Fixed typos in hookscripts.md & sslc_readme.txt

This commit is contained in:
NovaRain
2021-05-18 11:32:01 +08:00
parent 0cecf9af17
commit b55a09fb17
2 changed files with 13 additions and 13 deletions
+1 -1
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@@ -90,7 +90,7 @@ old:
x := 5; x := 5;
> Multiple variable decleration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style. > Multiple variable declaration: Multiple variables can be declared on one line, seperated by commas. This is an alterative to the ugly begin/end block, or the bulky single variable per line style.
new: new:
variable a, b, c; variable a, b, c;
+12 -12
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@@ -87,8 +87,8 @@ The defines to use for the hookID are in **sfall.h**.
#### `HOOK_TOHIT (hs_tohit.int)` #### `HOOK_TOHIT (hs_tohit.int)`
Runs when Fallout is calculating the chances of an attack striking a target Runs when Fallout is calculating the chances of an attack striking a target.
Runs after the hit chance is fully calculated normally, including applying the 95% cap Runs after the hit chance is fully calculated normally, including applying the 95% cap.
``` ```
int arg0 - The hit chance (capped) int arg0 - The hit chance (capped)
@@ -107,7 +107,7 @@ int ret0 - the new hit chance
#### `HOOK_AFTERHITROLL (hs_afterhitroll.int)` #### `HOOK_AFTERHITROLL (hs_afterhitroll.int)`
Runs after Fallout has decided if an attack will hit or miss Runs after Fallout has decided if an attack will hit or miss.
``` ```
int arg0 - If the attack will hit: 0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit int arg0 - If the attack will hit: 0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit
@@ -160,7 +160,7 @@ int ret0 - The pid of an object to override the attacking weapon with
#### `HOOK_DEATHANIM2 (hs_deathanim2.int)` #### `HOOK_DEATHANIM2 (hs_deathanim2.int)`
Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than `HOOK_DEATHANIM2`, but performs no validation. Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than `HOOK_DEATHANIM1`, but performs no validation.
When using `critter_dmg` function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with `obj_art_fid == 0x20001F5`. When using `critter_dmg` function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with `obj_art_fid == 0x20001F5`.
Does not run for critters in the knockdown/out state. Does not run for critters in the knockdown/out state.
@@ -308,13 +308,13 @@ Runs whenever the value of goods being purchased is calculated.
__NOTE:__ the hook is executed twice when entering the barter screen or after transaction: the first time is for the player and the second time is for NPC. __NOTE:__ the hook is executed twice when entering the barter screen or after transaction: the first time is for the player and the second time is for NPC.
``` ```
critter arg0 - the critter doing the bartering (either dude_obj or inven_dude) Critter arg0 - the critter doing the bartering (either dude_obj or inven_dude)
critter arg1 - the critter being bartered with Critter arg1 - the critter being bartered with
int arg2 - the default value of the goods int arg2 - the default value of the goods
critter arg3 - table of requested goods (being bought from NPC) Critter arg3 - table of requested goods (being bought from NPC)
int arg4 - the amount of actual caps in the barter stack (as opposed to goods) int arg4 - the amount of actual caps in the barter stack (as opposed to goods)
int arg5 - the value of all goods being traded before skill modifications int arg5 - the value of all goods being traded before skill modifications
critter arg6 - table of offered goods (being sold to NPC) Critter arg6 - table of offered goods (being sold to NPC)
int arg7 - the total cost of the goods offered by the player int arg7 - the total cost of the goods offered by the player
int arg8 - 1 if the "offers" button was pressed (not for a party member), 0 otherwise int arg8 - 1 if the "offers" button was pressed (not for a party member), 0 otherwise
int arg9 - 1 if trading with a party member, 0 otherwise int arg9 - 1 if trading with a party member, 0 otherwise
@@ -345,7 +345,7 @@ int ret0 - the new AP cost
* `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)` * `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)`
* `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)` * `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)`
Runs when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...) Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
__NOTE:__ these hook scripts can become very CPU-intensive and you should avoid using them. __NOTE:__ these hook scripts can become very CPU-intensive and you should avoid using them.
For this reason, they may be removed in future versions. For this reason, they may be removed in future versions.
@@ -375,7 +375,7 @@ Critter arg3 - The critter doing the attacking
int arg4 - The type of attack int arg4 - The type of attack
int arg5 - non-zero if this is an attack using a melee weapon int arg5 - non-zero if this is an attack using a melee weapon
int ret0 - Either the damage to be used, if ret2 isn't given, or the new minimum damage if it is int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is
int ret1 - The new maximum damage int ret1 - The new maximum damage
``` ```
@@ -385,7 +385,7 @@ int ret1 - The new maximum damage
Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent. Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.
By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations.
To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg4), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini. To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg3), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
``` ```
Item arg0 - The weapon Item arg0 - The weapon
@@ -457,7 +457,7 @@ Runs when checking an attempt to steal or plant an item in other inventory using
This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.). This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.).
Example message (vanilla behavior): `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg4*2), obj_name(arg3)));` Example message (vanilla behavior): `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3*2), obj_name(arg2)));`
``` ```
Critter arg0 - Thief Critter arg0 - Thief