit position. Returns true if the bit at the numeric bit position would be a '1' were the number value converted to binary, false otherwise.
Parameters:
1
numbersubject value
2
integerbit position
Returns:
booleanbit value
defined in ../working_data/script/_lib/lib_core.lua, line 2121
-
core:add_static_object(stringobject name, objectobject to register, [booleanoverwrite]) -
Registers a static object by a string name, which can be retrieved later with
core:get_static_object. This is intended for use as a registry of global static objects (objects of which there should only be one copy) such asbattle_manager,campaign_manager,timer_manager,script_messager,generated_battleand so-on. Scripts that intended to create one of these objects can query the static object registry to see if they've been created before and, if not, can register it.Parameters:
1
stringobject name
2
objectobject to register
3
booleanoptional, default value=false
overwrite
Returns:
nil
defined in ../working_data/script/_lib/lib_core.lua, line 2189
-
core:get_static_object(stringobject name) -
Returns the static object registered with the supplied string name using
core:add_static_object, if any such object has been registered, otherwise it returns nil.Parameters:
1
stringobject name
Returns:
object
defined in ../working_data/script/_lib/lib_core.lua, line 2211
Context
A custom context is created when the core object is compelled to trigger an event with trigger_event. Data items supplied to trigger_event are added to the custom context, which is then sent to any script listening for the event being triggered.
The receiving script should then be able to interrogate the custom context it receives as if it were a context issued from the game code.
No script outside of trigger_event should need to create a custom context, but it's documented here in order to list the data types it supports.
-
Custom:new() -
Creates a custom context object.
Returns:
custom_context
defined in ../working_data/script/_lib/lib_custom_context.lua, line 20
-
Custom:add_data(objectcontext data) -
adds data to the custom context object. Supported data types:
- boolean: will be accessible to the receiving script as
context.bool - string: will be accessible to the receiving script as
context.string - number: will be accessible to the receiving script as
context.number - region: will be accessible to the receiving script using
context:region() - character: will be accessible to the receiving script using
context:character() - faction: will be accessible to the receiving script using
context:faction() - component: will be accessible to the receiving script using
context:component() - military_force: will be accessible to the receiving script using
context:military_force() - pending_battle: will be accessible to the receiving script using
context:pending_battle() - garrison_residence: will be accessible to the receiving script using
context:garrison_residence() - building: will be accessible to the receiving script using
context:building() nil
A limitation of the implementation is that only one object of each type may be placed on the custom context.Parameters:
1
objectData object to add
Returns:
defined in ../working_data/script/_lib/lib_custom_context.lua, line 32
- boolean: will be accessible to the receiving script as
-
Custom:region() -
Called by the receiving script to retrieve the region object placed on the custom context, were one specified by the script that created it.
Returns:
regionregion object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 83
-
Custom:character() -
Called by the receiving script to retrieve the character object placed on the custom context, were one specified by the script that created it.
Returns:
charactercharacter object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 91
-
Custom:target_character() -
Called by the receiving script to retrieve the target character object placed on the custom context, were one specified by the script that created it. The target character is the second character added to the context.
Returns:
charactertarget character object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 99
-
Custom:faction() -
Called by the receiving script to retrieve the faction object placed on the custom context, were one specified by the script that created it.
Returns:
factionfaction object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 107
-
Custom:component() -
Called by the receiving script to retrieve the component object placed on the custom context, were one specified by the script that created it.
Returns:
componentcomponent object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 115
-
Custom:military_force() -
Called by the receiving script to retrieve the military force object placed on the custom context, were one specified by the script that created it.
Returns:
military_forcemilitary force object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 123
-
Custom:pending_battle() -
Called by the receiving script to retrieve the pending battle object placed on the custom context, were one specified by the script that created it.
Returns:
pending_battlepending battle object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 131
-
Custom:garrison_residence() -
Called by the receiving script to retrieve the garrison residence object placed on the custom context, were one specified by the script that created it.
Returns:
garrison_residencegarrison residence object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 139
-
Custom:building() -
Called by the receiving script to retrieve the building object placed on the custom context, were one specified by the script that created it.
Returns:
buildingbuilding object
defined in ../working_data/script/_lib/lib_custom_context.lua, line 147
-
Custom:custom_table() -
Called by the receiving script to retrieve the custom_table_data object placed on the custom context, were one specified by the script that created it.
Returns:
tablethe custom passed table if any
defined in ../working_data/script/_lib/lib_custom_context.lua, line 155