LuaShortcutPrototype
Prototype of a shortcut.
The item to create when this shortcut is used, if any.
The technology to unlock when this shortcut is used, if any.
The control input that is associated with this shortcut, if any.
The class name of this object.
The control input that is associated with this shortcut, if any.
The item to create when this shortcut is used, if any.
The class name of this object.
The technology to unlock when this shortcut is used, if any.
help()
→
string
All methods and properties that this object supports.
name
:: string
[Read]
Name of this prototype.
order
:: string
[Read]
The string used to alphabetically sort these prototypes. It is a simple string that has no additional semantic meaning.
localised_name
:: LocalisedString
[Read]
localised_description
:: LocalisedString
[Read]
action
:: string
[Read]
item_to_spawn
:: LuaItemPrototype?
[Read]
The item to create when this shortcut is used, if any.
technology_to_unlock
:: LuaTechnologyPrototype?
[Read]
The technology to unlock when this shortcut is used, if any.
toggleable
:: boolean
[Read]
associated_control_input
:: string?
[Read]
The control input that is associated with this shortcut, if any.
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.