Engine handlers reference

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

Can be defined by any script
onUpdate(dt)
Called every frame if game not paused. dt is the time
from the last update in seconds.
onSave() -> data
Called when the game is saving. May be called in inactive
state, so it shouldn’t use openmw.nearby.
onLoad(data)
Called on loading with the data previosly returned by
onSave. During loading the object is always inactive.
Only for global scripts
onNewGame() New game is started
onPlayerAdded(player) Player added to the game world. The argument is a Game object.
onActorActive(actor) Actor (NPC or Creature) becomes active.
Only for local scripts
onActive()
Called when the object becomes active (either a player
came to this cell again, or a save was loaded).
onInactive()
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.
onConsume(recordId)
Called if recordId (e.g. a potion) is consumed.
Only for local scripts attached to a player
onKeyPress(key)
Key is pressed.
Usage example: if key.symbol == 'z' and key.withShift then ...
onKeyRelease(key)
Key is released.
Usage example: if key.symbol == 'z' and key.withShift then ...
onControllerButtonPress(id)
A button on a game controller is pressed. Usage example:
if id == input.CONTROLLER_BUTTON.LeftStick then ...
onControllerButtonRelease(id)
A button on a game controller is released. Usage example:
if id == input.CONTROLLER_BUTTON.LeftStick then ...
onInputAction(id)
Game control is pressed.
Usage example: if id == input.ACTION.ToggleWeapon then ...