diff --git a/apps/openmw/mwlua/luamanagerimp.cpp b/apps/openmw/mwlua/luamanagerimp.cpp index 34f6fcb7af..850dd87eed 100644 --- a/apps/openmw/mwlua/luamanagerimp.cpp +++ b/apps/openmw/mwlua/luamanagerimp.cpp @@ -492,8 +492,7 @@ namespace MWLua void LuaManager::jailTimeServed(const MWWorld::Ptr& actor, int days) { - mEngineEvents.addToQueue( - EngineEvents::OnJailTimeServed{ getId(actor), days }); + mEngineEvents.addToQueue(EngineEvents::OnJailTimeServed{ getId(actor), days }); } void LuaManager::onHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& weapon, diff --git a/files/data/scripts/omw/skillhandlers.lua b/files/data/scripts/omw/skillhandlers.lua index cba4a16add..9b58d81174 100644 --- a/files/data/scripts/omw/skillhandlers.lua +++ b/files/data/scripts/omw/skillhandlers.lua @@ -197,7 +197,7 @@ return { -- a modifiable table of skill level up values, and can be modified to change the behavior of later handlers. -- These values are calculated based on vanilla mechanics. Setting any value to nil will cause that mechanic to be skipped. By default contains these values: -- - -- * `skillIncreaseValue` - The numeric amount of skill levels gained. + -- * `skillIncreaseValue` - The numeric amount of skill levels gained. By default this is 1, except when the source is jail in which case it will instead be -1 for all skills except sneak and security. -- * `levelUpProgress` - The numeric amount of level up progress gained. -- * `levelUpAttribute` - The string identifying the attribute that should receive points from this skill level up. -- * `levelUpAttributeIncreaseValue` - The numeric amount of attribute increase points received. This contributes to the amount of each attribute the character receives during a vanilla level up. @@ -273,7 +273,7 @@ return { --- Trigger a skill level up, activating relevant handlers -- @function [parent=#SkillProgression] skillLevelUp -- @param #string skillid The id of the skill to level up. - -- @param #SkillLevelUpSource source The source of the skill increase. Note that passing a value of @{#SkillLevelUpSource.Jail} will cause a skill decrease for all skills except sneak and security, and will cause a jail time report to be generated in the next frame. + -- @param #SkillLevelUpSource source The source of the skill increase. Note that passing a value of @{#SkillLevelUpSource.Jail} will cause a skill decrease for all skills except sneak and security. skillLevelUp = skillLevelUp, --- @{#SkillLevelUpSource}