From 5f2c40d455a90e88ca035ab3744dbe6800e05feb Mon Sep 17 00:00:00 2001 From: Mateusz Uczciwek Date: Sat, 15 Jun 2024 14:24:19 +0200 Subject: [PATCH] [Worlds] Styling corrections in zCVob article --- docs/zengin/worlds/Classes/zCVob/index.md | 34 +++++++++++------------ 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/docs/zengin/worlds/Classes/zCVob/index.md b/docs/zengin/worlds/Classes/zCVob/index.md index 8a374784ec..46c6eee630 100644 --- a/docs/zengin/worlds/Classes/zCVob/index.md +++ b/docs/zengin/worlds/Classes/zCVob/index.md @@ -258,8 +258,8 @@ Indicates whether this object should display its visual. **Accepted values:** -- **TRUE** - Display. -- **FALSE** - Do not display. +- `TRUE` - Display. +- `FALSE` - Do not display. ### `visualCamAlign` {: .sp-enum} @@ -267,9 +267,9 @@ Option to align objects relative to the camera. **Accepted values:** -- **NONE** - Not used. -- **YAW** - The object always faces the player. -- **FULL** - The object is aligned relative to the world axes. +- `NONE` - Not used. +- `YAW` - The object always faces the player. +- `FULL` - The object is aligned relative to the world axes. !!! Note This may be used with grass or flowers which only consist of a 2-dimensional sprite to have it always face the camera. @@ -279,9 +279,9 @@ Wind simulation option. Used in conjunction with the [visualAniModeStrength](#vi **Accepted values:** -- **NONE** - Not used. -- **WIND** - Strong wind effect. Acceptable for herbs. -- **WIND2** - Light wind effect. Acceptable for trees. +- `NONE` - Not used. +- `WIND` - Strong wind effect. Acceptable for herbs. +- `WIND2` - Light wind effect. Acceptable for trees. !!! Warning This option is only available in Gothic II (Spacer2). @@ -307,19 +307,19 @@ Determines if the virtual object will collide with the static objects (world mes **Accepted values:** -- TRUE - Collide with static objects. -- FALSE - Don't collide static objects. +- `TRUE` - Collide with static objects. +- `FALSE` - Don't collide static objects. !!! Tip - A situation often arises when objects “refuse” to move beyond a certain point on the surface. This happens when **cdStatic** is set to **TRUE**, i.e. the object cannot cross the surface another static object. In this case, it is enough to disable the **cdStatic** parameter for the duration of the move, and turn it on again after the move. + A situation often arises when objects “refuse” to move beyond a certain point on the surface. This happens when **cdStatic** is set to `TRUE`, i.e. the object cannot cross the surface another static object. In this case, it is enough to disable the **cdStatic** parameter for the duration of the move, and turn it on again after the move. ### `cdDyn` {: .sp-bool} Determines if the virtual object will collide with dynamic objects (NPCs, items, etc.). This basically determines if the object has collision during gameplay. **Accepted values:** -- **TRUE** - Collide with dynamic objects. -- **FALSE** - Don't collide with dynamic objects. +- `TRUE` - Collide with dynamic objects. +- `FALSE` - Don't collide with dynamic objects. ### `staticVob` {: .sp-bool} @@ -327,8 +327,8 @@ Determines if the VOB is taken into consideration in static lighting calculation **Accepted values:** -- **TRUE** - Calculate the shadow of the object. -- **FALSE** - Do not calculate the shadow of the object. +- `TRUE` - Calculate the shadow of the object. +- `FALSE` - Do not calculate the shadow of the object. !!! Note The shadow is calculated when compiling light in Low, Middle or High mode. @@ -338,8 +338,8 @@ Indicates whether the object will cast a shadow when affected by dynamic light ( **Accepted values:** -- **DS_NONE** - No shadow. -- **DS_BLOB** - Casts a circular shadow. +- `DS_NONE` - No shadow. +- `DS_BLOB` - Casts a circular shadow. ### `zbias` {: .sp-int} The depth-bias for this virtual object.