ldyom-definitions

Generate Lua declaration files from C++ sol2 bindings in LDYOM2.

10|1|Updated Apr 10, 2019
One-click install
npx skills add https://github.com/GeTechG/LDYOM --skill ldyom-definitions
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ldyom-definitions
Source: https://github.com/GeTechG/LDYOM/tree/main/LDYOM2/.claude/skills/ldyom-definitions
Command: npx skills add https://github.com/GeTechG/LDYOM --skill ldyom-definitions

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill automates the creation of Lua declaration files (with ---@meta annotations) from the C++ sol2 bindings used in the LDYOM2 project, enabling IDEs to provide accurate autocomplete and type checking for Lua addons.

Core Features & Use Cases

  • Declarative bindings extraction: scans LDYOM2/src/lua for binding definitions and derives corresponding LuaLS annotations.
  • Output generation: writes .lua declaration files to ingame/definitions/core alongside the LDYOM2 project.
  • Use Case: when you add a new C++ binding or modify an existing one, run this skill to regenerate the Lua declarations and update IDE support.

Quick Start

Run this skill to generate Lua declarations from LDYOM2 C++ bindings located under LDYOM2/src/lua and produce the output in ingame/definitions/core.

Frequently Asked Questions about ldyom-definitions

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate Lua definitions for sol2 C++ bindings?▼

To generate Lua declarations for sol2 C++ bindings, this skill scans binding files under LDYOM2/src/lua, maps C++ types to LuaLS annotations, and writes .lua declaration files to ingame/definitions/core.

Can I automate LuaLS annotation creation from C++ sol2 code?▼

You can automate LuaLS annotation creation by running this skill after modifying C++ sol2 bindings, which regenerates the corresponding Lua declaration files with ---@meta tags for IDE autocomplete support.

Does this tool work with the LDYOM2 GTA San Andreas mission editor?▼

This tool works specifically with the LDYOM2 GTA San Andreas mission editor project, generating definitions under ingame/definitions/core to provide accurate autocomplete for Lua addons.

What is the best way to update IDE autocomplete for Lua addons in LDYOM2?▼

The best way to update IDE autocomplete is to run this skill to regenerate Lua declaration files from your updated C++ sol2 bindings, ensuring the IDE has the latest type checking and autocomplete information.

Why do I need to refresh Lua declarations after changing C++ sol2 bindings?▼

You need to refresh Lua declarations because the IDE relies on the generated LuaLS annotations to provide accurate type checking and autocomplete for Lua addons based on the current C++ binding definitions.