Infinity Functions
A list of all Infinity_XXX() lua functions found by scanning game executables and the various lua and menu files.
"I've tried to compile a list of all Infinity_XXX() function I could find by scanning game executables and the various lua and menu files, but there are still many unknown or unclear parameters and return values. There are no function descriptions either, but many function names are (more or less) self-explanatory."
Function |
Description |
Opens and activates the inventory screen and updates stats for the character |
|
Opens and activates the level up dialog |
|
Add DLC to game |
|
Add DLC content to game |
|
Determines if cloud saves are supported by the platform |
|
Determines if the specified character can level up |
|
Set the value of an option in a panel |
|
Checks lore skill for identifying an item in an inventory slot |
|
Clicks the ground at the location of the object in the world |
|
Clicks the center of the viewscreen |
|
Clicks the ground at the specified coordinates, relative to the viewscreen |
|
Close active engine - unknown |
|
Remove UI items that match the specified template name |
|
Displays to the screen the passed content as a string |
|
Loads and executes the lua file specified |
|
Enters new text into a UI edit control |
|
Returns the string for the string reference id specified |
|
Find a UI control that has the specified bam resource reference |
|
Find a UI control that has the specified text |
|
Find a UI item by the name specified |
|
Set the keyboard focus to the specified text edit contol |
|
Returns the bounding rectangle (area) for the specified UI Control name |
|
Returns the clock tick count in milliseconds |
|
Updates the description of an item from a specified slot in a container |
|
Returns the height of the text content in a UI control |
|
Returns the current page number of the ground inventory slots |
|
Returns the current movie |
|
Returns current menu name |
|
Returns a list of files that match the specified file extension |
|
Returns frame counter |
|
Returns game ticks |
|
Returns a string containing an ini section key value |
|
Returns an integer value containing an ini section key value |
|
Returns the height of the sepcified UI List control |
|
Returns the chapter number that the game campaign is at currently |
|
Returns maximum ground pages |
|
Returns the bounding rectangle (area) for the specified UI Menu name |
|
Returns the UI menu item that has the specified name |
|
Returns mouse position |
|
Returns total number of characters currently in the party |
|
Get the position of a menu on the screen |
|
Get the value of an option in a panel |
|
Updates the passwordReq lua variable with the password requirement |
|
Returns a string containing the tooltip for a specified portrait index |
|
Returns the width and height of the screen |
|
Returns the value of a script variable as an integer |
|
Determines if the specified item requires identification, and can be identified via a scroll |
|
Returns a string containing the currently selected character's name |
|
Determines if the specified item requires identification, and can be identified via a spell |
|
Returns a formatted date and time string |
|
Returns the transition value |
|
Returns "Use x" button text of an item name for an item specified |
|
Determines if signed into Google Play |
|
Unknown purpose, returns false |
|
Moves where your mouse cursor is in the game world |
|
Activate AI script file for object that mouse is hovering over |
|
Creates a temporary single instance animation of a bam |
|
Opens level up dialog |
|
Set a color or color gradient for UI elements in the options dialogs |
|
Sets a value of an ini section key |
|
Infinity_ActivateInventory
Opens and activates the inventory screen and updates stats for the character
Infinity_ActivateInventory()
Notes
Calls CScreenInventory::ResetGroundPile and CScreenInventory::UpdateLua, which in turn calls CGameSprite::UpdateLuaStats
Updates ability scores, stats, skills, equiptment, paperdoll and items for display in the inventory screen for the current character
Example
Infinity_ActivateInventory()
Infinity_ActivateRecord
Opens and activates the level up dialog
Infinity_ActivateRecord(index)
Parameters
integerindex - 0 based index of the character to level up
Notes
Calls CScreenCharacter::OnLevelUpButtonClick to open and activate the level up dialog
Example
Enables the level up button if character 5 (index 4) can level up, and on clicking the enabled button, the action opens the level up dialog via Infinity_ActivateRecord:
button
{
enabled "Infinity_CanLevelUp(4)"
bam GUIOSW
area 0 382 44 44
sequence 0
action "Infinity_ActivateRecord(4)"
pulse 1
}
Infinity_AddDLC
Add DLC to game
Infinity_AddDLC(name,image,title,description,ios_name,purchased,android_name)
Parameters
stringname - text or ResRef ?stringimage - DLC image - ResRef to image ?integertitle - long pointer to string or StrRef ?integerdescription - long pointer to string or StrRef ?stringios_name - text or ResRef ?integerpurchased - date time stamp ?stringandroid_name - text or ResRef ?
Notes
Fills in a CDLC structure from the parameters passed and calls the DLCInsert function, which is defined as:
void __cdecl DLCInsert(CDLC toInsert);
Only available on ios or android builds ?
See also Infinity_AddDLCContent
Example
No known example
Infinity_AddDLCContent
Add DLC content to game
Infinity_AddDLCContent(name,dlc_id)
Parameters
stringname - text or ResRef ?integerdlc_id - dlc id
Notes
Fills in a CDLC_Content structure from the parameters passed and calls the DLCInsertContent function, which is defined as:
void __cdecl DLCInsertContent(CDLC_Content toInsert);
Only available on ios or android builds ?
See also Infinity_AddDLC
Example
No known example
Infinity_CanCloudSave
Determines if cloud saves are supported by the platform, for example Steam.
Infinity_CanCloudSave()
Return Value
Returns a boolean value: true if cloud saves are supported on the platform or false otherwise
Notes
Calls CPlatform::IsPlatformServiceConnected and reads CBaldurChitin.m_cChitin => CChitin.cSteam => CSteam.m_isSteamConnected
Example
if Infinity_CanCloudSave() == false and (toggleTitles[1][3] == 60 or toggleTitles[2][3] == 60) then
removeOptionFromList(toggleTitles,60)
end
Infinity_CanLevelUp
Determines if the specified character can level up - has enough experience points to qualify for a level up.
Infinity_CanLevelUp(index)
Parameters
integerindex - 0 based index of the character to check if level up is available for
Return Value
Returns a boolean value: true if character can level up or false otherwise
Notes
Example
Enables the level up button if character 5 (index 4) can level up, and on clicking the enabled button, the action opens the level up dialog via Infinity_ActivateRecord:
button
{
enabled "Infinity_CanLevelUp(4)"
bam GUIOSW
area 0 382 44 44
sequence 0
action "Infinity_ActivateRecord(4)"
pulse 1
}
Infinity_ChangeOption
Set the value of an option in a panel
Infinity_ChangeOption(option_id,value,panel_id)
Parameters
integeroption_id - id of the option to setintegervalue - value to set the option tointegerpanel_id - id of the panel
Notes
Calls CGameOptions::SetOption
Example
Get the value of option id 1 in panel id 8 (panelID = 8) to a variable ttDelaySLDR and then set option id 1 in panel id 8 (panelID = 8) to the value of the ttDelaySLDR variable
panelID = 8
ttDelaySLDR = Infinity_GetOption(1, panelID)
Infinity_ChangeOption( 1, ttDelaySLDR, panelID)
See also Infinity_GetOption
Infinity_CheckItemIdentify
Checks lore skill for identifying an item in an inventory slot
Infinity_CheckItemIdentify(nSlot)
Parameters
integernSlot - slot number that item occupies
Notes
Calls the CScreenInventory::CheckItemIdentify method.
If character has a high enough lore skill value then the item specified in the inventory slot nSlot is identified, the item's name and description is updated in the inventory slot and in any quick slot buttons that it currently occupies.
Example
function showItemDescriptionInventory(slotName)
if(characters[id].equipment[slotName].empty ~= 0) then
return
end
selectedSlot = slotName
Infinity_CheckItemIdentify(characters[id].equipment[slotName].id)
showItemDescription(characters[id].equipment[slotName].item, 0)
end
Infinity_ClickItem
Infinity_ClickItem(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_ClickObjectInWorld
Clicks the ground at the location of the object in the world
Infinity_ClickObjectInWorld(ScriptName)
Parameters
stringScriptName - name of the script (for the object) to click the ground at
Return Value
None
Notes
Example
Click the ground at MINSC.BS:
Infinity_ClickObjectInWorld("Minsc")
Infinity_ClickScreen
Clicks the center of the viewscreen
Infinity_ClickScreen()
Parameters
None
Return Value
None
Example
Infinity_ClickScreen()
Infinity_ClickWorldAt
Clicks the ground at the specified coordinates, relative to the viewscreen
Infinity_ClickWorldAt(x,y)
Parameters
integerx - x coordinate to click world atintegery - y coordinate to click world at
Return Value
None
Notes
"Appears entirely broken. It seems to always click the top-left of the current viewscreen"
—Bubb
If your mouse cursor is not in the world (such as on the ActionBar or on a SideBar), it clicks on the world coordinates at 0, 0
If you don't include Infinity_HoverMouseOver before Infinity_ClickWorldAt, it will click at world coordinates 0, 0 by assuming your cursor is over the interface.
You can force a click in the game world like so:
Infinity_HoverMouseOver(x,y)
Infinity_ClickWorldAt(x,y)
Example
Infinity_ClickWorldAt(100,200)
Infinity_CloseEngine
Close active engine - unknown
Infinity_CloseEngine()
Parameters
None
Return Value
None
Notes
Reads CBaldurChitin.m_pEngineJournal => CScreenJournal*
Pushes CBaldurChitin.m_pEngineWorld => CScreenWorld*
Reads CScreenJournal.m_cBaldurEngine => CBaldurEngine.m_cWarp => CWarp.m_cObject => CObject.vfptr
Calls CObject.vfptr +
0x28= CWarp::EngineDeactivated ?
Unknown as to the purpose of this function - best leave it alone.
Example
No known examples
Infinity_DestroyAnimation
Remove and free memory for the UI items that match the template name and instance id specified
Infinity_DestroyAnimation(instanceId,templateName)
Parameters
integerinstanceId - instance idstringtemplateName - name of the template to remove
Return Value
None
Notes
Calls uiRemoveFromTemplate function, defined as:
void __cdecl uiRemoveFromTemplate(CString sTemplate, int id);
Example
No known examples
Infinity_DisplayString
Displays to the screen the passed content as a string
Infinity_DisplayString(...)
Parameters
... - special, see notes
Return Value
None
Notes
Similar to printf function, this function can accept a variable amount of parameters. Each parameter passed is evaluated, converted to a string if necessary and concatenated to form the final string to display on the screen.
Parameters that are:
Integers - converted to a string.
Variables - evaluated and the value of the variable is taken and converted to a string.
Functions - evaluated and the result used in other nested functions and/or evaluated to a string.
Paramters supports simple math and other lua functions.
You can inline concatenate strings and variables by using .. between the string and variable and/or the next parameter, for example the class variable is concatenated to the string:
Infinity_DisplayString("WARNING: unrecognized class argument: " .. class)
Examples
Display to screen using inline concatenate using 2 parameters, both using a string and a variable to evaluate:
Infinity_DisplayString("config: "..config..", state: "..state)
Display to screen the result of simple math: (result is displayed as 20000001):
Infinity_DisplayString(20000000 + 1)
Infinity_DoFile
Loads and executes the lua file specified
Infinity_DoFile(filename)
Parameters
filename - full filepath to lua filename to load and process
Notes
The includes.lua file used by the game engine uses Infinity_DoFile to setup the lua environement for the UI.MENU and provides support for running any lua file that begins with M_ found in the games override folder. The M_ lua files are designated for modders.
Example
Load and execute the lua file: MyLuaFile.lua:
Infinity_DoFile("MyLuaFile")
Infinity_EnterEdit
Enters new text into a UI edit control
Infinity_EnterEdit(newText,oldText)
Parameters
stringnewText - string containing the new text contentstringoldText - string containing the old text content to replace
Return Value
None
Notes
Searches through all UI edit controls looking for one that has a string containing oldText and replaces it with the newText string.
Reads uiItem.edit => uiItem::edit.var to compare against oldText, if it matches then it is replaced with newText
Not tested or verified
Example
Infinity_EnterEdit("New text to replace","This is a test")
Infinity_FetchString
Returns the string for the string reference id specified
Infinity_FetchString(StrRef)
Parameters
integerStrRef - the string reference (StrRef) id to fetch
Return Value
Returns the string for the StrRef id specified in the StrRef parameter
Notes
Calls the CTlkTable::Fetch method to fetch the StrRef string into a STR_RES structure and pushes STR_RES.szText => CString.m_pchData onto the lua stack.
Example
Returns the string for StrRef 38848 ("Greetings, good customer. A pearl to you."):
pearl = Infinity_FetchString(38848)
Infinity_FindItemWithBam
Find a UI control that has the specified bam resource reference
Infinity_FindItemWithBam(BamResRef,Sequence)
Parameters
string- BamResRef - the resource reference (ResRef) to search for that matches an existing UI control's bam ResRefinteger- Sequence - the bam sequence to match as well (optional)
Return Value
Returns userdata version of the item (a pointer to the uiItem structure of the matched UI control or a lua NIL)
See notes for further details.
Notes
Searches through all UI controls from the main stack menu and linked list of UI controls:
Reads uiMenu.items for an array of pointers. Each pointer in the array is a uiItem structure.
Reads offset
0x98: uiItem.bam => uiItem::bam.resrefIf the uiItem::bam.resref field is
0then the process looks for next uiItem in the linked list to process: reads uiItem.next field (offset0x22C) and repeats the same step above by reading the uiItem::bam.resref field. If the uiItem.next field is0then the next pointer in the array of pointers from uiMenu.items is read and repeats the same step above by reading the uiItem::bam.resref field.If the uiItem::bam.resref field is not
0then it converts the field value (a uiVariant type field) to a string. This string is a ResRef. This is then used in comparison with the BamResRef ResRef string parameter.If the ResRef strings compared match, and the Sequence parameter is not specified, then the pointer the uiItem structure of the currently matched UI control, is pushed onto the lua stack and the function exits.
If the ResRef strings compared match, and the Sequence parameter is specified and matches the value in the uiItem::bam.sequence field, then the pointer to the uiItem structure of the currently matched UI control, is pushed onto the lua stack and the function exits.
If the ResRef strings compared match, and the Sequence parameter does not match the value in the uiItem::bam.sequence field, then the uiItem.slot => uiItem::slot.icon field (a uiVariant type) is read, the value converted to a ResRef string and compared to the BamResRef string parameter. If this comparison matches then the pointer to the uiItem structure of the currently matched UI control, is pushed onto the lua stack and the function exits.
If the ResRef strings compared do not match, then the uiItem.slot => uiItem::slot.icon field (a uiVariant type) is read, the value converted to a ResRef string and compared to the BamResRef string parameter. If this comparison matches then the pointer to the uiItem structure of the currently matched UI control, is pushed onto the lua stack and the function exits.
If the ResRef strings compared do not match, and there is a valid uiItem.next then the search and comparison process continues.
If the ResRef strings compared do not match, and there is a no valid uiItem.next, but there is another pointer in array of pointers found at uiMenu.items then the search and comparison process continues.
If the ResRef strings compared do not match and there are no more uiItem (via uiItem.next or uiMenu.items) then a lua nil is pushed to the lua stack and the function exits.
It is unknown how to exactly use this function as there are no known examples.
Example
Find the UI control that uses sequence 3 of GUIOSTLM.BAM (which is the reform party button)
reformpartycontrol = Infinity_FindItemWithBam("GUIOSTLM",3)
Infinity_FindItemWithText
Find a UI control that has the specified text
Infinity_FindItemWithText(OriginalText)
Parameters
stringOriginalText - the text to search for that matches an existing UI control's text
Return Value
Returns userdata version of the item (a pointer to the uiItem structure of the matched UI control or a lua NIL)
See notes for further details.
Notes
Searches through all UI controls from the main stack menu and linked list of UI controls:
Reads uiMenu.items for an array of pointers. Each pointer in the array is a uiItem structure.
Reads 140 bytes of the uiItem structure into a local buffer and checks offset
0x70of the local buffer, which corresponds to the uiItem.text => uiItem::text.text field.If the uiItem::text.text field is
0then the process looks for next uiItem in the linked list to process: reads uiItem.next field (offset0x22C) and repeats the same step above by reading the uiItem::text.text field. If the uiItem.next field is0then the next pointer in the array of pointers from uiMenu.items is read and repeats the same step above by reading the uiItem::text.text field.If the uiItem::text.text field is not
0then it converts the field value (a uiVariant type field) to an integer. This integer is a string reference (StrRef) id from the TLK table. The (StrRef) string is loaded into a buffer and this is then used in comparison with the OriginalText string parameter.If the strings compared match, then the pointer to the uiItem structure of the currently matched UI control, is pushed onto the lua stack and the function exits.
If the strings compared do not match, and there is a valid uiItem.next then the search and comparison process continues.
If the strings compared do not match, and there is a no valid uiItem.next, but there is another pointer in array of pointers found at uiMenu.items then the search and comparison process continues.
If the strings compared do not match and there are no more uiItem (via uiItem.next or uiMenu.items) then a lua nil is pushed to the lua stack and the function exits.
It is unknown how to exactly use this function as there are no known examples.
Example
--]
Find the text control that has "Hello"
--[
hellocontrol = Infinity_FindItemWithText("Hello")
Infinity_FindUIItemByName
Find a UI item by the name specified
Infinity_FindUIItemByName(UIItemName)
Parameters
stringUIItemName - name of the UI item to find
Return Value
Returns a pointer to a UI item
Notes
Returns the pointer to the item stored in the nameToItem array, which is defined internally in the game executable as:
nameToItem = {}
Items are stored in the array like so:
nameToItem['%s'] = nameToItemPointer
The nameToItem array can be accessed directly in UI.MENU or other lua files.
For example, Infinity_ClickItem takes a menuItem userdata type and clicks the center of its area:
Infinity_ClickItem(nameToItem["whaterNameHere"])
Example
Get the inventory menu item:
inventory = Infinity_FindUIItemByName("INVENTORY")
Get the button control for the peasant room to rent at an inn:
selectedRoom = Infinity_FindUIItemByName('BUTTON_room_peasant')
Infinity_FocusTextEdit
Set the keyboard focus to the specified text edit contol, so that typing will occur in the text edit control.
Infinity_FocusTextEdit(element_name)
Parameters
stringelement_name - name of the text edit control to set the keyboard focus to
Notes
Calls the uiFocusTextEdit function
Example
Partial example of the CLUAConsole cheat text edit control being displayed and the focus moving to it so that typing occurs in that text edit control:
name 'cheatConsole'
align center bottom
ignoreEsc
onOpen
"
toolbarTop = 50
Infinity_PushMenu('WORLD_MESSAGES')
Infinity_PushMenu('cheatMenu', 0, 0);
Infinity_FocusTextEdit('luaEditArea');
luaEdit = trim(luaEdit)
loadLuaHistory()
"
Infinity_GetArea
Returns the bounding rectangle (area) for the specified UI Control name
Infinity_GetArea(element_name)
Parameters
stringelement_name - name of the UI Control to return the bounding rectangle for
Return Value
Returns as integer values: x, y, w, h - x coordinate, y coordinate, width and height of rectangle
Notes
Example
With a UI Label control named messagesRect:
label
{
name 'messagesRect'
area 0 111 863 142
rectangle 4
}
To get the area of the messagesRect label control:
local x,y,w,h = Infinity_GetArea('messagesRect')
Infinity_GetClockTicks
Returns the clock tick count in milliseconds
Infinity_GetClockTicks()
Return Value
Returns an integer value of the clock tick in milliseconds
Notes
Calls the SDL_GetTicks function, coverts it to a lua number and pushes it onto the lua stack
Can be used to measure the time elapsed between calls to Infinity_GetClockTicks
Example
Get tick count and store it to a variable:
chatboxScrollTimeLast = Infinity_GetClockTicks()
Later on, get tick count and use previously stored tick count value (chatboxScrollTimeLast) to measure time elapsed, and store it to a ``dT variable:
local dT = Infinity_GetClockTicks() - chatboxScrollTimeLast
chatboxScrollTimeLast = Infinity_GetClockTicks()
The dT variable now contains the elapsed time since Infinity_GetClockTicks was last called.
Infinity_GetContainerItemDescription
Updates the description and usability text of an item from a specified slot in a container
Infinity_GetContainerItemDescription(nSlotNum)
Parameters
integernSlotNum - slot number to return the item description and and usability text for
Return Value
Special, see notes
Notes
Calls the following class methods: CGameContainer::GetItem, CItem::GetUsabilityText and CItem::GetDescription
Updates an existing array named loot, which is defined in UI.MENU as:
loot =
{
containerItems = {},
groupItems = {},
groundItems = {}
}
The loot array is updated with the description and usability text of the item occupying the slot nSlotNum in the container.
Example
Update the item description using Infinity_GetContainerItemDescription and then access the loot array via the internal UI.MENU function showItemDescription:
function showContainerItemDescription(index)
local idxScrolled = index + worldScreen:GetTopContainerItem()
if(loot.containerItems[idxScrolled] == nil or loot.containerItems[idxScrolled].item == nil) then
return nil
end
Infinity_GetContainerItemDescription(idxScrolled)
showItemDescription(loot.containerItems[idxScrolled].item, 2)
end
The showItemDescription function, stores some of the loot array entries into another array itemDesc. showItemDescription is defined as:
itemDesc = {}
function showItemDescription(item, mode)
itemDesc.item = item
itemDesc.mode = mode
Infinity_PushMenu('ITEM_DESCRIPTION',0,0)
end
The ITEM_DESCRIPTION menu, which uses the values in the itemDesc array is defined as:
menu
{
name 'ITEM_DESCRIPTION'
align center center
modal
label
{
area 0 0 864 710
mosaic GUIINVHI
}
label
{
area 81 11 700 44
text "ITEM_TITLE"
text style title
}
label
{
area 402 66 52 52
icon lua "itemDesc.item.icon"
}
label
{
area 57 170 295 40
text lua "itemDesc.item.name"
text align center center
text style "label"
text color '5'
}
text
{
area 356 180 430 353
text lua "itemDesc.item.description"
scrollbar 'GUISCRC'
text style "normal_parchment"
}
label
{
area 66 210 280 327
bam lua "itemDesc.item.descPicture"
sequence 0
frame 0
align center center
}
button
{
bam GUIOSTUL
sequence 6
area 57 638 234 44
enabled "itemDescLeftButtonEnabled()"
text lua "itemDescLeftButtonText()"
text style "button"
action
"
itemDescLeftButtonAction()
"
}
button
{
bam GUIOSTUM
sequence 6
area 326 638 204 44
text "DONE_BUTTON"
text style "button"
action
"
Infinity_PopMenu();
"
}
button
{
bam GUIOSTUR
sequence 6
area 572 638 234 44
enabled "itemDescRightButtonEnabled()"
text lua "itemDescRightButtonText()"
text style "button"
action
"
itemDescRightButtonAction()
"
}
}
Note the use of itemDesc.item.name and itemDesc.item.description etc
Infinity_GetContentHeight
Returns the height of the text content in a UI control
Infinity_GetContentHeight(font,width,textcontent,point,indent,useFontZoom)
Parameters
stringfont - string containing resource reference (ResRef) of fontintegerwidth - width of the UI control hosting the contentstringtextcontent - string containing the text contentintegerpoint - font sizeintegerindent - a boolean value if indented1, or0otherwiseintegeruseFontZoom - boolean value if using font zoom1, or0otherwise
Return Value
Returns an integer of the calculated content height
Notes
Calculates the height of the text content in a UI control, taking into account the font used, the font size, word wrapping for the width of the UI control, indentation and/or font zooming.
You should account for the width of the scrollbar when specifying the width parameter
useFontZoom is used for font scaling based on the font size (the point parameter). If useFontZoom is 0, the text content (the textcontent parameter) will always appear at the defined font size, if useFontZoom is 1 then font scaling will occur for the text content.
Example
--Calculate running total of dialog content height
local x,y,w,h = Infinity_GetArea("worldPlayerDialogChoicesList")
w = w - 18 --account for scrollbar influence on width
local delta = Infinity_GetContentHeight(styles.normal.font, w, text, styles.normal.point, 1, styles.normal.useFontZoom) --1 for indent.
chatboxContentHeight = chatboxContentHeight + delta
Note: styles are defined in the BGEE.LUA file
Infinity_GetCurrentGroundPage
Returns the current page number of the ground inventory slots
Infinity_GetCurrentGroundPage()
Return Value
Returns an integer representing the page number of the ground inventory slots
Notes
A ground page is a series of inventory slots representing ground items available to pick up or empty slots for items to be dropped into.
Ground pages are used to scroll through the groupings of those ground based inventory slots. See also Infinity_GetMaxGroundPage and Infinity_GetGroundItemDescription
Calls the CScreenInventory::GetCurrentGroundPage method
Example
curPage = Infinity_GetCurrentGroundPage()
Infinity_GetCurrentMovie
Returns the current movie
Infinity_GetCurrentMovie()
Parameters
None
Return Value
Returns a string containing the resource reference (ResRef) of the current movie file (WebM file format)
Notes
Reads CBaldurChitin.m_pEngineProjector => CBaldurProjector.m_pMovie => CResWebM.CRes
Compares active engine (CWarp)
Pushes lua string onto stack or lua nil
Note: more research required.
Example
curMovie = Infinity_GetCurrentMovie()
Infinity_GetCurrentScreenName
Returns current menu name
Infinity_GetCurrentScreenName()
Parameters
None
Return Value
Returns a string of the current menu name, or an empty string if no menu active
Notes
Uses getMenuStackTop and getStackMenu functions, and if successful, reads the value at uiMenu.name and pushes this value to the lua stack as a lua string.
Examples
Get the current menu name:
curMenuName = Infinity_GetCurrentScreenName()
Sets the button to clickable only if the current menu equals CHARGEN
button
{
area 770 552 204 44
text "IMPORT_BUTTON"
text style "button"
bam GUIOSTUM
clickable lua "Infinity_GetCurrentScreenName() == 'CHARGEN'"
action "createCharScreen:OnImportCharacterButtonClick()"
}
Infinity_GetFilesOfType
Returns a list of files that match the specified file extension
Infinity_GetFilesOfType(extension)
Parameters
stringextension - string containing file extension
Return Value
An array of filenames that matched the specified file extension
Notes
Converts extension to resource file type using the chExtToType function and fetches those filenames that match the resource type and stores them into an array.
The following extensions are supported:
"bmp"
"mve"
"tga"
"wav"
"wfx"
"plt"
"bam"
"wed"
"chu"
"tis"
"spl"
"bcs"
"ids"
"cre"
"are"
"dlg"
"2da"
"gam"
"sto"
"wmp"
"chr"
"bs"
"eff"
"vvc"
"vef"
"pro"
"bio"
"wbm"
"gui"
"sql"
"pvrz"
"glsl"
"tot"
"toh"
"menu"
"lua"
"ttf"
"png"
"ini"
Example
bamfilelist = Infinity_GetFilesOfType("bam")
Infinity_GetFrameCounter
Returns frame counter
Infinity_GetFrameCounter()
Return Value
Returns an int value representing frame counter
Notes
Reads the value stored at offset 0xC48 of CChitin: CChitin.nAUCounter, converts it to a float and pushes it onto the lua stack.
Example
framcounter = Infinity_GetFrameCounter()
Infinity_GetGameTicks
Returns game ticks
Infinity_GetGameTicks()
Return Value
Returns an int value representing game ticks
Notes
Reads CBaldurChitin.m_pObjectGame => CInfGame.m_worldTime => CTimerWorld.m_gameTime and multiplies it by the value stored in the variable TIMER_UPDATES_PER_SECOND. The result is added together with itself, converted to a float and pushed onto the lua stack.
The variable TIMER_UPDATES_PER_SECOND located at offset 0x00938778 is initially set to 30 (0x1E)
Example
ticks = Infinity_GetGameTicks()
Infinity_GetGroundItemDescription
Returns a string containing the item's description as seen on the ground
Infinity_GetGroundItemDescription(item_index,slot_id,container_id)
Parameters
item_index -
slot_id -
container_id -
Return Value
string
Notes
Example
Infinity_GetGroupItemDescription
Infinity_GetGroupItemDescription(item_index)
Parameters
item_index -
Return Value
string
Notes
Example
Infinity_GetInCutsceneMode
Infinity_GetInCutsceneMode(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_GetINIString
Returns a string containing an ini section key value
Infinity_GetINIString(section_name,value_name,default_value)
Parameters
section_name - section name in an ini file
value_name - the key in the section to return the value for
default_value - the default value to return if key does not exist
Return Value
string
Notes
Example
Infinity_GetINIValue
Returns an integer value containing an ini section key value
Infinity_GetINIValue(section_name,value_name,default_value)
Parameters
section_name - section name in an ini file
value_name - the key in the section to return the value for
default_value - the default value to return if key does not exist
Return Value
int
Notes
Example
Infinity_GetListHeight
Returns the height of the sepcified UI List control
Infinity_GetListHeight(list_name)
Parameters
stringlist_name - name of the UI List control
Return Value
Returns an integer value of the specified list's height
Notes
Example
Get the height of the worldPlayerDialogChoicesList list in UI.MENU:
local choicesHeight = Infinity_GetListHeight('worldPlayerDialogChoicesList')
Infinity_GetMaxChapterPage
Returns the chapter number that the game campaign is at currently
Infinity_GetMaxChapterPage()
Return Value
Returns an integer containing the current chapter number
Notes
Returns the value of the CHAPTER token. Calls the CVariableHash::FindKey method and reads offset 0x28 of CVariable: CVariable.m_cAreaVariable => CAreaVariable.m_intValue, and pushes that value to the lua stack.
Example
Used in the JOURNAL menu in UI.MENU to update the current chapter number:
menu
{
name 'JOURNAL'
align left top
offset 80 0
ignoreEsc
enabled "sidebarsGreyed ~= 1"
onopen "
reinitQuests()
buildQuestDisplay()
chapter = math.max(0,Infinity_GetMaxChapterPage());
Infinity_GetMaxGroundPage
Returns maximum ground pages
Infinity_GetMaxGroundPage()
Return Value
Returns an integer value of the maximum ground pages
Notes
A ground page is a series of inventory slots representing ground items available to pick up or empty slots for items to be dropped into.
Ground pages are used to scroll through the groupings of those ground based inventory slots. See also Infinity_GetCurrentGroundPage and Infinity_GetGroundItemDescription
Calls the CScreenInventory::GetMaxGroundPage method and pushed the value to the lua stack.
Example
local maxPages = Infinity_GetMaxGroundPage()
Infinity_GetMousePosition
Returns mouse position
Infinity_GetMousePosition()
Return Value
Returns as integer x,y = x coordinate and y cooordinate of mouse position
Notes
Example
x,y = Infinity_GetMousePosition();
Infinity_GetNumCharacters
Returns total number of characters currently in the party
Infinity_GetNumCharacters()
Return Value
Returns an integer value of the number of characters in the party
Notes
Example
From UI.MENU - enable a portrait button for the 4th character, if there is greater than 3 characters in the party:
button
{
area 11 290 64 90
portrait 3
bam GUIRSP10
enabled "Infinity_GetNumCharacters() > 3"
Infinity_GetOffset
Get the position of a menu on the screen
Infinity_GetOffset(menu_name)
Parameters
stringmenu_name - name of the menu to return the position for
Return Value
Returns as integer values: x,y - x coordinate and y coordinate of the menu position
Notes
Example
Infinity_GetOffset("JOURNAL")
Infinity_GetOption
Get the value of an option in a panel
Infinity_GetOption(option_id,panel_id)
Parameters
integeroption_id - id of the option to get value forintegerpanel_id - id of the panel
Return Value
Returns an integer value of the option id specified: option_id in panel_id
Notes
See also Infinity_ChangeOption
Example
Get the value of option id 1 in panel id 8 (panelID = 8) to a variable ttDelaySLDR and then set option id 1 in panel id 8 (panelID = 8) to the value of the ttDelaySLDR variable
panelID = 8
ttDelaySLDR = Infinity_GetOption(1, panelID)
Infinity_ChangeOption( 1, ttDelaySLDR, panelID)
Infinity_GetPasswordRequired
Updates the passwordReq lua variable with the password requirement
Infinity_GetPasswordRequired(id)
Parameters
integerid -1based index of themp_sessionsarray entry to update
Returns
Special, see notes
Notes
Updates an existing multidimensional array named mp_sessions defined in the EE game executable and an existing lua variable passwordReq.
passwordReq is defined in UI.MENU as:
passwordReq = 0
Each entry in mp_sessions has the following elements:
descriptionflagsmax_playersplayersportnamepassword
After the mp_sessions array has been updated, the flags value (which contains amongst other things the password requirement) is placed into the passwordReq lua variable as a boolean value: 1 true or 0 false.
Example
The gameHasPassword function from UI.MENU:
function gameHasPassword(slot)
if(mp_sessions[mp_shownSessions[slot]["actualIndex"]] == nil) then
--if the session isn't loaded don't show anything.
return ""
end
Infinity_GetPasswordRequired(mp_shownSessions[slot]["actualIndex"])
if passwordReq ~= 0 then
ret = t("YES")
else
ret = t("NO")
end
return ret
end
Infinity_GetPortraitTooltip
Returns a string containing the tooltip for a specified portrait index
Infinity_GetPortraitTooltip(index)
Parameters
integerindex - a0based index of the portrait to return the tooltip text for
Return Value
Returns a string containing the tooltip for a specified portrait index
Notes
Example
Get tooltip for portrait of character 1:
char1tooltip = Infinity_GetPortraitTooltip(0)
Infinity_GetScreenSize
Returns the width and height of the screen - the screen resolution
Infinity_GetScreenSize()
Return Value
Returns as integer: w, h - width and height
Notes
Example
local screenWidth, screenHeight = Infinity_GetScreenSize()
Infinity_GetScriptVarInt
Returns the value of a script variable as an integer
Infinity_GetScriptVarInt(ScriptVar)
Parameters
stringScriptVar - the script variable to return the value of
Return Value
Returns the value of a script variable as an integer
Notes
Calls the CVariableHash::FindKey method.
Example
No known example
Infinity_GetScrollIdentifyEnabled
Determines if the specified item requires identification, and can be identified via an Indentify scroll
Infinity_GetScrollIdentifyEnabled(item_id)
Parameters
integeritem_id - item id
Return Value
Returns a boolean value: 1 true, or 0 false
Notes
Calls the CScreenInventory::GetScrollIdentifyEnabled method.
See also Infinity_GetSpellIdentifyEnabled
Example
The Indentify via a scroll button is enabled if the item requires identification (and there is an Identify scroll in the character's possession). Defined in UI.MENU as:
button
{
area 52 214 302 44
bam GUIOSTCL
text style "button"
text "SCROLL_BUTTON"
clickable lua "Infinity_GetScrollIdentifyEnabled(characters[id].equipment[selectedSlot].id)"
action
"
Infinity_OnScrollIdentify(characters[id].equipment[selectedSlot].id)
Infinity_PopMenu()
itemDesc.item = characters[id].equipment[selectedSlot].item --update itemDesc item
"
}
Infinity_GetSelectedCharacterName
Returns a string containing the currently selected character's name
Infinity_GetSelectedCharacterName()
Return Value
Returns a string containing the currently selected character's name
Notes
Example
Set a label UI control's text with the current characters name:
label
{
area 467 116 250 30
text lua "Infinity_GetSelectedCharacterName()"
text style "label"
align left center
}
Infinity_GetSpellIdentifyEnabled
Determines if the specified item requires identification, and can be identified via an Indentify spell (or a magical item that can cast an Identify spell)
Infinity_GetSpellIdentifyEnabled(item_id)
Parameters
stringitem_id - item id
Return Value
Returns a boolean value: 1 true, or 0 false
Notes
Calls the CScreenInventory::GetSpellIdentifyEnabled method.
See also Infinity_GetScrollIdentifyEnabled
Example
The Indentify via a spell button is enabled if the item requires identification (and there is an Identify spell in the character's possession). Defined in UI.MENU as:
button
{
area 52 258 302 44
bam GUIOSTCL
text style "button"
text "SPELL_BUTTON"
clickable lua "Infinity_GetSpellIdentifyEnabled(characters[id].equipment[selectedSlot].id)"
action
"
Infinity_OnSpellIdentify(characters[id].equipment[selectedSlot].id);
Infinity_PopMenu()
itemDesc.item = characters[id].equipment[selectedSlot].item --update itemDesc item
"
}
Infinity_GetTimeString
Returns a formatted date and time string
Infinity_GetTimeString()
Return Value
Returns a string containing the date and time - a timestamp
Notes
Calls the CTimerWorld::GetCurrentTimeString method.
Example
Editing a journal entry will automatically place a date time value, defined in UI.MENU as:
label
{
enabled "journalMode == const.JOURNAL_MODE_EDIT"
area 58 144 382 42
text style "label"
text color 0 120 0 255
text lua "Infinity_GetTimeString()"
}
Infinity_GetTransitionInProgress
Returns the transition value
Infinity_GetTransitionInProgress()
Parameters
None
Return Value
Pushes the transition variable value to the lua stack
Notes
transition variable located at offset 0x00986720 in BG2EE
transition variable value set in Infinity_TransitionMenu, drawTop, and eventMenu functions
Example
No known examples
Infinity_GooglePlaySignedIn
Determines if signed into Google Play
Infinity_GooglePlaySignedIn()
Return Value
Returns an integer value representing 1 true, or 0 false otherwise
Notes
Calls the CPlatform::IsPlatformServiceConnected function
Reads CChitin.cSteam => CSteam.m_isSteamConnected
On builds that are not android returns false
Example
A Google Play sign in/out button from UI.MENU:
function getGooglePlaySignInText()
if(Infinity_GooglePlaySignedIn() == 1) then
return t("SIGN_OUT_BUTTON")
else
return t("SIGN_IN_BUTTON")
end
end
Infinity_HoverMouseOver
Moves where your mouse cursor is in the game world
Infinity_HoverMouseOver(x,y)
Parameters
integerx - x coordinate to click world atintegery - y coordinate to click world at
Return Value
None
Notes
It doesn't actaully move the mouse cursor, but the game engine thinks it does.
Infinity_HoverMouseOver will instantly move your mouse into the game world, but it won't move to the proper x,y for one frame (I think?).
If you don't include Infinity_HoverMouseOver before Infinity_ClickWorldAt, it will click at world coordinates 0, 0 by assuming your cursor is over the interface.
You can force a click in the game world like so:
Infinity_HoverMouseOver(x,y)
Infinity_ClickWorldAt(x,y)
Example
Infinity_HoverMouseOver(100,200)
Infinity_HoverMouseOverObject
Activate AI script file for object that mouse is hovering over (?) - not tested/verified
Infinity_HoverMouseOverObject(objectname)
Parameters
stringobjectname - name of the object
Return Value
??? - Unknown
Notes
Calls the CAIScriptFile::CAIScriptFile method
Example
No known examples
Infinity_InstanceAnimation
Creates a temporary single instance animation of a bam, based on the UI template provided. Once the animation has finished, the UI control that was created and based on the UI template provided, is no longer present or visible.
Infinity_InstanceAnimation(Template,BamResRef,x,y,w,h,list,list_index)
Parameters
stringTemplate - UI template namestringBamResRef - resource reference of bam to show/animateintegerx - left positionintegery - top positionintegerw - widthintegerh - heightstringlist - list/arrayintegerlist_index - 1 based index of entry in list
Notes
As defined in UI.MENU on memorizing a spell: is set to play the default GAM_24.WAV sound and to play the FLASHBR.BAM animation.
Example
Shows sparkle as user clicks on mage spell to memorize:
- ::
Infinity_InstanceAnimation("TEMPLATE_mageMemorizationSparkle","FLASHBR",x,y,w,h,fromList,listIndex)
Infinity_IsItemEnabled
Infinity_IsItemEnabled(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_IsPlayerMoving
Infinity_IsPlayerMoving(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_JoinMultiplayerGame
Infinity_JoinMultiplayerGame(id)
Notes
Example
Infinity_LaunchURL
Infinity_LaunchURL(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_LevelUp
Opens level up dialog
Infinity_LevelUp()
Parameters
None
Return Value
None
Notes
Calls CScreenCharacter::OnLevelUpButtonClick to open the level up dialog.
Unknown if calling this will work without specifying a character like Infinity_ActivateRecord does.
Example
No known examples
Infinity_Log
Infinity_Log(msg)
Parameters
msg -
Notes
Example
Infinity_LookAtObjectInWorld
Infinity_LookAtObjectInWorld(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_LuaConsoleInput
Infinity_LuaConsoleInput(???,???)
Parameters
??? -
??? -
Notes
Example
Infinity_OnAddUserEntry
Infinity_OnAddUserEntry(string)
Parameters
string -
Notes
Example
Infinity_OnCharacterImportItemSelect
Infinity_OnCharacterImportItemSelect(table_index)
Parameters
table_index -
Notes
Example
Infinity_OnCharacterItemSelect
Infinity_OnCharacterItemSelect(table_index)
Parameters
table_index -
Notes
Example
Infinity_OnEditUserEntry
Infinity_OnEditUserEntry(string1,string2)
Parameters
string1 -
string2 -
Return Value
???
Notes
Example
Infinity_OnGroundPage
Infinity_OnGroundPage(increment)
Parameters
increment -
Notes
Example
Infinity_OnPortraitDblClick
Event action when mouse double clicks a character portrait
Infinity_OnPortraitDblClick(index)
Parameters
index - index of portrait being double clicked
Notes
Example
Infinity_OnPortraitItemSelect
Event action when character portrait is selected
Infinity_OnPortraitItemSelect(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_OnPortraitLClick
Event action when mouse left clicks a character portrait
Infinity_OnPortraitLClick(index)
Parameters
index - index of portrait being clicked
Notes
Example
Infinity_OnPortraitRClick
Event action when mouse right clicks a character portrait
Infinity_OnPortraitRClick(index)
Parameters
index - index of portrait being clicked
Notes
Example
Infinity_OnRemoveUserEntry
Infinity_OnRemoveUserEntry(string)
Parameters
string -
Notes
Example
Infinity_OnRest
Infinity_OnRest(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_OnScriptItemSelect
Infinity_OnScriptItemSelect(table_index)
Parameters
table_index -
Notes
Example
Infinity_OnScrollIdentify
Event action when a scroll identifies an item
Infinity_OnScrollIdentify(item_id)
Parameters
integeritem_id - id of the item being identified
Notes
Example
Infinity_OnSoundItemSelect
Infinity_OnSoundItemSelect(table_index)
Parameters
table_index -
Notes
Example
Infinity_OnSpellIdentify
Event action when a spell identifies an item
Infinity_OnSpellIdentify(item_id)
Parameters
integeritem_id - id of the item being identified
Return Value
Notes
Example
Infinity_OpenInventoryContainer
Infinity_OpenInventoryContainer(resref)
Parameters
resref* - resource reference of the container being opened
Notes
Example
Infinity_PlayMovie
Plays a movie (a WebM file format)
Infinity_PlayMovie(movie_name,element_name)
Parameters
movie_name - resource reference of the movie to play
element_name -
Notes
Example
Infinity_PlaySound
Plays a sound
Infinity_PlaySound(resref)
Parameters
resref* - resource reference of the sound to play
Notes
Example
Infinity_RandomNumber
Returns an random number
Infinity_RandomNumber(min,range)
Parameters
min - minimum value of random number
range - maximum value of random number
Return Value
int
Notes
Example
Infinity_RemoveINIEntry
Removes an ini section key value
Infinity_RemoveINIEntry(section_name,value_name)
Parameters
section_name* - ini section name
value_name* - key in the ini section to remove
Notes
Example
Infinity_RequestMultiplayerGameDetails
Infinity_RequestMultiplayerGameDetails(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_ScaleToText
Infinity_ScaleToText(element_name)
Parameters
element_name -
Notes
Example
Infinity_ScrollLists
Infinity_ScrollLists(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SelectDialogueOption
Infinity_SelectDialogueOption(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SelectItemAbility
Infinity_SelectItemAbility(ability_index,item_num,item_id)
Parameters
ability_index -
item_num -
integeritem_id -
Notes
Example
Infinity_SelectListItem
Infinity_SelectListItem(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SendChatMessage
Infinity_SendChatMessage(msg,boolean)
Parameters
msg -
boolean -
Notes
Example
Infinity_SetArea
Infinity_SetArea(element_name,x,y,w,h)
Parameters
element_name -
x -
y -
w -
h -
Return Value
???
Notes
Example
Infinity_SetBackground
Infinity_SetBackground(menu_name)
Parameters
menu_name -
Notes
Example
Infinity_SetCloudEnabled
Infinity_SetCloudEnabled(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SetGooglePlaySigninState
Infinity_SetGooglePlaySigninState(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SetHairColor
Infinity_SetHairColor(index)
Parameters
index -
Notes
Example
Infinity_SetHighlightColors
Set a color or color gradient for UI elements in the options dialogs that are currently selected
Infinity_SetHighlightColors(lr,lg,lb,la,cr,cg,cb,ca,rr,rg,rb,ra)
Parameters
hexidecimallr - left color: the intensity of the red color channelhexidecimallg - left color: the intensity of the green color channelhexidecimallb - left color: the intensity of the blue color channelhexidecimalla - left color: the transparency level of the alpha channelhexidecimalcr - center color: the intensity of the red color channelhexidecimalcg - center color: the intensity of the green color channelhexidecimalcb - center color: the intensity of the blue color channelhexidecimalca - center color: the transparency level of the alpha channelhexidecimalrr - right color: the intensity of the red color channelhexidecimalrg - right color: the intensity of the green color channelhexidecimalrb - right color: the intensity of the blue color channelhexidecimalra - right color: the transparency level of the alpha channel
Notes
User three color definitions: left, center and right
Parameters use hexidecimal values (prefixed with 0x) for each color color and the alpha channel level
Example
Infinity_SetHighlightColors(0x7F,0x00,0x7F,0xff, 0x00,0x7F,0x00,0xff, 0x00,0x00,0x7F,0xff)
Infinity_SetINIValue
Sets a value of an ini section key
Infinity_SetINIValue(section_name,value_name,value)
Parameters
stringsection_name - ini section to set the key value forstringvalue_name - the key in the ini section to set the value forstringvalue - the new value of the key
Notes
Example
Set the Player Name key in Multiplayer section to the value of the variable connectionPlayerNameEdit
if connectionPlayerNameEdit == "" then
connectionPlayerNameEdit = Infinity_GetINIString('Multiplayer', 'Player Name', player)
Infinity_SetINIValue('Multiplayer', 'Player Name', connectionPlayerNameEdit)
end
Infinity_SetKey
Sets key in C++ memory
Infinity_SetKey(value,type)
Parameters
value -
type -
Notes
Example
Infinity_SetLanguage
Infinity_SetLanguage(lang_id,showSubTitles)
Parameters
lang_id -
showSubTitles -
Notes
Example
Infinity_SetMajorColor
Infinity_SetMajorColor(index)
Parameters
index -
Notes
Example
Infinity_SetMinorColor
Infinity_SetMinorColor(index)
Parameters
index -
Notes
Example
Infinity_SetOffset
Infinity_SetOffset(menu_name,x,y)
Parameters
menu_name -
x -
y -
Return Value
???
Notes
Example
Infinity_SetOverlay
Infinity_SetOverlay(menu_name)
Parameters
menu_name -
Notes
Example
Infinity_SetScreenSize
Infinity_SetScreenSize(w,h)
Parameters
w -
h -
Notes
Example
Infinity_SetScrollTop
Infinity_SetScrollTop(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SetSkinColor
Infinity_SetSkinColor(index)
Parameters
index -
Notes
Example
Infinity_SetToken
Infinity_SetToken(token_name,value)
Parameters
token_name -
value -
Notes
Example
Infinity_ShutdownGame
Infinity_ShutdownGame()
Notes
Example
Infinity_SplitItemStack
Infinity_SplitItemStack(item_id,count,slot_name)
Parameters
integeritem_id -count -
slot_name -
Return Value
Notes
Example
Infinity_StartItemCapture
Infinity_StartItemCapture(map_name)
Parameters
map_name -
Notes
Example
Infinity_StartKeybind
Infinity_StartKeybind(action)
Parameters
action -
Notes
Example
Infinity_StopItemCapture
Infinity_StopItemCapture(map_name)
Parameters
map_name -
Notes
Example
Infinity_StopKeybind
Infinity_StopKeybind()
Notes
Example
Infinity_StopMovie
Infinity_StopMovie(element_name)
Parameters
element_name -
Notes
Example
Infinity_SwapSlot
Infinity_SwapSlot(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_SwapWithAppearance
Infinity_SwapWithAppearance()
Notes
Example
Infinity_SwapWithPortrait
Infinity_SwapWithPortrait(index)
Parameters
index -
Notes
Example
Infinity_TakeScreenshot
Infinity_TakeScreenshot()
Notes
Example
Infinity_TextEditHasFocus
Infinity_TextEditHasFocus()
Return Value
bool
Notes
Example
Infinity_UpdateCharacterRecordExportPanel
Infinity_UpdateCharacterRecordExportPanel()
Notes
Example
Infinity_UpdateCloudSaveState
Infinity_UpdateCloudSaveState()
Notes
Example
Infinity_UpdateInventoryRequesterPanel
Infinity_UpdateInventoryRequesterPanel(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_UpdateLuaStats
Infinity_UpdateLuaStats()
Notes
Example
Infinity_UpdateStoreMainPanel
Infinity_UpdateStoreMainPanel(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_UpdateStoreRequesterPanel
Infinity_UpdateStoreRequesterPanel(???)
Parameters
???
Return Value
???
Notes
Example
Infinity_WriteINILine
Write a line of text to an ini file
Infinity_WriteINILine(file_handle,string)
Parameters
file_handle -
string - text to write out to ini file
Notes
Example