10 KiB
Unsorted
These are functions that aren't in any specific table.
Maybe<LuaFunction>, Maybe<String>
loadstring(String
source, [String
name, [LuaValue
env]])
Compiles the provided source and returns it as a callable function.
If there are any syntax errors, returns nil
and the error as a string instead.
- name is used for error messages, the default is the name of the script that called
loadstring
. - env is used as the environment of the returned function, the default is
_ENV
.
Root
The root table now contains extra asset bindings and bindings to return the tile variant that is used for material and matmods at any position.
String[]
root.assetsByExtension(String
extension)
Returns an array containing all assets with the specified file extension.
By the way, here's a list of every file extension the game does Special Things™ for when loading assets.
File Extensions
- Items:
item
,liqitem
,matitem
,miningtool
,flashlight
,wiretool
,beamaxe
,tillingtool
,painttool
,harvestingtool
,head
,chest
,legs
,back
,currency
,consumable
,blueprint
,inspectiontool
,instrument
,thrownitem
,unlock
,activeitem
,augment
- Materials:
material
,matmod
- Liquids:
liquid
- NPCs:
npctype
- Tenants:
tenant
- Objects:
object
- Vehicles:
vehicle
- Monsters:
monstertype
,monsterpart
,monsterskill
,monstercolors
- Plants:
modularstem
,modularfoliage
,grass
,bush
- Projectiles:
projectile
- Particles:
particle
- Name Gen:
namesource
- AI Missions:
aimission
- Quests:
questtemplate
- Radio Messages:
radiomessages
- Spawn Types:
spawntypes
- Species:
species
- Stagehand:
stagehand
- Behaviors:
nodes
,behavior
- Biomes:
biome
,weather
- Terrain:
terrain
- Treasure:
treasurepools
,treasurechests
- Codex Entries:
codex
- Collections:
collection
- Statistics:
event
,achievement
- Status Effects:
statuseffect
- Functions:
functions
,2functions
,configfunctions
- Tech:
tech
- Damage:
damage
- Dances:
dance
- Effect Sources:
effectsource
- Command Macros:
macros
- Recipes:
recipe
String
root.assetData(String
path)
Returns the raw data of an asset.
String, Maybe<LuaTable>
root.assetOrigin(String
path, [bool
getPatches])
Returns the asset source path of an asset, or nil if the asset doesn't exist. If you specify getPatches as true then also returns the patches for the asset as an array, each element containing the source path and patch path in indexes 1 and 2 respectively.
LuaTable
root.assetSourcePaths([bool
withMetadata])
Without metadata: Returns an array with all the asset source paths. With metadata: Returns a table, key/value being source path/metadata.
?
root.assetImage(String
image)
TODO
JsonArray
root.assetPatches(String
asset)
Returns a list of asset sources which patch the specified asset and the paths to those patches.
Json
root.getConfiguration(String
key)
Gets a configuration value in /storage/starbound.config
.
Json
root.getConfigurationPath(String
path)
Gets a configuration value in /storage/starbound.config
by path.
Both getters will error if you try to get title
, as that can contain the player's saved server login.
Json
root.setConfiguration(String
key, Json
value)
Sets a configuration value in /storage/starbound.config
.
Json
root.setConfigurationPath(String
path, Json
value)
Sets a configuration value in /storage/starbound.config
by path.
Both setters will error if you try to set safeScripts
, as that can break Starbound's sandbox.
JsonArray
root.allRecipes()
Returns all recipes.
Player
The player table now contains bindings which contains functions to save/load, access and modify the player's identity, mode, aim, emote and more.
Json
player.save()
Serializes the player to Json the same way Starbound does for disk storage and returns it.
void
player.load(Json
save)
Reloads the player from a Json save. This will reset active ScriptPanes and scripts running on the player.
String
player.name()
Returns the player's name.
void
player.setName(String
name)
Sets the player's name.
String
player.description()
Returns the player's description.
void
player.setDescription(String
description)
Sets the player's description. The new description will not be networked buntil the player warps or respawns.
void
player.setSpecies(String
species)
Sets the player's species. Must be a valid species.
void
player.setGender(String
gender)
Sets the player's gender.
String
player.imagePath()
If the player has a custom humanoid image path set, returns it. otherwise, returns nil
.
void
player.setImagePath(String
imagePath)
Sets the player's image path. Specify nil
to remove the image path.
Personality
player.personality()
Returns the player's personality as a table
containing a string
idle, string
armIdle, Vec2F
headOffset and Vec2F
armOffset.
void
player.setPersonality(Personality
personality)
Sets the player's personality. The personality must be a table
containing at least one value as returned by player.personality()
.
String
player.bodyDirectives()
Returns the player's body directives.
void
player.setBodyDirectives(String
bodyDirectives)
Sets the player's body directives.
String
player.emoteDirectives()
Returns the player's emote directives.
void
player.setEmoteDirectives(String
emoteDirectives)
Sets the player's emote directives.
String
player.hair()
Returns the player's hair group.
void
player.setHair(String
hairGroup)
Sets the player's hair group.
String
player.hairType()
Returns the player's hair type.
void
player.setHairType(String
hairType)
Sets the player's hair type.
String
player.hairDirectives()
Returns the player's hair directives.
void
player.setHairDirectives(String
hairDirectives)
Sets the player's hair directives.
String
player.facialHairGroup()
Returns the player's facial hair group.
void
player.setFacialHairGroup(String
facialHairGroup)
Sets the player's facial hair group.
String
player.facialHair()
Returns the player's facial hair.
void
player.setFacialHair(String
facialHair)
Sets the player's facial hair.
String
player.facialHairDirectives()
Returns the player's facial hair directives.
void
player.setFacialHairDirectives(String
facialHairDirectives)
Sets the player's facial hair directives.
String
player.facialMask()
Returns the player's facial mask group.
void
player.setFacialMask(String
facialMask)
Sets the player's facial mask.
String
player.facialMaskType()
Returns the player's facial mask type.
void
player.setFacialMaskType(String
facialMaskType)
Sets the player's facial mask type.
String
player.facialMaskDirectives()
Returns the player's facial mask directives.
void
player.setFacialMaskDirectives(String
facialMaskDirectives)
Sets the player's facial mask directives.
PlayerMode
player.mode()
Returns the player's mode.
void
player.setMode(String
mode)
Sets the player's mode. mode must be either "casual"
, "survival"
or "hardcore"
.
Color
player.favoriteColor()
Returns the player's favorite color. It is used for the beam shown when wiring, placing, and highlighting with beam-tools (Matter Manipulator).
void
player.setFavoriteColor(Color
color)
Sets the player's favorite color. color can have an optional fourth value for transparency.
Vec2F
player.aimPosition()
Returns the player's aim position.
void
player.emote(String
emote, [float
cooldown])
Makes the player do an emote with the default cooldown unless a cooldown is specified.
String, float
player.currentEmote()
Returns the player's current emote and the seconds left in it.
unsigned
player.actionBarGroup()
Returns the player's active action bar.
void
player.setActionBarGroup(unsigned
barId)
Sets the player's active action bar.
Variant<unsigned, EssentialItem>
player.selectedActionBarSlot()
Returns the player's selected action bar slot.
void
player.setSelectedActionBarSlot(Variant<unsigned, EssentialItem>
slot)
Sets the player's selected action bar slot.
void
player.setDamageTeam(DamageTeam
team)
Sets the player's damage team. This must be called every frame to override the current damage team that the server has given the player (normally controlled by /pvp)
void
player.say(String
line)
Makes the player say a string.
Json
player.humanoidIdentity()
Returns the specific humanoid identity of the player, containing information such as hair style and idle pose.
void
player.setHumanoidIdentity(Json
humanoidIdentity)
Sets the specific humanoid identity of the player.
ItemDescriptor
player.item(ItemSlot
itemSlot)
Returns the contents of the specified itemSlot.
void
player.setItem(ItemSlot
itemSlot, ItemDescriptor
item)
Puts the specified item into the specified itemSlot.
Item slots in item bags are structured like so: {String bagName, int slot}
int
player.itemBagSize(String
itemBagName)
Returns the size of an item bag.
bool
player.itemAllowedInBag(String
itemBagName, ItemDescriptor
item)
Returns whether the specified item can enter the specified item bag.
ActionBarLink
player.actionBarSlotLink(int
slot, String
hand)
Returns the contents of the specified action bar link slot's specified hand.
bool
player.setActionBarSlotLink(String
itemBagName, ItemDescriptor
item)
Returns whether the specified item can enter the specified item bag.
Float
player.interactRadius()
Returns the player's interact radius.
void
player.setInteractRadius(Float
interactRadius)
Sets the player's interact radius. This does not persist upon returning to the main menu.
JsonArray
player.availableRecipes()
Returns all the recipes the player can craft with their currently held items and currencies.