Saints Row 2 Function Reference

Global functions

These functions are assumed to be globally available to all scripts (they aren't defined in the available Lua files, or are defined in files that are known to be always loaded).

This list is assumed incomplete; additional functions could exist in the exe but not be used in the game scripts, and there's no definitive list of Lua files that are always loaded.

Function name Global Defined in Examples from patch (click blue number to expand)
damage_indicator_off true
    18
    damage_indicator_on true
      23
      • bh07.lua, line 978: --damage_indicator_on(0, CHAR_CLERK_STORE, 0, TEXT_SHOP_OWNER_HEALTH)
      • bh10.lua, line 912: damage_indicator_on(0,CHAR_MAERO,0.0, "bh11_maeros_health")
      • bh11.lua, line 291: damage_indicator_on( 0, MONSTER_TRUCK, 0, "bh11_maeros_health" )
      • bh11.lua, line 579: damage_indicator_on( 0, MONSTER_TRUCK, 0, "bh11_maeros_health" )
      • coop_test.lua, line 18: damage_indicator_on(0,"coop_test_$c000",0.0, "rn10_hud_akuji_health")
      • em01.lua, line 2027: damage_indicator_on(0, JULIUS_VEHICLE, 0.0, "em01_bar_label", get_max_hit_points(JULIUS_VEHICLE), SYNC_ALL)
      • ep03.lua, line 358: damage_indicator_on( 0, ULTOR_GETAWAY_BOAT, 0, TEXT_HEALTH_BAR, get_current_hit_points(ULTOR_GETAWAY_BOAT) )
      • rn04.lua, line 642: damage_indicator_on(1, CHARACTER_GAT,0.0, HELPTEXT_HUD_GAT_HEALTH)
      • rn06.lua, line 445: damage_indicator_on(0, CHARACTER_JYUNICHI,0.0, HELPTEXT_HUD_HEALTH_JYUNICHI)
      • rn09.lua, line 350: damage_indicator_on(0,CHARACTER_SHOGO,0.0,HELPTEXT_HUD_SHOGO_HEALTH)
      • rn09.lua, line 583: damage_indicator_on(0,CHARACTER_SHOGO,0.0, HELPTEXT_HUD_SHOGO_HEALTH)
      • rn09.lua, line 619: damage_indicator_on(0,CHARACTER_SHOGO,0.0, HELPTEXT_HUD_SHOGO_HEALTH)
      • rn10.lua, line 1238: damage_indicator_on(0,CHARACTER_AKUJI,0.0, HELPTEXT_HUD_AKUJI_HEALTH)
      • rn11.lua, line 415: damage_indicator_on(0, CHARACTER_AKUJI,0.0, HELPTEXT_HUD_AKUJI_HEALTH)
      • rn11.lua, line 839: damage_indicator_on(0, CHARACTER_AKUJI,0.0, HELPTEXT_HUD_AKUJI_HEALTH)
      • sh_bh_chinatown.lua, line 401: damage_indicator_on(0, merchants[i], 0, "MSN_SH_BH_CHINATOWN_SHOP_OWNER_BAR")
      • sh_bh_chinatown.lua, line 566: damage_indicator_on(0,"sh_bh_chinatown_$cPagoda", 0, "MSN_SH_BH_CHINATOWN_HOTEL_OWNER_BAR")
      • ss04.lua, line 620: damage_indicator_on( VC_HEALTH_BAR_INDEX, AUSSIE_VC_NAME, 0, HT_VETERAN_CHILDS_HEALTH, hit_points_to_set )
      • ss04.lua, line 697: damage_indicator_on( VC_HEALTH_BAR_INDEX, VETERAN_CHILD_NAME, 0, HT_VETERAN_CHILDS_HEALTH, hit_points_to_set )
      • ss09.lua, line 572: damage_indicator_on( 0, MR_SUNSHINE_NAME, 0, HT_MR_SUNSHINE_HEALTH, sunshine_hit_points )
      • ss11.lua, line 1053: damage_indicator_on( 0, GENERALS_RIDE, 0, HT_GENERALS_RIDE_HP, generals_ride_hp )
      • ss11.lua, line 1364: damage_indicator_on( 0, THE_GENERAL_NAME, 0, HT_GENERALS_HP, general_max_hp )
      • tss01.lua, line 4539: damage_indicator_on(0, HIGH_SEAS_VEHICLE, 0.0, "tss01_boat_health", get_max_hit_points(HIGH_SEAS_VEHICLE), SYNC_ALL)
      debug_print true
        383
        delay true 1 888
        demo_derby_cancel true
          1
          demo_derby_get_menu_type true
            1
            demo_derby_sp_tournament_select true
              1
              demo_derby_update_options true
                5
                demo_derby_validate_points true
                  1
                  • demo_derby.lua, line 218: if Demo_derby_points_spent > Demo_derby_max_points and demo_derby_validate_points() == true then
                  dialog_box_create_internal true
                    1
                    • dialog_box.lua, line 208: local handle = dialog_box_create_internal(header, body, callback, priority, is_confirmation, is_spinner, options[0], options[1], options[2], options[3], default, is_close_on_death, is_close_on_damage)
                    dialog_box_disconnect true
                      1
                      dialog_box_force_close true
                        5
                        dialog_box_force_close_all true
                          3
                          dialog_box_set_result true
                            3
                            dialog_characters_ready true 1 1
                            dialog_coop_invite_start_pressed true
                              1
                              dialog_coop_invite_timeout true
                                1
                                dialog_pause_unpause true
                                  1
                                  distance_display_off true
                                    24
                                    distance_display_on true
                                      14
                                      • ep04.lua, line 838: distance_display_on( VOGELS_LIMO_NAME, 0, VOGELS_LIMO_MAX_DIST_METERS, 0, VOGELS_LIMO_MAX_DIST_METERS, SYNC_ALL )
                                      • rn05.lua, line 1143: distance_display_on(Escape_vehicle,0,failure_dist[Escape_vehicle],0.0,failure_dist[Escape_vehicle], SYNC_ALL)
                                      • rn09.lua, line 584: distance_display_on(VEHICLE_SHOGO_MOTORCYCLE,0.0,shogo_flee_dist,0.0,shogo_flee_dist, SYNC_ALL)
                                      • rn11.lua, line 902: distance_display_on(CHARACTER_AKUJI, 0, 50.0, 0, 50.0, player_sync[player])
                                      • rn11.lua, line 946: distance_display_on(Escape_vehicle,0,failure_dist[Escape_vehicle],0.0,failure_dist[Escape_vehicle], SYNC_ALL)
                                      • rn11.lua, line 1157: distance_display_on(VEHICLE_SPEEDBOAT1,0.0,failure_distance,0.0,failure_distance, SYNC_ALL)
                                      • rn11.lua, line 1210: distance_display_on(VEHICLE_SPEEDBOAT1,SPEEDBOAT_CLOSE_RANGE_M,5000.0,0.0,SPEEDBOAT_CLOSE_RANGE_M, SYNC_ALL)
                                      • rn11.lua, line 1211: distance_display_on(VEHICLE_SPEEDBOAT2,SPEEDBOAT_CLOSE_RANGE_M,5000.0,0.0,SPEEDBOAT_CLOSE_RANGE_M, SYNC_ALL)
                                      • sh_bh_airport.lua, line 118: --distance_display_on("sh_bh_airport_$tComputer", 0, 15, 0, 15, SYNC_LOCAL)
                                      • sh_bh_docks.lua, line 243: distance_display_on("sh_bh_docks_$v001", 0, 60, 0, 60, SYNC_ALL)
                                      • ss05.lua, line 1319: distance_display_on( LAB_FOUR_ESCAPE_VEHICLE, 0, LAB_TECH_CHASE_DISTANCE_METERS, 0, LAB_TECH_CHASE_DISTANCE_METERS, SYNC_ALL )
                                      • ss08.lua, line 995: distance_display_on( DRUG_TRUCK, 0, DRUG_TRUCK_MAX_DISTANCE_METERS, 0, DRUG_TRUCK_MAX_DISTANCE_METERS, SYNC_ALL )
                                      • ss10.lua, line 796: distance_display_on( REPAIR_VAN_NAME, 0, REPAIR_VAN_CHASE_DISTANCE_METERS, 0, REPAIR_VAN_CHASE_DISTANCE_METERS, SYNC_ALL )
                                      • ss10.lua, line 1138: distance_display_on( SHAUNDI_REPAIR_VARIANT_NAME, 0, SHAUNDI_ABANDONED_DISTANCE_METERS, 0, SHAUNDI_ABANDONED_DISTANCE_METERS, SYNC_LOCAL )
                                      district_set_pulsing true
                                        8
                                        door_close true
                                          22
                                          door_is_open true
                                            8
                                            • tss01.lua, line 1315: local back_door_closed = not door_is_open(Tss01_doors[BACK_DOOR])
                                            • tss01.lua, line 1316: local front_doors_closed = not door_is_open(Tss01_doors[FRONT_DOOR_1]) and not door_is_open(Tss01_doors[FRONT_DOOR_2])
                                            • tss01.lua, line 1316: local front_doors_closed = not door_is_open(Tss01_doors[FRONT_DOOR_1]) and not door_is_open(Tss01_doors[FRONT_DOOR_2])
                                            • tss01.lua, line 1402: back_door_closed = not door_is_open(Tss01_doors[BACK_DOOR])
                                            • tss01.lua, line 1403: front_doors_closed = not door_is_open(Tss01_doors[FRONT_DOOR_1]) and not door_is_open(Tss01_doors[FRONT_DOOR_2])
                                            • tss01.lua, line 1403: front_doors_closed = not door_is_open(Tss01_doors[FRONT_DOOR_1]) and not door_is_open(Tss01_doors[FRONT_DOOR_2])
                                            • tss01.lua, line 2523: -- while (not door_is_open(Tss01_doors[KEY_DOOR])) do
                                            • tss01.lua, line 2560: while (not door_is_open(Tss01_doors[KEY_DOOR])) do
                                            door_lock true
                                              186
                                              door_message_override true
                                                9
                                                door_open true
                                                  68
                                                  drug_effect_set_override_values true
                                                    8
                                                    drug_enable_disable_effect_override true
                                                      10
                                                      dump_fps_tagged true
                                                        16