improve docs

This commit is contained in:
Evil Factory
2022-03-26 14:19:39 -03:00
parent fd377454a3
commit 05a65a1207
9 changed files with 124 additions and 198 deletions
+13 -11
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@@ -2,7 +2,7 @@
## What does attempt to index a nil value mean!?
It means you tried to access a field of something that doesn't exist, for example:
```lua
```
local thisIsNil = nil
print(thisIsNil.what)
print(thisIsNil.something())
@@ -10,20 +10,22 @@ print(thisIsNil.something())
## Why i'm getting "Cannot access field test of userdata<something>" errors?
Because you are trying to access a field in a C# class that doesn't exist.
```lua
```
print(Item.thisDoesntExist)
```
## What is "Attempt to access instance member "Drop" from a static userdata"
It means you are trying to access a member that requires an instance to accessed, for example:
```lua
Item.Drop() -- there's a static global class called Item, but because it's static, you can't call item specific things on it, this will error.
```
-- there's a static global class called Item, but because it's static, you can't call item specific
-- things on it, this will error.
Item.Drop()
Item.ItemList[1].Drop() -- this won't error, it will drop the first item ever created.
```
## I'm getting a super big error with things related to the C# side
It usually happens when you call something on the C# side and you provide nil inputs, you can get a better idea of it by analyzing the error message and trying to link it your lua code, for example:
```lua
```
Game.SendMessage(nil)
```
This will result in
@@ -36,7 +38,7 @@ Character senderCharacter, PlayerConnectionChangeType changeType)
You can easily tell that the error has something to do with chat messages, and by looking back at your Lua code you can easily see whats causing it.
## How do i list all clients, characters and items?
```lua
```
for _, client in pairs(Client.ClientList) do
end
@@ -52,7 +54,7 @@ end
## Running pairs() on an enumerator doesn't work!
pairs() Returns an enumerator that iterates through the entire table keys, if you already have an enumerator, you can just pass it in directly.
```lua
```
-- get first item ever created and loop through all the items stored inside it.
for item in Item.ItemList[1].OwnInventory.AllItems do
@@ -60,7 +62,7 @@ end
```
## How do i spawn an item?
```lua
```
local prefab = ItemPrefab.GetItemPrefab("screwdriver")
local firstPlayerCharacter = Client.ClientList[1].Character
@@ -77,7 +79,7 @@ end)
## How do i give a character a certain affliction
```lua
```
local burnPrefab = AfflictionPrefab.Prefabs["burn"]
local char = Character.CharacterList[1]
@@ -90,7 +92,7 @@ char.CharacterHealth.ApplyAffliction(limb, burnPrefab.Instantiate(100))
## How do i get the amount of a affliction that a character has?
```lua
```
local char = Character.CharacterList[1]
print(char.CharacterHealth.GetAffliction("burn"))
@@ -100,7 +102,7 @@ print(char.CharacterHealth.GetAffliction("burn", char.AnimController.Limbs[1]))
## How do i send a private chat message?
```lua
```
local chatMessage = ChatMessage.Create("Sender name", "text here", ChatMessageType.MessageBox, nil, nil)
Game.SendDirectChatMessage(chatMessage, ChatMessageType.MessageBox)
```
+6 -6
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@@ -6,7 +6,7 @@ Hooks are basically functions that get called when events happen in-game, like c
Hooks can be added like this:
```lua
```
Hook.Add("chatMessage", "test", function(message, client)
print(client.Name .. " has sent " .. message)
end)
@@ -18,7 +18,7 @@ The event name (first argument), is case-insensitive, so you can call it chatMes
You can also call hooks with the following code:
```lua
```
Hook.Call("myCustomEvent", {"some", "arguments", 123})
```
@@ -26,13 +26,13 @@ Hook.Call("myCustomEvent", {"some", "arguments", 123})
With Lua, a new XML tags is added, it can be used to call Lua hooks inside status effects:
```xml
```
<StatusEffect type="OnUse">
<LuaHook name="doSomething">
<LuaHook name="doSomething" />
</StatusEffect>
```
```lua
```
Hook.Add("doSomething", "something", function (effect, deltaTime, item, targets, worldPosition)
print(effect, ' ', item)
end)
@@ -42,7 +42,7 @@ end)
Patching allows you to hook into existing methods in the game code, notice that it can be a little unstable depending on the method that you are patching, so be aware.
```lua
```
Hook.HookMethod("Barotrauma.CharacterInfo", "IncreaseSkillLevel", function (instance, ptable)
print(string.format("%s gained % xp", instance.Character.Name, ptable.increase))
end, Hook.HookMethodType.After)
@@ -1,3 +1,5 @@
# Installing Lua For Barotrauma Manually
## Adding Lua For Barotrauma to an existing server
1 - Download [latest version of LuaForBarotrauma](https://github.com/evilfactory/Barotrauma-lua-attempt/releases/tag/latest), choose the correct platform in the assets drop down.<br>
2 - Extract the zip file<br>
@@ -56,4 +58,10 @@ Same as above, but instead you need to copy/replace the following files:
7 - Done! Now run DedicatedServer.exe to run the modded server or run Barotrauma.exe to run the modded client.<br>
### Linux notice
Sometimes you will get steam initialization errors, most of the time it's because it's missing the linux64/steamclient.so binary, so you can just copy the binary from your steam instalation over to the folder and it should work.
Sometimes you will get steam initialization errors, most of the time it's because it's missing the linux64/steamclient.so binary, so you can just copy the binary from your steam instalation over to the folder and it should work.
## Checking if everything is working
If the commands `reloadlua` or `cl_reloadlua` work, it means you successfully installed the mod.
+15 -5
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@@ -1,6 +1,6 @@
# Lua Examples
```lua
```
Hook.Add('chatMessage', 'suicide_mod', function(msg, client)
if msg == '!suicide' and client.Character ~= nil then
client.Character.Kill(CauseOfDeathType.Unknown)
@@ -10,7 +10,9 @@ Hook.Add('chatMessage', 'suicide_mod', function(msg, client)
end)
```
```lua
<br>
```
Hook.Add("itemApplyTreatment", "testItemApplyTreatment", function (item, user, character, targetlimb)
if item.name == "Bandage" then
local pos = character.WorldPosition
@@ -21,7 +23,10 @@ Hook.Add("itemApplyTreatment", "testItemApplyTreatment", function (item, user, c
end)
```
```lua
<br>
```
-- for example: create an item in xml named RandomComponent and add the wiring inputs/outputs trigger_random and random_out
Hook.Add("signalReceived", "signalReceivedTest", function (signal, connection)
if connection.Item.name == "RandomComponent" and connection.Name == "trigger_random" then
@@ -30,7 +35,9 @@ Hook.Add("signalReceived", "signalReceivedTest", function (signal, connection)
end)
```
```lua
<br>
```
local discordWebHook = "your discord webhook here"
local function escapeQuotes(str)
@@ -45,7 +52,10 @@ Hook.Add("chatMessage", "discordIntegration", function (msg, client)
end)
```
```lua
<br>
```
-- by jimmyl
Hook.Add("chatMessage","controlhuskcommand",function(msg, client)
if msg == "!controlhusk" then