Expand description

In- and Outcoming messages

Structs

Custom Messages are sent by calling sendExternalMessage with the table of data you wish to send.
TTS sends all error messages in a AnswerError response.
Whenever the player saves the game in TTS, AnswerGameSaved is sent as a response.
When clicking on “Scripting Editor” in the right click contextual menu in TTS for an object that doesn’t have a Lua Script yet, TTS will send an AnswerNewObject message containing data for the object.
Whenever the player saves the game in TTS, AnswerObjectCreated is sent as a response.
TTS sends all print() messages in a AnswerPrint response.
After loading a new game in TTS, TTS will send all the Lua scripts and UI XML from the new game as an AnswerReload.
If code executed with a MessageExecute message returns a value, it will be sent back in a AnswerReturn message. Tables have to be decoded using JSON.decode(table).
Send a custom message to be forwarded to the onExternalMessage event handler in the currently loaded game. The value of customMessage must be an object, and is passed as a parameter to the event handler. If this value is not an object then the event is not triggered.
Executes a lua script and returns the value in a AnswerReturn message. Using a guid of “-1” runs the script globally.
Get a list containing the states for every object. Returns an AnswerReload message.
Update the Lua scripts and UI XML for any objects listed in the message, and then reloads the save file, the same way it does when pressing “Save & Play” within the in-game editor. Returns an AnswerReload message.

Enums

Represents incoming messages sent by Tabletop Simulator.
Represents outgoing messages sent to Tabletop Simulator