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String functions

add_custom_name

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function add_custom_name(uid: integer, name: string)
uid: integer
name: string

Adds custom name to the item by uid used in the shops This is better alternative to add_string but instead of changing the name for entity type, it changes it for this particular entity

add_string

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function add_string(str: string): STRINGID
str: string

Returns STRINGID

Add custom string, currently can only be used for names of shop items (EntityDB->description) Returns STRINGID of the new string

change_string

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function change_string(id: STRINGID, str: string)
id: STRINGID
str: string

Change string at the given id (don't use stringid directly for vanilla string, use hash_to_stringid first) This edits custom string and in game strings but changing the language in settings will reset game strings

clear_custom_name

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function clear_custom_name(uid: integer)
uid: integer

Clears the name set with add_custom_name

enum_get_mask_names

documented onlysource

function enum_get_mask_names(enum: table, value: integer): table<string>
enum: table
value: integer

Returns table<string>

Return the matching names for a bitmask in an enum table of masks

enum_get_name

documented onlysource

function enum_get_name(enum: table, value: integer): string
enum: table
value: integer

Returns string

Return the name of the first matching number in an enum table

enum_get_names

documented onlysource

function enum_get_names(enum: table, value: integer): table<string>
enum: table
value: integer

Returns table<string>

Return all the names of a number in an enum table

get_character_name

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function get_character_name(type_id: ENT_TYPE): string
type_id: ENT_TYPE

Returns string

Same as Player.get_name

get_character_short_name

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function get_character_short_name(type_id: ENT_TYPE): string
type_id: ENT_TYPE

Returns string

Same as Player.get_short_name

get_string

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function get_string(string_id: STRINGID): string
string_id: STRINGID

Returns string

Get string behind STRINGID, don't use stringid directly for vanilla string, use hash_to_stringid first Will return the string of currently choosen language

hash_to_stringid

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function hash_to_stringid(hash: integer): STRINGID
hash: integer

Returns STRINGID

Convert the hash to stringid Check strings00_hashed.str for the hash values, or extract assets with modlunky and check those.

key_name

documented onlysource

function key_name(): string

Returns string

Returns human readable string from KEY chord (e.g. "Ctrl+X", "Unknown" or "None")

set_level_string

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-- set the level string shown in hud, journal and game over
-- also change the one used in transitions for consistency
set_callback(function()
if state.screen_next == SCREEN.LEVEL then
local level_str = "test" .. tostring(state.level_count)
set_level_string(level_str)
change_string(hash_to_stringid(0xda7c0c5b), F"{level_str} COMPLETED!")
end
end, ON.PRE_LOAD_SCREEN)
function set_level_string(str: string)
str: string

Set the level number shown in the hud and journal to any string. This is reset to the default "%d-%d" automatically just before PRE_LOAD_SCREEN to a level or main menu, so use in PRE_LOAD_SCREEN, POST_LEVEL_GENERATION or similar for each level. Use "%d-%d" to reset to default manually. Does not affect the "...COMPLETED!" message in transitions or lines in "Dear Journal", you need to edit them separately with change_string.