LuaCustomInputPrototype
Prototype of a custom input.
The default key sequence for this custom input.
The default alternative key sequence for this custom input.
The linked game control name or nil
.
If this custom input is enabled while using the spectator controller.
If this custom input is enabled while using the cutscene controller.
If this custom input will include the selected prototype (if any) when triggered.
The item that gets spawned when this custom input is fired or nil
.
The class name of this object.
help
()
→ string
All methods and properties that this object supports.
name
:: string
[Read]
Name of this prototype.
order
:: string
[Read]
Order string of this prototype.
localised_name
:: LocalisedString
[Read]
localised_description
:: LocalisedString
[Read]
key_sequence
:: string
[Read]
The default key sequence for this custom input.
alternative_key_sequence
:: string
[Read]
The default alternative key sequence for this custom input. nil
when not defined.
linked_game_control
:: string
[Read]
The linked game control name or nil
.
consuming
:: string
[Read]
The consuming type: "none"
or "game-only"
.
action
:: string
[Read]
The action that happens when this custom input is triggered.
enabled
:: boolean
[Read]
If this custom input is enabled. Disabled custom inputs exist but are not used by the game.
enabled_while_spectating
:: boolean
[Read]
If this custom input is enabled while using the spectator controller.
enabled_while_in_cutscene
:: boolean
[Read]
If this custom input is enabled while using the cutscene controller.
include_selected_prototype
:: boolean
[Read]
If this custom input will include the selected prototype (if any) when triggered.
item_to_spawn
:: LuaItemPrototype
[Read]
The item that gets spawned when this custom input is fired or nil
.
valid
:: boolean
[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name
:: string
[Read]
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.