MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Site_Navigation",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/postorius/lists/mediawiki-api-announce.lists.wikimedia.org/> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "380": {
                "pageid": 380,
                "ns": 0,
                "title": "Resources",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "== Resources created by The Watcher ==\n{{Resource\n| name   = FixNormal v0.1\n| author = [http://ttlg.com/forums/member.php?u=16853 The Watcher]\n| file   = [[Media:Resource_Fixnormal-0.1-win.zip|Fixnormal-0.1-win.zip]]\n| size   = 17KB\n| description = fixnormal will correct TGA normal maps with inverted y components so that they may be used in Doom3. This is a quick and easy fix to allo normal maps generated using the [http://amber.rc.arizona.edu/lw/normalmaps.html Lightwave Normal Map plugin], or other software that follows the ATI 'inverted Y' convention for normal maps, to be used in The Dark Mod materials.\n\nNote that this is a command line tool, it has no gui - you must run it from a DOS prompt!\n\nYou can grab the sourcecode [[MediaResource_Fixnormal-0.1-src.tar.bz2|here]] (16KB, includes makefile and Dev-CPP project).}}\n{{Resource\n| name   = Texture browser generator\n| author = [http://ttlg.com/forums/member.php?u=16853 The Watcher]\n| file   = [[Media:Resource_Texgen.zip|Texgen.zip]]\n| size   = 43KB\n| description = A very old (circa 2001) program that will generate a set of html pages to browse Thief1/2 texture families. Probably needs completely rewriting and replacing at this point, but left here in case anyone finds it useful.}}\n\n== Resources created by others ==\nThe following resources were created by other people, and are hosted here as mirrors.\n\n=== Baltro's Texture Packs ===\n<hr class=\"undertitle\" />\nThree packages of textures for Thief: TDP (note that all textures appear to be in the Thief Palette). Originally hosted on 3dactionplanet.com, but no longer available there\n\n* [[Media:Resources_Bctp1.zip|Texture pack 1]] (1.23MB)\n* [[Media:Resources_Bctp2.zip|Texture pack 2]] (1.04MB)\n* [[Media:Resources_Bctp3.zip|Texture pack 3]] (1.03MB)\n* [[Media:Resources_Bctpsys.zip|Gamesys for texture packs]] (181KB)\n\n{{Resource\n| name   = Motion Editor v2.0.2\n| author = [http://www.ttlg.com/forums/member.php?u=15389 Weyoun]\n| file   = [[Media:Resource_Motedit.zip|Motedit.zip]]\n| size   = 284KB\n| description = Motion Editor created by Philip M. Anderson (Weyoun)\n\nThis software was not created by the author of this site. The archive is mirrored here without support or endorsement. If you use it, and it screws something up, it's your problem.}}\n{{Resource\n| name   = MDBReplace v1.0\n| author = [http://www.ttlg.com/forums/member.php?u=15389 Weyoun]\n| file   = [[Media:Resource_Mdbreplace.zip|Mdbreplace.zip]]\n| size   = 284KB\n| description = Dark Engine Motion Database Patcher created by Philip M. Anderson (Weyoun)\n\nThis software was not created by the author of this site. The archive is mirrored here without support or endorsement. If you use it, and it screws something up, it's your problem.}}\n\n{{:Site Navigation}}"
                    }
                ]
            },
            "291": {
                "pageid": 291,
                "ns": 0,
                "title": "Shadowed Mayfield",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{Infobox Mission\n| image         = Mission-ShadowedMayfield.jpg\n| image_caption = \n| image_width   = 240px\n| name          = Shadowed Mayfield\n| status        = Slow progress\n| statuscol     = #a8ff00\n| game          = Thief 2\n| galleryurl    = [https://thief.starforge.co.uk/gallery/index.php?/category/2 Shadowed Mayfield]\n}}\n<includeonly>== Shadowed Mayfield ==\n<hr class=\"undertitle\" /></includeonly>\nShadowed Mayfield began as a building experiment - I wanted to see whether I could replicate the architecture of the now-derelict [http://en.wikipedia.org/wiki/Manchester_Mayfield_railway_station Mayfield Station] in Manchester, England. The mission grew up around the building, now declared to be a warehouse in South Quarter near the docks, and was originally going to be a fairly simple city mission. Over time, increasing levels of Plot have happened, and the already somewhat sinister introductory text only scratches the surface of the real problem...\n\nThe mission has also been split into two pieces - the Dark engine has limits, and the only way to include everything needed is to split the mission. Now one part takes place in the South Quarter around the Mayfield warehouse, and another takes Garrett a long way beneath it, to another piece of the buried Lost City...<includeonly><br/><strong>[[Shadowed Mayfield|More details]]</strong></includeonly>\n<noinclude>\n== Introductory text ==\nNormally I'd be thankful for autumn, its longer nights and frequent fogs chasing away the fleeting nights of the summer. This year was no different, until a few weeks ago that is. Now the air seems heavy with... something eerie, the fog and mist twist and billow in unsettling ways, and shadows seem crowded with slowly creeping dread. The oddly-tinted moon shines down on deserted streets, streets that would usually be bustling even as night falls, and city sounds seem muffled and dead.\n\nI'm not sure how Samuel found out how to contact me, but he wouldn't really be much of a \"Private Investigator\", as he calls himself, if he couldn't. His letter was left in one of my favourite drop points, too... I'll have to change that one soon.\n\n<blockquote>Mr Garrett,<br/><br/>\n\nOver the past week I have been investigating a most curious and disturbing chain of events. My client employed my services after the City Watch refused to investigate the disappearance of her husband, and I fear that his disappearance may be linked to a string of increasingly frequent kidnappings, apparently ritualised murders, and bizarre events throughout the City.<br/><br/>\n\nI have reached an impasse in my investigations, an impasse that will require special skills to overcome, and so I have been forced to contact you. My office is in a building in the recently renovated area of South Quarter, on Millstream road by the tunnel. In my office you will find my notes, case details, and some 500 gold in gems as the first part of your payment. If you can obtain the information needed to solve the case - the whereabouts of my client's husband, why he disappeared, and what is behind the recent events - no less than another 2500 gold will be paid on recipt of the information.<br/><br/>\n\nThe building housing my office will be locked, but I am quite sure this will not be an impediment for one of your skills.<br/><br/>\n\nSamuel, P.I.</blockquote>\n\nI'd usually ignore something like this, but 3000 gold would certainly help with the rent...\n\n{{:Site Navigation}}\n</noinclude>"
                    }
                ]
            }
        }
    }
}