This package has been marked as deprecated, and it's suggested another
alternative is used.
HelperFunctions
[DEPRECATED] A collection of helper functions for modding.
Last updated | 2 months ago |
Total downloads | 12838 |
Total rating | 5 |
Categories | Mods Tools Libraries |
Dependency string | Klehrik-HelperFunctions-1.0.10 |
Dependants | 34 other packages depend on this package |
This mod requires the following mods to function
README
Deprecated; use RoRR Modding Toolkit instead.
A collection of helper functions for modding.
To use, paste this line in your code (you can rename the Helper
table):
mods.on_all_mods_loaded(function() for k, v in pairs(mods) do if type(v) == "table" and v.hfuncs then Helper = v end end end)
Installation Instructions
Follow the instructions listed here.
Join the Return of Modding server for support.
Credits
- Everybody active in the Return of Modding server.
- Miguelito for several additions.
- iDeathHD for the modloader itself and for helping with client->host chat message sending.
Functions
Instances
find_active_instance(index) -> instance or nil
index The object_index of the instance
Returns the first active instance of the specified
object_index, or nil if none can be found.
find_active_instance_all(index) -> table, bool
index The object_index of the instance
Returns:
1. a table of all active instances of the specified object_index
2. true if the table is not empty
instance_exists(inst) -> bool
inst The instance to check
Returns true if the instance exists.
Specific Instances
get_client_player() -> instance or nil
Returns the player instance belonging to
this client, or nil if none can be found.
Edited by Miguelito to work in Trials.
get_host_player() -> instance or nil
Returns the player instance belonging to
the host, or nil if none can be found.
get_player_from_name(name) -> instance or nil
name The name to check for
Returns the player instance with the specified
user_name, or nil if they don't exist.
get_teleporter() -> instance or nil
Returns the stage teleporter,
or nil if there isn't one.
If there is more than one, the first one
found is returned, and the Divine Teleporter
takes precedence over standard teleporters.
get_chests() -> table, bool
Returns:
1. a table of all chests on the stage
2. true if the table is not empty
get_multishops() -> table, bool
Returns:
1. a table of all multishops on the stage
2. true if the table is not empty
spawn_crate(x, y, rarity, [items]) -> instance
x The x position of the crate
y The y position of the crate
rarity The rarity of the crate (see the .rarities enum); available: white, green, red, equipment, boss
items An array of class_item IDs (defaults to all items of the rarity)
Spawns a command crate on the
ground below the given position.
In MP, spawning as host will
sync spawning with clients.
[!] Do not spawn as client.
The contents of the crate can be
replaced with an array of class_item IDs.
Returns the created instance.
Example:
-- Spawns a green crate containing a Fire Shield and Red Whip
Helper.spawn_crate(player.x, player.y, Helper.rarities.green, {gm.item_find("ror-fireShield"), gm.item_find("ror-redWhip")})
Misc.
ease_in(x, [n]) -> float
x The input value
n The easing power (default 2 (quadratic))
Returns an ease in value for
a given value x between 0 and 1.
ease_out(x, [n]) -> float
x The input value
n The easing power (default 2 (quadratic))
Returns an ease out value for
a given value x between 0 and 1.
chance(n) -> bool
n The chance to succeed (between 0 and 1)
Returns true on success.
add_chat_message(text) -> void
text The message to send
Taken from ShareItem mod.
is_lobby_host() -> bool
Returns true if this game client
is the host of a multiplayer lobby.
Adapted from code by Miguelito.
is_lobby_client() -> bool
Returns true if this game client
is a client of a multiplayer lobby.
is_singleplayer() -> bool
Returns true if in a singleplayer run.
is_singleplayer_or_host() -> bool
Returns true if in a singleplayer run,
or if this game client is the host of the lobby.
Tables
table_merge(...) -> table
... A variable amount of tables
Returns a new table containing
the values from input tables.
Combining two number indexed tables will
order them in the order that they were inputted.
e.g. a = {1, 3, 5}
b = {2, 4, 6}
c = Helper.table_merge(a, b)
log.info(table.concat(c)) -> "135246"
log.info(c[5]) -> 4
When mixing number indexed and string keys, the
indexed values will come first in order,
while string keys will come after unordered.
table_to_string(table) -> string
table The table to convert
Returns a string encoding of the table.
Supports nested tables.
string_to_table(string) -> table
string The string to convert
Returns the table from the encoded string (see table_to_string).
Items
rarities = {
white = 1,
green = 2,
red = 3,
equipment = 4,
boss = 5,
purple = 6,
food = 7,
notier = 8
}
initialize_item_table() -> void
Initializes a table of item data tables.
Called internally by the item
functions below, but can be
reinitialized anytime.
Each item data table contains:
.id The object_index of the item
.localization The localization string of the item (i.e., "item.crowbar.name")
.name The name of the item in the current language
.rarity The rarity (tier) of the item (number)
* This also corresponds to the .rarities enum at the top
* White (Common) is indexed from 1 here, while in-game it is tier 0
* "notier" (tier 8) items may be missing object_indexes
.class_id The index within the class_item/class_equipment arrays
.namespace The namespace that the item resides in (vanilla uses "ror")
.identifier The internal identifier that the item uses (i.e., "crowbar")
get_all_items(rarity) -> table
rarity Item rarity filter (optional)
Returns a copy of the table of item data tables (see initialize_item_table).
If given, only returns items of a specified rarity.
find_item(identifier) -> table or nil
identifier object_index, localization string
or "namespace-identifier" string of the item
Returns a copy of the item data table (see initialize_item_table)
if it exists, or nil otherwise.
Net
net_send(id, data, [send_to_self], [exclude]) -> void
id The identifier of the data
data The data to be sent (table)
send_to_self Whether or not to send the data to this client (default false)
exclude The player to exclude (by user_name, optional)
* This is useful if the host receives data from a client,
and wants to send the data to all other clients.
Sends data to other players.
You can queue multiple blocks of data under the same id.
See net_listen for usage example.
net_listen(id) -> table or nil
id The identifier of the data to listen for
Returns the first table of data that was sent under
the specified id (net_send), and removes it from the queue
(i.e., each net_send is read once using net_listen, in order of FIFO).
The returned table contains:
sender The name of the player the data was sent from (string)
data The table of data that was sent
E.g.,
Helper.net_send("set_damage", {1000}, true)
Helper.net_send("set_damage", {2000}, true)
Helper.net_send("tp_up", {100}, true)
In __input_system_tick hook:
local player = Helper.get_client_player()
while Helper.net_has("set_damage") do
local listener = Helper.net_listen("set_damage")
player.damage = listener.data[1] -- .data is a table
player.damage_base = player.damage
end
local listener = Helper.net_listen("tp_up")
if listener then
player.y = player.y - listener.data[1]
end
The example above will:
* Set all players' damage to 1000
* Set all players' damage to 2000
* Teleport all players upwards by 100 pixels
net_has(id) -> bool
id The identifier of the data
Returns true if there is data
under the specified id.
net_clear(id) -> bool
id The identifier of the data
Clears all the data
under the specified id.