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Update docs/source/reference/lua-scripting/engine_handlers.rst, docs/source/reference/lua-scripting/overview.rst
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@ -19,6 +19,9 @@ Engine handler is a function defined by a script, that can be called by the engi
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| onLoad(savedData, initData) | | Called on loading with the data previosly returned by |
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| | | onSave. During loading the object is always inactive. initData is |
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| | | the same as in onInit. |
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| | | Note that onLoad means loading a script rather than loading a game.|
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| | | If a script did not exist when a game was saved onLoad will not be |
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| | | called, but onInit will. |
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+----------------------------------+----------------------------------------------------------------------+
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| onInterfaceOverride(base) | | Called if the current script has an interface and overrides an |
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| | | interface (``base``) of another script. |
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@ -251,8 +251,8 @@ The value that `onSave` returns will be passed to `onLoad` when the game is load
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It is the only way to save the internal state of a script. All other script variables will be lost after closing the game.
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The saved state must be :ref:`serializable <Serializable data>`.
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Note that `onLoad` means loading a script rather than loading a game. During loading a game `onLoad` works only for the scripts that were already existed when the game was saved (i.e. present in the save file).
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If a completely new script was started (for example if it is a script of a newly installed mod) then the `onInit` handler is used even if it happened when loading a saved game.
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Note that `onLoad` means loading a script rather than loading a game.
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If a script did not exist when a game was saved then `onLoad` will not be called, but `onInit` will.
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`onSave` and `onLoad` can be called even for objects in inactive state, so it shouldn't use `openmw.nearby`.
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