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mod-management-functions [2021/10/04 11:18] maximemod-management-functions [2021/11/12 13:33] maxime
Line 17: Line 17:
 ---- ----
  
-===== register =====+===== registerAsset ===== 
 + 
 +Deprecated name: ''register''
  
 Register a new game asset Register a new game asset
  
-''void **myMod:register**(//assetData//)''+''void **myMod:registerAsset**(//assetData//)''
  
 ^ Name ^ Type ^ Description ^ ^ Name ^ Type ^ Description ^
Line 34: Line 36:
     ...     ...
 } }
-myMod:register(assetData)+myMod:registerAsset(assetData)
 </code> </code>
  
 ---- ----
  
-===== override =====+===== overrideAsset ===== 
 + 
 +Deprecated name: ''override''
  
 Override an existing game asset (see [[:asset-override|Asset Override]] for a complete explanation) Override an existing game asset (see [[:asset-override|Asset Override]] for a complete explanation)
  
-''void **myMod:override**(//assetData//)''+''void **myMod:overrideAsset**(//assetData//)''
  
 ^ Name ^ Type ^ Description ^ ^ Name ^ Type ^ Description ^
Line 55: Line 59:
     ...     ...
 } }
-myMod:override(assetData)+myMod:overrideAsset(assetData)
 </code> </code>
  
Line 207: Line 211:
 <code lua> <code lua>
 myMod:registerEnumValue ("BUILDING_PART_TYPE", "DECORATION") myMod:registerEnumValue ("BUILDING_PART_TYPE", "DECORATION")
 +</code>
 +
 +----
 +
 +===== createData =====
 +
 +Creates a new instance of a data type
 +
 +''void **myMod:createData**(//instanceData//)''
 +
 +^ Name ^ Type ^ Description ^
 +| //''instanceData''// | ''table'' or ''nil'' | the data defining the new instance. If not ''nil'', the table must contain at least the instance's type (''DataType'', see [[api|API]] for the complete list) |
 +
 +==== Example ====
 +
 +<code lua>
 +local instanceData = {
 +    DataType = "DATA_TYPE",
 +    ...
 +}
 +myMod:createData(instanceData )
 </code> </code>
  
mod-management-functions.txt · Last modified: 2022/10/07 11:18 by maxime

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