MediaWiki API result

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        "logevents": [
            {
                "logid": 135,
                "ns": 0,
                "title": "Roleplay Jump (Asset)",
                "pageid": 113,
                "logpage": 113,
                "revid": 315,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-10-16T20:03:39Z",
                "comment": "Created page with \"Jumps are used to link smaller roleplays to a bigger one. Jumps are appended to a roleplay in game on trigger, so they save memory and make it easier to structure very large roleplays.  Caveats:  * Jumps currently won't work correctly when persistent the jumps are appended when encountered, and not saved. * The roleplay stage output will be automatically linked to from any Roleplay Stage in the sub-roleplay that doesn't have any options or direct links. * There is also a...\""
            },
            {
                "logid": 134,
                "ns": 0,
                "title": "MathScript Snippets",
                "pageid": 112,
                "logpage": 112,
                "revid": 306,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-09-25T17:41:32Z",
                "comment": "Created page with \"A collection of snippets you can use in math scripts.  === Update a dvar array on new day. === In this example, we use a dungeon with the label <code>sfq_town</code> . We have the following dVars:  * <code>last_trainer_reset</code> Which we store the day when this math script was run last. * <code>trainer_skills</code> Where we store an array of 4 action labels that we'll use in conditions to decide which skills are available at a trainer. <pre>setDvar(\"sfq_town\",\"last_t...\""
            },
            {
                "logid": 133,
                "ns": 0,
                "title": "Node Editor",
                "pageid": 111,
                "logpage": 111,
                "revid": 303,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-09-07T11:59:56Z",
                "comment": "Created page with \"The node editor offers a better overview over how an asset is connected. Currently this is used for [[Roleplay (Asset)|Roleplay]].  Controls: {| class=\"wikitable\" |+ !Input !Description |- |Click & Drag On Background |Pans the node view. |- |Click & Drag On Block Header |Moves a node. |- |Click & Drag On Block Node |Draws a new node connection. Nodes can be connected right and left side of a block, and must match by color. |- |Ctrl + Click & Drag |Drags a selection box,...\""
            },
            {
                "logid": 132,
                "ns": 0,
                "title": "Dungeon Flow Node (Asset)",
                "pageid": 110,
                "logpage": 110,
                "revid": 289,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-08-21T15:52:43Z",
                "comment": "Created page with \"A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply. {| class=\"wikitable\" |+ !Field !Type !Default !Description |- |Name |Stri...\""
            },
            {
                "logid": 131,
                "ns": 0,
                "title": "MeshPrimitive (Asset)",
                "pageid": 109,
                "logpage": 109,
                "revid": 281,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-06-11T23:07:20Z",
                "comment": "Created page with \"MeshPrimitives are items attached to a mesh, such as particles, lights, or even other meshes. Note that only 10 levels of recursion is allowed. {| class=\"wikitable\" |+ !Field !Type !Default !Description |- |Type |string |Box |Type of prim to attach.  |- |Text/Mesh ID/Text Display/Light color/Particle label |string | |Text: Text to display. Mesh: ID of mesh to attach. Light: Color, such as \"#FFFFFF\" Particles: Particle asset label. |- |Material |string/array | |Replace ma...\""
            },
            {
                "logid": 130,
                "ns": 0,
                "title": "Mesh (Asset)",
                "pageid": 108,
                "logpage": 108,
                "revid": 279,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-06-11T23:00:01Z",
                "comment": "Created page with \"Meshes are 3d models placed in world. {| class=\"wikitable\" |+ !Field !Type !Default !Description |- |id |string |random |A unique ID |- |Url |string | |A URL to your mesh file. Must be a GLB file. |- |Debug |boolean |false |Not used. |- |Is room |boolean |false |Use this to mark the asset as a room. Such as an outdoor ground area, or an indoor with walls etc. |- |Receive shadow |boolean |true | |- |Cast shadow |boolean |true | |- |Name |string | |A name for your mesh. A...\""
            },
            {
                "logid": 129,
                "ns": 0,
                "title": "Particles (Asset)",
                "pageid": 107,
                "logpage": 107,
                "revid": 278,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-06-11T22:45:05Z",
                "comment": "Created page with \"Creates a particle system that you can attach to a mesh or use as a spell visual. {| class=\"wikitable\" |+ !Field !Type !Default !Description |- |Label |string | |A unique label for your particle system. Do not change after creating or you may cause broken links! |- |opacity start |float |1 |Particle start opacity. |- |opacity end |float |1 |Particle end opacity. |- |opacity ease |string |easeLinear |Ease type. easeFull type will fade both in and out from start to end and...\""
            },
            {
                "logid": 128,
                "ns": 0,
                "title": "Material (Asset)",
                "pageid": 106,
                "logpage": 106,
                "revid": 277,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-06-11T22:32:57Z",
                "comment": "Created page with \"Materials are texture materials placed on meshes. {| class=\"wikitable\" |+ !Field !Type !Default !Description |- |id |string |random |A unique ID. Always auto generated for materials. |- |type |string |MeshStandardMaterial |The THREE.js material type. |- |name |string | |Name of the material. |- |category |string | |Category of the material. Note that materials are unique by name and category. For subcategories, separate with a . |- |alpha map |string | |URL to a texture...\""
            },
            {
                "logid": 127,
                "ns": 0,
                "title": "MeshAction (Asset)",
                "pageid": 105,
                "logpage": 105,
                "revid": 273,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-05-26T13:53:33Z",
                "comment": "Created page with \"Mesh actions are actions that can be run immediately (such as adding tweens to lights), or on interact. {| class=\"wikitable\" |+ !Field !Type !Description |- |Type |String |Type of action. |- |Data |Object |A JSON object that describes your action. See below. |- |Conditions |[[Condition (Asset)|Condition]] |Conditions needed for a task to run. For actions tied to onRefresh, these are checked when you enter the room with the mesh, or a refresh Game Action (Asset)|Game Ac...\""
            },
            {
                "logid": 126,
                "ns": 0,
                "title": "Player Jiggle Point (Asset)",
                "pageid": 104,
                "logpage": 104,
                "revid": 261,
                "params": {},
                "type": "create",
                "action": "create",
                "user": "JasX",
                "timestamp": "2025-05-04T17:25:46Z",
                "comment": "Created page with \"Jiggle points sets up the actual \"bones\" for jiggling. Note that changes made here won't show up in the parent jiggle window. You'll have to click the refresh button at the top of said window for the preview to update. {| class=\"wikitable\" !Field !Type !Default !Description |- |X Pos |Float |0 |Left to right position of the animation. |- |Y Pos |Float |0 |Top to bottom position of the animation. |- |Radius |Float |0 |Radius of the animation. Pixels in the center are affe...\""
            }
        ]
    }
}