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.
Which catalog a slot belongs to.
trx.catalog.Context.OBJECTS = 0trx.catalog.Context.MUSIC = 1trx.catalog.Context.SAMPLES = 2trx.catalog.Context.LARA_STATES = 3trx.catalog.Context.LARA_ANIMS = 4trx.catalog.Context.ITEM_ACTIONS = 5trx.catalog.objects - 808 names
Every object TRX has a name for.
Example:
if item.object_id == trx.catalog.objects.WOLF then ... end
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)
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
Every music track TRX has a name for.
Example:
trx.music.play(trx.catalog.music.SECRET)
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
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.
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)
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
AUTOS, CROSSBOW, DESERT_EAGLE, FLARE, GRENADE, HARPOON, M16,
MAGNUMS, MP5, PISTOLS, REVOLVER, ROCKET, SHOTGUN, SKIDOO,
UNARMED, UZIS
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.
A slot in this game's own files, which is the number a builder reads off Tomb Editor. It differs from game to game.
trx.catalog.to_slot(context, id)
Converts a trx.catalog.Id into the trx.catalog.Slot this game's own files use for it.
Parameters:
context (trx.catalog.Context). Which catalog.id (trx.catalog.Id).Returns: trx.catalog.Slot or nil. nil if this game has no slot for it - not every game has every object.
Example:
local slot = trx.catalog.to_slot(trx.catalog.Context.OBJECTS, trx.catalog.objects.WOLF)
trx.catalog.from_slot(context, slot)
Converts a trx.catalog.Slot from this game's own files into the trx.catalog.Id for it.
Parameters:
context (trx.catalog.Context). Which catalog.slot (trx.catalog.Slot).Returns: trx.catalog.Id or nil. nil if this game has nothing in that slot.
Example:
local object_id = trx.catalog.from_slot(trx.catalog.Context.OBJECTS, 7)