Catalog module

The names TRX knows things by.

Each catalog is an enum of every object, sample, music track, Lara state, Lara animation or item action the engine has a name for. The names are the C ones with their prefix taken off - O_WOLF is trx.catalog.objects.WOLF - and a catalog answers to a name in any case, so trx.catalog.objects.wolf is the same constant.

The ids in a catalog are TRX's own, and they are the same in all four games. The number a builder reads off Tomb Editor is not: that is the slot the game's own files use. trx.catalog.to_slot and trx.catalog.from_slot convert between the two.

Enums

  • trx.catalog.Context

    Which catalog a slot belongs to.

    • trx.catalog.Context.OBJECTS = 0
      Objects.
    • trx.catalog.Context.MUSIC = 1
      Music tracks.
    • trx.catalog.Context.SAMPLES = 2
      Sound samples.
    • trx.catalog.Context.LARA_STATES = 3
      Lara's states.
    • trx.catalog.Context.LARA_ANIMS = 4
      Lara's animations.
    • trx.catalog.Context.ITEM_ACTIONS = 5
      Item actions, which the flip effects trigger.
  • trx.catalog.objects - 808 names

    Every object TRX has a name for.

    Example:

    if item.object_id == trx.catalog.objects.WOLF then ... end
    
    Click here to see a list of all symbols.

    AI_AMBUSH, AI_FOLLOW, AI_GUARD, AI_MODIFY, AI_PATROL_1, AI_PATROL_2, AI_X1, AI_X2, AI_X3, ALARM_SOUND, ALLIGATOR, ALPHABET, ALPHABET_SMALL, AMBER_LIGHT, ANIMATING_1, ANIMATING_10, ANIMATING_11, ANIMATING_12, ANIMATING_13, ANIMATING_14, ANIMATING_15, ANIMATING_16, ANIMATING_2, ANIMATING_3, ANIMATING_4, ANIMATING_5, ANIMATING_6, ANIMATING_7, ANIMATING_8, ANIMATING_9, ANIMATING_EXT_1, ANIMATING_EXT_10, ANIMATING_EXT_2, ANIMATING_EXT_3, ANIMATING_EXT_4, ANIMATING_EXT_5, ANIMATING_EXT_6, ANIMATING_EXT_7, ANIMATING_EXT_8, ANIMATING_EXT_9, APE, AREA_51_ROCKET, AREA_51_ROCKET_BLAST, AREA_51_ROCKET_SUPPORT, ASSAULT_DIGITS, ASSAULT_TARGET, ATLANTEAN_GROUND, ATLANTEAN_SHOOTER, ATLANTEAN_WINGED, AUTOS_AMMO_ITEM, AUTOS_AMMO_OPTION, AUTOS_ITEM, AUTOS_OPTION, BACON_LARA, BALDY, BANDIT_1, BANDIT_2, BANDIT_2B, BARRACUDA, BARTOLI, BAT, BAT_EMITTER, BAT_GFX, BEACON_LIGHT, BEAR, BELL, BIG_BOWL, BIG_EEL, BIG_POD, BIG_SPIDER, BINOCULARS_ITEM, BINOCULARS_OPTION, BINOCULAR_GFX, BIRD_GUARDIAN, BIRD_TWEETER_1, BIRD_TWEETER_2, BLADE, BLOOD, BLOOD_PINK, BLUE_LIGHT, BOAT, BOAT_BITS, BODY_PART, BRIDGE_FLAT, BRIDGE_TILT_1, BRIDGE_TILT_2, BUBBLE_1, BUBBLE_2, BUBBLE_EMITTER, CAMERA_TARGET, CARCASS, CEILING_SPIKES, CEILING_TRAPDOOR_1, CEILING_TRAPDOOR_2, CENTAUR, CENTAUR_STATUE, CIVILIAN, CLAW_MUTANT, CLAW_MUTANT_PLASMA_BALL, CLIMBING_POLE, CLOCK_CHIMES, COBRA, COG_1, COG_2, COG_3, COG_SWITCH, COMBAT_END, COMPASS_OPTION, COMPY, CONTROL_OPTION, COPTER, COWBOY, CRAWLER_MUTANT, CROCODILE, CROSSBOW_AMMO_1_ITEM, CROSSBOW_AMMO_2_ITEM, CROSSBOW_AMMO_3_ITEM, CROSSBOW_AMMO_OPTION, CROSSBOW_BOLT, CROSSBOW_ITEM, CROSSBOW_OPTION, CROW, CROWBAR_ANIM, CROWBAR_ITEM, CROWBAR_OPTION, CULT_1, CULT_1A, CULT_1B, CULT_2, CULT_3, CUT_SHOTGUN, DAMOCLES_SWORD, DART, DART_EFFECT, DART_EMITTER, DESERT_EAGLE_AMMO_ITEM, DESERT_EAGLE_AMMO_OPTION, DESERT_EAGLE_ITEM, DESERT_EAGLE_OPTION, DETAIL_OPTION, DETONATOR_BOX, DING_DONG, DINO_WARRIOR, DISC, DISC_EMITTER, DIVER, DOG, DOLPHIN, DOOR_TYPE_1, DOOR_TYPE_2, DOOR_TYPE_3, DOOR_TYPE_4, DOOR_TYPE_5, DOOR_TYPE_6, DOOR_TYPE_7, DOOR_TYPE_8, DOUBLE_DOORS, DRAGON_BACK, DRAGON_BONES_1, DRAGON_BONES_2, DRAGON_BONES_3, DRAGON_FRONT, DRAWBRIDGE, DUST, DYING_MONK, DYING_MUTANT, EAGLE, EARTHQUAKE, EEL, ELECTRICAL_LIGHT, ELECTRIC_CLEANER, ELECTRIC_FENCE, EMBER, EMBER_EMITTER, EXAMINE_ITEM_1, EXAMINE_ITEM_2, EXAMINE_ITEM_3, EXAMINE_OPTION_1, EXAMINE_OPTION_2, EXAMINE_OPTION_3, EXPLOSION_1, EXPLOSION_2, EXPLOSIVE_ITEM, EXPLOSIVE_OPTION, FALLING_BLOCK_1, FALLING_BLOCK_2, FALLING_BLOCK_3, FALLING_CEILING_1, FALLING_CEILING_2, FIRE_HEAD, FISH, FLAME, FLAME_EMITTER, FLAME_EMITTER_BIG, FLAME_EMITTER_JET, FLAME_EMITTER_SIDE, FLAME_EMITTER_SMALL, FLAME_EMITTER_TR4_GROUND, FLAME_EMITTER_TR4_WALL, FLAREBOX_ITEM, FLAREBOX_OPTION, FLARE_FIRE, FLARE_ITEM, FLICKERING_LIGHT, FLOOR_TRAPDOOR_1, FLOOR_TRAPDOOR_2, FUSE_BOX, FX_RESERVED, GAMMA_OPTION, GAS_EMITTER_GREEN, GENERAL, GENERIC_TRAP_1, GENERIC_TRAP_10, GENERIC_TRAP_2, GENERIC_TRAP_3, GENERIC_TRAP_4, GENERIC_TRAP_5, GENERIC_TRAP_6, GENERIC_TRAP_7, GENERIC_TRAP_8, GENERIC_TRAP_9, GLOBE_SELECT_OPTION, GLOW, GLOW_RESERVED, GONDOLA, GONG, GONG_BONGER, GREEN_LIGHT, GRENADE, GRENADE_AMMO_2_ITEM, GRENADE_AMMO_3_ITEM, GRENADE_AMMO_ITEM, GRENADE_AMMO_OPTION, GRENADE_GUN_ITEM, GRENADE_GUN_OPTION, GUN_FLASH, GUN_SHELL, HARPOON_AMMO_ITEM, HARPOON_AMMO_OPTION, HARPOON_BOLT, HARPOON_ITEM, HARPOON_OPTION, HEAVY_ROCKET, HOOK, HOT_LIQUID, HUSKIE, HYBRID_MUTANT, ICICLE, INV_BACKGROUND, JELLY, KAYAK, KEY_HOLE_1, KEY_HOLE_10, KEY_HOLE_11, KEY_HOLE_12, KEY_HOLE_2, KEY_HOLE_3, KEY_HOLE_4, KEY_HOLE_5, KEY_HOLE_6, KEY_HOLE_7, KEY_HOLE_8, KEY_HOLE_9, KEY_ITEM_1, KEY_ITEM_10, KEY_ITEM_11, KEY_ITEM_12, KEY_ITEM_1_COMBO_1, KEY_ITEM_1_COMBO_2, KEY_ITEM_2, KEY_ITEM_2_COMBO_1, KEY_ITEM_2_COMBO_2, KEY_ITEM_3, KEY_ITEM_3_COMBO_1, KEY_ITEM_3_COMBO_2, KEY_ITEM_4, KEY_ITEM_4_COMBO_1, KEY_ITEM_4_COMBO_2, KEY_ITEM_5, KEY_ITEM_5_COMBO_1, KEY_ITEM_5_COMBO_2, KEY_ITEM_6, KEY_ITEM_6_COMBO_1, KEY_ITEM_6_COMBO_2, KEY_ITEM_7, KEY_ITEM_7_COMBO_1, KEY_ITEM_7_COMBO_2, KEY_ITEM_8, KEY_ITEM_8_COMBO_1, KEY_ITEM_8_COMBO_2, KEY_ITEM_9, KEY_OPTION_1, KEY_OPTION_10, KEY_OPTION_11, KEY_OPTION_12, KEY_OPTION_1_COMBO_1, KEY_OPTION_1_COMBO_2, KEY_OPTION_2, KEY_OPTION_2_COMBO_1, KEY_OPTION_2_COMBO_2, KEY_OPTION_3, KEY_OPTION_3_COMBO_1, KEY_OPTION_3_COMBO_2, KEY_OPTION_4, KEY_OPTION_4_COMBO_1, KEY_OPTION_4_COMBO_2, KEY_OPTION_5, KEY_OPTION_5_COMBO_1, KEY_OPTION_5_COMBO_2, KEY_OPTION_6, KEY_OPTION_6_COMBO_1, KEY_OPTION_6_COMBO_2, KEY_OPTION_7, KEY_OPTION_7_COMBO_1, KEY_OPTION_7_COMBO_2, KEY_OPTION_8, KEY_OPTION_8_COMBO_1, KEY_OPTION_8_COMBO_2, KEY_OPTION_9, KICK_DOOR_1, KICK_DOOR_2, KILLER_STATUE, KILL_ALL_TRIGGERED, LARA, LARA_ALARM, LARA_AUTOS, LARA_BOAT, LARA_CROSSBOW, LARA_DESERT_EAGLE, LARA_EXTRA, LARA_FLARE, LARA_GRENADE_GUN, LARA_HAIR, LARA_HARPOON_GUN, LARA_KAYAK, LARA_M16, LARA_MAGNUMS, LARA_MINE_CART, LARA_MOUNTED_GUN, LARA_MP5, LARA_PISTOLS, LARA_QUAD_BIKE, LARA_REVOLVER, LARA_RIB, LARA_ROCKET_GUN, LARA_SHOTGUN, LARA_SKIDOO, LARA_SKIN, LARA_SKIN_JOINTS_1, LARA_SKIN_JOINTS_10, LARA_SKIN_JOINTS_11, LARA_SKIN_JOINTS_12, LARA_SKIN_JOINTS_13, LARA_SKIN_JOINTS_14, LARA_SKIN_JOINTS_15, LARA_SKIN_JOINTS_16, LARA_SKIN_JOINTS_17, LARA_SKIN_JOINTS_18, LARA_SKIN_JOINTS_19, LARA_SKIN_JOINTS_2, LARA_SKIN_JOINTS_20, LARA_SKIN_JOINTS_21, LARA_SKIN_JOINTS_22, LARA_SKIN_JOINTS_23, LARA_SKIN_JOINTS_24, LARA_SKIN_JOINTS_25, LARA_SKIN_JOINTS_26, LARA_SKIN_JOINTS_27, LARA_SKIN_JOINTS_28, LARA_SKIN_JOINTS_29, LARA_SKIN_JOINTS_3, LARA_SKIN_JOINTS_30, LARA_SKIN_JOINTS_31, LARA_SKIN_JOINTS_32, LARA_SKIN_JOINTS_4, LARA_SKIN_JOINTS_5, LARA_SKIN_JOINTS_6, LARA_SKIN_JOINTS_7, LARA_SKIN_JOINTS_8, LARA_SKIN_JOINTS_9, LARA_SKIN_SWAP_1, LARA_SKIN_SWAP_10, LARA_SKIN_SWAP_11, LARA_SKIN_SWAP_12, LARA_SKIN_SWAP_13, LARA_SKIN_SWAP_14, LARA_SKIN_SWAP_15, LARA_SKIN_SWAP_16, LARA_SKIN_SWAP_17, LARA_SKIN_SWAP_18, LARA_SKIN_SWAP_19, LARA_SKIN_SWAP_2, LARA_SKIN_SWAP_20, LARA_SKIN_SWAP_21, LARA_SKIN_SWAP_22, LARA_SKIN_SWAP_23, LARA_SKIN_SWAP_24, LARA_SKIN_SWAP_25, LARA_SKIN_SWAP_26, LARA_SKIN_SWAP_27, LARA_SKIN_SWAP_28, LARA_SKIN_SWAP_29, LARA_SKIN_SWAP_3, LARA_SKIN_SWAP_30, LARA_SKIN_SWAP_31, LARA_SKIN_SWAP_32, LARA_SKIN_SWAP_4, LARA_SKIN_SWAP_5, LARA_SKIN_SWAP_6, LARA_SKIN_SWAP_7, LARA_SKIN_SWAP_8, LARA_SKIN_SWAP_9, LARA_SKIN_SWAP_EXTRA, LARA_SKIN_SWAP_GUNS, LARA_SKIN_SWAP_LEGS, LARA_UPV, LARA_UZIS, LARA_VEHICLE_ANIM, LARGE_MEDIPACK_ITEM, LARGE_MEDIPACK_OPTION, LARSON, LASERSIGHT_ITEM, LASERSIGHT_OPTION, LAVA_WEDGE, LEADBAR_ITEM, LEADBAR_OPTION, LENS_FLARE, LIFT, LIGHTNING_EMITTER, LION, LIONESS, LIZARD, M16_AMMO_ITEM, M16_AMMO_OPTION, M16_FLASH, M16_ITEM, M16_OPTION, MAGNUM_AMMO_ITEM, MAGNUM_AMMO_OPTION, MAGNUM_ITEM, MAGNUM_OPTION, MESH_SWAP_1, MESH_SWAP_2, MESH_SWAP_3, MIDAS_TOUCH, MINE, MINE_CART, MINI_COPTER, MISSILE_ATLANTEAN_BOMB, MISSILE_ATLANTEAN_SHARD, MISSILE_FLAME, MISSILE_HARPOON, MISSILE_KNIFE, MISSILE_POISON, MONKEY, MONK_1, MONK_2, MONK_3, MOTOR_BOAT, MOUNTED_GUN, MOUSE, MOVABLE_BLOCK_1, MOVABLE_BLOCK_2, MOVABLE_BLOCK_3, MOVABLE_BLOCK_4, MOVING_BAR, MP5_AMMO_ITEM, MP5_AMMO_OPTION, MP5_ITEM, MP5_OPTION, MP_1, MP_2, MUMMY, NATLA, NATLA_GUN, ON_OFF_LIGHT, ORCA, PASSPORT_CLOSED, PASSPORT_OPTION, PATROL_DOG, PDA_OPTION, PENDULUM_1, PENDULUM_2, PHOTO_OPTION, PICKUP_AID, PICKUP_ITEM_1, PICKUP_ITEM_1_COMBO_1, PICKUP_ITEM_1_COMBO_2, PICKUP_ITEM_2, PICKUP_ITEM_2_COMBO_1, PICKUP_ITEM_2_COMBO_2, PICKUP_ITEM_3, PICKUP_ITEM_3_COMBO_1, PICKUP_ITEM_3_COMBO_2, PICKUP_ITEM_4, PICKUP_ITEM_4_COMBO_1, PICKUP_ITEM_4_COMBO_2, PICKUP_OPTION_1, PICKUP_OPTION_1_COMBO_1, PICKUP_OPTION_1_COMBO_2, PICKUP_OPTION_2, PICKUP_OPTION_2_COMBO_1, PICKUP_OPTION_2_COMBO_2, PICKUP_OPTION_3, PICKUP_OPTION_3_COMBO_1, PICKUP_OPTION_3_COMBO_2, PICKUP_OPTION_4, PICKUP_OPTION_4_COMBO_1, PICKUP_OPTION_4_COMBO_2, PIERRE, PIRAHNAS, PIRAHNA_GFX, PISTOL_AMMO_ITEM, PISTOL_AMMO_OPTION, PISTOL_ITEM, PISTOL_OPTION, PLAYER_1, PLAYER_10, PLAYER_2, PLAYER_3, PLAYER_4, PLAYER_5, PLAYER_6, PLAYER_7, PLAYER_8, PLAYER_9, PODS, POISON_DART, POISON_DART_EMITTER, PORTACABIN, POWER_SAW, PRISONER, PROPELLER_1, PROPELLER_2, PROPELLER_3, PULSE_LIGHT, PUMA, PUNK_1, PUNK_2, PUSHPULL_DOOR_1, PUSHPULL_DOOR_2, PUZZLE_DONE_1, PUZZLE_DONE_10, PUZZLE_DONE_11, PUZZLE_DONE_12, PUZZLE_DONE_2, PUZZLE_DONE_3, PUZZLE_DONE_4, PUZZLE_DONE_5, PUZZLE_DONE_6, PUZZLE_DONE_7, PUZZLE_DONE_8, PUZZLE_DONE_9, PUZZLE_HOLE_1, PUZZLE_HOLE_10, PUZZLE_HOLE_11, PUZZLE_HOLE_12, PUZZLE_HOLE_2, PUZZLE_HOLE_3, PUZZLE_HOLE_4, PUZZLE_HOLE_5, PUZZLE_HOLE_6, PUZZLE_HOLE_7, PUZZLE_HOLE_8, PUZZLE_HOLE_9, PUZZLE_ITEM_1, PUZZLE_ITEM_10, PUZZLE_ITEM_11, PUZZLE_ITEM_12, PUZZLE_ITEM_1_COMBO_1, PUZZLE_ITEM_1_COMBO_2, PUZZLE_ITEM_2, PUZZLE_ITEM_2_COMBO_1, PUZZLE_ITEM_2_COMBO_2, PUZZLE_ITEM_3, PUZZLE_ITEM_3_COMBO_1, PUZZLE_ITEM_3_COMBO_2, PUZZLE_ITEM_4, PUZZLE_ITEM_4_COMBO_1, PUZZLE_ITEM_4_COMBO_2, PUZZLE_ITEM_5, PUZZLE_ITEM_5_COMBO_1, PUZZLE_ITEM_5_COMBO_2, PUZZLE_ITEM_6, PUZZLE_ITEM_6_COMBO_1, PUZZLE_ITEM_6_COMBO_2, PUZZLE_ITEM_7, PUZZLE_ITEM_7_COMBO_1, PUZZLE_ITEM_7_COMBO_2, PUZZLE_ITEM_8, PUZZLE_ITEM_8_COMBO_1, PUZZLE_ITEM_8_COMBO_2, PUZZLE_ITEM_9, PUZZLE_OPTION_1, PUZZLE_OPTION_10, PUZZLE_OPTION_11, PUZZLE_OPTION_12, PUZZLE_OPTION_1_COMBO_1, PUZZLE_OPTION_1_COMBO_2, PUZZLE_OPTION_2, PUZZLE_OPTION_2_COMBO_1, PUZZLE_OPTION_2_COMBO_2, PUZZLE_OPTION_3, PUZZLE_OPTION_3_COMBO_1, PUZZLE_OPTION_3_COMBO_2, PUZZLE_OPTION_4, PUZZLE_OPTION_4_COMBO_1, PUZZLE_OPTION_4_COMBO_2, PUZZLE_OPTION_5, PUZZLE_OPTION_5_COMBO_1, PUZZLE_OPTION_5_COMBO_2, PUZZLE_OPTION_6, PUZZLE_OPTION_6_COMBO_1, PUZZLE_OPTION_6_COMBO_2, PUZZLE_OPTION_7, PUZZLE_OPTION_7_COMBO_1, PUZZLE_OPTION_7_COMBO_2, PUZZLE_OPTION_8, PUZZLE_OPTION_8_COMBO_1, PUZZLE_OPTION_8_COMBO_2, PUZZLE_OPTION_9, QUAD_BIKE, QUEST_ITEM_1, QUEST_ITEM_2, QUEST_ITEM_3, QUEST_ITEM_4, QUEST_ITEM_5, QUEST_ITEM_6, QUEST_OPTION_1, QUEST_OPTION_2, QUEST_OPTION_3, QUEST_OPTION_4, QUEST_OPTION_5, QUEST_OPTION_6, RAPTOR, RAPTOR_EMITTER, RAT, RED_LIGHT, REVOLVER_AMMO_ITEM, REVOLVER_AMMO_OPTION, REVOLVER_ITEM, REVOLVER_OPTION, RIB, RICOCHET, ROCKET, ROCKET_AMMO_ITEM, ROCKET_AMMO_OPTION, ROCKET_GUN_ITEM, ROCKET_GUN_OPTION, ROLLING_BALL_1, ROLLING_BALL_2, ROLLING_BALL_3, ROLLING_BALL_4, ROPE, ROTATING_LASER, RX_WORKER_1, RX_WORKER_2, RX_WORKER_3, SARCOPHAGUS, SAVE_CRYSTAL_ITEM, SAVE_CRYSTAL_OPTION, SCION_HOLDER, SCION_ITEM_1, SCION_ITEM_2, SCION_ITEM_3, SCION_ITEM_4, SCION_OPTION, SECRET_1, SECRET_1_OPTION, SECRET_2, SECRET_2_OPTION, SECRET_3, SECRET_3_OPTION, SECURITY_GUARD, SECURITY_LASER_ALARM, SECURITY_LASER_DEADLY, SECURITY_LASER_KILLER, SENTRY_GUN, SHADOW, SHARK, SHIVA, SHOTGUN_AMMO_2_ITEM, SHOTGUN_AMMO_ITEM, SHOTGUN_AMMO_OPTION, SHOTGUN_ITEM, SHOTGUN_OPTION, SHOTGUN_SHELL, SKATEBOARD, SKATEKID, SKIDOO_ARMED, SKIDOO_DRIVER, SKIDOO_FAST, SKIDOO_TRACK, SKYBOX, SLIDING_PILLAR, SMALL_MEDIPACK_ITEM, SMALL_MEDIPACK_OPTION, SMASH_OBJECT_1, SMASH_OBJECT_2, SMASH_OBJECT_3, SMASH_OBJECT_4, SMOKE_EMITTER_BLACK, SMOKE_EMITTER_WHITE, SNOWFLAKE, SNOW_SPRITE, SOPHIA, SOPHIA_LASER_BOLT, SOPHIA_PLASMA_BALL, SOUND_OPTION, SPARKS_GFX, SPHERE_OF_DOOM_1, SPHERE_OF_DOOM_2, SPHERE_OF_DOOM_3, SPIDER, SPIKES, SPIKE_WALL, SPINNING_BLADE, SPLASH_1, SPLASH_2, SPRINGBOARD, STEAM_EMITTER, STHPAC_MERCENARY, STOPWATCH_OPTION, STROBE_LIGHT, SWAT_1, SWAT_2, SWAT_3, SWINGING_AXE, SWITCH_TYPE_AIRLOCK, SWITCH_TYPE_BUTTON, SWITCH_TYPE_CROWBAR, SWITCH_TYPE_FLOOR, SWITCH_TYPE_GENERIC_1, SWITCH_TYPE_GENERIC_2, SWITCH_TYPE_GENERIC_3, SWITCH_TYPE_GENERIC_4, SWITCH_TYPE_GENERIC_5, SWITCH_TYPE_GENERIC_6, SWITCH_TYPE_JUMP, SWITCH_TYPE_NORMAL, SWITCH_TYPE_PULLEY, SWITCH_TYPE_SMALL, SWITCH_TYPE_UW, SWITCH_TYPE_UW_CEILING, SWITCH_TYPE_WHEEL, TEETH_TRAP, TELEPORTER, TEXT_BOX, THORS_HANDLE, THORS_HEAD, TIGER, TONY, TONY_FIRE_BALL, TORSO, TRAIN, TRAPDOOR_TYPE_1, TRAPDOOR_TYPE_2, TRAPDOOR_TYPE_3, TREX, TREX_ALPHA, TRIBE_AXEMAN, TRIBE_BOSS, TRIBE_PIPEMAN, TRIGGER_GATE, TROPICAL_FISH, TROPICAL_FISH_GFX, TWINKLE, UNDERWATER_DOOR, UPV, UZI_AMMO_ITEM, UZI_AMMO_OPTION, UZI_ITEM, UZI_OPTION, VOLE, VULTURE, WASP_MUTANT, WASP_MUTANT_EMITTER, WATERFALL, WATERSKIN_1_1, WATERSKIN_1_2, WATERSKIN_1_3, WATERSKIN_1_EMPTY, WATERSKIN_1_OPTION, WATERSKIN_2_1, WATERSKIN_2_2, WATERSKIN_2_3, WATERSKIN_2_4, WATERSKIN_2_5, WATERSKIN_2_EMPTY, WATERSKIN_2_OPTION, WATER_SPRITE, WHITE_LIGHT, WILLARD, WILLARD_PLASMA_BALL, WINSTON, WINSTON_ARMY, WOLF, WORKER_1, WORKER_2, WORKER_3, WORKER_4, WORKER_5, XIAN_KNIGHT, XIAN_KNIGHT_STATUE, XIAN_SPEARMAN, XIAN_SPEARMAN_STATUE, YETI, ZIPLINE_HANDLE

  • trx.catalog.samples - 203 names

    Every sound sample TRX has a name for.

    Example:

    trx.sound.play(trx.catalog.samples.LARA_NO)
    
    Click here to see a list of all symbols.

    AIRPLANE_IDLE, ALARM_1, AMERICAN_HOY, AMERICAN_SWAT_FIRE, ATLANTEAN_DEATH, ATLANTEAN_NEEDLE, BALDY_SPEECH, BATS_1, BEAR_FEET, BEAR_HURT, BEAR_SNARL, BIRDS_CHIRP, BLAST_CIRCLE, BLOWPIPE_BLOW, BOAT_ENGINE, BOAT_IDLE, BOAT_INTO_WATER, BOAT_MOVING, BOILER, BOWL_POUR, BRITTLE_GROUND_BREAK, BURGLAR_ALARM, CHAINBLOCK_FX, CHAIN_PULLEY, CLATTER_1, CLATTER_2, CLATTER_3, CLEANER_FUSEBOX, CLEANER_LOOP, CLICK, COWBOY_SPEECH, CRUNCH_1, CRUNCH_2, CURTAIN, DAMOCLES_SWORD, DART, DISC, DOORBELL, DOOR_CHIME, DRAGON_FEET, DRAGON_FIRE, DRIPS_REVERB, EARTHQUAKE_1, EARTHQUAKE_2, EARTHQUAKE_LOOP, ENEMY_HIT_1, ENEMY_HIT_2, ENGLISH_HOY, EXPLOSION_1, EXPLOSION_2, EXPLOSION_3, EXPLOSION_FX, FLAME_THROWER_LOOP, FLOOD, FOOTSTEPS_GRAVEL, FOOTSTEPS_ICE, FOOTSTEPS_METAL, FOOTSTEPS_MUD, FOOTSTEPS_SAND_OR_GRASS, FOOTSTEPS_SNOW, FOOTSTEPS_WOOD, GLASS_BREAK, HELICOPTER_LOOP, HUGE_ROCKET_LOOP, ICICLE, LARA_AUTOS, LARA_BAREFOOT, LARA_BAREFOOT_LAND, LARA_BODYSL, LARA_BREATH, LARA_BUBBLES, LARA_BULLETHIT, LARA_CLIMB_3, LARA_DESERT_EAGLE, LARA_DRAW, LARA_EMPTY, LARA_FALL, LARA_FALL_DEATH, LARA_FLARE_BURN, LARA_FLARE_IGNITE, LARA_FLESH_WOUND, LARA_FOOTSTEP, LARA_GENERAL_DEATH, LARA_GET_OUT, LARA_HOLSTER, LARA_INJURY, LARA_KEY, LARA_LAND, LARA_MAGNUMS, LARA_NO, LARA_PISTOLS, LARA_POLE_LOOP, LARA_RELOAD, LARA_RICOCHET, LARA_ROPE_CREAK, LARA_SHOTGUN, LARA_SHOTGUN_SHELL, LARA_SPLASH, LARA_THUD, LARA_UZI_FIRE, LARA_UZI_STOP, LARSON_SPEECH, LAVA_FOUNTAIN, LION_HURT, LONDON_SWAT_FIRE, LOOP_FOR_SMALL_FIRES, LOWERING_BLOCK, M16_FIRE, M16_STOP, MACAQUE_ROLL, MARCO_BARTOLLI_TRANSFORM, MASSIVE_CRASH, MENU_CHOOSE, MENU_COMPASS, MENU_GAMEBOY, MENU_GUNS, MENU_LARA_HOME, MENU_MEDI, MENU_PASSPORT, MENU_ROTATE, MENU_SPININ, MENU_SPINOUT, MENU_STOPWATCH, MINE_CART_CLUNK_START, MINE_CART_PULLY_LOOP, MINE_CART_SREECH_BRAKE, MINE_CART_TRACK_LOOP, MONK_CRUNCH, MP5_FIRE, NATLA_SPEECH, PIERRE_SPEECH, PLATFORM_ALARM, POWERUP_FX, PROJECTILE_HIT, PULLEY_CRANE, PUSHBLOCK_LAND, QUAD_FRONT_IMPACT, QUAD_IDLE, QUAD_MOVE, RAISINGBLOCK_FX, RAT_CHIRP, RIB_IDLE, RIB_MOVING, ROCKET_FIRE, ROLLING_BALL_1_ROLL, ROLLING_BALL_1_STOP, ROLLING_BALL_2_ROLL, ROLLING_BALL_2_STOP, ROLLING_BALL_3_ROLL, ROLLING_BALL_3_STOP, ROLLING_BALL_4_ROLL, ROLLING_BALL_4_STOP, ROLLING_BLADE, SANDBAG_HIT, SAND_FX, SAVE_CRYSTAL, SAW_REVVING, SAW_STOP, SECRET, SECURITY_GUARD_FIRE, SHIVA_SWORD_1, SHIVA_SWORD_2, SHUTTERS_BREAK, SKATEBOARD_HIT, SKATEKID_SPEECH, SKIDOO_IDLE, SKIDOO_MOVING, SMALL_FAN_ON, SOPHIA_SUMMON, SOPHIA_SUMMON_NOT, SOPHIA_TAKE_HIT, SPANNER_CLUNK, SPIDER_EXPLODE, SPIKE_WALL, STAGE_BACKDROP, STAIRS_2_SLOPE_FX, STONE_DOOR_SLIDE, TARGET_HITS, TARGET_SMASH, THUNDER, TORSO_HIT, TRAIN_LOOP, TRAPDOOR_OPEN, TRIBOSS_TAKE_HIT, TRIBOSS_TURN_CHAIR, UNDERWATER, UNDERWATER_FAN_OFF, UNDERWATER_FAN_ON, UPV_HARPOON, UPV_LOOP, UPV_START, UPV_STOP, WARRIOR_HOVER, WATERFALL_2, WATERFALL_BIG, WATERFALL_LOOP, WINSTON_CUPS, WINSTON_GRUNT_1, WINSTON_GRUNT_2, WINSTON_GRUNT_3, WOLF_HURT, ZIPLINE_GO, ZIPLINE_STOP

  • trx.catalog.music - 52 names

    Every music track TRX has a name for.

    Example:

    trx.music.play(trx.catalog.music.SECRET)
    
    Click here to see a list of all symbols.

    BALDY_SPEECH, BATTLE_THEME, COWBOY_SPEECH, CUTSCENE_BATH, DAGGER_PULL, LARSON_SPEECH, MINE_CART_THEME, NATLA_SPEECH, PIERRE_SPEECH, REVEAL_1, REVEAL_2, RIB_THEME, SECRET, SKATEKID_SPEECH, SKIDOO_THEME, TR1_GYM_HINT_03, TR1_GYM_HINT_04, TR1_GYM_HINT_12, TR1_GYM_HINT_14, TR1_GYM_HINT_15, TR1_GYM_HINT_16, TR1_GYM_HINT_17, TR1_GYM_HINT_18, TR1_GYM_HINT_24, TR1_GYM_HINT_25, TR2_GYM_HINT_14, TR2_GYM_HINT_15, TR2_GYM_HINT_16, TR2_GYM_HINT_17, TR3_GYM_EXERCISE_01, TR3_GYM_EXERCISE_02, TR3_GYM_EXERCISE_03, TR3_GYM_EXERCISE_04, TR3_GYM_EXERCISE_05, TR3_GYM_EXERCISE_06, TR3_GYM_EXERCISE_07, TR3_GYM_EXERCISE_08, TR3_GYM_EXERCISE_09, TR3_GYM_EXERCISE_10, TR3_GYM_EXERCISE_11, TR3_GYM_EXERCISE_12, TR3_GYM_EXERCISE_13, TR3_GYM_EXERCISE_14, TR3_GYM_EXERCISE_15, TR3_GYM_EXERCISE_16, TR3_GYM_EXERCISE_17, TR3_GYM_EXERCISE_18, TR3_GYM_EXERCISE_19, TR3_GYM_HINT_FAST_TIME, UNUSED_0, UNUSED_1, UNUSED_2

  • trx.catalog.lara_states - 136 names

    Every state Lara can be in.

    Example:

    if trx.lara.item.anim_state == trx.catalog.lara_states.RUN then ... end
    
    Click here to see a list of all symbols.

    BLOCK_SWITCH, CLIMBING, CLIMB_DOWN, CLIMB_END, CLIMB_LEFT, CLIMB_RIGHT, CLIMB_STANCE, CLIMB_TO_CRAWL, COG_SWITCH, COMPRESS, CONTROLLED, CRAWL_BACK, CRAWL_FORWARD, CRAWL_IDLE, CRAWL_JUMP_DOWN, CRAWL_TO_CLIMB, CRAWL_TURN_LEFT, CRAWL_TURN_RIGHT, CROUCH_IDLE, CROUCH_ROLL, CROUCH_TURN_LEFT, CROUCH_TURN_RIGHT, CROWBAR_PICKUP, DEATH, DIE_MIDAS, DIVE, FALL_BACK, FAST_BACK, FAST_DIVE, FAST_FALL, FAST_PICKUP, FAST_PULL_BLOCK, FAST_PULL_UP, FAST_PUSH_BLOCK, FAST_SHIMMY_LEFT, FAST_SHIMMY_RIGHT, FAST_TURN, FLARE_PICKUP, GLIDE, GYMNAST, HANG, HIDDEN_PICKUP, JUMP_BACK, JUMP_FORWARD, JUMP_LEFT, JUMP_RIGHT, JUMP_UP, KICK, LAND, LARA_TEST1, LARA_TEST2, LARA_TEST3, LIFT_DEATH, LIFT_TRAPDOOR, MONKEY_FORWARD, MONKEY_IDLE, MONKEY_LEFT, MONKEY_RIGHT, MONKEY_ROLL, MONKEY_TURN_LEFT, MONKEY_TURN_RIGHT, NEUTRAL_ROLL, PICKUP, PLINTH_HIGH_PICKUP, PLINTH_LOW_PICKUP, POLE_DOWN, POLE_IDLE, POLE_LEFT, POLE_RIGHT, POLE_UP, POSE, POSE_END, POSE_LEFT, POSE_RIGHT, POSE_START, PP_READY, PULLEY, PULL_BLOCK, PULL_TRAPDOOR, PULL_UP, PUSH_BLOCK, PUSH_DOORS, QUICK_TURN, RAIL_SWITCH, REACH, RESPONSIVE, ROLL, ROLL_CONT, ROPE_BACK, ROPE_CLIMB, ROPE_FORWARD, ROPE_FORWARD_SOFT_UNUSED, ROPE_IDLE, ROPE_LEFT, ROPE_RIGHT, ROPE_SLIDE, RUN, SHIMMY_INNER_LEFT, SHIMMY_INNER_RIGHT, SHIMMY_LEFT, SHIMMY_OUTER_LEFT, SHIMMY_OUTER_RIGHT, SHIMMY_RIGHT, SLIDE, SLIDE_BACK, SPECIAL, SPLAT, SPRINT, SPRINT_ROLL, STEP_LEFT, STEP_RIGHT, STOP, SURF_BACK, SURF_LEFT, SURF_RIGHT, SURF_SWIM, SURF_TREAD, SWAN_DIVE, SWIM, SWITCH_OFF, SWITCH_ON, TREAD, TURN_LEFT, TURN_RIGHT, TURN_SWITCH, TWIST, USE_KEY, USE_MIDAS, USE_PUZZLE, UW_DEATH, WADE, WALK, WALK_BACK, WATER_OUT, WATER_ROLL, ZIPLINE

  • trx.catalog.lara_anims - 471 names

    Every animation Lara has.

    Click here to see a list of all symbols.

    BEETLE_PUT, BIG_BUTTON_PUSH, BINOCULARS, BOULDER_DEATH, BUTTON_PUSH, CEILING_TRAPDOOR_OPEN, CLIMB_2CLICK, CLIMB_2CLICK_END, CLIMB_2CLICK_END_TO_RUN, CLIMB_3CLICK, CLIMB_3CLICK_END_TO_RUN, CLIMB_ON, CLIMB_ON_END, CLIMB_ON_HANDSTAND, COGWHEEL_GRAB, COGWHEEL_PULL, COGWHEEL_UNGRAB, CONTROLLED_DROP, CONTROLLED_DROP_CONTINUE, CORRECT_POSITION_FRONT_UNUSED, CORRECT_POSITION_LEFT_UNUSED, CORRECT_POSITION_RIGHT_UNUSED, CRAWL_BACKWARD, CRAWL_BACKWARD_TO_IDLE_LEFT_END, CRAWL_BACKWARD_TO_IDLE_LEFT_START, CRAWL_BACKWARD_TO_IDLE_RIGHT_END, CRAWL_BACKWARD_TO_IDLE_RIGHT_START, CRAWL_DEATH, CRAWL_FORWARD, CRAWL_FORWARD_TO_IDLE_END_LEFT, CRAWL_FORWARD_TO_IDLE_END_RIGHT, CRAWL_FORWARD_TO_IDLE_START_LEFT, CRAWL_FORWARD_TO_IDLE_START_RIGHT, CRAWL_HIT_BACK_UNUSED, CRAWL_HIT_FRONT_UNUSED, CRAWL_HIT_LEFT_UNUSED, CRAWL_HIT_RIGHT_UNUSED, CRAWL_IDLE, CRAWL_IDLE_TO_BACKWARD, CRAWL_IDLE_TO_FORWARD, CRAWL_JUMP_DOWN, CRAWL_PICKUP, CRAWL_TO_CROUCH_CONTINUE, CRAWL_TO_CROUCH_END_UNUSED, CRAWL_TO_CROUCH_START, CRAWL_TO_HANG_CONTINUE, CRAWL_TO_HANG_END, CRAWL_TO_HANG_START, CRAWL_TURN_LEFT, CRAWL_TURN_LEFT_EARLY_END, CRAWL_TURN_RIGHT, CRAWL_TURN_RIGHT_EARLY_END, CROUCH_HIT_BACK, CROUCH_HIT_FRONT, CROUCH_HIT_LEFT, CROUCH_HIT_RIGHT, CROUCH_IDLE, CROUCH_PICKUP, CROUCH_PICKUP_FLARE, CROUCH_ROLL_FORWARD_CONTINUE, CROUCH_ROLL_FORWARD_END, CROUCH_ROLL_FORWARD_START, CROUCH_ROLL_FORWARD_START_ALTERNATE_UNUSED, CROUCH_TO_CRAWL_CONTINUE, CROUCH_TO_CRAWL_END, CROUCH_TO_CRAWL_START, CROUCH_TO_STAND, CROUCH_TURN_LEFT, CROUCH_TURN_RIGHT, CROWBAR_USE_ON_FLOOR, CROWBAR_USE_ON_FLOOR_FAIL_UNUSED, CROWBAR_USE_ON_WALL, DEATH_BIG_SCORPION, DEATH_BLOWUP, DEATH_JUMP, DEATH_MAGIC_UNUSED, DEATH_SETH, DETONATOR_USE, DOOR_KICK, DOOR_OPEN_BACK, DOOR_OPEN_FORWARD, DOUBLEDOORS_PUSH, DRAG_BODY, FALL, FALL_BACK, FALL_CROUCHING_LANDING, FALL_START, FALL_TO_FREEFALL, FAST_CLIMB_ON, FAST_PICKUP, FAST_PUSHABLE_PULL, FAST_PUSHABLE_PULL_STOP, FAST_PUSHABLE_PUSH, FAST_PUSHABLE_PUSH_STOP, FAST_SHIMMY_LEFT, FAST_SHIMMY_RIGHT, FILL_WATERSKIN, FLARE_PICKUP, FLARE_THROW, FLOOR_TRAPDOOR_OPEN, FREEFALL, FREEFALL_LAND, FREEFALL_LAND_DEATH, FREEFALL_SWANDIVE, FREEFALL_SWANDIVE_TO_UNDERWATER, FREEFALL_TO_UNDERWATER, GIANT_BUTTON_PUSH, HANG_CORNER_LEFT_INNER_END, HANG_CORNER_LEFT_INNER_START, HANG_CORNER_LEFT_OUTER_END, HANG_CORNER_LEFT_OUTER_START, HANG_CORNER_RIGHT_INNER_END, HANG_CORNER_RIGHT_INNER_START, HANG_CORNER_RIGHT_OUTER_END, HANG_CORNER_RIGHT_OUTER_START, HANG_TO_CROUCH_END, HANG_TO_CROUCH_START, HANG_TO_FREEFALL, HANG_TO_JUMP_BACK, HANG_TO_JUMP_BACK_CONTINUE, HANG_TO_JUMP_UP, HANG_TO_JUMP_UP_CONTINUE, HARP_PLAY, HIT_BACK, HIT_FRONT, HIT_LEFT, HIT_RIGHT, HOLE_GRAB, JUMPSWITCH, JUMP_BACK, JUMP_BACK_ROLL_END, JUMP_BACK_ROLL_START, JUMP_BACK_START, JUMP_BACK_TO_FREEFALL, JUMP_FORWARD, JUMP_FORWARD_END_TO_FREEFALL, JUMP_FORWARD_LAND_END_UNUSED, JUMP_FORWARD_LAND_START_UNUSED, JUMP_FORWARD_ROLL_END, JUMP_FORWARD_ROLL_START, JUMP_FORWARD_START, JUMP_FORWARD_START_TO_GRAB_EARLY, JUMP_FORWARD_START_TO_GRAB_LATE, JUMP_FORWARD_START_TO_REACH_ALTERNATE, JUMP_FORWARD_TO_FREEFALL, JUMP_FORWARD_TO_FREEFALL_2, JUMP_FORWARD_TO_REACH, JUMP_FORWARD_TO_REACH_LATE, JUMP_LEFT, JUMP_LEFT_START, JUMP_LEFT_TO_FREEFALL, JUMP_NEUTRAL_ROLL, JUMP_RIGHT, JUMP_RIGHT_START, JUMP_RIGHT_TO_FREEFALL, JUMP_UP, JUMP_UP_LAND, JUMP_UP_START, JUMP_UP_TO_FREEFALL, JUMP_UP_TO_HANG_UNUSED, JUMP_UP_TO_POLE_GRAB, JUMP_UP_TO_ROPE_END, JUMP_UP_TO_ROPE_START, KICK, LADDER_BACKFLIP_CONTINUE, LADDER_BACKFLIP_START, LADDER_CLIMB_ON, LADDER_CORNER_LEFT_INNER_END, LADDER_CORNER_LEFT_INNER_START, LADDER_CORNER_LEFT_OUTER_END, LADDER_CORNER_LEFT_OUTER_START, LADDER_CORNER_RIGHT_INNER_END, LADDER_CORNER_RIGHT_INNER_START, LADDER_CORNER_RIGHT_OUTER_END, LADDER_CORNER_RIGHT_OUTER_START, LADDER_DOWN, LADDER_DOWN_HANGING, LADDER_DOWN_START, LADDER_DOWN_STOP_LEFT, LADDER_DOWN_STOP_RIGHT, LADDER_HANG, LADDER_HANG_TO_IDLE, LADDER_IDLE, LADDER_LEFT, LADDER_RIGHT, LADDER_TO_CROUCH_END, LADDER_TO_CROUCH_START, LADDER_TO_HANDS_DOWN_ALTERNATE_UNUSED, LADDER_TO_HANG_DOWN, LADDER_TO_HANG_LEFT, LADDER_TO_HANG_RIGHT, LADDER_UP, LADDER_UP_HANGING, LADDER_UP_START, LADDER_UP_STOP_LEFT, LADDER_UP_STOP_RIGHT, LAND, LAND_TO_RUN, LEVERSWITCH_PUSH, MONKEY_FALL, MONKEY_FORWARD, MONKEY_GRAB, MONKEY_IDLE, MONKEY_IDLE_TO_FORWARD_LEFT, MONKEY_IDLE_TO_FORWARD_RIGHT, MONKEY_SHIMMY_LEFT, MONKEY_SHIMMY_LEFT_END, MONKEY_SHIMMY_RIGHT, MONKEY_SHIMMY_RIGHT_END, MONKEY_STOP_LEFT, MONKEY_STOP_RIGHT, MONKEY_TURN_AROUND, MONKEY_TURN_LEFT, MONKEY_TURN_LEFT_EARLY_END, MONKEY_TURN_LEFT_LATE_END, MONKEY_TURN_RIGHT, MONKEY_TURN_RIGHT_EARLY_END, MONKEY_TURN_RIGHT_LATE_END, ONWATER_DEATH, ONWATER_DIVE, ONWATER_DIVE_ALTERNATE, ONWATER_IDLE, ONWATER_IDLE_TO_SWIM_BACK, ONWATER_IDLE_TO_SWIM_FORWARD, ONWATER_SWIM_BACK, ONWATER_SWIM_BACK_TO_IDLE, ONWATER_SWIM_FORWARD, ONWATER_SWIM_FORWARD_DIVE, ONWATER_SWIM_FORWARD_TO_IDLE, ONWATER_SWIM_LEFT, ONWATER_SWIM_RIGHT, ONWATER_TO_STAND_HIGH, ONWATER_TO_STAND_MEDIUM, ONWATER_TO_WADE, ONWATER_TO_WADE_LOW, ONWATER_TO_WADE_SHALLOW_UNUSED, PICKUP, PICKUP_SARCOPHAGUS, PLINTH_HIGH_PICKUP, PLINTH_LOW_PICKUP, POLE_CLIMB_DOWN, POLE_CLIMB_DOWN_TO_IDLE, POLE_CLIMB_UP, POLE_CLIMB_UP_END, POLE_FALL, POLE_GRAB_TO_STAND, POLE_IDLE, POLE_IDLE_TO_CLIMB_DOWN, POLE_JUMP, POLE_TURN_LEFT_CONTINUE_UNUSED, POLE_TURN_LEFT_END, POLE_TURN_LEFT_START, POLE_TURN_RIGHT_CONTINUE_UNUSED, POLE_TURN_RIGHT_END, POLE_TURN_RIGHT_START, POSE_LEFT_CONTINUE, POSE_LEFT_END, POSE_LEFT_START, POSE_RIGHT_CONTINUE, POSE_RIGHT_END, POSE_RIGHT_START, POUR_WATERSKIN_HIGH, POUR_WATERSKIN_LOW, PRY_DOOR, PULLEY_GRAB, PULLEY_PULL, PULLEY_UNGRAB, PUSHABLE_GRAB, PUSHABLE_PULL, PUSHABLE_PULL_STOP, PUSHABLE_PUSH, PUSHABLE_PUSH_STOP, PUSHABLE_RELEASE, PUT_TRIDENT, QUICK_TURN, REACH, REACH_TO_FREEFALL, REACH_TO_FREEFALL_2, REACH_TO_HANG, REACH_TO_POLE_GRAB, ROLL_ALTERNATE, ROLL_CONTINUE, ROLL_END, ROLL_END_ALTERNATE, ROLL_START, ROPE_CHANGE_ROPE_UNUSED, ROPE_DOWN, ROPE_DOWN_END, ROPE_DOWN_START, ROPE_GRAB_TO_FALL_ALTERNATE_UNUSED, ROPE_GRAB_TO_FALL_UNUSED, ROPE_IDLE, ROPE_IDLE_TO_BACKFLIP_UNUSED, ROPE_IDLE_TO_ROPE_HANG_UNUSED, ROPE_IDLE_TO_SWING, ROPE_IDLE_TO_SWING_HALFMIDDLE_UNUSED, ROPE_IDLE_TO_SWING_SEMIMIDDLE_UNUSED, ROPE_JUMP_TO_GRAB, ROPE_SWING, ROPE_SWING_BACK_CONTINUE_UNUSED, ROPE_SWING_BACK_END_UNUSED, ROPE_SWING_BACK_START_UNUSED, ROPE_SWING_BLOCK_UNUSED, ROPE_SWING_FORWARD_HARD_UNUSED, ROPE_SWING_FORWARD_SOFT_UNUSED, ROPE_SWING_TO_FALL_BACK_UNUSED, ROPE_SWING_TO_FALL_FRONT_UNUSED, ROPE_SWING_TO_FALL_MIDDL_UNUSED, ROPE_SWING_TO_FALL_SEMIFRONT_UNUSED, ROPE_SWING_TO_REACH, ROPE_SWING_TO_REACH_FRONT, ROPE_SWING_TO_REACH_FRONT2, ROPE_SWING_TO_REACH_HANG_FRONT, ROPE_SWING_TO_REACH_MIDDLE, ROPE_SWING_TO_REACH_SEMIMIDDLE, ROPE_TURN_LEFT, ROPE_TURN_RIGHT, ROPE_UP, ROTATE_LEFT, ROTATE_SENET, RUN, RUN_DEATH, RUN_JUMP_LEFT_CONTINUE, RUN_JUMP_LEFT_START, RUN_JUMP_RIGHT_CONTINUE, RUN_JUMP_RIGHT_START, RUN_JUMP_ROLL_END, RUN_JUMP_ROLL_START, RUN_START, RUN_TO_CROUCH_LEFT_END, RUN_TO_CROUCH_LEFT_START, RUN_TO_CROUCH_RIGHT_END, RUN_TO_CROUCH_RIGHT_START, RUN_TO_GRAB_LEFT, RUN_TO_GRAB_RIGHT, RUN_TO_SPRINT_LEFT, RUN_TO_SPRINT_RIGHT, RUN_TO_STAND_LEFT, RUN_TO_STAND_RIGHT, RUN_TO_WADE_LEFT, RUN_TO_WADE_RIGHT, RUN_TO_WALK_LEFT, RUN_TO_WALK_RIGHT, RUN_UP_STEP_LEFT, RUN_UP_STEP_RIGHT, SHIMMY_LEFT, SHIMMY_RIGHT, SIDE_STEP_LEFT, SIDE_STEP_LEFT_END, SIDE_STEP_RIGHT, SIDE_STEP_RIGHT_END, SLIDE_BACKWARD, SLIDE_BACKWARD_END, SLIDE_BACKWARD_START, SLIDE_FORWARD, SLIDE_FORWARD_END, SLIDE_FORWARD_STOP, SLIDE_FORWARD_TO_RUN, SMALL_JUMP_BACK, SMALL_JUMP_BACK_END, SMALL_JUMP_BACK_START, SMASH_JUMP, SMASH_JUMP_CONTINUE, SOMERSAULT, SPIKE_DEATH, SPRINT, SPRINT_ROLL_LEFT_TO_RUN, SPRINT_ROLL_RIGHT_TO_RUN, SPRINT_SLIDE_STAND_LEFT, SPRINT_SLIDE_STAND_LEFT_END_ALTERNATE_UNUSED, SPRINT_SLIDE_STAND_RIGHT, SPRINT_SLIDE_STAND_RIGHT_END_ALTERNATE_UNUSED, SPRINT_TO_CROUCH_LEFT, SPRINT_TO_CROUCH_RIGHT, SPRINT_TO_ROLL_ALTERNATE_CONTINUE_UNUSED, SPRINT_TO_ROLL_ALTERNATE_END_UNUSED, SPRINT_TO_ROLL_ALTERNATE_START_UNUSED, SPRINT_TO_ROLL_LEFT, SPRINT_TO_ROLL_LEFT_BETA_UNUSED, SPRINT_TO_ROLL_RIGHT, SPRINT_TO_RUN_LEFT, SPRINT_TO_RUN_RIGHT, STAND_DEATH, STAND_IDLE, STAND_STILL, STAND_TO_CROUCH, STAND_TO_CROUCH_ABORT_UNUSED, STAND_TO_CROUCH_END, STAND_TO_JUMP, STAND_TO_JUMP_UP, STAND_TO_JUMP_UP_CONTINUE, STAND_TO_LADDER, STAND_TO_POLE_GRAB, STAND_TO_WADE, SWANDIVE_DEATH, SWANDIVE_LEFT, SWANDIVE_RIGHT, SWANDIVE_ROLL, SWANDIVE_START, SWANDIVE_TO_UNDERWATER, SWING_IN_FAST, SWING_IN_SLOW, SWITCH_SMALL_DOWN, SWITCH_SMALL_UP, TORCH_LIGHT_1, TORCH_LIGHT_2, TORCH_LIGHT_3, TORCH_LIGHT_4, TORCH_LIGHT_5, TRAIN_DEATH, TURNSWITCH_GRAB_LEFT, TURNSWITCH_GRAB_RIGHT, TURNSWITCH_PUSH_LEFT_CONTINUE, TURNSWITCH_PUSH_LEFT_END, TURNSWITCH_PUSH_LEFT_START, TURNSWITCH_PUSH_RIGHT_CONTINUE, TURNSWITCH_PUSH_RIGHT_END, TURNSWITCH_PUSH_RIGHT_START, TURN_LEFT_SLOW, TURN_RIGHT, TURN_RIGHT_SLOW, UNDERWARER_IDLE_TO_SWIM, UNDERWATER_DEATH, UNDERWATER_DOOR_OPEN, UNDERWATER_FLARE_PICKUP, UNDERWATER_IDLE, UNDERWATER_PICKUP, UNDERWATER_PULLEY, UNDERWATER_ROLL_END, UNDERWATER_ROLL_START, UNDERWATER_SWIM_FORWARD, UNDERWATER_SWIM_FORWARD_DRIFT, UNDERWATER_SWIM_TO_IDLE, UNDERWATER_SWIM_TO_STILL_HUDDLE, UNDERWATER_SWIM_TO_STILL_MEDIUM, UNDERWATER_SWIM_TO_STILL_SPRAWL, UNDERWATER_SWITCH, UNDERWATER_TO_ONWATER, UNDERWATER_TO_STAND, UNKNOWN, USE_KEY, USE_PUZZLE, WADE, WADE_TO_RUN_LEFT, WADE_TO_RUN_RIGHT, WADE_TO_STAND_LEFT, WADE_TO_STAND_RIGHT, WALK_BACK, WALK_BACK_END_LEFT, WALK_BACK_END_RIGHT, WALK_BACK_START, WALK_DOWN_BACK_LEFT, WALK_DOWN_BACK_RIGHT, WALK_DOWN_LEFT, WALK_DOWN_RIGHT, WALK_FORWARD, WALK_FORWARD_START, WALK_FORWARD_START_CONTINUE, WALK_STOP_LEFT, WALK_STOP_RIGHT, WALK_TO_RUN_LEFT, WALK_TO_RUN_RIGHT, WALK_UP_STEP_LEFT, WALK_UP_STEP_RIGHT, WALL_SMASH_LEFT, WALL_SMASH_RIGHT, WALL_SWITCH_DOWN, WALL_SWITCH_UP, ZIPLINE_FALL, ZIPLINE_GRAB, ZIPLINE_RIDE

  • trx.catalog.flip_effects - 71 names

    Every item action a flip effect can trigger.

    Example:

    trx.rooms.flip_effect(trx.catalog.flip_effects.FLOOR_SHAKE, 10)
    
    Click here to see a list of all symbols.

    ASSAULT_FINISHED, ASSAULT_PENALTY_30, ASSAULT_PENALTY_8, ASSAULT_RESET, ASSAULT_START, ASSAULT_STOP, BOILER, BUBBLES, CAMERA_SHAKE, CHAIN_BLOCK, CHANDELIER, CURTAIN, DROP_SAND, DYNAMIC_LIGHT_OFF, DYNAMIC_LIGHT_ON, EARTHQUAKE, EXPLOSION, FINISH_LEVEL, FLICKER, FLIP_MAP, FLOOD, FLOOR_SHAKE, FOOTPRINT, GYM_HINT_1, GYM_HINT_10, GYM_HINT_11, GYM_HINT_12, GYM_HINT_13, GYM_HINT_14, GYM_HINT_15, GYM_HINT_16, GYM_HINT_17, GYM_HINT_18, GYM_HINT_19, GYM_HINT_2, GYM_HINT_3, GYM_HINT_4, GYM_HINT_5, GYM_HINT_6, GYM_HINT_7, GYM_HINT_8, GYM_HINT_9, GYM_HINT_RESET, INVISIBILITY_OFF, INVISIBILITY_ON, LARA_DRAW_LEFT_GUN, LARA_DRAW_RIGHT_GUN, LARA_HANDS_FREE, LARA_NORMAL, LARA_SHOOT_LEFT_GUN, LARA_SHOOT_RIGHT_GUN, LOWERING_BLOCK, PISTON, POWER_UP, RACETRACK_FINISHED, RACETRACK_RESET, RACETRACK_START, RAISING_BLOCK, RESET_HAIR, RUBBLE, SET_CHANGE, SHADOW_OFF, SHADOW_ON, STAIRS_TO_SLOPE, STATUE, SWAP_CROWBAR, SWAP_MESHES_WITH_MESH_SWAP_1, SWAP_MESHES_WITH_MESH_SWAP_2, SWAP_MESHES_WITH_MESH_SWAP_3, TURN_180, TURN_90

  • trx.catalog.weapons - 16 names

    Every weapon Lara can hold.

    Example:

    if trx.lara.equipped_gun == trx.catalog.weapons.DESERT_EAGLE then ... end
    
    Click here to see a list of all symbols.

    AUTOS, CROSSBOW, DESERT_EAGLE, FLARE, GRENADE, HARPOON, M16, MAGNUMS, MP5, PISTOLS, REVOLVER, ROCKET, SHOTGUN, SKIDOO, UNARMED, UZIS

Structures

  • trx.catalog.Id

    A TRX id, in the catalog the context names. It is the same number in every game TRX ships, which is what lets a script name a thing once.

  • trx.catalog.Slot

    A slot in this game's own files, which is the number a builder reads off Tomb Editor. It differs from game to game.

Functions