diff --git a/Docs/Luadoc/LuaDocumentation.xml b/Docs/Luadoc/LuaDocumentation.xml index 92c27526a1..d4583be1dc 100644 --- a/Docs/Luadoc/LuaDocumentation.xml +++ b/Docs/Luadoc/LuaDocumentation.xml @@ -67,9 +67,6 @@ save yourself some time, copy this for undocumented things: CLAMP is an all-female Japanese mangaka group that formed in the mid 1980s. Erm, I mean... Clamps fValue between fLow and fHigh. - - [04 KeymapGuard.lua] - Closes any connection to an online server. @@ -465,7 +462,7 @@ save yourself some time, copy this for undocumented things: Returns the product version. - + "Checks whether v1 is equal to v2, without invoking any metamethod." @@ -530,22 +527,22 @@ save yourself some time, copy this for undocumented things: Returns the current second. - Converts fSecs to Minutes:Seconds:Milliseconds format using two digits for each section. + Converts fSecs to Hours:Minutes:Seconds format using two digits for each section. - Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Minutes (uses 1). + Converts fSecs to Minutes:Seconds format using one digit for Minutes and two digits for Seconds. - Converts fSecs to Minutes:Seconds format. + Converts fSecs to Minutes:Seconds format using two digits for both sections. - Converts fSecs to Minutes:Seconds.Milliseconds format. + Converts fSecs to Minutes:Seconds.Milliseconds format using one digit for Minutes, two digits for Seconds, and two digits for Milliseconds. Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section. - Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for each section except Milliseconds (uses 3). + Converts fSecs to Minutes:Seconds.Milliseconds format using two digits for Minutes, two digits for Seconds, and three digits for Milliseconds. "If index is a number, returns all arguments after argument @@ -819,8 +816,9 @@ save yourself some time, copy this for undocumented things: If unsuccessful, it returns two values: nil and "error". - Reports the error through the error reporting system. error_type is the type used for the dialog that is presented, a dialog will not appear for a type the user has chosen to ignore.
- error is optional an defaults to "Script error occurred.". error_type is optional and defaults to "LUA_ERROR". + Reports the error through the error reporting system.
+ error is optional and defaults to "Script error occurred.".
+ error_type is optional and defaults to "LUA_ERROR". Errors of type "LUA_ERROR" will be shown in-game if the ShowThemeErrors preference is enabled. A dialog will not appear for an error_type the user has chosen to ignore.
Calls func(...) with LuaThreadVariables set according to the keys and values of t, and returns the return values of func().
@@ -1849,10 +1847,11 @@ save yourself some time, copy this for undocumented things: - This Actor represents a playable sound. There are two attributes that can be set on load.
- * SupportPan - Let the sound pan from side to side.
- * SupportRateChanging - Let the sound change rate and pitch.
- * IsAction - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on. + This Actor represents a playable sound. Though the C++ class is ActorSound, it is accessible to Lua via Def.Sound.
+ There are three attributes that can be set as booleans on load:
+ • SupportPan - Let the sound pan from side to side.
+ • SupportRateChanging - Let the sound change rate and pitch.
+ • IsAction - If true, the sound is an action sound, and will be muted if the MuteActions preference is turned on.
Returns the that can be played by this Actor. @@ -2128,7 +2127,7 @@ save yourself some time, copy this for undocumented things: Returns the path to the Course's banner. - Returns the Course's directory. + Returns the path to the crs file for this Course, for example "/Courses/Default/MostPlayed_01_04.crs". Returns a table of CourseEntry items. @@ -2137,7 +2136,7 @@ save yourself some time, copy this for undocumented things: Gets the CourseEntry at iIndex from the Course. - Returns the Course's . (Returns CourseType in SM5; integer in SM4) + Returns the Course's . Returns the description for this Course. @@ -2155,7 +2154,7 @@ save yourself some time, copy this for undocumented things: Returns the Course's group name. - Returns the Course's . (Returns PlayMode in SM5; integer in SM4) + Returns the Course's . Returns the name of the person who scripted the Course. @@ -2771,8 +2770,8 @@ save yourself some time, copy this for undocumented things: Returns the current PlayMode. - - Returns the preferred difficulty. + + Returns the preferred difficulty for player pn. Returns the preferred song. @@ -3040,9 +3039,6 @@ save yourself some time, copy this for undocumented things: Returns the Grade of this high score. - - Returns the HighScore for this PlayerStageStats. - Return the number of HoldNoteScores that match hns. @@ -3900,7 +3896,7 @@ save yourself some time, copy this for undocumented things: Returns the player's grade. - Returns the player's HighScore. + Returns the HighScore for this PlayerStageStats. Returns the number of judgments for a specified HoldNoteScore. @@ -4813,7 +4809,10 @@ save yourself some time, copy this for undocumented things: Returns the profile index of the specified Player. - Sets the profile index of Player pn to iProfileIndex. + Sets the profile index of Player pn to iProfileIndex.
+ The following values of iProfileIndex have special, hardcoded behavior:
+ • -1: join the player and play the theme's start sound effect
+ • -2: unjoin the player, unlock their MemoryCard, and unmount their MemoryCard
@@ -5497,8 +5496,12 @@ save yourself some time, copy this for undocumented things: Returns the StyleType for this Style. - - Returns a table containing the Track, XOffset, and Name of the column. + + Returns a table containing the Track, XOffset, and Name of the column.
+ For example, calling GAMESTATE:GetCurrentStyle():GetColumnInfo('PlayerNumber_P1', 2) when the current + game is dance will return {Track=2, XOffset=-32, Name="Down"}.
+ Calling GAMESTATE:GetCurrentStyle():GetColumnInfo('PlayerNumber_P1', 1) when the current + game is pump will return {Track=1, XOffset=-96, Name="DownLeft"}.
Returns the draw order of the column.