EE Game Lua FunctionsΒΆ
- buttonArray Functions
- C (CLUAConsole) Functions
- chapterScreen Functions
- characterScreen Functions
- connectionScreen Functions
- createCharScreen Functions
- createPartyScreen Functions
- dlcScreen Functions
- e Functions
- game Functions
- Infinity Functions
- inventoryScreen Functions
- journalScreen Functions
- loadScreen Functions
- mageScreen Functions
- mapScreen Functions
- mixer Functions
- moviesScreen Functions
- multiplayerScreen Functions
- optionsScreen Functions
- priestScreen Functions
- projector Functions
- saveScreen Functions
- startEngine Functions
- storeScreen Functions
- timer Functions
- Utility Functions
- worldMapScreen Functions
- worldScreen Functions
Note
The EE game internally processes the following to allow access to various class methods via specific lua functions:
e = g_pBaldurChitin
startEngine = e:GetEngineStart()
createCharScreen = e:GetEngineCreateChar()
characterScreen = e:GetEngineCharacter()
connectionScreen = e:GetEngineConnection()
mageScreen = e:GetEngineWizSpell()
priestScreen = e:GetEnginePriestSpell()
worldScreen = e:GetEngineWorld()
mapScreen = e:GetEngineMap()
worldMapScreen = e:GetEngineWorldMap()
journalScreen = e:GetEngineJournal()
inventoryScreen = e:GetEngineInventory()
optionsScreen = e:GetEngineOptions()
multiplayerScreen = e:GetEngineMultiPlayer()
chapterScreen = e:GetEngineChapter()
loadScreen = e:GetEngineLoad()
saveScreen = e:GetEngineSave()
storeScreen = e:GetEngineStore()
moviesScreen = e:GetEngineMovies()
createPartyScreen = e:GetEngineCreateParty()
dlcScreen = e:GetEngineDLC()
projector = e:GetEngineProjector()
mixer = e:GetSoundMixer()
game = e:GetObjectGame()
buttonArray = game:GetButtonArray()
timer = game:GetWorldTimer()
gameOptions = game:GetOptions()
And the CLUAConsole is assigned to C:
via:
C = CLUAConsole:new()