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Fixed typos in hookscripts.md & sslc_readme.txt
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@@ -90,7 +90,7 @@ old:
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x := 5;
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> 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.
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> 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.
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new:
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variable a, b, c;
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@@ -87,8 +87,8 @@ The defines to use for the hookID are in **sfall.h**.
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#### `HOOK_TOHIT (hs_tohit.int)`
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Runs when Fallout is calculating the chances of an attack striking a target
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Runs after the hit chance is fully calculated normally, including applying the 95% cap
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Runs when Fallout is calculating the chances of an attack striking a target.
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Runs after the hit chance is fully calculated normally, including applying the 95% cap.
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```
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int arg0 - The hit chance (capped)
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@@ -107,7 +107,7 @@ int ret0 - the new hit chance
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#### `HOOK_AFTERHITROLL (hs_afterhitroll.int)`
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Runs after Fallout has decided if an attack will hit or miss
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Runs after Fallout has decided if an attack will hit or miss.
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```
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int arg0 - If the attack will hit: 0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit
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@@ -160,7 +160,7 @@ int ret0 - The pid of an object to override the attacking weapon with
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#### `HOOK_DEATHANIM2 (hs_deathanim2.int)`
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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.
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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.
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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`.
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Does not run for critters in the knockdown/out state.
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@@ -308,13 +308,13 @@ Runs whenever the value of goods being purchased is calculated.
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__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.
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```
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critter arg0 - the critter doing the bartering (either dude_obj or inven_dude)
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critter arg1 - the critter being bartered with
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Critter arg0 - the critter doing the bartering (either dude_obj or inven_dude)
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Critter arg1 - the critter being bartered with
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int arg2 - the default value of the goods
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critter arg3 - table of requested goods (being bought from NPC)
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Critter arg3 - table of requested goods (being bought from NPC)
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int arg4 - the amount of actual caps in the barter stack (as opposed to goods)
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int arg5 - the value of all goods being traded before skill modifications
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critter arg6 - table of offered goods (being sold to NPC)
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Critter arg6 - table of offered goods (being sold to NPC)
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int arg7 - the total cost of the goods offered by the player
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int arg8 - 1 if the "offers" button was pressed (not for a party member), 0 otherwise
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int arg9 - 1 if trading with a party member, 0 otherwise
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@@ -345,7 +345,7 @@ int ret0 - the new AP cost
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* `HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)`
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* `HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)`
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Runs when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
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Run when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
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__NOTE:__ these hook scripts can become very CPU-intensive and you should avoid using them.
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For this reason, they may be removed in future versions.
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@@ -375,7 +375,7 @@ Critter arg3 - The critter doing the attacking
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int arg4 - The type of attack
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int arg5 - non-zero if this is an attack using a melee weapon
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int ret0 - Either the damage to be used, if ret2 isn't given, or the new minimum damage if it is
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int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is
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int ret1 - The new maximum damage
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```
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@@ -385,7 +385,7 @@ int ret1 - The new maximum damage
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Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.
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By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations.
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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.
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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.
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```
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Item arg0 - The weapon
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@@ -457,7 +457,7 @@ Runs when checking an attempt to steal or plant an item in other inventory using
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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.).
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Example message (vanilla behavior): `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg4*2), obj_name(arg3)));`
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Example message (vanilla behavior): `display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg3*2), obj_name(arg2)));`
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```
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Critter arg0 - Thief
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