Courage.Player#
require("Courage.Player") exposes save and position data via CrPlayerApi. Also available as require("Courage.Game").player.
API#
| Function | Returns | Description |
|---|---|---|
get_hearts() | number | Current life (in quarter hearts) |
set_hearts(n) | (none) | Set current life |
get_max_hearts() | number | Max life capacity |
set_max_hearts(n) | (none) | Set max life capacity |
get_magic() | number | Current magic |
set_magic(n) | (none) | Set current magic |
get_max_magic() | number | Max magic capacity |
get_rupees() | number | Current rupee count |
set_rupees(n) | (none) | Set rupee count |
get_max_rupees() | number | Wallet capacity |
get_position() | x, y, z | World coordinates (three numbers) |
actor() | lightuserdata? | Pointer to the active player actor (daAlink_c*) |
attention() | lightuserdata? | Pointer to player's target attention manager |
combat_state() | table? | Table containing current combat state and target info |
facing() | table? | Table containing movement speed and orientation angles |
Player combat and movement queries#
Player.actor() (returns lightuserdata or nil)#
Returns a raw native pointer to the active Link actor instance (daAlink_c*). Can be passed to Hook.View("daAlink_c", ptr) or Courage.Attach.
Player.attention() (returns lightuserdata or nil)#
Returns a raw native pointer to Link's target attention manager.
Player.combat_state() (returns table or nil)#
Returns a snapshot table of combat parameters, or nil if player is unavailable.
| Field | Type | Description |
|---|---|---|
sword_equipped | boolean | True if Link has a sword drawn |
sword_available | boolean | True if a sword can be drawn |
item_equipped | boolean | True if an item is actively held |
equip_item | integer | Equipped item ID |
proc_id | integer | Active process ID |
locked_on | boolean | True if Z-targeting an actor |
lock_type | integer | Target lock-on type index |
target_is_enemy | boolean | True if current Z-target is an enemy |
enemy_near | boolean | True if enemies are nearby |
enemy_dist | number | Distance to nearest enemy in units |
target | lightuserdata? | Native pointer to targeted actor |
Player.facing() (returns table or nil)#
Returns a table with player movement and orientation parameters:
| Field | Type | Description |
|---|---|---|
angle_y | integer | Shape yaw angle |
move_angle_y | integer | Current movement direction angle |
speed | number | Current movement speed |
is_wolf | boolean | True if Link is in Wolf form |