Script Classes

```

```
       public static void SetIntVar(string variable, int value)
       {
           var gameVariableService = ServiceRepository.GetService<IGameVariableService>();
           var variableName = variable.ToUpper();

```

```
           if (gameVariableService != null)
           {
               if (gameVariableService.IsVariableRegistered(variableName))
               {
                   gameVariableService.ActiveVariables.Find(x => x.Name == variableName).IntValue = value;
               }
               else
               {
                   gameVariableService.RegisterVariable(variableName, GameVariableDefinitions.Scope.Campaign, value);
               }
           }
       }

```

```
       public static int GetIntVar(string variable)
       {
           var gameVariableService = ServiceRepository.GetService<IGameVariableService>();
           var variableName = variable.ToUpper();

```

```
           if (gameVariableService.IsVariableRegistered(variableName))
           {
               return gameVariableService.ActiveVariables.Find(x => x.Name == variableName).IntValue;
           }
           else
           {
               gameVariableService.RegisterVariable(variableName, GameVariableDefinitions.Scope.Campaign, 0);
               return 0;
           }
       }

```

```
       public static void SetStrVar(string variable, string value)
       {
           var gameVariableService = ServiceRepository.GetService<IGameVariableService>();
           var variableName = variable.ToUpper();

```

```
           if (gameVariableService != null)
           {
               if (gameVariableService.IsVariableRegistered(variableName))
               {
                   gameVariableService.ActiveVariables.Find(x => x.Name == variableName).StringValue = value;
               }
               else
               {
                   gameVariableService.RegisterVariable(variableName, GameVariableDefinitions.Scope.Campaign, value);
               }
           }
       }

```

```
       public static string GetStrVar(string variable)
       {
           var gameVariableService = ServiceRepository.GetService<IGameVariableService>();
           var variableName = variable.ToUpper();

```

```
           if (gameVariableService.IsVariableRegistered(variableName))
           {
               return gameVariableService.ActiveVariables.Find(x => x.Name == variableName).StringValue;
           }
           else
           {
               gameVariableService.RegisterVariable(variableName, GameVariableDefinitions.Scope.Campaign, string.Empty);
               return string.Empty;
           }
       }

```

```
       public static void Log(string message)
       {
           Main.Warning($"[Lua]:{message}");
       }

```

```
       public static int Random(int min, int max)
       {
           return random.Next(int.Parse(min.ToString()), int.Parse(max.ToString()));
       }

```

```
       public static void Message(string confirmationTitle, string confirmationDescription)
       {
           var gameLocationService = ServiceRepository.GetService<IGameLocationService>();

```

```
           if (gameLocationService?.LocationIsReady == true)
           {
               Gui.GuiService.ShowMessage(
                   MessageModal.Severity.Informative1,
                   confirmationTitle.ToString(), confirmationDescription.ToString(),
                   "Message/&MessageOkTitle", String.Empty,
                   delegate () { },
                   delegate () { });
           }
       }

```

```
       public static void Confirm(
           string confirmationTitle,
           string confirmationDescription,
           string variableName,
           string leftButtonTitle = null,
           string rightButtonTitle = null)
       {
           var gameLocationService = ServiceRepository.GetService<IGameLocationService>();

```

```
           if (gameLocationService?.LocationIsReady == true)
           {
               var gameVariableService = ServiceRepository.GetService<IGameVariableService>();

```

```
               if (leftButtonTitle == null) leftButtonTitle = "Message/&MessageYesTitle";
               if (rightButtonTitle == null) rightButtonTitle = "Message/&MessageNoTitle";

```

```
               Gui.GuiService.ShowMessage(
                   MessageModal.Severity.Attention2,
                   confirmationTitle.ToString(), confirmationDescription.ToString(),
                   leftButtonTitle.ToString(), rightButtonTitle.ToString(),
                   delegate () { gameVariableService.RegisterVariable(variableName.ToString().ToUpper(), GameVariableDefinitions.Scope.Location, 1); },
                   delegate () { gameVariableService.RegisterVariable(variableName.ToString().ToUpper(), GameVariableDefinitions.Scope.Location, 0); });
           }
       }
   }

```

}

### UserGadget

public class UserGadget
{

```
   public const string KeyItemTag = "KeyItem";

```

```
   public UserGadget();
   public UserGadget(GadgetBlueprint gadgetBlueprint);

```

```
   public GadgetBlueprint GadgetBlueprint { get; set; }
   public Vector2Int Dimensions { get; }
   public LocationDefinitions.Orientation Orientation { get; set; }
   public Vector2Int Position { get; set; }
   public string UniqueName { get; set; }
   public bool[] ValidInteractionNodes { get; }
   public bool Moving { get; set; }
   public string GadgetBlueprintName { get; }
   public GadgetRefreshedHandler GadgetRefreshed { get; set; }
   public int OrientedHeight { get; }
   public bool Invalid { get; set; }
   public int OrientedWidth { get; }
   public List<UserGadgetParameterValue> ParameterValues { get; }

```

```
   public void ApplyParameters(WorldGadget worldGadget, List<WorldGadget> allWorldGadgets, UserCampaign userCampaign);
   public void ApplySpecialDimensions(WorldGadget worldGadget);
   public bool AreParametersValid(string userLocationName, string userCampaignName);
   public UserGadget Clone();
   public bool Contains(UserGadget userGadget);
   public bool Contains(UserProp userProp);
   public int GetIntParameterValue(GadgetBlueprintDefinitions.Type type);
   public bool IsParameterVisible(UserGadgetParameterValue userGadgetParameterValue);
   public bool Overlaps(UserProp userProp);
   public bool Overlaps(UserGadget userGadget);
   public void PostLoadJson(ref bool someContentRemoved);
   public void PreSaveJson();
   public void SetCustomDimensions(Vector2Int dimensions);

```

```
   public delegate void GadgetRefreshedHandler(bool rebind);

```

}

### GameGadget

public class GameGadget : ISerializable, IPersistentDataHolder<GameGadgetPersistentData>, IListenerEventProvider, IEntityImplementation
{

```
   public const string DefaultContainerName = "Chest";

```

```
   public GameGadget(string name, GameGadgetDefinitions.InitInfo initInfo);

```

```
   public GameGadgetDefinitions.GadgetDirtyHandler GadgetDirty { get; set; }
   public GameGadgetDefinitions.GadgetRefreshedHandler GadgetRefreshed { get; set; }
   public GameGadgetDefinitions.ConditionStatusChangedHandler ConditionStatusChanged { get; set; }
   public GameGadgetDefinitions.InteractedByCharacterHandler InteractedByCharacter { get; set; }
   public GameGadgetDefinitions.GadgetEventRaisedHandler GadgetEventRaised { get; set; }
   public GameGadgetDefinitions.BoundCharacterDamagedHandler BoundCharacterDamaged { get; set; }
   public GameGadgetDefinitions.BoundCharacterAlterationInflictedHandler BoundCharacterAlterationInflicted { get; set; }
   public GameGadgetDefinitions.BoundCharacterTagRevealedHandler BoundCharacterTagRevealed { get; set; }
   public ulong GadgetGuid { get; set; }
   public string UniqueNameId { get; }
   public bool Dirty { get; }
   public Dictionary<int, bool> CurrentConditionStates { get; }
   public Dictionary<int, GadgetDefinitions.DynamicRequirement> DynamicRequirements { get; }
   public Dictionary<int, LightingInformation> LightingInformationPerFlow { get; set; }
   public GameLocationCharacter CurrentlyInteractingCharacter { get; }
   public RulesetContainer ItemContainer { get; }
   public Dictionary<string, List<ulong>> FailedAttemptsByFlag { get; }
   public bool Revealed { get; }
   public GadgetDefinition GadgetDefinition { get; set; }
   public Vector3 FeedbackPosition { get; set; }
   public Dictionary<string, List<ulong>> FailedAttemptsAlternateByFlag { get; }
   public List<GameGadgetListener> ActiveListeners { get; }
   public BoxInt ReferenceBoundingBox { get; }
   public Dictionary<ulong, string> FlowsToReplay { get; }
   public bool HasValidScope { get; }
   public ulong PendingEncounterId { get; set; }
   public int DebugForceFlowIndex { get; set; }
   public List<GameLocationCharacter> FilteredCharacters { get; }

```

```
   public static void SerializeTemporaryReference(IAttributesSerializer serializer, IVersionProvider versionProvider, ref GameGadget gadget, string referenceName);
   public void Bind();
   public void BindCharacter(GameLocationCharacter character);
   public void BuildContainerAndContent(LootableContainerDefinition containerDefinition, List<ItemDefinition> explicitItemDefinitions);
   public void BuildContainerAndContent(LootableContainerDefinition containerDefinition, LootPackDefinition lootPackDefinition);
   public bool CanInteract(GameLocationCharacter actingCharacter);
   public bool CheckHasActiveDetectedTrap();
   public bool CheckIsEnabled();
   public bool CheckIsLocked();
   public void ClearPrespawnedCharacters(int flowIndex, int functorIndex);
   public bool ComputeIsRevealed();
   [IteratorStateMachine(typeof(<ExecuteFunctorSequenceAsync>d__148))]
   public IEnumerator ExecuteFunctorSequenceAsync(int listenerIndex);
   public void ExecuteFunctorSequenceSync(int listenerIndex);
   public void FinalizePostLoad();
   public void FirstTimeInitialize();
   public void ForceRefreshInvolvedCharacters();
   public List<GameLocationCharacter> GetInvolvedCharacters(int flowIndex);
   public List<GameLocationCharacter> GetPrespawnedCharacters(int flowIndex, int functorIndex);
   public List<GraphicsCharacter> GetPrespawnedGraphicsCharacters(int flowIndex, int functorIndex);
   public void Interact(int listenerIndex, GameLocationCharacter actingCharacter);
   public void OnBoundCharacterAlterationInflicted(RulesetActor source, RulesetActor character, AlterationForm.Type alterationInflicted);
   public void OnBoundCharacterDamaged(RulesetActor character, int damage, string damageType, ulong sourceGuid, RollInfo rollInfo);
   public void OnBoundCharacterTagRevealed(RulesetActor character, string revealedTag);
   public void PostLoad();
   public void PreloadSpawners();
   public void RaiseGadgetEvent(string eventName, List<GameLocationCharacter> actingCharacters);
   public void Register();
   public void RegisterSimpleCharacter(int requestId);
   public void RemoveSimpleCharacters();
   public void ReplayFlow(IFunctorService functorService, string flowId, FunctorDefinitions.ReplayableFunctorContext context);
   public void RestorePersistentData(GameGadgetPersistentData gadgetData);
   public void RestorePersistentData(GameLocationPersistentData data);
   public GameGadgetPersistentData SavePersistentData(GameLocationPersistentData data);
   public void SerializeAttributes(IAttributesSerializer serializer, IVersionProvider versionProvider);
   public void SerializeElements(IElementsSerializer serializer, IVersionProvider versionProvider);
   public void SetCondition(int conditionIndex, bool state, List<GameLocationCharacter> actingCharacters);
   public void Shutdown();
   public void Unbind();
   public void UnbindCharacter(GameLocationCharacter character);
   public void Unregister();
   public void UnregisterPrespawnedCharacters();
   public bool Update(bool fastTravelSimulation, ref bool fastTravelSimulationInterrupted);
   public bool WillBeTriggeredByFastTravel(out bool isRelevant);

```

```
   public struct FunctorPrespawnInfos
   {
       public int flowIndex;
       public int functorIndex;
       public List<GameLocationCharacter> preparedCharacters;
   }
   public struct LightingInformation
   {
       public LocationDefinitions.LightingState lightingState;
       public BoxInt perceptionBox;
   }
   public struct FunctorSimplePrespawnInfos
   {
       public int flowIndex;
       public int functorIndex;
       public List<GraphicsCharacter> simpleGraphicsCharacters;
   }

```

```
   public class FlowSaveData : ISerializable
   {
       public FlowSaveData();

```

```
       public bool PendingTrigger { get; set; }
       public int Counter { get; set; }
       public int Counter2 { get; set; }
       public int HoursElapsed { get; set; }

```

```
       public void SerializeAttributes(IAttributesSerializer serializer, IVersionProvider versionProvider);
       public void SerializeElements(IElementsSerializer serializer, IVersionProvider versionProvider);
   }

```

}

## Help

All Lua scripting is contained within **mapname.lua** and is specific to each map. Remember to remove DEBUG messages when you have finished testing.