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Merge branch 'doc_has_more_probls' into 'master'
Very minor doc changes See merge request OpenMW/openmw!4072
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commit
7f54486e80
6 changed files with 22 additions and 20 deletions
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@ -12,28 +12,28 @@ Lua API reference
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aipackages
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setting_renderers
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events
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openmw_util
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openmw_storage
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openmw_core
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openmw_types
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openmw_ambient
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openmw_animation
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openmw_async
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openmw_vfs
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openmw_markup
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openmw_world
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openmw_self
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openmw_nearby
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openmw_input
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openmw_ambient
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openmw_ui
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openmw_camera
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openmw_postprocessing
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openmw_core
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openmw_debug
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openmw_input
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openmw_markup
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openmw_menu
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openmw_nearby
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openmw_postprocessing
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openmw_self
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openmw_storage
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openmw_types
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openmw_ui
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openmw_util
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openmw_vfs
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openmw_world
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openmw_aux_calendar
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openmw_aux_util
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openmw_aux_time
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openmw_aux_ui
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openmw_aux_util
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interface_activation
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interface_ai
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interface_animation
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@ -157,4 +157,4 @@ Engine handler is a function defined by a script, that can be called by the engi
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* - onStateChanged()
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- | Called whenever the current game changes
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| (i. e. the result of `getState <openmw_menu.html##(getState)>`_ changes)
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| (i. e. the result of `getState <openmw_menu.html##(menu).getState>`_ changes)
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@ -216,6 +216,7 @@ To enter the Lua mode run one of the commands:
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- ``lua player`` or ``luap`` - enter player context
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- ``lua global`` or ``luag`` - enter global context
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- ``lua selected`` or ``luas`` - enter local context on the selected object
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- ``lua menu`` or ``luam`` - enter menu context
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Script structure
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================
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@ -482,7 +483,7 @@ There are a few methods for sending events:
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- `core.sendGlobalEvent <openmw_core.html##(sendGlobalEvent)>`_ to send events to global scripts
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- `GameObject:sendEvent <openmw_core.html##(GameObject).sendEvent>`_ to send events to local scripts attached to a game object
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- `types.Player.sendMenuEvent <openmw_menu.html##(Player).sendMenuEvent>`_ to send events to menu scripts of the given player
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- `types.Player.sendMenuEvent <openmw_types.html##(Player).sendMenuEvent>`_ to send events to menu scripts of the given player
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Events are the main way of interacting between local and global scripts.
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They are not recommended for interactions between two global scripts, because in this case interfaces are more convenient.
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@ -19,7 +19,7 @@ return {
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return input._isGamepadCursorActive()
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end,
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--- 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.
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--- 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.
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-- @function [parent=#GamepadControls] setGamepadCursorActive
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-- @param #boolean value
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setGamepadCursorActive = function(state)
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@ -1130,6 +1130,7 @@
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-- @field #map<#string, #number> reactions A read-only map containing reactions of other factions to this faction.
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-- @field #list<#string> attributes A read-only list containing IDs of attributes to advance ranks in the faction.
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-- @field #list<#string> skills A read-only list containing IDs of skills to advance ranks in the faction.
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-- @field #boolean hidden If true, the faction won't show in the player's skills menu
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---
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-- Faction rank data record
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@ -315,7 +315,7 @@
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-- @param #any spellOrId A @{openmw.core#Spell} or string record id.
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---
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-- 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}).
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-- 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}).
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-- @function [parent=#ActorActiveSpells] remove
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-- @param self
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-- @param #any id Active spell ID.
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@ -1318,7 +1318,7 @@
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-- --This is the new record we want to create, with a record provided as a template.
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-- local recordDraft = types.Armor.createRecordDraft(armorTable)--Need to convert the table into the record draft
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-- local newRecord = world.createRecord(recordDraft)--This creates the actual record
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-- world.createObject(newRecord):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
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-- world.createObject(newRecord.id):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
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--- @{#Book} functions
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@ -1457,7 +1457,7 @@
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-- --This is the new record we want to create, with a record provided as a template.
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-- local recordDraft = types.Clothing.createRecordDraft(clothingTable)--Need to convert the table into the record draft
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-- local newRecord = world.createRecord(recordDraft)--This creates the actual record
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-- world.createObject(newRecord):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
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-- world.createObject(newRecord.id):moveInto(playerActor)--Create an instance of this object, and move it into the player's inventory
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---
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-- @type ClothingRecord
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