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LUA Set Function

setWindowBorderColor(R:Int = 255, G:Int = 0, B:Int = 0)(1.5.7+)(WIndows Only)

Set window border color.
R: Color of Red Channel(0-255).
G: Color of G Channel(0-255).
B: Color of Blue Channel(0-255).

setWindowtitleColor(R:Int = 255, G:Int = 0, B:Int = 0)(1.5.7-1.6.3)(Windows Only)(Old)

Set window border color.
R: Color of Red Channel(0-255).
G: Color of G Channel(0-255).
B: Color of Blue Channel(0-255).

setWindowColorMode(dark:Bool = true)(1.5.7+)(Windows Only)

Decided window border to darkmode.
dark: Set to dark mode.

setWindowDarkMode()(1.5.7+)(Windows Only)

Set window border to darkmode.

setWindowLightMode()(1.5.7+)(Windows Only)

Set window border to lightmode.

setWindowX(value:Int, duration:Float = 0.0, ease:String)(1.5.8+)(Desktop Only)(Deprecated)

Set window X property.
value: Any int number for x window position.
duration: Duration for transition.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

setWindowY(value:Int, duration:Float = 0.0, ease:String)(1.5.8+)(Desktop Only)(Deprecated)

Set window Y property.
value: Any int number for y window position.
duration: Duration for transition.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

setWindowWidth(value:Int, duration:Float = 0.0, ease:String)(1.5.8+)(Desktop Only)(Deprecated)

Set window Width property.
value: Any int number for width window.
duration: Duration for transition.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

setWindowHeight(value:Int, duration:Float = 0.0, ease:String)(1.5.8+)(Desktop Only)(Deprecated)

Set window Height property.
value: Any int number for height window.
duration: Duration for transition.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

setWindowProperty(x:Null<Int>, y:Null<Int>, width:Null<Float>, height:Null<Float>, duration:Float = 0, ease:String, scale:Bool = false)(1.5.9.5+)(Desktop Only)

Set window property.
x: Window x position(leave empty to ignore).
y: Window y position(leave empty to ignore).
width: Window width(leave empty to ignore).
height: Window height(leave empty to ignore).
duration: Duration for transition.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.
scale: If checked it will use mutliple screen resolution(0(min) to 1(max)).

resetWindow()(1.5.9.5+)(Desktop Only)

Reset window property

setSecondOpponent(value:Bool, trasition:Bool, trasition2:Bool)(1.6.0+)

Set between 2nd strums or not.
value:Toggle of 2nd strums or normal
trasition: Should add strums transition for player.
trasition2: Should add strums transition for opponent.

changeGamemode(name:String = 'none', transition:Bool = true)(1.5.9.2+)

Set gamemode.
name: Name of gamemode.
transition: Set transition or not.

changeSongSpeed(value:Float, duration:Float = 0, ease:String)(1.6.1.8+)

Set song scroll speed.
value: Number the scroll speed.
duration: Duration of transition change scroll speed.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

backgroundColor(R:Int = 0, G:Int = 0, B:Int = 0, A:255)(1.6.3.1+)

Set app background color.
R: Color of Red Channel(0-255).
G: Color of Green Channel(0-255).
B: Color of Blue Channel(0-255)
A: Alpha Channel(not all platform work)(0-255).

mirrorSongSpeed(duration:Float = 0.25, ease:String)(1.6.3.7+)

Mirror song scroll speed and strums y.
duration: Duration of transition mirror scroll speed.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

changeWallpaper(path:String, absolute:Bool = false)(1.6.3.8m2+)(Windows Only)

Change os wallpaper.
path: The path of images file(must be absolute. example: the example.png in mods/modname/images/ you had write path as mods/modname/images/example.png).
absolute(1.6.3.9+): if true it will use system path(example: C:\Windows\Web\Wallpaper\Windows\img0.jpg. The path must write like C:\\Windows\\Web\\Wallpaper\\Windows\\img0.jpg).

changeNotesTexture(player:Bool = false, gf:Bool = false, texture:String = '')(1.6.3.9m2+)(Deprecated)

Change the notes texture.
player: Player or Opponent notes.
gf: Gf notes or normal notes.
texture: What texture should use?.
Info: For ignore change texture, set notes or strums ignoreTextureChange to true.

centerWindow(duration:Float, ease:String)(1.6.3.11+)(Desktop Only)

Set window to center.
duration: Duration of transition to center.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.

callProperty(variable:String, value:Array<Dynamic>)(1.6.3.11+)

Same as setProperty() but use call method/function.
example: Adding animation to bf: callProperty('boyfriend.animation.addByPrefix', {'youanimname', 'xml animation name'}).

callPropertyFromGroup(obj:String, index:Int, value:Array<Dynamic>)(1.6.3.11+)

Same as setPropertyFromGroup() but use call method/function.
example: Adding animation to strums 0: callPropertyFromGroup('strumLineNotes', 0, {'youanimname', 'xml animation name'}).

changeRatingTexture(rating:String, path:String)(1.6.3.15-26.12.3)

Change rating texture.
rating: Rating name to change('sick', 'good', 'bad', 'shit', and 0-9(string only)).
path: Texture file path in images/.
For 26.12.4+ use setProperty('comboTexture', 'textureName') for combo rating and 'combo', setProperty('numTexture', 'textureName') for combo numbers.

resizeGame(width:Null<Int> = null, height:<Int> = null, resetLayout:Bool = false, duration:Float = 0, ease:String, excludeCam:String, ?strum:Bool = true, ?hudUI:Bool = true)(1.6.3.16m2+)

Resize game world resolution.
width: Size width of game world resolution.
height: Size height of game world resolution.
resetLayout: Should layout ui layout reset?
duration: Duration for transition.
ease: The tweening method used, example: 'linear', 'circInOut'. All Tween Method.
excludeCam: Exclude cam from resize(separate with comma example: 'hud, game').
strum(26.12.9+): Reset layout for strum(required resetLayout to true).
hudUI(26.12.9+): Reset layout for HUD UI(required resetLayout to true).
Warning: Best use in onCreate(). In other function can use but the camera character slightly bit off(has been fix in 26.12.9+).

changeNotesSplashTexture(player:Bool = false, gf:Bool = false, texture:String = 'noteSplashes')(26.2.0+)(Deprecated)

Change the notes splash texture.
player: Player or Opponent notes.
gf: Gf notes or normal notes.
texture: What splash texture should use?.
Info: For ignore change texture, set notes or strums ignoreTextureChange to true.

changeNotesHoldCover(player:Bool = false, gf:Bool = false, texture:String = '')(26.6.0+)(Deprecated)

Change the notes hold cover texture.
player: Player or Opponent notes.
gf: Gf notes or normal notes.
texture: What hold cover texture should use?.
Info: For ignore change texture, set notes or strums ignoreTextureChange to true.

changeOrientation(orientation:String = 'landscape')(26.8.1+)(Mobile Only)

Change game orientation.
orientation: The orientation to use(accept: landscape, portrait, unspecific). Info: It return Bool.

changeNotesCameras(targetField:String = 'all', cam:Array<String>, ?strum:Bool = true, ?note:Bool = true, ?noteSplash:Bool = true, ?holdCover:Bool = true, ?excludeNoteType:Array<String>)(26.9.1+)

Change Notes Cameras.
targetField: What note field should use?(allowed value: player, opponent, gf, gf-player(26.9.1), gf-player(26.9.1), all)(use @ prefix to use custom field from createCustomStrum()).
cam: Camera to set, like game, hud, other or customCamera(use addCamera()).
strum: Should affected change to strum?
note: Should affected change to note?
noteSplash: Should affected change to note splash?
holdCover: Should affected change hold cover?
excludeNoteType(26.9.1): What notetype should do unchanged?

changeNotesScrollFactor(targetField:String = 'all', scroll:Array<Float>, ?strum:Bool = true, ?note:Bool = true, ?noteSplash:Bool = true, ?holdCover:Bool = true, ?excludeNoteType:Array<String>)(26.9.1+)

Change Notes Scroll Factor.
targetField: What note field should use?(allowed value: player, opponent, gf, gf-player, gf-player, all)(use @ prefix to use custom field from createCustomStrum()).
scroll: How much scrollfactor to set(0 = no scroll).
strum: Should affected change to strum?
note: Should affected change to note?
noteSplash: Should affected change to note splash?
holdCover: Should affected change hold cover?
excludeNoteType: What notetype should do unchanged?

changeNotesTextureV2(targetField:String = 'all', texture:String = '', ?note:Bool = true, ?strum:Bool = true, ?excludeNoteType:Array<String>)(26.9.4+)

Change Notes Texture.
targetField: What note field should use?(allowed value: player, opponent, gf, gf-player, gf-player, all)(use @ prefix to use custom field from createCustomStrum()).
texture: What texture should use?
note: Should affected change to note?
strum: Should affected change to strum?
excludeNoteType: What notetype should do unchanged?

changeNotesSplashTextureV2(targetField:String = 'all', texture:String = '', ?excludeNoteType:Array<String>)(26.9.4+)

Change Notes Splash Texture.
targetField: What note field should use?(allowed value: player, opponent, gf, gf-player, gf-player, all)(use @ prefix to use custom field from createCustomStrum()).
texture: What note splash texture should use?
excludeNoteType: What notetype should do unchanged?

changeNotesHoldCoverV2(targetField:String = 'all', texture:String = '', ?excludeNoteType:Array<String>)(26.9.4+)

Change Notes Hold Cover Texture.
targetField: What note field should use?(allowed value: player, opponent, gf, gf-player, gf-player, all)(use @ prefix to use custom field from createCustomStrum()).
texture: What hold cover texture should use?
excludeNoteType: What notetype should do unchanged?

setCameraShader(cam:String, shader:Array<String>)(26.10.3+)

Sets the shader of some cam to multi shader. (use @ to use build in shader. example: {'@invert', 'customshader'}).

reorderCamera(orderCam:Array<String>)(26.12.2+)

Reorder camera to orderCam order(behind-front).

setCameraOrder(cam:String, camTarget:String, behind:Bool = true)(26.12.2+)

Sets cam camera order to behind/front camTarget' camera.
behind: If set to false it will put cam order to front camTarget camera or else will put cam order to behind camTarget camera.

setCameraMost(cam:String, bottom:Bool = false)(26.12.5+)

Sets cam camera order to bottommost/topmost.
bottom: If set to true it will put cam to bottommost or else will put cam to topmost.

setCameraOrderV2(cam:String, index:Int)(26.12.5+)

Sets cam camera order to index.
index:Index number of listed camera.

fitSpriteToScreen(obj:String, center:Bool = true, fill:Bool = true)(26.12.7+)

Sets obj scale proportion to fit screen.
obj: The object game name.
center: Should will center after scaling?
fill: If set to false will scale to fit screen without cut sprite.

moveVideoOrder(camera:String, behind:Bool = true)(26.12.14+)

Sets video object(from startVideo()) order to behind/front camera camera.
behind: If set to false it will put video object order to front camera camera or else will put video object order to behind camera camera.

setVideoMost(bottom:Bool = false)(26.12.14+)

Sets video object(from startVideo()) order to bottommost/topmost.
bottom: If set to true it will put video object(from startVideo()) to bottommost or else will put video object(from startVideo()) to topmost.

setVideoOrder(index:Int)(26.12.14+)

Sets video object(from startVideo()) order to camera index.
index:Index number of listed camera.

changeStage(stage:String)(26.13.0+)

Change current stage to stage.

changeKeyboardKeybind(keyBind:Array<String>)(26.14.0+)

Change gameplay keyboard keybind during gameplay. List Key String.

changeGamepadKeybind(buttonBind:Array<String>)(26.14.0+)

Change gameplay gamepad keybind during gameplay. List Button String.

LUA Get Function

getResolutionWidth()(1.5.8+)

Return Int of monitor width resolution. Shortcut of getPropertyFromClass('openfl.Lib', 'application.application.window.display.bounds.width').

getResolutionHeight()(1.5.8+)

Return Int of monitor height resolution. Shortcut of getPropertyFromClass('openfl.Lib', 'application.application.window.display.bounds.height').

getBlendFromString(blend:String)(1.6.3.8+)

Return BlendMode from String.

getCurrentWallpaperPath()(1.6.3.10+)(Windows Only)

Return String of wallpaper path

getColorFromRGB(R:Int, G:Int, B:Int, A:Int = 255)(1.6.3.11+)

Return Int or Color Decimal of from RGB.
R: Red color channel.
G: Green color channel.
B: Blue color channel.
A: Alpha color channel.

customCameraExists(tag:String = '')(1.6.3.11+)

Return Bool if custom camera exists.
tag: Name of custom camera to check if exists.

customStrumExists(tag:String = '')(1.6.3.11+)

Return Bool if custom strums/field exists.
tag: Name of custom strum/field to check if exists.

getWindowProperty(type:String = 'x')(1.6.3.11+)

Return Dynamic of window property.
type: Type property to get(only x, y, width, height)

customButtonExists(tag:String = '')(26.1.0+)

Return Bool if custom button exists.
tag: Name of custom button to check if exists.

customToggleExists(tag:String = '')(26.1.0+)

Return Bool if custom toggle exists.
tag: Name of custom toggle to check if exists.

formatTimeFromSecond(second:Float = 0, showMS:Bool = false)(26.1.1+)

Return String of formatted time from second example: 63 second to 1:03.
second: Number of second to format.
showMS: Should show millisecond?

colorToGrayscale(color:Int)(26.5.0+)

Return Int or Color Decimal of from color to grayscale(luminance).
color: The color decimal to grayscale(use getColorFromHex() or getColorFromRGB() to get int or color decimal).

getCameraOrder(cam:String)(26.12.5+)

Return Int of cam Index.

LUA Obj Function

createCustomStrum(tag:String, data:Int = 4, camera:String = 'hud', scroilX:Float = 0, scrollY:Float = 0, downscroll:Null<Bool>, player:Bool = false, gf:Bool = false)(1.6.0+)

Create custom field.
tag: tag name for custom field.
data: How much strum to spawn.
camera: Camera target to custom field(selection: 'game', 'hud', 'other').
scrollX : Scroll speed of x.
scrollY : Scroll speed of y.
downscroll: Should down scroll?(if not set it will use current setting).
player(26.2.4+): Created as player strums(affected to different noteskin or 2nd strums mode(if enable)).
gf(26.2.4+): Created as gf strums(affected to different noteskin or 2nd strums mode(if enable)).

removeStrum(tag:String)(1.6.0+)

Remove custom field.
tag: Tag name custom field.

addCamera(name:String = '', x:Int, y:Int, width:Int, height:Int, zoom:Float = 1, ?sectionZoom:Bool = false)(1.6.2+)

Add custom camera.
name: Name custom camera(use 'camera:yourcameraname' if want access to setProperty() or getProperty()).
x: Camera x position.
y: Camera y position.
width: Camera width.
height: Camera height.
zoom: Camera zoom(also as default zoom if sectionZoom is true(26.2.1+)).
Warning: the last cameras always use by pause screen(has been fix after 1.6.3+).
sectionZoom(26.2.1+): Make camera act like camHUD zooming.

removeCamera(name:String = '')(1.6.2+)

Remove custom camera.
name: Name custom camera.

luaAlert(content:String = 'Hi, I\'m the who make this engine', title:String = 'DubEnderDragon')(1.6.2.2+)

Make alert box.
content: Content of alert.
title: Title of content.

openURL(web:String = 'https://github.com/DibyoExcel/Dragon-Engine')(1.6.3.5+)

Open the webpage.
web: The link to open pages.

debugPrintArray(text:Array<Dynamic>)(1.6.3.10+)

Same as debugPrint() but with array.

precacheSparrowAtlas(name:String)(1.6.3.17m1+)

Precache Sparrow Atlas Frames(Recommended put in onCreate()).
name: Name of atlas file in images/.

precachePackerAtlas(name:String)(1.6.3.17m1+)

Precache Packer Atlas Frames(Recommended put in onCreate()).
name: Name of atlas file in images/.

addButton(tag:String, x:Float, y:Float, texture:String, camera:String = 'hud', ?width:Int = 125, ?height:Int = 125)(26.1.0+)

Add button object.
tag: Tag name of button(access object as customButtonMap@tag).
x: X position of button.
y: Y position of button.
texture: Texture file in images/.
camera: Camera target to button(selection: game', 'hud', 'other')(can be multi cam with comma. example: hud, other.).
width: Width size of button.
height: Height size of button.

removeButton(tag:String)(26.1.0+)

Remove button object.
tag: Tag name of button.

addToggle(tag:String, x:Float, y:Float, texture:String, camera:String = 'hud', ?width:Int = 125, ?height:Int = 125, ?initialState:Bool = false)(26.1.0+)

Add toggle object.
tag: Tag name of toggle(access object as customToggleMap@tag).
x: X position of toggle.
y: Y position of toggle.
texture: Texture file in images/.
camera: Camera target to toggle(selection: game', 'hud', 'other')(can be multi cam with comma. example: hud, other.).
width: Width size of toggle.
height: Height size of toggle.
initialState: Initial state of toggle(true:on, false:off).

removeToggle(tag:String)(26.1.0+)

Remove toggle object.
tag: Tag name of toggle.

addCameraAt(name:String = '', x:Int, y:Int, width:Int, height:Int, zoom:Float = 1, ?sectionZoom:Bool = false, index:Int = -1)(26.12.7+)

Same as addCamera() but with order control.
index: Index number of listed camera.

precacheVideo(path:String)(26.12.14+)

Precache Video(Recommended put in onCreate()).
path: Path of video file in videos/.

addVideoSprite(tag:String, x:Float, y:Float, path:String, camera:String = 'other', hasVolume:Bool = true, front:Bool = true)(26.12.14+)

Add Video as sprite.
tag: Tag of video sprite(can use for getProperty() and setProperty()).
x: X sprite position.
y: Y sprite position.
path: Video path to play(inside videos/ folder).
camera: Initial video sprite camera.
hasVolume: Does video sprite has video sound?
front: Should created topmost sprite?

addStageData(tag:String, defaultZoom:Float = 1, boyfriendX:Float = 770, boyfriendY:Float = 100, opponentX:Float = 100, opponentY:Float = 100, girlfriendX:Float = 400, girlfriendY:Float = 130, camera_boyfriendX:Float = 0, camera_boyfriendY:Float = 0, camera_opponentX:Float = 0, camera_opponentY:Float = 0, camera_girlfriendX:Float = 0, camera_girlfriendY:Float = 0, cameraSpeed:Float = 1)(26.13.0+)

Add Stage Data.
tag: Tag of Stage Data.
defaultZoom: Default zoom.
boyfriendX: Boyfriend X position.
boyfriendY: Boyfriend Y position.
opponentX: Opponent X position.
opponentY: Opponent Y position.
girlfriendX: Girlfriend X Position.
girlfriendY: Girlfriend Y position.
camera_boyfriendX: Boyfriend camera X Offset.
camera_boyfriendY: Boyfriend camera Y offset.
camera_opponentX: Opponent camera X offset.
camera_opponentY: Opponent camera Y offset.
camera_girlfriendX: Girlfriend camera X offset.
camera_girlfriendY: Girlfriend camera Y offset.
cameraSpeed: Camera speed multiplier.

removeStageData(tag:String)(26.13.0+)

Remove Stage Data.
tag: Tag of Stage Data.

addSpriteToStage(tag:String, obj:String)(26.13.0+)

Add sprite to Stage Data list.
tag: Tag of Stage Data.
obj: Lua Sprite Tag or Object variable name.

removeSpriteFromStage(tag:String, obj:String)(26.13.0+)

Remove sprite from Stage Data list.
tag: Tag of Stage Data.
obj: Lua Sprite Tag or Object variable name.

LUA Callback Function

opponentNoteMiss(id:Int, noteData:Int, noteType:String, isSustainNote:Bool)(1.5.7+)

Same as noteMiss(id:Int, noteData:Int, noteType:String, isSustainNote:Bool) but for opponent and most use for bothside and opponent gamemode.

opponentNoteMissPress(noteData:Int)(1.5.7+)

Same as noteMiss(noteData:Int) but for opponent and most use for opponent gamemode.

onChangeGamemode(name:String, transition:Bool)(1.6.0.6+)

Function called when change gamemode(from changeGamemode())
name: Returning the gamemode name after change.
transition(1.6.1.2+): Return bool after change gamemode transition.

onChangeOpponent(dualstrum:Bool, transition:Bool, transition2:Bool)(1.6.0.6+)

Function called when change 2nd strums(from setSecondOpponent()).
dualstrum: Returning bool of 2nd strums mode after change.
transition(1.6.1.2+): Returning bool of transition after change.
transition2(1.6.1.2+): Returning bool of transition2 after change.

onRatingPopUp(noteId:Int, ratingId,:Int noteData:Int, noteType:String)(1.6.0.16+)

Function called when pop up rating.
noteId: A Current note hit id.
ratingId: A Current Rating id.
noteData: A current noteData.
noteType: A current noteType.

onNumPopUp(noteId:Int, numId:Int, noteData:Int, noteType:String)(1.6.0.16+)

Function called when pop up combo number.
noteId: A Current note hit id.
numId: A Current Num id.
noteData: A current noteData.
noteType: A current noteType.

onComboPopUp(noteId:Int, comboId:Int, noteData:Int, noteType:String)(1.6.0.16+)

Function called when pop up combo.
noteId: A Current note hit id.
comboId: A Current combo hit id.
noteData: A current noteData.
noteType: A current noteType.

onSpawnNoteSplashes(noteId:Int, splashId:Int, noteData:Int, noteType:String)(1.6.0.16+)

Function called when spawn note splash.
noteId: A Current note hit id.
splashId: A Current splash id.
noteData: A current noteData.
noteType: A current noteType.

onFieldHint(field:Array<String>)(26.2.5+)

Function called when field hinting.
field: A field to hinted.
Return Function_Stop will stop hint it.

fieldNoteHit(fieldName:String, membersIndex:Int, noteData:Int, noteType:String, isSustainNote:Bool)(26.7.0+)

Same as goodNoteHit() or opponentNoteHit(). But for custom field.
fieldName: Custom field name.
membersIndex: The notes index number.
noteData: A noteData of notes.
noteType: A noteType of notes.
isSustainNote: Is this sustain notes?.

onDespawnNote(membersIndex:Int, noteData:Int, noteType:String, isSustainNote:Bool)(26.12.1+)

Function called when note despawn.
membersIndex: The notes index number.
noteData: A noteData of notes.
noteType: A noteType of notes.
isSustainNote: Is this sustain notes?.

onGameResolutionChange(Width:Int, Height:Int)(26.12.10+)

Function called when game resolution has change.
Width: New game width resolution.
Height: New game height resolution.

onVideoFinished(tag:String)(26.12.14+)

Function called when video sprite finished(from addVideoSprite()).
tag: Video tag name just finished.

onChangeStage(stage:String)(26.13.0+)

Function called when change stage from changeStage().
stage: New Stage name.

LUA Variable Function

gamemode(1.5.9+)

Return String of current gamemode.

extraui(1.6.0.7+)

Return Bool of "Extra UI" setting.

darkmode(1.6.1.10+)

Return Bool of "Dark Mode" setting.

startPause(1.6.1.10+)

Return Bool of "Start Pause" setting.

defaultGfStrumX0(1.6.0.9+)

Return Float of strums X0 gfStrums(2nd Opponent Strums only).

defaultGfStrumX1(1.6.0.9+)

Return Float of strums X1 gfStrums(2nd Opponent Strums only).

defaultGfStrumX2(1.6.0.9+)

Return Float of strums X2 gfStrums(2nd Opponent Strums only).

defaultGfStrumX3(1.6.0.9+)

Return Float of strums X3 gfStrums(2nd Opponent Strums only).

defaultGfStrumY0(1.6.0.9+)

Return Float of strums Y0 gfStrums(2nd Opponent Strums only).

defaultGfStrumY1(1.6.0.9+)

Return Float of strums Y1 gfStrums(2nd Opponent Strums only).

defaultGfStrumY2(1.6.0.9+)

Return Float of strums Y2 gfStrums(2nd Opponent Strums only).

defaultGfStrumY3(1.6.0.9+)

Return Float of strums Y3 gfStrums(2nd Opponent Strums only).

engineversion(1.6.3.1+)

Return String of DGE Version.

deviceModel(1.6.3.12+)

Return String of Device Model.

deviceVendor(1.6.3.12+)

Return String of Device Vendor.

platformLabel(1.6.3.12+)

Return String of Platform Label.

platformName(1.6.3.12+)

Return String of Platform Name.

platformVersion(1.6.3.12+)

Return String of Platform Version.

camGameMult(1.6.3.16m2+)

Return Float of multiply resolution fill content from resizeGame().

isMobile(26.0.1+)

Return Bool if current platform is mobile.

modchart(26.2.1+)

Return Bool of "Modchart" setting.

noteMechanic(26.2.1+)

Return Bool of "Note Mechanic" setting.

LUA Set(Build In Override) Function

setObjectCamera(obj:String, camera:String)(1.6.2+)

Changes on which camera should your object be drawn on.
obj: Lua Sprite tag or Object variable name.
camera: Camera to set, like game, hud, other or customCamera(use addCamera())(Separate with comma. Example: game, hud).

setSpriteShader(obj:String, shader:String)(26.10.3+)

Sets the shader of some obj to shader. (use @ to use build in shader. Example @invert).

LUA Get(Build In Override) Function

getTextFromFile(path:String, ?ignoreModFolders:Bool = false, ?forceFromDisk = false)(1.6.3.17m1+)

Return content of specific file in text.
path: Path to file
ignoreModFolders: If true, it'll ignore mod folders and only check in base game folder
forceFromDisk: If true, it'll force load file from disk instead of cache(false by default for performance).