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			| Quasar's fable 3 function listing | Mon, 21 October 2013 20:53  |  
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					|  Keshire Messages: 137
 Registered: August 2013
 | Senior Member |  |  |  
	| This was originally compiled and posted by quasar 
 Quote:
 
 Functions named "NoName" are mostly subfunctions and from what I've seen, will probably be for/while loops so the majority (if not all of them) can safely be ignored.
 
 Subfunctions are noted by an increased indent, and appear -BEFORE- the defining function. This is due to the way the binary Lua files are (you can't get to some of the current function's data without first going through it's subfunctions). So, for example:
 
 DrawApproxCircle(pos,radius,red,green,blue,in_front_of_scene )
 IsSpawnedBy(entity)
 GetAllCreaturesSpawnedBy(spawning_entity)
 
 
 
 The subfunction "IsSpawnedBy" is _not_ being defined by DrawApproxCircle(
  . Instead it is being defined in GetAllCreaturesSpawnedBy(  . 
 
	
	 Attachment: functions.txt (Size: 690.99KB, Downloaded 5285 times)
 [Updated on: Fri, 22 November 2013 07:06] Report message to a moderator |  
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			| Re: Quasar's fable 3 function listing | Fri, 22 November 2013 07:08  |  
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					|  Keshire Messages: 137
 Registered: August 2013
 | Senior Member |  |  |  
	| Artofeel wrote on Mon, 21 October 2013 23:29 I was wondering, how he got them?also, this is only for main game, we need DLC scripts too...
 
 Found this
 Quote:
 For those wanting to write your own scripts and wishing you had a way to show some basic debug info, this is what I've been using to grab the functions from the globals table:
 
 
local gstr
function MyMsgBox(text)
    if (text) then gstr=gstr and gstr.."<>"..text or text end
    if (string.len(gstr) >= 1400) then
        GUI.DisplayMessageBox(gstr)
        while (GUI.IsDisplayBoxActive()) do
            coroutine.yield()
        end
        gstr=nil
    end
end
function MyMsgBox2(text)
    if (text) then
        GUI.DisplayMessageBox(text)
        while (GUI.IsDisplayBoxActive()) do
            coroutine.yield()
        end
    end
end
 These will display a message (text) on your screen. The first one I call in my loops that are getting the function names over in the "Function Definitions" thread, the second one I use when I'm not using a loop but needing a single tidbit of information. Until someone figures out how to get to the console (or, where cprint is spitting info to) this might be useful for someone wanting to debug something or look into something a bit deeper.
 
 Here's an example use for the first one:
 
 
local p
local function outbox(inp)
  if (not p) then
    for i in pairs(inp) do
      MyMsgBox(i)
    end
    p="asdf"
  end
end
outbox(_G)
 If this combined with the function above is put into a Lua file it will spit out all of the indexes of the global table, 1400 characters at a time, separated by "<>". The local variable of "p" is simply there as a safety feature to ensure the function is only called once (sometimes it would be called more than once and I'd get message box after message box until I finally gave up and alt-f4'd).
 
 
 
 Note that if you want to use these to dump table contents you will need a reliable way to continually call the script so it wont just stop on the first display (due to the coroutine.yield(
   . Setting up your own quest will give you the option to create an "Update" function that will suffice for this, but you'll have to figure that system out for yourself (for now).Global table (_G): 
 A(B)(C)
 
 A - Name
 B - If the type (C) is a table, then this is the # of values in the table
 C - Type (String, Boolean, Table, Userdata - CFunction, etc)
 
 Same deal as before, OCR and all that.
 
 
 [Updated on: Fri, 22 November 2013 07:11] Report message to a moderator |  
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