LuaModSettingPrototype
Prototype of a mod setting.
The default value of this setting.
The minimum value for this setting or nil
if this setting type doesn't support a minimum.
The maximum value for this setting or nil
if this setting type doesn't support a maximum.
The allowed values for this setting or nil
if this setting doesn't use the a fixed set of values.
If this string setting allows blank values or nil
if not a string setting.
The class name of this object.
name
:: string
[Read]
Name of this prototype.
order
:: string
[Read]
Order string of this prototype.
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 or nil
if this setting type doesn't support a minimum.
maximum_value
:: double or
int
[Read]
The maximum value for this setting or 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 or nil
if this setting doesn't use the a fixed set of values.
allow_blank
:: boolean
[Read]
If this string setting allows blank values or nil
if not a string setting.
auto_trim
:: boolean
[Read]
If this string setting auto-trims values or 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.