<string><html><head/><body><p>This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.</p></body></html></string>
</property>
<property name="text">
<string>Add "Time Played" to Saves</string>
-- @field #number index Index of this effect within the original list of @{#MagicEffectWithParams} of the spell/enchantment/potion this effect came from.
-- @field #string affectedSkill Optional skill ID
-- @field #string affectedSkill Optional skill ID
-- @field #string affectedAttribute Optional attribute ID
-- @field #string affectedAttribute Optional attribute ID
-- @field #string id Magic effect id
-- @field #string id Magic effect id
@ -729,7 +730,6 @@
-- @field #number magnitude current magnitude of the effect. Will be set to 0 when effect is removed or expires.
-- @field #number magnitude current magnitude of the effect. Will be set to 0 when effect is removed or expires.
-- @field #number magnitudeBase
-- @field #number magnitudeBase
-- @field #number magnitudeModifier
-- @field #number magnitudeModifier
-- @field #number index Index of this effect within the original list of @{#MagicEffectWithParams} of the spell/enchantment/potion this effect came from.
-- @field [parent=#ActorControls] #boolean run true - run, false - walk
-- @field [parent=#ActorControls] #boolean run true - run, false - walk
-- @field [parent=#ActorControls] #boolean sneak If true - sneak
-- @field [parent=#ActorControls] #boolean sneak If true - sneak
-- @field [parent=#ActorControls] #boolean jump If true - initiate a jump
-- @field [parent=#ActorControls] #boolean jump If true - initiate a jump
-- @field [parent=#ActorControls] #number use if 1 - activates the readied weapon/spell. For weapons, keeping at 1 will charge the attack until set to 0.
-- @field [parent=#ActorControls] #ATTACK_TYPE use Activates the readied weapon/spell according to a provided value. For weapons, keeping this value modified will charge the attack until set to @{#ATTACK_TYPE.NoAttack}. If an @{#ATTACK_TYPE} not appropriate for a currently equipped weapon provided - an appropriate @{#ATTACK_TYPE} will be used instead.
---
-- @type ATTACK_TYPE
-- @field #number NoAttack
-- @field #number Any
-- @field #number Chop
-- @field #number Swing
-- @field #number Thrust
---
---
-- Enables or disables standard AI (enabled by default).
-- Enables or disables standard AI (enabled by default).
-- (DEPRECATED, use itemData(item).enchantmentCharge) Get this item's current enchantment charge.
-- @function [parent=#Item] getEnchantmentCharge
-- @function [parent=#Item] getEnchantmentCharge
-- @param openmw.core#GameObject item
-- @param openmw.core#GameObject item
-- @return #number The charge remaining. `nil` if the enchantment has never been used, implying the charge is full. Unenchanted items will always return a value of `nil`.
-- @return #number The charge remaining. `nil` if the enchantment has never been used, implying the charge is full. Unenchanted items will always return a value of `nil`.
@ -763,7 +763,7 @@
-- @return #boolean
-- @return #boolean
---
---
-- Set this item's enchantment charge.
-- (DEPRECATED, use itemData(item).enchantmentCharge) Set this item's enchantment charge.
-- @function [parent=#Item] setEnchantmentCharge
-- @function [parent=#Item] setEnchantmentCharge
-- @param openmw.core#GameObject item
-- @param openmw.core#GameObject item
-- @param #number charge Can be `nil` to reset the unused state / full
-- @param #number charge Can be `nil` to reset the unused state / full
@ -777,14 +777,16 @@
-- @return #boolean
-- @return #boolean
---
---
-- Set of properties that differentiates one item from another of the same record type.
-- Set of properties that differentiates one item from another of the same record type; can be used by any script, but only global and self scripts can change values.
-- @function [parent=#Item] itemData
-- @function [parent=#Item] itemData
-- @param openmw.core#GameObject item
-- @param openmw.core#GameObject item
-- @return #ItemData
-- @return #ItemData
---
---
-- @type ItemData
-- @type ItemData
-- @field #number condition The item's current condition. Time remaining for lights. Uses left for lockpicks and probes. Current health for weapons and armor.
-- @field #number condition The item's current condition. Time remaining for lights. Uses left for repairs, lockpicks and probes. Current health for weapons and armor.
-- @field #number enchantmentCharge The item's current enchantment charge. Unenchanted items will always return a value of `nil`. Setting this to `nil` will reset the charge of the item.
-- @field #string soul The recordId of the item's current soul. Items without soul will always return a value of `nil`. Setting this to `nil` will remove the soul from the item.