LuaModSettingPrototype
Prototype of a mod setting.
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]
mod
:: string
[Read]
The mod that owns this setting.
setting_type
:: string
[Read]
minimum_value
:: double or
int?
[Read]
The minimum value for this setting. nil if this setting type doesn't support a minimum.
maximum_value
:: double or
int?
[Read]
The maximum value for this setting. nil if this setting type doesn't support a maximum.
allowed_values
:: array[string] or
array[int] or
array[double]?
[Read]
The allowed values for this setting. nil if this setting doesn't use the a fixed set of values.
allow_blank
:: boolean?
[Read]
Whether this string setting allows blank values. nil if not a string setting.
auto_trim
:: boolean?
[Read]
Whether this string setting auto-trims values. nil if not a string setting
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.