* Ability - Constant effect which does not need to be cast. Commonly used for racial or birthsign bonuses to attributes and skills.
* Ability - Constant effect which does not need to be cast. Commonly used for racial or birthsign bonuses to attributes and skills.
* Blight - Can be contracted in-game and treated with blight disease cures (common disease cures will not work). Applies a constant effect to the recepient.
* Blight - Can be contracted in-game and treated with blight disease cures (common disease cures will not work). Applies a constant effect to the recipient.
* Curse
* Curse
* Disease - Can be contracted in-game and treated with common disease cures. Applies a constant effect to the recepient.
* Disease - Can be contracted in-game and treated with common disease cures. Applies a constant effect to the recipient.
* Power - May be cast once per day at no magicka cost. Usually a racial or birthsign bonus.
* Power - May be cast once per day at no magicka cost. Usually a racial or birthsign bonus.
* Spell - Can be cast and costs magicka. The chance to successfully cast a spell depends on the caster's skill.
* Spell - Can be cast and costs magicka. The chance to successfully cast a spell depends on the caster's skill.
@ -95,7 +95,7 @@ Enchantment Type
The way this enchantment is triggered.
The way this enchantment is triggered.
* Cast once - the enchantment is cast like a regular spell and afterwards the item is gone. Used to make scrolls.
* Cast once - the enchantment is cast like a regular spell and afterwards the item is gone. Used to make scrolls.
* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equiped.
* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equipped.
* When Strikes - the effect will apply to whatever is hit by the weapon with the enchantment.
* When Strikes - the effect will apply to whatever is hit by the weapon with the enchantment.
* When Used - the enchantment is cast like a regular spell. Instead of spending character's magicka, it uses the item's available charges.
* When Used - the enchantment is cast like a regular spell. Instead of spending character's magicka, it uses the item's available charges.
The line of sight determines if 2 actors can see each other (without taking into account game mechanics such as invisibility or sneaking). It is used by some scripts (the getLOS function), by the AI (to determine if an actor should start combat or chase an opponent) and for functionnalities such as greetings or turning NPC head toward an object.
The line of sight determines if 2 actors can see each other (without taking into account game mechanics such as invisibility or sneaking). It is used by some scripts (the getLOS function), by the AI (to determine if an actor should start combat or chase an opponent) and for functionalities such as greetings or turning NPC head toward an object.
This parameters determine for how long a cache of request should be kept warm.
This parameters determine for how long a cache of request should be kept warm.
A value of 0 means that the cache is kept only for the current frame, that is if a request is done 2 times in the same frame, the second request will be in cache.
A value of 0 means that the cache is kept only for the current frame, that is if a request is done 2 times in the same frame, the second request will be in cache.
Any value > 0 is the number of frames for which the values are kept in cache even if the results was not requested again.
Any value > 0 is the number of frames for which the values are kept in cache even if the results was not requested again.
@ -206,7 +206,7 @@ The following functions can be accessed in any fragment or vertex shader.
Special Attributes
Special Attributes
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To maintain maximum compatability with future releases, OpenMW defines specific keywords, attributes, and functions for you to use. These should be used instead of their
To maintain maximum compatibility with future releases, OpenMW defines specific keywords, attributes, and functions for you to use. These should be used instead of their
GLSL equivalent. Refer to the table below to view these mappings.
GLSL equivalent. Refer to the table below to view these mappings.