LuaCommandProcessor
Allows for the registration of custom console commands. Similarly to event subscriptions, these don't persist through a save-and-load cycle.
LuaCommandProcessor
Add a custom console command.
Remove a custom console command.
Lists the custom commands registered by scripts through LuaCommandProcessor
.
Lists the built-in commands of the core game.
This object's name.
Add a custom console command.
Lists the custom commands registered by scripts through LuaCommandProcessor
.
Lists the built-in commands of the core game.
This object's name.
Remove a custom console command.
add_command(name,
help,
function)
Add a custom console command.
The desired name of the command (case sensitive).
The localised help message. It will be shown to players using the /help
command.
The function that will be called when this command is invoked.
This will register a custom event called print_tick
that prints the current tick to either the player issuing the command or to everyone on the server, depending on the command parameter. It shows the usage of the table that gets passed to any function handling a custom command. This specific example makes use of the tick
and the optional player_index
and parameter
fields. The user is supposed to either call it without any parameter ("/print_tick"
) or with the "me"
parameter ("/print_tick me"
).
commands.add_command("print_tick", nil, function(command)
if command.player_index ~= nil and command.parameter == "me" then
game.get_player(command.player_index).print(command.tick)
else
game.print(command.tick)
end
end)
Trying to add a command with the name
of a game command or the name of a custom command that is already in use will result in an error.
commands
:: dictionary[string → LocalisedString]
[Read]
Lists the custom commands registered by scripts through LuaCommandProcessor
.
game_commands
:: dictionary[string → LocalisedString]
[Read]
Lists the built-in commands of the core game. The wiki has an overview of these.
object_name
:: string
[Read]
This object's name.