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178 lines
6.1 KiB
ReStructuredText
178 lines
6.1 KiB
ReStructuredText
################
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Mechanics Tables
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################
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Tables that belong into the mechanics category.
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Scripts
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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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Start Scripts
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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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Global Variables
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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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Game Settings (GMST)
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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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Spells
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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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Name
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Name of the spell that will appear in the user interface.
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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 recepient.
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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 recepient.
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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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Cost
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The amount of magicka spent when casting this spell.
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Auto Calc
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Automatically calculate the spell's magicka cost.
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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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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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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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Enchantments
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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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Enchantment Type
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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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* 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 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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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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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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Auto Calc
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Automatically calculate the enchantment's cost to cast.
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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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Magic Efects
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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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School
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Category this magic effect belongs to.
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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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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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Particle
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Texture used by the particle system of this magic effect.
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Casting Object
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Which object is displayed when this magic effect is cast.
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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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Area Object
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Which object is displayed when this magic effect affects an area.
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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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Casting Sound
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Sound played when this magic effect is cast.
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Hit Sound
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Sound played when this magic effect hits a target.
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Area Sound
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Sound played when this magic effect affects an area.
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Bolt Sound
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Sound played by this magic effect's projectile.
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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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Allow Enchanting
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When enabled, this magic effect can be used to create enchantments.
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Negative Light
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This is a flag present in Morrowind, but is not actually used.
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It doesn’t do anything in OpenMW either.
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Description
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Flavour text that appears in the user interface.
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