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tillvit-template

Template for OutFox Modding

it's like Node but Not Really

Environment

All variables in a file will be defined under _G.tillvit.<variable_name>. No global variables will be defined, but defining them with _G is still possible.

Modules

Modules can be imported by placing the module folder into the lua/modules folder. To import a module, write module 'modulename' or module('modulename'). These imports should be called first. For dependencies, the order of the imported modules matters, as you need to import the dependencies before inputting the module.

Events

To register a listener, use the on(string event, function f) function. To emit an event, use the emit(string event, table args) function. (args is optional) Predefined events include:

  • preinit: called on InitCommand. Use this to register any variables or functions that require InitCommand
  • init: called after preinit.
  • postinit: called after on
  • preon: called on OnCommand. Use this to register any variables or functions that require OnCommand (like players)
    • preon is used by the module common_aliases to create the variables P1 and P2
  • on: called after preon
  • poston: called after on
  • update: called using the updatefunction

ActorFrame Methods

To add an Actor to the ActorFrame, use the add(Actor a) function.

add (Def.Quad {
    OnCommand=function(self)
	    self:zoomto(64,64)
    end
})

To access the ActorFrame directly for methods, the variable is named "af".

Other Methods

msg(m): prints out the message to the screen. tostring is used here.

setEditor(bool b): set whether the player is in edit mode for testing (will be removed when 2 player support comes out)

setBeatOffset(float f): sets the beat offset for modding. This will modify the current beat and all mods will be affected.

load(string s): loads the file with the path s

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template for outfox modding

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