Common
The common interface (formerly the effect
interface) is created automatically by code whenever a script environment is set up. It provides functionality that can be useful in all environments i.e. campaign, battle and frontend. It does not need to be created by script, and the functions it provides may be called directly on the object in the following form.
Example:
common.<function_name>(<args>)
Loaded in Campaign | |
Loaded in Battle | |
Loaded in Frontend |
The following function calls are available in a campaign script environment. They will not work in other environments.
-
common.ancillary(
ancillary keystring
,
chancenumber
,
contextuserdata
)
-
Potentially adds the supplied ancillary to the character in the supplied context. When called, the function generates a random number between 0-100, and if this number is less than or equal to the supplied chance value, then the ancillary is added. The character to add the ancillary to is specified in the supplied context object, which must be a context object created by a character event (e.g. CharacterCompletedBattle, CharacterCreated).
This function is somewhat archaic and should only be used in exported ancillary scripts. For general script usageforce_add_ancillary
is greatly preferred.Parameters:
1
Ancillary key, from the
ancillaries
table.2
Percentage chance that the ancillary will actually be added.
3
Context object, provided by a character event.
Returns:
nil
-
common.trait(
trait keystring
,
applicable tostring
,
pointsnumber
,
chancenumber
,
contextuserdata
)
-
Potentially adds the supplied trait points to the trait-recipient in the supplied context. When called, the function generates a random number between 0-100, and if this number is less than or equal to the supplied chance value then the trait points are added. The trait recipient is specified in the supplied context object, and the type of recipient must also be specified by a supplied string.
This function is somewhat archaic and should only be used in exported trait scripts. For adding traits to characters in general scriptsforce_add_trait
is greatly preferred.Parameters:
1
Trait key, from the
traits
table.2
Specifies the type of object to apply the trait to. Valid strings here are
agent
(for all characters),region
andunit
. Not all recipient types may currently be supported.3
Number of trait points to add, if successful.
4
Percentage chance that the trait will actually be added.
5
Context object, provided by an event.
Returns:
nil
-
common.OpenBrowser(
encyclopedia urlstring
,
contextuserdata
)
-
Opens the in-game web browser with the supplied encyclopedia url.
Parameters:
1
encyclopedia url
2
Context object, provided by an event.
Returns:
nil
Example:
common.OpenBrowser("how_to_play/045b_enc_manual_ui_character.html", context)
-
common.suspend_contextual_advice(
should suspendboolean
)
-
Prevents advice from being triggered with
common.advance_contextual_advice_thread
. This can be useful for tutorials, but is not used by modern advice systems.Parameters:
1
should suspend
Returns:
nil
-
common.advice(
textstring
)
-
Directs the advisor to display the supplied advice string. This should only be used for debugging since localisation is bypassed.
Parameters:
1
text
Returns:
nil
-
common.advance_scripted_advice_thread(
advice keystring
,
score increasenumber
)
-
Directs the advisor to advance the specified thread by the supplied score increase. If any advice on that thread subsequently becomes eligible to be issued, then that advice is issued.
Parameters:
1
Advice key, from the
advice_threads
table.2
Score to increase the advice thread by.
Returns:
nil
-
common.advance_scripted_advice_thread_located(
advice keystring
,
score increasenumber
,
xnumber
,
ynumber
)
-
Parameters:
1
Advice key, from the
advice_threads
table.2
Score to increase the advice thread by.
3
X display co-ordinate to associate the advice with.
4
Y display co-ordinate to associate the advice with.
Returns:
nil
-
common.get_advice_thread_score(
thread keystring
)
-
Returns the advice thread score. This can indicate whether advice on this thread has already been played.
Parameters:
1
Advice thread key, from the
advice_threads
table.Returns:
scorenumber
-
common.increment_advice_thread_score(
thread keystring
,
scorenumber
)
-
Increments the advice thread score by the supplied amount, without playing any advice.
Parameters:
1
Advice thread key, from the
advice_threads
table.2
score
Returns:
nil
-
common.set_advice_history_string_seen(
keystring
)
-
Stores a key in the advice history, which can subsequently be tested with
common.get_advice_history_string_seen
. This allows scripts to test whether the player has ever encountered certain conditions in their playing history (e.g. "has ever started game"). The flag will be reset if the player resets their advice history.Parameters:
1
key
Returns:
nil
-
common.get_advice_history_string_seen(
keystring
)
-
Returns whether a key has ever been set in the advice history with
common.set_advice_history_string_seen
.Parameters:
1
key
Returns:
has been setboolean
-
common.get_advice_level()
-
Returns the current advice level setting. The following table indicates potential returned values:
Returned Value Advice Level
0
Minimal 1
Low 2
High Returns:
advice levelnumber
-
common.clear_advice_session_history()
-
Clears out the advice session history. This is the list of advice shown in this particular game session, accessed by the next/previous buttons on the advisor panel.
Returns:
nil
-
common.advance_contextual_advice_thread(
advice threadstring
,
pointsnumber
,
contextuserdata
)
-
Directs the advisor to consider issuing advice on the supplied advice thread. The supplied number of points are added to the thread - if a record from the
advice_levels
table subsequently becomes eligible to be issued, then that advice is issued.Parameters:
1
Advice thread key.
2
Points to add to thread.
3
context object supplied by game event.
Returns:
nil
-
common.is_advice_audio_playing()
-
Returns whether audio for any advice is currently playing.
Returns:
advice is playingboolean
-
common.set_volume(
volume typenumber
,
volume levelnumber
)
-
Sets the volume level of a specific volume type. Valid volume types are given in the
Volume Types
section of this documentation. The volume level should be set as a number between 0 (inaudible) and 100 (full volume).Parameters:
1
volume type
2
volume level
Returns:
nil
-
common.get_volume(
volume typenumber
)
-
Gets the volume level of a specific volume type. Valid volume types are given in the
Volume Types
section of this documentation. The volume level will be returned as a number between 0 (inaudible) and 100 (full volume).Parameters:
1
volume type
Returns:
volume levelnumber
-
common.fade_volume(
volume typenumber
,
target levelnumber
,
fade timenumber
)
-
Gradually fades the volume level of a specified volume type to a specified value over a specified interval. Valid volume types are given in the
Volume Types
section of this documentation. The volume level should be set as a number between 0 (inaudible) and 100 (full volume).Parameters:
1
Volume type.
2
Target volume level.
3
Fade time in seconds.
Returns:
nil
-
common.trigger_soundevent(
sound event namestring
)
-
Oneshot triggers a sound event with the sound engine with no position information. This is not suitable for long running events or looping events.
Parameters:
1
sound event name
Returns:
nil
-
common.trigger_shortcut(
shortcut namestring
)
-
Triggers a keyboard shortcut event. Valid shortcut events are defined in
data\text\default_keys.xml
.Parameters:
1
shortcut name
Returns:
nil
-
common.key_press(
eventstring
)
-
Simulates a key down followed by a key up key event. Valid key events are listed here:
Simulating Keyboard Events
Parameters:
1
event
Returns:
nil
-
common.key_down(
eventstring
)
-
Triggers a key down key event. Note that the game will think the key is held down until a key up event is received. Valid key events are listed here:
Simulating Keyboard Events
Parameters:
1
event
Returns:
nil
-
common.key_up(
eventstring
)
-
Triggers a key up event. Valid key events are listed here:
Simulating Keyboard Events
.Parameters:
1
event
Returns:
nil
-
common.mouse_event(
eventstring
,
screen pos xnumber
,
screen pos ynumber
)
-
Triggers a mouse event at a specified position. Valid mouse events are listed in the
cursor_mouse_events
table.Parameters:
1
event
2
screen pos x
3
screen pos y
Returns:
nil
-
common.force_report_of_all_ui_script_events(
force reportingboolean
)
-
Compels all uicomponents to fires UI script events such as
ComponentMouseOn
andComponentAnimationFinished
, regardless of whether they have a ScriptEventReporter callback set on them. This should only be used by modders since they can't modify ui layouts easily in order to add ScriptEventReporter callbacks. The game will throw an error if this is called in a configuration other than final release.Parameters:
1
Force reporting of script events on or off. Reporting is off by default, except when running an autotest.
Returns:
nil
-
common.pref_as_bool(
preference keystring
)
-
Returns whether the specified boolean user preference setting is true or not.
Parameters:
1
preference key
Returns:
preference valueboolean
-
common.pref_as_float(
preference keystring
)
-
Returns the numeric value of the specified floating point user preference. Floating point number values will be marked with <float> in the preferences file.
Parameters:
1
preference key
Returns:
preference valuenumber
-
common.pref_as_integer(
preference keystring
)
-
Returns the numeric value of the specified integer user preference. Integer values will be marked with <int> in the preferences file.
Parameters:
1
preference key
Returns:
preference valuenumber
-
common.tweaker_value(
tweaker namestring
)
-
Returns the value of the specified tweaker as a string. Tweakers are game settings that may be easily set and changed during development, through methods such as startup scripts or the game console.
Parameters:
1
tweaker name
Returns:
tweaker valuestring
-
common.game_version()
-
Returns the game version string.
Returns:
game versionstring
-
common.is_autotest()
-
Returns whether the game is currently running in autotest mode.
Returns:
is autotestboolean
-
common.vfs_exists(
pathstring
)
-
Performs a VFS lookup of the supplied file and path, and returns whether the file exists in the virtual file system. The path should be specified from the working data folder.
Parameters:
1
Path from data/ in which to look.
Returns:
file existsboolean
Example:
common.vfs_exists("script/all_scripted.lua")
-
common.vfs_working_directory()
-
Returns the absolute file path of the game's working data directory.
Returns:
file pathstring
Example:
local absolute_path = common.vfs_working_directory()
-
common.filesystem_lookup(
pathstring
,
patternstring
)
-
Performs a VFS lookup in the specified relative path (root is data/) for files matching the supplied pattern. Returns a comma-delimited list of files found.
Parameters:
1
Path from data/ in which to look.
2
Search pattern.
Returns:
file liststring
Example:
common.filesystem_lookup("/script/_lib/", "*.lua")
-
common.take_screenshot(
screenshot filenamestring
)
-
Takes a screenshot and writes a tga file with the supplied filename. If no path is specified with the filename then the screenshot file is written into the binaries folder. The file path to the screenshots folder in appdata may be retrieved with
common.get_appdata_screenshots_path
.Parameters:
1
screenshot filename
Returns:
nil
Example:
common.take_screenshot(common.get_appdata_screenshots_path() .. "my_screenshot.tga")
-
common.get_appdata_screenshots_path()
-
Returns the full path to the screenshots directory in appdata.
Returns:
screenshots pathstring
-
common.VTune_pause_resume(
pauseboolean
)
-
Pauses or resumes VTune profiler. Supply
true
to pause orfalse
to resume.Parameters:
1
pause
Returns:
nil
-
common.PingIconPath(
ping typenumber
)
-
Returns the icon path for the supplied ping icon type, specified by a numeric index. This allows script to create its own pings that don't go through the ping system (like ping icons attached to units - see
script_unit:add_ping_icon
). This function works in battle only.Parameters:
1
ping type
Returns:
icon pathstring
-
common.get_localised_string(
localisation keystring
)
-
Retrieves a localised string from the database by its full localisation key. This is in the form [table]_[field]_[record_key]. If the lookup fails, an empty string is returned.
Parameters:
1
localisation key
Returns:
localised stringstring
Example:
out(effect.get_localised_string("random_localisation_strings_string_shakespeare_quote"))
Alas, Poor Yoric..
-
common.subtitles_enabled()
-
Returns whether subtitles are enabled or not in the player's preferences.
Returns:
subtitles enabledboolean
-
common.num_movies_that_can_play_in_parallel()
-
Returns the number of movies that can be played in parallel.
Returns:
number of movies that can be playednumber
-
common.is_movie_playing_on_track()
-
Returns whether a movie is currently playing on a specified track.
Returns:
is movie playingboolean
-
common.is_any_movie_playing()
-
Returns whether any movie is currently playing.
Returns:
is movie playingboolean
-
common.stop_all_movies()
-
Stops any currently playing movies.
Returns:
nil
-
common.get_movie_current_frame_num()
-
Returns the current frame number for the movie playing on the specified movie track.
0
is returned if no movie is playing.Returns:
current frame numbernumber
-
common.get_movie_total_frames()
-
Returns the total number of frames in the movie playing on the specified movie track.
0
is returned if no movie is playing.Returns:
the frame number movie currently onnumber
-
common.get_movie_duration()
-
Returns the duration in seconds of the movie playing on the specified movie track.
0
is returned if no movie is playing.Returns:
movie durationnumber
-
common.enable_shortcut(
shortcut key (see (see working_data/text/default_keys.xml)
string
,
true to enable
boolean
) -
Pass a shortcut key (see working_data/text/default_keys.xml) and a bool for enabling/disabling the shortcut
Parameters:
1
shortcut key (see (see working_data/text/default_keys.xml)
2
false to disable
Returns:
nil
-
common.enable_all_shortcuts(
true to enableboolean
)
-
Pass a bool for enabling/disabling all shortcuts
Parameters:
1
false to disable
Returns:
nil
-
common.set_custom_loading_screen_text(
keystring
)
-
Sets a custom text entry for display on the next loading screen. The text must be specified by a key corresponding to a record in the
scripted_objectives
table.Parameters:
1
key
Returns:
nil
-
common.set_custom_loading_screen_key(
keystring
)
-
Sets a record from the
custom_loading_screens
table to use for the next loading screen. The record is specified by string key.Parameters:
1
key
Returns:
nil
-
common.setup_dynamic_loading_screen(
json filenamestring
,
layout namestring
)
-
Specifies a layout from the working
data/ui/loading_ui/
folder and a json data-file from the workingdata/ui/loading_ui/dynamic_loading_screen_data
folder which drive a sequence of context-driven events throughout the next loading sequence.Parameters:
1
JSON filename, from the
data/ui/loading_ui/dynamic_loading_screen_data
folder.2
Layout name, from the
data/ui/loading_ui/
folder.Returns:
nil
-
common.set_context_value(
unique_idstring
,
orstring
number
)
-
Will create a CcoScriptObject to context cache with specified value (or update existing objects value), and send notification of change so ContextInitScriptObject can refresh display of self and children
Parameters:
1
the unique id for the value so can set and get the value
2
Can pass either a string or numeric value
Returns:
nil
Example - Setting a string value:
effect.set_context_value("example_id", "example_string_value"))
Example - Setting a numeric value:
effect.set_context_value("example_id", 1.5))
-
common.get_context_value([
object idstring
],
function idstring
)
-
Will look up the context object from the context cache or construct one with the type "context_object_typename" and the data (usually a CQI) from "construction_data", call the context function specified by context_function_id and return the value.
Parameters:
1
optional, default value="CcoScriptObject"
Context object id on which to call the function. If omitted, the function is called on the CcoScriptObject object.
2
Function id on the context object to call. This can also be an expression, but the result must return a context id.
Returns:
variable
return value of the function, type will be based on function called
Example - Query campaign character with cqi 123 for the context id of the associated military force:
local cco_military_force = common.get_context_value("CcoCharacter", "1", "MilitaryForceContext")
Example - Query without needing context object id (calling global functions):
local root_object_id = effect.get_context_value("CampaignRoot")
-
common.call_context_command([
object idstring
],
function idstring
)
-
Calls a specified function on a specified context object that makes changes to the game. This allows script to use the context system to modify the state of the game.
Parameters:
1
optional, default value="CcoScriptObject"
Context object id on which to call the function. If omitted, the function is called on the CcoScriptObject object.
2
Function id on the context object to call. This can be expression.
Returns:
nil
Example - Toggles cinematics mode through the context system:
effect.call_context_command("CcoBattleUnit", "1001", "ZoomTo")
Example - Query without needing context object id (calling global functions):
effect.call_context_command("BattleRoot.ToggleCinematicMode")
-
common.show_error_with_callstack(
error_msgstring
)
-
Triggers an error dialog which contains callstack of calling lua, useful for debugging.
Parameters:
1
error_msg
Returns:
nil
Example:
common.show_error_with_callstack("this is an error")
-
common.show_error(
error_msgstring
)
-
Triggers an error dialog without any callstack.
Parameters:
1
error_msg
Returns:
nil
Example:
common.show_error("this is an error")