Package openmw.coreΒΆ

OpenMW version: 0.49.0
core.API_REVISION: 60 *

openmw.core defines functions and types that are available in local, global and menu scripts.

Usage:

local core = require('openmw.core')

Type core

core.API_REVISION

The revision of OpenMW Lua API.

core.contentFiles

#ContentFiles: functions working with the list of currently loaded content files.

core.factions

#Factions: Factions

core.getFormId(contentFile, index)

Construct FormId string from content file name and the index in the file.

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.getRealFrameDuration()

Frame duration in seconds

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.

core.sound

#Sound: Sounds and Speech

core.stats

#Stats: stats

core.vfx

#VFX: Visual effects

Type ActiveEffect

ActiveEffect.affectedAttribute

Optional attribute ID

ActiveEffect.affectedSkill

Optional skill ID

ActiveEffect.id

Effect id string

ActiveEffect.index

Index of this effect within the original list of #MagicEffectWithParams of the spell/enchantment/potion this effect came from.

ActiveEffect.magnitude

current magnitude of the effect. Will be set to 0 when effect is removed or expires.

ActiveEffect.magnitudeBase
ActiveEffect.magnitudeModifier
ActiveEffect.name

Localized name of the effect

Type ActiveSpell

ActiveSpell.activeSpellId

A number uniquely identifying this active spell within the affected actor's list of active spells.

ActiveSpell.affectsBaseValues

If set, this spell affects the base values of affected stats, rather than modifying current values.

ActiveSpell.caster

The caster object, or nil if the spell has no defined caster

ActiveSpell.effects

The active effects (#ActiveSpellEffect) of this spell.

ActiveSpell.fromEquipment

If set, this spell is tied to an equipped item and can only be ended by unequipping the item.

ActiveSpell.id

Record id of the spell or item used to cast the spell

ActiveSpell.item

The enchanted item used to cast the spell, or nil if the spell was not cast from an enchanted item. Note that if the spell was cast for a single-use enchantment such as a scroll, this will be nil.

ActiveSpell.name

The spell or item display name

ActiveSpell.stackable

If set, this spell can be applied multiple times. If not set, the same spell can only be applied once from the same source (where source is determined by caster + item). In vanilla rules, consumables are stackable while spells and enchantments are not.

ActiveSpell.temporary

If set, this spell effect is temporary and should end on its own. Either after a single application or after its duration has run out.

Type ActiveSpellEffect

ActiveSpellEffect.affectedAttribute

Optional attribute ID

ActiveSpellEffect.affectedSkill

Optional skill ID

ActiveSpellEffect.duration

Total duration in seconds of this spell effect, should not be confused with remaining duration. Or nil if the effect is not temporary.

ActiveSpellEffect.durationLeft

Remaining duration in seconds of this spell effect, or nil if the effect is not temporary.

ActiveSpellEffect.id

Magic effect id

ActiveSpellEffect.magnitudeThisFrame

The magnitude of the effect in the current frame. This will be a new random number between minMagnitude and maxMagnitude every frame. Or nil if the effect has no magnitude.

ActiveSpellEffect.maxMagnitude

The maximum magnitude of this effect, or nil if the effect has no magnitude.

ActiveSpellEffect.minMagnitude

The minimum magnitude of this effect, or nil if the effect has no magnitude.

ActiveSpellEffect.name

Localized name of the effect

Type Attribute

Attribute.record(recordId)

Returns a read-only #AttributeRecord

Attribute.records

A read-only list of all #AttributeRecords in the world database, may be indexed by recordId. Implements iterables#List of #AttributeRecord.

Type AttributeRecord

AttributeRecord.description

Human-readable description

AttributeRecord.icon

VFS path to the icon

AttributeRecord.id

Record id

AttributeRecord.name

Human-readable name

Type Cell

Cell:getAll(type)

Get all objects of given type from the cell; Only available from global scripts.

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 hasTag("QuasiExterior")) Whether the cell is a quasi exterior (like interior but with the sky and the wheather).

Cell.name

Name of the cell (can be empty string).

Cell.region

Region of the cell.

Cell.waterLevel

The water level of the cell. (nil if cell has no water).

Cell.worldSpaceId

Id of the world space.

Type ContentFiles

ContentFiles.has(contentFile)

Check if the content file with given name present in the load order.

ContentFiles.indexOf(contentFile)

Return the index of a specific content file in the load order (or nil if there is no such content file).

ContentFiles.list

The current load order (list of content file names).

Type Effects

Effects.records

Map from #MagicEffectId to #MagicEffect

Type Enchantment

Enchantment.autocalcFlag

If set, the casting cost should be computed based on the effect list rather than read from the cost field

Enchantment.charge

Charge capacity. Should not be confused with current charge.

Enchantment.cost
Enchantment.effects

The effects (#MagicEffectWithParams) of the enchantment

Enchantment.id

Enchantment id

Enchantment.type

#EnchantmentType

Type EnchantmentType

EnchantmentType.CastOnStrike

Enchantment is cast on strike, if there is enough charge.

EnchantmentType.CastOnUse

Enchantment is cast when used, if there is enough charge.

EnchantmentType.CastOnce

Enchantment can be cast once, destroying the enchanted item.

EnchantmentType.ConstantEffect

Enchantment is always active when equipped.

Type Enchantments

Enchantments.records

A read-only list of all #Enchantment records in the world database, may be indexed by recordId.

Type FactionRank

FactionRank.attributeValues

Attributes values required to get this rank.

FactionRank.factionReaction

Reaction of faction members if player is in this faction.

FactionRank.favouredSkillValue

Secondary skill value required to get this rank.

FactionRank.name

Faction name Rank display name

FactionRank.primarySkillValue

Primary skill value required to get this rank.

Type FactionRecord

FactionRecord.attributes

A read-only list containing IDs of attributes to advance ranks in the faction.

FactionRecord.id

Faction id

FactionRecord.name

Faction name

FactionRecord.ranks

A read-only list containing data for all ranks in the faction, in order.

FactionRecord.reactions

A read-only map containing reactions of other factions to this faction.

FactionRecord.skills

A read-only list containing IDs of skills to advance ranks in the faction.

Type Factions

Factions.records

A read-only list of all #FactionRecords in the world database.

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 cell is nil.

GameObject.contentFile

Lower cased file name of the content file that defines this object; nil for dynamically created objects.

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.globalVariable

Global Variable associated with this object(read only).

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.owner

Ownership information

GameObject.parentContainer

Container or actor that contains (or has in inventory) this object. It is nil if the object is in a cell.

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 addScript Can be called only from a global script.

GameObject.rotation

Object rotation.

GameObject.scale

Object scale.

GameObject:sendEvent(eventName, eventData)

Send local event to the object.

GameObject:setScale(scale)

Sets the object's scale.

GameObject:split(count)

Splits a stack of items.

GameObject.startingPosition

The object original position

GameObject.startingRotation

The object original rotation

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.

Inventory:isResolved()

Checks if the inventory has a resolved item list.

Inventory:resolve()

Will resolve the inventory, filling it with levelled items if applicable, making its contents permanent.

Type Magic

Magic.EFFECT_TYPE

Possible #MagicEffectId values

Magic.ENCHANTMENT_TYPE

Possible #EnchantmentType values

Magic.RANGE

Possible #SpellRange values

Magic.SPELL_TYPE

Possible #SpellType values

Magic.effects

#Effects: Magic Effects

Magic.enchantments

#Enchantments: Enchantments

Magic.spells

#Spells: Spells

Type MagicEffect

MagicEffect.areaSound

Identifier of the sound used for AOE spells

MagicEffect.areaStatic

Identifier of the vfx static used for AOE spells

MagicEffect.baseCost
MagicEffect.boltSound

Identifier of the projectile sound used for ranged spells

MagicEffect.boltStatic

Identifier of the projectile vfx static used for ranged spells

MagicEffect.castSound

Identifier of the sound used for casting

MagicEffect.castStatic

Identifier of the vfx static used for casting

MagicEffect.casterLinked

If set, it is implied the magic effect links back to the caster in some way and should end immediately or never be applied if the caster dies or is not an actor.

MagicEffect.color
MagicEffect.continuousVfx

Whether the magic effect's vfx should loop or not

MagicEffect.harmful

If set, the effect is considered harmful and should elicit a hostile reaction from affected NPCs.

MagicEffect.hasDuration

If set, the magic effect has a duration. As an example, divine intervention has no duration while fire damage does.

MagicEffect.hasMagnitude

If set, the magic effect depends on a magnitude. As an example, cure common disease has no magnitude while chameleon does.

MagicEffect.hitSound

Identifier of the sound used on hit

MagicEffect.hitStatic

Identifier of the vfx static used on hit

MagicEffect.icon

Effect Icon Path

MagicEffect.id

Effect ID

MagicEffect.isAppliedOnce

If set, the magic effect is applied fully on cast, rather than being continuously applied over the effect's duration. For example, chameleon is applied once, while fire damage is continuously applied for the duration.

MagicEffect.name

Localized name of the effect

MagicEffect.nonRecastable

If set, this effect cannot be re-applied until it has ended. This is used by bound equipment spells.

MagicEffect.particle

Identifier of the particle texture

MagicEffect.school

Skill ID that is this effect's school

Type MagicEffectId

MagicEffectId.AbsorbAttribute

"absorbattribute"

MagicEffectId.AbsorbFatigue

"absorbfatigue"

MagicEffectId.AbsorbHealth

"absorbhealth"

MagicEffectId.AbsorbMagicka

"absorbmagicka"

MagicEffectId.AbsorbSkill

"absorbskill"

MagicEffectId.AlmsiviIntervention

"almsiviintervention"

MagicEffectId.Blind

"blind"

MagicEffectId.BoundBattleAxe

"boundbattleaxe"

MagicEffectId.BoundBoots

"boundboots"

MagicEffectId.BoundCuirass

"boundcuirass"

MagicEffectId.BoundDagger

"bounddagger"

MagicEffectId.BoundGloves

"boundgloves"

MagicEffectId.BoundHelm

"boundhelm"

MagicEffectId.BoundLongbow

"boundlongbow"

MagicEffectId.BoundLongsword

"boundlongsword"

MagicEffectId.BoundMace

"boundmace"

MagicEffectId.BoundShield

"boundshield"

MagicEffectId.BoundSpear

"boundspear"

MagicEffectId.Burden

"burden"

MagicEffectId.CalmCreature

"calmcreature"

MagicEffectId.CalmHumanoid

"calmhumanoid"

MagicEffectId.Chameleon

"chameleon"

MagicEffectId.Charm

"charm"

MagicEffectId.CommandCreature

"commandcreature"

MagicEffectId.CommandHumanoid

"commandhumanoid"

MagicEffectId.Corprus

"corprus"

MagicEffectId.CureBlightDisease

"cureblightdisease"

MagicEffectId.CureCommonDisease

"curecommondisease"

MagicEffectId.CureCorprusDisease

"curecorprusdisease"

MagicEffectId.CureParalyzation

"cureparalyzation"

MagicEffectId.CurePoison

"curepoison"

MagicEffectId.DamageAttribute

"damageattribute"

MagicEffectId.DamageFatigue

"damagefatigue"

MagicEffectId.DamageHealth

"damagehealth"

MagicEffectId.DamageMagicka

"damagemagicka"

MagicEffectId.DamageSkill

"damageskill"

MagicEffectId.DemoralizeCreature

"demoralizecreature"

MagicEffectId.DemoralizeHumanoid

"demoralizehumanoid"

MagicEffectId.DetectAnimal

"detectanimal"

MagicEffectId.DetectEnchantment

"detectenchantment"

MagicEffectId.DetectKey

"detectkey"

MagicEffectId.DisintegrateArmor

"disintegratearmor"

MagicEffectId.DisintegrateWeapon

"disintegrateweapon"

MagicEffectId.Dispel

"dispel"

MagicEffectId.DivineIntervention

"divineintervention"

MagicEffectId.DrainAttribute

"drainattribute"

MagicEffectId.DrainFatigue

"drainfatigue"

MagicEffectId.DrainHealth

"drainhealth"

MagicEffectId.DrainMagicka

"drainmagicka"

MagicEffectId.DrainSkill

"drainskill"

MagicEffectId.ExtraSpell

"extraspell"

MagicEffectId.Feather

"feather"

MagicEffectId.FireDamage

"firedamage"

MagicEffectId.FireShield

"fireshield"

MagicEffectId.FortifyAttack

"fortifyattack"

MagicEffectId.FortifyAttribute

"fortifyattribute"

MagicEffectId.FortifyFatigue

"fortifyfatigue"

MagicEffectId.FortifyHealth

"fortifyhealth"

MagicEffectId.FortifyMagicka

"fortifymagicka"

MagicEffectId.FortifyMaximumMagicka

"fortifymaximummagicka"

MagicEffectId.FortifySkill

"fortifyskill"

MagicEffectId.FrenzyCreature

"frenzycreature"

MagicEffectId.FrenzyHumanoid

"frenzyhumanoid"

MagicEffectId.FrostDamage

"frostdamage"

MagicEffectId.FrostShield

"frostshield"

MagicEffectId.Invisibility

"invisibility"

MagicEffectId.Jump

"jump"

MagicEffectId.Levitate

"levitate"

MagicEffectId.Light

"light"

MagicEffectId.LightningShield

"lightningshield"

MagicEffectId.Lock

"lock"

MagicEffectId.Mark

"mark"

MagicEffectId.NightEye

"nighteye"

MagicEffectId.Open

"open"

MagicEffectId.Paralyze

"paralyze"

MagicEffectId.Poison

"poison"

MagicEffectId.RallyCreature

"rallycreature"

MagicEffectId.RallyHumanoid

"rallyhumanoid"

MagicEffectId.Recall

"recall"

MagicEffectId.Reflect

"reflect"

MagicEffectId.RemoveCurse

"removecurse"

MagicEffectId.ResistBlightDisease

"resistblightdisease"

MagicEffectId.ResistCommonDisease

"resistcommondisease"

MagicEffectId.ResistCorprusDisease

"resistcorprusdisease"

MagicEffectId.ResistFire

"resistfire"

MagicEffectId.ResistFrost

"resistfrost"

MagicEffectId.ResistMagicka

"resistmagicka"

MagicEffectId.ResistNormalWeapons

"resistnormalweapons"

MagicEffectId.ResistParalysis

"resistparalysis"

MagicEffectId.ResistPoison

"resistpoison"

MagicEffectId.ResistShock

"resistshock"

MagicEffectId.RestoreAttribute

"restoreattribute"

MagicEffectId.RestoreFatigue

"restorefatigue"

MagicEffectId.RestoreHealth

"restorehealth"

MagicEffectId.RestoreMagicka

"restoremagicka"

MagicEffectId.RestoreSkill

"restoreskill"

MagicEffectId.Sanctuary

"sanctuary"

MagicEffectId.Shield

"shield"

MagicEffectId.ShockDamage

"shockdamage"

MagicEffectId.Silence

"silence"

MagicEffectId.SlowFall

"slowfall"

MagicEffectId.Soultrap

"soultrap"

MagicEffectId.Sound

"sound"

MagicEffectId.SpellAbsorption

"spellabsorption"

MagicEffectId.StuntedMagicka

"stuntedmagicka"

MagicEffectId.SummonAncestralGhost

"summonancestralghost"

MagicEffectId.SummonBear

"summonbear"

MagicEffectId.SummonBonelord

"summonbonelord"

MagicEffectId.SummonBonewalker

"summonbonewalker"

MagicEffectId.SummonBonewolf

"summonbonewolf"

MagicEffectId.SummonCenturionSphere

"summoncenturionsphere"

MagicEffectId.SummonClannfear

"summonclannfear"

MagicEffectId.SummonCreature04

"summoncreature04"

MagicEffectId.SummonCreature05

"summoncreature05"

MagicEffectId.SummonDaedroth

"summondaedroth"

MagicEffectId.SummonDremora

"summondremora"

MagicEffectId.SummonFabricant

"summonfabricant"

MagicEffectId.SummonFlameAtronach

"summonflameatronach"

MagicEffectId.SummonFrostAtronach

"summonfrostatronach"

MagicEffectId.SummonGoldenSaint

"summongoldensaint"

MagicEffectId.SummonGreaterBonewalker

"summongreaterbonewalker"

MagicEffectId.SummonHunger

"summonhunger"

MagicEffectId.SummonScamp

"summonscamp"

MagicEffectId.SummonSkeletalMinion

"summonskeletalminion"

MagicEffectId.SummonStormAtronach

"summonstormatronach"

MagicEffectId.SummonWingedTwilight

"summonwingedtwilight"

MagicEffectId.SummonWolf

"summonwolf"

MagicEffectId.SunDamage

"sundamage"

MagicEffectId.SwiftSwim

"swiftswim"

MagicEffectId.Telekinesis

"telekinesis"

MagicEffectId.TurnUndead

"turnundead"

MagicEffectId.Vampirism

"vampirism"

MagicEffectId.WaterBreathing

"waterbreathing"

MagicEffectId.WaterWalking

"waterwalking"

MagicEffectId.WeaknessToBlightDisease

"weaknesstoblightdisease"

MagicEffectId.WeaknessToCommonDisease

"weaknesstocommondisease"

MagicEffectId.WeaknessToCorprusDisease

"weaknesstocorprusdisease"

MagicEffectId.WeaknessToFire

"weaknesstofire"

MagicEffectId.WeaknessToFrost

"weaknesstofrost"

MagicEffectId.WeaknessToMagicka

"weaknesstomagicka"

MagicEffectId.WeaknessToNormalWeapons

"weaknesstonormalweapons"

MagicEffectId.WeaknessToPoison

"weaknesstopoison"

MagicEffectId.WeaknessToShock

"weaknesstoshock"

Type MagicEffectWithParams

MagicEffectWithParams.affectedAttribute

Optional attribute ID

MagicEffectWithParams.affectedSkill

Optional skill ID

MagicEffectWithParams.area
MagicEffectWithParams.duration
MagicEffectWithParams.effect

#MagicEffect

MagicEffectWithParams.id

ID of the associated #MagicEffect

MagicEffectWithParams.index

Index of this effect within the original list of #MagicEffectWithParams of the spell/enchantment/potion this effect came from.

MagicEffectWithParams.magnitudeMax
MagicEffectWithParams.magnitudeMin
MagicEffectWithParams.range

Type MagicSchoolData

MagicSchoolData.areaSound

VFS path to the area sound

MagicSchoolData.boltSound

VFS path to the bolt sound

MagicSchoolData.castSound

VFS path to the cast sound

MagicSchoolData.failureSound

VFS path to the failure sound

MagicSchoolData.hitSound

VFS path to the hit sound

MagicSchoolData.name

Human-readable name

Type ObjectOwner

ObjectOwner.factionId

Faction who owns the object (nil if missing). Global and self scripts can set the value.

ObjectOwner.factionRank

Rank required to be allowed to pick up the object (nil if any rank is allowed). Global and self scripts can set the value.

ObjectOwner.recordId

NPC who owns the object (nil if missing). Global and self scripts can set the value.

Type Skill

Skill.record(recordId)

Returns a read-only #SkillRecord

Skill.records

A read-only list of all #SkillRecords in the world database, may be indexed by recordId. Implements iterables#List of #SkillRecord.

Type SkillRecord

SkillRecord.attribute

The id of the skill's governing attribute

SkillRecord.description

Human-readable description

SkillRecord.icon

VFS path to the icon

SkillRecord.id

Record id

SkillRecord.name

Human-readable name

SkillRecord.school

Optional magic school

SkillRecord.skillGain

Table of the 4 possible skill gain values. See SkillProgression#SkillUseType.

SkillRecord.specialization

Skill specialization. Either combat, magic, or stealth.

Type Sound

Sound.isEnabled()

Checks if sound system is enabled (any functions to play sounds are no-ops when it is disabled).

Sound.isSayActive(object)

Check if an animated voiceover is playing

Sound.isSoundFilePlaying(fileName, object)

Check if sound file is playing on given object

Sound.isSoundPlaying(soundId, object)

Check if sound is playing on given object

Sound.playSound3d(soundId, object, options)

Play a 3D sound, attached to object

In local scripts can be used only on self.

Sound.playSoundFile3d(fileName, object, options)

Play a 3D sound file, attached to object

In local scripts can be used only on self.

Sound.records

List of all #SoundRecords.

Sound.say(fileName, object, text)

Play an animated voiceover.

Sound.stopSay(fileName, object)

Stop an animated voiceover

In local scripts can be used only on self.

Sound.stopSound3d(soundId, object)

Stop a 3D sound, attached to object

In local scripts can be used only on self.

Sound.stopSoundFile3d(fileName, object)

Stop a 3D sound file, attached to object

In local scripts can be used only on self.

Type SoundRecord

SoundRecord.fileName

Normalized path to sound file in VFS

SoundRecord.id

Sound id

SoundRecord.maxRange

Raw maximal range value, from 0 to 255

SoundRecord.minRange

Raw minimal range value, from 0 to 255

SoundRecord.volume

Raw sound volume, from 0 to 255

Type Spell

Spell.alwaysSucceedFlag

If set, the spell should ignore skill checks and always succeed.

Spell.autocalcFlag

If set, the casting cost should be computed based on the effect list rather than read from the cost field

Spell.cost
Spell.effects

The effects (#MagicEffectWithParams) of the spell

Spell.id

Spell id

Spell.name

Spell name

Spell.type

#SpellType

Type SpellRange

SpellRange.Self

Applied on self

SpellRange.Target

Ranged spell

SpellRange.Touch

On touch

Type SpellType

SpellType.Ability

Innate 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 Spells

Spells.records

List of all #Spells.

Type Stats

Stats.Attribute

#Attribute functions

Stats.Skill

#Skill functions

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 VFX

VFX.spawn(static, location, options)

Spawn a VFX at the given location in the world

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. See the actual value at the top of the page.

#ContentFiles core.contentFiles

#ContentFiles: functions working with the list of currently loaded content files.

#Factions core.factions

#Factions: Factions

core.getFormId(contentFile, index)

Construct FormId string from content file name and the index in the file.

In ESM3 games (e.g. Morrowind) FormIds are used to reference game objects. In ESM4 games (e.g. Skyrim) FormIds are used both for game objects and as record ids.

Parameters

  • #string contentFile :

  • #number index :

Return value

#string:

Usages:

  • if obj.recordId == core.getFormId('Skyrim.esm', 0x4d7da) then ... end
  • -- In ESM3 content files (e.g. Morrowind) ids are human-readable strings
    obj.owner.factionId = 'blades'
    -- In ESM4 (e.g. Skyrim) ids should be constructed using `core.getFormId`:
    obj.owner.factionId = core.getFormId('Skyrim.esm', 0x72834)
  • -- local scripts
    local obj = nearby.getObjectByFormId(core.getFormId('Morrowind.esm', 128964))
  • -- global scripts
    local obj = world.getObjectByFormId(core.getFormId('Morrowind.esm', 128964))
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.getRealFrameDuration()

Frame duration in seconds

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 messages

                              If 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.

Note: in menu scripts, errors if the game is not running (check openmw.menu#menu.getState)

Parameters

  • #string eventName :

  • eventData :

#Sound core.sound

#Sound: Sounds and Speech

#Stats core.stats

#Stats: stats

#VFX core.vfx

#VFX: Visual effects

Type ActiveEffect

Field(s)

#string ActiveEffect.affectedAttribute

Optional attribute ID

#string ActiveEffect.affectedSkill

Optional skill ID

#string ActiveEffect.id

Effect id string

#number ActiveEffect.index

Index of this effect within the original list of #MagicEffectWithParams of the spell/enchantment/potion this effect came from.

#number ActiveEffect.magnitude

current magnitude of the effect. Will be set to 0 when effect is removed or expires.

#number ActiveEffect.magnitudeBase
#number ActiveEffect.magnitudeModifier
#string ActiveEffect.name

Localized name of the effect

Type ActiveSpell

Field(s)

#number ActiveSpell.activeSpellId

A number uniquely identifying this active spell within the affected actor's list of active spells.

#boolean ActiveSpell.affectsBaseValues

If set, this spell affects the base values of affected stats, rather than modifying current values.

#GameObject ActiveSpell.caster

The caster object, or nil if the spell has no defined caster

#list<#ActiveSpellEffect> ActiveSpell.effects

The active effects (#ActiveSpellEffect) of this spell.

#boolean ActiveSpell.fromEquipment

If set, this spell is tied to an equipped item and can only be ended by unequipping the item.

#string ActiveSpell.id

Record id of the spell or item used to cast the spell

#GameObject ActiveSpell.item

The enchanted item used to cast the spell, or nil if the spell was not cast from an enchanted item. Note that if the spell was cast for a single-use enchantment such as a scroll, this will be nil.

#string ActiveSpell.name

The spell or item display name

#boolean ActiveSpell.stackable

If set, this spell can be applied multiple times. If not set, the same spell can only be applied once from the same source (where source is determined by caster + item). In vanilla rules, consumables are stackable while spells and enchantments are not.

#boolean ActiveSpell.temporary

If set, this spell effect is temporary and should end on its own. Either after a single application or after its duration has run out.

Type ActiveSpellEffect

Field(s)

#string ActiveSpellEffect.affectedAttribute

Optional attribute ID

#string ActiveSpellEffect.affectedSkill

Optional skill ID

#number ActiveSpellEffect.duration

Total duration in seconds of this spell effect, should not be confused with remaining duration. Or nil if the effect is not temporary.

#number ActiveSpellEffect.durationLeft

Remaining duration in seconds of this spell effect, or nil if the effect is not temporary.

#string ActiveSpellEffect.id

Magic effect id

#number ActiveSpellEffect.magnitudeThisFrame

The magnitude of the effect in the current frame. This will be a new random number between minMagnitude and maxMagnitude every frame. Or nil if the effect has no magnitude.

#number ActiveSpellEffect.maxMagnitude

The maximum magnitude of this effect, or nil if the effect has no magnitude.

#number ActiveSpellEffect.minMagnitude

The minimum magnitude of this effect, or nil if the effect has no magnitude.

#string ActiveSpellEffect.name

Localized name of the effect

Type Attribute

core.stats.Attribute

Usages:

  • local record = core.stats.Attribute.records['example_recordid']
  • local record = core.stats.Attribute.records[1]

Field(s)

Attribute.record(recordId)

Returns a read-only #AttributeRecord

Parameter

  • #string recordId :

Return value

#AttributeRecord:

#list<#AttributeRecord> Attribute.records

A read-only list of all #AttributeRecords in the world database, may be indexed by recordId. Implements iterables#List of #AttributeRecord.

Type AttributeRecord

Field(s)

#string AttributeRecord.description

Human-readable description

#string AttributeRecord.icon

VFS path to the icon

#string AttributeRecord.id

Record id

#string AttributeRecord.name

Human-readable name

Type Cell

A cell of the game world.

Field(s)

Cell:getAll(type)

Get all objects of given type from the cell; Only available from global scripts.

Parameter

Return value

#ObjectList:

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

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.

#number Cell.waterLevel

The water level of the cell. (nil if cell has no water).

#string Cell.worldSpaceId

Id of the world space.

Type ContentFiles

Functions working with the list of currently loaded content files.

Field(s)

ContentFiles.has(contentFile)

Check if the content file with given name present in the load order.

Parameter

  • #string contentFile :

Return value

#boolean:

ContentFiles.indexOf(contentFile)

Return the index of a specific content file in the load order (or nil if there is no such content file).

Parameter

  • #string contentFile :

Return value

#number:

#list<#string> ContentFiles.list

The current load order (list of content file names).

Type Effects

Field(s)

#map<#number,#MagicEffect> Effects.records

Map from #MagicEffectId to #MagicEffect

Usages:

  • -- Print all harmful effects
    for _, effect in pairs(core.magic.effects.records) do
        if effect.harmful then
            print(effect.name)
        end
    end
  • -- Look up the record of a specific effect and print its icon
    local mgef = core.magic.effects.records[core.magic.EFFECT_TYPE.Reflect]
    print('Reflect Icon: '..tostring(mgef.icon))

Type Enchantment

Usage:

-- Getting the enchantment of an arbitrary item, if it has one
local function getRecord(item)
    if item.type and item.type.record then
        return item.type.record(item)
    end
    return nil
end
local function getEnchantment(item)
    local record = getRecord(item)
    if record and record.enchant then
        return core.magic.enchantments[record.enchant]
    end
    return nil
end

Field(s)

#boolean Enchantment.autocalcFlag

If set, the casting cost should be computed based on the effect list rather than read from the cost field

#number Enchantment.charge

Charge capacity. Should not be confused with current charge.

#number Enchantment.cost
#list<#MagicEffectWithParams> Enchantment.effects

The effects (#MagicEffectWithParams) of the enchantment

#string Enchantment.id

Enchantment id

#number Enchantment.type

#EnchantmentType

Type EnchantmentType

core.magic.ENCHANTMENT_TYPE

Field(s)

#number EnchantmentType.CastOnStrike

Enchantment is cast on strike, if there is enough charge.

#number EnchantmentType.CastOnUse

Enchantment is cast when used, if there is enough charge.

#number EnchantmentType.CastOnce

Enchantment can be cast once, destroying the enchanted item.

#number EnchantmentType.ConstantEffect

Enchantment is always active when equipped.

Type Enchantments

Field(s)

#list<#Enchantment> Enchantments.records

A read-only list of all #Enchantment records in the world database, may be indexed by recordId.

Implements iterables#List and iterables#Map of #Enchantment.

Usages:

  • local enchantment = core.magic.enchantments.records['marara's boon']  -- get by id
  • local enchantment = core.magic.enchantments.records[1]  -- get by index
  • -- Print all enchantments with constant effect
    for _, ench in pairs(core.magic.enchantments.records) do
        if ench.type == core.magic.ENCHANTMENT_TYPE.ConstantEffect then
            print(ench.id)
        end
    end

Type FactionRank

Faction rank data record

Field(s)

#list<#number> FactionRank.attributeValues

Attributes values required to get this rank.

#number FactionRank.factionReaction

Reaction of faction members if player is in this faction.

#number FactionRank.favouredSkillValue

Secondary skill value required to get this rank.

#string FactionRank.name

Faction name Rank display name

#number FactionRank.primarySkillValue

Primary skill value required to get this rank.

Type FactionRecord

Faction data record

Field(s)

#list<#string> FactionRecord.attributes

A read-only list containing IDs of attributes to advance ranks in the faction.

#string FactionRecord.id

Faction id

#string FactionRecord.name

Faction name

#list<#FactionRank> FactionRecord.ranks

A read-only list containing data for all ranks in the faction, in order.

#map<#string,#number> FactionRecord.reactions

A read-only map containing reactions of other factions to this faction.

#list<#string> FactionRecord.skills

A read-only list containing IDs of skills to advance ranks in the faction.

Type Factions

Field(s)

#list<#FactionRecord> Factions.records

A read-only list of all #FactionRecords in the world database.

Usages:

  • local record = core.factions.records['example_recordid']
  • local record = core.factions.records[1]

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.

#string GameObject.contentFile

Lower cased file name of the content file that defines this object; nil for dynamically created objects.

#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

openmw.util#Box:

#string GameObject.globalVariable

Global Variable associated with this object(read only).

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

Usages:

  • item:moveInto(types.Actor.inventory(actor))
  • item:moveInto(types.Container.content(container))
  • item:moveInto(container)
#ObjectOwner GameObject.owner

Ownership information

#GameObject GameObject.parentContainer

Container or actor that contains (or has in inventory) this object. It is nil if the object is in a cell.

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#Transform GameObject.rotation

Object rotation.

#number GameObject.scale

Object scale.

GameObject:sendEvent(eventName, eventData)

Send local event to the object.

Parameters

  • #string eventName :

  • eventData :

GameObject:setScale(scale)

Sets the object's scale.

Can be called only from a global script.

Parameter

  • #number scale : Scale desired in game.

GameObject:split(count)

Splits a stack of items.

Original stack is reduced by count. Returns a new stack with count items. Can be called only from a global script.

Parameter

  • #number count : The number of items to return.

Return value

#GameObject:

Usage:

-- take 50 coins from `money` and put to the container `cont`
money:split(50):moveInto(types.Container.content(cont))
openmw.util#Vector3 GameObject.startingPosition

The object original position

openmw.util#Transform GameObject.startingRotation

The object original rotation

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 using position.

  • openmw.util#Vector3 position : New position.

  • #TeleportOptions options : (optional) Either table #TeleportOptions or openmw.util#Transform 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

#GameObject:

Usage:

inventory:find('gold_001')
Inventory:findAll(recordId)

Get all items with given recordId from the inventory.

Parameter

  • #string recordId :

Return value

#ObjectList:

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

Return value

#ObjectList:

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)
Inventory:isResolved()

Checks if the inventory has a resolved item list.

Return value

#boolean:

Usage:

inventory:isResolved()
Inventory:resolve()

Will resolve the inventory, filling it with levelled items if applicable, making its contents permanent.

Must be used in a global script.

Usage:

inventory:resolve()

Type Magic

Field(s)

#MagicEffectId Magic.EFFECT_TYPE

Possible #MagicEffectId values

#EnchantmentType Magic.ENCHANTMENT_TYPE

Possible #EnchantmentType values

#SpellRange Magic.RANGE

Possible #SpellRange values

#SpellType Magic.SPELL_TYPE

Possible #SpellType values

#Effects Magic.effects

#Effects: Magic Effects

#Enchantments Magic.enchantments

#Enchantments: Enchantments

#Spells Magic.spells

#Spells: Spells

Type MagicEffect

Field(s)

#string MagicEffect.areaSound

Identifier of the sound used for AOE spells

#string MagicEffect.areaStatic

Identifier of the vfx static used for AOE spells

#number MagicEffect.baseCost
#string MagicEffect.boltSound

Identifier of the projectile sound used for ranged spells

#string MagicEffect.boltStatic

Identifier of the projectile vfx static used for ranged spells

#string MagicEffect.castSound

Identifier of the sound used for casting

#string MagicEffect.castStatic

Identifier of the vfx static used for casting

#boolean MagicEffect.casterLinked

If set, it is implied the magic effect links back to the caster in some way and should end immediately or never be applied if the caster dies or is not an actor.

openmw.util#Color MagicEffect.color
#boolean MagicEffect.continuousVfx

Whether the magic effect's vfx should loop or not

#boolean MagicEffect.harmful

If set, the effect is considered harmful and should elicit a hostile reaction from affected NPCs.

#boolean MagicEffect.hasDuration

If set, the magic effect has a duration. As an example, divine intervention has no duration while fire damage does.

#boolean MagicEffect.hasMagnitude

If set, the magic effect depends on a magnitude. As an example, cure common disease has no magnitude while chameleon does.

#string MagicEffect.hitSound

Identifier of the sound used on hit

#string MagicEffect.hitStatic

Identifier of the vfx static used on hit

#string MagicEffect.icon

Effect Icon Path

#string MagicEffect.id

Effect ID

#boolean MagicEffect.isAppliedOnce

If set, the magic effect is applied fully on cast, rather than being continuously applied over the effect's duration. For example, chameleon is applied once, while fire damage is continuously applied for the duration.

#string MagicEffect.name

Localized name of the effect

#boolean MagicEffect.nonRecastable

If set, this effect cannot be re-applied until it has ended. This is used by bound equipment spells.

#string MagicEffect.particle

Identifier of the particle texture

#string MagicEffect.school

Skill ID that is this effect's 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)

#string MagicEffectWithParams.affectedAttribute

Optional attribute ID

#string MagicEffectWithParams.affectedSkill

Optional skill ID

#number MagicEffectWithParams.area
#number MagicEffectWithParams.duration
#MagicEffect MagicEffectWithParams.effect

#MagicEffect

#string MagicEffectWithParams.id

ID of the associated #MagicEffect

#number MagicEffectWithParams.index

Index of this effect within the original list of #MagicEffectWithParams of the spell/enchantment/potion this effect came from.

#number MagicEffectWithParams.magnitudeMax
#number MagicEffectWithParams.magnitudeMin
#number MagicEffectWithParams.range

Type MagicSchoolData

Field(s)

#string MagicSchoolData.areaSound

VFS path to the area sound

#string MagicSchoolData.boltSound

VFS path to the bolt sound

#string MagicSchoolData.castSound

VFS path to the cast sound

#string MagicSchoolData.failureSound

VFS path to the failure sound

#string MagicSchoolData.hitSound

VFS path to the hit sound

#string MagicSchoolData.name

Human-readable name

Type ObjectList

List of GameObjects.

Implements iterables#List of #GameObject

ObjectList is a list of #GameObject.

Type ObjectOwner

Object owner information

Field(s)

#string ObjectOwner.factionId

Faction who owns the object (nil if missing). Global and self scripts can set the value.

#number ObjectOwner.factionRank

Rank required to be allowed to pick up the object (nil if any rank is allowed). Global and self scripts can set the value.

#string ObjectOwner.recordId

NPC who owns the object (nil if missing). Global and self scripts can set the value.

Type Skill

core.stats.Skill

Usages:

  • local record = core.stats.Skill.records['example_recordid']
  • local record = core.stats.Skill.records[1]

Field(s)

Skill.record(recordId)

Returns a read-only #SkillRecord

Parameter

  • #string recordId :

Return value

#SkillRecord:

#list<#SkillRecord> Skill.records

A read-only list of all #SkillRecords in the world database, may be indexed by recordId. Implements iterables#List of #SkillRecord.

Type SkillRecord

Field(s)

#string SkillRecord.attribute

The id of the skill's governing attribute

#string SkillRecord.description

Human-readable description

#string SkillRecord.icon

VFS path to the icon

#string SkillRecord.id

Record id

#string SkillRecord.name

Human-readable name

#MagicSchoolData SkillRecord.school

Optional magic school

#table SkillRecord.skillGain

Table of the 4 possible skill gain values. See SkillProgression#SkillUseType.

#string SkillRecord.specialization

Skill specialization. Either combat, magic, or stealth.

Type Sound

Field(s)

Sound.isEnabled()

Checks if sound system is enabled (any functions to play sounds are no-ops when it is disabled).

It can not be enabled or disabled during runtime.

Return value

#boolean:

Usage:

local enabled = core.sound.isEnabled();
Sound.isSayActive(object)

Check if an animated voiceover is playing

Parameter

  • #GameObject object : Object on which we want to check an animated voiceover

Return value

#boolean:

Usage:

local isActive = isSayActive(object);
Sound.isSoundFilePlaying(fileName, object)

Check if sound file is playing on given object

Parameters

  • #string fileName : Path to sound file in VFS

  • #GameObject object : Object on which we want to check sound

Return value

#boolean:

Usage:

local isPlaying = core.sound.isSoundFilePlaying("Sound\\test.mp3", object);
Sound.isSoundPlaying(soundId, object)

Check if sound is playing on given object

Parameters

  • #string soundId : ID of Sound record to check

  • #GameObject object : Object on which we want to check sound

Return value

#boolean:

Usage:

local isPlaying = core.sound.isSoundPlaying("shock bolt", object);
Sound.playSound3d(soundId, object, options)

Play a 3D sound, attached to object

In local scripts can be used only on self.

Parameters

  • #string soundId : ID of Sound record to play

  • #GameObject object : Object to which we attach the sound

  • #table options : An optional table with additional optional arguments. Can contain:

    • timeOffset - a floating point number >= 0, to some time (in second) from beginning of sound file (default: 0);
    • volume - a floating point number >= 0, to set a sound volume (default: 1);
    • pitch - a floating point number >= 0, to set a sound pitch (default: 1);
    • loop - a boolean, to set if sound should be repeated when it ends (default: false);

Usage:

local params = {
   timeOffset=0.1
   volume=0.3,
   loop=false,
   pitch=1.0
};
core.sound.playSound3d("shock bolt", object, params)
Sound.playSoundFile3d(fileName, object, options)

Play a 3D sound file, attached to object

In local scripts can be used only on self.

Parameters

  • #string fileName : Path to sound file in VFS

  • #GameObject object : Object to which we attach the sound

  • #table options : An optional table with additional optional arguments. Can contain:

    • timeOffset - a floating point number >= 0, to some time (in second) from beginning of sound file (default: 0);
    • volume - a floating point number >= 0, to set a sound volume (default: 1);
    • pitch - a floating point number >= 0, to set a sound pitch (default: 1);
    • loop - a boolean, to set if sound should be repeated when it ends (default: false);

Usage:

local params = {
   timeOffset=0.1
   volume=0.3,
   loop=false,
   pitch=1.0
};
core.sound.playSoundFile3d("Sound\\test.mp3", object, params)
#list<#SoundRecord> Sound.records

List of all #SoundRecords.

Usages:

  • local sound = core.sound.records['Ashstorm']  -- get by id
  • local sound = core.sound.records[1]  -- get by index
  • -- Print all sound files paths
    for _, sound in pairs(core.sound.records) do
        print(sound.fileName)
    end
Sound.say(fileName, object, text)

Play an animated voiceover.

In local scripts can be used only on self.

Parameters

  • #string fileName : Path to sound file in VFS

  • #GameObject object : Object on which we want to play an animated voiceover

  • #string text : Subtitle text (optional)

Usages:

  • -- play voiceover for object and print messagebox
    core.sound.say("Sound\\Vo\\Misc\\voice.mp3", object, "Subtitle text")
  • -- play voiceover for object, without messagebox
    core.sound.say("Sound\\Vo\\Misc\\voice.mp3", object)
Sound.stopSay(fileName, object)

Stop an animated voiceover

In local scripts can be used only on self.

Parameters

  • #string fileName : Path to sound file in VFS

  • #GameObject object : Object on which we want to stop an animated voiceover

Usage:

core.sound.stopSay(object);
Sound.stopSound3d(soundId, object)

Stop a 3D sound, attached to object

In local scripts can be used only on self.

Parameters

  • #string soundId : ID of Sound record to stop

  • #GameObject object : Object on which we want to stop sound

Usage:

core.sound.stopSound("shock bolt", object);
Sound.stopSoundFile3d(fileName, object)

Stop a 3D sound file, attached to object

In local scripts can be used only on self.

Parameters

  • #string fileName : Path to sound file in VFS

  • #GameObject object : Object on which we want to stop sound

Usage:

core.sound.stopSoundFile("Sound\\test.mp3", object);

Type SoundRecord

Field(s)

#string SoundRecord.fileName

Normalized path to sound file in VFS

#string SoundRecord.id

Sound id

#number SoundRecord.maxRange

Raw maximal range value, from 0 to 255

#number SoundRecord.minRange

Raw minimal range value, from 0 to 255

#number SoundRecord.volume

Raw sound volume, from 0 to 255

Type Spell

Field(s)

#boolean Spell.alwaysSucceedFlag

If set, the spell should ignore skill checks and always succeed.

#boolean Spell.autocalcFlag

If set, the casting cost should be computed based on the effect list rather than read from the cost field

#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

#SpellType

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

Innate 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 Spells

Field(s)

#list<#Spell> Spells.records

List of all #Spells.

Usages:

  • local spell = core.magic.spells.records['thunder fist']  -- get by id
  • local spell = core.magic.spells.records[1]  -- get by index
  • -- Print all powers
    for _, spell in pairs(core.magic.spells.records) do
        if spell.types == core.magic.SPELL_TYPE.Power then
            print(spell.name)
        end
    end

Type Stats

Field(s)

#Attribute Stats.Attribute

#Attribute functions

#Skill Stats.Skill

#Skill functions

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#Transform TeleportOptions.rotation

New rotation; if missing, then the current rotation is used.

Type VFX

Field(s)

VFX.spawn(static, location, options)

Spawn a VFX at the given location in the world

Parameters

  • #any static : openmw.core#StaticRecord or #string ID

  • openmw.util#Vector3 location :

  • #table options : optional table of parameters. Can contain:

    • mwMagicVfx - Boolean that if true causes the textureOverride parameter to only affect nodes with the Nif::RC_NiTexturingProperty property set. (default: true).
    • particleTextureOverride - Name of a particle texture that should override this effect's default texture. (default: "")
    • scale - A number that scales the size of the vfx (Default: 1)

Usage:

-- Spawn a sanctuary effect near the player
local effect = core.magic.effects[core.magic.EFFECT_TYPE.Sanctuary]
pos = self.position + util.vector3(0, 100, 0)
core.vfx.spawn(effect.castingStatic, pos)