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Copy file name to clipboardExpand all lines: files/data/scripts/omw/combat/local.lua
+3-3Lines changed: 3 additions & 3 deletions
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@@ -299,7 +299,7 @@ end
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---
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-- @type AttackInfo
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-- @field [parent=#AttackInfo] #table damage A table mapping stat name (health, fatigue, or magicka) to number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #table damage A table mapping a stat name (health, fatigue, or magicka) to a number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #number strength A number between 0 and 1 representing the attack strength. This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #boolean successful Whether the attack was successful or not.
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-- @field [parent=#AttackInfo] #AttackSourceType sourceType What class of attack this is.
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--- Add new onHit handler for this actor
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-- If `handler(attack)` returns false, other handlers for
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-- the call will be skipped. where attack is the same @{#AttackInfo} passed to #Combat.onHit
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-- the call will be skipped. Where attack is the same @{#AttackInfo} passed to #Combat.onHit
Copy file name to clipboardExpand all lines: files/data/scripts/omw/skillhandlers.lua
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@@ -7,7 +7,7 @@ local NPC = require('openmw.types').NPC
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localSkill=core.stats.Skill
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---
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-- Table of skill use types defined by morrowind.
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-- Table of skill use types defined by Morrowind.
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-- Each entry corresponds to an index into the available skill gain values
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-- of a @{openmw.core#SkillRecord}
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-- @type SkillUseType
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-- If `handler(skillid, source, options)` returns false, other handlers (including the default skill level up handler)
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-- will be skipped. Where skillid and source are the parameters passed to @{#SkillProgression.skillLevelUp}, and options is
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-- a modifiable table of skill level up values, and can be modified to change the behavior of later handlers.
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-- These values are calculated based on vanilla mechanics. Setting any value to nil will cause that mechanic to be skipped. By default contains these values:
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-- These values are calculated based on vanilla mechanics. Setting any value to nil will cause that mechanic to be skipped. By default it contains these values:
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--
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-- * `skillIncreaseValue` - The numeric amount of skill levels gained. By default this is 1, except when the source is jail in which case it will instead be -1 for all skills except sneak and security.
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-- * `levelUpProgress` - The numeric amount of level up progress gained.
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--- Trigger a skill use, activating relevant handlers
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-- @function [parent=#SkillProgression] skillUsed
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-- @param #string skillid The if of the skill that was used
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-- @param #string skillid The ID of the skill that was used
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-- @param options A table of parameters. Must contain one of `skillGain` or `useType`. It's best to always include `useType` if applicable, even if you set `skillGain`, as it may be used
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-- by handlers to make decisions. See the addSkillUsedHandler example at the top of this page.
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