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AddActionHint

Adds a line of the script’s own to your key hints in the corner, or changes it.

The game lists the keys that do something right now at the bottom right (“Inventory I”, “Get up W”); this adds a line to them, drawn the game’s way, and keeps it there through the game’s own changes of the list until the script removes it. The same as the game mode’s AddPlayerActionHint, without the pid: key is the game’s name for the key ("e", "mouse1"; "" with opts.binding), text the line (64 characters at most, or "@" and a key of the game’s texts), and opts takes order (a higher one sits lower, nearer the screen’s edge), hold (true the hold mark, a number of milliseconds fills its ring while the key is held), modifier (a second key), binding (a key binding of the mode’s: its key on this game is shown) and disabled (drawn faint). The script’s lines are apart from the mode’s - the same id may be in both - and go with the script set. At most 16.

AddActionHint(id, key, text [, opts])
Parameter Type
id string the line’s id - 1 to 32 of a-z 0-9 _ . : -
key string the key drawn ("e"); "" with opts.binding
text string the line
opts table {order, hold, modifier, binding, disabled} (optional)

true, or false, reason - the reasons of the server’s function

AddActionHint("map.open", "m", "Open the guild map", {order = 5})
AddActionHint("map.mark", "mouse1", "Place a mark", {modifier = "lshift"})

RemoveActionHint · ClearActionHints · the The game’s HUD group of the index