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			275 lines
		
	
	
	
		
			9.9 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
############
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World Tables
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############
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These are the tables in the World menu category. The contents of the game world 
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can be changed by choosing one of the options in the appropriate menu at the top 
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of the screen.
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Objects
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*******
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This is a library of all the items, triggers, containers, NPCs, etc. in the game.
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There are several kinds of Record Types. Depending on which type a record 
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is, it will need specific information to function. For example, an NPC needs a 
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value attached to its aggression level. A chest, of course, does not. All Record 
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Types contain at least a 3D model or else the player would not see them. Usually 
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they also have a *Name*, which is what the players sees when they hover their 
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crosshair over the object during the game.
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Please refer to the :doc:`record-types` chapter for an overview of what each
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object type represents in the game's world.
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Instances
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*********
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An instance is created every time an object is placed into a cell. While the 
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object defines its own fundamental properties, an instance defines how and where 
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this object appears in the world. When the object is modified, all of its 
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instances will be modified as well.
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Cell
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    Which cell contains this instance. Is assigned automatically based on the 
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    edit you make in the 3D view.
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Original Cell
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    If an object has been moved in-game this field keeps a track of the original 
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    cell as defined through the editor. Is assigned automatically based on the edit 
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    you make in the 3D view. 
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Object ID
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    ID of the object from which this instance is created.
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Pos X, Y, Z
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    Position coordinates in 3D space relative to the parent cell.
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Rot X, Y, Z
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    Rotation in 3D space.
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Scale
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    Size factor applied to this instance. It scales the instance uniformly on 
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    all axes.
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Owner
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    NPC the instance belongs to. Picking up the instance by the player is 
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    regarded as stealing.
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Soul
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    This field takes the object of a *Creature* type. Option applies only to 
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    soul gems which will contain the creature's soul and allow enchanting. 
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Faction
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    Faction the instance belongs to. Picking up the instance without joining 
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    this faction is regarded as stealing.
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Faction Index
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    The player's required rank in a faction to pick up this instance without it
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    seen as stealing. It allows a reward mechanic where the higher the player
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    is in a faction, the more of its items and resources are freely
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    available for use.
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Charges
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    How many times can this item be used. Applies to lockpicks, probes, and 
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    repair items. Typically used to add a "used" version of the object to the
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    in-game world.
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Enchantment
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    Doesn't appear to do anything for instances. An identical field for Objects 
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    takes an ID of an enchantment.
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Coin Value
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    This works only for instances created from objects with IDs ``gold_001``, 
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    ``gold_005``, ``gold_010``, ``gold_025``, and ``gold_100``. Coin Value tells how 
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    much gold is added to player's inventory when this instance is picked up. The 
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    names and corresponding functionality are hardcoded into the engine.
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    For all other instances this value does nothing and their price when buying 
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    or selling is determined by the Coin Value of their Object.    
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Teleport
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    When enabled, this instance acts as a teleport to other locations in the world.
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    Teleportation occurs when the player activates the instance.
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Teleport Cell
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    Destination cell where the player will appear.
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Teleport Pos X, Y, Z
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    Location coordinates where the player will appear relative to the 
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    destination cell.
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Teleport Rot X, Y, Z
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    Initial orientation of the player after being teleported. 
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Lock Level
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    Is there a lock on this instance and how difficult it is to pick.
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Key
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    Which key is needed to unlock the lock on this instance.
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Trap
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    What spell will be cast on the player if the trap is triggered. The spell
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    has an on touch magic effect.
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Owner Global
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    A global variable that lets you override ownership. This is used in original 
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    Morrowind to make beds rentable.
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Cells
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*****
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Cells are the basic world-building units that together make up the game's world. 
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Each of these basic building blocks is a container for other objects to exist in.
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Dividing an expansive world into smaller units is neccessary to be able to 
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efficiently render and process it. Cells can be one of two types:
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Exterior cells
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    These represent the outside world. They all fit on a grid where cells have 
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    unique coordinates and border one another. Each exterior cell contains a part of 
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    the terrain and together they form a seamless, continuous landmass. Entering and 
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    leaving these cells is as simple as walking beyond their boundary after which we 
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    enter its neighbouring cell. It is also possible to move into another interior 
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    or exterior cell through door objects.
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Interior cells
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    These represent enclosed spaces such as houses, dungeons, mines, etc. They 
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    don't have a terrain, instead their whole environment is made from objects. 
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    Interior cells only load when the player is in them. Entering and leaving these 
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    cells is possible through door objects or teleportation abilities.
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The Cells table provides you with a list of cells in the game and exposes 
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their various parameters to edit.
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Sleep Forbidden
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   In most cities it is forbidden to sleep outside. Sleeping in the wilderness
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   carries its own risks of attack, though. This entry lets you decide if a
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   player should be allowed to sleep on the floor in this cell or not.
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Interior Water
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   Setting the cell’s Interior Water to ``true`` tells the game that there needs
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   to be water at height 0 in this cell. This is useful for dungeons or mines
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   that have water in them.
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   Setting the cell’s Interior Water to ``false`` tells the game that the water
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   at height 0 should not be used. This flag is useless for outside cells.
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Interior Sky
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   Should this interior cell have a sky? This is a rather unique case. The
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   Tribunal expansion took place in a city on the mainland. Normally this would
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   require the city to be composed of exterior cells so it has a sky, weather
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   and the like. But if the player is in an exterior cell and were to look at
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   their in-game map, they would see Vvardenfell with an overview of all
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   exterior cells. The player would have to see the city’s very own map, as if
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   they were walking around in an interior cell.
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   So the developers decided to create a workaround and take a bit of both: The
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   whole city would technically work exactly like an interior cell, but it
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   would need a sky as if it was an exterior cell. That is what this is. This
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   is why the vast majority of the cells you will find in this screen will have
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   this option set to false: It is only meant for these "fake exteriors".
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Region
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   To which Region does this cell belong? This has an impact on the way the
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   game handles weather and encounters in this area. It is also possible for a
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   cell not to belong to any region.
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Interior
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    When enabled, it allows to manually set *Ambient*, *Sunlight*, *Fog*, 
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    and *Fog Density* values regardless of the main sky system.
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Ambient
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    Colour of the secondary light, that contributes to an overall shading of the 
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    scene.
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Sunlight
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    Colour of the primary light that lights the scene.
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Fog
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    Colour of the distant fog effect.
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Fog Density
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    How quickly do objects start fading into the fog.
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Water Level
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    Height of the water plane. Only applies to interior cells
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    when *Interior Water* is enabled.
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Map Color
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    This is a property present in Morrowind, but is not actually used.
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    It doesn’t do anything in OpenMW either.
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Lands
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*****
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Lands are records needed by exterior cells to show the terrain. Each exterior 
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cell needs its own land record and they are paired by matching IDs. Land records
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can be created manually in this table, but a better approach is to simply shape
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the terrain in the 3D view and the land record of affected cells will be
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created automatically.
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Land Textures
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*************
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This is a list of textures that are specifically used to paint the terrain of 
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exterior cells. By default, the terrain shows the ``_land_default.dds`` texture 
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found in ``data/textures`` folder. Land texture entries can be added, edited or
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removed.
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Texture Nickname
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    Name of this land texture.
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Texture Index
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    Assigned automatically and cannot be edited.
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Texture
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    Texture image file that is used for this land texture.
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Pathgrids
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*********
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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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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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navigation is enabled, the pathgrids are not used.
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Regions
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*******
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Regions describe general areas of the exterior game world and define rules for 
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random enemy encounters, ambient sounds, and weather. Regions can be assigned 
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one per cell and the cells will inherit their rules.
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Name
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   This is how the game will show the player's location in-game.
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MapColour
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   This is a colour used to identify the region when viewed in *World* → *Region Map*.
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Sleep Encounter
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   This field takes an object of the *Creature Levelled List* type. This object 
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   defines what kinds of enemies the player might encounter when sleeping outside 
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   in the wilderness.
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Weather
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    A table listing all available weather types and their chance to occur while 
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    the player is in this region. Entries cannot be added or removed.
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Sounds
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    A table listing ambient sounds that will randomly play while the player is 
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    in this region. Entries can be freely added or removed.
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Region Map
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**********
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The region map shows a grid of exterior cells, their relative positions to one 
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another, and regions they belong to. In summary, it shows the world map. 
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Compared to the cells table which is a list, this view helps vizualize the world.
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Region map does not show interior cells.
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