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Minor fixes in OpenMW Lua documentation.
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@ -132,7 +132,7 @@ Technically scripts can be placed anywhere in the virtual file system, but we re
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- ``scripts/<ModName>/<ScriptName>.lua``: general case.
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- ``scripts/<AuthorName>/<ModName>/<ScriptName>.lua``: if "ModName" is short and can potentially collide with other mods.
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- ``scripts/<ModName>.lua``: if it is a simple mod that consists from a single script, the script can placed to ``scripts/`` without subdirs.
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- ``scripts/<ModName>.lua``: if it is a simple mod that consists of a single script, the script can be placed in ``scripts/`` without subdirs.
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``scripts/omw/`` is reserved for built-in scripts, don't use it in mods. Overriding built-in scripts is not recommended, prefer to adjust their behaviour via :ref:`Interfaces of built-in scripts` instead.
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@ -13,7 +13,7 @@
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+------------------------------------------------------------+--------------------+---------------------------------------------------------------+
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|:ref:`openmw.types <Package openmw.types>` | everywhere | | Functions for specific types of game objects. |
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+------------------------------------------------------------+--------------------+---------------------------------------------------------------+
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|:ref:`openmw.async <Package openmw.async>` | everywhere | | Timers (implemented) and coroutine utils (not implemented) |
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|:ref:`openmw.async <Package openmw.async>` | everywhere | | Timers and callbacks. |
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+------------------------------------------------------------+--------------------+---------------------------------------------------------------+
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|:ref:`openmw.world <Package openmw.world>` | by global scripts | | Read-write access to the game world. |
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+------------------------------------------------------------+--------------------+---------------------------------------------------------------+
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