enemy_id enemy_from_lua(lua_State* L, int idx) { return get_X_by_name(game_enemy_data, lua_tostring(L, idx)); }
scriptobj_id scriptobject_from_lua(lua_State* L, int idx) { return get_X_by_name(game_scriptobject_data, lua_tostring(L, idx)); }
spell_id spell_from_lua(lua_State* L, int idx) { return get_X_by_name(game_spell_data, lua_tostring(L, idx)); }
//Lua argument getters item_id item_from_lua(lua_State* L, int idx) { return get_X_by_name(game_item_data, lua_tostring(L, idx)); }
class_id class_from_lua(lua_State* L, int idx) { return get_X_by_name(game_class_data, lua_tostring(L, idx)); }
tileset_id tileset_from_lua(lua_State* L, int idx) { return get_X_by_name(game_tileset_data, lua_tostring(L, idx)); }
class_id get_class_by_name(const char* name) { return get_X_by_name(game_class_data, name); }
itemgenlist_id get_itemgenlist_by_name(const char* name, bool error_if_not_found) { return get_X_by_name(game_itemgenlist_data, name, error_if_not_found); }
projectile_id get_projectile_by_name(const char* name) { return get_X_by_name(game_projectile_data, name); }
effect_id get_effect_by_name(const char* name) { return get_X_by_name(game_effect_data, name); }
enemy_id get_enemy_by_name(const char* name, bool error_if_not_found) { return get_X_by_name(game_enemy_data, name, error_if_not_found); }
spell_id get_spell_by_name(const char* name) { return get_X_by_name(game_spell_data, name); }
sprite_id get_sprite_by_name(const char* name) { return get_X_by_name(game_sprite_data, name); }
scriptobj_id get_scriptobject_by_name(const char* name, bool error_if_not_found) { return get_X_by_name(game_scriptobject_data, name, error_if_not_found); }
projectile_id projectile_from_lua(lua_State* L, int idx) { return get_X_by_name(game_projectile_data, lua_tostring(L, idx)); }
weapon_id get_weapon_by_name(const char* name) { return get_X_by_name(game_weapon_data, name); }
weapon_id weapon_from_lua(lua_State* L, int idx) { return get_X_by_name(game_weapon_data, lua_tostring(L, idx)); }
tileset_id get_tileset_by_name(const char* name) { return get_X_by_name(game_tileset_data, name); }
int get_armour_by_name(const char *name, bool error_if_not_found) { return get_X_by_name(game_armour_data, name, error_if_not_found); }
sprite_id get_sprite_by_name(const char* name, bool error_if_not_found) { return get_X_by_name(game_sprite_data, name, error_if_not_found); }