Lua API reference
이 컨텐츠는 아직 번역되지 않았습니다.
ActivityTypeId
Bases
No base classes.
Constructors
ActivityTypeId.new()
ActivityTypeId.new( ActivityTypeId )
ActivityTypeId.new( string )
Members
obj
Function ( ActivityTypeId ) -> ActivityTypeRaw
implements_int_id
Function () -> bool
is_null
Function ( ActivityTypeId ) -> bool
is_valid
Function ( ActivityTypeId ) -> bool
str
Function ( ActivityTypeId ) -> string
NULL_ID
Function () -> ActivityTypeId
__tostring
Function ( ActivityTypeId ) -> string
serialize
Function ( ActivityTypeId, <cppval: 7JsonOut > )
deserialize
Function ( ActivityTypeId, <cppval: 6JsonIn > )
Angle
Bases
No base classes.
Constructors
No constructors.
Members
from_radians
Function ( double ) -> Angle
to_radians
Function ( Angle ) -> double
from_degrees
Function ( double ) -> Angle
to_degrees
Function ( Angle ) -> double
from_arcmin
Function ( double ) -> Angle
to_arcmin
Function ( Angle ) -> double
__eq
Function ( Angle, Angle ) -> bool
__lt
Function ( Angle, Angle ) -> bool
__le
Function ( Angle, Angle ) -> bool
Avatar
Bases
Player
Character
Creature
Constructors
No constructors.
Members
No members.
BionicDataId
Bases
No base classes.
Constructors
BionicDataId.new()
BionicDataId.new( BionicDataId )
BionicDataId.new( string )
Members
obj
Function ( BionicDataId ) -> BionicDataRaw
implements_int_id
Function () -> bool
is_null
Function ( BionicDataId ) -> bool
is_valid
Function ( BionicDataId ) -> bool
str
Function ( BionicDataId ) -> string
NULL_ID
Function () -> BionicDataId
__tostring
Function ( BionicDataId ) -> string
serialize
Function ( BionicDataId, <cppval: 7JsonOut > )
deserialize
Function ( BionicDataId, <cppval: 6JsonIn > )
BodyPartTypeId
Bases
No base classes.
Constructors
BodyPartTypeId.new()
BodyPartTypeId.new( BodyPartTypeId )
BodyPartTypeId.new( BodyPartTypeIntId )
BodyPartTypeId.new( string )
Members
obj
Function ( BodyPartTypeId ) -> BodyPartTypeRaw
int_id
Function ( BodyPartTypeId ) -> BodyPartTypeIntId
implements_int_id
Function () -> bool
is_null
Function ( BodyPartTypeId ) -> bool
is_valid
Function ( BodyPartTypeId ) -> bool
str
Function ( BodyPartTypeId ) -> string
NULL_ID
Function () -> BodyPartTypeId
__tostring
Function ( BodyPartTypeId ) -> string
serialize
Function ( BodyPartTypeId, <cppval: 7JsonOut > )
deserialize
Function ( BodyPartTypeId, <cppval: 6JsonIn > )
BodyPartTypeIntId
Bases
No base classes.
Constructors
BodyPartTypeIntId.new()
BodyPartTypeIntId.new( BodyPartTypeIntId )
BodyPartTypeIntId.new( BodyPartTypeId )
Members
obj
Function ( BodyPartTypeIntId ) -> BodyPartTypeRaw
str_id
Function ( BodyPartTypeIntId ) -> BodyPartTypeId
is_valid
Function ( BodyPartTypeIntId ) -> bool
__tostring
Function ( BodyPartTypeIntId ) -> string
Character
Bases
Creature
Constructors
No constructors.
Members
name
Variable of type string
male
Variable of type bool
focus_pool
Variable of type int
cash
Variable of type int
follower_ids
Variable of type Set( CharacterId )
mutation_category_level
Variable of type Map( MutationCategoryTraitId, int )
getID
Function ( Character ) -> CharacterId
setID
Function ( Character, CharacterId, bool )
get_str
Function ( Character ) -> int
get_dex
Function ( Character ) -> int
get_per
Function ( Character ) -> int
get_int
Function ( Character ) -> int
get_str_base
Function ( Character ) -> int
get_dex_base
Function ( Character ) -> int
get_per_base
Function ( Character ) -> int
get_int_base
Function ( Character ) -> int
get_str_bonus
Function ( Character ) -> int
get_dex_bonus
Function ( Character ) -> int
get_per_bonus
Function ( Character ) -> int
get_int_bonus
Function ( Character ) -> int
set_str_bonus
Function ( Character, int )
set_dex_bonus
Function ( Character, int )
set_per_bonus
Function ( Character, int )
set_int_bonus
Function ( Character, int )
mod_str_bonus
Function ( Character, int )
mod_dex_bonus
Function ( Character, int )
mod_per_bonus
Function ( Character, int )
mod_int_bonus
Function ( Character, int )
get_healthy
Function ( Character ) -> int
get_healthy_mod
Function ( Character ) -> int
mod_healthy
Function ( Character, int )
mod_healthy_mod
Function ( Character, int, int )
set_healthy
Function ( Character, int )
set_healthy_mod
Function ( Character, int )
get_stored_kcal
Function ( Character ) -> int
max_stored_kcal
Function ( Character ) -> int
get_kcal_percent
Function ( Character ) -> double
get_thirst
Function ( Character ) -> int
get_fatigue
Function ( Character ) -> int
get_sleep_deprivation
Function ( Character ) -> int
mod_stored_kcal
Function ( Character, int )
mod_thirst
Function ( Character, int )
mod_fatigue
Function ( Character, int )
mod_sleep_deprivation
Function ( Character, int )
set_stored_kcal
Function ( Character, int )
set_thirst
Function ( Character, int )
set_fatigue
Function ( Character, int )
set_sleep_deprivation
Function ( Character, int )
get_faction_id
Function ( Character ) -> FactionId
set_faction_id
Function ( Character, FactionId )
sight_impaired
Function ( Character ) -> bool
has_alarm_clock
Function ( Character ) -> bool
has_watch
Function ( Character ) -> bool
get_part_temp_btu
Gets the current temperature of a specific body part (in Body Temperature Units).
Function ( Character, BodyPartTypeIntId ) -> int
set_part_temp_btu
Sets a specific body part to a given temperature (in Body Temperature Units).
Function ( Character, BodyPartTypeIntId, int )
get_temp_btu
Gets all bodyparts and their associated temperatures (in Body Temperature Units).
Function ( Character ) -> Map( BodyPartTypeIntId, int )
set_temp_btu
Sets ALL body parts on a creature to the given temperature (in Body Temperature Units).
Function ( Character, int )
blood_loss
Function ( Character, BodyPartTypeIntId ) -> int
get_part_encumbrance
Function ( Character, BodyPartTypeId ) -> int
is_wearing_power_armor
Function ( Character, bool ) -> bool
is_wearing_active_power_armor
Function ( Character ) -> bool
is_wearing_active_optcloak
Function ( Character ) -> bool
in_climate_control
Function ( Character ) -> bool
is_blind
Function ( Character ) -> bool
is_invisible
Function ( Character ) -> bool
get_movement_mode
Function ( Character ) -> CharacterMoveMode
set_movement_mode
Function ( Character, CharacterMoveMode )
expose_to_disease
Function ( Character, DiseaseTypeId )
is_quiet
Function ( Character ) -> bool
is_stealthy
Function ( Character ) -> bool
cough
Function ( Character, bool, int )
bionic_armor_bonus
Function ( Character, BodyPartTypeIntId, DamageType ) -> double
mabuff_armor_bonus
Function ( Character, DamageType ) -> int
has_base_trait
Function ( Character, MutationBranchId ) -> bool
has_trait_flag
Function ( Character, JsonTraitFlagId ) -> bool
has_opposite_trait
Function ( Character, MutationBranchId ) -> bool
set_mutation
Function ( Character, MutationBranchId )
unset_mutation
Function ( Character, MutationBranchId )
activate_mutation
Function ( Character, MutationBranchId )
deactivate_mutation
Function ( Character, MutationBranchId )
can_mount
Function ( Character, Monster ) -> bool
mount_creature
Function ( Character, Monster )
is_mounted
Function ( Character ) -> bool
check_mount_will_move
Function ( Character, Tripoint ) -> bool
check_mount_is_spooked
Function ( Character ) -> bool
dismount
Function ( Character )
forced_dismount
Function ( Character )
is_deaf
Function ( Character ) -> bool
has_two_arms
Function ( Character ) -> bool
get_working_arm_count
Function ( Character ) -> int
get_working_leg_count
Function ( Character ) -> int
is_limb_disabled
Function ( Character, BodyPartTypeIntId ) -> bool
is_limb_broken
Function ( Character, BodyPartTypeIntId ) -> bool
can_run
Function ( Character ) -> bool
hurtall
Function ( Character, int, Creature, bool )
hitall
Function ( Character, int, int, Creature ) -> int
heal
Function ( Character, BodyPartTypeIntId, int )
healall
Function ( Character, int )
global_square_location
Function ( Character ) -> Tripoint
global_sm_location
Function ( Character ) -> Tripoint
has_mabuff
Function ( Character, MartialArtsBuffId ) -> bool
mabuff_tohit_bonus
Function ( Character ) -> double
mabuff_dodge_bonus
Function ( Character ) -> double
mabuff_block_bonus
Function ( Character ) -> int
mabuff_speed_bonus
Function ( Character ) -> int
mabuff_arpen_bonus
Function ( Character, DamageType ) -> int
mabuff_damage_mult
Function ( Character, DamageType ) -> double
mabuff_damage_bonus
Function ( Character, DamageType ) -> int
mabuff_attack_cost_penalty
Function ( Character ) -> int
mabuff_attack_cost_mult
Function ( Character ) -> double
mutation_effect
Function ( Character, MutationBranchId )
mutation_loss_effect
Function ( Character, MutationBranchId )
has_active_mutation
Function ( Character, MutationBranchId ) -> bool
mutate
Function ( Character )
mutation_ok
Function ( Character, MutationBranchId, bool, bool ) -> bool
mutate_category
Function ( Character, MutationCategoryTraitId )
mutate_towards
Function ( Character, Vector( MutationBranchId ), int ) -> bool
mutate_towards
Function ( Character, MutationBranchId ) -> bool
mutate_towards
Function ( Character, Vector( MutationBranchId ), int ) -> bool
Function ( Character, MutationBranchId ) -> bool
remove_mutation
Function ( Character, MutationBranchId, bool )
has_child_flag
Function ( Character, MutationBranchId ) -> bool
remove_child_flag
Function ( Character, MutationBranchId )
get_highest_category
Function ( Character ) -> MutationCategoryTraitId
is_weak_to_water
Function ( Character ) -> bool
mutation_armor
Function ( Character, BodyPartTypeIntId, DamageType ) -> double
get_bionics
Function ( Character ) -> Vector( BionicDataId )
has_bionic
Function ( Character, BionicDataId ) -> bool
has_active_bionic
Function ( Character, BionicDataId ) -> bool
has_any_bionic
Function ( Character ) -> bool
has_bionics
Function ( Character ) -> bool
clear_bionics
Function ( Character )
get_used_bionics_slots
Function ( Character, BodyPartTypeIntId ) -> int
get_total_bionics_slots
Function ( Character, BodyPartTypeIntId ) -> int
get_free_bionics_slots
Function ( Character, BodyPartTypeIntId ) -> int
remove_bionic
Function ( Character, BionicDataId )
add_bionic
Function ( Character, BionicDataId )
get_power_level
Function ( Character ) -> Energy
get_max_power_level
Function ( Character ) -> Energy
mod_power_level
Function ( Character, Energy )
mod_max_power_level
Function ( Character, Energy )
set_power_level
Function ( Character, Energy )
set_max_power_level
Function ( Character, Energy )
is_max_power
Function ( Character ) -> bool
has_power
Function ( Character ) -> bool
has_max_power
Function ( Character ) -> bool
is_worn
Function ( Character, Item ) -> bool
weight_carried
Function ( Character ) -> Mass
volume_carried
Function ( Character ) -> Volume
volume_capacity
Function ( Character ) -> Volume
can_pick_volume
Function ( Character, Volume ) -> bool
can_pick_weight
Function ( Character, Mass, bool ) -> bool
is_armed
Function ( Character ) -> bool
can_wield
Function ( Character, Item ) -> bool
wield
Function ( Character, Item ) -> bool
can_unwield
Function ( Character, Item ) -> bool
unwield
Function ( Character ) -> bool
is_wielding
Function ( Character, Item ) -> bool
is_wearing
Function ( Character, Item ) -> bool
is_wearing_on_bp
Function ( Character, ItypeId, BodyPartTypeIntId ) -> bool
worn_with_flag
Function ( Character, JsonFlagId, BodyPartTypeIntId ) -> bool
worn_with_id
Function ( Character, ItypeId, BodyPartTypeIntId ) -> bool
item_worn_with_flag
Function ( Character, JsonFlagId, BodyPartTypeIntId ) -> Item
item_worn_with_id
Function ( Character, ItypeId, BodyPartTypeIntId ) -> Item
get_skill_level
Function ( Character, SkillId ) -> int
get_all_skills
Function ( Character ) -> SkillLevelMap
get_skill_level_object
Function ( Character, SkillId ) -> SkillLevel
set_skill_level
Function ( Character, SkillId, int )
mod_skill_level
Function ( Character, SkillId, int )
rust_rate
Function ( Character ) -> int
practice
Function ( Character, SkillId, int, int, bool )
read_speed
Function ( Character, bool ) -> int
get_time_died
Function ( Character ) -> TimePoint
is_rad_immune
Function ( Character ) -> bool
is_throw_immune
Function ( Character ) -> bool
rest_quality
Function ( Character ) -> double
healing_rate
Function ( Character, double ) -> double
healing_rate_medicine
Function ( Character, double, BodyPartTypeIntId ) -> double
mutation_value
Function ( Character, string ) -> double
get_base_traits
Function ( Character ) -> Vector( MutationBranchId )
get_mutations
Function ( Character, bool ) -> Vector( MutationBranchId )
clear_skills
Function ( Character )
clear_mutations
Function ( Character )
crossed_threshold
Function ( Character ) -> bool
add_addiction
Function ( Character, AddictionType, int )
rem_addiction
Function ( Character, AddictionType )
has_addiction
Function ( Character, AddictionType ) -> bool
addiction_level
Function ( Character, AddictionType ) -> int
is_hauling
Function ( Character ) -> bool
add_item_with_id
Adds an item with the given id and amount
Function ( Character, ItypeId, int )
has_item_with_id
Checks for an item with the given id
Function ( Character, ItypeId, bool ) -> bool
get_item_with_id
Gets the first occurrence of an item with the given id
Function ( Character, ItypeId, bool ) -> Item
has_item_with_flag
Checks for an item with the given flag
Function ( Character, JsonFlagId, bool ) -> bool
all_items_with_flag
Gets all items with the given flag
Function ( Character, JsonFlagId, bool ) -> Vector( Item )
all_items
Gets all items
Function ( Character, bool ) -> Vector( Item )
assign_activity
Function ( Character, ActivityTypeId, int, int, int, string )
has_activity
Function ( Character, ActivityTypeId ) -> bool
cancel_activity
Function ( Character )
metabolic_rate
Function ( Character ) -> double
base_age
Function ( Character ) -> int
set_base_age
Function ( Character, int )
mod_base_age
Function ( Character, int )
age
Function ( Character ) -> int
base_height
Function ( Character ) -> int
set_base_height
Function ( Character, int )
mod_base_height
Function ( Character, int )
height
Function ( Character ) -> int
bodyweight
Function ( Character ) -> Mass
bionics_weight
Function ( Character ) -> Mass
get_armor_acid
Function ( Character, BodyPartTypeIntId ) -> int
get_stim
Function ( Character ) -> int
set_stim
Function ( Character, int )
mod_stim
Function ( Character, int )
get_rad
Function ( Character ) -> int
set_rad
Function ( Character, int )
mod_rad
Function ( Character, int )
get_stamina
Function ( Character ) -> int
get_stamina_max
Function ( Character ) -> int
set_stamina
Function ( Character, int )
mod_stamina
Function ( Character, int )
wake_up
Function ( Character )
get_shout_volume
Function ( Character ) -> int
shout
Function ( Character, string, bool )
vomit
Function ( Character )
restore_scent
Function ( Character )
mod_painkiller
Function ( Character, int )
set_painkiller
Function ( Character, int )
get_painkiller
Function ( Character ) -> int
spores
Function ( Character )
blossoms
Function ( Character )
rooted
Function ( Character )
fall_asleep
Function ( Character )
Function ( Character, TimeDuration )
get_hostile_creatures
Function ( Character, int ) -> Vector( Creature )
get_visible_creatures
Function ( Character, int ) -> Vector( Creature )
wearing_something_on
Function ( Character, BodyPartTypeIntId ) -> bool
is_wearing_helmet
Function ( Character ) -> bool
get_morale_level
Function ( Character ) -> int
add_morale
Function ( Character, MoraleTypeDataId, int, int, TimeDuration, TimeDuration, bool, ItypeRaw )
has_morale
Function ( Character, MoraleTypeDataId ) -> bool
get_morale
Function ( Character, MoraleTypeDataId ) -> int
rem_morale
Function ( Character, MoraleTypeDataId )
clear_morale
Function ( Character )
has_morale_to_read
Function ( Character ) -> bool
has_morale_to_craft
Function ( Character ) -> bool
knows_recipe
Function ( Character, RecipeId ) -> bool
learn_recipe
Function ( Character, RecipeId )
suffer
Function ( Character )
irradiate
Function ( Character, double, bool ) -> bool
can_hear
Function ( Character, Tripoint, int ) -> bool
hearing_ability
Function ( Character ) -> double
get_lowest_hp
Function ( Character ) -> int
bodypart_exposure
Function ( Character ) -> Map( BodyPartTypeIntId, double )
CharacterId
Bases
No base classes.
Constructors
CharacterId.new()
CharacterId.new( int )
Members
is_valid
Function ( CharacterId ) -> bool
get_value
Function ( CharacterId ) -> int
Creature
Bases
No base classes.
Constructors
No constructors.
Members
get_name
Function ( Creature ) -> string
disp_name
Function ( Creature, bool, bool ) -> string
skin_name
Function ( Creature ) -> string
get_grammatical_genders
Function ( Creature ) -> Vector( string )
is_avatar
Function ( Creature ) -> bool
is_npc
Function ( Creature ) -> bool
is_monster
Function ( Creature ) -> bool
as_monster
Function ( Creature ) -> Monster
as_npc
Function ( Creature ) -> Npc
as_character
Function ( Creature ) -> Character
as_avatar
Function ( Creature ) -> Avatar
dodge_roll
Function ( Creature ) -> double
stability_roll
Function ( Creature ) -> double
attitude_to
Function ( Creature, Creature ) -> Attitude
sees
Function ( Creature, Creature ) -> bool
sight_range
Function ( Creature, int ) -> int
power_rating
Function ( Creature ) -> double
speed_rating
Function ( Creature ) -> double
ranged_target_size
Function ( Creature ) -> double
knock_back_to
Function ( Creature, Tripoint )
deal_damage
Function ( Creature, Creature, BodyPartTypeIntId, DamageInstance ) -> DealtDamageInstance
apply_damage
Function ( Creature, Creature, BodyPartTypeIntId, int, bool )
size_melee_penalty
Function ( Creature ) -> int
digging
Function ( Creature ) -> bool
is_on_ground
Function ( Creature ) -> bool
is_underwater
Function ( Creature ) -> bool
set_underwater
Function ( Creature, bool )
is_warm
Function ( Creature ) -> bool
in_species
Function ( Creature, SpeciesTypeId ) -> bool
has_weapon
Function ( Creature ) -> bool
is_hallucination
Function ( Creature ) -> bool
is_dead
Function ( Creature ) -> bool
is_elec_immune
Function ( Creature ) -> bool
is_immune_effect
Function ( Creature, EffectTypeId ) -> bool
is_immune_damage
Function ( Creature, DamageType ) -> bool
get_pos_ms
Function ( Creature ) -> Tripoint
set_pos_ms
Function ( Creature, Tripoint )
has_effect
Function ( Creature, EffectTypeId, Opt( BodyPartTypeId ) ) -> bool
has_effect_with_flag
Function ( Creature, JsonFlagId, Opt( BodyPartTypeId ) ) -> bool
get_effect_dur
Function ( Creature, EffectTypeId, Opt( BodyPartTypeId ) ) -> TimeDuration
get_effect_int
Function ( Creature, EffectTypeId, Opt( BodyPartTypeId ) ) -> int
add_effect
Effect type, duration, bodypart and intensity
Function ( Creature, EffectTypeId, TimeDuration, Opt( BodyPartTypeId ), Opt( int ) )
remove_effect
Function ( Creature, EffectTypeId, Opt( BodyPartTypeId ) ) -> bool
clear_effects
Function ( Creature )
set_value
Function ( Creature, string, string )
remove_value
Function ( Creature, string )
get_value
Function ( Creature, string ) -> string
get_weight
Function ( Creature ) -> Mass
has_trait
Function ( Creature, MutationBranchId ) -> bool
mod_pain
Function ( Creature, int )
mod_pain_noresist
Function ( Creature, int )
set_pain
Function ( Creature, int )
get_pain
Function ( Creature ) -> int
get_perceived_pain
Function ( Creature ) -> int
get_moves
Function ( Creature ) -> int
mod_moves
Function ( Creature, int )
set_moves
Function ( Creature, int )
get_num_blocks
Function ( Creature ) -> int
get_num_dodges
Function ( Creature ) -> int
get_env_resist
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_bash
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_cut
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_bullet
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_bash_base
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_cut_base
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_bullet_base
Function ( Creature, BodyPartTypeIntId ) -> int
get_armor_bash_bonus
Function ( Creature ) -> int
get_armor_cut_bonus
Function ( Creature ) -> int
get_armor_bullet_bonus
Function ( Creature ) -> int
get_armor_type
Function ( Creature, DamageType, BodyPartTypeIntId ) -> int
get_dodge
Function ( Creature ) -> double
get_melee
Function ( Creature ) -> double
get_hit
Function ( Creature ) -> double
get_speed
Function ( Creature ) -> int
get_size
Function ( Creature ) -> MonsterSize
get_hp
Function ( Creature, Opt( BodyPartTypeIntId ) ) -> int
get_hp_max
Function ( Creature, Opt( BodyPartTypeIntId ) ) -> int
hp_percentage
Function ( Creature ) -> int
has_flag
Function ( Creature, MonsterFlag ) -> bool
get_part_hp_cur
Function ( Creature, BodyPartTypeIntId ) -> int
get_part_hp_max
Function ( Creature, BodyPartTypeIntId ) -> int
get_part_healed_total
Function ( Creature, BodyPartTypeIntId ) -> int
set_part_hp_cur
Function ( Creature, BodyPartTypeIntId, int )
set_part_hp_max
Function ( Creature, BodyPartTypeIntId, int )
mod_part_hp_cur
Function ( Creature, BodyPartTypeIntId, int )
mod_part_hp_max
Function ( Creature, BodyPartTypeIntId, int )
set_all_parts_hp_cur
Function ( Creature, int )
set_all_parts_hp_to_max
Function ( Creature )
get_speed_base
Function ( Creature ) -> int
get_speed_bonus
Function ( Creature ) -> int
get_speed_mult
Function ( Creature ) -> double
get_block_bonus
Function ( Creature ) -> int
get_dodge_base
Function ( Creature ) -> double
get_hit_base
Function ( Creature ) -> double
get_dodge_bonus
Function ( Creature ) -> double
get_hit_bonus
Function ( Creature ) -> double
has_grab_break_tec
Function ( Creature ) -> bool
get_weight_capacity
Function ( Creature ) -> int
DamageInstance
new(damageType, amount, armorPen, remainingArmorMultiplier, damageMultiplier)
Bases
No base classes.
Constructors
DamageInstance.new()
DamageInstance.new( DamageType, double, double, double, double )
Members
damage_units
Variable of type Vector( DamageUnit )
mult_damage
Function ( DamageInstance, double, bool )
type_damage
Function ( DamageInstance, DamageType ) -> double
total_damage
Function ( DamageInstance ) -> double
clear
Function ( DamageInstance )
empty
Function ( DamageInstance ) -> bool
add_damage
Function ( DamageInstance, DamageType, double, double, double, double )
add
Function ( DamageInstance, DamageUnit )
__eq
Function ( DamageInstance, DamageInstance ) -> bool
DamageUnit
new(damageType, amount, armorPen, remainingArmorMultiplier, damageMultiplier)
Bases
No base classes.
Constructors
DamageUnit.new( DamageType, double, double, double, double )
Members
type
Variable of type DamageType
amount
Variable of type double
res_pen
Variable of type double
res_mult
Variable of type double
damage_multiplier
Variable of type double
__eq
Function ( DamageUnit, DamageUnit ) -> bool
DealtDamageInstance
Represents the final dealt damage
Bases
No base classes.
Constructors
No constructors.
Members
dealt_dams
Variable of type Array( int, 11 )
bp_hit
Variable of type BodyPartTypeId
type_damage
Function ( DealtDamageInstance, DamageType ) -> int
total_damage
Function ( DealtDamageInstance ) -> int
DiseaseTypeId
Bases
No base classes.
Constructors
DiseaseTypeId.new()
DiseaseTypeId.new( DiseaseTypeId )
DiseaseTypeId.new( string )
Members
obj
Function ( DiseaseTypeId ) -> DiseaseTypeRaw
implements_int_id
Function () -> bool
is_null
Function ( DiseaseTypeId ) -> bool
is_valid
Function ( DiseaseTypeId ) -> bool
str
Function ( DiseaseTypeId ) -> string
NULL_ID
Function () -> DiseaseTypeId
__tostring
Function ( DiseaseTypeId ) -> string
serialize
Function ( DiseaseTypeId, <cppval: 7JsonOut > )
deserialize
Function ( DiseaseTypeId, <cppval: 6JsonIn > )
DistributionGrid
Bases
No base classes.
Constructors
No constructors.
Members
get_resource
Boolean argument controls recursive behavior
Function ( DistributionGrid, bool ) -> int
mod_resource
Boolean argument controls recursive behavior
Function ( DistributionGrid, int, bool ) -> int
DistributionGridTracker
Bases
No base classes.
Constructors
No constructors.
Members
get_grid_at_abs_ms
Function ( DistributionGridTracker, Tripoint ) -> DistributionGrid
EffectTypeId
Bases
No base classes.
Constructors
EffectTypeId.new()
EffectTypeId.new( EffectTypeId )
EffectTypeId.new( string )
Members
obj
Function ( EffectTypeId ) -> EffectTypeRaw
implements_int_id
Function () -> bool
is_null
Function ( EffectTypeId ) -> bool
is_valid
Function ( EffectTypeId ) -> bool
str
Function ( EffectTypeId ) -> string
NULL_ID
Function () -> EffectTypeId
__tostring
Function ( EffectTypeId ) -> string
serialize
Function ( EffectTypeId, <cppval: 7JsonOut > )
deserialize
Function ( EffectTypeId, <cppval: 6JsonIn > )
Energy
Bases
No base classes.
Constructors
No constructors.
Members
from_joule
Function ( int ) -> Energy
to_joule
Function ( Energy ) -> int
from_kilojoule
Function ( int ) -> Energy
to_kilojoule
Function ( Energy ) -> int
__eq
Function ( Energy, Energy ) -> bool
__lt
Function ( Energy, Energy ) -> bool
__le
Function ( Energy, Energy ) -> bool
FactionId
Bases
No base classes.
Constructors
FactionId.new()
FactionId.new( FactionId )
FactionId.new( string )
Members
obj
Function ( FactionId ) -> FactionRaw
implements_int_id
Function () -> bool
is_null
Function ( FactionId ) -> bool
is_valid
Function ( FactionId ) -> bool
str
Function ( FactionId ) -> string
NULL_ID
Function () -> FactionId
__tostring
Function ( FactionId ) -> string
serialize
Function ( FactionId, <cppval: 7JsonOut > )
deserialize
Function ( FactionId, <cppval: 6JsonIn > )
FactionRaw
Bases
No base classes.
Constructors
No constructors.
Members
str_id
Function ( FactionRaw ) -> FactionId
FieldTypeId
Bases
No base classes.
Constructors
FieldTypeId.new()
FieldTypeId.new( FieldTypeId )
FieldTypeId.new( FieldTypeIntId )
FieldTypeId.new( string )
Members
obj
Function ( FieldTypeId ) -> FieldTypeRaw
int_id
Function ( FieldTypeId ) -> FieldTypeIntId
implements_int_id
Function () -> bool
is_null
Function ( FieldTypeId ) -> bool
is_valid
Function ( FieldTypeId ) -> bool
str
Function ( FieldTypeId ) -> string
NULL_ID
Function () -> FieldTypeId
__tostring
Function ( FieldTypeId ) -> string
serialize
Function ( FieldTypeId, <cppval: 7JsonOut > )
deserialize
Function ( FieldTypeId, <cppval: 6JsonIn > )
FieldTypeIntId
Bases
No base classes.
Constructors
FieldTypeIntId.new()
FieldTypeIntId.new( FieldTypeIntId )
FieldTypeIntId.new( FieldTypeId )
Members
obj
Function ( FieldTypeIntId ) -> FieldTypeRaw
str_id
Function ( FieldTypeIntId ) -> FieldTypeId
is_valid
Function ( FieldTypeIntId ) -> bool
__tostring
Function ( FieldTypeIntId ) -> string
FurnId
Bases
No base classes.
Constructors
FurnId.new()
FurnId.new( FurnId )
FurnId.new( FurnIntId )
FurnId.new( string )
Members
obj
Function ( FurnId ) -> FurnRaw
int_id
Function ( FurnId ) -> FurnIntId
implements_int_id
Function () -> bool
is_null
Function ( FurnId ) -> bool
is_valid
Function ( FurnId ) -> bool
str
Function ( FurnId ) -> string
NULL_ID
Function () -> FurnId
__tostring
Function ( FurnId ) -> string
serialize
Function ( FurnId, <cppval: 7JsonOut > )
deserialize
Function ( FurnId, <cppval: 6JsonIn > )
FurnIntId
Bases
No base classes.
Constructors
FurnIntId.new()
FurnIntId.new( FurnIntId )
FurnIntId.new( FurnId )
Members
obj
Function ( FurnIntId ) -> FurnRaw
str_id
Function ( FurnIntId ) -> FurnId
is_valid
Function ( FurnIntId ) -> bool
__tostring
Function ( FurnIntId ) -> string
FurnRaw
Bases
No base classes.
Constructors
No constructors.
Members
str_id
Function ( FurnRaw ) -> FurnId
int_id
Function ( FurnRaw ) -> FurnIntId
open
Variable of type FurnId
close
Variable of type FurnId
transforms_into
Variable of type FurnId
Item
Bases
No base classes.
Constructors
No constructors.
Members
get_type
Function ( Item ) -> ItypeId
tname
Translated item name with prefixes
Function ( Item, int, bool, int ) -> string
display_name
Display name with all bells and whistles like ammo and prefixes
Function ( Item, int ) -> string
has_var
Check for variable of any type
Function ( Item, string ) -> bool
erase_var
Erase variable
Function ( Item, string )
clear_vars
Erase all variables
Function ( Item )
is_null
Function ( Item ) -> bool
is_unarmed_weapon
Function ( Item ) -> bool
is_sided
Function ( Item ) -> bool
is_power_armor
Function ( Item ) -> bool
is_money
Function ( Item ) -> bool
is_gun
Function ( Item ) -> bool
is_firearm
Function ( Item ) -> bool
is_silent
Function ( Item ) -> bool
is_gunmod
Function ( Item ) -> bool
is_bionic
Function ( Item ) -> bool
is_ammo_belt
Function ( Item ) -> bool
is_bandolier
Function ( Item ) -> bool
is_holster
Function ( Item ) -> bool
is_ammo
Function ( Item ) -> bool
is_comestible
Function ( Item ) -> bool
is_food
Function ( Item ) -> bool
is_medication
Function ( Item ) -> bool
is_brewable
Function ( Item ) -> bool
is_food_container
Function ( Item ) -> bool
is_med_container
Function ( Item ) -> bool
is_corpse
Function ( Item ) -> bool
is_ammo_container
Function ( Item ) -> bool
is_armor
Function ( Item ) -> bool
is_book
Function ( Item ) -> bool
is_map
Function ( Item ) -> bool
is_container
Function ( Item ) -> bool
is_watertight_container
Function ( Item ) -> bool
is_non_resealable_container
Function ( Item ) -> bool
is_bucket
Function ( Item ) -> bool
is_bucket_nonempty
Function ( Item ) -> bool
is_engine
Function ( Item ) -> bool
is_wheel
Function ( Item ) -> bool
is_fuel
Function ( Item ) -> bool
is_toolmod
Function ( Item ) -> bool
is_faulty
Function ( Item ) -> bool
is_irremovable
Function ( Item ) -> bool
is_container_empty
Function ( Item ) -> bool
is_salvageable
Function ( Item ) -> bool
is_craft
Function ( Item ) -> bool
is_emissive
Function ( Item ) -> bool
is_deployable
Function ( Item ) -> bool
is_tool
Function ( Item ) -> bool
is_transformable
Function ( Item ) -> bool
is_artifact
Function ( Item ) -> bool
is_relic
Function ( Item ) -> bool
is_seed
Function ( Item ) -> bool
is_dangerous
Function ( Item ) -> bool
is_tainted
Function ( Item ) -> bool
is_soft
Function ( Item ) -> bool
is_reloadable
Function ( Item ) -> bool
is_filthy
Function ( Item ) -> bool
is_active
Function ( Item ) -> bool
is_upgrade
Function ( Item ) -> bool
is_melee
Is this item an effective melee weapon for the given damage type?
Function ( Item, DamageType ) -> bool
is_magazine
Is this a magazine? (batteries are magazines)
Function ( Item ) -> bool
is_battery
DEPRECATED: Is this a battery? (spoiler: it isn’t)
Function ( Item ) -> bool
conductive
Function ( Item ) -> bool
charges
Variable of type int
energy_remaining
Function ( Item ) -> Energy
has_infinite_charges
Function ( Item ) -> bool
mod_charges
Function ( Item, int )
get_rot
Gets the TimeDuration until this item rots
Function ( Item ) -> TimeDuration
get_category_id
Gets the category id this item is in
Function ( Item ) -> string
get_owner
Gets the faction id that owns this item
Function ( Item ) -> FactionId
set_owner
Sets the ownership of this item to a faction
Function ( Item, FactionId )
set_owner
Sets the ownership of this item to a character
Function ( Item, Character )
get_owner_name
Function ( Item ) -> string
is_owned_by
Checks if this item owned by a character
Function ( Item, Character, bool ) -> bool
can_contain
Checks if this item can contain another
Function ( Item, Item ) -> bool
remaining_capacity_for_id
Gets the remaining space available for a type of liquid
Function ( Item, ItypeId, bool ) -> int
total_capacity
Gets maximum volume this item can hold (liquids, ammo, etc)
Function ( Item ) -> Volume
current_magazine
Gets the current magazine
Function ( Item ) -> Item
ammo_capacity
Gets the maximum capacity of a magazine
Function ( Item, bool ) -> int
ammo_remaining
Get remaining ammo, works with batteries & stuff too
Function ( Item ) -> int
ammo_data
Function ( Item ) -> ItypeRaw
ammo_required
Function ( Item ) -> int
ammo_current
Function ( Item ) -> ItypeId
ammo_consume
Function ( Item, int, Tripoint ) -> int
ammo_set
Function ( Item, ItypeId, int )
ammo_unset
Function ( Item )
get_reload_time
Function ( Item ) -> int
add_item_with_id
Adds an item(s) to contents
Function ( Item, ItypeId, int )
has_item_with_id
Checks item contents for a given item id
Function ( Item, ItypeId ) -> bool
covers
Checks if the item covers a bodypart
Function ( Item, BodyPartTypeIntId ) -> bool
set_flag
Function ( Item, JsonFlagId )
unset_flag
Function ( Item, JsonFlagId )
has_flag
Function ( Item, JsonFlagId ) -> bool
has_own_flag
Function ( Item, JsonFlagId ) -> bool
set_flag_recursive
Function ( Item, JsonFlagId )
unset_flags
Function ( Item )
get_var_str
Get variable as string
Function ( Item, string, string ) -> string
get_var_num
Get variable as float number
Function ( Item, string, double ) -> double
get_var_tri
Get variable as tripoint
Function ( Item, string, Tripoint ) -> Tripoint
set_var_str
Function ( Item, string, string )
set_var_num
Function ( Item, string, double )
set_var_tri
Function ( Item, string, Tripoint )
ItemStack
Iterate over this using pairs()
Bases
No base classes.
Constructors
No constructors.
Members
__pairs
Function ( ItemStack ) -> ( <cppval: FSt5tupleIJN3sol12basic_objectINS0_15basic_referenceILb0EEEEES4_EENS0_4userIR23item_stack_lua_it_stateEENS0_10this_stateEE >, <cppval: N3sol4userI23item_stack_lua_it_stateEE >, nil )
ItypeId
Bases
No base classes.
Constructors
ItypeId.new()
ItypeId.new( ItypeId )
ItypeId.new( string )
Members
obj
Function ( ItypeId ) -> ItypeRaw
implements_int_id
Function () -> bool
is_null
Function ( ItypeId ) -> bool
is_valid
Function ( ItypeId ) -> bool
str
Function ( ItypeId ) -> string
NULL_ID
Function () -> ItypeId
__tostring
Function ( ItypeId ) -> string
serialize
Function ( ItypeId, <cppval: 7JsonOut > )
deserialize
Function ( ItypeId, <cppval: 6JsonIn > )
JsonFlagId
Bases
No base classes.
Constructors
JsonFlagId.new()
JsonFlagId.new( JsonFlagId )
JsonFlagId.new( string )
Members
obj
Function ( JsonFlagId ) -> JsonFlagRaw
implements_int_id
Function () -> bool
is_null
Function ( JsonFlagId ) -> bool
is_valid
Function ( JsonFlagId ) -> bool
str
Function ( JsonFlagId ) -> string
NULL_ID
Function () -> JsonFlagId
__tostring
Function ( JsonFlagId ) -> string
serialize
Function ( JsonFlagId, <cppval: 7JsonOut > )
deserialize
Function ( JsonFlagId, <cppval: 6JsonIn > )
JsonTraitFlagId
Bases
No base classes.
Constructors
JsonTraitFlagId.new()
JsonTraitFlagId.new( JsonTraitFlagId )
JsonTraitFlagId.new( string )
Members
obj
Function ( JsonTraitFlagId ) -> JsonTraitFlagRaw
implements_int_id
Function () -> bool
is_null
Function ( JsonTraitFlagId ) -> bool
is_valid
Function ( JsonTraitFlagId ) -> bool
str
Function ( JsonTraitFlagId ) -> string
NULL_ID
Function () -> JsonTraitFlagId
__tostring
Function ( JsonTraitFlagId ) -> string
serialize
Function ( JsonTraitFlagId, <cppval: 7JsonOut > )
deserialize
Function ( JsonTraitFlagId, <cppval: 6JsonIn > )
Map
Bases
No base classes.
Constructors
No constructors.
Members
get_abs_ms
Convert local ms -> absolute ms
Function ( Map, Tripoint ) -> Tripoint
get_local_ms
Convert absolute ms -> local ms
Function ( Map, Tripoint ) -> Tripoint
get_map_size_in_submaps
Function ( Map ) -> int
get_map_size
In map squares
Function ( Map ) -> int
create_item_at
Creates a new item(s) at a position on the map.
Function ( Map, Tripoint, ItypeId, int )
has_items_at
Function ( Map, Tripoint ) -> bool
get_items_at
Function ( Map, Tripoint ) -> <cppval: St10unique_ptrI9map_stackSt14default_deleteIS0_EE >
get_ter_at
Function ( Map, Tripoint ) -> TerIntId
set_ter_at
Function ( Map, Tripoint, TerIntId ) -> bool
get_furn_at
Function ( Map, Tripoint ) -> FurnIntId
set_furn_at
Function ( Map, Tripoint, FurnIntId )
has_field_at
Function ( Map, Tripoint, FieldTypeIntId ) -> bool
get_field_int_at
Function ( Map, Tripoint, FieldTypeIntId ) -> int
get_field_age_at
Function ( Map, Tripoint, FieldTypeIntId ) -> TimeDuration
mod_field_int_at
Function ( Map, Tripoint, FieldTypeIntId, int ) -> int
mod_field_age_at
Function ( Map, Tripoint, FieldTypeIntId, TimeDuration ) -> TimeDuration
set_field_int_at
Function ( Map, Tripoint, FieldTypeIntId, int, bool ) -> int
set_field_age_at
Function ( Map, Tripoint, FieldTypeIntId, TimeDuration, bool ) -> TimeDuration
add_field_at
Function ( Map, Tripoint, FieldTypeIntId, int, TimeDuration ) -> bool
remove_field_at
Function ( Map, Tripoint, FieldTypeIntId )
MapStack
Bases
ItemStack
Constructors
No constructors.
Members
as_item_stack
Function ( MapStack ) -> ItemStack
MartialArtsBuffId
Bases
No base classes.
Constructors
MartialArtsBuffId.new()
MartialArtsBuffId.new( MartialArtsBuffId )
MartialArtsBuffId.new( string )
Members
obj
Function ( MartialArtsBuffId ) -> MartialArtsBuffRaw
implements_int_id
Function () -> bool
is_null
Function ( MartialArtsBuffId ) -> bool
is_valid
Function ( MartialArtsBuffId ) -> bool
str
Function ( MartialArtsBuffId ) -> string
NULL_ID
Function () -> MartialArtsBuffId
__tostring
Function ( MartialArtsBuffId ) -> string
serialize
Function ( MartialArtsBuffId, <cppval: 7JsonOut > )
deserialize
Function ( MartialArtsBuffId, <cppval: 6JsonIn > )
Mass
Bases
No base classes.
Constructors
No constructors.
Members
from_milligram
Function ( int ) -> Mass
to_milligram
Function ( Mass ) -> int
from_gram
Function ( int ) -> Mass
to_gram
Function ( Mass ) -> int
from_kilogram
Function ( int ) -> Mass
to_kilogram
Function ( Mass ) -> int
from_newton
Function ( int ) -> Mass
to_newton
Function ( Mass ) -> int
__eq
Function ( Mass, Mass ) -> bool
__lt
Function ( Mass, Mass ) -> bool
__le
Function ( Mass, Mass ) -> bool
Monster
Bases
Creature
Constructors
No constructors.
Members
friendly
Variable of type int
anger
Variable of type int
morale
Variable of type int
faction
Variable of type MonsterFactionIntId
death_drops
Variable of type bool
unique_name
Variable of type string
can_upgrade
Function ( Monster ) -> bool
hasten_upgrade
Function ( Monster )
get_upgrade_time
Function ( Monster ) -> int
try_upgrade
Function ( Monster, bool )
try_reproduce
Function ( Monster )
refill_udders
Function ( Monster )
spawn
Function ( Monster, Tripoint )
name
Function ( Monster, int ) -> string
name_with_armor
Function ( Monster ) -> string
can_see
Function ( Monster ) -> bool
can_hear
Function ( Monster ) -> bool
can_submerge
Function ( Monster ) -> bool
can_drown
Function ( Monster ) -> bool
can_climb
Function ( Monster ) -> bool
can_dig
Function ( Monster ) -> bool
digs
Function ( Monster ) -> bool
flies
Function ( Monster ) -> bool
climbs
Function ( Monster ) -> bool
swims
Function ( Monster ) -> bool
move_target
Function ( Monster ) -> Tripoint
is_wandering
Function ( Monster ) -> bool
wander_to
Function ( Monster, Tripoint, int )
move_to
Function ( Monster, Tripoint, bool, bool, double ) -> bool
attitude
Function ( Monster, Character ) -> MonsterAttitude
heal
Function ( Monster, int, bool ) -> int
set_hp
Function ( Monster, int )
make_fungus
Function ( Monster ) -> bool
make_friendly
Function ( Monster )
make_ally
Function ( Monster, Monster )
MonsterFactionId
Bases
No base classes.
Constructors
MonsterFactionId.new()
MonsterFactionId.new( MonsterFactionId )
MonsterFactionId.new( MonsterFactionIntId )
MonsterFactionId.new( string )
Members
obj
Function ( MonsterFactionId ) -> MonsterFactionRaw
int_id
Function ( MonsterFactionId ) -> MonsterFactionIntId
implements_int_id
Function () -> bool
is_null
Function ( MonsterFactionId ) -> bool
is_valid
Function ( MonsterFactionId ) -> bool
str
Function ( MonsterFactionId ) -> string
NULL_ID
Function () -> MonsterFactionId
__tostring
Function ( MonsterFactionId ) -> string
serialize
Function ( MonsterFactionId, <cppval: 7JsonOut > )
deserialize
Function ( MonsterFactionId, <cppval: 6JsonIn > )
MonsterFactionIntId
Bases
No base classes.
Constructors
MonsterFactionIntId.new()
MonsterFactionIntId.new( MonsterFactionIntId )
MonsterFactionIntId.new( MonsterFactionId )
Members
obj
Function ( MonsterFactionIntId ) -> MonsterFactionRaw
str_id
Function ( MonsterFactionIntId ) -> MonsterFactionId
is_valid
Function ( MonsterFactionIntId ) -> bool
__tostring
Function ( MonsterFactionIntId ) -> string
MoraleTypeDataId
Bases
No base classes.
Constructors
MoraleTypeDataId.new()
MoraleTypeDataId.new( MoraleTypeDataId )
MoraleTypeDataId.new( string )
Members
obj
Function ( MoraleTypeDataId ) -> MoraleTypeDataRaw
implements_int_id
Function () -> bool
is_null
Function ( MoraleTypeDataId ) -> bool
is_valid
Function ( MoraleTypeDataId ) -> bool
str
Function ( MoraleTypeDataId ) -> string
NULL_ID
Function () -> MoraleTypeDataId
__tostring
Function ( MoraleTypeDataId ) -> string
serialize
Function ( MoraleTypeDataId, <cppval: 7JsonOut > )
deserialize
Function ( MoraleTypeDataId, <cppval: 6JsonIn > )
MutationBranchId
Bases
No base classes.
Constructors
MutationBranchId.new()
MutationBranchId.new( MutationBranchId )
MutationBranchId.new( string )
Members
obj
Function ( MutationBranchId ) -> MutationBranchRaw
implements_int_id
Function () -> bool
is_null
Function ( MutationBranchId ) -> bool
is_valid
Function ( MutationBranchId ) -> bool
str
Function ( MutationBranchId ) -> string
NULL_ID
Function () -> MutationBranchId
__tostring
Function ( MutationBranchId ) -> string
serialize
Function ( MutationBranchId, <cppval: 7JsonOut > )
deserialize
Function ( MutationBranchId, <cppval: 6JsonIn > )
MutationBranchRaw
Bases
No base classes.
Constructors
No constructors.
Members
id
Variable of type MutationBranchId
valid
Whether this mutation is available through generic mutagen.
Variable of type bool
purifiable
Whether this mutation is possible to remove through Purifier. False for ‘special’ mutations.
Variable of type bool
threshold
Whether this is a Threshold mutation, and thus especially difficult to mutate. One per character.
Variable of type bool
profession
Whether this trait is ONLY gained through professional training/experience (and/or quests).
Variable of type bool
debug
Whether or not this mutation is limited to debug use.
Variable of type bool
player_display
Whether or not this mutation shows up in the status (@
) menu.
Variable of type bool
mixed_effect
Whether this mutation has positive /and/ negative effects.
Variable of type bool
starting_trait
Whether this trait can normally be taken during character generation.
Variable of type bool
activated
Whether this mutation can be activated at will.
Variable of type bool
starts_active
Whether a mutation activates when granted.
Variable of type bool
allow_soft_gear
Mutation allows soft gear to be worn over otherwise-restricted parts.
Variable of type bool
fatigue
Mutation causes fatigue when used.
Variable of type bool
hunger
Mutation deducts calories when used.
Variable of type bool
thirst
Mutation dehydrates when used.
Variable of type bool
points
Point cost in character creation(?).
Variable of type int
visibility
How visible the mutation is to others.
Variable of type int
ugliness
How physically unappealing the mutation is. Can be negative.
Variable of type int
cost
Variable of type int
cooldown
Costs are incurred every ‘cooldown’ turns.
Variable of type int
bodytemp_min_btu
Variable of type int
bodytemp_max_btu
Variable of type int
bodytemp_sleep_btu
Variable of type int
pain_recovery
Pain recovery per turn from mutation.
Variable of type double
healing_awake
Healing per turn from mutation.
Variable of type double
healing_resting
Healing per turn from mutation, while asleep.
Variable of type double
mending_modifier
Multiplier applied to broken limb regeneration. Normally 0.25; clamped to 0.25..1.0.
Variable of type double
hp_modifier
Bonus HP multiplier. 1.0 doubles HP; -0.5 halves it.
Variable of type double
hp_modifier_secondary
Secondary HP multiplier; stacks with the other one. 1.0 doubles HP; -0.5 halves it.
Variable of type double
hp_adjustment
Flat adjustment to HP.
Variable of type double
str_modifier
Adjustment to Strength that doesn’t affect HP.
Variable of type double
dodge_modifier
Variable of type double
speed_modifier
Variable of type double
movecost_modifier
Variable of type double
movecost_flatground_modifier
Variable of type double
movecost_obstacle_modifier
Variable of type double
attackcost_modifier
Variable of type double
falling_damage_multiplier
Variable of type double
max_stamina_modifier
Variable of type double
weight_capacity_modifier
Variable of type double
hearing_modifier
Variable of type double
movecost_swim_modifier
Variable of type double
noise_modifier
Variable of type double
scent_modifier
Variable of type double
bleed_resist
Variable of type double
healthy_rate
How quickly health (not HP) trends toward healthy_mod.
Variable of type double
stealth_modifier
Variable of type double
night_vision_range
Variable of type double
temperature_speed_modifier
Variable of type double
metabolism_modifier
Variable of type double
thirst_modifier
Variable of type double
fatigue_modifier
Variable of type double
fatigue_regen_modifier
Variable of type double
stamina_regen_modifier
Variable of type double
overmap_sight
Variable of type double
overmap_multiplier
Variable of type double
reading_speed_multiplier
Variable of type double
skill_rust_multiplier
Variable of type double
name
Function ( MutationBranchRaw ) -> string
desc
Function ( MutationBranchRaw ) -> string
get_all
Returns a (long) list of every mutation in the game.
Function () -> <cppval: St6vectorI15mutation_branchSaIS0_EE >
__tostring
Function ( MutationBranchRaw ) -> string
prerequisites
Lists the primary mutation(s) needed to gain this mutation.
Function ( MutationBranchRaw ) -> Vector( MutationBranchId )
other_prerequisites
Lists the secondary mutation(s) needed to gain this mutation.
Function ( MutationBranchRaw ) -> Vector( MutationBranchId )
thresh_requirements
Lists the threshold mutation(s) required to gain this mutation.
Function ( MutationBranchRaw ) -> Vector( MutationBranchId )
mutation_types
Lists the type(s) of this mutation. Mutations of a given type are mutually exclusive.
Function ( MutationBranchRaw ) -> Set( string )
conflicts_with
Lists conflicting mutations.
Function ( MutationBranchRaw ) -> Vector( MutationBranchId )
replaced_by
Lists mutations that replace (e.g. evolve from) this one.
Function ( MutationBranchRaw ) -> Vector( MutationBranchId )
addition_mutations
Function ( MutationBranchRaw ) -> Vector( MutationBranchId )
categories
Lists the categories this mutation belongs to.
Function ( MutationBranchRaw ) -> Vector( MutationCategoryTraitId )
MutationCategoryTraitId
Bases
No base classes.
Constructors
MutationCategoryTraitId.new()
MutationCategoryTraitId.new( MutationCategoryTraitId )
MutationCategoryTraitId.new( string )
Members
obj
Function ( MutationCategoryTraitId ) -> MutationCategoryTraitRaw
implements_int_id
Function () -> bool
is_null
Function ( MutationCategoryTraitId ) -> bool
is_valid
Function ( MutationCategoryTraitId ) -> bool
str
Function ( MutationCategoryTraitId ) -> string
NULL_ID
Function () -> MutationCategoryTraitId
__tostring
Function ( MutationCategoryTraitId ) -> string
serialize
Function ( MutationCategoryTraitId, <cppval: 7JsonOut > )
deserialize
Function ( MutationCategoryTraitId, <cppval: 6JsonIn > )
Npc
Bases
Player
Character
Creature
Constructors
No constructors.
Members
current_activity_id
Variable of type ActivityTypeId
personality
Variable of type NpcPersonality
op_of_u
Variable of type NpcOpinion
patience
Variable of type int
marked_for_death
Variable of type bool
hit_by_player
Variable of type bool
needs
Variable of type Vector( NpcNeed )
set_faction_id
Function ( Npc, FactionId )
turned_hostile
Function ( Npc ) -> bool
hostile_anger_level
Function ( Npc ) -> int
make_angry
Function ( Npc )
is_enemy
Function ( Npc ) -> bool
is_following
Function ( Npc ) -> bool
is_obeying
Function ( Npc, Character ) -> bool
is_friendly
Function ( Npc, Character ) -> bool
is_leader
Function ( Npc ) -> bool
is_walking_with
Function ( Npc ) -> bool
is_ally
Function ( Npc, Character ) -> bool
is_player_ally
Function ( Npc ) -> bool
is_stationary
Function ( Npc, bool ) -> bool
is_guarding
Function ( Npc ) -> bool
is_patrolling
Function ( Npc ) -> bool
has_player_activity
Function ( Npc ) -> bool
is_travelling
Function ( Npc ) -> bool
is_minion
Function ( Npc ) -> bool
guaranteed_hostile
Function ( Npc ) -> bool
mutiny
Function ( Npc )
get_monster_faction
Function ( Npc ) -> MonsterFactionIntId
follow_distance
Function ( Npc ) -> int
current_target
Function ( Npc ) -> Creature
current_ally
Function ( Npc ) -> Creature
danger_assessment
Function ( Npc ) -> double
say
Function ( Npc, string )
smash_ability
Function ( Npc ) -> int
complain_about
Function ( Npc, string, TimeDuration, string, Opt( bool ) ) -> bool
warn_about
Function ( Npc, string, TimeDuration, string, int, Tripoint )
complain
Function ( Npc ) -> bool
evaluate_enemy
Function ( Npc, Creature ) -> double
can_open_door
Function ( Npc, Tripoint, bool ) -> bool
can_move_to
Function ( Npc, Tripoint, bool ) -> bool
saw_player_recently
Function ( Npc ) -> bool
has_omt_destination
Function ( Npc ) -> bool
get_attitude
Function ( Npc ) -> NpcAttitude
set_attitude
Function ( Npc, NpcAttitude )
has_activity
Function ( Npc ) -> bool
NpcOpinion
Bases
No base classes.
Constructors
NpcOpinion.new()
NpcOpinion.new( int, int, int, int, int )
Members
trust
Variable of type int
fear
Variable of type int
value
Variable of type int
anger
Variable of type int
owed
Variable of type int
NpcPersonality
Bases
No base classes.
Constructors
NpcPersonality.new()
Members
aggression
Variable of type char
bravery
Variable of type char
collector
Variable of type char
altruism
Variable of type char
Player
Bases
Character
Creature
Constructors
No constructors.
Members
No members.
Point
Bases
No base classes.
Constructors
Point.new()
Point.new( Point )
Point.new( int, int )
Members
x
Variable of type int
y
Variable of type int
abs
Function ( Point ) -> Point
rotate
Function ( Point, int, Point ) -> Point
serialize
Function ( Point, <cppval: 7JsonOut > )
deserialize
Function ( Point, <cppval: 6JsonIn > )
__tostring
Function ( Point ) -> string
__eq
Function ( Point, Point ) -> bool
__lt
Function ( Point, Point ) -> bool
__add
Function ( Point, Point ) -> Point
__sub
Function ( Point, Point ) -> Point
__mul
Function ( Point, int ) -> Point
__div
Function ( Point, int ) -> Point
__idiv
Function ( Point, int ) -> Point
__unm
Function ( Point ) -> Point
QueryPopup
Bases
No base classes.
Constructors
QueryPopup.new()
Members
message
Function ( QueryPopup, ... )
message_color
Function ( QueryPopup, Color )
allow_any_key
Set whether to allow any key
Function ( QueryPopup, bool )
query
Returns selected action
Function ( QueryPopup ) -> string
RecipeId
Bases
No base classes.
Constructors
RecipeId.new()
RecipeId.new( RecipeId )
RecipeId.new( string )
Members
obj
Function ( RecipeId ) -> RecipeRaw
implements_int_id
Function () -> bool
is_null
Function ( RecipeId ) -> bool
is_valid
Function ( RecipeId ) -> bool
str
Function ( RecipeId ) -> string
NULL_ID
Function () -> RecipeId
__tostring
Function ( RecipeId ) -> string
serialize
Function ( RecipeId, <cppval: 7JsonOut > )
deserialize
Function ( RecipeId, <cppval: 6JsonIn > )
SkillId
Bases
No base classes.
Constructors
SkillId.new()
SkillId.new( SkillId )
SkillId.new( string )
Members
obj
Function ( SkillId ) -> SkillRaw
implements_int_id
Function () -> bool
is_null
Function ( SkillId ) -> bool
is_valid
Function ( SkillId ) -> bool
str
Function ( SkillId ) -> string
NULL_ID
Function () -> SkillId
__tostring
Function ( SkillId ) -> string
serialize
Function ( SkillId, <cppval: 7JsonOut > )
deserialize
Function ( SkillId, <cppval: 6JsonIn > )
SkillLevel
Bases
No base classes.
Constructors
No constructors.
Members
is_training
Function ( SkillLevel ) -> bool
level
Function ( SkillLevel ) -> int
highest_level
Function ( SkillLevel ) -> int
train
Function ( SkillLevel, int, bool )
can_train
Function ( SkillLevel ) -> bool
SkillLevelMap
Bases
Map( SkillId, SkillLevel )
Constructors
No constructors.
Members
mod_skill_level
Function ( SkillLevelMap, SkillId, int )
get_skill_level
Function ( SkillLevelMap, SkillId ) -> int
get_skill_level_object
Function ( SkillLevelMap, SkillId ) -> SkillLevel
SpeciesTypeId
Bases
No base classes.
Constructors
SpeciesTypeId.new()
SpeciesTypeId.new( SpeciesTypeId )
SpeciesTypeId.new( string )
Members
obj
Function ( SpeciesTypeId ) -> SpeciesTypeRaw
implements_int_id
Function () -> bool
is_null
Function ( SpeciesTypeId ) -> bool
is_valid
Function ( SpeciesTypeId ) -> bool
str
Function ( SpeciesTypeId ) -> string
NULL_ID
Function () -> SpeciesTypeId
__tostring
Function ( SpeciesTypeId ) -> string
serialize
Function ( SpeciesTypeId, <cppval: 7JsonOut > )
deserialize
Function ( SpeciesTypeId, <cppval: 6JsonIn > )
Spell
The class used for spells that a player knows, casts, and gains experience for using. If a given spell is not supposed to be directly cast by a player, consider using SpellSimple instead.
Bases
No base classes.
Constructors
Spell.new( SpellTypeId, int )
Members
id
Variable of type SpellTypeId
xp
Function ( Spell ) -> int
gain_exp
Function ( Spell, int )
set_exp
Function ( Spell, int )
gain_levels
Function ( Spell, int )
set_level
Function ( Spell, int )
get_level
Function ( Spell ) -> int
name
Function ( Spell ) -> string
desc
Function ( Spell ) -> string
cast
Cast this spell, as well as any sub-spells.
Function ( Spell, Creature, Tripoint )
cast_single_effect
Cast only this spell’s main effects. Generally, cast() should be used instead.
Function ( Spell, Creature, Tripoint )
SpellSimple
The type for basic spells. If you don’t need to track XP from casting (e.g., if a spell is intended to be cast by anything other than a player), this is likely the appropriate type. Otherwise, see the Spell type.
Bases
No base classes.
Constructors
SpellSimple.new( SpellTypeId, bool )
SpellSimple.new( SpellTypeId, bool, int )
Members
__tostring
Function ( SpellSimple ) -> string
id
Variable of type SpellTypeId
max_level
Returns the defined maximum level of this SpellSimple instance, if defined. Otherwise, returns 0.
Function ( SpellSimple ) -> int
level
Variable of type int
force_target_source
Whether or not the target point is locked to the source’s location.
Variable of type bool
trigger_once_in
Used for enchantments; the spell’s chance to trigger every turn.
Variable of type int
cast
Function ( SpellSimple, Creature, Tripoint, Opt( int ) )
prompt_cast
Static function: Creates and immediately casts a SimpleSpell, then returns the new spell for potential reuse. If the given tripoint is the player’s location, the spell will be locked to the player. (This does not necessarily cause friendly fire!) If an integer is specified, the spell will be cast at that level.
Function ( SpellTypeId, Tripoint, Opt( int ) ) -> SpellSimple
SpellTypeId
Bases
No base classes.
Constructors
SpellTypeId.new()
SpellTypeId.new( SpellTypeId )
SpellTypeId.new( string )
Members
obj
Function ( SpellTypeId ) -> SpellTypeRaw
implements_int_id
Function () -> bool
is_null
Function ( SpellTypeId ) -> bool
is_valid
Function ( SpellTypeId ) -> bool
str
Function ( SpellTypeId ) -> string
NULL_ID
Function () -> SpellTypeId
__tostring
Function ( SpellTypeId ) -> string
serialize
Function ( SpellTypeId, <cppval: 7JsonOut > )
deserialize
Function ( SpellTypeId, <cppval: 6JsonIn > )
SpellTypeRaw
The ‘raw’ type for storing the information defining every spell in the game. It’s not possible to cast directly from this type; check SpellSimple and Spell.
Bases
No base classes.
Constructors
No constructors.
Members
__tostring
Function ( SpellTypeRaw ) -> string
id
Variable of type SpellTypeId
effect_name
The name of the primary effect this spell will enact.
Variable of type string
effect_str
Specifics about the effect this spell will enact.
Variable of type string
field_chance
Variable of type int
min_field_intensity
Variable of type int
field_intensity_increment
Variable of type double
max_field_intensity
Variable of type int
field_intensity_variance
Variable of type double
min_damage
Variable of type int
damage_increment
Variable of type double
max_damage
Variable of type int
min_range
Variable of type int
range_increment
Variable of type double
max_range
Variable of type int
min_aoe
Variable of type int
aoe_increment
Variable of type double
max_aoe
Variable of type int
min_dot
Variable of type int
dot_increment
Variable of type double
max_dot
Variable of type int
min_duration
Variable of type int
duration_increment
Variable of type int
max_duration
Variable of type int
base_energy_cost
Variable of type int
energy_increment
Variable of type double
final_energy_cost
Variable of type int
difficulty
Variable of type int
max_level
Variable of type int
base_casting_time
Variable of type int
casting_time_increment
Variable of type double
final_casting_time
Variable of type int
additional_spells
Other spells cast by this spell.
Function ( SpellTypeRaw ) -> Vector( SpellSimple )
get_all
Returns a (long) list of every spell in the game.
Function () -> <cppval: St6vectorI10spell_typeSaIS0_EE >
TerId
Bases
No base classes.
Constructors
TerId.new()
TerId.new( TerId )
TerId.new( TerIntId )
TerId.new( string )
Members
obj
Function ( TerId ) -> TerRaw
int_id
Function ( TerId ) -> TerIntId
implements_int_id
Function () -> bool
is_null
Function ( TerId ) -> bool
is_valid
Function ( TerId ) -> bool
str
Function ( TerId ) -> string
NULL_ID
Function () -> TerId
__tostring
Function ( TerId ) -> string
serialize
Function ( TerId, <cppval: 7JsonOut > )
deserialize
Function ( TerId, <cppval: 6JsonIn > )
TerIntId
Bases
No base classes.
Constructors
TerIntId.new()
TerIntId.new( TerIntId )
TerIntId.new( TerId )
Members
obj
Function ( TerIntId ) -> TerRaw
str_id
Function ( TerIntId ) -> TerId
is_valid
Function ( TerIntId ) -> bool
__tostring
Function ( TerIntId ) -> string
TerRaw
Bases
No base classes.
Constructors
No constructors.
Members
str_id
Function ( TerRaw ) -> TerId
int_id
Function ( TerRaw ) -> TerIntId
open
Variable of type TerId
close
Variable of type TerId
trap_id_str
Variable of type string
transforms_into
Variable of type TerId
roof
Variable of type TerId
heat_radiation
Variable of type int
TimeDuration
Represent duration between 2 fixed points in time
Bases
No base classes.
Constructors
TimeDuration.new()
Members
from_turns
Function ( int ) -> TimeDuration
from_seconds
Function ( int ) -> TimeDuration
from_minutes
Function ( int ) -> TimeDuration
from_hours
Function ( int ) -> TimeDuration
from_days
Function ( int ) -> TimeDuration
from_weeks
Function ( int ) -> TimeDuration
make_random
Function ( TimeDuration, TimeDuration ) -> TimeDuration
to_turns
Function ( TimeDuration ) -> int
to_seconds
Function ( TimeDuration ) -> int
to_minutes
Function ( TimeDuration ) -> int
to_hours
Function ( TimeDuration ) -> int
to_days
Function ( TimeDuration ) -> int
to_weeks
Function ( TimeDuration ) -> int
serialize
Function ( TimeDuration, <cppval: 7JsonOut > )
deserialize
Function ( TimeDuration, <cppval: 6JsonIn > )
__tostring
Function ( TimeDuration ) -> string
__add
Function ( TimeDuration, TimeDuration ) -> TimeDuration
__sub
Function ( TimeDuration, TimeDuration ) -> TimeDuration
__mul
Function ( TimeDuration, int ) -> TimeDuration
__div
Function ( TimeDuration, int ) -> TimeDuration
__unm
Function ( TimeDuration ) -> TimeDuration
TimePoint
Represent fixed point in time
Bases
No base classes.
Constructors
TimePoint.new()
Members
from_turn
Function ( int ) -> TimePoint
to_turn
Function ( TimePoint ) -> int
is_night
Function ( TimePoint ) -> bool
is_day
Function ( TimePoint ) -> bool
is_dusk
Function ( TimePoint ) -> bool
is_dawn
Function ( TimePoint ) -> bool
second_of_minute
Function ( TimePoint ) -> int
minute_of_hour
Function ( TimePoint ) -> int
hour_of_day
Function ( TimePoint ) -> int
serialize
Function ( TimePoint, <cppval: 7JsonOut > )
deserialize
Function ( TimePoint, <cppval: 6JsonIn > )
to_string_time_of_day
Function ( TimePoint ) -> string
__tostring
Function ( TimePoint ) -> string
__eq
Function ( TimePoint, TimePoint ) -> bool
__lt
Function ( TimePoint, TimePoint ) -> bool
__add
Function ( TimePoint, TimeDuration ) -> TimePoint
__sub
Function ( TimePoint, TimePoint ) -> TimeDuration
Function ( TimePoint, TimeDuration ) -> TimePoint
Tinymap
Bases
Map
Constructors
No constructors.
Members
No members.
Tripoint
Bases
No base classes.
Constructors
Tripoint.new()
Tripoint.new( Point, int )
Tripoint.new( Tripoint )
Tripoint.new( int, int, int )
Members
x
Variable of type int
y
Variable of type int
z
Variable of type int
abs
Function ( Tripoint ) -> Tripoint
xy
Function ( Tripoint ) -> Point
rotate_2d
Function ( Tripoint, int, Point ) -> Tripoint
serialize
Function ( Tripoint, <cppval: 7JsonOut > )
deserialize
Function ( Tripoint, <cppval: 6JsonIn > )
__tostring
Function ( Tripoint ) -> string
__eq
Function ( Tripoint, Tripoint ) -> bool
__lt
Function ( Tripoint, Tripoint ) -> bool
__add
Function ( Tripoint, Tripoint ) -> Tripoint
Function ( Tripoint, Point ) -> Tripoint
__sub
Function ( Tripoint, Tripoint ) -> Tripoint
Function ( Tripoint, Point ) -> Tripoint
__mul
Function ( Tripoint, int ) -> Tripoint
__div
Function ( Tripoint, int ) -> Tripoint
__idiv
Function ( Tripoint, int ) -> Tripoint
__unm
Function ( Tripoint ) -> Tripoint
UiList
Bases
No base classes.
Constructors
UiList.new()
Members
title
Function ( UiList, string )
add
Return value, text
Function ( UiList, int, string )
query
Returns retval for selected entry, or a negative number on fail/cancel
Function ( UiList ) -> int
Volume
Bases
No base classes.
Constructors
No constructors.
Members
from_milliliter
Function ( int ) -> Volume
from_liter
Function ( int ) -> Volume
to_milliliter
Function ( Volume ) -> int
to_liter
Function ( Volume ) -> double
__eq
Function ( Volume, Volume ) -> bool
__lt
Function ( Volume, Volume ) -> bool
__le
Function ( Volume, Volume ) -> bool
Enums
AddictionType
Entries
NONE
=0
CAFFEINE
=1
ALCOHOL
=2
SLEEP
=3
PKILLER
=4
SPEED
=5
CIG
=6
COKE
=7
CRACK
=8
MUTAGEN
=9
DIAZEPAM
=10
MARLOSS_R
=11
MARLOSS_B
=12
MARLOSS_Y
=13
Attitude
Entries
Hostile
=0
Neutral
=1
Friendly
=2
Any
=3
BodyPart
Entries
TORSO
=0
HEAD
=1
EYES
=2
MOUTH
=3
ARM_L
=4
ARM_R
=5
HAND_L
=6
HAND_R
=7
LEG_L
=8
LEG_R
=9
FOOT_L
=10
FOOT_R
=11
CharacterMoveMode
Entries
walk
=0
run
=1
crouch
=2
Color
Entries
c_black
=0
c_white
=1
c_light_gray
=2
c_dark_gray
=3
c_red
=4
c_green
=5
c_blue
=6
c_cyan
=7
c_magenta
=8
c_brown
=9
c_light_red
=10
c_light_green
=11
c_light_blue
=12
c_light_cyan
=13
c_pink
=14
c_yellow
=15
h_black
=16
h_white
=17
h_light_gray
=18
h_dark_gray
=19
h_red
=20
h_green
=21
h_blue
=22
h_cyan
=23
h_magenta
=24
h_brown
=25
h_light_red
=26
h_light_green
=27
h_light_blue
=28
h_light_cyan
=29
h_pink
=30
h_yellow
=31
i_black
=32
i_white
=33
i_light_gray
=34
i_dark_gray
=35
i_red
=36
i_green
=37
i_blue
=38
i_cyan
=39
i_magenta
=40
i_brown
=41
i_light_red
=42
i_light_green
=43
i_light_blue
=44
i_light_cyan
=45
i_pink
=46
i_yellow
=47
c_unset
=48
c_black_red
=49
c_white_red
=50
c_light_gray_red
=51
c_dark_gray_red
=52
c_red_red
=53
c_green_red
=54
c_blue_red
=55
c_cyan_red
=56
c_magenta_red
=57
c_brown_red
=58
c_light_red_red
=59
c_light_green_red
=60
c_light_blue_red
=61
c_light_cyan_red
=62
c_pink_red
=63
c_yellow_red
=64
c_black_white
=65
c_dark_gray_white
=66
c_light_gray_white
=67
c_white_white
=68
c_red_white
=69
c_light_red_white
=70
c_green_white
=71
c_light_green_white
=72
c_brown_white
=73
c_yellow_white
=74
c_blue_white
=75
c_light_blue_white
=76
c_magenta_white
=77
c_pink_white
=78
c_cyan_white
=79
c_light_cyan_white
=80
c_black_green
=81
c_dark_gray_green
=82
c_light_gray_green
=83
c_white_green
=84
c_red_green
=85
c_light_red_green
=86
c_green_green
=87
c_light_green_green
=88
c_brown_green
=89
c_yellow_green
=90
c_blue_green
=91
c_light_blue_green
=92
c_magenta_green
=93
c_pink_green
=94
c_cyan_green
=95
c_light_cyan_green
=96
c_black_yellow
=97
c_dark_gray_yellow
=98
c_light_gray_yellow
=99
c_white_yellow
=100
c_red_yellow
=101
c_light_red_yellow
=102
c_green_yellow
=103
c_light_green_yellow
=104
c_brown_yellow
=105
c_yellow_yellow
=106
c_blue_yellow
=107
c_light_blue_yellow
=108
c_magenta_yellow
=109
c_pink_yellow
=110
c_cyan_yellow
=111
c_light_cyan_yellow
=112
c_black_magenta
=113
c_dark_gray_magenta
=114
c_light_gray_magenta
=115
c_white_magenta
=116
c_red_magenta
=117
c_light_red_magenta
=118
c_green_magenta
=119
c_light_green_magenta
=120
c_brown_magenta
=121
c_yellow_magenta
=122
c_blue_magenta
=123
c_light_blue_magenta
=124
c_magenta_magenta
=125
c_pink_magenta
=126
c_cyan_magenta
=127
c_light_cyan_magenta
=128
c_black_cyan
=129
c_dark_gray_cyan
=130
c_light_gray_cyan
=131
c_white_cyan
=132
c_red_cyan
=133
c_light_red_cyan
=134
c_green_cyan
=135
c_light_green_cyan
=136
c_brown_cyan
=137
c_yellow_cyan
=138
c_blue_cyan
=139
c_light_blue_cyan
=140
c_magenta_cyan
=141
c_pink_cyan
=142
c_cyan_cyan
=143
c_light_cyan_cyan
=144
DamageType
Entries
DT_NULL
=0
DT_TRUE
=1
DT_BIOLOGICAL
=2
DT_BASH
=3
DT_CUT
=4
DT_ACID
=5
DT_STAB
=6
DT_HEAT
=7
DT_COLD
=8
DT_ELECTRIC
=9
DT_BULLET
=10
MonsterAttitude
Entries
MATT_NULL
=0
MATT_FRIEND
=1
MATT_FPASSIVE
=2
MATT_FLEE
=3
MATT_IGNORE
=4
MATT_FOLLOW
=5
MATT_ATTACK
=6
MATT_ZLAVE
=7
MonsterFactionAttitude
Entries
ByMood
=0
Neutral
=1
Friendly
=2
Hate
=3
MonsterFlag
Entries
SEES
=0
HEARS
=1
GOODHEARING
=2
SMELLS
=3
KEENNOSE
=4
STUMBLES
=5
WARM
=6
NOHEAD
=7
HARDTOSHOOT
=8
GRABS
=9
BASHES
=10
DESTROYS
=11
BORES
=12
POISON
=13
VENOM
=14
BADVENOM
=15
PARALYZEVENOM
=16
BLEED
=17
WEBWALK
=18
DIGS
=19
CAN_DIG
=20
FLIES
=21
AQUATIC
=22
SWIMS
=23
ATTACKMON
=24
ANIMAL
=25
PLASTIC
=26
SUNDEATH
=27
ELECTRIC
=28
ACIDPROOF
=29
ACIDTRAIL
=30
SHORTACIDTRAIL
=31
FIREPROOF
=32
SLUDGEPROOF
=33
SLUDGETRAIL
=34
COLDPROOF
=35
BIOPROOF
=36
FIREY
=37
QUEEN
=38
ELECTRONIC
=39
FUR
=40
LEATHER
=41
WOOL
=42
FEATHER
=43
BONES
=44
FAT
=45
CONSOLE_DESPAWN
=46
IMMOBILE
=47
ID_CARD_DESPAWN
=48
RIDEABLE_MECH
=49
CARD_OVERRIDE
=50
MILITARY_MECH
=51
MECH_RECON_VISION
=52
MECH_DEFENSIVE
=53
HIT_AND_RUN
=54
GUILT
=55
PAY_BOT
=56
HUMAN
=57
NO_BREATHE
=58
FLAMMABLE
=59
REVIVES
=60
CHITIN
=61
VERMIN
=62
NOGIB
=63
LARVA
=64
ARTHROPOD_BLOOD
=65
ACID_BLOOD
=66
BILE_BLOOD
=67
ABSORBS
=68
ABSORBS_SPLITS
=69
CBM_CIV
=70
CBM_POWER
=71
CBM_SCI
=72
CBM_OP
=73
CBM_TECH
=74
CBM_SUBS
=75
FILTHY
=76
FISHABLE
=77
GROUP_BASH
=78
SWARMS
=79
GROUP_MORALE
=80
INTERIOR_AMMO
=81
CLIMBS
=82
PACIFIST
=83
PUSH_MON
=84
PUSH_VEH
=85
NIGHT_INVISIBILITY
=86
REVIVES_HEALTHY
=87
NO_NECRO
=88
PATH_AVOID_DANGER_1
=89
PATH_AVOID_DANGER_2
=90
PATH_AVOID_FIRE
=91
PATH_AVOID_FALL
=92
PRIORITIZE_TARGETS
=93
NOT_HALLUCINATION
=94
CANPLAY
=95
PET_MOUNTABLE
=96
PET_HARNESSABLE
=97
DOGFOOD
=98
MILKABLE
=99
SHEARABLE
=100
NO_BREED
=101
NO_FUNG_DMG
=102
PET_WONT_FOLLOW
=103
DRIPS_NAPALM
=104
DRIPS_GASOLINE
=105
ELECTRIC_FIELD
=106
LOUDMOVES
=107
CAN_OPEN_DOORS
=108
STUN_IMMUNE
=109
DROPS_AMMO
=110
CAN_BE_ORDERED
=111
MonsterSize
Entries
TINY
=0
SMALL
=1
MEDIUM
=2
LARGE
=3
HUGE
=4
MsgType
Entries
good
=0
bad
=1
mixed
=2
warning
=3
info
=4
neutral
=5
debug
=6
headshot
=7
critical
=8
grazing
=9
NpcAttitude
Entries
NPCATT_NULL
=0
NPCATT_TALK
=1
NPCATT_LEGACY_1
=2
NPCATT_FOLLOW
=3
NPCATT_LEGACY_2
=4
NPCATT_LEAD
=5
NPCATT_WAIT
=6
NPCATT_LEGACY_6
=7
NPCATT_MUG
=8
NPCATT_WAIT_FOR_LEAVE
=9
NPCATT_KILL
=10
NPCATT_FLEE
=11
NPCATT_LEGACY_3
=12
NPCATT_HEAL
=13
NPCATT_LEGACY_4
=14
NPCATT_LEGACY_5
=15
NPCATT_ACTIVITY
=16
NPCATT_FLEE_TEMP
=17
NPCATT_RECOVER_GOODS
=18
NpcNeed
Entries
need_none
=0
need_ammo
=1
need_weapon
=2
need_gun
=3
need_food
=4
need_drink
=5
need_safety
=6
SfxChannel
Entries
daytime_outdoors_env
=0
nighttime_outdoors_env
=1
underground_env
=2
indoors_env
=3
indoors_rain_env
=4
outdoors_snow_env
=5
outdoors_flurry_env
=6
outdoors_thunderstorm_env
=7
outdoors_rain_env
=8
outdoors_drizzle_env
=9
outdoor_blizzard
=10
deafness_tone
=11
danger_extreme_theme
=12
danger_high_theme
=13
danger_medium_theme
=14
danger_low_theme
=15
stamina_75
=16
stamina_50
=17
stamina_35
=18
idle_chainsaw
=19
chainsaw_theme
=20
player_activities
=21
exterior_engine_sound
=22
interior_engine_sound
=23
radio
=24
Libraries
const
Various game constants
Members
OM_OMT_SIZE
Variable of type int
value: 180
OM_SM_SIZE
Variable of type int
value: 360
OM_MS_SIZE
Variable of type int
value: 4320
OMT_SM_SIZE
Variable of type int
value: 2
OMT_MS_SIZE
Variable of type int
value: 24
SM_MS_SIZE
Variable of type int
value: 12
coords
Methods for manipulating coord systems and calculating distance
Members
ms_to_sm
Function ( Tripoint ) -> ( Tripoint, Point )
ms_to_omt
Function ( Tripoint ) -> ( Tripoint, Point )
ms_to_om
Function ( Tripoint ) -> ( Point, Tripoint )
sm_to_ms
Function ( Tripoint, Opt( Point ) ) -> Tripoint
omt_to_ms
Function ( Tripoint, Opt( Point ) ) -> Tripoint
om_to_ms
Function ( Point, Opt( Tripoint ) ) -> Tripoint
rl_dist
Function ( Tripoint, Tripoint ) -> int
Function ( Point, Point ) -> int
trig_dist
Function ( Tripoint, Tripoint ) -> double
Function ( Point, Point ) -> double
square_dist
Function ( Tripoint, Tripoint ) -> int
Function ( Point, Point ) -> int
gapi
Global game methods
Members
get_avatar
Function () -> Avatar
get_map
Function () -> Map
get_distribution_grid_tracker
Function () -> DistributionGridTracker
add_msg
Function ( MsgType, ... )
Function ( ... )
place_player_overmap_at
Function ( Tripoint )
current_turn
Function () -> TimePoint
turn_zero
Function () -> TimePoint
before_time_starts
Function () -> TimePoint
rng
Function ( int, int ) -> int
add_on_every_x_hook
Function ( TimeDuration, function )
create_item
Function ( ItypeId, int ) -> <cppval: St10unique_ptrI4itemSt14default_deleteIS0_EE >
get_creature_at
Function ( Tripoint, Opt( bool ) ) -> Creature
get_monster_at
Function ( Tripoint, Opt( bool ) ) -> Monster
get_character_at
Function ( Tripoint, Opt( bool ) ) -> Character
get_npc_at
Function ( Tripoint, Opt( bool ) ) -> Npc
choose_adjacent
Function ( string, Opt( bool ) ) -> Opt( Tripoint )
choose_direction
Function ( string, Opt( bool ) ) -> Opt( Tripoint )
look_around
Function () -> Opt( Tripoint )
play_variant_sound
Function ( string, string, int )
Function ( string, string, int, Angle, double, double )
play_ambient_variant_sound
Function ( string, string, int, SfxChannel, int, double, int )
add_npc_follower
Function ( Npc )
remove_npc_follower
Function ( Npc )
gdebug
Debugging and logging API.
Members
log_info
Function ( ... )
log_warn
Function ( ... )
log_error
Function ( ... )
debugmsg
Function ( ... )
clear_lua_log
Function ()
set_log_capacity
Function ( int )
reload_lua_code
Function ()
save_game
Function () -> bool
hooks_doc
Documentation for hooks
Members
on_game_save
Called when game is about to save
Function ()
on_game_load
Called right after game has loaded
Function ()
on_every_x
Called every in-game period
Function ()
on_mapgen_postprocess
Called right after mapgen has completed. Map argument is the tinymap that represents 24x24 area (2x2 submaps, or 1x1 omt), tripoint is the absolute omt pos, and time_point is the current time (for time-based effects).
Function ( Map, Tripoint, TimePoint )
locale
Localization API.
Members
gettext
Expects english source string, returns translated string.
Function ( string ) -> string
vgettext
First is english singular string, second is english plural string. Number is amount to translate for.
Function ( string, string, <cppval: m > ) -> string
pgettext
First is context string. Second is english source string.
Function ( string, string ) -> string
vpgettext
First is context string. Second is english singular string. third is english plural. Number is amount to translate for.
Function ( string, string, string, <cppval: m > ) -> string
tests_lib
Library for testing purposes
Members
my_awesome_lambda_1
Function () -> int
my_awesome_lambda_2
Function () -> int