Lua functions list

These are standard Lua functions available in most Lua parsers. Arguably, we could just refer to the Lua web sitebut a few functions differ slightly in Blizzard's implementation.

lua functions list

They are all documented here for consistency. These functions are part of the Lua programming language v5. In addition to this list, see also Debugging Functions. Most of these functions are shorthand references to the Lua math library which is available via "math. Blizzard's versions work with degrees. Lua's standard math library works with radians. These string functions are shorthand references to the Lua string library which is available via "string.

These table functions are shorthand references to the Lua table library which is available via "table.

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When working with any other tables behavior is not defined and might lead to unexpected results. Not being aware of this fact is one major causes for bugs in code written in Lua. World of Warcraft includes the Lua bitlib library available via the "bit" table which provides access to bit manipulation operators.

It has been available since Patch 1. This library seems to work internally with standard bit 'int' values, since bit. Using these functions to pack data structures is fairly slow work. Unless you have a very large database and need to conserve memory, save your information in several, individual variables or table fields.

To make this work for string constants, you have to use parentheses. Sign In. Jump to: navigationsearch. Category nav. Navigation menu Namespaces Page Discussion.

Lua - Functions

Views View View source History. This page was last edited on 3 Marchat Game content and materials are trademarks and copyrights of their respective publisher and its licensors. All rights reserved. This site is a part of Fandom, Inc. About Wowpedia Disclaimers Mobile view. Support Contact PRO.Functions are simply a bunch grouped together commands lines of code with the global environment plus a local environment.

Since functions are one of the 6 fundamental types, variable naming conventions apply.

lua functions list

First comes the "function" keyword, which denotes the next word after a space is the function name. This is one of the things that makes functions different than other variables Having a keyword to denote that it is a function. After the keyword comes a space, and then the function name. Remember to follow variable naming conventions. After the function name comes an opening parenthesisand then the Argument list.

The Argument list is a series of unique variable names that stand as placeholders for values that can be passed to the function to use to get it's output. This will be better explained in a second.

After the first variable placeholder, each other one is seperated by a comma. A closing parenthesis denotes the end of an argument list. After the closing parenthesis, you type the function code. The function code can be any series of commands, from one print statement to a huge line complex triginometry math function.

It all depends on what the function is supposed to do. After the function code, there is the "end" statement, which denotes the end of the function code and also the function. To beter define the argument list, is is simply a list of variable names that, when a function is called, recieve values and then the variable name and value combine into a variable.

The variable is then added to the local environment of the function. If the function caller leaves out an argument when they call the function, the variable's value becomes nil. The nameOfFunction is just the name of the function. The argList is the comma seperated values to pass to the function. These can be either variables or literals. If it is a variable, only the value will be passed on, taking on the variable placeholder name in the function.

When calling a function, the values passed must be in the correct order that you envisioned when you created the function. For example, say you have a function called gm that takes two arguments: a string value as the first and a number as the second. If you called gm with a number first and string second, or maybe nil first and a thread second, the function will hopelessly error or give a darasticly incorrect value!

Lua Functions List

Also, if you don't give enough values, the variable names at the end that were not assigned anything will have the value "nil".

If you have too many values, the ones at the end will be ignored.

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So know your functions and their argument lists before calling them. The return keyword is a powerful keyword that allows functions to return a value after computation. To return a variable, simply type out the keyword "return" followed by the values, separated by commas, that you want to return. You can return multiple values that can be either literals or variables. For the caller to get all the variables the function returns, they also so a variable nameholder list seperated by commas.

Again, only the value is passed so the values returned take on the variable name the function caller gives it. An example syntax is shown below:. As you can also see, you can directly take a function's return and immediately pass it to another function, as in "print returna -1 ".

When used in a function, Since most people want a table instead of that, the recommended syntax is shown:. The above is almost like a normal function declaration, except that instead of argList, there is " The way I declare args is all the values of "Set the emulator to given speed.

The mode argument can be one of these:. Advance the emulator by one frame.

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It's like pressing the frame advance button once. Most scripts use this function in their main game loop to advance frames. Note that you can also register functions by various methods that run "dead", returning control to the emulator and letting the emulator advance the frame. This makes more sense when creating bots.

Once you move to creating auxillary libraries, try the register methods. Calls given function, restricting its working time to given number of lua cycles. Calls given function, restricting its working time to given number of milliseconds approximate. Toggles the drawing of the sprites and background planes. Set to false or nil to disable a pane, anything else will draw them. Displays given message on screen in the standard messages position.

Use gui. Returns the framecount value. The frame counter runs without a movie running so this always returns a value. Returns the number of lag frames encountered. Lag frames are frames where the game did not poll for input because it missed the vblank. This happens when it has to compute too much within the frame boundary. This returns the number indicated on the lag counter.

Some games poll input even in lag frames, so standard way of detecting lag used by FCEUX and other emulators does not work for those games, and you have to determine lag frames manually.

First, find RAM addresses that help you distinguish between lag and non-lag frames e. Then register memory hooks that will change lag flag when needed. Returns true if emulation has started, or false otherwise.


Certain operations such as using savestates are invalid to attempt before emulation has started. You probably won't need to use this function unless you want to make your script extra-robust to being started too early.

While this variable only applies to movies, it is stored as a global variable and can be modified even without a movie loaded. Hence, it is in the emu library rather than the movie library. Note: This might result in an error if the medium of the movie file is not writeable such as in an archive file. Loads the ROM from the directory relative to the lua script or from the absolute path. Hence, the filename parameter can be absolute or relative path.

Registers a callback function to run immediately before each frame gets emulated. This runs after the next frame's input is known but before it's used, so this is your only chance to set the next frame's input using the next frame's would-be input.

For example, if you want to make a script that filters or modifies ongoing user input, such as making the game think "left" is pressed whenever you press "right", you can do it easily with this.

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Note that this is not quite the same as code that's placed before a call to emu. This callback runs a little later than that. Also, you cannot safely assume that this will only be called once per frame.

Depending on the emulator's options, every frame may be simulated multiple times and your callback will be called once per simulation. If for some reason you need to use this callback to keep track of a stateful linear progression of things across frames then you may need to key your calculations to the results of emu. Like other callback-registering functions provided by FCEUX, there is only one registered callback at a time per registering function per script.Freely available under the terms of the Lua license.

It also offers good support for object-oriented programming, functional programming, and data-driven programming.

Lua is intended to be used as a powerful, light-weight scripting language for any program that needs one. Being an extension language, Lua has no notion of a "main" program: it only works embedded in a host client, called the embedding program or simply the host.

The Lua distribution includes a sample host program called luawhich uses the Lua library to offer a complete, stand-alone Lua interpreter. Lua is free software, and is provided as usual with no guarantees, as stated in its license. The implementation described in this manual is available at Lua's official web site, www.

Like any other reference manual, this document is dry in places. For a discussion of the decisions behind the design of Lua, see the technical papers available at Lua's web site. In other words, this section describes which tokens are valid, how they can be combined, and what their combinations mean. This coincides with the definition of names in most languages. The definition of letter depends on the current locale: any character considered alphabetic by the current locale can be used in an identifier.

Identifiers are used to name variables and table fields. The following keywords are reserved and cannot be used as names: and break do else elseif end false for function if in local nil not or repeat return then true until while Lua is a case-sensitive language: and is a reserved word, but And and AND are two different, valid names.

Moreover, a backslash followed by a real newline results in a newline in the string. Note that if a numerical escape is to be followed by a digit, it must be expressed using exactly three digits. Literal strings can also be defined using a long format enclosed by long brackets. We define an opening long bracket of level n as an opening square bracket followed by n equal signs followed by another opening square bracket.

A long string starts with an opening long bracket of any level and ends at the first closing long bracket of the same level.

Literals in this bracketed form can run for several lines, do not interpret any escape sequences, and ignore long brackets of any other level. They can contain anything except a closing bracket of the proper level.

For convenience, when the opening long bracket is immediately followed by a newline, the newline is not included in the string. Lua also accepts integer hexadecimal constants, by prefixing them with 0x. Examples of valid numerical constants are 3 3. If the text immediately after -- is not an opening long bracket, the comment is a short commentwhich runs until the end of the line. Otherwise, it is a long commentwhich runs until the corresponding closing long bracket.

Long comments are frequently used to disable code temporarily. This means that variables do not have types; only values do. There are no type definitions in the language. All values carry their own type. All values in Lua are first-class values. This means that all values can be stored in variables, passed as arguments to other functions, and returned as results.

There are eight basic types in Lua: nilbooleannumberstringfunctionuserdatathreadand table. Nil is the type of the value nilwhose main property is to be different from any other value; it usually represents the absence of a useful value. Boolean is the type of the values false and true.

lua functions list

Both nil and false make a condition false; any other value makes it true. Number represents real double-precision floating-point numbers.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm new to Lua and dealing with Lua as a scripting language in an alpha release of a program.

I made the below code originally for a running from a web server but have added the capability to run on lua for windows. Learn more. Ask Question. Asked 10 years ago. Active 2 years, 8 months ago.

Lua Programming Tutorial - Episode 2 - Functions and Tables

Viewed 31k times. Is there any easy way to see what fields and functions these objects expose? Active Oldest Votes. In Lua, to view the members of a object, you can use: for key,value in pairs o do print "found member ".

Frank Schwieterman Frank Schwieterman Wow, so simple. You have no idea how helpful this is. Not that I know. I have tried that, but searching through the function names didn't even find the functions that I know exist, unfortunately. The code implementing the actual functions in the module is usually not exported because it can only be called within the context of a running Lua interpreter state.

Print all the globals: -- globals. Mr Stinky Mr Stinky 2 2 gold badges 9 9 silver badges 22 22 bronze badges. Something along the same vein as the answer Mr Stinky gave but a whole lot more information. I made the below code originally for a running from a web server but have added the capability to run on lua for windows on a web server options are passed in query string?

Note: table sort default function does not like numbers as [KEY]!! Bilgus Bilgus 1. Sign up or log in Sign up using Google.

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Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog.In Lua, you can make your own functions. Making functions can save you work and can be really useful! The word "function" tells lua that you want to make a function. All functions in lua start with the word function. Next to that there are a set of parentheses an and an. I'll tell you what these are for later. Just know that these need to follow the name like I show in the example.

Between the parentheses and the "end" word is the code the function runs. Notice that there's 4 spaces before it. These four spaces tell a programmer that the code on that line is part of that function. You don't have to do this, but I really recommend you do. It's very helpful, it helps keep your code organized.


Lastly there's an "end" word. This tells lua that that's the end of the function, and nothing past it is part of that function. Now that we understand functions and know how to make them, I'm sure you're wondering how to run them.

Running a function is called calling them. That's it. You just need to type the name of the function followed by a pair of parentheses.

Does this look familiar? It's like Msg, but with nothing between the parentheses. Next I'll show you how to make a function with arguments.

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Arguments are sort of like temporary variables. Arguments are placed between the parentheses that follow the name of the function. Whenever you call a function, you can pass data to it through an argument to change what it does.A function is a group of statements that together perform a task. You can divide up your code into separate functions. How you divide up your code among different functions is up to you, but logically the division usually unique, is so each function performs a specific task.

The Lua language provides numerous built-in methods that your program can call. For example, method print to print the argument passed as input in console. A method definition in Lua programming language consists of a method header and a method body. The function name and the parameter list together constitute the function signature. When a function is invoked, you pass a value to the argument.

This value is referred to as the actual parameter or argument. The parameter list refers to the type, order, and number of the arguments of a method. Arguments are optional; that is, a method may contain no argument. Following is the source code for a function called max. If a function is to use arguments, it must declare the variables that accept the values of the arguments. These variables are called the formal parameters of the function. The formal parameters behave like other local variables inside the function and are created upon entry into the function and destroyed upon exit.

While creating a Lua function, you give a definition of what the function has to do. To use a method, you will have to call that function to perform the defined task. When a program calls a function, program control is transferred to the called function. A called function performs the defined task and when its return statement is executed or when its function's end is reached, it returns program control back to the main program. To call a method, you simply need to pass the required parameters along with the method name and if the method returns a value, then you can store the returned value.


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