Skip to content

Commit

Permalink
Fix typos
Browse files Browse the repository at this point in the history
Fix relative link
  • Loading branch information
kamilkrzyskow committed Feb 8, 2024
1 parent d855ae5 commit 284e6d0
Show file tree
Hide file tree
Showing 45 changed files with 106 additions and 106 deletions.
2 changes: 1 addition & 1 deletion docs/genome/tools/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,5 +6,5 @@ Piranha Bytes did not release a modkit for their Genome engine, but the modding
This page is under construction, for now, only handful of links are present.

## Gothic 3 SDK
Georgeto, inspired by NiceDE's Risen SDK, has created an SDK for Gothic 3. It can be used to manipulate the engine in the similar way Union is able to manipulate ZenGin.
Georgeto, inspired by NicoDE's Risen SDK, has created an SDK for Gothic 3. It can be used to manipulate the engine in the similar way Union is able to manipulate ZenGin.
[GitHub repository](https://github.com/georgeto/gothic3sdk)
8 changes: 4 additions & 4 deletions docs/zengin/anims/events.md
Original file line number Diff line number Diff line change
Expand Up @@ -62,7 +62,7 @@ General Syntax:
| [eventSFXGRND](#eventsfxgrnd) | create sound effect on the ground |
| [eventTag](#eventtag) | generic event, does action specified in parameters |
| Defined in engine but never used ? | |
| [eventPFXGRND](#eventpfxgrnd) | creats particle effect on the ground |
| [eventPFXGRND](#eventpfxgrnd) | create particle effect on the ground |
| [eventSetMesh](#eventsetmesh) | ? |
| [modelTag](#modeltag) | same as eventTag, but applies to morphmesh? |

Expand Down Expand Up @@ -260,7 +260,7 @@ Depending on the material of the texture, the character is standing on, the game
| default | _Stone | ✔️ | ✔️ |


NPC running on grass texture, with material set to EARTH in world editor, will play sound `Run_Earth` by using `*eventSFXGrnd (12 "Run")` in run animation. `_Earh` suffix is determined and added by the engine.
NPC running on grass texture, with material set to EARTH in world editor, will play sound `Run_Earth` by using `*eventSFXGrnd (12 "Run")` in run animation. `_Earth` suffix is determined and added by the engine.


## eventTag
Expand Down Expand Up @@ -335,7 +335,7 @@ Syntax:
Insert the interaction item into the specified slot.

- during mob interaction, inserted item instance is of instance taken from **UseWithItem** mob property.
- during item interation (i.e. drink potion) item that started the **SceneName** will be inserted.
- during item interaction (i.e. drink potion) item that started the **SceneName** will be inserted.

In the example below: `(1)` inserts `ItMiSwordrawhot` that is defined in spacer into `ZS_LEFTHAND`, then `(2)` spawns `ItMw_1H_Mace_L_04` (hammer) into `ZS_RIGHTHAND` for anvil interaction.

Expand Down Expand Up @@ -833,7 +833,7 @@ ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.1 M. "Hum_1hAttackComboT3_M05.asc
}
```

| Frames | Aniamtion | Description |
| Frames | Animation | Description |
|---------------|-----------------------------------------------------------|-----------------------------------------------------------------------------------------------|
| 1 | animation start | |
| 1..4 | swing of the sword | |
Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/classes/c_item.md
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ Class definition as it is defined in [`Scripts/Content/_intern/Classes.d`](https

// Benötigte Attribute zum Benutzen des Items
var int cond_atr[3]; // Array of NPC attributes needed to equip the item
var int cond_value[3]; // Array of values corresponding to the cond_atr arry
var int cond_value[3]; // Array of values corresponding to the cond_atr array

// Attributes to be changed on equip
var int change_atr[3]; // Array of attributes that will be changed on equip
Expand Down
4 changes: 2 additions & 2 deletions docs/zengin/scripts/extenders/ikarus/floats.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
# Floats
This part of ikarus implements support for 32 bit IEEE 754 floats in Daedalus. The script was originally created to edit `zFLOAT` and `zREAL` variables, but can also be used to arthmetic operations on real float values (not to be confused with Daedalus floats).
This part of ikarus implements support for 32 bit IEEE 754 floats in Daedalus. The script was originally created to edit `zFLOAT` and `zREAL` variables, but can also be used to arithmetic operations on real float values (not to be confused with Daedalus floats).

## Initialization
The best way to initialize all Ikarus functions is to call `MEM_InitAll()` in the `Init_Global()` initialization function.
Expand All @@ -15,7 +15,7 @@ MEM_InitAll();

## Functions
!!! Danger
Ikarus floats are saved as int but it doesn't mean that you can use arthmetic operators on them. All operations on floats must be done with functions listed below.
Ikarus floats are saved as int but it doesn't mean that you can use arithmetic operators on them. All operations on floats must be done with functions listed below.

### `mkf`
(make float) Converts the input integer x to a float value.
Expand Down
4 changes: 2 additions & 2 deletions docs/zengin/scripts/extenders/ikarus/functions/asm.md
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ func int ASMINT_Pop()
```
**Return value**

The function returns a data poped form the internal stack.
The function returns a data popped form the internal stack.

## Functions (Core)

Expand Down Expand Up @@ -195,7 +195,7 @@ func void ASM_RunOnce()
## Example
The following function sets the NPC passed as slf as the player, as if you had pressed **O** in Marvin mode with this NPC in focus. This is so short because there is already a function for this exact purpose, it's just not normally accessible from the scripts. It is therefore sufficient to write assembly code that pushes the parameter of the function (the `this` pointer) into the appropriate register and then calls the function.
```dae
func void SetAsPlayer(var C_NPC slf) { /* Adresse der Funktion */
func void SetAsPlayer(var C_NPC slf) { /* Address of the function */
const int oCNpc__SetAsPlayer = 7612064; //0x7426A0 (Gothic2.exe)

var int slfPtr;
Expand Down
8 changes: 4 additions & 4 deletions docs/zengin/scripts/extenders/ikarus/functions/call.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
# CALL Package
This part of Ikarus makes possible to call engine functions directly from scripts.

In order to be able to invoke an engine function, you must know some of its roperties. This includes the number and types of parameters, the type of return value, address of function and calling convention.
In order to be able to invoke an engine function, you must know some of its properties. This includes the number and types of parameters, the type of return value, address of function and calling convention.

Knowledge about engine functions can be obtained using tools like IDA, which can analyze and convert GothicMod.exe / Gothic2.exe into a more human-readable format.

Expand Down Expand Up @@ -242,7 +242,7 @@ As soon as the function call has taken place, i.e. after step 2, the return valu
!!! Note
Some return values are not stored in the EAX. In that case the call of the special function `RetValIs` is required to get the return value.

Folowing funcitons are provided: [`CALL_RetValIsFloat`](#call_retvalisfloat), [`CALL_RetValIszString`](#call_retvaliszstring), [`CALL_RetValIsStruct`](#call_retvalisstruct).
Following functions are provided: [`CALL_RetValIsFloat`](#call_retvalisfloat), [`CALL_RetValIszString`](#call_retvaliszstring), [`CALL_RetValIsStruct`](#call_retvalisstruct).

### `CALL_PutRetValTo`
Simply places the return value to the given address (mostly the address of a daedalus integer). Must be called before [The Call](#the-call) function.
Expand Down Expand Up @@ -324,7 +324,7 @@ func string CALL_RetValAszString()
`CALL_RetValAszStringPtr` and `CALL_RetValAszString` are quite different and should not be confused. Using `CALL_RetValAszString` frees up memory that may still be needed. In a reverse with `CALL_RetValAszStringPtr` memory that is no longer needed is not freed and can cause memory leak.

### `CALL_RetValAszStringPtr`
Retrievs a `zString` pointer and converts it to the daedalus string. (don't frees the memory)
Retrieves a `zString` pointer and converts it to the daedalus string. (don't frees the memory)
```dae
func string CALL_RetValAszStringPtr()
```
Expand All @@ -334,7 +334,7 @@ The function returns a daedalus string form a `zString` returned by the previous


### `CALL_RetValAszString`
Retrievs a `zString` pointer and converts it to the daedalus string. (frees the memory)
Retrieves a `zString` pointer and converts it to the daedalus string. (frees the memory)
```dae
func string CALL_RetValAszString()
```
Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/extenders/ikarus/functions/debug.md
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@ func void MEM_AssertFail(var string assertFailText)
The assertion failure message.

### `MEM_Debug`
Freely conigurable debug chanell. See how to setup it in the [Constants](../constants.md#mem_debug) article.
Freely configurable debug channel. See how to setup it in the [Constants](../constants.md#mem_debug) article.
```dae
func void MEM_Debug(var string message)
```
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ Zwraca zawartość linii poleceń przekazaną do Gothica.
```dae
func string MEM_GetCommandLine()
```
**Return value**
**Zwracana wartość**

Funkcja zwraca zawartość linii poleceń przekazaną do Gothica. Może to wyglądać na przykład tak:

Expand Down Expand Up @@ -192,7 +192,7 @@ func void MEM_SetKeys(var string name, var int primary, var int secondary)
- `#!dae var int primary`
Podstawowy klawisz do przypisania, można go pobrać z pliku [Ikarus_Const_G1](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G1.d) / [Ikarus_Const_G2](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G2.d).
- `#!dae var int secondary`
Zapasowy klawisz do przypisania, można go pobrać z pliku[Ikarus_Const_G1](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G1.d) / [Ikarus_Const_G2](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G2.d).
Zapasowy klawisz do przypisania, można go pobrać z pliku [Ikarus_Const_G1](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G1.d) / [Ikarus_Const_G2](https://github.com/Lehona/Ikarus/blob/master/Ikarus_Const_G2.d).

### `MEM_SetKey`
Ustawia podstawowy klawisz klawiatury dla klawisza logicznego.
Expand Down
12 changes: 6 additions & 6 deletions docs/zengin/scripts/extenders/ikarus/functions/jumps_loops.md
Original file line number Diff line number Diff line change
Expand Up @@ -131,20 +131,20 @@ func void MEM_InitLabels()

## Label and Goto

Besides the normal [Jupms](#jumps) Ikarus implements `MEM_Label` and `MEM_Goto` functions. They work similar to the stack manipulation with `var int label` but the interface is much more user-friendly and defineing new variables is not needed.
Besides the normal [jumps](#jumps) Ikarus implements `MEM_Label` and `MEM_Goto` functions. They work similar to the stack manipulation with `var int label` but the interface is much more user-friendly and defining new variables is not needed.

### `MEM_Label`
Function taht works like a `label = MEM_StackPos.position;`. You could jump to it with [`MEM_Goto`](#mem_goto).
Function that works like a `label = MEM_StackPos.position;`. You could jump to it with [`MEM_Goto`](#mem_goto).
```dae
func void MEM_Label(var int lbl)
```
**Parameters**

- `#!dae var int lbl`
Number of the label, used for nested loop or multible loops within one functon
Number of the label, used for nested loop or multiple loops within one function

### `MEM_Goto`
Function taht works like a `MEM_StackPos.position = label;`. Executes a jump to a [`MEM_Label`](#mem_label) with specified number.
Function that works like a `MEM_StackPos.position = label;`. Executes a jump to a [`MEM_Label`](#mem_label) with specified number.
```dae
func void MEM_Goto(var int lbl)
```
Expand All @@ -154,7 +154,7 @@ func void MEM_Goto(var int lbl)
Number of the label, the function will jump to

### Usage
Usage of Label and Goto is probably self-explanatory, since it is same as in the regular Ikarus Jump. But before using it reading the [Notes and warnings](#notes-and-warnings) of the Jumps is recomended.
Usage of Label and Goto is probably self-explanatory, since it is same as in the regular Ikarus Jump. But before using it reading the [Notes and warnings](#notes-and-warnings) of the Jumps is recommended.

**Label-Goto loop flowchart**
```mermaid
Expand Down Expand Up @@ -259,7 +259,7 @@ func void LabelGoto_test() {

## While loop

Ikarus also implements a while loop. Its syntax isn't as good as the loop from [zParserExtedner](../../zparserextender/syntax_extensions/while.md), due to the daedalus limitations, but it works as a normal while loop that can be found in many programming languages.
Ikarus also implements a while loop. Its syntax isn't as good as the loop from [zParserExtender](../../zparserextender/syntax_extensions/while.md), due to the daedalus limitations, but it works as a normal while loop that can be found in many programming languages.

### Syntax
The Ikarus while loop consist of three things:
Expand Down
20 changes: 10 additions & 10 deletions docs/zengin/scripts/extenders/ikarus/functions/objects.md
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ func void MEM_InitGlobalInst()
};
```

Full Ikarus definition of this class, with members decription can be found in [`Misc.d`](https://github.com/Lehona/Ikarus/blob/master/EngineClasses_G1/Misc.d#L490-L537) file. The class is same for G1 and G2A engines.
Full Ikarus definition of this class, with members description can be found in [`Misc.d`](https://github.com/Lehona/Ikarus/blob/master/EngineClasses_G1/Misc.d#L490-L537) file. The class is same for G1 and G2A engines.

### `MEM_GetClassDef`
Returns a pointer to the `zCClassDef` of the object. For more info see the **About zCClassDef** section above.
Expand Down Expand Up @@ -194,7 +194,7 @@ func void MEM_DeleteVob(var int vobPtr)
**Parameters**

- `#!dae var int vobPtr`
Pointer to a [`zCVob`](./../../../worlds/Classes/zCVob.md) object to be deleted
Pointer to a [`zCVob`](../../../../worlds/Classes/zCVob.md) object to be deleted

### `MEM_RenameVob`
Renames the passed Vob to the `newName` that is also passed.
Expand All @@ -206,7 +206,7 @@ func void MEM_RenameVob(var int vobPtr, var string newName)
**Parameters**

- `#!dae var int vobPtr`
Pointer to a [`zCVob`](./../../../worlds/Classes/zCVob.md) object to be renamed
Pointer to a [`zCVob`](../../../../worlds/Classes/zCVob.md) object to be renamed
- `#!dae var string newName`
The new Name of the Vob

Expand All @@ -220,7 +220,7 @@ func void MEM_RenameVob(var int vobPtr, var string newName)
**Parameters**

- `#!dae var int vobPtr`
Pointer to a triggered [`zCVob`](./../../../worlds/Classes/zCVob.md)
Pointer to a triggered [`zCVob`](../../../../worlds/Classes/zCVob.md)

!!! Danger
If triggering the Vob has immediate effects (even before MEM_TriggerVob is exited), the name of the Vob is corrupted during this time. It is not advisable to rename, trigger again or destroy the object at this moment, the behavior in such cases is untested.
Expand All @@ -234,24 +234,24 @@ func void MEM_RenameVob(var int vobPtr, var string newName)
**Parameters**

- `#!dae var int vobPtr`
Pointer to an untriggered [`zCVob`](./../../../worlds/Classes/zCVob.md)
Pointer to an untriggered [`zCVob`](../../../../worlds/Classes/zCVob.md)

!!! Danger
If untriggering the Vob has immediate effects (even before MEM_TriggerVob is exited), the name of the Vob is corrupted during this time. It is not advisable to rename, trigger again or destroy the object at this moment, the behavior in such cases is untested.

### `MEM_SearchVobByName`
Returns the address of a [`zCVob`](./../../../worlds/Classes/zCVob.md) named `str` if such a Vob exists.
Returns the address of a [`zCVob`](../../../../worlds/Classes/zCVob.md) named `str` if such a Vob exists.
```dae
func int MEM_SearchVobByName(var string str)
```
**Parameters**

- `#!dae var string str`
Name of searched [`zCVob`](./../../../worlds/Classes/zCVob.md)
Name of searched [`zCVob`](../../../../worlds/Classes/zCVob.md)

**Return value**

The function returns a pointer to the [`zCVob`](./../../../worlds/Classes/zCVob.md) if the object with the given name exist. `0` is returned otherwise.
The function returns a pointer to the [`zCVob`](../../../../worlds/Classes/zCVob.md) if the object with the given name exist. `0` is returned otherwise.


### `MEM_SearchAllVobsByName`
Expand All @@ -262,11 +262,11 @@ func int MEM_SearchAllVobsByName(var string str)
**Parameters**

- `#!dae var string str`
Name of searched [`zCVob`](./../../../worlds/Classes/zCVob.md)
Name of searched [`zCVob`](../../../../worlds/Classes/zCVob.md)

**Return value**

The function returns a pointer to the created `zCArray`, taht contains pointers to the all Vobs with the specified name.
The function returns a pointer to the created `zCArray`, that contains pointers to the all Vobs with the specified name.

### `MEM_GetBufferCRC32`
Calculates the CRC32 hash value from a byte array starting at the address specified by `buf` and having a length of `buflen`.
Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/extenders/ikarus/functions/string.md
Original file line number Diff line number Diff line change
Expand Up @@ -209,7 +209,7 @@ The function returns the index at which the first occurrence of `tok` begins wit
### `STR_SplitCount`
Counts the number of parts a string splits into when using a specified separator.
```dae
func int STR_SplitCount(var string str, var string seperator)
func int STR_SplitCount(var string str, var string separator)
```
**Parameters**

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ func int MEM_GetSystemTime()
The function returns the elapsed time since the start of Gothic in milliseconds. This value is used for timing measurements, in the `BenchmarkMS` functions.

### `MEM_GetPerformanceCounter`
Call to the WinAPI [`QueryPerformanceCounter`](https://learn.microsoft.com/en-us/windows/win32/api/profileapi/nf-profileapi-queryperformancecounter) funciton.
Call to the WinAPI [`QueryPerformanceCounter`](https://learn.microsoft.com/en-us/windows/win32/api/profileapi/nf-profileapi-queryperformancecounter) function.
```dae
func int MEM_GetPerformanceCounter()
```
Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/extenders/ikarus/index.pl.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Ikarus jest biblioteką Daedalusa - języka skryptowego Gothica. Wykorzystuje in
| Forum | [:material-forum: Ikarus](https://forum.worldofplayers.de/forum/threads/1299679-Skriptpaket-Ikarus-4) |

!!! Trivia "Notatka autora (Sektenspinner)"
Ten pakiet skryptów niebez powodu nazywa się **Ikarus**:
Ten pakiet skryptów nie bez powodu nazywa się **Ikarus**:

Można opuścić granice Dedala, ale można też rozbić się i spalić. Na przykład odczyt z nieprawidłowych adresów nie wywoła ostrzeżenia [zSpy](../../../tools/zSpy.md), ale spowoduje wyjście do pulpitu wraz z Access Violation. Nie jest to powód do paniki, ale wymaga tolerancji na frustrację (co może być ogólnie przydatne dla skrypterów).

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -310,7 +310,7 @@ func void Button_Hide(var int hndl) {};
/// @param tex Name of the new texture
func void Button_SetTexture(var int hndl, var string tex) {};

/// Displays a centred text on the button.
/// Displays a centered text on the button.
///
/// @param hndl Handle returned from `Button_Create`
/// @param caption The text to be displayed
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -42,14 +42,14 @@ func void Bloodsplats_Rage()
```

### `Npc_GetPercFunc`
`oCNpc::GetPerceptionFunc` engine function wraper
`oCNpc::GetPerceptionFunc` engine function wrapper
```dae
func int Npc_GetPercFunc(var C_Npc npc, var int type)
```
**Parameters**

- `#!dae var C_NPC npc`
NPC whose percepcion is checked
NPC whose perception is checked
- `#!dae var int type`
Checked perception type (form [`Constant.d`](https://github.com/VaanaCZ/gothic-2-addon-scripts/blob/Unified-EN/_work/Data/Scripts/Content/_intern/Constants.d#L213-L258))

Expand Down
2 changes: 1 addition & 1 deletion docs/zengin/scripts/extenders/lego/applications/buffs.md
Original file line number Diff line number Diff line change
Expand Up @@ -169,7 +169,7 @@ class lCBuff

// Internal, no need to set during instance construction
var int _startedTime;
var int _endTime; // Not rendundant with durationMS because buffs can be refreshed
var int _endTime; // Not redundant with durationMS because buffs can be refreshed
};
```

Expand Down
Loading

0 comments on commit 284e6d0

Please sign in to comment.