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			176 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| ################
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| Mechanics Tables
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| ################
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| 
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| Tables that belong into the mechanics category.
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| 
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| 
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| Scripts
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| *******
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| 
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| Scripts are useful to expand the base functionality offered by the engine
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| or to create complex quest lines. Entries can be freely added or removed
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| through OpenMW-CS. When creating a new script, it can be defined as local
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| or global.
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| 
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| 
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| Start Scripts
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| *************
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| 
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| A list of scripts that are automatically started as global scripts on game startup.
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| The script ``main`` is an exception, because it will be automatically started
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| even without being in the start script list.
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| 
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| 
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| Global Variables
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| ****************
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| 
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| Global variables are needed to keep track of the the game's state. They can be 
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| accessed from anywhere in the game (in contrast to local variables) and can be 
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| altered at runtime (in contrast to GMST records). Some example of global 
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| variables are current day, month and year, rats killed, player's crime penalty, 
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| is player a werewolf, is player a vampire, and so on.
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| 
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| 
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| Game Settings (GMST)
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| ********************
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| 
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| GMST are variables needed throughout the game. They can be either a float,
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| integer, boolean, or string. Float and integer variables affect all sorts of
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| behaviours of the game. String entries are the text that appears in the
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| user interface, dialogues, tooltips, buttons and so on. GMST records cannot
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| be altered at runtime.
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| 
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| 
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| Spells
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| ******
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| 
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| Spells are combinations of magic effects with additional properties and are used 
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| in different ways depending on their type. Some spells are the usual abracadabra 
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| that characters cast. Other spells define immunities, diseases, modify 
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| attributes, or give special abilities. Entries in this table can be freely 
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| added, edited, or removed through the editor.
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| 
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| Name
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|     Name of the spell that will appear in the user interface.
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|    
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| Spell Type
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|     * Ability - Constant effect which does not need to be cast. Commonly used for racial or birthsign bonuses to attributes and skills.
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|     * 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. 
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|     * Curse
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|     * Disease - Can be contracted in-game and treated with common disease cures. Applies a constant effect to the recipient. 
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|     * Power - May be cast once per day at no magicka cost. Usually a racial or birthsign bonus.
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|     * Spell - Can be cast and costs magicka. The chance to successfully cast a spell depends on the caster's skill.
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|   
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| Cost
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|     The amount of magicka spent when casting this spell.
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| 
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| Auto Calc
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|     Automatically calculate the spell's magicka cost.
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| 
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| Starter Spell
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|     Starting spells are added to the player on character creation when certain 
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|     criteria are fulfilled. The player must be able to cast spells, there is a 
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|     certain chance for that spell to be added, and there is a maximum number
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|     of starter spells the player can have.
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| 
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| 
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| Always Succeeds
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|     When enabled, it will ensure this spell will always be cast regardless of
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|     the caster's skill.
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| 
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| Effects
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|     A table containing magic effects of this spell and their properties.
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|     New entries can be added and removed through the right click menu.
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| 
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| 
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| Enchantments
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| ************
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| 
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| Enchantments are a way for magic effects to be assigned to in-game items.
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| 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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| 
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| Enchantment Type
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|     The way this enchantment is triggered.
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| 
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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 equipped.
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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 Used - the enchantment is cast like a regular spell. Instead of spending character's magicka, it uses the item's available charges.
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| 
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| Cost
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|     How many points from the available charges are spent each time the
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|     enchantment is used. In-game the cost will also depend on character's
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|     enchanting skill.
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| 
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| Charges
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|     Total supply of points needed to use the enchantment. When there are
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|     less charges than the cost, the enchantment cannot be used and
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|     the item needs to be refilled.
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| 
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| Auto Calc
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|     Automatically calculate the enchantment's cost to cast.
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| 
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| Effects
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|     A table containing magic effects of this enchantment and their properties. 
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|     New entries can be added and removed through the right click menu.
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| 
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| 
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| Magic Efects
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| ************
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| 
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| Magic effects define how in-game entities are affected when using magic.
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| They are required in spells, enchantments, and potions. The core gameplay
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| functionality of these effects is hardcoded and it's not possible to add
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| new entries through the editor. The existing entries can nonetheless have
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| their various parameters adjusted.
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| 
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| School
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|     Category this magic effect belongs to.
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|     
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| Base Cost
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|     Used when automatically calculating the spell's cost with "Auto Calc" feature.
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| 
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| Icon
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|     Which icon will be displayed in the user interface for this effect. Can only 
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|     insert records available from the icons table.
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|      
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| Particle
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|     Texture used by the particle system of this magic effect.
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|     
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| Casting Object
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|     Which object is displayed when this magic effect is cast.
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|         
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| Hit Object
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|     Which object is displayed when this magic effect hits a target.
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|     
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| Area Object
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|     Which object is displayed when this magic effect affects an area.
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|       
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| Bolt Object
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|     Which object is displayed as the projectile for this magic effect.
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|     
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| Casting Sound
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|     Sound played when this magic effect is cast.
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|       
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| Hit Sound
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|     Sound played when this magic effect hits a target.
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|        
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| Area Sound
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|     Sound played when this magic effect affects an area.
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|     
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| Bolt Sound
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|     Sound played by this magic effect's projectile.
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|       
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| Allow Spellmaking
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|     When enabled, this magic effect can be used to create spells.
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|         
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| Allow Enchanting
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|     When enabled, this magic effect can be used to create enchantments.
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|         
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| Negative Light
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|     When enabled, the colour of the light cast by this magic effect is inverted.
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|       
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| Description
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|     Flavour text that appears in the user interface.
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