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https://gitlab.com/OpenMW/openmw.git
synced 2025-08-03 15:27:13 -04:00
Merge branch 'createnewpeople' into 'master'
Allow creating new NPC records via lua See merge request OpenMW/openmw!4825
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commit
a25c88c1e0
@ -29,6 +29,110 @@ namespace sol
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};
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}
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namespace
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{
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ESM::NPC tableToNPC(const sol::table& rec)
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{
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ESM::NPC npc;
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// Start from template if provided
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if (rec["template"] != sol::nil)
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npc = LuaUtil::cast<ESM::NPC>(rec["template"]);
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else
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npc.blank();
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if (npc.mId == ESM::RefId::deserializeText("Player"))
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npc.mId = ESM::RefId::deserializeText("blank");
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// Basic fields
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if (rec["name"] != sol::nil)
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npc.mName = rec["name"];
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if (rec["model"] != sol::nil)
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npc.mModel = Misc::ResourceHelpers::meshPathForESM3(rec["model"].get<std::string_view>());
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if (rec["mwscript"] != sol::nil)
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npc.mScript = ESM::RefId::deserializeText(rec["mwscript"].get<std::string_view>());
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if (rec["race"] != sol::nil)
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npc.mRace = ESM::RefId::deserializeText(rec["race"].get<std::string_view>());
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if (rec["class"] != sol::nil)
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npc.mClass = ESM::RefId::deserializeText(rec["class"].get<std::string_view>());
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if (rec["head"] != sol::nil)
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npc.mHead = ESM::RefId::deserializeText(rec["head"].get<std::string_view>());
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if (rec["hair"] != sol::nil)
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npc.mHair = ESM::RefId::deserializeText(rec["hair"].get<std::string_view>());
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if (rec["isMale"] != sol::nil)
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{
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bool male = rec["isMale"];
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if (male)
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npc.mFlags &= ~ESM::NPC::Female;
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else
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npc.mFlags |= ESM::NPC::Female;
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}
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if (rec["isEssential"] != sol::nil)
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{
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bool essential = rec["isEssential"];
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if (essential)
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npc.mFlags |= ESM::NPC::Essential;
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else
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npc.mFlags &= ~ESM::NPC::Essential;
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}
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if (rec["isRespawning"] != sol::nil)
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{
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bool respawn = rec["isRespawning"];
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if (respawn)
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npc.mFlags |= ESM::NPC::Respawn;
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else
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npc.mFlags &= ~ESM::NPC::Respawn;
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}
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if (rec["baseDisposition"] != sol::nil)
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npc.mNpdt.mDisposition = rec["baseDisposition"].get<int>();
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if (rec["baseGold"] != sol::nil)
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npc.mNpdt.mGold = rec["baseGold"].get<int>();
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if (rec["bloodType"] != sol::nil)
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npc.mBloodType = rec["bloodType"].get<int>();
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// Services offered
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if (rec["servicesOffered"] != sol::nil)
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{
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const sol::table services = rec["servicesOffered"];
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int flags = 0;
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auto setFlag = [&](std::string_view key, int mask) {
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if (services[key] != sol::nil && services[key])
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flags |= mask;
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};
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setFlag("Spells", ESM::NPC::Spells);
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setFlag("Spellmaking", ESM::NPC::Spellmaking);
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setFlag("Enchanting", ESM::NPC::Enchanting);
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setFlag("Training", ESM::NPC::Training);
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setFlag("Repair", ESM::NPC::Repair);
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setFlag("Barter", ESM::NPC::AllItems);
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setFlag("Weapon", ESM::NPC::Weapon);
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setFlag("Armor", ESM::NPC::Armor);
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setFlag("Clothing", ESM::NPC::Clothing);
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setFlag("Books", ESM::NPC::Books);
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setFlag("Ingredients", ESM::NPC::Ingredients);
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setFlag("Picks", ESM::NPC::Picks);
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setFlag("Probes", ESM::NPC::Probes);
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setFlag("Lights", ESM::NPC::Lights);
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setFlag("Apparatus", ESM::NPC::Apparatus);
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setFlag("RepairItem", ESM::NPC::RepairItem);
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setFlag("Misc", ESM::NPC::Misc);
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setFlag("Potions", ESM::NPC::Potions);
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setFlag("MagicItems", ESM::NPC::MagicItems);
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npc.mAiData.mServices = flags;
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}
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return npc;
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}
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}
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namespace
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{
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size_t getValidRanksCount(const ESM::Faction* faction)
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@ -152,6 +256,7 @@ namespace MWLua
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stats.setBaseDisposition(stats.getBaseDisposition() + value);
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};
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npc["createRecordDraft"] = tableToNPC;
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npc["getFactionRank"] = [](const Object& actor, std::string_view faction) -> size_t {
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const MWWorld::Ptr ptr = actor.ptr();
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ESM::RefId factionId = parseFactionId(faction);
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@ -7,6 +7,7 @@
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#include <components/esm3/loadclot.hpp>
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#include <components/esm3/loadligh.hpp>
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#include <components/esm3/loadmisc.hpp>
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#include <components/esm3/loadnpc.hpp>
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#include <components/esm3/loadskil.hpp>
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#include <components/esm3/loadweap.hpp>
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#include <components/lua/luastate.hpp>
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@ -188,6 +189,10 @@ namespace MWLua
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checkGameInitialized(lua);
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return MWBase::Environment::get().getESMStore()->insert(potion);
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},
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[lua = context.mLua](const ESM::NPC& npc) -> const ESM::NPC* {
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checkGameInitialized(lua);
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return MWBase::Environment::get().getESMStore()->insert(npc);
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},
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[lua = context.mLua](const ESM::Weapon& weapon) -> const ESM::Weapon* {
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checkGameInitialized(lua);
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return MWBase::Environment::get().getESMStore()->insert(weapon);
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@ -726,8 +726,6 @@ namespace MWWorld
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switch (type)
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{
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case ESM::REC_ALCH:
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case ESM::REC_MISC:
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case ESM::REC_ACTI:
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case ESM::REC_ARMO:
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case ESM::REC_BOOK:
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case ESM::REC_CLAS:
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@ -735,14 +733,16 @@ namespace MWWorld
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case ESM::REC_ENCH:
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case ESM::REC_SPEL:
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case ESM::REC_WEAP:
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case ESM::REC_LEVI:
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case ESM::REC_LEVC:
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case ESM::REC_LIGH:
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mStoreImp->mRecNameToStore[type]->read(reader);
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return true;
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case ESM::REC_NPC_:
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case ESM::REC_CREA:
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case ESM::REC_CONT:
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case ESM::REC_MISC:
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case ESM::REC_ACTI:
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case ESM::REC_LEVI:
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case ESM::REC_LEVC:
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case ESM::REC_LIGH:
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mStoreImp->mRecNameToStore[type]->read(reader, true);
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return true;
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@ -269,13 +269,29 @@ namespace MWWorld
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list.push_back((*it)->mId);
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}
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}
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template <class IdType, class StaticMap>
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inline bool shouldInsert(const IdType& id, const StaticMap& map)
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{
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auto it = map.find(id);
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return it != map.end();
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}
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template <class StaticMap>
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inline bool shouldInsert(const ESM::RefId& id, const StaticMap& map)
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{
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if (!id.template is<ESM::GeneratedRefId>())
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{
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auto it = map.find(id);
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return it != map.end();
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}
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return true;
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}
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template <class T, class Id>
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T* TypedDynamicStore<T, Id>::insert(const T& item, bool overrideOnly)
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{
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if (overrideOnly)
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{
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auto it = mStatic.find(item.mId);
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if (it == mStatic.end())
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if (!shouldInsert(item.mId, mStatic))
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return nullptr;
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}
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std::pair<typename Dynamic::iterator, bool> result = mDynamic.insert_or_assign(item.mId, item);
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@ -875,6 +875,13 @@
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-- @field #Actor baseType @{#Actor}
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-- @field [parent=#NPC] #NpcStats stats
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---
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-- Creates a @{#NpcRecord} without adding it to the world database.
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-- Use @{openmw_world#(world).createRecord} to add the record to the world.
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-- @function [parent=#NPC] createRecordDraft
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-- @param #NpcRecord book A Lua table with the fields of a NpcRecord, with an optional field `template` that accepts a @{#NpcRecord} as a base.
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-- @return #NpcRecord A strongly typed NPC record.
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---
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-- A read-only list of all @{#NpcRecord}s in the world database, may be indexed by recordId.
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-- Implements [iterables#List](iterables.html#List) of #NpcRecord.
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