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

The Freeform-type light source information that will spawn as an entity's child.

# Properties

[{"index":"Color Color","0":"The color of the light source."}]

[{"index":"float FalloffDistance","0":"Determines how much the light will stretch from FreeformPoints if the light source is a Freeform-type. The larger the value, the larger the size."}]

[{"index":"float FalloffIntensity","0":"Controls the softness of the curves when the light source starts to disappear. The larger the value, the more blurred and softer the edge looks. The smaller the value, the sharper and clearer the edge looks."}]

[{"index":"List FreeformPoints","0":"Points that define the shape of a Freeform-type light source. The number of points can't exceed 2,000."}]

[{"index":"float Intensity","0":"The intensity of the light source."}]

[{"index":"float Lifetime","0":"The amount of time the light source will display. The created light source will automatically disappear upon reaching the specified time. However, when a value equal to or lower than 0 is input, the light source will remain indefinitely."}]

[{"index":"int32 LightOrder","0":"Determines the rendering order of a light source light texture. The light source with a smaller number will be rendered first, and then, the larger number light source will be rendered on top. Operates when OverlapOperation is set to AlphaBlend. Global-type light sources don't have LightOrder as an exception."}]

[{"index":"Vector3 LocalPosition","0":"The parent entity's spatial coordinates where the light source will be placed in."}]

[{"index":"Vector3 LocalScale","0":"The parent entity's spatial scale where the light source will be applied to."}]

[{"index":"float LocalZRotation","0":"The parent entity's spatial z-axis-based rotation value where the light source will be applied to."}]

[{"index":"OverlayLightOverlapOperation OverlapOperation","0":"How to calculate a light source. Global-type light sources don't have OverlapOperation."}]

[{"index":"Entity ParentEntity","0":"An entity that will have a created light source added to it."}]

# Constructors

[{"index":"AttachedFreeformTypeOverlayLightInfo(Entity parentEntity)","0":"Initializes AttachedFreeformTypeOverlayLightInfo to the specified value."}]

[{"index":"AttachedFreeformTypeOverlayLightInfo(Entity parentEntity, float lifetime, Vector3 localPosition, float localZRotation, Vector3 localScale, Color color, float intensity, OverlayLightOverlapOperation overlapOperation, int32 lightOrder, List freeformPoints, float falloffDistance, float falloffIntensity)","0":"Initializes AttachedFreeformTypeOverlayLightInfo to the specified value."}]
MobileAccelerometerService

Uses the accelerometer of the mobile device. It can be called when the accelerometer function is supported in the mobile device and the user device.

# Methods

[{"index":"Vector3 GetLastAcceleration() (ClientOnly)","0":"Returns the last linear acceleration measurement value of the device."}]

[{"index":"boolean IsEnabled() (ClientOnly)","0":"Returns whether the gravity sensor is currently measuring."}]

[{"index":"boolean IsHWSupported() (ClientOnly)","0":"Returns whether the device supports an accelerometer."}]

[{"index":"void Start() (ClientOnly)","0":"Starts to measure the accelerometer."}]

[{"index":"void Stop() (ClientOnly)","0":"Stops measuring the accelerometer."}]

##### inherited from Service:

[{"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 event with the key-type event and the handler."}]

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

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

# Examples

This example utilizes the accelerometer to apply force to a ball-shaped Entity according to the tilt of the mobile device.
    
    
    @Component
    script TiltForceApplier extends Component
        property number ForcePower = 100
    
        @ExecSpace("ClientOnly")
        method void OnBeginPlay()
        if _MobileAccelerometerService:IsHWSupported() then
        	_MobileAccelerometerService:Start()
        	_UIToast:ShowMessage("Start AccelerometerService")
        end
        end
    
        method void OnUpdate(number delta)
        if _MobileAccelerometerService:IsEnabled() then
        	local accDir = _MobileAccelerometerService:GetLastAcceleration()
        	local dir = Vector2(accDir.x, accDir.y)
        	-- 기기의 기울어진 정도만큼 물체에 힘을 가합니다.
        	self:Tilt(dir)
        end
        end
    
        @ExecSpace("ServerOnly")
        method void Tilt(Vector2 dir)
        self.BallEntityRef.PhysicsRigidbodyComponent:ApplyForce(dir * self.ForcePower)
        end
    end
    

# SeeAlso

  * PhysicsRigidbodyComponent
  * Vector2
  * [Using the Mobile Device Accelerometer](/docs?postId=832)
CollisionService

Provides collision-related functions.

# Methods

[{"index":"table GetCollisionGroupsWith(CollisionGroup filterCollisionGroup)","0":"Get the collision groups that collide with filterCollisionGroup as a table."}]

[{"index":"CollisionMapService GetMapServiceFor(Entity entity) (Deprecated)","0":"This function is now deprecated. Use the GetSimulator(Entity) function."}]

[{"index":"CollisionSimulator GetSimulator(Entity entity)","0":"Gets a CollisionSimulator responsible for the entity."}]

[{"index":"CollisionSimulator GetSimulator(string mapName)","0":"Gets the CollisionSimulator of the map corresponding to mapName."}]

[{"index":"boolean IsCollidableBetweenCollisionGroups(CollisionGroup collisionGroup1, CollisionGroup collisionGroup2)","0":"Checks whether two collision groups entered collide with each other."}]

##### inherited from Service:

[{"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 event with the key-type event and the handler."}]

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

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

# Examples

The following is an example of finding TriggerComponent within a radius of 1 around the Entity and outputting the Entity name. You can get the CollisionSimulator of the map to which the Entity belongs by using CollisionService.
    
    
    @Component
    script StartupTriggerScanner extends Component
        @ExecSpace("ServerOnly")
        method void OnBeginPlay()
               local simulator = _CollisionService:GetSimulator(self.Entity)
               local transform = self.Entity.TransformComponent
    
        -- TriggerComponent's default collision group is TriggerBox.
               local overlaps = simulator:OverlapCircleAll("TriggerBox", transform.WorldPosition:ToVector2(), 1)
    
               for i = 1, #overlaps do
                   local trigger = overlaps[i]
    
                   if trigger.Entity == self.Entity then
                       continue
                   end
    
                   if trigger.EnableInHierarchy == false then
                       continue
                   end
    
                   log (trigger.Entity.Name)
               end
        end
    end
    

# SeeAlso

  * TransformComponent
  * TriggerComponent
  * CollisionGroup
  * CollisionSimulator
  * [Creating Collision Groups](/docs?postId=754)
  * [Entity Collision](/docs?postId=175)
ScreenTransitionService

Provides a smooth screen transition effect.

# Methods

[{"index":"void DissolveScreen(float time, boolean includeUI, boolean isHighPriorityThanFadeInOut) (ClientOnly)","0":"Executes the Dissolve effect. Time sets the effect's duration.It is measured in units of seconds, and only values from 0 to 3 can be used.The includeUI function determines whether a dissolve effect will be applied to the UI.If isHighPriorityThanFadeInOut is true, then the Fade In\/Out effect during the dissolve effect will be blocked. If false, the dissolve effect and Fade In\/Out will overlap on top of each other.When the Fade Out begins, Dissolve can't begin before Fade Out begins."}]

[{"index":"void SetFadeInOutEnable(boolean isEnable) (ClientOnly)","0":"Sets whether the Fade In and Fade Out effect will be active when moving maps."}]

[{"index":"void SetFadeInTime(float time) (ClientOnly)","0":"Sets the time it takes the screen to go from dark to bright when moving maps. It is measured in units of seconds, and the default value is 1. Only values from 0 to 3 can be used."}]

[{"index":"void SetFadeOutTime(float time) (ClientOnly)","0":"Sets the time it takes the screen to go from bright to dark when moving maps. It is measured in units of seconds, and the default value is 1. Only values from 0 to 3 can be used."}]

##### inherited from Service:

[{"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 event with the key-type event and the handler."}]

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

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

# Events

[{"index":"FadeInEndEvent","0":"The event that takes place when a Fade In completes. If the Fade In effect is suspended, the event isn't triggered."}]

[{"index":"FadeInStartEvent","0":"The event that takes place when a Fade In begins."}]

[{"index":"FadeOutEndEvent","0":"The event that takes place when a Fade Out completes."}]

[{"index":"FadeOutStartEvent","0":"The event that takes place when a Fade Out begins."}]
TweenBaseComponent

This is the parent component of Tween types.

# Properties

[{"index":"boolean AutoDestroy (Sync)","0":"When true, this Component is removed from an Entity when the tween reaches its destination and ends or when Stop() is called directly."}]

[{"index":"boolean AutoStart (Sync)","0":"If true, the tween will play automatically upon starting the game."}]

[{"index":"TweenState CurrentState (Sync) (ReadOnly) (HideFromInspector)","0":"The current playback state."}]

[{"index":"Vector3 OriginPosition (Sync) (ReadOnly) (HideFromInspector)","0":"The starting position of the tween."}]

[{"index":"Quaternion OriginRotation (Sync) (ReadOnly) (HideFromInspector)","0":"The initial rotation value of the tween."}]

[{"index":"Vector3 OriginScale (Sync) (ReadOnly) (HideFromInspector)","0":"The initial size of the tween."}]

[{"index":"TweenSyncType SyncType (ReadOnly)","0":"Sets the playback subject. The default value is Default. You can control the tween with functions on both the server and the client. Server status is always synchronized to the client. Setting the execution area control to client only restricts the control of the tween to the client only and does not synchronize to the server.Tween Control Functions: Play, Pause, Stop, Destroy, RestartFromCurrentPosition"}]

[{"index":"number TweenTime (ReadOnly) (HideFromInspector)","0":"The amount of elapsed time after starting the tween. The unit of measure is the second."}]

##### 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 Destroy()","0":"Changes CurrentState to Destroying and removes this Component."}]

[{"index":"void Pause()","0":"Pauses the tween. Changes CurrentState to Pausing."}]

[{"index":"void Play()","0":"Plays the tween. Changes CurrentState to Playing."}]

[{"index":"void RestartFromCurrentPosition()","0":"Restarts from current location."}]

[{"index":"void Stop(boolean reset)","0":"Stops the tween. Changes CurrentState to Idle. Specifying true for reset returns the tween's position and progress to the initial state."}]

##### 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."}]
ScreenMessageLogic

Provides a function to display a notification message on the screen.

# Methods

[{"index":"void PrivateMsg(string msg) (ClientOnly)","0":"Temporarily displays a notification message on the screen."}]

[{"index":"void PublicMsg(string msg) (Client)","0":"Temporarily displays a notification message to all clients."}]

[{"index":"void PublicMsg(string msg, Entity messageOwnerEntity = nil) (Client)","0":"Temporarily displays a notification message to all clients."}]

[{"index":"void PublicMsg(string msg, string targetUserId = nil) (Client)","0":"Temporarily displays a notification message to all clients."}]

##### 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."}]

# Examples

#### PublicMsg

This is an example of displaying a message on the screens of all users when a new user enters.
    
    
    @Component
    script UserEnterAnnouncer extends Component
        @ExecSpace("ServerOnly")
        @EventSender("Service", "UserService")
        handler HandleUserEnterEvent(UserEnterEvent event)
        -- Parameters
        local UserId = event.UserId
        --------------------------------------------------------
    
        local userEntity = _UserService:GetUserEntityByUserId(UserId)
        local userName = userEntity.NameTagComponent.Name
    
        _ScreenMessageLogic:PublicMsg(userName .. " has entered")
        end
    end
    

#### PrivateMsg

This is an example of displaying a message only on the screen of a player who has died.
    
    
    @Component
    script DeathScreenNotifier extends Component
        @ExecSpace("ClientOnly")
        @EventSender("Self")
        handler HandleDeadEvent(DeadEvent event)
        -- Parameters
        --------------------------------------------------------
    
        if _UserService.LocalPlayer ~= self.Entity then
        	return
        end
    
        _ScreenMessageLogic:PrivateMsg("YOU DIED")
        end
    end
    

# SeeAlso

  * NameTagComponent
  * DeadEvent
  * UserEnterEvent
  * UserService
Warning Level

($API_Metadata_Start)

[{"ID":"<\/a>LWA-1106","Name":"NotRecommendedAssignment","Desc":"You wrote an inadvisable assignment statement."},{"ID":"<\/a>LWA-1109","Name":"IntroduceGlobalVariable","Desc":"You declared a global variable."},{"ID":"<\/a>LWA-1110","Name":"DeprecatedAPIUsed","Desc":"You used a deprecated API. We recommend using a different API."},{"ID":"<\/a>LWA-1111","Name":"UnbalancedAssignment","Desc":"The left and right sides of an assignment statement have different lengths."},{"ID":"<\/a>LWA-1112","Name":"UnreachableCode","Desc":"You wrote unreachable code."},{"ID":"<\/a>LWA-1122","Name":"ReturnValueExpected","Desc":"Used a function that does not return a value as a formula."},{"ID":"<\/a>LWA-3008","Name":"AlreadyExist","Desc":"The situation already exists. For example, this error occurs when MapLayerName, Collider, ItemGUID, STATE, etc., exist."},{"ID":"<\/a>LWA-3009","Name":"InvalidValue","Desc":"The value is not valid."},{"ID":"<\/a>LWA-3010","Name":"NotSupported","Desc":"You used an unsupported function."},{"ID":"<\/a>LWA-3017","Name":"OutOfRange","Desc":"The value is outside the allowable range."},{"ID":"<\/a>LWA-3019","Name":"NotRecommendedValue","Desc":"You used an unrecommended value."},{"ID":"<\/a>LWA-3020","Name":"Obsolete","Desc":"You used a deprecated function."},{"ID":"<\/a>LWA-3026","Name":"DuplicateRequest","Desc":"Your request has been duplicated."},{"ID":"<\/a>LWA-3029","Name":"FailedSetDefault","Desc":"Failed to set as default."},{"ID":"<\/a>LWA-3047","Name":"UnableToChange","Desc":"A value that was not supposed to be changed has been changed."},{"ID":"<\/a>LWA-3048","Name":"DuplicateComponent","Desc":"The same type of component already exists."},{"ID":"<\/a>LWA-3055","Name":"NotInitialized","Desc":"The situation was not initialized."},{"ID":"<\/a>LWA-3057","Name":"InvalidOperation","Desc":"The function call is not valid for the current state of the entity."},{"ID":"<\/a>LWA-4001","Name":"EntityComponentPropertyValueTypeMismatch","Desc":"Invalid value of component property in an entity."},{"ID":"<\/a>LWA-4011","Name":"ModelPropertyValueTypeMismatch","Desc":"Invalid value of property in the model."},{"ID":"<\/a>LWA-4012","Name":"ModelComponentPropertyValueTypeMismatch","Desc":"Invalid value of component property in the model."},{"ID":"<\/a>LWA-4013","Name":"ModelDuplicateComponent","Desc":"Components are duplicated in the model."}]
AvatarStateAnimationComponent

Specifies an animation to be played according to the Avatar's state changes.

# Properties

[{"index":"SyncDictionary ActionSheet (Sync)","0":"This is a table in which animation names and AnimationClip are mapped. Used when IsLegacy's value is true."}]

[{"index":"boolean IsLegacy (ReadOnly)","0":"Sets whether or not to support the legacy system. The previous system is no longer supported and will be deleted at a later date."}]

[{"index":"SyncDictionary StateToAvatarBodyActionSheet (Sync)","0":"This is a table in which state names and AvatarBodyActionState are mapped. Used when IsLegacy's value is false."}]

##### inherited from StateAnimationComponent:

[{"index":"SyncDictionary ActionSheet (Sync)","0":"The table the animation's name and AnimationClip are mapped to. Used when IsLegacy's value is true."}]

##### 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 ReceiveStateChangeEvent(IEventSender sender, StateChangeEvent stateEvent) (ScriptOverridable)","0":"Function which handles StateChangeEvent upon receiving. AnimationClipEvent is raised to play AnimationClip which is basically mapped to a State."}]

##### inherited from StateAnimationComponent:

[{"index":"void ReceiveStateChangeEvent(IEventSender sender, StateChangeEvent stateEvent) (ScriptOverridable)","0":"Function which handles StateChangeEvent upon receiving. AnimationClipEvent is raised to play AnimationClip which is basically mapped to a State."}]

[{"index":"void RemoveActionSheet(string key)","0":"Removes the element corresponding to key in StateToAvatarBodyActionSheet. Removes the element from ActionSheet if IsLegacy's value is true."}]

[{"index":"void SetActionSheet(string key, string animationClipRuid)","0":"Adds elements to StateToAvatarBodyActionSheet. AvatarBodyActionStateName's property value of the AvatarBodyActionElement entity added as an element is animationClipRuid, and PlayerRate's property value is 1. Adds an element to ActionSheet when IsLegacy's value is true."}]

[{"index":"string StateStringToAnimationKey(string stateName) (ScriptOverridable)","0":"Returns the name of mapped Animation to the State."}]

##### 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":"BodyActionStateChangeEvent","0":"This event occurs when the BodyAction state changes."}]