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chore(data): refresh IESDP BAF documentation from upstream
Pulled the latest Infinity Engine action documentation from IESDP and regenerated the derived completion/hover JSON.
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docs/changelog.md

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- Fixed: on large mod workspaces the language server could use excessive memory while indexing at startup. It now skips `node_modules` and dotfile directories and limits how many files it reads at once.
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### Data
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- Refreshed Infinity Engine BAF documentation from IESDP (2026-07-11).
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## 3.9.1
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### Binary editor

server/data/weidu-baf-iesdp.yml

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- name: GiveOrder
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detail: GiveOrder(O:Object, I:Order)
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doc: |-
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This action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders.
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This action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders. It also sets the LastCommandedBy object to point to the target.
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```
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IF
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See([EVILCUTOFF])
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This action acts as a shortcut for SetGlobal(). The action can only set global variables.
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- name: SaveGame
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detail: SaveGame(I:Slot)
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doc: |-
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doc: |
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This action saves the game in the specified save slot.
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This action is queued internally and runs only after the current script round has finished. Game states that are updated in the same script round will be included in the saved game.
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- name: SaveLocation
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detail: SaveLocation(S:Scope, S:Global, P:Point)
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doc: |-

server/out/completion.weidu-baf.json

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"category": "actions",
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"documentation": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nGiveOrder(O:Object, I:Order)\n```\nThis action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders.\n```\nIF\n See([EVILCUTOFF])\n OR(3)\n Class(Myself,FIGHTER_ALL)\n Class(Myself,RANGER_ALL)\n Class(Myse lf,PALADIN_ALL)\nTHEN\n RESPONSE #100\n GiveOrder([PC.0.0.THIEF_ALL],100)\nEND\n\nIF\n ReceivedOrder(Myself,100)\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RunAwayFrom([EVILCUTOFF],120)\n Hide()\nEND\n```"
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"value": "```weidu-baf-tooltip\nGiveOrder(O:Object, I:Order)\n```\nThis action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders. It also sets the LastCommandedBy object to point to the target.\n```\nIF\n See([EVILCUTOFF])\n OR(3)\n Class(Myself,FIGHTER_ALL)\n Class(Myself,RANGER_ALL)\n Class(Myse lf,PALADIN_ALL)\nTHEN\n RESPONSE #100\n GiveOrder([PC.0.0.THIEF_ALL],100)\nEND\n\nIF\n ReceivedOrder(Myself,100)\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RunAwayFrom([EVILCUTOFF],120)\n Hide()\nEND\n```"
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}
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},
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{
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"category": "actions",
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"documentation": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nSaveGame(I:Slot)\n```\nThis action saves the game in the specified save slot."
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"value": "```weidu-baf-tooltip\nSaveGame(I:Slot)\n```\nThis action saves the game in the specified save slot.\n\nThis action is queued internally and runs only after the current script round has finished. Game states that are updated in the same script round will be included in the saved game.\n"
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}
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},
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{

server/out/hover.weidu-baf.json

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"GiveOrder": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nGiveOrder(O:Object, I:Order)\n```\nThis action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders.\n```\nIF\n See([EVILCUTOFF])\n OR(3)\n Class(Myself,FIGHTER_ALL)\n Class(Myself,RANGER_ALL)\n Class(Myse lf,PALADIN_ALL)\nTHEN\n RESPONSE #100\n GiveOrder([PC.0.0.THIEF_ALL],100)\nEND\n\nIF\n ReceivedOrder(Myself,100)\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RunAwayFrom([EVILCUTOFF],120)\n Hide()\nEND\n```"
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"value": "```weidu-baf-tooltip\nGiveOrder(O:Object, I:Order)\n```\nThis action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders. It also sets the LastCommandedBy object to point to the target.\n```\nIF\n See([EVILCUTOFF])\n OR(3)\n Class(Myself,FIGHTER_ALL)\n Class(Myself,RANGER_ALL)\n Class(Myse lf,PALADIN_ALL)\nTHEN\n RESPONSE #100\n GiveOrder([PC.0.0.THIEF_ALL],100)\nEND\n\nIF\n ReceivedOrder(Myself,100)\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RunAwayFrom([EVILCUTOFF],120)\n Hide()\nEND\n```"
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}
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},
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"GivePartyAllEquipment": {
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"SaveGame": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nSaveGame(I:Slot)\n```\nThis action saves the game in the specified save slot."
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"value": "```weidu-baf-tooltip\nSaveGame(I:Slot)\n```\nThis action saves the game in the specified save slot.\n\nThis action is queued internally and runs only after the current script round has finished. Game states that are updated in the same script round will be included in the saved game.\n"
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}
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},
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"SaveLocation": {

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