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argusdocs [2022/04/28 06:21] rikudouargusdocs [2022/09/12 06:01] rikudou
Line 657: Line 657:
  <td class="name" nowrap><a href="#Argus.getTethersOnEnt">Argus.getTethersOnEnt</a></td>  <td class="name" nowrap><a href="#Argus.getTethersOnEnt">Argus.getTethersOnEnt</a></td>
  <td class="summary">Returns a list of tethers that are attached to entity.</td>  <td class="summary">Returns a list of tethers that are attached to entity.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.getWaymarkInfo">Argus.getWaymarkInfo</a></td>
 + <td class="summary">Returns information about the marker.</td>
  </tr>  </tr>
  <tr>  <tr>
  <td class="name" nowrap><a href="#Argus.isEntityVisible">Argus.isEntityVisible</a></td>  <td class="name" nowrap><a href="#Argus.isEntityVisible">Argus.isEntityVisible</a></td>
  <td class="summary">Returns whether or not the entity is visible to the player.</td>  <td class="summary">Returns whether or not the entity is visible to the player.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnAOECreateFunc">Argus.registerOnAOECreateFunc</a></td>
 + <td class="summary">Registers func into on aoe create func list.</td>
  </tr>  </tr>
  <tr>  <tr>
Line 669: Line 677:
  <td class="name" nowrap><a href="#Argus.registerOnEntityChannel">Argus.registerOnEntityChannel</a></td>  <td class="name" nowrap><a href="#Argus.registerOnEntityChannel">Argus.registerOnEntityChannel</a></td>
  <td class="summary">Registers func into entity channel func list.</td>  <td class="summary">Registers func into entity channel func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnEventObjectScript2Func">Argus.registerOnEventObjectScript2Func</a></td>
 + <td class="summary">Registers func into on event object script2 func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnEventObjectScriptFunc">Argus.registerOnEventObjectScriptFunc</a></td>
 + <td class="summary">Registers func into on event object script func list.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#Argus.registerOnFloorChangeFunc">Argus.registerOnFloorChangeFunc</a></td>
 + <td class="summary">Registers func into on floor change func list.</td>
  </tr>  </tr>
  <tr>  <tr>
Line 685: Line 705:
  <td class="name" nowrap><a href="#Argus.setMisdirectionHeading">Argus.setMisdirectionHeading</a></td>  <td class="name" nowrap><a href="#Argus.setMisdirectionHeading">Argus.setMisdirectionHeading</a></td>
  <td class="summary">This is for buffs where the finger points above the players head in a direction, and the player can adjust the direction of the finger with their movement.</td>  <td class="summary">This is for buffs where the finger points above the players head in a direction, and the player can adjust the direction of the finger with their movement.</td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onAOECreateFunc">onAOECreateFunc</a></td>
 + <td class="summary"></td>
  </tr>  </tr>
  <tr>  <tr>
Line 692: Line 716:
  <tr>  <tr>
  <td class="name" nowrap><a href="#onEntityChannelFunc">onEntityChannelFunc</a></td>  <td class="name" nowrap><a href="#onEntityChannelFunc">onEntityChannelFunc</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onEventObjectScript2Func">onEventObjectScript2Func</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onEventObjectScriptFunc">onEventObjectScriptFunc</a></td>
 + <td class="summary"></td>
 + </tr>
 + <tr>
 + <td class="name" nowrap><a href="#onFloorChangeFunc">onFloorChangeFunc</a></td>
  <td class="summary"></td>  <td class="summary"></td>
  </tr>  </tr>
Line 1770: Line 1806:
     <dt>     <dt>
     <a name = "Argus.deleteTimedShape"></a>     <a name = "Argus.deleteTimedShape"></a>
-    <strong>Argus.deleteTimedShape (uuid)</strong>+    <strong>Argus.deleteTimedShape ([uuid=nil])</strong>
     </dt>     </dt>
     <dd>     <dd>
Line 1780: Line 1816:
         <li><span class="parameter">uuid</span>         <li><span class="parameter">uuid</span>
             <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>             <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
 +         If nil, all timed draws will be deleted 
 +         (<em>default</em> nil)
         </li>         </li>
     </ul>     </ul>
Line 4157: Line 4194:
         <li><span class="parameter">ent</span>         <li><span class="parameter">ent</span>
             <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>             <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
-         Entity Object (from EntityList:Get()) or entity ID to check+         Entity Object (from TensorCore.mGetEntity()) or entity ID to check
         </li>         </li>
     </ul>     </ul>
Line 4190: Line 4227:
         <li><span class="parameter">ent</span>         <li><span class="parameter">ent</span>
             <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>             <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
-         Entity Object (from EntityList:Get()) or entity ID to check+         Entity Object (from TensorCore.mGetEntity()) or entity ID to check
         </li>         </li>
     </ul>     </ul>
Line 4291: Line 4328:
 </span><span class="keyword">for</span> i = <span class="number">1</span>, #pTethers <span class="keyword">do</span> </span><span class="keyword">for</span> i = <span class="number">1</span>, #pTethers <span class="keyword">do</span>
     <span class="keyword">local</span> tether = pTethers[i]     <span class="keyword">local</span> tether = pTethers[i]
-    <span class="keyword">local</span> partner = EntityList:Get(tether.partnerid)+    <span class="keyword">local</span> partner = TensorCore.mGetEntity(tether.partnerid)
     <span class="keyword">if</span> partner ~= <span class="keyword">nil</span> <span class="keyword">then</span>     <span class="keyword">if</span> partner ~= <span class="keyword">nil</span> <span class="keyword">then</span>
         Argus.addCircleFilled(         Argus.addCircleFilled(
Line 4306: Line 4343:
 <span class="keyword">end</span></pre> <span class="keyword">end</span></pre>
     </ul>     </ul>
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.getWaymarkInfo"></a>
 +    <strong>Argus.getWaymarkInfo (markerID)</strong>
 +    </dt>
 +    <dd>
 +    Returns information about the marker.
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">markerID</span>
 +            <span class="types"><span class="type">int</span></span>
 +         This is just the same spell ID from ActionList type 15.
 +        </li>
 +    </ul>
 +
 +    <h3>Returns:</h3>
 +    <ol>
 +        <li>
 +           <span class="types"><span class="type">number</span></span>
 +        x</li>
 +        <li>
 +           <span class="types"><span class="type">number</span></span>
 +        y</li>
 +        <li>
 +           <span class="types"><span class="type">number</span></span>
 +        z</li>
 +        <li>
 +           <span class="types"><span class="type">bool</span></span>
 +        isActive</li>
 +        <li>
 +           <span class="types"><span class="type">int</span></span>
 +        timeLastModify</li>
 +    </ol>
 +
 +
 +
  
 </dd> </dd>
Line 4320: Line 4396:
         <li><span class="parameter">ent</span>         <li><span class="parameter">ent</span>
             <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>             <span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
-         Entity Object (from EntityList:Get()) or entity ID to check+         Entity Object (from TensorCore.mGetEntity()) or entity ID to check
         </li>         </li>
     </ul>     </ul>
Line 4330: Line 4406:
         True if entity is visible to the player, false if not         True if entity is visible to the player, false if not
     </ol>     </ol>
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnAOECreateFunc"></a>
 +    <strong>Argus.registerOnAOECreateFunc (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on aoe create func list.
 +    This is called whenever a directional or ground aoe is greated.
 +    Ground aoes just have a heading of 0 since it doesn't apply to them.
 +    Be warned, the table sent is a copy and will not receive position updates, so you will have to calculate the position yourself based on the target attach and if there is one.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onAOECreateFunc">onAOECreateFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
  
  
Line 4344: Line 4445:
     This means that this function is almost 100% reliable to use.     This means that this function is almost 100% reliable to use.
     This is also useful to detect certain mechanics, such as Sirensong Sea 2nd boss, where there are 6 entities in the middle facing a certain way, and they cast an action with no preceding channel.     This is also useful to detect certain mechanics, such as Sirensong Sea 2nd boss, where there are 6 entities in the middle facing a certain way, and they cast an action with no preceding channel.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 4367: Line 4469:
     This func will get called any time the server sends a packet to the client, that entity has begun channeling.     This func will get called any time the server sends a packet to the client, that entity has begun channeling.
     This means that the function is almost 100% reliable to use.     This means that the function is almost 100% reliable to use.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 4373: Line 4476:
         <li><span class="parameter">func</span>         <li><span class="parameter">func</span>
             <span class="types"><a class="type" href="#onEntityChannelFunc">onEntityChannelFunc</a></span>             <span class="types"><a class="type" href="#onEntityChannelFunc">onEntityChannelFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnEventObjectScript2Func"></a>
 +    <strong>Argus.registerOnEventObjectScript2Func (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on event object script2 func list.
 +    This is called when event entities perform certain scripted events.
 +    These functions were called a lot in stormblood and prior, but not so much in shadowbringers and beyond.
 +    Some examples of where it's used:
 +        - it's generally used on meteor entities (where they have a meteor dropping on them and you have to kill them before the meteor touches the ground),
 +        - thordan ex for the big eye on the edge of the map (but not in DSR, that's a map effect), that one is differentiated by contentid of the entity for where the eye position is
 +        - p5s, the crystals that spawn, whether or not its green or normal is shown by the args
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onEventObjectScript2Func">onEventObjectScript2Func</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnEventObjectScriptFunc"></a>
 +    <strong>Argus.registerOnEventObjectScriptFunc (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on event object script func list.
 +    This is called when event entities perform certain scripted events.
 +    These functions were called a lot in stormblood and prior, but not so much in shadowbringers and beyond.
 +    Some examples of where it's used:
 +        - it's generally used on meteor entities (where they have a meteor dropping on them and you have to kill them before the meteor touches the ground),
 +        - thordan ex for the big eye on the edge of the map (but not in DSR, that's a map effect), that one is differentiated by contentid of the entity for where the eye position is
 +        - p5s, the crystals that spawn, whether or not its green or normal is shown by the args
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onEventObjectScriptFunc">onEventObjectScriptFunc</a></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "Argus.registerOnFloorChangeFunc"></a>
 +    <strong>Argus.registerOnFloorChangeFunc (func)</strong>
 +    </dt>
 +    <dd>
 +    Registers func into on floor change func list.
 +    This is called whenever the ground floor itself changes texture, like transitions in DSR.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">func</span>
 +            <span class="types"><a class="type" href="#onFloorChangeFunc">onFloorChangeFunc</a></span>
  
         </li>         </li>
Line 4391: Line 4573:
     For example: Zodiark snakes, star patterns in zodiark (when the arrows come down, to see what the star is), shiva savage mirror colors, wol triangle patterns, etc.     For example: Zodiark snakes, star patterns in zodiark (when the arrows come down, to see what the star is), shiva savage mirror colors, wol triangle patterns, etc.
     Seems to be only used in shadowbringers and beyond, stormblood and before don't really have map effects, everything is done through channel animation or cast animations, or entities themselves.     Seems to be only used in shadowbringers and beyond, stormblood and before don't really have map effects, everything is done through channel animation or cast animations, or entities themselves.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 4412: Line 4595:
     <dd>     <dd>
     Registers func into marker func list, and func will get called any time there is an overhead marker added to an entity.     Registers func into marker func list, and func will get called any time there is an overhead marker added to an entity.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 4436: Line 4620:
     In other words, it reports any time an entity adds/removes/modifies it's tether.     In other words, it reports any time an entity adds/removes/modifies it's tether.
     This can be useful to track certain changes since checking onupdate for tethers can be unreliable.     This can be useful to track certain changes since checking onupdate for tethers can be unreliable.
 +    Note: MUST BE CALLED IN YOUR "Module.Initalize" HANDLER, not when your file loads. Otherwise you will get nil errors!
  
  
Line 4467: Line 4652:
             <span class="types"><span class="type">number</span></span>             <span class="types"><span class="type">number</span></span>
          Heading in radians, betwee -pi and +pi, same format as the game.          Heading in radians, betwee -pi and +pi, same format as the game.
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onAOECreateFunc"></a>
 +    <strong>onAOECreateFunc (aoe)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">aoe</span>
 +            <span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
 +         <a href="#GroundAOE">GroundAOE</a> or <a href="#DirectionalAOE">DirectionalAOE</a> object
         </li>         </li>
     </ul>     </ul>
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             <span class="types"><span class="type">number</span></span>             <span class="types"><span class="type">number</span></span>
          How long the cast will be channeled for          How long the cast will be channeled for
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onEventObjectScript2Func"></a>
 +    <strong>onEventObjectScript2Func (entityID, a2, a3)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">entityID</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onEventObjectScriptFunc"></a>
 +    <strong>onEventObjectScriptFunc (entityID, a2, a3, a4)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">entityID</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a4</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +    </ul>
 +
 +
 +
 +
 +
 +</dd>
 +    <dt>
 +    <a name = "onFloorChangeFunc"></a>
 +    <strong>onFloorChangeFunc (a1, a2, a3)</strong>
 +    </dt>
 +    <dd>
 +
 +
 +
 +    <h3>Parameters:</h3>
 +    <ul>
 +        <li><span class="parameter">a1</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a2</span>
 +            <span class="types"><span class="type">int</span></span>
 +
 +        </li>
 +        <li><span class="parameter">a3</span>
 +            <span class="types"><span class="type">int</span></span>
 +
         </li>         </li>
     </ul>     </ul>
Line 4665: Line 4962:
 </div> <!-- id="main" --> </div> <!-- id="main" -->
 <div id="about"> <div id="about">
-<i style="float:right;">Last updated 2022-04-27 23:08:35 </i>+<i style="float:right;">Last updated 2022-09-11 23:00:07 </i>
 </div> <!-- id="about" --> </div> <!-- id="about" -->
 </div> <!-- id="container" --> </div> <!-- id="container" -->
argusdocs.txt · Last modified: 2022/11/22 10:23 by rikudou