Compiled Index of Lua Scripts for Visionaire Studio

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 16:06, 15 September 2022 by AFRLme (talk | contribs)

Here you can find a list of verified working Lua scripts made by various members of the Visionaire Studio team & forum community. Also included is a list of workflow functions, shader functions & standard Visionaire Studio functions.


Community Made Scripts

Basic

Function Name Description By
Chained Volume Control Automatically dips music volume when a character talks & restores it when they have finished talking AFRLme
Toggle Mute Volume Toggle mute & restore volume via keybind or an interface button AFRLme
Sliding Interface MKIII Slide interfaces in & out with duration & easing options AFRLme

Intermediate

Function Name Description By
Cycle Inventory Items Endlessly scroll through the inventory items forwards or backwards AFRLme
Dynamic Action Names Update action text on mouse over (deprecated) AFRLme
Global Command Checker Dynamically determine which commands are accessible on mouse over objects (needs updating) AFRLme
Insert Item Insert an item into the inventory before or after a specific item (needs updating) AFRLme
Kill Background Text Allows you to skip background texts AFRLme
Load External Scripts Allows you to load external scripts into Visionaire Divo
Loop Me Not Create a self-looping function that loops a specific amount of times AFRLme
Organize Inventory Items Alphabetically Sort inventory items alphabetically (needs updating) AFRLme
Replace Item Replace an item in the inventory with another item (used for item combination) AFRLme
Sliding Interface MKII Slide interfaces in & out (deprecated use Sliding Interface MKIII instead) AFRLme
updateCharName() Dynamically update the name of characters on mouse over AFRLme
updateName() Dynamically update the name of the current object below the mouse cursor (multi-language support) AFRLme

Advanced

Function Name Description By
Config.ini (read/write) Used to store & retrieve the players option choices AFRLme
Dynamic Action Names for Dragged Items AFRLme
Dynamic Stylized Speech Bubbles (optional styling) The Argonauts
Self Looping Function with Delay (2 versions) AFRLme
Sliding Interfaces (based on Deponia) AFRLme
Sliding Puzzle (3x3) AFRLme


Math Functions

Function Name Description
secondsToDays() Convert seconds to dd time format.
secondsToHours() Convert seconds to hh time format.
secondsToMinutes() Convert seconds to mm time format.
secondsToSeconds() Convert seconds to ss time format.
secondsToTime() Convert seconds to dd:hh:mm:ss time format.


Shader Toolkit

Script Name By
Shader Toolkit SimonS

Shader Toolkit Functions

Function Name Description
shaderAddEffect() Add various dynamic pre-made warp effects to the screen.
shaderBlur() Blur/Focus the screen over x amount of milliseconds.
shaderColorize() Tint all the graphics on the screen a specific color over x amount of milliseconds.
shaderContrast() Set the global contrast level of the screen over x amount of milliseconds.
shaderFollowCharacter() Softly follow the linked character around the screen.
shaderGlow() Create a glow effect on light/saturated scene objects (automatically selected) over x amount of milliseconds.
shaderHue() Adjust the hue level of the screen over x amount of milliseconds.
shaderLightness() Adjust the lightness of the screen over x amount of milliseconds.
shaderNoise() Apply noise effect to the screen over x amount of milliseconds.
shaderPan() Pan the camera on the x or y axis over x amount of milliseconds.
shaderRotate() Rotate the screen over x amount of milliseconds.
shaderSaturation() Adjust saturation value of the screen over x amount of milliseconds.
shaderViewport() Pan, zoom & rotate the camera over x amount of milliseconds.
shaderZoom() Zoom the camera over x amount of milliseconds.
shaderZoomCharacter() Zoom camera into or out of linked characters position over x amount of milliseconds.
shaderZoomObject() Zoom camera into or out of linked objects location over x amount of milliseconds.


Visionaire Studio Functions

Function Name Description
createScreenshot() Create a screenshot & save as .png to a specified folder or use the screenshot for the save game thumbnail.
getBool() Retrieve boolean value of the linked object.
getCursorPos() Retrieves the current (absolute) position of the mouse cursor.
getFloat() Retrieve the float value of the linked object.
getFloats() Retrieve the float values of the linked objects data table.
getId() Retrieve the table id or table id name of the linked object.
getInt() Retrieve the integer value of the linked object.
getInts() Retrieve the integer values of the linked objects data table.
getLink() Retrieves the data stored inside of a linked objects table.
getLinks() Retrieves grouped data stored inside of a linked objects table.
getName() Returns the "string" name value of the linked objects table.
getObject() Retrieves the data stored inside of a linked objects table.
getParent() Retrieves the parent object which contains the linked object. (only game objects contain no parent)
getPath() Retrieves path (directory in unix format) of linked object. (images, videos, sounds etc)
getPaths() Retrieves multiple paths (directories in unix format) of linked object data table. (images, videos, sounds etc)
getPoint() Retrieves the x,y coordinates associated with the linked object.
getPoints() Retrieves multiple x,y coordinates associated with the linked objects data table.
getProperty() Retrieve various operating system (os) properties; such as: platform, system language etc...
getSoundId() Retrieve id of linked sound. (only applicable for active sounds)
getSoundProperty() Retrieve various properties of linked sound, such as: current playtime, balance, volume, loop. (only applicable for active sounds)
getSteamAchievement Retrieve boolean value of linked steam achievement.
getSteamStat Retrieve integer value of linked steam stat.
getTexts() Retrieve all texts associated with the linked object.
getTextStr() Retrieve a specific text string, based on the current game language or the included language id.
getTime() Developer command for checking time between 2 points; can be re-purposed into a crude delay or loop function.
getVolume() Retrieve volume levels for: music, sound, speech, videos, & master.
getWindowBrightness() Retrieve global window brightness value.
isEmpty() Returns true or false; depending on whether or not the linked object is empty.
registerEventHandler() Create loops, listen out for various events; such as mouse actions, action/text started/stopped etc...
registerHookFunction() Set displayed & action text positions.
resetSteamStats() Reset the linked steam stat back to its default value.
setCursorPos() Set the absolute position of the mouse cursor.
setSoundProperty() Set the properties of a linked sound, such as: current playtime position, balance, volume, loop (requires sound id)
setSteamAchievement() Set the boolean value of the linked steam achievement.
setSteamStat() Set the integer value of the linked steam stat.
setValue() Edit value of the linked object. (all data types)
setVolume() Adjust the volume levels for: music, sound, speech, videos, & master.
setWindowBrightness() Adjust the global window brightness value.
setWindowTitle() Set a custom title in the window application bar (only applicable for window mode)
startAction() Call & start the linked action.
startAnimation() Play the linked animation.
startDefaultBrowser Launch default web browser & open the linked url in a new tab. (only launches browser if not already open)
startSound() Play the linked sound; additional properties can also be set such as: current playtime position, balance, volume, & loop.
stopAction() Stop the linked action. (only applicable for active actions)
stopAnimation() Stop & unload the linked action. (only applicable for active animations)
stopSound() Stop the linked sound; requires sound id. (only applicable for active sounds)
toggleSoundPause() Toggle linked sound between playing & paused state; requires sound id. (only applicable for active sounds)
unregisterEventHandler() Unregister the linked event handler & function.


Workflow Functions

Function Name Description By
alignChar() Quickly align a character to another character. AFRLme
alignObj() Quickly align a character to a scene object. AFRLme
changeOutfit() Quickly change the outfit of a character. AFRLme
changeScene() Change to another scene with a specific transition effect over a specified amount of time. AFRLme
checkCond() Quickly check the boolean value of a condition. AFRLme
isInRadius() Quickly determine if mouse cursor is inside of a specified radius of an objects center or characters position. AFRLme
langVisibility() Quickly fade in all scene objects containing the active language name, & fade out all scene objects containing other language names. AFRLme
moveObj() Move an object from one position to another over x amount of milliseconds. AFRLme
objName() Return the action text name of a specified object (returns active language name). Sebastian
objVisibility() Quickly update the opacity of multiple scene objects, duration & easing are optional. AFRLme
resetAnimFrames() Quickly reset the specified animations current frame range back to the default animation frame range. AFRLme
setAnimFrames() Quickly set the first & last frame of an active animation. AFRLme
setAnimSize() Quickly set the size of an active animation. AFRLme
setCondition() Quickly set or toggle the boolean value of a condition. AFRLme
setConditions() Quickly set or toggle the boolean value of multiple conditions. AFRLme
setLang() Quickly set the spoken language & subtitle language. AFRLme
setSceneBrightness() Quickly set the brightness/contrast level of a specific scene or the current scene. AFRLme
setVal() Quickly set the integer or string of a value. AFRLme
updateData() Quickly update multiple data types via a table & the function. AFRLme