Engine handlers reference

OpenMW version: 0.49.0
core.API_REVISION: 51 *

Engine handler is a function defined by a script, that can be called by the engine.

Can be defined by any script

Called once when the script is created (not loaded). InitData can be
assigned to a script in openmw-cs (not yet implemented).
onInterfaceOverride can be called before onInit.
Called every frame if the game is not paused. dt is
the simulation time from the last update in seconds.
onSave() -> savedData
Called when the game is saving. May be called in inactive state,
so it shouldn’t use openmw.nearby.
onLoad(savedData, initData)
Called on loading with the data previosly returned by
onSave. During loading the object is always inactive. initData is
the same as in onInit.
Note that onLoad means loading a script rather than loading a game.
If a script did not exist when a game was saved onLoad will not be
called, but onInit will.
Called if the current script has an interface and overrides an interface
(base) of another script.

Only for global scripts

onNewGame() New game is started.
Player added to the game world. The argument is a Game object.
Note that this is triggered at the start of a game, and when a game is loaded.
onObjectActive(object) Object becomes active.
onActorActive(actor) Actor (NPC or Creature) becomes active.
Item (Weapon, Potion, …) becomes active in a cell.
Does not apply to items in inventories or containers.
onActivate(object, actor) Object is activated by an actor.
onNewExterior(cell) A new exterior cell not defined by a content file has been generated.

Only for local scripts

Called when the object becomes active
(either a player came to this cell again, or a save was loaded).
Object became inactive. Since it is inactive the handler
can not access anything nearby, but it is possible to send
an event to global scripts.
onTeleported() Object was teleported.
Called on an object when an actor activates it. Note that picking
up an item is also an activation and works this way: (1) a copy of
the item is placed to the actor’s inventory, (2) count of
the original item is set to zero, (3) and only then onActivated is
called on the original item, so self.count is already zero.
Called on an actor when they consume an item (e.g. a potion).
Similarly to onActivated, the item has already been removed
from the actor’s inventory, and the count was set to zero.

Only for local scripts attached to a player

Called every frame (even if the game is paused) right after
processing user input. Use it only for latency-critical stuff
and for UI that should work on pause.
dt is simulation time delta (0 when on pause).
Key is pressed.
Usage example:
if key.symbol == 'z' and key.withShift then ...
onQuestUpdate(questId, stage)
Called when a quest is updated.
Key is released.
Usage example:
if key.symbol == 'z' and key.withShift then ...
A button on a game controller is pressed.
Usage example:
if id == input.CONTROLLER_BUTTON.LeftStick then ...
A button on a game controller is released.
Usage example:
if id == input.CONTROLLER_BUTTON.LeftStick then ...
Game control is pressed.
Usage example:
if id == input.ACTION.ToggleWeapon then ...
A finger pressed on a touch device.
A finger released a touch device.
A finger moved on a touch device.
mode, command, selectedObject)
User entered command in in-game console. Called if either
mode is not default or command starts with prefix lua.