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Add naming policy for scripts and l10n files to documentation
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@ -59,7 +59,8 @@ Sources can be found in ``resources/vfs/openmw_aux``. In theory mods can overrid
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.. include:: tables/aux_packages.rst
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**Interfaces of built-in scripts**
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Interfaces of built-in scripts
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------------------------------
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.. list-table::
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:widths: 20 20 60
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@ -85,7 +85,7 @@ Let's write a simple example of a `Player script`:
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.. code-block:: Lua
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-- Save to my_lua_mod/example/player.lua
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-- Save to my_lua_mod/scripts/example/player.lua
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local ui = require('openmw.ui')
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@ -107,7 +107,7 @@ The options are:
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1. Create text file "my_lua_mod.omwscripts" with the following line:
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::
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PLAYER: example/player.lua
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PLAYER: scripts/example/player.lua
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2. (not implemented yet) Add the script in OpenMW CS on "Lua scripts" view and save as "my_lua_mod.omwaddon".
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@ -122,6 +122,19 @@ Enable it in ``openmw.cfg`` the same way as any other mod:
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Now every time the player presses "X" on a keyboard, a message is shown.
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Lua scripts naming policy
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=========================
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Technically scripts can be placed anywhere in the virtual file system, but we recommend to follow the naming policy and choose one of:
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- ``scripts/<ModName>/<ScriptName>.lua``: general case.
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- ``scripts/<AuthorName>/<ModName>/<ScriptName>.lua``: if "ModName" is short and can potentially collide with other mods.
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- ``scripts/<ModName>.lua``: if it is a simple mod that consists from a single script, the script can placed to ``scripts/`` without subdirs.
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``scripts/omw/`` is reserved for built-in scripts, don't use it in mods. Overriding built-in scripts is not recommended, prefer to adjust their behaviour via :ref:`Interfaces of built-in scripts` instead.
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See also naming policy of :ref:`Localisation Files`.
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Format of ``.omwscripts``
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=========================
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@ -129,20 +142,20 @@ Format of ``.omwscripts``
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# Lines starting with '#' are comments
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GLOBAL: my_mod/some_global_script.lua
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GLOBAL: scripts/my_mod/some_global_script.lua
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# Script that will be automatically attached to the player
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PLAYER: my_mod/player.lua
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PLAYER: scripts/my_mod/player.lua
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# Local script that will be automatically attached to every NPC and every creature in the game
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NPC, CREATURE: my_mod/some_other_script.lua
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NPC, CREATURE: scripts/my_mod/some_other_script.lua
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# Local script that can be attached to any object by a global script
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CUSTOM: my_mod/something.lua
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CUSTOM: scripts/my_mod/something.lua
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# Local script that will be automatically attached to any Container AND can be
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# attached to any other object by a global script.
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CONTAINER, CUSTOM: my_mod/container.lua
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CONTAINER, CUSTOM: scripts/my_mod/container.lua
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Each script is described by one line:
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``<flags>: <path to .lua file in virtual file system>``.
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