Reference
Wherever the API takes a key that names something of the game - an item, a soul, a buff, a mesh, a preset, an animation clip, a door - the thing comes from one of these lists. They are the same for every scripting language; the API pages link into them.
The lists in the first table are generated from the installed game’s own files - the tables, the animation databases, the levels - by the same tool that writes the server’s tables export, so the ids in them are exactly the ids the server resolves. An id is a row number of a name-sorted export: stable for one export of one game build, shifted by a game patch that adds things - keep the name or the GUID in anything durable.
| List | What is in it | The API that takes it |
|---|---|---|
| Items | every item class by category: id, name, English name, weight, price, GUID | GivePlayerItem, CreatePickup, GetItemInfo, /give, /item |
| Souls | every soul by archetype - horses, dogs, people, animals: id, name, GUID | CreateHorse, CreateDog, CreateActor, SetSpawnInfo’s appearance, /horse, /dog |
| Buffs | every buff by class: id, name, English name, duration, GUID | GivePlayerBuff, ClaimBuffClasses, [combat] claimed_buffs |
| Meshes | every static mesh of the object files by folder: id, name, path | CreateProp, /prop |
| Consumables | every food, drink, potion, poison and ointment with its health, alcohol, buff and regeneration | OnPlayerUseItem |
| Clothing presets | every outfit by gender, with its pieces and GUID | SetSpawnInfo, CreateActor, [spawn] clothing_preset |
| Weapon presets | every set of arms with its weapons and GUID | SetSpawnInfo, CreateActor, [spawn] weapon_preset |
| Stats and skills | the character’s stats and skills by name | SetPlayerStat, SetPlayerSkill |
| Animations | every clip of the male animation set by fragment family | SetActorAnim |
| Particle effects | every particle effect by library | SpawnEffect |
| Audio triggers | every sound trigger by set | PlaySound |
| Decal materials | every decal material | SpawnDecal |
| Levels, doors and containers | the three levels and every door and stash placed in each, with the key and the position | SetDoorState, GetContainerItems, [server] level |
Two pages follow the server’s code rather than the game’s files:
| Page | |
|---|---|
| Weather | the presets and the level sky profiles they stand for - SetWeather, /weather |
| Chat commands | the commands the server answers in every game mode, and who may use each |
The lists are the server’s own export of the game: Exporting the game’s tables makes the same
file for your server, so the ids here are the ids it resolves. Every key of server.toml is on
Server configuration.
