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Numerous fixes to grammar, capitalization and interpunction In docs and pages. #177

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2 changes: 1 addition & 1 deletion .github/FUNDING.yml
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# These are supported funding model platforms
# These are supported funding model platforms.

github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
Expand Down
4 changes: 2 additions & 2 deletions .github/ISSUE_TEMPLATE/bug_report.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,8 +13,8 @@ A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
2. Click on '...'
3. Scroll down to '...'
4. See error

**Expected behavior**
Expand Down
14 changes: 7 additions & 7 deletions .github/workflows/main.yml
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
# This is a basic workflow to help you get started with Actions
# This is a basic workflow to help you get started with Actions.

name: CI

# Controls when the action will run. Triggers the workflow on push or pull request
# events but only for the master branch
# events but only for the master branch.
on:
# release:
# types:
Expand All @@ -20,16 +20,16 @@ on:
# tags:
# - 'v*' # Push events to matching v*, i.e. v1.0, v20.15.10

# A workflow run is made up of one or more jobs that can run sequentially or in parallel
# A workflow run is made up of one or more jobs that can run sequentially or in parallel.
jobs:
# This workflow contains a single job called "build"
# This workflow contains a single job called "build".
build:
# The type of runner that the job will run on
# The type of runner that the job will run on.
runs-on: ubuntu-latest

# Steps represent a sequence of tasks that will be executed as part of the job
# Steps represent a sequence of tasks that will be executed as part of the job.
steps:
# Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it
# Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it.
- uses: actions/checkout@v2
- name: archive project
run: |
Expand Down
4 changes: 2 additions & 2 deletions docs/crowns-calculator/index.html
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
<!DOCTYPE html>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
Expand All @@ -15,7 +15,7 @@ <h1>Crowns calculator for Random Encounters Reworked</h1>
<h2>Quick explanation</h2>
<p>
The amount of crowns dropped by RER creatures is calculated dynamically
base on the creature size. It uses a logarithmic function and a few other
based on the creatures size. It uses a logarithmic function and a few other
variables such as the <span>base amount</span>, the <span>size scaling</span>
and the <span>scaling offset</span> to control how many crowns are dropped.
</p>
Expand Down
10 changes: 5 additions & 5 deletions docs/guides/addons.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,10 +20,10 @@ Create a mod bundle with an xml file and copy this content:
<items>

<!--
update the name of the item to the name of your addon.
Update the name of the item to the name of your addon.
-->
<item name="MyAddon">
<!-- make sure to add this tag or else the item won't be detected -->
<!-- Make sure to add this tag or else the item won't be detected: -->
<tags>RER_Addon</tags>
</item>

Expand Down Expand Up @@ -56,7 +56,7 @@ state MyAddon in RER_AddonManager extends Addon {
}

/**
* states can have undefined behaviors when two states have methods with the
* States can have undefined behaviors when two states have methods with the
* same name. For this reason it is recommend to use a prefix on your function
* names, using the state name is a good solution.
*/
Expand All @@ -65,14 +65,14 @@ state MyAddon in RER_AddonManager extends Addon {

master = this.getMaster();

// now we can do anything we want with RER, for example adding an exception
// Now we can do anything we want with RER, for example adding an exception
// area so the mod spawns creatures in out of bound areas of the map:
master
.addon_manager
.addons_data
.exception_areas.PushBack(Vector(10, 10, 1000));

// when our job is done, we MUST call the finish method. Not doing so will
// When our job is done, we MUST call the finish method. Not doing so will
// block the add-on manager and it won't load any other add-on.
this.finish();
}
Expand Down
42 changes: 23 additions & 19 deletions docs/guides/third-party-creatures.md
Original file line number Diff line number Diff line change
Expand Up @@ -56,28 +56,28 @@ class EX_BestiaryEntry extends RER_BestiaryEntry {
}

```
In this example i named the class `EX_BestiaryEntry` where `EX` stands for example, and then for the calls to `GetVarValue` i fetched the values from menus prefixed with `EX` too: `EXencountersAmbushDay`. If you don't want to ship a mod menu with your mod, you could instead hardcode values here. The mod menus for RER are quite extensive and you should know that it could potentially take more time than creating the rest of the interfacing mod.
In this example I named the class `EX_BestiaryEntry` where `EX` stands for example, and then for the calls to `GetVarValue` I fetched the values from menus prefixed with `EX` too: `EXencountersAmbushDay`. If you don't want to ship a mod menu with your mod, you could instead hardcode values here. The mod menus for RER are quite extensive and you should know that it could potentially take more time than creating the rest of the interfacing mod.

Once you have created your own bestiary entry class for your own mod, you can now create the bestiary entries for the creatures of your mod. For example, here is the leshen bestiary entry: (I explain the code with comments)
```js

// -----------------------------------------------------------------------------
// It starts by extending the RER bestiary entry class
// It starts by extending the RER bestiary entry class.
class RER_BestiaryLeshen extends RER_BestiaryEntry {
// ---------------------------------------------------------------------------
// then overrides the init() method. This method is called by RER whenever the
// entry is added in the bestiary
// Then overrides the init() method. This method is called by RER whenever the
// entry is added in the bestiary.
public function init() {
// -------------------------------------------------------------------------
// the variables, this will stay the same in your case
// The variables, this will stay the same in your case.
var influences: RER_ConstantInfluences;
influences = RER_ConstantInfluences();

// -------------------------------------------------------------------------
// then the creature type and its menu name. You should know that the menu
// Then the creature type and its menu name. You should know that the menu
// name should be in the plural form because it may sometimes be displayed
// to the player through the UI and it will make more sense if the name
// is in the plural form
// is in the plural form.
//
// And in your case the type will be obtained with a function. I'll explain it
// in the example below.
Expand Down Expand Up @@ -111,7 +111,7 @@ class RER_BestiaryLeshen extends RER_BestiaryEntry {
);

// -------------------------------------------------------------------------
// This is how you do if a creature is from a DLC, otherwise the game will
// This is what to do if a creature originates from a DLC, otherwise the game will
// crash when RER will try to spawn it because it doesn't exist.
if(theGame.GetDLCManager().IsEP2Available() && theGame.GetDLCManager().IsEP2Enabled()){
this.template_list.templates.PushBack(
Expand All @@ -123,10 +123,12 @@ class RER_BestiaryLeshen extends RER_BestiaryEntry {
}

// -------------------------------------------------------------------------
// this is the food chain and influences of this creature towards the other
// This is the food chain and influences of this creature towards the other
// creatures of the ecosystem. If you don't want to bother with this,
// simply set `influences.no_influence` to every line
// simply set `influences.no_influence` to every line.
this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer)

// Small creatures below.
.influence(influences.kills_them) //CreatureHUMAN
.influence(influences.friend_with) //CreatureARACHAS
.influence(influences.friend_with) //CreatureENDREGA
Expand Down Expand Up @@ -154,7 +156,7 @@ class RER_BestiaryLeshen extends RER_BestiaryEntry {
.influence(influences.friend_with) //CreatureBERSERKER
.influence(influences.kills_them) //CreatureSIREN

// large creatures below
// Large creatures below.
.influence(influences.kills_them) //CreatureDRACOLIZARD
.influence(influences.kills_them) //CreatureGARGOYLE
.influence(influences.self_influence) //CreatureLESHEN
Expand Down Expand Up @@ -196,7 +198,7 @@ class RER_BestiaryLeshen extends RER_BestiaryEntry {
this.template_list.difficulty_factor.maximum_count_hard = 1;

// -------------------------------------------------------------------------
// The names of the trophies your creatures will drop. Three variants for
// The names of the trophies your creature will drop. Three variants for
// three different shop prices.
this.trophy_names.PushBack('modrer_leshen_trophy_low');
this.trophy_names.PushBack('modrer_leshen_trophy_medium');
Expand All @@ -205,20 +207,20 @@ class RER_BestiaryLeshen extends RER_BestiaryEntry {
}

// ---------------------------------------------------------------------------
// and finally, the biomes your creature like.
// And finally, the biomes your creature likes.
public function setCreaturePreferences(preferences: RER_CreaturePreferences, encounter_type: EncounterType): RER_CreaturePreferences{
return super.setCreaturePreferences(preferences, encounter_type)
.addOnlyBiome(BiomeForest);
}
}
```

And here is an example
And here is an example:
```js

// -----------------------------------------------------------------------------
// this function is used to get the RER class and all of its public members
// we'll use it to access the RER bestiary class.
// This function is used to get the RER class and all of its public members.
// We'll use it to access the RER bestiary class.
function getRandomEncounters(out rer_entity: CRandomEncounters): bool {
var entities : array<CEntity>;

Expand Down Expand Up @@ -257,6 +259,8 @@ class EX_BestiaryBraveWarrior extends RER_BestiaryEntry {
);

this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer)

// Small creatures below.
.influence(influences.no_influence) //CreatureHUMAN
.influence(influences.no_influence) //CreatureARACHAS
.influence(influences.no_influence) //CreatureENDREGA
Expand Down Expand Up @@ -284,7 +288,7 @@ class EX_BestiaryBraveWarrior extends RER_BestiaryEntry {
.influence(influences.no_influence) //CreatureBERSERKER
.influence(influences.no_influence) //CreatureSIREN

// large creatures below
// Targe creatures below.
.influence(influences.no_influence) //CreatureDRACOLIZARD
.influence(influences.no_influence) //CreatureGARGOYLE
.influence(influences.no_influence) //CreatureLESHEN
Expand Down Expand Up @@ -335,7 +339,7 @@ class EX_BestiaryBraveWarrior extends RER_BestiaryEntry {
}
```

### Adding the entry to the bestiary
### Adding the entry to the bestiary.
> This is a summary of the bootstrap guide.
```js
class CExampleRERInterfaceInitializer extends CEntityMod {
Expand All @@ -354,7 +358,7 @@ function modCreate_ExampleInterfaceRerMod() : CMod {
}

// -----------------------------------------------------------------------------
// and now your class
// And now your class.
class ExampleInterfaceRerMod extends CEntity {
event OnSpawned(spawn_data: SEntitySpawnData) {
var entities: array<CEntity>;
Expand Down
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