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OpenMW-CS tables doc polish

This commit is contained in:
Matjaž Lamut 2022-08-13 08:12:22 +00:00 committed by psi29a
parent 5b4e2ab843
commit d67b1e1320
5 changed files with 35 additions and 26 deletions

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@ -16,7 +16,7 @@ Activator
object is in is active the script will be run once per frame.
Apparatus
This is a tool to make potions. Again theres an icon for your inventory as
This is a tool to make potions. It takes an icon record for the inventory as
well as a weight and a coin value. It also has a *Quality* value attached to
it: the higher the number, the better the effect on your potions will be.
The *Apparatus Type* describes if the item is a *Calcinator*, *Retort*,
@ -24,7 +24,7 @@ Apparatus
Armor
This type of item adds *Enchantment Points* to the mix. Every piece of
clothing or armor has a "pool" of potential *Magicka* that gets unlocked
clothing or armor has a pool of potential *Magicka* that gets unlocked
when the player enchants it. Strong enchantments consume more magicka from
this pool: the stronger the enchantment, the more *Enchantment Points* each
cast will take up. *Health* means the amount of hit points this piece of
@ -34,7 +34,7 @@ Armor
Book
This includes scrolls and notes. For the game to make the distinction
between books and scrolls, an extra property, *Scroll*, has been added.
between books and scrolls, *Book Type* property is used.
Under the *Skill* column a scroll or book can have an in-game skill listed.
Reading this item will raise the players level in that specific skill.
@ -43,14 +43,14 @@ Clothing
Rather than *Armor Type*, these items have a *Clothing Type*.
Container
This is all the stuff that stores items, from chests to sacks to plants. Its
*Capacity* shows how much stuff you can put in the container. You can
This is all the stuff that stores items, from chests to sacks to plants.
Its *Capacity* shows how much stuff you can put in the container. You can
compare it to the maximum allowed load a player character can carry. A
container, however, will just refuse to take the item in question when it
gets "over-encumbered". Organic Containers are containers such as plants.
Containers that respawn are not safe to store stuff in. After a certain
amount of time, they will reset to their default contents, meaning that
everything in them is gone forever.
gets "over-encumbered". *Organic Container* are containers such as plants
and carry alchemical ingredients. Containers that respawn are not safe to
store your stuff in. After a certain amount of time, they will reset to
their default contents, meaning that everything in them is gone forever.
Creature
These can be monsters, animals and the like.
@ -75,7 +75,9 @@ Door
Ingredient
Objects required to create potions in an apparatus. Each ingredient can hold
up to four alchemical effects.
up to four alchemical effects. In the wild, containers with *Organic Container*
enabled are used to represent plants from which the ingredient can be gathered
and will periodically respawn.
Item Levelled List
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
case, events and triggers occuring at particular animation frames.
For example, a typical textkey entry intended for a Sound Generator would be
named `SoundGen: Left` and be hand placed by an animator whenever the left leg
named ``SoundGen: Left`` and be hand placed by an animator whenever the left leg
of the creature touches the ground. In OpenMW-CS, the appropriate Sound
Generator of an appropriate type would then be connected to the animated creature.
In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
sound whenever its textkeys occurs in the currently playing animation.
sound whenever its textkey occurs in the currently playing animation.
Creature
Which creature uses this effect.

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@ -41,7 +41,7 @@ Description
Classes
*******
All characters in OpenMW need to be of a certain class. This table list existing
All characters in OpenMW need to be of a certain class. This table lists existing
classes and allows you to create, delete or modify them.
Name
@ -126,9 +126,11 @@ Playable
the NPCs can belong to it.
Beast Race
Use models and animations for humanoids of different proportions and
movement styles. In addition, beast races can't wear closed helmets
or boots.
When enabled, characters of this race will use alternative animations to
depict humanoids of different proportions and movement styles. This is done
by using a different animation file compared to the main one and thus a new
set of animations needs to be created for this to work properly.
In addition, beast races can't wear closed helmets or boots
Male Weight
Scaling factor of the default body type. Values above 1.0 will make members
@ -167,15 +169,15 @@ Description
Powers
A list of spells that are given to the player. When spells are added by a
birthsign, they cannot be removed in-game by the player.
birthsign, they cannot be removed from the spell list in-game by the player.
Body Parts
**********
Characters are made from separate parts. Together they form the whole body.
Allows customization of the outer look. Includes heads, arms, legs, torso, hand,
armor, pauldrons, chestpiece, helmets, wearables, etc.
Allows customization of the character appearance. Includes heads, arms, legs,
torso, hand, armor, pauldrons, chestpiece, helmets, wearables, etc.
Topics
@ -193,10 +195,10 @@ Greeting 0 to 9
Persuasion
Persuasion entries produce a dialogue response when using persuasion actions on NPCs. Hardcoded.
* Admire, Bribe, Intimidate Taunt Fail - Conversation text that appears when the player fails a persuasion action.
* Admire, Bribe, Intimidate Taunt Succeed - Conversation text that appears when the player succeeds a persuasion action.
* 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.
* Service Refusal - Conversation text that appears when the player wishes a service from the NPC but the conditions are not met.
* Admire, Bribe, Intimidate Taunt Fail - Text in the dialogue window that the NPC says when the player fails a persuasion action.
* Admire, Bribe, Intimidate Taunt Succeed - Text in the dialogue window that the NPC says when the player succeeds a persuasion action.
* 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.
* 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.
Topic
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.
Entries can be freely added or removed through the editor.
Enchantment Type
The way to use this enchantment.
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.
* Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equiped.
* 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
Pathgrids allow NPCs to navigate and move along complicated paths in their surroundings.
A pathgrid contains a list of *points* connected by *edges*. NPCs will
find their way from one point to another as long as there is a path of
connecting edges between them. One pathgrid is used per cell. When recast
navigation is enabled, the pathgrids are not used.
connecting edges between them. One pathgrid is used per cell.
When recast navigation is enabled pathgrids are still used and complement
navigation meshes. Pathgrids help where original Morrowind content is not
suitable for navigation mesh generation. In addition, the off-mesh connections
generated from pathgrids are important for NPC AiWander package.
Regions