Package openmw.coreΒΆ
openmw.core
defines functions and types that are available in both local
and global scripts.
Usage:
local core = require('openmw.core')
Type core
core.API_REVISION |
The revision of OpenMW Lua API. |
core.ATTRIBUTE |
Possible #ATTRIBUTE values |
core.SKILL |
Possible #SKILL values |
core.getGMST(setting) |
Get a GMST setting from content files. |
core.getGameTime() |
Game time in seconds. |
core.getGameTimeScale() |
The scale of game time relative to simulation time. |
core.getRealTime() |
Real time in seconds; starting point is not fixed (can be time since last reboot), use only for measuring intervals. |
core.getSimulationTime() |
Simulation time in seconds. |
core.getSimulationTimeScale() |
The scale of simulation time relative to real time. |
core.isWorldPaused() |
Whether the world is paused (onUpdate doesn't work when the world is paused). |
core.l10n(context, fallbackLocale) |
Return l10n formatting function for the given context. |
core.magic |
#Magic: spells and spell effects |
core.quit() |
Terminates the game and quits to the OS. |
core.sendGlobalEvent(eventName, eventData) |
Send an event to global scripts. |
Type ATTRIBUTE
ATTRIBUTE.Agility |
"agility" |
ATTRIBUTE.Endurance |
"endurance" |
ATTRIBUTE.Intelligence |
"intelligence" |
ATTRIBUTE.Luck |
"luck" |
ATTRIBUTE.Personality |
"personality" |
ATTRIBUTE.Speed |
"speed" |
ATTRIBUTE.Strength |
"strength" |
ATTRIBUTE.Willpower |
"willpower" |
Type ActiveEffect
ActiveEffect.affectedAttribute |
#ATTRIBUTE or nil |
ActiveEffect.affectedSkill |
#SKILL or nil |
ActiveEffect.id |
Effect id string |
ActiveEffect.magnitude | |
ActiveEffect.magnitudeBase | |
ActiveEffect.magnitudeModifier | |
ActiveEffect.name |
Localized name of the effect |
Type Cell
Cell:getAll(type) |
Get all objects of given type from the cell. |
Cell.gridX |
Index of the cell by X (only for exteriors). |
Cell.gridY |
Index of the cell by Y (only for exteriors). |
Cell.hasSky |
True if in this cell sky should be rendered. |
Cell:hasTag(tag) |
Returns true if the cell has given tag. |
Cell.hasWater |
True if the cell contains water. |
Cell.isExterior |
Whether the cell is an exterior cell. "Exterior" means grid of cells where the player can seamless walk from one cell to another without teleports. QuasiExterior (interior with sky) is not an exterior. |
Cell:isInSameSpace(object) |
Returns true either if the cell contains the object or if the cell is an exterior and the object is also in an exterior. |
Cell.isQuasiExterior |
(DEPRECATED, use |
Cell.name |
Name of the cell (can be empty string). |
Cell.region |
Region of the cell. |
Cell.worldSpaceId |
Id of the world space. |
Type GameObject
GameObject:activateBy(actor) |
Activate the object. |
GameObject:addScript(scriptPath, initData) |
Add new local script to the object. |
GameObject.cell |
The cell where the object currently is. During loading a game and for objects in an inventory or a container |
GameObject.count |
Count (>1 means a stack of objects). |
GameObject.enabled |
Whether the object is enabled or disabled. Global scripts can set the value. Items in containers or inventories can't be disabled. |
GameObject:getBoundingBox() |
The axis aligned bounding box in local coordinates. |
GameObject:hasScript(scriptPath) |
Whether a script with given path is attached to this object. |
GameObject.id |
A unique id of this object (not record id), can be used as a key in a table. |
GameObject:isValid() |
Does the object still exist and is available. |
GameObject:moveInto(dest) |
Moves object into a container or an inventory. |
GameObject.ownerFactionId |
Faction who owns the object (nil if missing). Global and self scripts can set the value. |
GameObject.ownerFactionRank |
Rank required to be allowed to pick up the object. Global and self scripts can set the value. |
GameObject.ownerRecordId |
NPC who owns the object (nil if missing). Global and self scripts can set the value. |
GameObject.position |
Object position. |
GameObject.recordId |
Returns record ID of the object in lowercase. |
GameObject:remove(count) |
Removes an object or reduces a stack of objects. |
GameObject:removeScript(scriptPath) |
Removes script that was attached by |
GameObject.rotation |
Object rotation (ZXY order). |
GameObject:sendEvent(eventName, eventData) |
Send local event to the object. |
GameObject:split(count) |
Splits a stack of items. |
GameObject:teleport(cellOrName, position, options) |
Moves object to given cell and position. |
GameObject.type |
Type of the object (one of the tables from the package openmw.types#types). |
Type Inventory
Inventory:countOf(recordId) |
The number of items with given recordId. |
Inventory:find(recordId) |
Get first item with given recordId from the inventory. |
Inventory:findAll(recordId) |
Get all items with given recordId from the inventory. |
Inventory:getAll(type) |
Get all items of given type from the inventory. |
Type Magic
Magic.EFFECT_TYPE |
Possible #MagicEffectId values |
Magic.RANGE |
Possible #SpellRange values |
Magic.SCHOOL |
Possible #MagicSchool values |
Magic.SPELL_TYPE |
Possible #SpellType values |
Magic.effects |
Map from #MagicEffectId to #MagicEffect |
Magic.spells |
List of all #Spells. |
Type MagicEffect
MagicEffect.Effect |
id string |
MagicEffect.baseCost | |
MagicEffect.color | |
MagicEffect.harmful | |
MagicEffect.name |
Localized name of the effect |
MagicEffect.school |
Type MagicEffectId
Type MagicEffectWithParams
Type MagicSchool
MagicSchool.Alteration |
Alteration |
MagicSchool.Conjuration |
Conjuration |
MagicSchool.Destruction |
Destruction |
MagicSchool.Illusion |
Illusion |
MagicSchool.Mysticism |
Mysticism |
MagicSchool.Restoration |
Restoration |
Type SKILL
SKILL.Acrobatics |
"acrobatics" |
SKILL.Alchemy |
"alchemy" |
SKILL.Alteration |
"alteration" |
SKILL.Armorer |
"armorer" |
SKILL.Athletics |
"athletics" |
SKILL.Axe |
"axe" |
SKILL.Block |
"block" |
SKILL.BluntWeapon |
"bluntweapon" |
SKILL.Conjuration |
"conjuration" |
SKILL.Destruction |
"destruction" |
SKILL.Enchant |
"enchant" |
SKILL.HandToHand |
"handtohand" |
SKILL.HeavyArmor |
"heavyarmor" |
SKILL.Illusion |
"illusion" |
SKILL.LightArmor |
"lightarmor" |
SKILL.LongBlade |
"longblade" |
SKILL.Marksman |
"marksman" |
SKILL.MediumArmor |
"mediumarmor" |
SKILL.Mercantile |
"mercantile" |
SKILL.Mysticism |
"mysticism" |
SKILL.Restoration |
"restoration" |
SKILL.Security |
"security" |
SKILL.ShortBlade |
"shortblade" |
SKILL.Sneak |
"sneak" |
SKILL.Spear |
"spear" |
SKILL.Speechcraft |
"speechcraft" |
SKILL.Unarmored |
"unarmored" |
Type Spell
Spell.cost | |
Spell.effects |
The effects (#MagicEffectWithParams) of the spell |
Spell.id |
Spell id |
Spell.name |
Spell name |
Spell.type |
Type SpellRange
SpellRange.Self |
Applied on self |
SpellRange.Target |
Ranged spell |
SpellRange.Touch |
On touch |
Type SpellType
SpellType.Ability |
Inert ability, always in effect |
SpellType.Blight |
Blight disease |
SpellType.Curse |
Curse |
SpellType.Disease |
Common disease |
SpellType.Power |
Power, can be used once a day |
SpellType.Spell |
Normal spell, must be cast and costs mana |
Type TeleportOptions
TeleportOptions.onGround |
If true, adjust destination position to the ground. |
TeleportOptions.rotation |
New rotation; if missing, then the current rotation is used. |
Type core
Field(s)
- #number core.API_REVISION
-
The revision of OpenMW Lua API.
It is an integer that is incremented every time the API is changed.
- #ATTRIBUTE core.ATTRIBUTE
-
Possible #ATTRIBUTE values
- #SKILL core.SKILL
-
Possible #SKILL values
- core.getGMST(setting)
-
Get a GMST setting from content files.
Parameter
-
#string setting
: Setting name
Return value
#any:
-
- core.getGameTime()
-
Game time in seconds.
Return value
#number:
- core.getGameTimeScale()
-
The scale of game time relative to simulation time.
Return value
#number:
- core.getRealTime()
-
Real time in seconds; starting point is not fixed (can be time since last reboot), use only for measuring intervals.
For Unix time use
os.time()
.Return value
#number:
- core.getSimulationTime()
-
Simulation time in seconds.
The number of simulation seconds passed in the game world since starting a new game.
Return value
#number:
- core.getSimulationTimeScale()
-
The scale of simulation time relative to real time.
Return value
#number:
- core.isWorldPaused()
-
Whether the world is paused (onUpdate doesn't work when the world is paused).
Return value
#boolean:
- core.l10n(context, fallbackLocale)
-
Return l10n formatting function for the given context.
Localisation files (containing the message names and translations) should be stored in VFS as files of the form
l10n/<ContextName>/<Locale>.yaml
.See Localisation for details of the localisation file structure.
When calling the l10n formatting function, if no localisation can be found for any of the requested locales then the message key will be returned instead (and formatted, if possible). This makes it possible to use the source strings as message identifiers.
If you do not use the source string as a message identifier you should instead make certain to include a fallback locale with a complete set of messages.
Parameters
-
#string context
: l10n context; recommended to use the name of the mod.This must match the <ContextName> directory in the VFS which stores the localisation files.
-
#string fallbackLocale
: The source locale containing the default messagesIf omitted defaults to "en".
Return value
#function:
Usages:
# DataFiles/l10n/MyMod/en.yaml good_morning: 'Good morning.' you_have_arrows: |- {count, plural, one {You have one arrow.} other {You have {count} arrows.} }
# DataFiles/l10n/MyMod/de.yaml good_morning: "Guten Morgen." you_have_arrows: |- {count, plural, one {Du hast ein Pfeil.} other {Du hast {count} Pfeile.} } "Hello {name}!": "Hallo {name}!"
-- Usage in Lua local myMsg = core.l10n('MyMod', 'en') print( myMsg('good_morning') ) print( myMsg('you_have_arrows', {count=5}) ) print( myMsg('Hello {name}!', {name='World'}) )
-
- #Magic core.magic
-
#Magic: spells and spell effects
- core.quit()
-
Terminates the game and quits to the OS.
Should be used only for testing purposes.
- core.sendGlobalEvent(eventName, eventData)
-
Send an event to global scripts.
Parameters
-
#string eventName
: -
eventData
:
-
Type ATTRIBUTE
core.ATTRIBUTE
Field(s)
- #string ATTRIBUTE.Agility
-
"agility"
- #string ATTRIBUTE.Endurance
-
"endurance"
- #string ATTRIBUTE.Intelligence
-
"intelligence"
- #string ATTRIBUTE.Luck
-
"luck"
- #string ATTRIBUTE.Personality
-
"personality"
- #string ATTRIBUTE.Speed
-
"speed"
- #string ATTRIBUTE.Strength
-
"strength"
- #string ATTRIBUTE.Willpower
-
"willpower"
Type ActiveEffect
Field(s)
- #any ActiveEffect.affectedAttribute
-
#ATTRIBUTE or nil
- #any ActiveEffect.affectedSkill
-
#SKILL or nil
- #string ActiveEffect.id
-
Effect id string
- #number ActiveEffect.magnitude
- #number ActiveEffect.magnitudeBase
- #number ActiveEffect.magnitudeModifier
- #string ActiveEffect.name
-
Localized name of the effect
Type Cell
A cell of the game world.
Field(s)
- Cell:getAll(type)
-
Get all objects of given type from the cell.
Parameter
-
type
: (optional) object type (see openmw.types#types)
Return value
Usage:
local type = require('openmw.types') local all = cell:getAll() local weapons = cell:getAll(types.Weapon)
-
- #number Cell.gridX
-
Index of the cell by X (only for exteriors).
- #number Cell.gridY
-
Index of the cell by Y (only for exteriors).
- #boolean Cell.hasSky
-
True if in this cell sky should be rendered.
- Cell:hasTag(tag)
-
Returns true if the cell has given tag.
Parameter
-
#string tag
: One of "QuasiExterior", "NoSleep".
Return value
#boolean:
-
- #boolean Cell.hasWater
-
True if the cell contains water.
- #boolean Cell.isExterior
-
Whether the cell is an exterior cell. "Exterior" means grid of cells where the player can seamless walk from one cell to another without teleports. QuasiExterior (interior with sky) is not an exterior.
- Cell:isInSameSpace(object)
-
Returns true either if the cell contains the object or if the cell is an exterior and the object is also in an exterior.
Parameter
-
#GameObject object
:
Return value
#boolean:
Usage:
if obj1.cell:isInSameSpace(obj2) then dist = (obj1.position - obj2.position):length() else -- the distance can't be calculated because the coordinates are in different spaces end
-
- #boolean Cell.isQuasiExterior
-
(DEPRECATED, use
hasTag("QuasiExterior")
) Whether the cell is a quasi exterior (like interior but with the sky and the wheather).
- #string Cell.name
-
Name of the cell (can be empty string).
- #string Cell.region
-
Region of the cell.
- #string Cell.worldSpaceId
-
Id of the world space.
Type GameObject
Extends #userdata
Any object that exists in the game world and has a specific location.
Player, actors, items, and statics are game objects.
Field(s)
- GameObject:activateBy(actor)
-
Activate the object.
Parameter
-
#GameObject actor
: The actor who activates the object
Usage:
local self = require('openmw.self') object:activateBy(self)
-
- GameObject:addScript(scriptPath, initData)
-
Add new local script to the object.
Can be called only from a global script. Script should be specified in a content file (omwgame/omwaddon/omwscripts) with a CUSTOM flag. Scripts can not be attached to Statics.
Parameters
-
#string scriptPath
: Path to the script in OpenMW virtual filesystem. -
#table initData
: (optional) Initialization data to be passed to onInit. If missed then Lua initialization data from content files will be used (if exists for this script).
-
- #Cell GameObject.cell
-
The cell where the object currently is. During loading a game and for objects in an inventory or a container
cell
is nil.
- #number GameObject.count
-
Count (>1 means a stack of objects).
- #boolean GameObject.enabled
-
Whether the object is enabled or disabled. Global scripts can set the value. Items in containers or inventories can't be disabled.
- GameObject:getBoundingBox()
-
The axis aligned bounding box in local coordinates.
Return value
- GameObject:hasScript(scriptPath)
-
Whether a script with given path is attached to this object.
Can be called only from a global script.
Parameter
-
#string scriptPath
: Path to the script in OpenMW virtual filesystem.
Return value
#boolean:
-
- #string GameObject.id
-
A unique id of this object (not record id), can be used as a key in a table.
- GameObject:isValid()
-
Does the object still exist and is available.
Returns true if the object exists and loaded, and false otherwise. If false, then every access to the object will raise an error.
Return value
#boolean:
- GameObject:moveInto(dest)
-
Moves object into a container or an inventory.
Enables if was disabled. Can be called only from a global script.
Parameter
-
#Inventory dest
:
Usage:
item:moveInto(types.Actor.inventory(actor))
-
- #string GameObject.ownerFactionId
-
Faction who owns the object (nil if missing). Global and self scripts can set the value.
- #number GameObject.ownerFactionRank
-
Rank required to be allowed to pick up the object. Global and self scripts can set the value.
- #string GameObject.ownerRecordId
-
NPC who owns the object (nil if missing). Global and self scripts can set the value.
- openmw.util#Vector3 GameObject.position
-
Object position.
- #string GameObject.recordId
-
Returns record ID of the object in lowercase.
- GameObject:remove(count)
-
Removes an object or reduces a stack of objects.
Can be called only from a global script.
Parameter
-
#number count
: (optional) the number of items to remove (if not specified then the whole stack)
-
- GameObject:removeScript(scriptPath)
-
Removes script that was attached by
addScript
Can be called only from a global script.Parameter
-
#string scriptPath
: Path to the script in OpenMW virtual filesystem.
-
- openmw.util#Vector3 GameObject.rotation
-
Object rotation (ZXY order).
- GameObject:sendEvent(eventName, eventData)
-
Send local event to the object.
Parameters
-
#string eventName
: -
eventData
:
-
- GameObject:split(count)
-
Splits a stack of items.
Original stack is reduced by
count
. Returns a new stack withcount
items. Can be called only from a global script.Parameter
-
#number count
: The number of items to return.
Usage:
-- take 50 coins from `money` and put to the container `cont` money:split(50):moveInto(types.Container.content(cont))
-
- GameObject:teleport(cellOrName, position, options)
-
Moves object to given cell and position.
Can be called only from a global script. The effect is not immediate: the position will be updated only in the next frame. Can be called only from a global script. Enables object if it was disabled. Can be used to move objects from an inventory or a container to the world.
Parameters
-
#any cellOrName
: A cell to define the destination worldspace; can be either #Cell, or cell name, or an empty string (empty string means the default exterior worldspace). If the worldspace has multiple cells (i.e. an exterior), the destination cell is calculated usingposition
. -
openmw.util#Vector3 position
: New position. -
#TeleportOptions options
: (optional) Either table #TeleportOptions or openmw.util#Vector3 rotation.
-
- #any GameObject.type
-
Type of the object (one of the tables from the package openmw.types#types).
Type Inventory
Inventory of a player/NPC or a content of a container.
Field(s)
- Inventory:countOf(recordId)
-
The number of items with given recordId.
Parameter
-
#string recordId
:
Return value
#number:
-
- Inventory:find(recordId)
-
Get first item with given recordId from the inventory.
Returns nil if not found.
Parameter
-
#string recordId
:
Return value
Usage:
inventory:find('gold_001')
-
- Inventory:findAll(recordId)
-
Get all items with given recordId from the inventory.
Parameter
-
#string recordId
:
Return value
Usage:
for _, item in ipairs(inventory:findAll('common_shirt_01')) do ... end
-
- Inventory:getAll(type)
-
Get all items of given type from the inventory.
Parameter
-
type
: (optional) items type (see openmw.types#types)
Return value
Usage:
local types = require('openmw.types') local self = require('openmw.self') local playerInventory = types.Actor.inventory(self.object) local all = playerInventory:getAll() local weapons = playerInventory:getAll(types.Weapon)
-
Type Magic
Field(s)
- #MagicEffectId Magic.EFFECT_TYPE
-
Possible #MagicEffectId values
- #SpellRange Magic.RANGE
-
Possible #SpellRange values
- #MagicSchool Magic.SCHOOL
-
Possible #MagicSchool values
- #SpellType Magic.SPELL_TYPE
-
Possible #SpellType values
- #map<#number,#MagicEffect> Magic.effects
-
Map from #MagicEffectId to #MagicEffect
Usage:
-- Print all harmful effects for _, effect in pairs(core.magic.effects) do if effect.harmful then print(effect.name) end end
- #list<#Spell> Magic.spells
-
List of all #Spells.
Usages:
local spell = core.magic.spells['thunder fist'] -- get by id
local spell = core.magic.spells[1] -- get by index
-- Print all powers for _, spell in pairs(core.magic.spells) do if spell.types == core.magic.SPELL_TYPE.Power then print(spell.name) end end
Type MagicEffect
Field(s)
- #string MagicEffect.Effect
-
id string
- #number MagicEffect.baseCost
- #boolean MagicEffect.harmful
- #string MagicEffect.name
-
Localized name of the effect
- #number MagicEffect.school
Type MagicEffectId
core.magic.EFFECT_TYPE
Field(s)
- #number MagicEffectId.AbsorbAttribute
-
"absorbattribute"
- #number MagicEffectId.AbsorbFatigue
-
"absorbfatigue"
- #number MagicEffectId.AbsorbHealth
-
"absorbhealth"
- #number MagicEffectId.AbsorbMagicka
-
"absorbmagicka"
- #number MagicEffectId.AbsorbSkill
-
"absorbskill"
- #number MagicEffectId.AlmsiviIntervention
-
"almsiviintervention"
- #number MagicEffectId.Blind
-
"blind"
- #number MagicEffectId.BoundBattleAxe
-
"boundbattleaxe"
- #number MagicEffectId.BoundBoots
-
"boundboots"
- #number MagicEffectId.BoundCuirass
-
"boundcuirass"
- #number MagicEffectId.BoundDagger
-
"bounddagger"
- #number MagicEffectId.BoundGloves
-
"boundgloves"
- #number MagicEffectId.BoundHelm
-
"boundhelm"
- #number MagicEffectId.BoundLongbow
-
"boundlongbow"
- #number MagicEffectId.BoundLongsword
-
"boundlongsword"
- #number MagicEffectId.BoundMace
-
"boundmace"
- #number MagicEffectId.BoundShield
-
"boundshield"
- #number MagicEffectId.BoundSpear
-
"boundspear"
- #number MagicEffectId.Burden
-
"burden"
- #number MagicEffectId.CalmCreature
-
"calmcreature"
- #number MagicEffectId.CalmHumanoid
-
"calmhumanoid"
- #number MagicEffectId.Chameleon
-
"chameleon"
- #number MagicEffectId.Charm
-
"charm"
- #number MagicEffectId.CommandCreature
-
"commandcreature"
- #number MagicEffectId.CommandHumanoid
-
"commandhumanoid"
- #number MagicEffectId.Corprus
-
"corprus"
- #number MagicEffectId.CureBlightDisease
-
"cureblightdisease"
- #number MagicEffectId.CureCommonDisease
-
"curecommondisease"
- #number MagicEffectId.CureCorprusDisease
-
"curecorprusdisease"
- #number MagicEffectId.CureParalyzation
-
"cureparalyzation"
- #number MagicEffectId.CurePoison
-
"curepoison"
- #number MagicEffectId.DamageAttribute
-
"damageattribute"
- #number MagicEffectId.DamageFatigue
-
"damagefatigue"
- #number MagicEffectId.DamageHealth
-
"damagehealth"
- #number MagicEffectId.DamageMagicka
-
"damagemagicka"
- #number MagicEffectId.DamageSkill
-
"damageskill"
- #number MagicEffectId.DemoralizeCreature
-
"demoralizecreature"
- #number MagicEffectId.DemoralizeHumanoid
-
"demoralizehumanoid"
- #number MagicEffectId.DetectAnimal
-
"detectanimal"
- #number MagicEffectId.DetectEnchantment
-
"detectenchantment"
- #number MagicEffectId.DetectKey
-
"detectkey"
- #number MagicEffectId.DisintegrateArmor
-
"disintegratearmor"
- #number MagicEffectId.DisintegrateWeapon
-
"disintegrateweapon"
- #number MagicEffectId.Dispel
-
"dispel"
- #number MagicEffectId.DivineIntervention
-
"divineintervention"
- #number MagicEffectId.DrainAttribute
-
"drainattribute"
- #number MagicEffectId.DrainFatigue
-
"drainfatigue"
- #number MagicEffectId.DrainHealth
-
"drainhealth"
- #number MagicEffectId.DrainMagicka
-
"drainmagicka"
- #number MagicEffectId.DrainSkill
-
"drainskill"
- #number MagicEffectId.ExtraSpell
-
"extraspell"
- #number MagicEffectId.Feather
-
"feather"
- #number MagicEffectId.FireDamage
-
"firedamage"
- #number MagicEffectId.FireShield
-
"fireshield"
- #number MagicEffectId.FortifyAttack
-
"fortifyattack"
- #number MagicEffectId.FortifyAttribute
-
"fortifyattribute"
- #number MagicEffectId.FortifyFatigue
-
"fortifyfatigue"
- #number MagicEffectId.FortifyHealth
-
"fortifyhealth"
- #number MagicEffectId.FortifyMagicka
-
"fortifymagicka"
- #number MagicEffectId.FortifyMaximumMagicka
-
"fortifymaximummagicka"
- #number MagicEffectId.FortifySkill
-
"fortifyskill"
- #number MagicEffectId.FrenzyCreature
-
"frenzycreature"
- #number MagicEffectId.FrenzyHumanoid
-
"frenzyhumanoid"
- #number MagicEffectId.FrostDamage
-
"frostdamage"
- #number MagicEffectId.FrostShield
-
"frostshield"
- #number MagicEffectId.Invisibility
-
"invisibility"
- #number MagicEffectId.Jump
-
"jump"
- #number MagicEffectId.Levitate
-
"levitate"
- #number MagicEffectId.Light
-
"light"
- #number MagicEffectId.LightningShield
-
"lightningshield"
- #number MagicEffectId.Lock
-
"lock"
- #number MagicEffectId.Mark
-
"mark"
- #number MagicEffectId.NightEye
-
"nighteye"
- #number MagicEffectId.Open
-
"open"
- #number MagicEffectId.Paralyze
-
"paralyze"
- #number MagicEffectId.Poison
-
"poison"
- #number MagicEffectId.RallyCreature
-
"rallycreature"
- #number MagicEffectId.RallyHumanoid
-
"rallyhumanoid"
- #number MagicEffectId.Recall
-
"recall"
- #number MagicEffectId.Reflect
-
"reflect"
- #number MagicEffectId.RemoveCurse
-
"removecurse"
- #number MagicEffectId.ResistBlightDisease
-
"resistblightdisease"
- #number MagicEffectId.ResistCommonDisease
-
"resistcommondisease"
- #number MagicEffectId.ResistCorprusDisease
-
"resistcorprusdisease"
- #number MagicEffectId.ResistFire
-
"resistfire"
- #number MagicEffectId.ResistFrost
-
"resistfrost"
- #number MagicEffectId.ResistMagicka
-
"resistmagicka"
- #number MagicEffectId.ResistNormalWeapons
-
"resistnormalweapons"
- #number MagicEffectId.ResistParalysis
-
"resistparalysis"
- #number MagicEffectId.ResistPoison
-
"resistpoison"
- #number MagicEffectId.ResistShock
-
"resistshock"
- #number MagicEffectId.RestoreAttribute
-
"restoreattribute"
- #number MagicEffectId.RestoreFatigue
-
"restorefatigue"
- #number MagicEffectId.RestoreHealth
-
"restorehealth"
- #number MagicEffectId.RestoreMagicka
-
"restoremagicka"
- #number MagicEffectId.RestoreSkill
-
"restoreskill"
- #number MagicEffectId.Sanctuary
-
"sanctuary"
- #number MagicEffectId.Shield
-
"shield"
- #number MagicEffectId.ShockDamage
-
"shockdamage"
- #number MagicEffectId.Silence
-
"silence"
- #number MagicEffectId.SlowFall
-
"slowfall"
- #number MagicEffectId.Soultrap
-
"soultrap"
- #number MagicEffectId.Sound
-
"sound"
- #number MagicEffectId.SpellAbsorption
-
"spellabsorption"
- #number MagicEffectId.StuntedMagicka
-
"stuntedmagicka"
- #number MagicEffectId.SummonAncestralGhost
-
"summonancestralghost"
- #number MagicEffectId.SummonBear
-
"summonbear"
- #number MagicEffectId.SummonBonelord
-
"summonbonelord"
- #number MagicEffectId.SummonBonewalker
-
"summonbonewalker"
- #number MagicEffectId.SummonBonewolf
-
"summonbonewolf"
- #number MagicEffectId.SummonCenturionSphere
-
"summoncenturionsphere"
- #number MagicEffectId.SummonClannfear
-
"summonclannfear"
- #number MagicEffectId.SummonCreature04
-
"summoncreature04"
- #number MagicEffectId.SummonCreature05
-
"summoncreature05"
- #number MagicEffectId.SummonDaedroth
-
"summondaedroth"
- #number MagicEffectId.SummonDremora
-
"summondremora"
- #number MagicEffectId.SummonFabricant
-
"summonfabricant"
- #number MagicEffectId.SummonFlameAtronach
-
"summonflameatronach"
- #number MagicEffectId.SummonFrostAtronach
-
"summonfrostatronach"
- #number MagicEffectId.SummonGoldenSaint
-
"summongoldensaint"
- #number MagicEffectId.SummonGreaterBonewalker
-
"summongreaterbonewalker"
- #number MagicEffectId.SummonHunger
-
"summonhunger"
- #number MagicEffectId.SummonScamp
-
"summonscamp"
- #number MagicEffectId.SummonSkeletalMinion
-
"summonskeletalminion"
- #number MagicEffectId.SummonStormAtronach
-
"summonstormatronach"
- #number MagicEffectId.SummonWingedTwilight
-
"summonwingedtwilight"
- #number MagicEffectId.SummonWolf
-
"summonwolf"
- #number MagicEffectId.SunDamage
-
"sundamage"
- #number MagicEffectId.SwiftSwim
-
"swiftswim"
- #number MagicEffectId.Telekinesis
-
"telekinesis"
- #number MagicEffectId.TurnUndead
-
"turnundead"
- #number MagicEffectId.Vampirism
-
"vampirism"
- #number MagicEffectId.WaterBreathing
-
"waterbreathing"
- #number MagicEffectId.WaterWalking
-
"waterwalking"
- #number MagicEffectId.WeaknessToBlightDisease
-
"weaknesstoblightdisease"
- #number MagicEffectId.WeaknessToCommonDisease
-
"weaknesstocommondisease"
- #number MagicEffectId.WeaknessToCorprusDisease
-
"weaknesstocorprusdisease"
- #number MagicEffectId.WeaknessToFire
-
"weaknesstofire"
- #number MagicEffectId.WeaknessToFrost
-
"weaknesstofrost"
- #number MagicEffectId.WeaknessToMagicka
-
"weaknesstomagicka"
- #number MagicEffectId.WeaknessToNormalWeapons
-
"weaknesstonormalweapons"
- #number MagicEffectId.WeaknessToPoison
-
"weaknesstopoison"
- #number MagicEffectId.WeaknessToShock
-
"weaknesstoshock"
Type MagicEffectWithParams
Field(s)
- #any MagicEffectWithParams.affectedAttribute
-
#ATTRIBUTE or nil
- #any MagicEffectWithParams.affectedSkill
-
#SKILL or nil
- #number MagicEffectWithParams.area
- #number MagicEffectWithParams.range
Type MagicSchool
core.magic.SCHOOL
Field(s)
- #number MagicSchool.Alteration
-
Alteration
- #number MagicSchool.Conjuration
-
Conjuration
- #number MagicSchool.Destruction
-
Destruction
- #number MagicSchool.Illusion
-
Illusion
- #number MagicSchool.Mysticism
-
Mysticism
- #number MagicSchool.Restoration
-
Restoration
Type ObjectList
List of GameObjects.
Implements iterables#List of #GameObject
ObjectList
is a list of #GameObject
.
Type SKILL
core.SKILL
Field(s)
- #string SKILL.Acrobatics
-
"acrobatics"
- #string SKILL.Alchemy
-
"alchemy"
- #string SKILL.Alteration
-
"alteration"
- #string SKILL.Armorer
-
"armorer"
- #string SKILL.Athletics
-
"athletics"
- #string SKILL.Axe
-
"axe"
- #string SKILL.Block
-
"block"
- #string SKILL.BluntWeapon
-
"bluntweapon"
- #string SKILL.Conjuration
-
"conjuration"
- #string SKILL.Destruction
-
"destruction"
- #string SKILL.Enchant
-
"enchant"
- #string SKILL.HandToHand
-
"handtohand"
- #string SKILL.HeavyArmor
-
"heavyarmor"
- #string SKILL.Illusion
-
"illusion"
- #string SKILL.LightArmor
-
"lightarmor"
- #string SKILL.LongBlade
-
"longblade"
- #string SKILL.Marksman
-
"marksman"
- #string SKILL.MediumArmor
-
"mediumarmor"
- #string SKILL.Mercantile
-
"mercantile"
- #string SKILL.Mysticism
-
"mysticism"
- #string SKILL.Restoration
-
"restoration"
- #string SKILL.Security
-
"security"
- #string SKILL.ShortBlade
-
"shortblade"
- #string SKILL.Sneak
-
"sneak"
- #string SKILL.Spear
-
"spear"
- #string SKILL.Speechcraft
-
"speechcraft"
- #string SKILL.Unarmored
-
"unarmored"
Type Spell
Field(s)
- #number Spell.cost
- #list<#MagicEffectWithParams> Spell.effects
-
The effects (#MagicEffectWithParams) of the spell
- #string Spell.id
-
Spell id
- #string Spell.name
-
Spell name
- #number Spell.type
Type SpellRange
core.magic.RANGE
Field(s)
- #number SpellRange.Self
-
Applied on self
- #number SpellRange.Target
-
Ranged spell
- #number SpellRange.Touch
-
On touch
Type SpellType
core.magic.SPELL_TYPE
Field(s)
- #number SpellType.Ability
-
Inert ability, always in effect
- #number SpellType.Blight
-
Blight disease
- #number SpellType.Curse
-
Curse
- #number SpellType.Disease
-
Common disease
- #number SpellType.Power
-
Power, can be used once a day
- #number SpellType.Spell
-
Normal spell, must be cast and costs mana
Type TeleportOptions
Either table with options or openmw.util#Vector3 rotation.
Field(s)
- #boolean TeleportOptions.onGround
-
If true, adjust destination position to the ground.
- openmw.util#Vector3 TeleportOptions.rotation
-
New rotation; if missing, then the current rotation is used.