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Update: populate wikilinks/backlinks
Added context-appropriate wikilinks to all pages so that no pages are orphaned, improving user navigation and SEO
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content/actors/ai/index.md

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- AI Overview
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description: Most AI in Morrowind is handled within the actor (character or creature) themselves.
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---
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Most AI in Morrowind is handled within the actor (character or creature) themselves. They will decide how to behave based on their current stats.
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Most AI in Morrowind is handled within the [[actors/index|actor]] ([[objects/object-types/npc|character]] or [[actors/creature/index|creature]]) themselves. They will decide how to behave based on their current stats.
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These stats include their attributes, skills, health, [[disposition]], etc. It also includes 4 stats that are set through the AI window. These are
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These stats include their attributes, [[skills]], health, [[disposition]], etc. It also includes 4 [[actors/ai/settings/index|stats that are set through the AI window]]. These are
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    [[fight|Fight]]: How much the actor wants to fight the PC.
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    [[flee|Flee]]: How likely the actor is to flee when in combat.
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    [[alarm|Alarm]]: How likely the NPC is to react to the PC committing a crime. NPCs only.
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    [[hello|Hello]]: The distance within which the actor will say “hello” to the PC (this is multiplied by the game setting iGreetDistanceMultiplier, which defaults to 7). NPCs only.
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    [[hello|Hello]]: The distance within which the actor will say “hello” to the PC (this is multiplied by the [[gameplay/game-settings/index|game setting]] iGreetDistanceMultiplier, which defaults to 7). NPCs only.
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## AI Packages
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Each Actor may have a series of AI Packages. These are instructions they execute in order. When they are done with the last one in the list, they start the list over. There are 5 different packages you can assign to an actor:
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Each Actor may have a series of [[actors/ai/packages/index|AI Packages]]. These are instructions they execute in order. When they are done with the last one in the list, they start the list over. There are 5 different packages you can assign to an actor:
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      [[wander|Wander]]: Makes the actor wander around a set area.
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      [[travel|Travel]]: Makes the actor travel to a specified location.
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## Services
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The Services tab is where you select which services the actor can offer the PC. Simply check off the ones you wish him to have. The Barter Gold value is how much money the actor has to spend in barter. The amount the actor is left with after a transaction will reset to this value after a time. For Travel Services, locations he travels to are set up the same way Teleport locations are set up for Door references. If an NPC is marked as Auto-Calc, he can not select his own services but instead uses the Auto-Calc services selected for his class.
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The Services tab is where you select which services the actor can offer the PC. Simply check off the ones you wish him to have. The Barter Gold value is how much money the actor has to spend in barter. The amount the actor is left with after a transaction will reset to this value after a time. For Travel Services, locations he travels to are set up the same way Teleport locations are set up for [[door|Door]] references. If an NPC is marked as [[auto-calculate-stats|Auto-Calc]], he can not select his own services but instead uses the Auto-Calc services selected for his [[class]].

content/actors/ai/packages/activate-ai.md

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- Activate AI
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description: This package tells the actor to activate the specified ObjectID.
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---
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This package tells the actor to activate the specified ObjectID. A powerful and admittedly underutilized and undertested package.
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This package tells the actor to [[activate]] the specified [[object-referencing|objectID]]. A powerful and admittedly underutilized and undertested package.
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| **Object Type** | **Activation** |
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| ------------------------ | -------------- |
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| NPC | Dialogue |
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| Container | Opens |
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| Door | Opens |
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| Weapon, armor, misc, etc | Picks Up |
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| Book/Scroll | Reads |
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| [[objects/object-types/npc\|NPC]] | [[actors/dialogue/index\|Dialogue]] |
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| [[container\|Container]] | Opens |
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| [[door\|Door]] | Opens |
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| [[weapon\|Weapon]], [[armor]], [[misc-item\|misc]], etc | Picks Up |
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| [[book\|Book/Scroll]] | Reads |

content/actors/ai/packages/escort.md

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- Escort
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description: Makes the actor escort another actor to a location or for a specified period of time.
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---
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Makes the actor escort another actor to a location or for a specified period of time. During this time the actor will also protect the actor it is escorting.
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Makes the [[actors/index|actor]] escort another actor to a location or for a specified period of time. During this time the actor will also protect the actor it is escorting.
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If you are not doing this package with the player as the target, you’ll want to also put a follow package on the target Actor, since escorting an actor makes the escorter wait for the other actor. If the Target does not know they are supposed to follow, the escorter will most likely just stand there.
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If you are not doing this package with the player as the target, you’ll want to also put a [[follow]] package on the target Actor, since escorting an actor makes the escorter wait for the other actor. If the Target does not know they are supposed to follow, the escorter will most likely just stand there.
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_Target:_ The ActorID to Escort. Remember that since all ActorIDs share the same AI packages, putting this on an Actor with multiple references will cause ALL references of that actor to attempt to escort the same actor. Thus, this type of AI should only be placed on specific or unique sets of Actors.
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_Target:_ The ActorID to Escort. Remember that since all ActorIDs share the same AI packages, putting this on an Actor with multiple [[objects/reference-data/index|references]] will cause ALL references of that actor to attempt to escort the same actor. Thus, this type of AI should only be placed on specific or unique sets of Actors.
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_Duration:_ The duration the actor should escort for. Trumped by providing a location.
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_Escort to:_ Check this to use location data for the escort.
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_Cell:_ The Cell to escort to.
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_Cell:_ The [[building-and-editing/world/index|Cell]] to escort to.
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_XYZ:_ Like Travel, specify the XYZ location to escort to.
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_XYZ:_ Like [[travel|Travel]], specify the XYZ location to escort to.
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_View Location:_ A red X will appear in the render window that you can move around with the standard render window object controls. Place the X on the escort destination.
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_View Location:_ A red X will appear in the [[the-render-window|render window]] that you can move around with the standard render window object controls. Place the X on the escort destination.

content/actors/ai/packages/follow.md

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title: Follow
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aliases:
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- Follow
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- Follower
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description: Makes the actor follow another actor to a location or for a specified period of time.
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---
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Makes the actor follow another actor to a location or for a specified period of time. During this time the actor will also protect the actor it is following.
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_Target:_ The ActorID to follow. Remember that since all ActorIDs share the same AI packages, putting this on an Actor with multiple references will cause ALL references of that actor to follow the same actor. Thus, this type of AI should only be placed on specific or unique sets of Actors.
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_Target:_ The ActorID to follow. Remember that since all ActorIDs share the same AI packages, putting this on an Actor with multiple [[objects/reference-data/index|references]] will cause ALL references of that actor to follow the same actor. Thus, this type of AI should only be placed on specific or unique sets of Actors.
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_Duration:_ The duration the actor should follow for. Trumped by providing a location.
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_Follow to:_ Check this to use location data for following.
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_Cell:_ The Cell to follow to.
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_Cell:_ The [[building-and-editing/world/index|Cell]] to follow to.
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_XYZ:_ Like Travel, specify the XYZ location to follow to.
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_XYZ:_ Like [[travel|Travel]], specify the XYZ location to follow to.
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_View Location:_ A red X will appear in the render window that you can move around with the standard render window object controls. Place the X on the follow destination.
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_View Location:_ A red X will appear in the [[the-render-window|render window]] that you can move around with the standard render window object controls. Place the X on the follow destination.

content/actors/ai/packages/travel.md

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- Travel
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description: Makes actor walk to a certain XYZ location.
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Makes actor walk to a certain XYZ location. You can type in the location or “View the Location”.
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Makes [[actors/index|actor]] walk to a certain XYZ location. You can type in the location or “View the Location”.
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_View Location:_ A red X will appear in the render window that you can move around with the standard render window object controls. Place the X on the travel destination.
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_View Location:_ A red X will appear in the [[the-render-window|render window]] that you can move around with the standard render window object controls. Place the X on the travel destination.
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This package ends when the actor reaches that location.

content/actors/ai/packages/wander.md

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- Wander
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description: Wander is the most popular form of AI, causing an actor to move around at random.
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Wander is the most popular form of AI, causing an actor to move around at random. Actors will intelligently choose points to walk to based in the path grid of the cell they are in.
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Wander is the most popular form of AI, causing an [[actors/index|actor]] to move around at random. Actors will intelligently choose points to walk to based in the path grid of the cell they are in.
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## Idle Chances
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This is the percentage chance the actor will stand still and perform the particular idle. Each idle is checked, and the one that passes with the highest roll is played. If no Idle passes the random roll, the Actor will move (walk).
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This is the percentage chance the actor will stand still and [[actors/animation/index|perform the particular idle]]. Each idle is checked, and the one that passes with the highest roll is played. If no Idle passes the random roll, the Actor will move (walk).
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    The Idles are:
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        Idle2:   Looking around

content/actors/ai/settings/alarm.md

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## Alarm & Crimes
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When a crime is committed, and it is detected by an NPC, they will shout something at the player, this also notifies other NPCs in the area.
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When a crime is committed, and it is detected by an [[objects/object-types/npc|NPC]], they will shout something at the player, this also notifies other NPCs in the area.
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When the NPCs hear this, they adjust their settings based on their alarm setting. The higher the alarm setting, the angrier they will get.
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When the NPCs hear this, they adjust their [[gameplay/game-settings/index|settings]] based on their alarm setting. The higher the alarm setting, the angrier they will get.
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If an NPC has an alarm of 100,   he will put gold on the PC’s head if they hear of a crime.
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| **Taunting** | 5 | <span style="font-size:0.8rem">IcrimeTaunt</span> |
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| **Intimidation** | 5 | <span style="font-size:0.8rem">IcrimeIntimidate</span> |
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If the NPC with alarm 100 is also of class “Guard”, they will have extra behavior:
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If the NPC with alarm 100 is also of [[class]] “Guard”, they will have extra behavior:
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- Intercept the PC, by running up and arresting the PC.
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- If the PC’s CrimeLevel is over 10000, they will attack on site, instead of initiating dialogue.
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- Guards will also attack any creatures they can see that are attacking people (including the PC).
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- Guards will also attack any [[actors/creature/index|creatures]] they can see that are attacking people (including the PC).

content/actors/ai/settings/fight.md

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- Fight
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description: An actors fight setting determines how prone the actor is to attacking the PC.
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An actors fight setting determines how prone the actor is to attacking the PC. When an actor’s fight setting hits 100, they will attack the PC.
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An [[actors/index|actors]] fight setting determines how prone the actor is to attacking the PC. When an actor’s fight setting hits 100, they will attack the PC.
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Player actions will increase (or decrease) an actor’s fight setting. These are:
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| **<span style="color:red;font-size:1.2rem;">PC Action</span>** | **<span style="color:red;font-size:1.2rem;">Default Value</span>** | **<span style="color:red;font-size:1.2rem;">Game Setting Formula</span>** |
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| -------------------------------------------------------------- | ------------------------------------------------------------------ | ------------------------------------------------------------------------------------ |
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| **PC Distance** | &#50;0 - (Char Distance \* 0.005) | <span style="font-size:0.8rem">iFightDistanceBase - (Char Distance \* fFightD</span> |
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| **Attack Actor** | &#49;00 | <span style="font-size:0.8rem">iFightAttack</span> |
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| **Disposition** | ( 50 - Disposition )\*1 | <span style="font-size:0.8rem">(50 - Disposition) \* fFightDispMult</span> |
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| **[[disposition\|Disposition]]** | ( 50 - Disposition )\*1 | <span style="font-size:0.8rem">(50 - Disposition) \* fFightDispMult</span> |
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| **Stealing** | &#53; \* Item Value | <span style="font-size:0.8rem">fAlarmSt \* Item Value</span> |
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| **Pick Pocketing** | &#50;5 | <span style="font-size:0.8rem">iAlarmPickPocket</span> |
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| **Trespassing** | &#50;5 | <span style="font-size:0.8rem">iAlarmTresspass</span> |

content/actors/ai/settings/flee.md

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- Flee
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description: This is used in determining how apt the actor is to flee.
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This is used in determining how apt the actor is to flee. It is used in a much larger AI strategy that will not be documented in this help file.
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This is used in determining how apt the [[actors/index|actor]] is to flee. It is used in a much larger AI strategy that will not be documented in this help file.
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Setting it to 100 will make the actor more likely to flee, but this may not always be the result, as the Actor will also use other factors like how much damage they can give out, or other strategies they may use such as magic and ranged combat.
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Setting it to 100 will make the actor more likely to flee, but this may not always be the result, as the Actor will also use other factors like how much damage they can give out, or other strategies they may use such as [[magic]] and ranged combat.

content/actors/ai/settings/hello.md

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Hello equates to the distance at which the actor will stop, face the PC and say hello.
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The setting (which defaults to 30) is multiplied by the game setting, iGreetDistanceMultiplier, which defaults to 7.
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The setting (which defaults to 30) is multiplied by the [[gameplay/game-settings/index|game setting]], iGreetDistanceMultiplier, which defaults to 7.
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Thus, a setting of 30 yields a hello distance of 210 (just under 10 feet).

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