Scripting (LUA)

The client and world server used the LUA scripting language to implement much of AI and special features, which are only used on some small amount of objects. These scripts are attached via a Script Component (5) or the configuration in the Level (.lvl) files.

Some considerable amount of the server side scripts have been removed from the client files and only appear as __removed in the database.

As the scripting engine has access to some interface with the game engine, documenting the relevant LUA-exposed functions can be of advantage in understanding the game architeture as well as facilitate implementation of a scripting engine in a server project, or even client modding.

Functions

On every game message to an object, the scripting engine will call the appropriate onMessageName function in the scripts. When a lua notfication is requested, the corresponding notifyMessage will be called.

Methods

  • Localize(key: string)

GameObject

  • obj:GetVar(key: string)
  • obj:SetVar(key: string, value: any)
  • obj:SetNetworkVar(key: string, value: any)
  • obj:GetNetworkVar(key: string) -> any
  • obj:SendLuaNotificationRequest{requestTarget: GameObject, messageName: string}
  • obj:SendLuaNotificationCancel{requestTarget: GameObject, messageName: string}
  • obj:GetRotation() -> Rotation
  • obj:Exists() -> bool
  • obj:GetFlag{iFlagID: int} -> Flag
  • obj:GetLocationsVisited() -> Locations
  • obj:SetRotation{x: float , y: float, z: float , w: float}
  • obj:SetProximityRadius{iconID: int, radius: int, name: string}
  • obj:UnsetProximityRadius{name: string}
  • obj:CheckListOfPreconditionsFromLua{PreconditionsToCheck: ?, requestingID: GameObject}
  • obj:RequestPickTypeUpdate()
  • obj:GetID()
  • obj:NotifyObject{ name: string, param1: int, ObjIDSender: ObjectID}

Game Messages

  • SetStunned
  • PlayAnimation
  • PlayCinematic
  • PlayNDAudioEmitter
  • PlayFXEffect
  • StopFXEffect
  • TerminateInteraction
  • PlayAnimation
  • FireEventServerSide
  • DisplayMessageBox

LEVEL

  • LEVEL:CLUTEffect(clut: string, fadeDuration: int, startIntensity: float, endIntensity: float, uiOverlay: bool)
  • LEVEL:GetCinematicInfo(cinematicName: string)
  • LEVEL:GetCurrentZoneID()
  • LEVEL:SetLights(modifyAmbientColor: bool, ambientColor: int, modifyDirectionalColor: bool, directionalColor: int, modifySpecularColor: bool, specularColor: int, modifyUpperHemiColor: bool, upperHemiColor: int, modifyDirectionalDirection: bool, directionalDirection: {x: float, y: float, z: float}, modifyFogColor: bool, fogColor: int, modifyDrawDistance: bool, fogNearMin: float, fogNearMax: float, fogFarMin: float, fogFarMax: float, postFogSolidMin: float, postFogSolidMax: float, postFogFadeMin: float, postFogFadeMax: float, staticObjectCutoffMin: float, staticObjectCutoffMax: float, dynamicObjectCutoffMin: float, dynamicObjectCutoffMax: float, modifySkyDome: bool, skyDome: string, blendTime: float)
  • LEVEL:SetSkyDome(skyDome: string)

GAMEOBJ

  • GAMEOBJ:GetControlledID() -> GameObject
  • GAMEOBJ:GetZoneControlID()
  • GAMEOBJ:GetTimer() -> Timer
  • GAMEOBJ:GetObjectByID() -> GameObject
  • GAMEOBJ:GetLocalCharID() -> ObjectID
  • GAMEOBJ:DeleteObject(obj: GameObject)

UI

  • UI:SendMessage(msg: string, data: NDGfxValue)

Timer

  • timer:AddTimerWithCancel(delay: float, message: string, object: GameObject)
  • timer:CancelAllTimers(object: GameObject)

Flag

  • flag.bFlag -> bool

Locations

  • locations.locations -> list<ZoneID>