diff --git a/files/data-mw/scripts/omw/playerskillhandlers.lua b/files/data-mw/scripts/omw/playerskillhandlers.lua index 1146e26551..d070dd0311 100644 --- a/files/data-mw/scripts/omw/playerskillhandlers.lua +++ b/files/data-mw/scripts/omw/playerskillhandlers.lua @@ -68,15 +68,15 @@ end local function skillLevelUpHandler(skillid, source, params) local skillStat = NPC.stats.skills[skillid](self) - if (skillStat.base >= 100 and params.skillIncreaseValue > 0) or - (skillStat.base <= 0 and params.skillIncreaseValue < 0) then - return false + if (skillStat.base >= 100 and params.skillIncreaseValue > 0) or + (skillStat.base <= 0 and params.skillIncreaseValue < 0) then + return false end if params.skillIncreaseValue then skillStat.base = skillStat.base + params.skillIncreaseValue end - + local levelStat = Actor.stats.level(self) if params.levelUpProgress then levelStat.progress = levelStat.progress + params.levelUpProgress @@ -106,11 +106,11 @@ local function skillLevelUpHandler(skillid, source, params) end ui.showMessage(message, { showInDialogue = false }) - + if levelStat.progress >= core.getGMST('iLevelUpTotal') then ui.showMessage('#{sLevelUpMsg}', { showInDialogue = false }) end - + if not source or source == I.SkillProgression.SKILL_INCREASE_SOURCES.Usage then skillStat.progress = 0 end end end @@ -119,14 +119,14 @@ local function jailTimeServed(days) if not days or days <= 0 then return end - + local oldSkillLevels = {} local skillByNumber = {} for skillid, skillStat in pairs(NPC.stats.skills) do oldSkillLevels[skillid] = skillStat(self).base skillByNumber[#skillByNumber+1] = skillid end - + math.randomseed(core.getSimulationTime()) for day=1,days do local skillid = skillByNumber[math.random(#skillByNumber)] @@ -151,7 +151,7 @@ local function jailTimeServed(days) message = message..'\n'..string.format(skillMsg, skillRecord.name, skillStat(self).base) end end - + I.UI.showInteractiveMessage(message) end diff --git a/files/data/scripts/omw/combat/interface.lua b/files/data/scripts/omw/combat/interface.lua index fe90007e03..b6471997ff 100644 --- a/files/data/scripts/omw/combat/interface.lua +++ b/files/data/scripts/omw/combat/interface.lua @@ -14,7 +14,7 @@ local onHitHandlers = {} --- -- @type AttackInfo --- @field [parent=#AttackInfo] #table damage A table mapping stat name (health, fatigue, or magicka) to number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks. +-- @field [parent=#AttackInfo] #table damage A table mapping a stat name (health, fatigue, or magicka) to a number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks. -- @field [parent=#AttackInfo] #number strength A number between 0 and 1 representing the attack strength. This field is ignored for failed attacks. -- @field [parent=#AttackInfo] #boolean successful Whether the attack was successful or not. -- @field [parent=#AttackInfo] #AttackSourceType sourceType What class of attack this is. @@ -48,7 +48,7 @@ return { --- Add new onHit handler for this actor -- If `handler(attack)` returns false, other handlers for - -- the call will be skipped. where attack is the same @{#AttackInfo} passed to #Combat.onHit + -- the call will be skipped. Where attack is the same @{#AttackInfo} passed to #Combat.onHit -- @function [parent=#Combat] addOnHitHandler -- @param #function handler The handler. addOnHitHandler = function(handler) @@ -64,7 +64,7 @@ return { -- @return #number Damage adjusted for armor adjustDamageForArmor = function(damage, actor) return damage end, - --- Calculates a difficulty multiplier based on current difficulty settings + --- Calculates a difficulty multiplier based on the current difficulty settings -- and adjusts damage accordingly. Has no effect if both this actor and the -- attacker are NPCs, or if both are Players. -- @function [parent=#Combat] adjustDamageForDifficulty