From 5ef2cf23b3f17bf0e3db9ff398fe8f08c5c2cc7e Mon Sep 17 00:00:00 2001 From: Dave Corley Date: Tue, 22 Apr 2025 01:50:41 -0700 Subject: [PATCH] CLEANUP: Loop param, also, is a bool --- files/lua_api/openmw/animation.lua | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/files/lua_api/openmw/animation.lua b/files/lua_api/openmw/animation.lua index b5bf50d446..d15241afff 100644 --- a/files/lua_api/openmw/animation.lua +++ b/files/lua_api/openmw/animation.lua @@ -224,7 +224,7 @@ -- @param #string model path (normally taken from a record such as @{openmw.types#StaticRecord.model} or similar) -- @param #table options optional table of parameters. Can contain: -- --- * `loop` - boolean, if true the effect will loop until removed (default: 0). +-- * `loop` - boolean, if true the effect will loop until removed (default: false). -- * `boneName` - name of the bone to attach the vfx to. (default: "") -- * `particleTextureOverride` - name of the particle texture to use. (default: "") -- * `vfxId` - a string ID that can be used to remove the effect later, using #removeVfx, and to avoid duplicate effects. The default value of "" can have duplicates. To avoid interaction with the engine, use unique identifiers unrelated to magic effect IDs. The engine uses this identifier to add and remove magic effects based on what effects are active on the actor. If this is set equal to the @{openmw.core#MagicEffectId} identifier of the magic effect being added, for example core.magic.EFFECT_TYPE.FireDamage, then the engine will remove it once the fire damage effect on the actor reaches 0. (Default: "").