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 Lua console output spool. 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 various available debug console spools. It may be called as a function to output a string to the main Lua console spool, but the following table elements within it may also be called to output to different output spools:
  • grudges

  • ui

  • chaos

  • traits

  • help_pages

  • interventions

  • invasions

  • 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 spool. To each of these functions a string argument can be supplied which sets the name of the output spool to apply the modification to. Supply no argument or a blank string to modify the tab level of the main output spool.

    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 118

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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 396

    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 405

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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_offset_by_bearing(battle_vector source vector, number bearing, number dist, [number v bearing])

    Takes a source vector, a bearing, a distance, and an optional vertical bearing, and returns a vector at the computed position from the source vector. The horizontal bearing rotates in a horizontal plane (i.e. looking top-down), the vertical bearing rotates in a vertical plane (i.e. looking from side).

    Parameters:

    1

    battle_vector

    source vector

    2

    number

    horizontal bearing in radians.

    3

    number

    distance in metres.

    4

    number

    optional, default value=0

    Vertical bearing in radians.

    Returns:

    1. battle_vector 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_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 80

    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 101

    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 122

    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 170

    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 301

    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 311

    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 321

    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 345

    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 355

    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 365

    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 375

    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 403

    get_bearing(battle_vector source vector, battle_vector target vector, [number vertical bearing])

    Returns the bearing in radians from one vector to another. If the vertical bearing flag is supplied then the vertical bearing is returned (i.e. looking from the side), otherwise the horizontal bearing (i.e. looking from above) is returned.

    Parameters:

    1

    battle_vector

    source vector

    2

    battle_vector

    target vector

    3

    number

    optional, default value=false

    vertical bearing

    Returns:

    1. number bearing in radians
    Loaded in Battle loaded in battle
    Loaded in Campaign loaded in campaign

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

    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 511

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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_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 1072

    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 1085

    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 1098

    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 1111

    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 1124

    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 1137

    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 1150

    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 1163

    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 1176

    is_textpointer(object object)

    Returns true if the supplied object is a text pointer, 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_ui.lua, line 29

    Back to top

    Tables

    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 1201

    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 1228

    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 1267

    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 1297

    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 1335

    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 1367

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

    Outputs extensive debug information about a supplied uicomponent to the Lua - UI console spool.

    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 1391

    output_uicomponent_on_click()

    Starts a listener which outputs debug information to the Lua - UI console spool 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 1446

    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 1461

    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

    optional, default value=true

    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 1473

    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 1522

    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 1538

    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 1556

    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 1577

    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 1597

    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 1618

    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 1652

    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 1662

    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 1686

    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 1713

    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 1720

    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 1810

    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 1817

    Back to top

    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 1850

    show_advisor_progress_button([boolean show button])

    Shows or hides 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 1874

    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 1893

    Back to top

    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 78

    Back to top

    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

    Back to top

    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

    Back to top

    Timer Manager

    Back to top

    Mod Output

    ModLog(string output text)

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

    Back to top

    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 493

    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 07/02/21 06:39:14