====== Script Page ===== ===== LUA ===== * **[[developer_center:developer_editor:script:lua_basic|Basic LUA]]** * **[[developer_center:developer_editor:script:lua_var|LUA variables]]** * **[[developer_center:developer_editor:script:lua_conditionals|LUA conditionals]]** * **[[developer_center:developer_editor:script:lua_function|LUA functions]]** * **[[developer_center:developer_editor:script:lua_loop|LUA loops]]** * **[[developer_center:developer_editor:script:lua_string|Basic LUA String Usages]]** * **[[developer_center:developer_editor:script:miniapi_tutorialerrorhandling|What are errorcodes and error handling]]** * **[[developer_center:developer_editor:script:lua_recursion|What is recursion?]]** ===== Lua lessons ===== * **[[developer_center:developer_editor:script:lesson_1_learn to write and execute simple Lua programs, understand variables, and work with basic data types| LESSON 1 - Learn to write and execute simple Lua programs, understand variables, and work with basic data types]]** * **[[developer_center:developer_editor:script:lua_tables|LESSON 2 - LUA tables]]** * **[[developer_center:developer_editor:script:lua_mathlibrary|LESSON 3 - Lua math library]]** * **[[developer_center:developer_editor:script:lua_patternmatching|LESSON 4 - Lua pattern matching]]** * **[[developer_center:developer_editor:script:control structures and functions in lua|LESSON 5 - Explore control structures such as conditional statements and loops, and learn how to define and use functions in Lua.]]** * **[[developer_center:developer_editor:script:introduction to coroutines in lua|LESSON 6 - Introduction to Coroutines in Lua]]** * **[[developer_center:developer_editor:script:introduction to metatable in lua|LESSON 7 - Introduction to Metatable in Lua]]** * **[[developer_center:developer_editor:script:Introduction to Closures in LUA|LESSON 8 - Introduction to Closures in LUA]]** ===== Mini world API tutorial ===== * **[[developer_center:developer_editor:script:miniapi_tutorialevent|Mini World API Events Usage]]** * **[[developer_center:what_is_register_event|What is ScriptSupportEvent:registerEvent]]** * **[[developer_center:developer_editor:script:miniapi_tutorialplayerattr|Mini World API How to get Player Attributes]]** * **[[developer_center:developer_editor:script:miniapi_tutorialtriggervar|Mini World API How to get trigger variables]]** * **[[developer_center:developer_editor:script:miniapi_customevents|Mini World API: How to create custom events]]** * **[[developer_center:developer_editor:script:AutotranslationSCRIPT|How to Use Auto Translation on Script]]** * **[[developer_center:developer_editor:script:CurrencyScript|How to Create Currency System]]** ===== Classes ===== Here is All Event Name : * **[[developer_center:developer_editor:lua_event|Event Name All Class]]** Here is the List of Each Class Of the Script * **[[developer_center:developer_editor:script:world_event|Worlds Class]]** * **[[developer_center:developer_editor:script:worldcontainer|WorldCointainer Class]]** * **[[developer_center:developer_editor:script:chat_class|Chat Class]]** * **[[developer_center:developer_editor:script:area_event|Area Class]]** * **[[developer_center:developer_editor:script:game_event|Game Class]]** * **[[developer_center:developer_editor:script:players_event|Players Class]]** * **[[developer_center:developer_editor:script:backpack_event|Backpack Class]]** * **[[developer_center:developer_editor:script:actor_event|Actor Class]]** * **[[developer_center:developer_editor:script:creatures_event|Creatures Class]]** * **[[developer_center:developer_editor:script:team_event|Team Class]]** * **[[developer_center:developer_editor:script:buff_event|Buff Class]]** * **[[developer_center:developer_editor:script:block_event|Blocks Class]]** * **[[developer_center:developer_editor:script:items_event|Items Class]]** * **[[developer_center:developer_editor:script:particles_event|Particles Class]]** * **[[developer_center:developer_editor:script:sound_event|Sound Effect Class]]** * **[[developer_center:developer_editor:script:ui_event|Customui Class]]** * **[[developer_center:developer_editor:script:objectlib_event|ObjectLib Class]]** * **[[developer_center:developer_editor:script:varlib|VarLib Class]]** * **[[developer_center:developer_editor:script:valuegroup|Valuegroup Class]]** * **[[developer_center:developer_editor:script:mapmark|MapMark Class]]** * **[[developer_center:developer_editor:script:minitimer|MiniTimer Class]]** * **[[developer_center:developer_editor:script:graphics|Graphics Class]]** * **[[developer_center:developer_editor:script:displayboard|DisplayBoard Class]]** * **[[developer_center:developer_editor:script:spawnport|Spawnport Class]]** * **[[developer_center:developer_editor:script:cloudsever|CloudSever Class]]** * **[[developer_center:developer_editor:script:others_event|Others Event]]** * **[[developer_center:developer_editor:script:misc_func|Misc functions]]** ===== Values Type ===== * **[[developer_center:developer_editor:script:datatype|Datatypes List]]** ^ Type ^ Description ^ | number | Represents numeric values, both integers and floating-point numbers. | | string | Represents sequences of characters, such as text or binary data. | | boolean | Represents Boolean values, which can be either true or false. | | table | Represents a collection of key-value pairs, making it a versatile data structure used for arrays, dictionaries, and other complex data representations. | | function | Represents executable code blocks, allowing you to create and call functions in Lua. | | userdata | Represents arbitrary C data in Lua. It is mainly used for binding C/C++ libraries to Lua. | | thread | Represents independent threads of execution in Lua, used for concurrent programming. | | nil | Represents the absence of a value. It is commonly used to indicate that a variable does not have a valid value. | ===== Cases and Examples ===== * **[[developer_center:developer_editor:script:hpbar|How to Make HP Bar ]]** * **[[developer_center:developer_editor:script:ui_animation|How to Animate UI Elements]]** * **[[developer_center:developer_editor:script:specialblock|How to Customize Your Parkour Blocks]]** * **[[developer_center:developer_editor:script:teleportAllPlayer|How to Teleport Players Properly]]** * **[[developer_center:developer_editor:script:minishop|How to send messages when a player buys an item in devshop]]** * **[[developer_center:developer_editor:script:basic_rankings|How to create: basic leaderboards]]** * **[[developer_center:developer_editor:script:BasicCommands|How to create basic commands]]** * **[[developer_center:developer_editor:script:enter_string_position_to_teleport|Enter string position to teleport]]** ===== ID Data Query ===== * **[[developer_center:developer_editor:script:itemid|Mini world Block ID List ]]** ===== Other ===== * **[[developer_center:developer_editor:script:PluginVSIX|Miniworld API Plugin For Visual Studio Code]]** * **[[developer_center:developer_operation_guide|Developer operation guide page]]** ==== Why use scripts ==== You have probably used **triggers**, and if you have experience using them you may have encountered a really **common problem**, let's explain it with a situation, imagine you made the best trigger in the world, Masterfully Crafted, Revolutionary, A TRUE Game-Changer, but you wanted to share this trigger, with a friend, another person, etc. Now, let's think for a second. How would you share a trigger? Maybe typing how you made it? With Screenshots or pictures? All those ways of sharing the triggers work, But The **ISSUE** with that is that it is an **INNEFICIENT** and **Time-Consuming** task to manually redo triggers, even if we have a guide or image on how it looks or how to do it, also, there is room for error, now, let's take a look at another problem that is really common. Let's say that, the best trigger in the world that you made has an error, and you want to fix that as soon as possible, you could search all the triggers you made and check for any bugs or errors, this manual aproach not only demands an extensive time investment but also increases the likelihood or chance of overlooking subtle bugs. Now, lets imagine for a moment. Imagine a more efficient solution: a comprehensive system that instantly shows the errors in your works, highlighting the exact parts that need attention. **EASY** to **SHARE** and **READ**. Enough imagination, lets bring your ideal solution to life. there is a system where identifying errors in your games is as effortless as clicking a button. No more searching through all the triggers you made or spending hours searching for errors manually. And that system would be **scripts**, Scripts are, in essence, the brother of the triggers, **Scripts** can also be the **building blocks of your game** just like triggers, with varying levels of complexity, from simple greeting to complex epic combat systems. They also posses **elegance** and **readability**, providing an unparalleled experience for both creators and collaborators. So, why imagine when you can embrace the power of **scripts** and unlock a new tool that can help you create games. Scripts use the **[[developer_center:developer_editor:script:lua_basic|LUA]]** programming language to work, in game development, **[[developer_center:developer_editor:script:lua_basic|LUA]]** this really efficient as **lua** has clean syntax and lightweight design not only facilitate rapid development but also contribute to the creation of error-free scripts. This reliability is crucial in ensuring a smooth and uninterrupted gaming experience for players and offer smooth sailing to developers and creators.