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Modding guide

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Modding is when you change a gameplay element, such as:

  • Grants
  • Pictures (e.g prisoner clothing, objects, terrain)
  • Save games

Contents

[edit] Code

[edit] Example Code

function CreateGrants()

	CreateBootstrapGrants();
	CreateFirstCellBlockGrant();
	CreateHealthGrant();
	CreateBookWormsInmatesGrant();
	CreateHigherSecurity();
	CreateFamilyMatters();
	CreateMetalDetectors();
	CreateExercice();
	CreateWaterLand();
	CreateVisitation();
	CreateLaundromat();
	CreateWorkshop();
	CreateModInstall();
	--Input new grants here
	CreateSmallPrison();
	CreateMediumPrison();
end



function CreateBootstrapGrants()

	-- Basic Detention Centre
	
	Objective.CreateGrant			( "Grant_bootstraps", 40000, 0 )
	
	Objective.CreateGrant			( "Grant_bootstraps_holdingcell", 0, 0 )	
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireRoom			( "HoldingCell", true )
	
	Objective.CreateGrant			( "Grant_bootstraps_shower", 0, 0 )	
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireRoom			( "Shower", true )
	
	Objective.CreateGrant			( "Grant_bootstraps_yard", 0, 0 )
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireRoom			( "Yard", true )

	Objective.CreateGrant			( "Grant_bootstraps_kitchen", 0, 0 )
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireRoom			( "Kitchen", true )
	
	Objective.CreateGrant			( "Grant_bootstraps_canteen", 0, 0 )
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireRoom			( "Canteen", true )

	Objective.CreateGrant			( "Grant_bootstraps_guard", 0, 0 )
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireObjects		( "Guard", 2 )

	Objective.CreateGrant			( "Grant_bootstraps_chef", 0, 0 )
	Objective.SetParent				( "Grant_bootstraps" )
	Objective.RequireObjects		( "Cook", 2 )

	
	-- Basic Administrative set up
	
	Objective.CreateGrant			( "Grant_Administration", 10000, 0 )
	
	Objective.CreateGrant			( "Grant_Administration_offices", 0, 0 )
	Objective.SetParent				( "Grant_Administration" )
	Objective.RequireRoomsAvailable	( "Office", 2 )
	
	Objective.CreateGrant			( "Grant_Administration_Warden", 0, 0 )
	Objective.SetParent				( "Grant_Administration" )
	Objective.RequireObjects		( "Warden", 1 )
	
	Objective.CreateGrant			( "Grant_Administration_Accountant_Research", 0, 0 )
	Objective.SetParent				( "Grant_Administration" )
	Objective.RequireResearched		( "Finance" )
	
	Objective.CreateGrant			( "Grant_Administration_Accountant", 0, 0 )
	Objective.SetParent				( "Grant_Administration" )
	Objective.RequireObjects		( "Accountant", 1 )
	
end



function CreateFirstCellBlockGrant()

	Objective.CreateGrant			( "Grant_FirstCellBlock", 20000, 10000 )
		
	Objective.CreateGrant			( "Grant_FirstCellBlock_Cells", 0, 0 )
	Objective.SetParent				( "Grant_FirstCellBlock" )	
	Objective.RequireRoomsAvailable	( "Cell", 15 )
	
end


function CreateHealthGrant()

	Objective.CreateGrant			( "Grant_Health", 10000, 10000 )
	
	Objective.CreateGrant			( "Grant_Health_Ward", 0, 0 )
	Objective.SetParent				( "Grant_Health" )
	Objective.RequireRoom			( "MedicalWard", true )
	
	Objective.CreateGrant			( "Grant_Health_Doctors", 0, 0 )
	Objective.RequireObjects		( "Doctor", 2 )
	Objective.SetParent				( "Grant_Health" )
	
	Objective.CreateGrant			( "Grant_Health_Psychologist", 0, 0 )
	Objective.RequireObjects		( "Psychologist", 1 )
	Objective.SetParent				( "Grant_Health" )
	
end

	--Added by Adico:

function CreateBookWormsInmatesGrant()


	Objective.CreateGrant			( "Grant_Book_Worms_Inmates", 2000, 1000 )

	Objective.CreateGrant			( "Grant_Book_Worms_Inmates_Commonroom", 0, 700 )
	Objective.SetParent				( "Grant_Book_Worms_Inmates" )
	Objective.RequireRoom			( "CommonRoom", true )
	
	Objective.CreateGrant			( "Grant_Book_Worms_Inmates_Books", 0, 0 )
	Objective.RequireObjects		( "Bookshelf", 3 )
	Objective.SetParent				( "Grant_Book_Worms_Inmates" )
	
	Objective.CreateGrant			( "Grant_Book_Worms_Inmates_Chairs", 0, 0 )
	Objective.RequireObjects		( "Chair", 2 )
	Objective.SetParent				( "Grant_Book_Worms_Inmates" )

end

function CreateHigherSecurity()

	Objective.CreateGrant			( "Grant_Higher_Security", 25000, 5000 )
	
	Objective.CreateGrant			( "Grant_Higher_Secutiry_1", 0, 500 )
	Objective.SetParent				( "Grant_Higher_Security" )
	Objective.RequireResearched		( "Security" )
	
	Objective.CreateGrant			( "Grant_Higher_Secutiry_2", 0, 500 )
	Objective.SetParent				( "Grant_Higher_Security" )
	Objective.RequireResearched		( "Deployment" )
	
	Objective.CreateGrant			( "Grant_Higher_Secutiry_3", 0, 500 )
	Objective.SetParent				( "Grant_Higher_Security" )
	Objective.RequireResearched		( "Cctv" )
	
	Objective.CreateGrant			( "Grant_Higher_Security_Room", 0, 1000 )
	Objective.SetParent				( "Grant_Higher_Security" )
	Objective.RequireRoom			( "Security", true )
	
	Objective.CreateGrant			( "Grant_Higher_Security_Guards", 0, 500 )
	Objective.RequireObjects		( "Guard", 10 )
	Objective.SetParent				( "Grant_Higher_Security" )
	
	Objective.CreateGrant			( "Grant_Higher_Security_CCTV_monitors", 0, 100 )
	Objective.RequireObjects		( "CctvMonitor", 1 )
	Objective.SetParent				( "Grant_Higher_Security" )
	
	Objective.CreateGrant			( "Grant_Higher_Security_CCTV", 0, 500 )
	Objective.RequireObjects		( "Cctv", 3 )
	Objective.SetParent				( "Grant_Higher_Security" )
	
end

function CreateFamilyMatters()

	Objective.CreateGrant			( "Grant_Family_Matters", 10000, 0 )
	
	Objective.CreateGrant			( "Grant_Family_Matters_Phones", 0, 0 )
	Objective.RequireObjects		( "PhoneBooth", 5 )
	Objective.SetParent				( "Grant_Family_Matters" )
	
end

function CreateMetalDetectors()
	
	Objective.CreateGrant			( "Grant_Metal_Detectors", 20000, 5000 )
	
	Objective.CreateGrant			( "Grant_Metal_Detectors_MT", 0, 1000 )
	Objective.RequireObjects		( "MetalDetector", 6 )
	Objective.SetParent				( "Grant_Metal_Detectors" )
	
end

function CreateExercice()

	Objective.CreateGrant			( "Grant_Exercice", 500, 500 )
	
	Objective.CreateGrant			( "Grant_Exercice_1", 0, 500 )
	Objective.SetParent				( "Grant_Exercice" )
	Objective.RequireResearched		( "Maintainance" ) 
	
	Objective.CreateGrant			( "Grant_Exercice_2", 0, 500 )
	Objective.SetParent				( "Grant_Exercice" )
	Objective.RequireResearched		( "GroundsKeeping" ) 
	
	Objective.CreateGrant			( "Grant_Exercice_Benchs", 0, 200 )
	Objective.RequireObjects		( "WeightsBench", 4 )
	Objective.SetParent				( "Grant_Exercice" )
	
end

function CreateSmallPrison()

	Objective.CreateGrant			( "Grant_Small_Prison", 0, 20000 )
	
	Objective.CreateGrant			( "Grant_Small_Prison_Inmates", 0, 0 )
	Objective.RequireObjects		( "Prisoner", 20, "prisoner" )
	Objective.SetParent				( "Grant_Small_Prison" )
	
end
	
function CreateMediumPrison()

	Objective.CreateGrant			( "Grant_Medium_Prison", 0, 50000 )
	
	Objective.CreateGrant			( "Grant_Medium_Prison_Inmates", 0, 0 )
	Objective.RequireObjects		( "Prisoner", 50, "prisoner" )
	Objective.SetParent				( "Grant_Medium_Prison" )
	
end

--Added by LDshadowLord
function CreateWaterLand()

	Objective.CreateGrant			( "Water_Land", 2500, 1500 )
	
	Objective.CreateGrant			( "Water_land_pump", 0, 5000 )
	Objective.RequireObjects		( "WaterPumpStation", 1)
	Objective.SetParent				( "Water_Land" )
	
	Objective.CreateGrant			( "Water_land_drain", 0, 1000 )
	Objective.RequireObjects		( "Drain", 2)
	Objective.SetParent				( "Water_Land" )
	
	Objective.CreateGrant			( "Water_land_sh", 0, 500 )
	Objective.RequireObjects		( "ShowerHead", 2)
	Objective.SetParent				( "Water_Land" )
	
	Objective.CreateGrant			( "Water_land_room", 0, 500 )
	Objective.SetParent				( "Water_Land" )
	Objective.RequireRoom			( "Shower", true)
	
end

function CreateLaundromat()

	Objective.CreateGrant			( "Grant_Laundromat", 1000, 500 )
	
	Objective.CreateGrant			( "Grant_Laundromat_1", 0, 1000 )
	Objective.SetParent				( "Grant_Laundromat" )
	Objective.RequireResearched		( "PrisonLabour" ) 
	
	Objective.CreateGrant			( "Grant_Laundromat_Machines", 0, 1000 )
	Objective.RequireObjects		( "LaundryMachine", 2 )
	Objective.SetParent				( "Grant_Laundromat" )
	
	Objective.CreateGrant			( "Grant_Laundromat_Baskets", 0, 500 )
	Objective.RequireObjects		( "LaundryBasket", 2 )
	Objective.SetParent				( "Grant_Laundromat" )
	
	Objective.CreateGrant			( "Grant_Laundromat_Room", 0, 500 )
	Objective.SetParent				( "Grant_Laundromat" )
	Objective.RequireRoom			( "Laundry", true)
	
end

function CreateWorkshop()

	Objective.CreateGrant			( "Grant_Workshop", 1000, 500 )
	
	Objective.CreateGrant			( "Grant_Workshop_1", 0, 1000 )
	Objective.SetParent				( "Grant_Workshop" )
	Objective.RequireResearched		( "PrisonLabour" ) 
	
	Objective.CreateGrant			( "Grant_Workshop_Press", 0, 1000 )
	Objective.RequireObjects		( "WorkshopPress", 2 )
	Objective.SetParent				( "Grant_Workshop" )
	
	Objective.CreateGrant			( "Grant_Workshop_Saw", 0, 500 )
	Objective.RequireObjects		( "WorkshopSaw", 2 )
	Objective.SetParent				( "Grant_Workshop" )
	
	Objective.CreateGrant			( "Grant_Workshop_Room", 0, 500 )
	Objective.SetParent				( "Grant_Workshop" )
	Objective.RequireRoom			( "Workshop", true)
	
end

function CreateVisitation()

	Objective.CreateGrant			( "Grant_Visitation", 1000, 500 )
	
	Objective.CreateGrant			( "Grant_Visitation_Table", 0, 500 )
	Objective.RequireObjects		( "VisitorTable", 2 )
	Objective.SetParent				( "Grant_Visitation" )
	
	Objective.CreateGrant			( "Grant_Visitation_Room", 0, 500 )
	Objective.SetParent				( "Grant_Visitation" )
	Objective.RequireRoom			( "Visitation", true)
	
end

function CreateModInstall()
	
	Objective.CreateGrant			( "Grant_Mod_Installed", 500, 500 )
	
	Objective.CreateGrant			( "Grant_Mod_Installed_1", 0, 0 )
	Objective.RequireRoom		( "Deliveries", 1 )
	Objective.SetParent				( "Grant_Mod_Installed" )
	
end

[edit] Modifying your save game

[edit] Step 1: Save Game location

For Windows Vista/7/8 Navigate to: C:\Users\YOUR_NAME\AppData\Local\Introversion\Prison Architect\saves

For Mac Navigate to: /Users/YourUserName/Library/Application Support/Prison Architect/saves

For Windows XP Navigate to: C:\Documents and Settings\YOUR_NAME\Local Settings\Application Data\Introversion\Prison Architect\saves

[edit] Step 2: Accessing the save

Look for a file with .prison at the end, With your prison name infront. e.g. MyPrison.prison. Right Click that file and open with notepad, or for mac Textedit or other text editors.

[edit] Step 3: Modifying the save

[edit] Money Cheat

Once open, Press Ctrl + F, or for mac Command + F. Then type in the following: Balance. The following number should match your current money, change it to whatever you like and save the file.

[edit] Prisoner Cheat

Once open, the top few lines of the file will say "TimeIndex xyz" and a little bit below it will say "Intake.next zyx", modify zyx so that it is 1 higher than xyz to have prisoners arrive instantly
Below "Intake.next" is "Intake.numPrisoners", change that to whatever number you like

Once done, save the file and load up your save game.

[edit] Modifying the Game Files

[edit] Getting the Game Files

  • Navigate to your installation directory e.g "C:\Program Files (x86)\Prison Architect\"
  • Open main.dat with an archive program such as WinRAR or 7-Zip
  • Extract it and rename it to "data", so the "grants.lua" file should be at "INSTALL_DIRECTORY\data\grants.lua"

[edit] Getting the Game Files (Mac)

  • Navigate to library 'For Steam buyers"/Users/YourUsername/Library/Application Support/steam/steamapps/Common/Prison Architect/Prison Architect.app(to get inside it right click on it and click show package contents)/Contents/Resources"
  • Extract the file main.dat with and archive program ,not Compress, such as WinRAR Mac, or 7-Zip mac
  • Rename it to "data"

[edit] Creating a grant (Mac)

Open the file grants.lua with textmate which is a free code editor for mac, or any other text editor like TextEdit, then make a new line anywhere between "function CreateGrants()"

type "CreateMyGrant();", it should now look like this:

function CreateGrants()
	CreateBootstrapGrants();
	CreateFirstCellBlockGrant();
	CreateHealthGrant();
	CreateMyGrant();
end

Directly after CreateGrants "end" line, create a new line and type "function CreateMyGrant()", followed by a new line with "end", like this:

function CreateMyGrant()
end

Inbetween those lines, press the TAB key once (its above capslock) and type "Objective.CreateGrant", followed by 3 more TAB's, and then "( "Grant_MyGrant", 1337, 42 )", like so:

function CreateMyGrant()
	Objective.CreateGrant			( "Grant_MyGrant", 1337, 42 )
end

"Grant_MyGrant" is the internal name of the grant, the actual name of the grant can be modified in the english.txt file, within the language folder, within the data folder, which we'll get to later

1337 is the amount of money you get from accepting the grant, 42 is the money you get once all grant requirements are complete (and doesn't include extra money from completing those requirements)

Now save the file and start up the game, go to the grants screen and you should see it there with its internal name "Grant_MyGrant", click it and you should get the money, if you don't go back and double-check it against my example.

Let's add a requirement, every requirement in a grant is a grant of its own, to make it a requirement we have to call "Objective.SetParent(Parent_Internal_Name_Here)" after creating it, like so:

function CreateMyGrant()
	Objective.CreateGrant			( "Grant_MyGrant", 1337, 42 )
	
	Objective.CreateGrant			( "Grant_MyGrant_MyRequirement1", 0, 8001 )
	Objective.SetParent			( "Grant_MyGrant" )
end

The number 8001 is the money you get when the grant, or in this case the requirement since we set its parent, is complete.

While it is now 'technically' a requirement, the requirement itself requires nothing, so let's change that.

scroll down this page and take a look at the Lua Scripting->Dump->Objective section and pick something meaningful from there (or just follow along), in this case I'll use "Objective.RequireRoom", you can take a look at the Rooms available to pick from in the Lua Scripting->Objects->Rooms section below, we'll do Solitary simply because it has no requirement itself (e.g be indoors) which is perfect for testing.

So after you set the parent, type in "Objective.RequireRoom ( "Solitary", true )", it should now look like this:

function CreateMyGrant()
	Objective.CreateGrant			( "Grant_MyGrant", 1337, 42 )
	
	Objective.CreateGrant			( "Grant_MyGrant_MyRequirement1", 0, 8001 )
	Objective.SetParent			( "Grant_MyGrant" )
	Objective.RequireRoom			( "Solitary", true )
end

Congratulations, you just made a basic grant, you can keep adding requirements, change the names, how much money you earn, etc. to your hearts content, save the file and run the game to test it out, if it doesn't work go back and compare it to my examples.


[edit] Creating a grant (Windows)

Open "grants.lua" with a text editor (I recommend Notepad++, but notepad is sufficient) and then make a new line anywhere between "function CreateGrants()" and "end"

type "CreateMyGrant();", it should now look like this:

function CreateGrants()
	CreateBootstrapGrants();
	CreateFirstCellBlockGrant();
	CreateHealthGrant();
	CreateMyGrant();
end

Directly after CreateGrants "end" line, create a new line and type "function CreateMyGrant()", followed by a new line with "end", like this:

function CreateMyGrant()
end

Inbetween those lines, press the TAB key once (its above capslock) and type "Objective.CreateGrant", followed by 3 more TAB's, and then "( "Grant_MyGrant", 1337, 42 )", like so:

function CreateMyGrant()
	Objective.CreateGrant			( "Grant_MyGrant", 1337, 42 )
end

"Grant_MyGrant" is the internal name of the grant, the actual name of the grant can be modified in the english.txt file, within the language folder, within the data folder, which we'll get to later

1337 is the amount of money you get from accepting the grant, 42 is the money you get once all grant requirements are complete (and doesn't include extra money from completing those requirements)

Now save the file and start up the game, go to the grants screen and you should see it there with its internal name "Grant_MyGrant", click it and you should get the money, if you don't go back and double-check it against my example.

Let's add a requirement, every requirement in a grant is a grant of its own, to make it a requirement we have to call "Objective.SetParent(Parent_Internal_Name_Here)" after creating it, like so:

function CreateMyGrant()
	Objective.CreateGrant			( "Grant_MyGrant", 1337, 42 )
	
	Objective.CreateGrant			( "Grant_MyGrant_MyRequirement1", 0, 8001 )
	Objective.SetParent			( "Grant_MyGrant" )
end

The number 8001 is the money you get when the grant, or in this case the requirement since we set its parent, is complete.

While it is now 'technically' a requirement, the requirement itself requires nothing, so let's change that.

scroll down this page and take a look at the Lua Scripting->Dump->Objective section and pick something meaningful from there (or just follow along), in this case I'll use "Objective.RequireRoom", you can take a look at the Rooms available to pick from in the Lua Scripting->Objects->Rooms section below, we'll do Solitary simply because it has no requirement itself (e.g be indoors) which is perfect for testing.

So after you set the parent, type in "Objective.RequireRoom ( "Solitary", true )", it should now look like this:

function CreateMyGrant()
	Objective.CreateGrant			( "Grant_MyGrant", 1337, 42 )
	
	Objective.CreateGrant			( "Grant_MyGrant_MyRequirement1", 0, 8001 )
	Objective.SetParent			( "Grant_MyGrant" )
	Objective.RequireRoom			( "Solitary", true )
end

Congratulations, you just made a basic grant, you can keep adding requirements, change the names, how much money you earn, etc. to your hearts content, save the file and run the game to test it out, if it doesn't work go back and compare it to my examples.

[edit] Adding your grant to the language file

Now that you've made your grant its time to give it a proper name and description, not to mention an explanation for its requirements.

First open the language folder in the data folder, then open english.txt and press CTRL + F or for mac Command + F, search for "objective_grant_bootstraps", which is the internal name of the Detention Center grant, to the right of it is the grants actual name "Contract: Basic Detention Center", the line below this is the grants description which appears below the grants name in the grant screen.

the next 6 lines are the internal names of the grants that have "objective_grant_boostraps" as its parent, in other words they are the requirements, the text to the right of those requirements is the text that appears in your grant checklist on the left-side of the screen to tell you what you need.

So now let's add proper names and descriptions for our grant, I'll be using the internal names of my grant guide above, replace them with whatever you've done yourself if you aren't following it.

Directly below "objective_grant_bootstraps_chef Hire at least two chefs" type a new blank line and then

"objective_Grant_MyGrant					Custom Grant"

which will be the grants name, on the next line we will place our description so type in

"objective_Grant_MyGrant_description		A custom grant designed to teach beginners"

now the only thing left is the description for the requirements, I recommend you keep it short and to the point due to the fact it is displayed constantly, so go to the next line and type

"objective_Grant_MyGrant_MyRequirement1 	Build 1 Solitary Room"

so it should now look like this:

objective_grant_bootstraps                  Contract: Basic Detention Centre
objective_grant_bootstraps_description      Turn an empty field into a functioning prison.  This government contract gives you the funds neccesary to build the absolute minimum facilities for your first set of Prisoners.
objective_grant_bootstraps_cells      Build enough cells for 8 prisoners
objective_grant_bootstraps_shower           Build a shower
objective_grant_bootstraps_yard             Build a yard 
objective_grant_bootstraps_kitchen          Build a kitchen
objective_grant_bootstraps_canteen          Build a canteen
objective_grant_bootstraps_guard            Hire at least two guards
objective_grant_bootstraps_chef             Hire at least two chefs

objective_Grant_MyGrant			Custom Grant
objective_Grant_MyGrant_description	A custom grant designed to teach beginners
objective_Grant_MyGrant_MyRequirement1 	Build 1 Solitary Room

and done! save the file, start the game and test it out, like always if it doesn't work go back and compare it to examples.

[edit] Lua Scripting

[edit] Object

[edit] Rooms

None, Cell, HoldingCell, Canteen, Kitchen, Shower, Yard, Storage, Deliveries, Garbage, Execution, Workshop, Security, Office, MedicalWard, Morgue, CommonRoom, Laundry, CleaningCupboard, Visitation, Solitary, Armoury.

[edit] People

Workman, Guard, RiotGuard, Prisoner, Doctor, Paramedic, Cook, Gardener, Janitor, Fireman, Avatar, Actor, Visitor, Warden, Chief, Foreman, Psychologist, Accountant, Lawyer, ArmedGuard.

[edit] Furniture

Bed, Toilet, Table, Chair, Bench, Bin, Sink, ServingTable, ShowerHead, Bookshelf, OfficeDesk, FilingCabinet, MedicalBed, MorgueSlab, WeightsBench, PhoneBooth, PoolTable, VisitorTable, IroningBoard, LaundryBasket

[edit] Doors

JailDoor, JailDoorLarge, Door, StaffDoor, SolitaryDoor, JailBars

[edit] Windows

Window, WindowLarge

[edit] Flora

Tree, GrassTurf

[edit] Electronics

ElectricChair, Light, Cooker, Fridge, MetalDetector, Tv, LargeTv, Cctv, CctvMonitor, LaundryMachine, WorkshopSaw, WorkShopPress

[edit] Utility

PowerStation, Capacitor, ElectricalCable , PowerSwitch, WaterPumpStation, PipeValve, PipeLarge, PipeSmall

[edit] Automobiles

SupplyTruck, FireEngine, RiotVan, Ambulance

[edit] Misc/Unknown

Sprinkler, Drain, None, Box, Stack, Fire, Garbage, Rubble, Equipment, Prop, Dummy, Polaroid, Brick, Concrete, Steel, Bleach, SheetMetal, LicensePlateBlank, LicensePlate, Ingredients, IngredientsCooking, IngredientsCooked, Meal, FoodTray, FoodTrayDirty, PrisonerUniform, DirtyPrisonerUniform, CrumpledPrisonerUniform, DismantleObject, DismantleUtility

[edit] Materials

[edit] Flooring

Dirt, PavingStone, Grass, Gravel, Road, RoadMarkings, RoadMarkingsLeft, RoadMarkingsRight, Stone, ConcreteTiles, ConcreteFloor, WoodenFloor, CeramicFloor, MosaicFloor, MetalFloor, MarbleTiles, WhiteTiles, FancyTiles, BurntFloor

[edit] Walls

Fence, ConcreteWall, BrickWall, BurntWall, PerimeterWall

[edit] Misc

None, Building, Demolish, DemolishWalls, Roof, BuildingFrame

[edit] Dump

[edit] Global

not including default Lua functions/tables

Global.Game					table
Global.ScriptSystem				userdata
Global.Objective				table
Global.Trigger					table

[edit] Objective

 Objective.Complete
 Objective.Create
 Objective.CreateGrant
	Usage: Objective.CreateGrant("Grant_Name", InitialMoney(number), CompletionMoney(number))
	Creates a grant.
 Objective.Exists
 Objective.Invert
 Objective.RequireBuilding
 Objective.RequireFlag
 Objective.RequireGangControl
 Objective.RequireMaterials
 Objective.RequireMaterialsAvailable
 Objective.RequireNamedObject
 Objective.RequireObjectOff
 Objective.RequireObjectOn
 Objective.RequireObjectPower
 Objective.RequireObjects
 Objective.RequireObjectsInRoom
 Objective.RequirePowerCapacity
 Objective.RequirePrisonerInCell
 Objective.RequirePrisonersUnderControl
 Objective.RequireResearched
 Objective.RequireRoom
	Usage: Objective.RequireRoom("RoomName", true)
	RoomName = None, Cell, HoldingCell, Canteen, Kitchen, Shower, Yard, Storage, Deliveries, Garbage, Execution, Workshop, Security, Office, MedicalWard, Morgue, CommonRoom, Laundry, CleaningCupboard, Visitation, Solitary
	true = (probably) whether it is required, false may mean that it must not exist, i.e excluded.
 Objective.RequireRoomsAvailable
 Objective.RequireSecurityInRoom
 Objective.SetFlags
 Objective.SetParent
	Usage: Objective.SetParent("Grant_Name")
	Sets a grant as a requirement for the parent grant to be completed.
 Objective.SetPayment
 Objective.TargetObject
 Objective.TargetRoom
 Objective.TargetZone

[edit] Game

Game.CamZoom					function
Game.PowerOff					function
Game.MovePolaroidTo				function
Game.SpawnPrisoners				function
Game.SetFlag					function
Game.Drop					function
Game.AdviserSay					function
Game.SendEntityToObject				function
Game.HidePolaroid				function
Game.Hide					function
Game.CamMove					function
Game.PowerOn					function
Game.CamMoveAndZoom				function
Game.FadeToColour				function
Game.Polaroid					function
Game.CamTrack					function
Game.Pause					function
Game.StopSound					function
Game.GetProperty				function
Game.Unlock					function
Game.GameOver					function
Game.Pickup					function
Game.SendEntityToRoom				function
Game.DropEquipment				function
Game.GiveEquipment				function
Game.Damage					function
Game.HideArea					function
Game.SetMap					function
Game.SetChapter					function
Game.SpawnDecal					function
Game.Spawn					function
Game.SaveMap					function
Game.Misconduct					function
Game.AdviserIncoming				function
Game.Delivery					function
Game.Sound					function
Game.FadeUp					function
Game.SetSprite					function
Game.FadeToBlack				function
Game.SendEntityToPos				function
Game.LoseEquipment				function
Game.Show					function
Game.DebugOut					function
Game.AdviserSayBatch				function

[edit] Trigger

Trigger.PreserveObjectives			function
Trigger.Create					function
Trigger.RequireObjective			function
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