Merge branch 'someone-thought-they-were-writing-docs-in-markdown' into 'master'

Improve formatting after someone pointed out a problem on Discord

See merge request OpenMW/openmw!4322
pull/3236/head
psi29a 4 months ago
commit 3489609987

@ -52,7 +52,7 @@ a blank window rather than a table choose *World* → *Objects* from the menu.
Let's talk about the interface for a second. Every window in OpenMW CS has Let's talk about the interface for a second. Every window in OpenMW CS has
*panels*, these are often but not always tables. You can close a panel by *panels*, these are often but not always tables. You can close a panel by
clicking the small "X" on the title bar of the panel, or you can detach it by clicking the small *X* on the title bar of the panel, or you can detach it by
either dragging the title bar or clicking the icon with the two windows. A either dragging the title bar or clicking the icon with the two windows. A
detached panel can be re-attached to a window by dragging it by the title bar detached panel can be re-attached to a window by dragging it by the title bar
on top of the window. on top of the window.
@ -118,7 +118,7 @@ Finding records using filters
We will add an icon first. Open the *Icons* table the same way you opened the We will add an icon first. Open the *Icons* table the same way you opened the
*Objects* table: in the menu click *Assets**Icons*. If the window gets too *Objects* table: in the menu click *Assets**Icons*. If the window gets too
crowded remember that you can detach panels. The table is huge and not every crowded remember that you can detach panels. The table is huge and not every
ring icon starts with "ring", so we have to use filters to find what we want. ring icon starts with :code:`ring`, so we have to use filters to find what we want.
Filters are a central element of OpenMW CS and a major departure from how the Filters are a central element of OpenMW CS and a major departure from how the
original Morrowind CS was used. In fact, filters are so important that they original Morrowind CS was used. In fact, filters are so important that they
@ -143,8 +143,8 @@ whether `<property>` matches `<pattern>`. The pattern is a regular expression,
if you don't know about them you should learn their syntax. For now all that if you don't know about them you should learn their syntax. For now all that
matters is that `.` stands for any character and `*` stands for any amount, matters is that `.` stands for any character and `*` stands for any amount,
even zero. In other words, we are looking for all entries which have an ID that even zero. In other words, we are looking for all entries which have an ID that
contains the word "ring" somewhere in it. This is a pretty dumb pattern because contains the word :code:`ring` somewhere in it. This is a pretty dumb pattern because
it will also match words like "ringmail", but it's good enough for now. it will also match words like :code:`ringmail`, but it's good enough for now.
If you have typed the filter definition properly the text should change from If you have typed the filter definition properly the text should change from
red to black and our table will be narrowed down a lot. Browse for an icon you red to black and our table will be narrowed down a lot. Browse for an icon you
@ -225,7 +225,7 @@ and he's easy to find in the CS as his name comes early alphabetically.
:alt: Putting the ring into Arrille's inventory :alt: Putting the ring into Arrille's inventory
Open the CS and open the *Objects* table (*World**Objects*). Open the CS and open the *Objects* table (*World**Objects*).
Scroll down to Arrille, or use a filter like !string("ID","arrille"). Scroll down to Arrille, or use a filter like :code:`!string("ID","arrille")`.
Open another pane to edit him - either right click and select edit or use the Open another pane to edit him - either right click and select edit or use the
shortcut (default is shift double-click). Scroll down to the inventory section shortcut (default is shift double-click). Scroll down to the inventory section
@ -242,8 +242,8 @@ Fargoth to give it to the player in exchange for his healing ring.
.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png
:alt: Editing Fargoth to give ring to player :alt: Editing Fargoth to give ring to player
Open the *Topicinfo* Table (*Characters**Topic Infos*). Use a filter !string(Topic,ring) Open the *Topicinfo* Table (*Characters**Topic Infos*). Use a filter :code:`!string(Topic,ring)`
and select the row with a response starting with "You found it!". Edit the record, and select the row with a response starting with :code:`You found it!`. Edit the record,
firstly by adding a bit more to the response, then by adding a line to the script firstly by adding a bit more to the response, then by adding a line to the script
to give the ring to the player - the same as used earlier in the console to give the ring to the player - the same as used earlier in the console
@ -265,65 +265,64 @@ in the game, or by applying a similar process in the CS -
World/Cells World/Cells
Select "Seyda Neen, Census and Excise Office" Select `Seyda Neen, Census and Excise Office`
Right-click and select "View" Right-click and select *View*
Use mouse wheel to zoom in/out, and mouse plus WASD keys to navigate Use mouse wheel to zoom in/out, and mouse plus WASD keys to navigate
Click on the small chest Click on the small chest
Either way, you should find the ID, which is "chest_small_02_lockprac". Either way, you should find the ID, which is :code:`chest_small_02_lockprac`.
Open the Objects table (World/Objects) and scroll down to find this item. Open the *Objects* table (*World**Objects*) and scroll down to find this item.
Alternatively use the Edit/Search facility, selecting ID rather than text, Alternatively use the Edit/Search facility, selecting ID rather than text,
enter "lockprac" (without the quotes) into the search box, press "Search", enter `lockprac` into the search box, press *Search*,
which should return two rows, then select the "Container" one rather than the "Instance" which should return two rows, then select the *Container* one rather than the *Instance*
Right-click and "Edit Record". Right-click and *Edit Record*.
Right-click the "Content" section and select "Add a row" Right-click the *Content* section and select *Add a row*
Set the Item ID of the new row to be your new ring - simplest way is probably to open the Objects Set the Item ID of the new row to be your new ring - simplest way is probably to open the *Objects*
table if it's not already open, sort on the "Modified" column which should bring the ring, table if it's not already open, sort on the *Modified* column which should bring the ring,
with its status of "Added" to the top, then drag and drop to the chest row. with its status of *Added* to the top, then drag and drop to the chest row.
Increase the Count to 1. Increase the *Count* to :code:`1`.
Save the addon, then test to ensure it works - e.g. start a new game and lockpick the chest. Save the addon, then test to ensure it works - e.g. start a new game and lockpick the chest.
Placing in plain sight Placing in plain sight
====================== ======================
Let's hide the Ring of Night vision in the cabin of the [Ancient Shipwreck] Let's hide the Ring of Night vision in the cabin of the `Ancient Shipwreck <https://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck>`_, a derelict vessel
(https://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck), a derelict vessel
southeast of Dagon Fel. Open the list of Cells (*World**Cells*) and find southeast of Dagon Fel. Open the list of Cells (*World**Cells*) and find
"Ancient Shipwreck, Cabin". :code:`Ancient Shipwreck, Cabin`.
This will open a visualization of the cabin. You can navigate around the scene This will open a visualization of the cabin. You can navigate around the scene
just like you would when playing Morrowind. Use the WASD keys to move forward, just like you would when playing Morrowind. Use the WASD keys to move forward,
backwards, and sideways. Click and drag with the left mouse button to change the backwards, and sideways. Click and drag with the left mouse button to change the
direction you are looking. Navigate to the table in the cabin. direction you are looking. Navigate to the table in the cabin.
If you've closed the Objects table, reopen it via *World**Objects*. Navigate If you've closed the *Objects* table, reopen it via *World**Objects*. Navigate
to your Ring of Night Vision (you can find it easily if you sort by the "Modified" to your Ring of Night Vision (you can find it easily if you sort by the *Modified*
column). Drag the ring from the Objects table onto the table in the Cell view. column). Drag the ring from the *Objects* table onto the table in the Cell view.
Now let's move the ring to the precise location we want. Hover over the ring and Now let's move the ring to the precise location we want. Hover over the ring and
click the middle mouse button. If you don't have a middle mouse button, you can click the middle mouse button. If you don't have a middle mouse button, you can
select an alternative command by going to *Edit**Preferences…* (Windows, Linux) select an alternative command by going to *Edit**Preferences…* (Windows, Linux)
or *OpenMW**Preferences…* (macOS). Go to the Key Bindings section and choose or *OpenMW**Preferences…* (macOS). Go to the Key Bindings section and choose
"Scene" from the dropdown menu. Then click on the button for "Primary Select" and *Scene* from the dropdown menu. Then click on the button for *Primary Select* and
choose an alternative binding. choose an alternative binding.
After you have switched to movement mode, you will see several arrows. Clicking After you have switched to movement mode, you will see several arrows. Clicking
and dragging them with the right mouse button will allow you to move the object and dragging them with the right mouse button will allow you to move the object
in the direction you want. in the direction you want.
If you'd like an easy way to test this, you can start OpenMW with the [game If you'd like an easy way to test this, you can start OpenMW with the `game
arguments](https://wiki.openmw.org/index.php?title=Testing) arguments <https://wiki.openmw.org/index.php?title=Testing>`_
`--start="Ancient Shipwreck, Cabin" --skip-menu`. This will place you right in :code:`--start="Ancient Shipwreck, Cabin" --skip-menu`. This will place you right in
the cell and allow you to pick up and equip the ring in order to check that it the cell and allow you to pick up and equip the ring in order to check that it
works. works.
@ -333,34 +332,36 @@ This is probably a suitable place to start talking about how navigation differs
in vanilla Morrowind. in vanilla Morrowind.
There is advice in Scripting for Dummies, the definitive manual for Morrowind Scripting: There is advice in Scripting for Dummies, the definitive manual for Morrowind Scripting:
"If you give your scripts a common tag, that will make it easier to jump between the "If you give your scripts a common tag, that will make it easier to jump between the
different scripts of your project, e.g. start every script name with AA_Scriptname different scripts of your project, e.g. start every script name with AA_Scriptname
this will put them right at the beginning of the list and keep them neatly together." this will put them right at the beginning of the list and keep them neatly together."
This is valid for the rather poorer navigation facilities there, but it's not sensible for This is valid for the rather poorer navigation facilities there, but it's not sensible for
the OpenMW CS. Some modders took it further, and started script names and object id with numbers, the OpenMW CS. Some modders took it further, and started script names and object id with numbers,
typically "1", to bring the items even earlier in the default alphabetical sorts. In fact typically :code:`1`, to bring the items even earlier in the default alphabetical sorts. In fact
the CS won't allow names/ids to start with numbers or to include ".". the CS won't allow names/ids to start with numbers or to include :code:`.`.
There are better options available: There are better options available:
Filtering, which isn't available at all in TESCS - put in a filter like Filtering, which isn't available at all in TESCS - put in a filter like
!string("ID",".*ring.*") .. code::
!string("ID",".*ring.*")
to find all IDs which contain the string "ring" to find all IDs which contain the string :code:`ring`
Sorting, which is available in some parts of TESCS, but not for scripts (other than script names being Sorting, which is available in some parts of TESCS, but not for scripts (other than script names being
sorted in ascending order)- hence the recommendation sorted in ascending order)- hence the recommendation
Typically the "Modified" column is useful here - most items will have "Base" status, unchanged from Typically the *Modified* column is useful here - most items will have *Base* status, unchanged from
the base game. the base game.
"Added" status" will cover those items added in this addon. *Added* status will cover those items added in this addon.
"Modified" status will cover items from the base game which have been modified in this addon. *Modified* status will cover items from the base game which have been modified in this addon.
Click on the top of the column to toggle between ascending and descending order - thus between "Added" Click on the top of the column to toggle between ascending and descending order - thus between *Added*
and "Modified" at the top. Or put your desired modified status into a filter then sort alphabetically and *Modified* at the top. Or put your desired modified status into a filter then sort alphabetically
on a different column. on a different column.

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