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OpenMW-CS tables doc polish
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5 changed files with 35 additions and 26 deletions
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@ -16,7 +16,7 @@ Activator
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object is in is active the script will be run once per frame.
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object is in is active the script will be run once per frame.
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Apparatus
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Apparatus
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This is a tool to make potions. Again there’s an icon for your inventory as
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This is a tool to make potions. It takes an icon record for the inventory as
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well as a weight and a coin value. It also has a *Quality* value attached to
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well as a weight and a coin value. It also has a *Quality* value attached to
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it: the higher the number, the better the effect on your potions will be.
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it: the higher the number, the better the effect on your potions will be.
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The *Apparatus Type* describes if the item is a *Calcinator*, *Retort*,
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The *Apparatus Type* describes if the item is a *Calcinator*, *Retort*,
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@ -24,7 +24,7 @@ Apparatus
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Armor
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Armor
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This type of item adds *Enchantment Points* to the mix. Every piece of
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This type of item adds *Enchantment Points* to the mix. Every piece of
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clothing or armor has a "pool" of potential *Magicka* that gets unlocked
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clothing or armor has a pool of potential *Magicka* that gets unlocked
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when the player enchants it. Strong enchantments consume more magicka from
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when the player enchants it. Strong enchantments consume more magicka from
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this pool: the stronger the enchantment, the more *Enchantment Points* each
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this pool: the stronger the enchantment, the more *Enchantment Points* each
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cast will take up. *Health* means the amount of hit points this piece of
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cast will take up. *Health* means the amount of hit points this piece of
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@ -34,7 +34,7 @@ Armor
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Book
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Book
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This includes scrolls and notes. For the game to make the distinction
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This includes scrolls and notes. For the game to make the distinction
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between books and scrolls, an extra property, *Scroll*, has been added.
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between books and scrolls, *Book Type* property is used.
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Under the *Skill* column a scroll or book can have an in-game skill listed.
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Under the *Skill* column a scroll or book can have an in-game skill listed.
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Reading this item will raise the player’s level in that specific skill.
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Reading this item will raise the player’s level in that specific skill.
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@ -43,14 +43,14 @@ Clothing
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Rather than *Armor Type*, these items have a *Clothing Type*.
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Rather than *Armor Type*, these items have a *Clothing Type*.
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Container
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Container
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This is all the stuff that stores items, from chests to sacks to plants. Its
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This is all the stuff that stores items, from chests to sacks to plants.
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*Capacity* shows how much stuff you can put in the container. You can
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Its *Capacity* shows how much stuff you can put in the container. You can
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compare it to the maximum allowed load a player character can carry. A
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compare it to the maximum allowed load a player character can carry. A
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container, however, will just refuse to take the item in question when it
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container, however, will just refuse to take the item in question when it
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gets "over-encumbered". Organic Containers are containers such as plants.
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gets "over-encumbered". *Organic Container* are containers such as plants
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Containers that respawn are not safe to store stuff in. After a certain
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and carry alchemical ingredients. Containers that respawn are not safe to
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amount of time, they will reset to their default contents, meaning that
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store your stuff in. After a certain amount of time, they will reset to
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everything in them is gone forever.
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their default contents, meaning that everything in them is gone forever.
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Creature
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Creature
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These can be monsters, animals and the like.
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These can be monsters, animals and the like.
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@ -75,7 +75,9 @@ Door
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Ingredient
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Ingredient
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Objects required to create potions in an apparatus. Each ingredient can hold
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Objects required to create potions in an apparatus. Each ingredient can hold
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up to four alchemical effects.
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up to four alchemical effects. In the wild, containers with *Organic Container*
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enabled are used to represent plants from which the ingredient can be gathered
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and will periodically respawn.
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Item Levelled List
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Item Levelled List
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A list of items that can spawn in a container when the player opens it.
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A list of items that can spawn in a container when the player opens it.
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@ -33,11 +33,11 @@ This textkeys file defines the extents of each animation, and relevant in this
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case, events and triggers occuring at particular animation frames.
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case, events and triggers occuring at particular animation frames.
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For example, a typical textkey entry intended for a Sound Generator would be
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For example, a typical textkey entry intended for a Sound Generator would be
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named `SoundGen: Left` and be hand placed by an animator whenever the left leg
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named ``SoundGen: Left`` and be hand placed by an animator whenever the left leg
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of the creature touches the ground. In OpenMW-CS, the appropriate Sound
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of the creature touches the ground. In OpenMW-CS, the appropriate Sound
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Generator of an appropriate type would then be connected to the animated creature.
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Generator of an appropriate type would then be connected to the animated creature.
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In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
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In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
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sound whenever its textkeys occurs in the currently playing animation.
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sound whenever its textkey occurs in the currently playing animation.
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Creature
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Creature
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Which creature uses this effect.
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Which creature uses this effect.
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@ -41,7 +41,7 @@ Description
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Classes
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Classes
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*******
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*******
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All characters in OpenMW need to be of a certain class. This table list existing
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All characters in OpenMW need to be of a certain class. This table lists existing
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classes and allows you to create, delete or modify them.
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classes and allows you to create, delete or modify them.
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Name
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Name
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@ -126,9 +126,11 @@ Playable
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the NPCs can belong to it.
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the NPCs can belong to it.
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Beast Race
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Beast Race
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Use models and animations for humanoids of different proportions and
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When enabled, characters of this race will use alternative animations to
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movement styles. In addition, beast races can't wear closed helmets
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depict humanoids of different proportions and movement styles. This is done
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or boots.
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by using a different animation file compared to the main one and thus a new
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set of animations needs to be created for this to work properly.
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In addition, beast races can't wear closed helmets or boots
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Male Weight
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Male Weight
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Scaling factor of the default body type. Values above 1.0 will make members
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Scaling factor of the default body type. Values above 1.0 will make members
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@ -167,15 +169,15 @@ Description
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Powers
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Powers
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A list of spells that are given to the player. When spells are added by a
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A list of spells that are given to the player. When spells are added by a
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birthsign, they cannot be removed in-game by the player.
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birthsign, they cannot be removed from the spell list in-game by the player.
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Body Parts
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Body Parts
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**********
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**********
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Characters are made from separate parts. Together they form the whole body.
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Characters are made from separate parts. Together they form the whole body.
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Allows customization of the outer look. Includes heads, arms, legs, torso, hand,
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Allows customization of the character appearance. Includes heads, arms, legs,
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armor, pauldrons, chestpiece, helmets, wearables, etc.
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torso, hand, armor, pauldrons, chestpiece, helmets, wearables, etc.
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Topics
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Topics
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@ -193,10 +195,10 @@ Greeting 0 to 9
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Persuasion
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Persuasion
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Persuasion entries produce a dialogue response when using persuasion actions on NPCs. Hardcoded.
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Persuasion entries produce a dialogue response when using persuasion actions on NPCs. Hardcoded.
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* Admire, Bribe, Intimidate Taunt Fail - Conversation text that appears when the player fails a persuasion action.
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* Admire, Bribe, Intimidate Taunt Fail - Text in the dialogue window that the NPC says when the player fails a persuasion action.
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* Admire, Bribe, Intimidate Taunt Succeed - Conversation text that appears when the player succeeds a persuasion action.
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* Admire, Bribe, Intimidate Taunt Succeed - Text in the dialogue window that the NPC says when the player succeeds a persuasion action.
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* Info Refusal - Conversation text that appears when the player wishes to talk about a certain topic and the conditions are not met. For example, NPC disposition is too low, the player is not a faction member, etc.
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* Info Refusal - Text in the dialogue window that the NPC says when the player wishes to talk about a certain topic and the conditions are not met. For example, NPC disposition is too low, the player is not a faction member, etc.
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* Service Refusal - Conversation text that appears when the player wishes a service from the NPC but the conditions are not met.
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* Service Refusal - Text in the dialogue window that the NPC says when the player wishes a service from the NPC but the conditions are not met.
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Topic
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Topic
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A keyword in the dialogue window that leads to further dialogue text,
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A keyword in the dialogue window that leads to further dialogue text,
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@ -92,7 +92,8 @@ Each enchantment can hold multiple magic effects along with other properties.
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Entries can be freely added or removed through the editor.
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Entries can be freely added or removed through the editor.
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Enchantment Type
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Enchantment Type
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The way to use this enchantment.
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The way this enchantment is triggered.
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* Cast once - the enchantment is cast like a regular spell and afterwards the item is gone. Used to make scrolls.
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* Cast once - the enchantment is cast like a regular spell and afterwards the item is gone. Used to make scrolls.
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* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equiped.
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* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equiped.
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* When Strikes - the effect will apply to whatever is hit by the weapon with the enchantment.
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* When Strikes - the effect will apply to whatever is hit by the weapon with the enchantment.
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@ -235,8 +235,12 @@ Pathgrids
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Pathgrids allow NPCs to navigate and move along complicated paths in their surroundings.
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Pathgrids allow NPCs to navigate and move along complicated paths in their surroundings.
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A pathgrid contains a list of *points* connected by *edges*. NPCs will
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A pathgrid contains a list of *points* connected by *edges*. NPCs will
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find their way from one point to another as long as there is a path of
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find their way from one point to another as long as there is a path of
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connecting edges between them. One pathgrid is used per cell. When recast
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connecting edges between them. One pathgrid is used per cell.
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navigation is enabled, the pathgrids are not used.
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When recast navigation is enabled pathgrids are still used and complement
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navigation meshes. Pathgrids help where original Morrowind content is not
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suitable for navigation mesh generation. In addition, the off-mesh connections
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generated from pathgrids are important for NPC AiWander package.
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Regions
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Regions
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