-- @param #table options A table of play options. Can contain:
--
-- * `loops` - a number >= 0, the number of times the animation should loop after the first play (default: 0).
-- * `priority` - Either a single #Priority value that will be assigned to all bone groups. Or a table mapping bone groups to its priority (default: PRIORITY.Default).
-- * `blendmask` - A mask of which bone groups to include in the animation (Default: BLEND_MASK.All.
-- * `autodisable` - If true, the animation will be immediately removed upon finishing, which means information will not be possible to query once completed. (Default: true)
-- * `blendMask` - A mask of which bone groups to include in the animation (Default: BLEND_MASK.All.
-- * `autoDisable` - If true, the animation will be immediately removed upon finishing, which means information will not be possible to query once completed. (Default: true)
-- * `speed` - a floating point number >= 0, the speed at which the animation should play (default: 1)
-- * `startkey` - the animation key at which the animation should start (default: "start")
-- * `stopkey` - the animation key at which the animation should end (default: "stop")
-- * `startpoint` - a floating point number 0 <= value <= 1, starting completion of the animation (default: 0)
-- * `forceloop` - a boolean, to set if the animation should loop even if it's not a looping animation (default: false)
-- * `startKey` - the animation key at which the animation should start (default: "start")
-- * `stopKey` - the animation key at which the animation should end (default: "stop")
-- * `startPoint` - a floating point number 0 <= value <= 1, starting completion of the animation (default: 0)
-- * `forceLoop` - a boolean, to set if the animation should loop even if it's not a looping animation (default: false)
---
-- Check if the actor's animation has the given animation group or not.
-- @function [parent=#animation] hasGroup
-- @param openmw.core#GameObject actor
-- @param #string groupname
-- @param #string groupName
-- @return #boolean
---
-- Check if the actor's skeleton has the given bone or not
-- @function [parent=#animation] hasBone
-- @param openmw.core#GameObject actor
-- @param #string bonename
-- @param #string boneName
-- @return #boolean
---
-- Get the current active animation for a bone group
-- @function [parent=#animation] getActiveGroup
-- @param openmw.core#GameObject actor
-- @param #number bonegroup Bone group enum, see @{openmw.animation#BONE_GROUP}
-- @param #number boneGroup Bone group enum, see @{openmw.animation#BONE_GROUP}
-- @return #string
---
@ -225,12 +225,12 @@
-- @param #table options optional table of parameters. Can contain:
--
-- * `loop` - boolean, if true the effect will loop until removed (default: 0).
-- * `bonename` - name of the bone to attach the vfx to. (default: "")
-- * `boneName` - name of the bone to attach the vfx to. (default: "")
-- * `particle` - name of the particle texture to use. (default: "")
-- * `vfxId` - a string ID that can be used to remove the effect later, using #removeVfx, and to avoid duplicate effects. The default value of "" can have duplicates. To avoid interaction with the engine, use unique identifiers unrelated to magic effect IDs. The engine uses this identifier to add and remove magic effects based on what effects are active on the actor. If this is set equal to the @{openmw.core#MagicEffectId} identifier of the magic effect being added, for example core.magic.EFFECT_TYPE.FireDamage, then the engine will remove it once the fire damage effect on the actor reaches 0. (Default: "").
--
-- @usage local mgef = core.magic.effects.records[myEffectName]