Merge branch 'doc_has_more_probls' into 'master'

Very minor doc changes

See merge request OpenMW/openmw!4072
i-have-no-land-and-i-must-scream
psi29a 8 months ago
commit 7f54486e80

@ -12,28 +12,28 @@ Lua API reference
aipackages
setting_renderers
events
openmw_util
openmw_storage
openmw_core
openmw_types
openmw_ambient
openmw_animation
openmw_async
openmw_vfs
openmw_markup
openmw_world
openmw_self
openmw_nearby
openmw_input
openmw_ambient
openmw_ui
openmw_camera
openmw_postprocessing
openmw_core
openmw_debug
openmw_input
openmw_markup
openmw_menu
openmw_nearby
openmw_postprocessing
openmw_self
openmw_storage
openmw_types
openmw_ui
openmw_util
openmw_vfs
openmw_world
openmw_aux_calendar
openmw_aux_util
openmw_aux_time
openmw_aux_ui
openmw_aux_util
interface_activation
interface_ai
interface_animation

@ -157,4 +157,4 @@ Engine handler is a function defined by a script, that can be called by the engi
* - onStateChanged()
- | Called whenever the current game changes
| (i. e. the result of `getState <openmw_menu.html##(getState)>`_ changes)
| (i. e. the result of `getState <openmw_menu.html##(menu).getState>`_ changes)

@ -216,6 +216,7 @@ To enter the Lua mode run one of the commands:
- ``lua player`` or ``luap`` - enter player context
- ``lua global`` or ``luag`` - enter global context
- ``lua selected`` or ``luas`` - enter local context on the selected object
- ``lua menu`` or ``luam`` - enter menu context
Script structure
================
@ -482,7 +483,7 @@ There are a few methods for sending events:
- `core.sendGlobalEvent <openmw_core.html##(sendGlobalEvent)>`_ to send events to global scripts
- `GameObject:sendEvent <openmw_core.html##(GameObject).sendEvent>`_ to send events to local scripts attached to a game object
- `types.Player.sendMenuEvent <openmw_menu.html##(Player).sendMenuEvent>`_ to send events to menu scripts of the given player
- `types.Player.sendMenuEvent <openmw_types.html##(Player).sendMenuEvent>`_ to send events to menu scripts of the given player
Events are the main way of interacting between local and global scripts.
They are not recommended for interactions between two global scripts, because in this case interfaces are more convenient.

@ -19,7 +19,7 @@ return {
return input._isGamepadCursorActive()
end,
--- Set if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
--- Sets if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
-- @function [parent=#GamepadControls] setGamepadCursorActive
-- @param #boolean value
setGamepadCursorActive = function(state)

@ -1130,6 +1130,7 @@
-- @field #map<#string, #number> reactions A read-only map containing reactions of other factions to this faction.
-- @field #list<#string> attributes A read-only list containing IDs of attributes to advance ranks in the faction.
-- @field #list<#string> skills A read-only list containing IDs of skills to advance ranks in the faction.
-- @field #boolean hidden If true, the faction won't show in the player's skills menu
---
-- Faction rank data record

@ -315,7 +315,7 @@
-- @param #any spellOrId A @{openmw.core#Spell} or string record id.
---
-- Remove an active spell based on active spell ID (see @{openmw.core#ActiveSpell.activeSpellId}). Can only be used in global scripts or on self. Can only be used to remove spells with the temporary flag set (see @{openmw.core#ActiveSpell.temporary}).
-- Remove an active spell based on active spell ID (see @{openmw_core#ActiveSpell.activeSpellId}). Can only be used in global scripts or on self. Can only be used to remove spells with the temporary flag set (see @{openmw_core#ActiveSpell.temporary}).
-- @function [parent=#ActorActiveSpells] remove
-- @param self
-- @param #any id Active spell ID.
@ -1318,7 +1318,7 @@
-- --This is the new record we want to create, with a record provided as a template.
-- local recordDraft = types.Armor.createRecordDraft(armorTable)--Need to convert the table into the record draft
-- local newRecord = world.createRecord(recordDraft)--This creates the actual record
-- world.createObject(newRecord):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
-- world.createObject(newRecord.id):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
--- @{#Book} functions
@ -1457,7 +1457,7 @@
-- --This is the new record we want to create, with a record provided as a template.
-- local recordDraft = types.Clothing.createRecordDraft(clothingTable)--Need to convert the table into the record draft
-- local newRecord = world.createRecord(recordDraft)--This creates the actual record
-- world.createObject(newRecord):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
-- world.createObject(newRecord.id):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
---
-- @type ClothingRecord

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