msw-ai-tf/maplestory-worlds-creator-docs huggingface dataset:
PortalComponent

Sets the movement between Portals. You can move from one Portal to another.

# Properties

[{"index":"Vector2 BoxOffset (Sync)","0":"Sets the center point position of the collider rectangle based on Entity."}]

[{"index":"Vector2 BoxSize (Sync)","0":"Specifies the width and height of the collider rectangle."}]

[{"index":"CollisionGroup CollisionGroup (ReadOnly) (HideFromInspector)","0":"Collision group in Portal."}]

[{"index":"boolean IsLegacy (ReadOnly)","0":"Sets whether this Component will operate with the previous system. In the new system, the Collider is affected by TransformComponent's rotation and size."}]

[{"index":"EntityRef PortalEntityRef","0":"Sets a destination portal. Only an entity that has PortalComponent can be set as a destination."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"PortalUseEvent","0":"This event occurs when a player uses a portal."}]

# Examples

Place at least 3 portals on the map. Adding component to portal will randomly change the connected portal every second.
    
    
    @Component
    script RandomPortalConnector extends Component
        @ExecSpace("ClientOnly")
        method void OnBeginPlay()
        -- Traverses all Entities in the current map and saves EntityRef of Entities with PortalComponent
        self._T.portalRefList = {}
        local function findAndAddPortal(parent)
        	-- Except itself
        	if parent.PortalComponent ~= nil and parent ~= self.Entity then
        		table.insert(self._T.portalRefList, EntityRef(parent))
        	end
        	if parent.Children ~= nil then
        		for i, k in ipairs(parent.Children) do
        			findAndAddPortal(k)
        		end
        	end
        	end
    
        findAndAddPortal(self.Entity.CurrentMap)
    
        -- Returns if there is no other portal except itself
        if #self._T.portalRefList < 1 then
        	return
        end
    
        -- Sets the timer that randomly changes the connected portal every second.
        _TimerService:SetTimerRepeat(function()
        	self.Entity.PortalComponent.PortalEntityRef = self._T.portalRefList[_UtilLogic:RandomIntegerRange(1, #self._T.portalRefList)]
        end, 1)
        end
    end
    

# SeeAlso

  * math
  * table
  * TimerService
  * [Making a Portal to Move to Another Location](/docs?postId=90)
AvatarRendererComponent

Renders an avatar-format Entity.

# Properties

[{"index":"boolean IgnoreMapLayerCheck (Sync)","0":"Doesn't perform automatic replace when designating the Map Layer name into SortingLayer."}]

[{"index":"string MaterialId (Sync)","0":"Specifies the Id of the material to be applied to the renderer."}]

[{"index":"int32 OrderInLayer","0":"Determines the priority within the same layer. A higher number indicates higher priority."}]

[{"index":"float PlayRate (Sync)","0":"Control the speed of the avatar's animation."}]

[{"index":"boolean ShowDefaultWeaponEffects (Sync)","0":"Sets up a weapon's default effect animation and basic sounds."}]

[{"index":"string SortingLayer (Sync)","0":"Sets the Avatar's SortingLayer. When two or more Entities overlap, the display priority is determined according to the Sorting Layer."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

[{"index":"void ChangeMaterial(string materialId)","0":"Replaces the material to be applied to the renderer."}]

[{"index":"Entity GetAvatarRootEntity() (ClientOnly)","0":"Gets the top-level Entity making up the avatar."}]

[{"index":"Entity GetBodyEntity() (ClientOnly)","0":"Gets an Entity corresponding to the avatar's body."}]

[{"index":"Entity GetFaceEntity() (ClientOnly)","0":"Gets an Entity corresponding to the avatar's face."}]

[{"index":"void PlayEmotion(EmotionalType emotionalType, float duration, string targetUserId = nil) (Client)","0":"Plays emotional expressions."}]

[{"index":"void SetAlpha(float alpha, string targetUserId = nil) (Client)","0":"Sets the avatar's Alpha value."}]

[{"index":"void SetAvatarPartColor(MapleAvatarItemCategory category, float r, float g, float b, float a, string targetUserId = nil) (Client)","0":"Sets the color values of the parts corresponding to the avatar's category. Uses RGB values."}]

[{"index":"void SetColor(float r, float g, float b, float a, string targetUserId = nil) (Client)","0":"Sets the avatar's color value. Uses RGB values."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"OrderInLayerChangedEvent","0":"This event occurs when changing the Component's OrderInLayer."}]

[{"index":"SortingLayerChangedEvent","0":"This event occurs when changing the component's SortingLayer."}]
PhysicsSimulatorComponent

This handles the map’s physics simulation and sets values for overall physics operations.

# Properties

[{"index":"Vector2 Gravity (Sync)","0":"Sets the gravity value for physics calculations."}]

[{"index":"boolean Paused (Sync)","0":"Set whether to pause the physics calculations."}]

[{"index":"Vector2 WorldBounds (Sync) (ReadOnly)","0":"Sets the range for physics calculations. If the entity is out of range, physics calculations will stop. For example, if the value is set to (100, 100), a 200 x 200 rectangular area will be the physics calculations range from the center of the axis (0,0)."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

[{"index":"void SetPositionIteration(int32 count)","0":"Sets the number of repetitions of speed calculations by the physics engine. As the value increases, the physics calculation result will be more elaborate, and more calculation time will be taken. The minimum value is 1 and the maximum value is 300. It does not apply to server operations."}]

[{"index":"void SetVelocityIteration(int32 count)","0":"Sets the number of repetitions of the location calculations by the physics engine. As the value increases, the physics calculation result will be more elaborate, and more calculation time will be taken. The minimum value is 1 and the maximum value is 30. It does not apply to server operations."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Examples

This example shows pausing the physics simulation or changing the gravity settings based on the key pressed.
    
    
    @Component
    script PhysicsControl extends Component
        @ExecSpace("ServerOnly")
        @EventSender("Self")
        handler HandleTriggerEnterEvent(TriggerEnterEvent event)
        --------------- Native Event Sender Info ----------------
        -- Sender: InputService
        -- Space: Client
        ---------------------------------------------------------
    
        -- Parameters
        local inputValue = event.inputValue
        local key = event.key
        ---------------------------------------------------------
        if key == KeyboardKey.P then
        	self.Entity.CurrentMap.PhysicsSimulatorComponent.Paused = not self.Entity.CurrentMap.PhysicsSimulatorComponent.Paused
        elseif key == KeyboardKey.G then
        	self.Entity.CurrentMap.PhysicsSimulatorComponent.Gravity = Vector2(0, 0)
        end
        end
    end
    

# SeeAlso

  * KeyboardKey
  * [Applying Physics to Entities ](/docs?postId=761)
  * [Using Physics](/docs?postId=757)
  * [Using Various Physics Joints](/docs?postId=760)
BaseParticleComponent

This is the parent component of ParticleComponents that make a particle effect.

# Properties

[{"index":"boolean AutoRandomSeed (Sync)","0":"Sets whether to create a new random seed whenever particle emission begins."}]

[{"index":"Color Color (Sync)","0":"Corrects the color of the particles to be rendered."}]

[{"index":"boolean IgnoreMapLayerCheck (Sync)","0":"Does not perform automatic substitution when the Map Layer's name is specified in SortingLayer."}]

[{"index":"boolean IsEmitting (Sync) (ReadOnly) (HideFromInspector)","0":"Indicates whether new particles are being emitted."}]

[{"index":"LitMode LitMode (Sync)","0":"Selects the rendering method that will determine whether materials or objects will be affected by light sources."}]

[{"index":"boolean Loop (Sync)","0":"Set whether to play particles repeatedly."}]

[{"index":"int32 OrderInLayer (Sync)","0":"Determines the priority within the same layer. A higher number indicates higher priority."}]

[{"index":"float ParticleCount (Sync)","0":"Set the number of particles."}]

[{"index":"float ParticleLifeTime (Sync)","0":"Set the particle duration."}]

[{"index":"float ParticleSize (Sync)","0":"Set the particle size."}]

[{"index":"float ParticleSpeed (Sync)","0":"Set the particle speed."}]

[{"index":"boolean PlayOnEnable (Sync)","0":"Set whether to play particles when the particle component is set to Enable."}]

[{"index":"float PlaySpeed (Sync)","0":"Set the play speed of particles."}]

[{"index":"boolean Prewarm (Sync)","0":"If set to Enable, the maximum number of particles is loaded, and the particles play naturally."}]

[{"index":"integer RandomSeed (Sync)","0":"Sets the random seed used to determine creation position, emission direction, speed, etc. when particle is played."}]

[{"index":"string SortingLayer (Sync)","0":"When two or more Entities overlap, the priority is determined by the Sorting Layer."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

[{"index":"void Play()","0":"Play stopped particles."}]

[{"index":"void Stop()","0":"Stop playing particles."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# SeeAlso

  * AreaParticleComponent
  * BasicParticleComponent
  * SpriteParticleComponent
  * AreaParticleType
  * BasicParticleType
  * SpriteParticleType
  * ParticleService
UIAreaParticleComponent

Provides a function that can create particle effects with adjustable spawning areas in the UI.

# Properties

[{"index":"Vector2 AreaOffset","0":"Sets the location of the center point of the creation scope relative to the Entity."}]

[{"index":"Vector2 AreaSize","0":"Specifies the width and height of the particle spawning range."}]

[{"index":"UIAreaParticleType ParticleType","0":"Sets the type of particle to be created."}]

##### inherited from UIBaseParticleComponent:

[{"index":"boolean AutoRandomSeed","0":"Sets whether to create a new random seed whenever particle emission begins."}]

[{"index":"Color Color","0":"Corrects the color of the particles to be rendered."}]

[{"index":"boolean IsEmitting (ReadOnly) (HideFromInspector)","0":"Indicates whether new particles are being emitted."}]

[{"index":"Vector2 LocalScale","0":"This indicates particle size."}]

[{"index":"boolean Loop","0":"Sets whether the particle will play on repeat."}]

[{"index":"float ParticleCount","0":"Set the number of particles."}]

[{"index":"float ParticleLifeTime","0":"Set the particle duration."}]

[{"index":"float ParticleSize","0":"Set the particle size."}]

[{"index":"float ParticleSpeed","0":"Set the particle speed."}]

[{"index":"boolean PlayOnEnable","0":"Set whether to play particles when the particle component is set to Enable."}]

[{"index":"float PlaySpeed","0":"Set the play speed of particles."}]

[{"index":"boolean Prewarm","0":"If set to Enable, the maximum number of particles is loaded, and the particles play naturally."}]

[{"index":"integer RandomSeed","0":"Sets the random seed used to determine creation position, emission direction, speed, etc. when particle is played."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

##### inherited from UIBaseParticleComponent:

[{"index":"void Play() (ClientOnly)","0":"Play stopped particles."}]

[{"index":"void Stop() (ClientOnly)","0":"Stops the particle from playing."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"ParticleEmitEndEvent","0":"This event is raised by BaseParticleComponent when emission of the particle has been completed."}]

[{"index":"ParticleEmitStartEvent","0":"The event that takes place when particle emission begins."}]

[{"index":"ParticleLoopEvent","0":"If the Loop property is enabled, this event is fired when the particle's emission cycle returns and the emission repeats."}]
ResourceType

Indicates the resource file header format.

# Members

[{"Name":"nan","Value":"0","Desc":"Undefined state. The contents are unknown."},{"Name":"Sprite","Value":"1","Desc":"This is a graphic resource type specialized in 2D that contains meta information such as texture and pivot."},{"Name":"Atlas","Value":"2","Desc":"Currently not used."},{"Name":"AudioClip","Value":"3","Desc":"This is an AudioClip resource file type that contains sound source information. Uses the OGG file format."},{"Name":"Background","Value":"4","Desc":"This is a resource file type that contains the background meta information of MapleStory Worlds. Used in PresetList."},{"Name":"TileSet","Value":"5","Desc":"This is a resource file type that contains the tile sets meta information of MapleStory Worlds. Used in PresetList."},{"Name":"AnimationClip","Value":"6","Desc":"This is a file type that contains 2D graphics animation meta information in units of frames. Used in AnimationClip."},{"Name":"MapleMapObject","Value":"7","Desc":"This is a resource file type that contains the object meta information of MapleStory Worlds."},{"Name":"MapleRope","Value":"8","Desc":"This is a resource file type that contains the meta information of a ladder and a rope in MapleStory Worlds."},{"Name":"Item","Value":"9","Desc":"This is a resource file type that contains the item meta information of MapleStory Worlds."},{"Name":"Monster","Value":"10","Desc":"This is a resource file type that contains the monster meta information of MapleStory Worlds."},{"Name":"Npc","Value":"11","Desc":"This is a resource file type that contains the NPC meta information of MapleStory Worlds. You can check the basic actions of NPCs and the AnimationClip table for each action."},{"Name":"Trap","Value":"12","Desc":"A resource file type that contains the trap meta information for MapleStory Worlds."},{"Name":"ChatBalloon","Value":"13","Desc":"A resource file type that contains the chat balloon meta information for MapleStory Worlds."},{"Name":"NameTag","Value":"14","Desc":"This is a resource file type that contains the nameplate meta information of MapleStory Worlds."},{"Name":"AvatarItem","Value":"15","Desc":"A resource file type that contains avatar item meta information."},{"Name":"DamageSkin","Value":"16","Desc":"This is a resource file type that contains the meta information of the damage skin in MapleStory Worlds."},{"Name":"MapleMap","Value":"17","Desc":"This is a resource file type that contains the map meta information of MapleStory Worlds. Used to load MapleStory Map."},{"Name":"UserAtlas","Value":"18","Desc":"A resource file type that contains atlas metadata created by the creator."},{"Name":"Skeleton","Value":"19","Desc":"A resource file type that contains Spine skeleton resource meta information."},{"Name":"CustomFont","Value":"21","Desc":"This is the resource file type that contains font meta information."}]

# Methods

[{"index":"ResourceType CastFrom(number value) (Static)","0":"Converts numbers to the applicable type."}]

[{"index":"ResourceType CastFrom(string value) (Static)","0":"Converts strings to the applicable type."}]
MODTweenLogic

This is a deprecated Logic. Use TweenLogic, TweenLineComponent, TweenFloatingComponent, and TweenCircularComponent for the intended use.

# Methods

[{"index":"float Ease(EaseType type, float from, float totalDelta, float time, float duration) (Deprecated) (Static)","0":"This function is now deprecated. Use the Ease (float, float, float, EaseType, float) function of TweenLogic."}]

[{"index":"Component MoveTo(Entity entity, Vector2 dest, float time, EaseType ease = EaseType.Linear, boolean needSync = true) (Deprecated) (Static)","0":"This function is now deprecated. Use the MoveTo (Entity, Vector2, float, EaseType) function or TweenLineComponent of TweenLogic."}]

[{"index":"Component MoveToOffset(Entity entity, Vector2 offset, float time, EaseType ease = EaseType.Linear, boolean needSync = true) (Deprecated) (Static)","0":"This function is now deprecated. Use the MoveOffset (Entity, Vector2, float, EaseType) function or TweenLineComponent of TweenLogic."}]

[{"index":"Component StartFloating(Entity entity, float oneCycleTime, float amplitude, EaseType easeType = EaseType.SineEaseOut, boolean needSync = true) (Deprecated) (Static)","0":"This is a deprecated function. Use TweenFloatingComponent."}]

[{"index":"Component StartRot(Entity entity, float radius, float speed, boolean lookAtCenter = false, boolean needSync = true) (Deprecated) (Static)","0":"This function is now deprecated. Use the RotateTo(Entity, float, float, EaseType), RotateAroundOffset(Entity, float, Vector2, boolean, float, EaseType) function of TweenLogic or TweenCircularComponent."}]

[{"index":"void StopFloating(Component floatingComp, boolean reset = true) (Deprecated) (Static)","0":"This function is deprecated. Use TweenFloatingComponent."}]

[{"index":"void StopRot(Component rotComp, boolean reset = true) (Deprecated) (Static)","0":"This function is deprecated. Use the RotateTo(Entity, float, float, EaseType), RotateAroundOffset(Entity, float, Vector2, boolean, float, EaseType) function or TweenCircularComponent."}]

##### inherited from Logic:

[{"index":"EventHandlerBase ConnectEvent(string key, IScriptFunction eventHandler)","0":"Links events. When a key-type event occurs in this service, a handler is notified. The handler receives event parameters."}]

[{"index":"EventHandlerBase ConnectEvent(Type eventType, IScriptFunction eventHandler)","0":"Links events. This service notifies a handler when an eventType event occurs. The handler receives event parameters."}]

[{"index":"boolean DisconnectEvent(string key, EventHandlerBase eventHandler)","0":"Disconnects the key-type event and its handler."}]

[{"index":"boolean DisconnectEvent(Type eventType, EventHandlerBase eventHandler)","0":"Disconnects the eventType event from its handler."}]

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

[{"index":"void SendEvent(EventType sendEvent)","0":"Generates an event."}]
UISpriteParticleComponent

Provides setting and control of basic particles.

# Properties

[{"index":"boolean ApplySpriteColor","0":"Sets whether the Color property is applied to the Sprite to be used by the particle. Even if the property is false, the transparency value of Color is applied."}]

[{"index":"UISpriteParticleType ParticleType","0":"Set the type of particle to be created."}]

[{"index":"string SpriteRUID","0":"Sets the SpriteRUID to be used as the particle."}]

##### inherited from UIBaseParticleComponent:

[{"index":"boolean AutoRandomSeed","0":"Sets whether to create a new random seed whenever particle emission begins."}]

[{"index":"Color Color","0":"Corrects the color of the particles to be rendered."}]

[{"index":"boolean IsEmitting (ReadOnly) (HideFromInspector)","0":"Indicates whether new particles are being emitted."}]

[{"index":"Vector2 LocalScale","0":"This indicates particle size."}]

[{"index":"boolean Loop","0":"Sets whether the particle will play on repeat."}]

[{"index":"float ParticleCount","0":"Set the number of particles."}]

[{"index":"float ParticleLifeTime","0":"Set the particle duration."}]

[{"index":"float ParticleSize","0":"Set the particle size."}]

[{"index":"float ParticleSpeed","0":"Set the particle speed."}]

[{"index":"boolean PlayOnEnable","0":"Set whether to play particles when the particle component is set to Enable."}]

[{"index":"float PlaySpeed","0":"Set the play speed of particles."}]

[{"index":"boolean Prewarm","0":"If set to Enable, the maximum number of particles is loaded, and the particles play naturally."}]

[{"index":"integer RandomSeed","0":"Sets the random seed used to determine creation position, emission direction, speed, etc. when particle is played."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

##### inherited from UIBaseParticleComponent:

[{"index":"void Play() (ClientOnly)","0":"Play stopped particles."}]

[{"index":"void Stop() (ClientOnly)","0":"Stops the particle from playing."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"ParticleEmitEndEvent","0":"This event is raised by BaseParticleComponent when emission of the particle has been completed."}]

[{"index":"ParticleEmitStartEvent","0":"The event that takes place when particle emission begins."}]

[{"index":"ParticleLoopEvent","0":"If the Loop property is enabled, this event is fired when the particle's emission cycle returns and the emission repeats."}]