LuaGears.wiki
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#summary List of gear-related functions in the Lua API
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= Lua API: Gear functions =
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This is a list of all functions in the [LuaAPI Lua API] that are related to gears and visual gears. Refer to [LuaGuide] for an introduction into gears.
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<wiki:toc max_depth="3"/>
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== Functions for creating gears ==
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=== `AddGear(x, y, gearType, state, dx, dy, timer)` ===
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This creates a new gear at position x,y (measured from top left) of kind `gearType` (see [GearTypes Gear Types]).  Gears are dynamic objects or events in the world that affect the gameplay, including hedgehogs, projectiles, weapons, land objects, active utilities and a few more esoteric things.
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The initial velocities are `dx` and `dy`. All arguments are numbers. The function returns the `uid` of the gear created. Gears can have multple states at once: `state` is a bitmask, the flag variables can be found in [States].
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Example:
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<code language="lua">    local gear = AddGear(0, 0, gtTarget, 0, 0, 0, 0)
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    FindPlace(gear, true, 0, LAND_WIDTH)</code>
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=== `AddVisualGear(x, y, visualGearType, state, critical [, layer])` ===
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This attempts to create a new visual gear at position x,y (measured from top left) of kind `visualGearType` (see [VisualGearTypes Visual Gear Types]).  Visual gears are decorational objects which are usually used for purely decorational graphical effects.  They have no effect on gameplay.  Visual gears are not the same as gears, but they share some similarities.
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The function returns the `uid` of the visual gear created or `nil` if creation failed.  There is no guarantee that a visual gear will spawn.  *IMPORTANT: Do not rely on visual gears to spawn*. *Always* be prepared for this function to return `nil`.
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Set `critical` to `true` if the visual gear is crucial to gameplay and must always be spawned when in-game.  Use `false` if it is just an effect or eye-candy, and its creation can be skipped when in fast-forward mode (such as when joining a room).
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You can set an optional `layer` to specify which visual gears get drawn on top.
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Most visual gears delete themselves eventually.
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*NOTE:* Visual gears *must* only be used for decorational/informational/rendering purposes. *Never* use the visual gear's internal state to manipulate anything gameplay-related. Visual gears are not safe for reliable storage and using them as that would lead to strange bugs.
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*NOTE:* Since 0.9.25, visual gears will never spawn when Hedgewars is run in a testing mode (i.e. not as the real game), so don't rely for visual gears to spawn even if they're critical.
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Example:
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<code language="lua">  -- adds an non-critical explosion at position 1000,1000. Returns 0 if it was not created.
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    local vgear = AddVisualGear(1000, 1000, vgtExplosion, 0, false) 
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</code>
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=== `AddHog(hogname, botlevel, health, hat)` ===
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Adds a new hedgehog for current team (last created one with the `AddTeam` function), with a bot level, an initial health and a hat.
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`botlevel` ranges from `0` to `5`, where `0` denotes a human player and `1` to `5` denote the skill level of a bot, where `1` is strongest and `5` is the weakest. Note that this is the reverse order of how the bot level is displayed in the game. Note that mixing human-controlled and computer-controlled hedgehogs in the same team is not permitted, but it is permitted to use different computer difficulty levels in the same team.
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Returns the gear ID.
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*Warning*: This only works in singleplayer mode (e.g. missions). Also, Hedgewars only supports up to 64 hedgehogs in a game.
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Example:
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<code language="lua">    local player = AddHog("HH 1", 0, 100, "NoHat") -- botlevel 0 means human player
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    SetGearPosition(player, 1500, 1000)
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    -- hint: If you don't call `SetGearPosition`, the hog spawns randomly</code>
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=== `AddMissionHog(health)` (0.9.25) ===
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Add a hedgehog for the current team, using the player-chosen team identity when playing in singleplayer missions. The “current team” is the last team that was added with `AddMissionTeam` or `AddTeam`.
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The name and hat match the player's team definition. The hog is also always player-controlled.
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Examples:
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<code language="lua">-- Add player team with 3 hogs
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AddMissionTeam(-1)
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AddMissionHog(100)
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AddMissionHog(100)
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AddMissionHog(100)</code>
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<code language="lua">-- You can also mix mission hogs with “hardcoded” hogs.
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-- This adds a player team with 2 hogs taken from the player team and 1 hog with a hardcoded name, botlevel and hat.
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AddMissionTeam(-2)
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AddMissionHog(100)
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AddMissionHog(100)
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AddHog("My Hardcoded Hog", 0, 100, "NoHat")
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</code>
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=== `SpawnHealthCrate(x, y, [, health])` ===
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Spawns a health crate at the specified position. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). Set `health` for the initial health contained in the health crate. If not set, the default health (`HealthCaseAmount`) is used. Do not use a negative value for `health`.
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=== `SpawnSupplyCrate(x, y, ammoType [, amount])` (0.9.24) ===
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Spawns an ammo or utility crate at the specified position with the given ammo type and an optional amount (default: 1). The crate type is chosen automatically based on the ammo type.
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Otherwise, this function behaves like `SpawnAmmoCrate`.
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=== `SpawnAmmoCrate(x, y, ammoType [, amount])` ===
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Spawns an ammo crate at the specified position with content of `ammoType` (see [AmmoTypes Ammo Types]). Any `ammoType` is permitted, an ammo crate is spawned even if the ammo is normally defined as an utility.
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If `ammoType` is set to `amNothing`, a random weapon (out of the available weapons from the weapon scheme) will be selected. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). The `amount` parameter specifies the amount of ammo contained in the crate. If `amount` is `nil` or `0`, the value set by `SetAmmo` is used, or if `SetAmmo` has not been used, it falls back to the weapon scheme's value. If `amount` is equal to or greater than `AMMO_INFINITE`, the amount is infinite.
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Note that in Lua missions, the default number of ammo in crates is 0, so it has to be set to at least 1 with `SetAmmo` first, see the example:
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Example:
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<code language="lua">    SetAmmo(amGrenade, 0, 0, 0, 1) -- grenade ammo crates now contain 1 grenade each
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    SpawnAmmoCrate(0, 0, amGrenade) -- spawn grenade ammo crate at random position</code>
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=== `SpawnUtilityCrate(x, y, ammoType [, amount])` ===
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Spawns an utility crate with some ammo at the specified position. The function behaves almost like `SpawnAmmoCrate`, the differences are 1) the crate looks different and 2) if `ammoType` is set to `amNothing`, a random utility out of the set of available utilities from the weapon scheme is chosen as content.
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Example:
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<code language="lua">    SetAmmo(amLaserSight, 0, 0, 0, 1)
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    SpawnUtilityCrate(0, 0, amLaserSight)</code>
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=== `SpawnFakeAmmoCrate(x, y, explode, poison) ` ===
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Spawns a crate at the specified coordinates which looks exactly like a real ammo crate but contains not any ammo. It can be use useful for scripted events or to create a trap. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land).
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`explode` and `poison` are booleans.
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If `explode` is `true`, the crate will explode when collected.
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If `poison` is `true`, the collector will be poisoned.
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Example:
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<code language="lua">SpawnFakeAmmoCrate(500, 432, false, false) -- Spawns a fake ammo crate at the coordinates (500, 434) without explosion and poison.
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</code>
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=== `SpawnFakeHealthCrate(x, y, explode, poison) ` ===
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Same as `SpawnFakeAmmoCrate`, except the crate will look like a health crate.
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=== `SpawnFakeUtilityCrate(x, y, explode, poison) ` ===
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Same as `SpawnFakeAmmoCrate`, except the crate will look like an utility crate.
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== Functions to get gear properties ==
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=== `GetGearType(gearUid)` ===
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This function returns the [GearTypes gear type] for the specified gear, if it exists.  If it doesn't exist, `nil` is returned.
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=== `GetVisualGearType(vgUid)` (0.9.23) ===
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This function returns the [VisualGearTypes visual gear type] for the specified visual gear, if it exists.  If it doesn't exist, `nil` is returned.
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=== `GetGearPosition(gearUid)` ===
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Returns x,y coordinates for the specified gear. Not to be confused with `GetGearPos`.
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=== `GetGearCollisionMask(gearUid)` ===
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Returns the current collision mask of the given gear. See `SetGearCollisionMask` for an explanation of the mask.
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=== `GetGearRadius(gearUid)` ===
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Returns the `Radius` value for the specified gear. For most [GearTypes gear types] for “projectile” gears (like `gtShell` or `gtGrenade`), the radius refers to the gear's collision radius. This is an invisible circle around the center of the gear which is used for the collision checks. For a few gear types, its radius means something different, see [GearTypes] for a full list.
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To set the `Radius` value, use `SetGearValues`.
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=== `GetGearVelocity(gearUid)` ===
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Returns a tuple of dx,dy values for the specified gear.
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=== `GetFlightTime(gearUid)` ===
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Returns the `FlightTime` of the specified gear. The `FlightTime` is a gear varialbe used to store a general time interval. The precise meaning of the `FlightTime` depends on the gear type.
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For example: The `FlightTime` of a hedgehog (`gtHedgehog`) is the time since they last have stood on solid ground. For most projectile gear types (i.e. `gtShell`), it stores the time after it has been launched.
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=== `GetGearElasticity(gearUid) ` ===
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Returns the elasticity of the specified gear. The elasticity normally determines how strong the gear will bounce after collisions, where higher elasticity is for stronger bounces.
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This is also useful for determining if a hog is on a rope or not. If a hog is attached to a rope, or is busy firing one, the elasticity of the rope will be a non-zero number.
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=== `GetGearFriction(gearUid) ` ===
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Returns the friction of the specified gear. The friction normally determines how well the gear will slide on terrain. Higher values are for increased sliding properties.
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=== `GetHogClan(gearUid)` ===
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Returns the clan ID of the specified hedgehog gear.
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=== `GetHogTeamName(gearUid)` ===
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Returns the name of the specified gear’s team. `gearUid` can be a hedgehog or a grave.
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=== `GetHogName(gearUid)` ===
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Returns the name of the specified hedgehog gear.
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=== `IsHogHidden(gearUid)` (0.9.25) ===
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Returns true if hedgehog gear is hidden (e.g. via `HideHog` or the !TimeBox), false if it isn't, nil if that hedgehog never existed.
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=== `GetEffect(gearUid, effect)` ===
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Returns the state of given effect for the given hedgehog gear.
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See `SetEffect` for further details.
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=== `GetHogHat(gearUid)` ===
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Returns the hat of the specified hedgehog gear.
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=== `GetHogFlag(gearUid)` ===
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Returns the name of the flag of the team of the specified hedgehog gear.
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=== `GetHogFort(gearUid)` (0.9.23) ===
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Returns the name of the fort of the team of the specified hedgehog gear.
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=== `GetHogGrave(gearUid)` ===
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Returns the name of the grave of the team of the specified hedgehog gear.
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=== `GetHogVoicepack(gearUid)` ===
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Returns the name of the voicepack of the team of the specified hedgehog gear.
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=== `GetAmmoCount(gearUid, ammoType)` ===
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Returns the ammo count of the specified ammo type for the specified hedgehog gear. If infinite, returns `AMMO_INFINITE`.
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=== `GetAmmoTimer(gearUid, ammoType)` (0.9.25) ===
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Returns the currently configured ammo timer (in milliseconds) for the given hedgehog gear and specified ammo type. This is the timer which is set by the player by using the timer keys (1-5). For ammo types for which the timer cannot be changed, `nil` is returned.
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Example:
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<code lang="lua">GetAmmoTimer(CurrentHedgehog, amGrenade)
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-- May return 1000, 2000, 3000, 4000 or 5000</code>
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=== `IsHogLocal(gearUid)` (0.9.23) ===
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Returns `true` if the specified hedgehog gear is controlled by a human player on the computer on which Hedgewars runs on (i.e. not over a computer over the network). Also returns `true` if the hog is a member of any of the local clans. Returns `false` otherwise. Returns `nil` if `gearUid` is invalid.
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This is perfect to hide certain captions like weapon messages from enemy eyes.
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=== `GetGearTarget(gearUid, x, y) ` ===
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Returns the x and y coordinate of target-based weapons/utilities. 
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<b>Note:</b>: This can’t be used in `onGearAdd()` but must be called after gear creation. 
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=== `GetX(gearUid)` ===
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Returns x coordinate of the gear.
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=== `GetY(gearUid)` ===
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Returns y coordinate of the gear.
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=== `GetState(gearUid)` ===
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Returns the state of the gear. The gear state is a bitmask which is built out of the variables as shown in [States].
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This function is usually used in combination with `band` to extract the truth value of a single flag. It is also used together with `SetState` and `bor` in order to activate a single flag.
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Examples:
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<code language="lua">
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local state = GetState(gear)
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--[[ Stores the full raw bitmask of gear in state. Usually
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useless on its own. ]]
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</code>
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<code language="lua">
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isDrowning = band(GetState(CurrentHedgehog),gstDrowning) ~= 0
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--[[ GetState(CurrentHedgehog) returns the state bitmask of
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CurrentHedgehog, gstDrowning is a bitmask where only the
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“drowning” bit is set. band does a bitwise AND on both, if
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it returns a non-zero value, the hedgehog is drowning.]]
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</code>
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<code language="lua">
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SetState(CurrentHedgehog, bor(GetState(CurrentHedgehog), gstInvisible))
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--[[ first the state bitmask of CurrentHedgehog is bitwise ORed with
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the gstInvisible flag, thus making the bit responsible for
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invisiblity to become 1. Then the new bitmask is applied to
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CurrentHedgehog, thus making it invisible.]]
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</code>
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=== `GetGearMessage(gearUid)` ===
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Returns the message of the gear. This is a bitmask built out of flags seen in [GearMessages].
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=== `GetTag(gearUid)` ===
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Returns the tag of the specified gear (by `gearUid`). 
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The `Tag` of a gear is just another arbitrary variable to hold the gear's state. The meaning of a tag depends on the gear type. For example, for `gtBall` gears, it specifies the ball color, for `gtAirAttack` gears (airplane) it specifies the direction of the plane, etc. See [GearTypes] for a full list. The returned value will be an integer.
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Note that the word “tag” here does _not_ refer to the name and health tags you see above hedgehogs, this is something different. 
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<code language="lua">
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-- This adds a ball (the one from the ballgun) at (123, 456):
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ball = AddGear(123, 456, gtBall, 0, 0, 0, 0)
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-- The tag of a ball defines its color. It will automatically chosen at random when created.
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colorTag = GetTag(ball)
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-- Now colorTag stores the tag of ball (in this case a number denoting its color)
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</code>
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The meaning of tags are described in [GearTypes].
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=== `GetFollowGear()` ===
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Returns the uid of the gear that is currently being followed.
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=== `GetTimer(gearUid)` ===
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Returns the timer of the gear. This is for example the time it takes for watermelon, mine, etc. to explode. This is also the time used to specify the blowtorch or RC plane time. See [GearTypes] for a full list.
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=== `GetHealth(gearUid)` ===
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Returns the health of the gear. Depending on the gear type, the gear's “health” can also refer to other things, see [GearTypes] for a full list.
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=== `GetHogLevel(gearUid)` ===
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Returns the bot level ranging from `0` to `5`. `1` is the strongest bot level and `5` is the weakest one (this is the reverse of what players see). `0` is for human player.
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=== `GetGearPos(gearUid)` ===
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Get the `Pos` value of the specified gear. `Pos` is just another arbitrary value to hold the state of the gear, such as `Tag` and `Health`, the meaning depends on the gear type. See [GearTypes] for the conrete meaning of a gear's `Pos` value. 
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*Important*: Pos is *not* related to the gear's position, use `GetGearPosition` for that.
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=== `GetGearValues(gearUid)` ===
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This returns a bunch of values associated with the gear, their meaning is often depending on the gear type and many values might be unused for certain gear types.
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This is returned (all variables are integers):
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`Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, nImpactSounds, Tint, Damage, Boom`
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A rough description of some of the parameters:
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 * `Radius`: Effect or collision radius, most of the time
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 * `ImpactSound`: Sound it makes on a collision (see [Sounds])
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 * `Tint`: Used by some gear types to determine its colorization. The color is in RGBA format.
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 * `Boom`: Used by most gears to determine the damage dealt.
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Example:
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<code language="lua">
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-- Get all values in a single line of code:
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local Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, nImpactSounds, Tint, Damage, Boom, Scale = GetGearValues(myGear)
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</code>
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=== `GetVisualGearValues(vgUid)` ===
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This returns the typically set visual gear values for the specified visual gear `vgUid`, useful if manipulating things like smoke, bubbles or circles. On success, it returns the following values:
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`X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint, Scale`
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The meaning of these values is the same as in `SetVisualGearValues`.
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If the visual gear does not exist, `nil` is returned. Always check the result for `nil` before you plug in the values anywhere.
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Most visual gears require little to no modification of parameters.
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Example:
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<code language="lua">-- Return visual gear values
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local X, Y, dX, dY, Angle, Frame, FrameTicks, State, Timer, Tint, Scale = GetVisualGearValues(vgUid)
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</code>
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== Functions to change position and velocity ==
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=== `SetGearPosition(gearUid, x, y)` ===
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Places the specified gear exactly at the position (`x`,`y`). Not to be confused with `SetGearPos`.
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=== `SetGearVelocity(gearUid, dx, dy)` ===
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Gives the specified gear the velocity of `dx`, `dy`.
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=== `CopyPV(gearUid, gearUid)` ===
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This sets the position and velocity of the second gear to the first one.
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=== `FindPlace(gearUid, fall, left, right[, tryHarder])` ===
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Finds a place for the specified gear between x=`left` and x=`right` and places it there. `tryHarder` is optional, setting it to `true`/`false` will determine whether the engine attempts to make additional passes, even attempting to place gears on top of each other.
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Example:
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<code language="lua">    gear = AddGear(...)
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    FindPlace(gear, true, 0, LAND_WIDTH) -- places the gear randomly between 0 and LAND_WIDTH</code>
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== Functions to modify gears ==
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=== `SetGearValues(gearUid, Angle, Power, WDTimer, Radius, Density, Karma, DirAngle, AdvBounce, ImpactSound, ImpactSounds, Tint, Damage, Boom)` ===
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Sets various gear value for the specified gear (`gearUid`). The meaining of each value often depends on the gear type. See the documentation on !GetGearValues for a brief description of the gear values. If `gearUid` is invalid or the gear does not exist, nothing happens.
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Set `nil` for each value you do not want to change.
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Example:
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<code language="lua">
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-- Paints all RC planes into a white color
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function onGearAdd(gear)
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    if GetGearType(gear) == gtRCPlane then
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         SetGearValues(gear, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFFFFFFFF)
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    end
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end
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</code>
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=== `SetVisualGearValues(vgUid, X, Y, dX, dY, Angle, Frame, !FrameTicks, State, Timer, Tint, Scale)` ===
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This allows manipulation of the internal state of the visual gear `vgUid`. If `vgUid` is invalid or the `vgUid` does not refer to an existing visual gear, the function does nothing. Thus, you can safely call this function even if you are not sure if the visual gear actually exists.
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All visual gear values are numbers. Each visual gear may be using these parameters differently, but the *usual* meaning of these is the following:
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 * `X`, `Y`: Position
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 * `dX`, `dY`: Speed along the X and Y axis
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 * `Angle`: Current rotation
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 * `Frame`: Image frame, if using a sprite sheet
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 * `FrameTicks` is usually an animation counter
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 * `State`: Helper value to save some internal state
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 * `Timer`: Time in milliseconds until it expires
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 * `Tint`: RGBA color
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 * `Scale` is a scale factor (not used by all visual gears)
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Some visual gears interpret these values differently, just like normal gears. See [VisualGearTypes] for details.  Also, most visual gears are not using all possible values, while some values are just ignored.
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Note that most visual gears require little to no modification of their values.
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*NOTE*: *Never* use the visual gear's internal state to manipulate/store anything gameplay-related.  Visual gears are not safe for reliable storage and using them as that would lead to strange bugs.
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Example 1:
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<code language="lua">  -- set a circle to position 1000,1000 pulsing from opacity 20 to 200 (8%-78%), radius of 50, 3px thickness, bright red.
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    SetVisualGearValues(circleUid, 1000,1000, 20, 200, 0, 0, 100, 50, 3, 0xff0000ff)</code>
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Only the first argument is required. Everything else is optional. Any such argument which is declared as `nil` will not overwrite the corresponding value of the visual gear.
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Example 2:
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<code language="lua">  -- set a visual gear to position 1000,1000
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    SetVisualGearValues(circleUid, 1000, 1000)</code>
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<code language="lua">  -- set the tint of a visual gear to bright red.
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    SetVisualGearValues(circleUid, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xff0000ff)</code>
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=== `SetGearCollisionMask(gearUid, mask)` ===
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Set the collision mask of the given gear with `gearUid`.
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The collision mask defines with which gears and terrain types the gear can collide.
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`mask` is a number between `0x0000` and `0xFFFF` and used as a bitfield, which means you can combine these flags with `bor`. These are the available flags:
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|| *Identifier* || *Collision with …* ||
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|| `lfLandMask` || Terrain ||
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|| `lfCurHogCrate` || Current hedgehog, and crates ||
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|| `lfHHMask` || Any hedgehogs ||
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|| `lfNotHHObjMask` || Objects, not hogs (e.g. mines, explosives) ||
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|| `lfAllObjMask` || Hedgehogs and objects ||
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Beware, the collision mask is often set by the engine as well.
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Examples:
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<code language="lua">SetGearCollisionMask(gear, bnot(lfCurHogCrate))
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-- Ignore collision with current hedgehog</code>
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<code language="lua">SetGearCollisionMask(gear, 0xFFFF)
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-- Collide with everything</code>
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<code language="lua">SetGearCollisionMask(gear, lfAllObjMask)
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-- Collide with hedgehogs and objects</code>
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<code language="lua">SetGearCollisionMask(gear, 0x0000)
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-- Collide with nothing</code>
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There are actual more flags availbable, but they are not as useful for use in Lua and their constants have not been exposed to Lua. You can find the full range of flags in the engine source code (in Pascal):
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[https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uConsts.pas#l112]
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=== `SetFlightTime(gearUid, flighttime)` ===
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Sets the `FlightTime` of the given gear to `flighttime`. The meaning of `FlightTime` is explained in the section `GetFlightTime`.
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=== `SetGearElasticity(gearUid, Elasticity) ` ===
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Sets the elasticity of the specified gear. For most gears, the elasticity determines how strong the gear will bounce after collisions, where higher elasticity is for stronger bounces. Recommended are values between `0` and `9999`.
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=== `SetGearFriction(gearUid, Friction) ` ===
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Sets the friction of the specified gear. The friction normally determines how well the gear will slide on terrain. Higher values are for increased sliding properties. `0` is for no sliding whatsoever, where `9999` is for very long slides, greater values are not recommended.
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=== `SetHealth(gearUid, health)` ===
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Sets the health of the specified gear. The “health” of a gear can refer to many things, depending on the gear type.
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*Hint*: If you like to increase the health of a hedgehog with nice visual effects, consider using `HealHog` instead.
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Use cases:
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  * Setting the health of a hedgehog (`gtHedgehog`) to 99
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  * Starting the RC Plane (`gtRCPlane`) with 10 bombs
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  * Starting flying saucer (`gtJetpack`) with only 50% fuel
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  * Setting all the mines (`gtMine`) to duds
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  * And more!
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See [GearTypes] for a full description.
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<code language="lua">    function onGearAdd(gear)
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       if (GetGearType(gear) == gtHedgehog) then
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            -- Set hedgehog health to 99
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            SetHealth(gear, 99)
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       end
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       if (GetGearType(gear) == gtRCPlaane) then
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            -- Give the plane 10 bombs
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            SetHealth(gear, 10)
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       end
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       if (GetGearType(gear) == gtJetpack) then
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            -- Set fuel to 50% only
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            SetHealth(gear, 1000)
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       end
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       if (GetGearType(gear) == gtMine) then
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            -- Turn mine into dud
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            SetHealth(gear, 0)
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       end
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    end</code>
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   456
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   457
=== `HealHog(gearUid, healthBoost[, showMessage[, tint]])` (0.9.24) ===
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   458
Convenience function to increase the health of a hedgehog with default visual effects.
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diff changeset
   459
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   460
Specifically, this increases the health of the hedgehog gear with the given ID `gearUid` by `healthBoost`, displays some healing particles at the hedgehog and shows the health increae as a message. This is similar to the behavour after taking a health crate, or getting a health boost from vampirism.
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diff changeset
   461
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diff changeset
   462
If `showMessage` is false, no message is shown. With `tint` you can set the RGBA color of the particles (default: `0x00FF00FF`).
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   463
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diff changeset
   464
This function does not affect the poison state, however (see `SetEffect`).
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diff changeset
   465
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   466
=== `SetEffect(gearUid, effect, effectState)` ===
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   467
Sets the state for one of the effects `heInvulnerable, heResurrectable, hePoisoned, heResurrected, heFrozen` for the specified hedgehog gear.
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   468
A value of 0 usually means the effect is disabled, values other than that indicate that it is enabled and in some cases specify e.g. the remaining time of that effect.
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diff changeset
   469
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   470
|| *`effect`* || *Description* || *`effectState`* ||
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   471
|| `heInvulnerable` || Wether hog is invulnerable || Any non-zero value turns on invulnerability. `0` turns it off. ||
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diff changeset
   472
|| `hePoisoned` || Poison damage, damages hog each turn. || Amount of damage per turn. Use `0` to disable poisoning. ||
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diff changeset
   473
|| `heResurrectable` || Whether to resurrect the hog on death || With a non-zero value, the hedgehog will be resurrected and teleported to a random location on death. `0` disables this. ||
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diff changeset
   474
|| `heResurrected` || Whether the hedgehog has been resurrected once. This is only a subtle graphical effect. || With a non-zero value, the hedgehog was resurrected, `0` otherwise. ||
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   475
|| `heFrozen` || Freeze level. Frozen hedgehogs skip turn, are heavy and take half damage || The hog is considered frozen if the value is `256` or higher, otherwise not. A number of `256` or higher denotes “how frozen” the hedgehog is, i.e. how long it takes to melt. The freezer sets this to `199999` initially. The value will be reduced by `50000` each round. Being hit by a flame reduces this number by `1000`. The values `0` to `255` are used for the freeze/melt animations. ||
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diff changeset
   476
|| `heArtillery` || If enabled, the hedgehog can't walk (since 0.9.24). || `0` = disabled. `1` = permanently enabled. `2` = temporarily enabled (used by sniper rifle between shots) ||
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parents:
diff changeset
   477
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
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diff changeset
   478
Example (sets all bots poisoned with poison damage of 1):
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parents:
diff changeset
   479
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diff changeset
   480
<code language="lua">    function onGearAdd(gear)
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diff changeset
   481
        if (GetGearType(gear) == gtHedgehog) and (GetHogLevel(gear) > 0) then
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diff changeset
   482
            SetEffect(gear, hePoisoned, 1)
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diff changeset
   483
        end
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   484
    end</code>
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diff changeset
   485
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   486
=== `SetHogName(gearUid, name)` ===
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   487
Sets the name of the specified hedgehog gear.
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diff changeset
   488
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   489
=== `SetHogTeamName(gearUid, name)` ===
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parents:
diff changeset
   490
Sets the team name of the specified gear. The gear can be a hedgehog or grave.
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parents:
diff changeset
   491
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   492
=== `SetHogHat(gearUid, hat)` ===
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   493
Sets the hat of the specified hedgehog gear.
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diff changeset
   494
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   495
=== `HogTurnLeft(gearUid, boolean)` ===
1783
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   496
Faces the specified hog left or right.
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diff changeset
   497
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   498
Example:
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diff changeset
   499
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diff changeset
   500
<code language="lua">    HogTurnLeft(CurrentHedgehog, true) -- turns CurrentHedgehog left 
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diff changeset
   501
    HogTurnLeft(CurrentHedgehog, false) -- turns CurrentHedgehog right</code>
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diff changeset
   502
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   503
=== `SetGearTarget(gearUid, x, y)` ===
1749
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parents:
diff changeset
   504
Sets the x and y coordinate of target-based weapons/utilities.
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parents:
diff changeset
   505
*Note*: This can’t be used in onGearAdd() but must be called after gear creation.
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parents:
diff changeset
   506
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   507
=== `SetState(gearUid, state)` ===
1749
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parents:
diff changeset
   508
Sets the state of the specified gear to the specified `state`. This is a bitmask made out of the variables as seen in [States].
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Wuzzy <almikes@aol.com>
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diff changeset
   509
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   510
This function is often used together with `GetState` and the bitmask utility functions `band` and `bnot` in order to manipulate a single flag.
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parents:
diff changeset
   511
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parents:
diff changeset
   512
Examples:
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parents:
diff changeset
   513
<code language="lua">
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   514
SetState(CurrentHedgehog, bor(GetState(CurrentHedgehog), gstInvisible))
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   515
--[[ first the state bitmask of CurrentHedgehog is bitwise ORed with
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   516
the gstInvisible flag, thus making the bit responsible for
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   517
invisiblity to become 1. Then the new bitmask is applied to
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   518
CurrentHedgehog, thus making it invisible. ]]
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   519
</code>
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
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parents:
diff changeset
   520
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   521
<code language="lua">
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   522
SetState(CurrentHedgehog, band(GetState(CurrentHedgehog), bnot(gstInvisible)))
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   523
--[[ The reverse of the above: This function toggles CurrentHedgehog’s
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   524
gstInvisible flag off, thus making it visible again. ]]
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   525
</code>
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   526
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parents: 1784
diff changeset
   527
=== `SetGearMessage(gearUid, message)` ===
1749
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   528
Sets the gear messages of the specified gear. `message` is a bitmask built out of flags seen in [GearMessages].
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parents:
diff changeset
   529
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95f3d64144bd LuaGears: Replace <tt> with `
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diff changeset
   530
=== `SetTag(gearUid, tag)` ===
1749
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   531
Sets the `Tag` value of the specified gear (by `gearUid`). The `Tag` value of a gear is simply an extra variable to modify misc. things. The meaning of a tag depends on the gear type. For example, for `gtBall` gears, it specifies the ball color, for `gtAirAttack` gears (airplane) it specifies the direction of the plane, etc. See [GearTypes] for a full list. `tag` has to be an integer.
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
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parents:
diff changeset
   532
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
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parents:
diff changeset
   533
Note that the word “tag” here does _not_ refer to the name and health tags you see above hedgehogs, this is something different. 
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parents:
diff changeset
   534
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parents:
diff changeset
   535
<code language="lua">
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   536
-- This adds a ball (the one from the ballgun) at (123, 456):
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   537
ball = AddGear(123, 456, gtBall, 0, 0, 0, 0)
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   538
-- This sets the tag of the gear. For gtBall, the tag specified the color. “8” is the color white.
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   539
SetTag(ball, 8) -- 
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   540
</code>
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   541
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   542
The meaning of tags are described in [GearTypes].
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
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parents:
diff changeset
   543
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95f3d64144bd LuaGears: Replace <tt> with `
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parents: 1784
diff changeset
   544
=== `SetTimer(gearUid, timer)` ===
1749
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parents:
diff changeset
   545
Sets the timer of the specified gear. Also see `GetTimer`.
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parents:
diff changeset
   546
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95f3d64144bd LuaGears: Replace <tt> with `
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parents: 1784
diff changeset
   547
=== `SetHogLevel(gearUid, level)` ===
1749
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   548
Sets the bot level from 0 to 5. `1` is the strongest bot level and `5` is the weakest one (this is the reverse of what players see). `0` means human player.
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   549
1785
95f3d64144bd LuaGears: Replace <tt> with `
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parents: 1784
diff changeset
   550
=== `SetGearAIHints(gearUid, aiHint)` ===
1749
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   551
Set some behaviour hints for computer-controlled hedgehogs for any given gear with `gearUid`.
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   552
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   553
Set `aiHint` to either of:
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   554
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   555
 * `aihUsualProcessing`: AI hogs treat this gear the usual way. This is the default.
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   556
 * `aihDoesntMatter`: AI hogs don't bother attacking this gear intentionally.
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   557
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   558
Example:
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   559
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   560
<code language="lua">
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   561
SetGearAIHints(uselessHog, aihDoesntMatter)
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   562
-- This makes AI hogs stop caring about attacking uselessHog</code>
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   563
1785
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parents: 1784
diff changeset
   564
=== `SetGearPos(gearUid, value)` ===
1749
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Wuzzy <almikes@aol.com>
parents:
diff changeset
   565
Sets the `Pos` value (not the position!) of the specified gear to specified value. See `GetGearPos` for more information.
91756d20ce3e Separate core Lua stuff into new Lua pages for better maintainability. Main LuaAPI page not touched yet
Wuzzy <almikes@aol.com>
parents:
diff changeset
   566
1785
95f3d64144bd LuaGears: Replace <tt> with `
Wuzzy
parents: 1784
diff changeset
   567
=== `HideHog(gearUid)` ===
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   568
Removes a hedgehog from the map. The hidden hedgehog can be restored with `RestoreHog(gearUid)`. Since 0.9.23, returns `true` on success and `false` on failure (if gear does not exist / hog is already hidden).
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diff changeset
   569
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diff changeset
   570
Example: 
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   571
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   572
<code language="lua">    gear = AddGear(...)
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   573
     HideHog(gear) -- Hide the newly created gear.</code>
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diff changeset
   574
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   575
=== `RestoreHog(gearUid)` ===
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   576
Restores a previously hidden hedgehog.  Nothing happens if the hedgehog does not exist or is not hidden.
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diff changeset
   577
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diff changeset
   578
Example: 
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diff changeset
   579
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diff changeset
   580
<code language="lua">    gear = AddGear(...)
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   581
     HideHog(gear) -- Hide the newly created gear.
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   582
     RestoreHog(gear) -- Restore the newly hidden gear.</code>
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diff changeset
   583
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   584
== Functions for gear actions ==
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   585
=== `HogSay(gearUid, text, manner [,vgState])` ===
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   586
Makes the specified gear say, think, or shout some text in a comic-style speech or thought bubble. `gearUid` is _not_ limited to hedgehogs, altough the function name suggests otherwise.
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diff changeset
   587
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   588
The `manner` parameter specifies the type of the bubble and can have one of these values:
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diff changeset
   589
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   590
|| *Value of `manner`* || *Looks* ||
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   591
|| `SAY_THINK` || Thought bubble ||
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   592
|| `SAY_SAY` || Speech bubble ||
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   593
|| `SAY_SHOUT` || Exclamatory bubble (denotes shouting) ||
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   594
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   595
There is a optional 4th parameter `vgState`, it defines wheather the speechbubble is drawn fully opaque or semi-transparent. The value `0` is the default value.
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   596
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   597
|| *Value of `vgState`* || *Effect* ||
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   598
|| `0` || If the specified gear is a hedgehog, and it’s the turn of the hedgehog’s team, the bubble is drawn fully opaque.<br>If the gear is a hedgehog, and it’s another team’s turn, the bubble is drawn translucent.<br>If the gear is not a hedgehog, the bubble is drawn fully opaque. ||
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   599
|| `1` || The bubble is drawn translucent. ||
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   600
|| `2` || The bubble is drawn fully opaque. ||
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diff changeset
   601
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diff changeset
   602
Examples:
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diff changeset
   603
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   604
<code language="lua">HogSay(CurrentHedgehog, "I wonder what to do …", SAY_THINK) -- thought bubble with text “I wonder what to do …”</code>
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   605
<code language="lua">HogSay(CurrentHedgehog, "I'm hungry.", SAY_SAY) -- speech bubble with text “I’m hungry.”</code>
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   606
<code language="lua">HogSay(CurrentHedgehog, "I smell CAKE!", SAY_SHOUT) -- exclamatory bubble with text “I smell CAKE!”</code>
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   607
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   608
=== `FollowGear(gearUid)` ===
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   609
Makes the game client follow the specifiec gear (if it exists). Does not work for visual gears.
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diff changeset
   610
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   611
== Functions to delete gears ==
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   612
=== `DeleteGear(gearUid)` ===
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   613
Deletes a gear.  If the specified gear did not exist, nothing happens.
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   614
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diff changeset
   615
Example:
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diff changeset
   616
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diff changeset
   617
<code language="lua">    gear = AddGear(...)
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   618
    DeleteGear(gear) -- Delete the newly created gear.</code>
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   619
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   620
=== `DeleteVisualGear(vgUid)` ===
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   621
Deletes a visual gear.  If it does not exist, nothing happens. 
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   622
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   623
Note, most visual gears delete themselves after a while.
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   624
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diff changeset
   625
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diff changeset
   626
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   627
Example:
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   628
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   629
<code language="lua">    vgear = AddVisualGear(...)
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   630
    DeleteVisualGear(vgear) -- Delete the newly created visual gear.</code>