docs/source/reference/lua-scripting/overview.rst
Overview ########
.. include:: version.rst
OpenMW supports scripts written in Lua 5.1 with some extensions (see below) from Lua 5.2 and Lua 5.3. There are no plans to switch to any newer version of the language, because newer versions are not supported by LuaJIT.
.. note::
There are also experimental declarations available for Teal, a typed dialect of Lua. see :ref:Teal for more details.
Here are some starting points for learning Lua:
Programing in Lua <https://www.lua.org/pil/contents.html>__ (first edition, aimed at Lua 5.0)Lua 5.1 Reference Manual <https://www.lua.org/manual/5.1/>__Each script works in a separate sandbox and doesn't have any access to the underlying operating system.
Only a limited list of allowed standard libraries can be used:
coroutine <https://www.lua.org/manual/5.1/manual.html#5.2>,
math <https://www.lua.org/manual/5.1/manual.html#5.6> (except math.randomseed -- it is called by the engine on startup and not available from scripts),
string <https://www.lua.org/manual/5.1/manual.html#5.4>,
table <https://www.lua.org/manual/5.1/manual.html#5.5>,
os <https://www.lua.org/manual/5.1/manual.html#5.8>__ (only os.date, os.difftime, os.time).
These libraries are loaded automatically and are always available.
Allowed basic functions <https://www.lua.org/manual/5.1/manual.html#5.1>__:
assert, error, ipairs, next, pairs, pcall, print, select, tonumber, tostring, type, unpack, xpcall, rawequal, rawget, rawset, getmetatable, setmetatable.
Supported Lua 5.2 features:
goto and ::labels::;\x3F and \* escape in strings;math.log(x [,base]);string.rep(s, n [,sep]);string.format(): %q is reversible, %s uses __tostring, %a and %A are added;%g;__pairs and __ipairs metamethods;table.unpack (alias to Lua 5.1 unpack).Supported Lua 5.3 features:
UTF-8 Library <https://www.lua.org/manual/5.3/manual.html#6.5>__Loading libraries with require('library_name') is allowed, but limited. It works this way:
library_name is one of the standard libraries, then return the library.library_name is one of the built-in API packages_, then return the package.data folders <Multiple data folders>. For example require('my_lua_library.something') will try to open one of the files my_lua_library/something.lua or my_lua_library/something/init.lua.Loading DLLs and precompiled Lua files is intentionally prohibited for compatibility and security reasons.
Game object Any object that exists in the game world and has a specific location. Player, actors, items, and statics are game objects.
Record Persistent information about an object. Includes starting stats and links to assets, but doesn't have a location. Game objects are instances of records. Some records (e.g. a unique NPC) have a single instance, some (e.g. a specific potion) may correspond to multiple objects.
.. note:: Don't be confused with MWSE terminology. In MWSE game objects are "references" and records are "objects".
Cell An area of the game world. A position in the world is a link to a cell and X, Y, Z coordinates in the cell. At a specific moment in time each cell can be active or inactive. Inactive cells don't perform physics updates.
Global scripts
Lua scripts that are not attached to any game object and are always active. Global scripts can not be started or stopped during a game session. Lists of global scripts are defined by omwscripts files, which should be :ref:registered <Lua scripting> in openmw.cfg.
Menu scripts Lua scripts that are ran regardless of a game being loaded. They can be used to add features to the main menu and manage save files.
Local scripts Lua scripts that are attached to some game object. A local script is active only if the object it is attached to is in an active cell. There are no limitations to the number of local scripts on one object. Local scripts can be attached to (or detached from) any object at any moment by a global script. In some cases inactive local scripts still can run code (for example during saving and loading), but while inactive they can not see nearby objects.
.. note:: Currently scripts on objects in a container or an inventory are considered inactive. Probably later this behaviour will be changed.
Player scripts A specific kind of local scripts; player script is a local script that is attached to a player. It can do everything that a normal local script can do, plus some player-specific functionality (e.g. control UI and camera).
This scripting API was developed to be conceptually compatible with multiplayer <https://github.com/TES3MP/openmw-tes3mp>__. In multiplayer the server is lightweight and delegates most of the work to clients. Each client processes some part of the game world. Global scripts are server-side and local scripts are client-side. Because of this, there are several rules for the Lua scripting API:
Let's write a simple example of a Player script:
.. code-block:: Lua
-- Save to my_lua_mod/scripts/example/player.lua
local ui = require('openmw.ui')
return {
engineHandlers = {
onKeyPress = function(key)
if key.symbol == 'x' then
ui.showMessage('You have pressed "X"')
end
end
}
}
The script will be used only if it is specified in one of content files. OpenMW Lua is an inclusive OpenMW feature, so it can not be controlled by ESP/ESM. The options are:
Create text file "my_lua_mod.omwscripts" with the following line: ::
PLAYER: scripts/example/player.lua
(not implemented yet) Add the script in OpenMW CS on "Lua scripts" view and save as "my_lua_mod.omwaddon".
Enable it in openmw.cfg the same way as any other mod:
.. code-block:: openmwcfg :caption: openmw.cfg
data=path/to/my_lua_mod
# or content=my_lua_mod.omwaddon
content=my_lua_mod.omwscripts
Now every time the player presses "X" on a keyboard, a message is shown.
Technically scripts can be placed anywhere in the virtual file system, but we recommend to follow the naming policy and choose one of:
scripts/<ModName>/<ScriptName>.lua: general case.scripts/<AuthorName>/<ModName>/<ScriptName>.lua: if "ModName" is short and can potentially collide with other mods.scripts/<ModName>.lua: if it is a simple mod that consists of a single script, the script can be placed in scripts/ without subdirs.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.
See also naming policy of :ref:Localisation Files.
.omwscripts::
# Lines starting with '#' are comments
GLOBAL: scripts/my_mod/some_global_script.lua
# Script that will be automatically attached to the player
PLAYER: scripts/my_mod/player.lua
# Local script that will be automatically attached to every NPC and every creature in the game
NPC, CREATURE: scripts/my_mod/some_other_script.lua
# Local script that can be attached to any object by a global script
CUSTOM: scripts/my_mod/something.lua
# Local script that will be automatically attached to any Container AND can be
# attached to any other object by a global script.
CONTAINER, CUSTOM: scripts/my_mod/container.lua
Each script is described by one line:
<flags>: <path to .lua file in virtual file system>.
The order of lines determines the script load order (i.e. script priorities).
Possible flags are:
GLOBAL - a global script; always active, can not be stopped;MENU - a menu script; always active, even before a game is loadedCUSTOM - dynamic local script that can be started or stopped by a global script;PLAYER - an auto started player script;LOAD - a load script, active while content files are being loaded;ACTIVATOR - a local script that will be automatically attached to any activator;ARMOR - a local script that will be automatically attached to any armor;BOOK - a local script that will be automatically attached to any book;CLOTHING - a local script that will be automatically attached to any clothing;CONTAINER - a local script that will be automatically attached to any container;CREATURE - a local script that will be automatically attached to any creature;DOOR - a local script that will be automatically attached to any door;INGREDIENT - a local script that will be automatically attached to any ingredient;LIGHT - a local script that will be automatically attached to any light;MISC_ITEM - a local script that will be automatically attached to any miscellaneous item;NPC - a local script that will be automatically attached to any NPC;POTION - a local script that will be automatically attached to any potion;WEAPON - a local script that will be automatically attached to any weapon;APPARATUS - a local script that will be automatically attached to any apparatus;LOCKPICK - a local script that will be automatically attached to any lockpick;PROBE - a local script that will be automatically attached to any probe tool;REPAIR - a local script that will be automatically attached to any repair tool.Several flags (except GLOBAL) can be used with a single script. Use space or comma as a separator.
It is possible to modify a script without restarting OpenMW. To apply changes, open the in-game console and run the command: reloadlua.
This will restart all Lua scripts using the onSave and onLoad_ handlers the same way as if the game was saved or loaded.
It reloads all .omwscripts files and .lua files that are not packed to any archives. .omwaddon files and scripts packed to BSA can not be changed without restarting the game.
Load scripts will not run again until the game is restarted.
It is also possible to run Lua commands directly from the in-game console.
To enter the Lua mode run one of the commands:
lua player or luap - enter player contextlua global or luag - enter global contextlua selected or luas - enter local context on the selected objectlua menu or luam - enter menu contextEach script is a separate file in the game assets.
Starting a script means that the engine runs the file, parses the table it returns, and registers its interface, event handlers, and engine handlers. The handlers are permanent and exist until the script is stopped (if it is a local script, because global scripts can not be stopped).
Here is an example of a basic script structure:
.. code-block:: Lua
local util = require('openmw.util')
local function onUpdate(dt)
...
end
local function onSave()
...
return data
end
local function onLoad(data)
...
end
local function myEventHandler(eventData)
...
end
local function somePublicFunction(params, ...)
...
end
return {
interfaceName = 'MyScriptInterface',
interface = {
somePublicFunction = somePublicFunction,
},
eventHandlers = { MyEvent = myEventHandler },
engineHandlers = {
onUpdate = onUpdate,
onSave = onSave,
onLoad = onLoad,
}
}
.. note:: Every instance of every script works in a separate enviroment, so it is not necessary to make everything local. It's local just because it makes the code a bit faster.
All sections in the returned table are optional. If you just want to do something every frame, it is enough to write the following:
.. code-block:: Lua
return {
engineHandlers = {
onUpdate = function()
print('Hello, World!')
end
}
}
An engine handler is a function defined by a script, that can be called by the engine. I.e. it is an engine-to-script interaction.
Not visible to other scripts. If several scripts register an engine handler with the same name,
the engine calls all of them according to the load order (i.e. the order of content= entries in openmw.cfg) and the order of scripts in omwaddon/omwscripts.
Some engine handlers are allowed only for global, or only for local/player scripts. Some are universal.
See :ref:Engine handlers reference.
When a game is saved or loaded, the engine calls the engine handlers onSave or onLoad to save or load each script.
The value that onSave returns will be passed to onLoad when the game is loaded.
It is the only way to save the internal state of a script. All other script variables will be lost after closing the game.
The saved state must be :ref:serializable <Serializable data>.
Note that onLoad means loading a script rather than loading a game.
If a script did not exist when a game was saved then onLoad will not be called, but onInit will.
onSave and onLoad can be called even for objects in inactive state, so it shouldn't use openmw.nearby.
An example:
.. code-block:: Lua
...
local scriptVersion = 3 -- increase it every time when `onSave` is changed
local function onSave()
return {
version = scriptVersion
some = someVariable,
someOther = someOtherVariable
}
end
local function onLoad(data)
if not data or not data.version or data.version < 2 then
print('Was saved with an old version of the script, initializing to default')
someVariable = 'some value'
someOtherVariable = 42
return
end
if data.version > scriptVersion then
error('Required update to a new version of the script')
end
someVariable = data.some
if data.version == scriptVersion then
someOtherVariable = data.someOther
else
print(string.format('Updating from version %d to %d', data.version, scriptVersion))
someOtherVariable = 42
end
end
return {
engineHandlers = {
onUpdate = update,
onSave = onSave,
onLoad = onLoad,
}
}
Serializable value means that OpenMW is able to convert it to a sequence of bytes and then (probably on a different computer and with different OpenMW version) restore it back to the same form.
Serializable value is one of:
nil valueopenmw.util <Package openmw.util>Serializable data can not contain:
{ x = some_table, y = some_table } is not allowed.API packages provide functions that can be called by scripts. I.e. it is a script-to-engine interaction.
A package can be loaded with require('<package name>').
It can not be overloaded even if there is a lua file with the same name.
The list of available packages is different for global and for local scripts.
Player scripts are local scripts that are attached to a player.
.. include:: tables/packages.rst
openmw_aux.* are built-in libraries that are themselves implemented in Lua. They can not do anything that is not possible with the basic API, they only make it more convenient.
Sources can be found in resources/vfs/openmw_aux. In theory mods can override them, but it is not recommended.
.. include:: tables/aux_packages.rst
They can be loaded with require the same as API packages. For example:
.. code-block:: Lua
local time = require('openmw_aux.time')
time.runRepeatedly(doSomething, 15 * time.second) -- run `doSomething()` every 15 seconds
Each script can provide a named interface for other scripts. It is a script-to-script interaction. This mechanism is not used by the engine itself.
A script can use an interface of another script either if both are global scripts, or both are local scripts on the same object. In other cases events should be used.
Defining an interface:
.. code-block:: Lua
return {
interfaceName = "SomeUtils"
interface = {
version = 1,
doSomething = function(x, y) ... end,
}
}
Overriding the interface and adding a debug output:
.. code-block:: Lua
local baseInterface = nil -- will be assigned by `onInterfaceOverride`
interface = {
version = 1,
doSomething = function(x, y)
print(string.format('SomeUtils.doSomething(%d, %d)', x, y))
baseInterface.doSomething(x, y) -- calls the original `doSomething`
-- WRONG! Would lead to an infinite recursion.
-- local interfaces = require('openmw.interfaces')
-- interfaces.SomeUtils.doSomething(x, y)
end,
}
return {
interfaceName = "SomeUtils",
interface = interface,
engineHandlers = {
onInterfaceOverride = function(base) baseInterface = base end,
},
}
A general recommendation about overriding is that the new interface should be fully compatible with the old one.
So it is fine to change the behaviour of SomeUtils.doSomething, but if you want to add a completely new function, it would be
better to create a new interface for it. For example SomeUtilsExtended with an additional function doSomethingElse.
Using the interface:
.. code-block:: Lua
local interfaces = require('openmw.interfaces')
local function onUpdate()
interfaces.SomeUtils.doSomething(2, 3)
end
return { engineHandlers = {onUpdate = onUpdate} }
The order in which the scripts are started is important. So if one mod should override an interface provided by another mod, make sure that load order (i.e. the sequence of content=*.omwscripts in openmw.cfg) is correct.
.. include:: tables/interfaces.rst
This is another kind of script-to-script interactions. The differences:
eventData (must be :ref:serializable <Serializable data>)There are a few methods for sending events:
core.sendGlobalEvent <openmw_core.html##(sendGlobalEvent)>_ to send events to global scriptsGameObject:sendEvent <openmw_core.html##(GameObject).sendEvent>_ to send events to local scripts attached to a game objecttypes.Player.sendMenuEvent <openmw_types.html##(Player).sendMenuEvent>_ to send events to menu scripts of the given playerEvents are the main way of interacting between local and global scripts. They are not recommended for interactions between two global scripts, because in this case interfaces are more convenient.
If several scripts register handlers for the same event, the handlers will be called in reverse order (opposite to engine handlers). I.e. the handler from the last script in the load order will be called first. Return value 'false' means "skip all other handlers for this event". Any other return value (including nil) means nothing.
An example. Imagine we are working on a mod that adds some "dark power" with special effects. We attach a local script to an item that can explode. At some moment it will send the 'DamagedByDarkPower' event to all nearby actors:
.. code-block:: Lua
local self = require('openmw.self')
local nearby = require('openmw.nearby')
local function onActivated()
for i, actor in ipairs(nearby.actors) do
local dist = (self.position - actor.position):length()
if dist < 500 then
local damage = (1 - dist / 500) * 200
actor:sendEvent('DamagedByDarkPower', {source=self.object, damage=damage})
end
end
end
return { engineHandlers = { onActivated = onActivated } }
And every actor should have a local script that processes this event:
.. code-block:: Lua
local function damagedByDarkPower(data)
... -- apply `data.damage` to stats / run custom animation / etc
end
return {
eventHandlers = { DamagedByDarkPower = damagedByDarkPower },
}
Someone may create an additional mod that adds a protection from the dark power. The protection mod attaches an additional local script to every actor. The script intercepts and modifies the event:
.. code-block:: Lua
local protectionLevel = ...
local function reduceDarkDamage(data)
data.damage = data.damage - protectionLevel -- reduce the damage
return data.damage > 0 -- it skips the original handler if the damage becomes <= 0
end
return {
eventHandlers = { DamagedByDarkPower = reduceDarkDamage },
}
In order to be able to intercept the event, the protection script should be placed in the load order below the original script.
See :ref:the list of events <Events> that are used by built-in scripts.
Timers are in the :ref:openmw.async <Package openmw.async> package.
They can be set either in simulation time or in game time.
Simulation time: the number of seconds in the game world (i.e. seconds when the game is not paused), passed from starting a new game.Game time: current time of the game world in seconds. Note that game time generally goes faster than the simulation time.When the game is paused, all timers are paused as well.
When an object becomes inactive, timers on this object are not paused, but callbacks are called only when the object becomes active again. For example if there were 3 timers with delays 30, 50, 90 seconds, and from the 15-th to the 65-th second the object was inactive, then the first two callbacks are both evaluated on the 65-th second and the third one -- on the 90-th second.
There are two types: reliable and unsavable timers.
Reliable timers are automatically saved and restored when the game is saved or loaded.
When the game is saved each timer record contains only name of a callback, the time when the callback should be called, and an argument that should be passed to the callback.
The callback itself is not stored. That's why callbacks must be registered when the script is initialized with a function async:registerTimerCallback(name, func).
Name is an arbitrary string.
An example:
.. code-block:: Lua
local async = require('openmw.async')
local teleportWithDelayCallback = async:registerTimerCallback('teleport',
function(data)
data.actor:teleport(data.destCellName, data.destPos)
end)
local function teleportWithDelay(delay, actor, cellName, pos)
async:newSimulationTimer(delay, teleportWithDelayCallback, {
actor = actor,
destCellName = cellName,
destPos = pos,
})
end
Unsavable timers can be created from any function without registering a callback in advance, but they can not be saved. If the player saves the game when an unsavable timer is running, then the timer will be lost after reloading. So be careful with unsavable timers and don't use them if there is a risk of leaving the game world in an inconsistent state.
An example:
.. code-block:: Lua
local async = require('openmw.async')
local ui = require('openmw.ui')
return {
engineHandlers = {
onKeyPress = function(key)
if key.symbol == 'x' then
async:newUnsavableSimulationTimer(
10,
function()
ui.showMessage('You have pressed "X" 10 seconds ago')
end)
end
end,
}
}
Also in Auxiliary packages_ is the helper function runRepeatedly, it is implemented on top of unsavable timers:
.. code-block:: Lua
local core = require('openmw.core')
local time = require('openmw_aux.time')
-- call `doSomething()` at the end of every game day.
-- the second argument (`time.day`) is the interval.
-- the periodical evaluation can be stopped at any moment by calling `stopFn()`
local timeBeforeMidnight = time.day - core.getGameTime() % time.day
local stopFn = time.runRepeatedly(doSomething, time.day, {
initialDelay = timeBeforeMidnight,
type = time.GameTime,
})
Find the directory resources/lua_api in your installation of OpenMW.
It describes OpenMW LuaAPI in
LDT Documentation Language <https://wiki.eclipse.org/LDT/User_Area/Documentation_Language>__.
It is the source from which the :ref:API reference <API Reference> is generated.
If you write scripts using Lua Development Tools <https://www.eclipse.org/ldt/>__ (eclipse-based IDE),
you can import these files to get code autocompletion and integrated OpenMW API reference. Here are the steps:
LDT <https://www.eclipse.org/ldt/#installation>__.File / New / Lua Project in menu.Targeted Execution Environment to No Execution Environment, and Target Grammar to lua-5.1.Next, choose the Libraries tab, and click Add External Source Folder.resources/lua_api and resources/vfs in your OpenMW installation.Finish. Create a new Lua file.Ctrl+Space in any place to see the variants.In some cases LDT can deduce types automatically, but it is not always possible. You can add special hints to give LDT more information:
--- @param TYPE argName--- @field TYPE variableName.. code-block:: Lua
--- @param openmw.core#GameObject obj
local function doSomething(obj)
-- autocompletion now works with `obj`
end
--- @field openmw.util#Vector3 c
local c
-- autocompletion now works with `c`
In order to have autocompletion for script interfaces the information where to find these interfaces should be provided.
For example for the camera interface (defined in resources/vfs/scripts/omw/camera.lua):
.. code-block:: Lua
--- @type Interfaces
-- @field scripts.omw.camera#Interface Camera
-- ... other interfaces here
--- @field #Interfaces I
local I = require('openmw.interfaces')
I.Camera.disableZoom()
See LDT Documentation Language <https://wiki.eclipse.org/LDT/User_Area/Documentation_Language>__ for more details.