formatting/minor wording
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e44242ba98
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4 changed files with 8 additions and 7 deletions
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@ -306,11 +306,11 @@ this.isIgnoredDoor = function(door, homeCellId)
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-- don't lock doors to canton cells
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local isCantonWorks = common.isCantonWorksCell(dest)
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log(common.logLevels.large, "[CHECKS] %s is %s, (%sin a city, is %spublic, %soccupied)", --
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dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored", -- destination is ignored
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inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un") -- in a city, is public, is ocupado
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-- LuaFormatter off
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log(common.logLevels.large, "[CHECKS] %s is %s, (%sin a city, is %spublic, %soccupied)",
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dest.id, this.isIgnoredCell(dest) and "ignored" or "not ignored",
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inCity and "" or "not ", leadsToPublicCell and "" or "not ", hasOccupants and "" or "un")
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return this.isIgnoredCell(dest) or
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not this.isInteriorCell(dest) or
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isCantonWorks or
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@ -11,6 +11,7 @@ local function log(level, ...) if config.logLevel >= level then common.log(...)
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local this = {}
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-- iterators
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-- in common maybe?
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local function iterateNPCs(cell)
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local function iterator()
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for npc in cell:iterateReferences(tes3.objectType.npc) do
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@ -373,7 +374,7 @@ this.processDoors = function(cell)
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log(common.logLevels.large, "[PROC:DOOR] Now locked Status: %s", tes3.getLocked({reference = door}))
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end
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else
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-- unlock
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-- unlock, don't need all the extra overhead that comes along with checks.isIgnoredDoor here
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for door in cell:iterateReferences(tes3.objectType.door) do
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-- only unlock doors that we locked before
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if door.data.NPCsGoHome and door.data.NPCsGoHome.modified then
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@ -67,7 +67,7 @@ category:createYesNoButton({
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category:createSlider({
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label = "NPC Disposition at which dialogue is prevented.",
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description = "If the player's disposition with an NPC is less than this value, dialogue will be prevented " ..
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"(if configured to do so). Set to 0 to disable disposition checking, and disable dialogue for all NPCs when applicable.",
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"(if configured to do so). Set to 0 to effectively disable disposition checking, and disable dialogue for all NPCs when applicable.",
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min = 0,
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max = 100,
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step = 5,
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@ -31,7 +31,7 @@ A no-longer-lightweight fork of [OEA's Lightweight Lua Scheduling](https://www.n
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### Debug / Devel Stuff ###
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- data/positions.lua contains positions used for NPC placement in homes and public houses
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- it's tedious work, so I haven't done many, so I've added debug some debug keybinds to help:
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- I haven't done many as it's tedious work, so I've added debug some debug keybinds to help:
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- ctrl + c prints to mwse.log position data sorta properly formatted for positions.lua
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- alt + c prints to mwse.log all the current runtime data, found in common.runtimeData
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- includes: public houses and homes found for NPCs: cells that NPCs will be moved to, needing position data
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