From a929deda4d0b78eecd6eaf1c965714ca1b730394 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <44541664+WTFplay4funFTW@users.noreply.github.com> Date: Fri, 30 Dec 2022 13:54:01 +0100 Subject: [PATCH 01/10] Numerous fixes to grammar, capitalization and interpunction. Aims to improve parity and consistency in written text throughout the project. Only changes text, comments, and non functional strings.(no actual code was altered,) --- .../data/gameplay/items/rer_trophies.xml | Bin 91404 -> 91410 bytes .../data/gameplay/items_plus/rer_trophies.xml | Bin 91404 -> 91410 bytes scripts/bundle.bat | 2 +- scripts/create-gh-release/get-changelog.bat | 6 +- scripts/create-gh-release/index.js | 10 +- scripts/create-gh-release/package-lock.json | 298 +----------------- scripts/create-gh-release/package.json | 2 +- scripts/encode-csv-strings.bat | 4 +- scripts/install-mod.oldgen.ps1 | 34 +- scripts/install-mod.ps1 | 26 +- scripts/install.bat | 4 +- scripts/release.bat | 4 +- scripts/update-mod.ps1 | 16 +- scripts/variables.cmd | 4 +- src/addons/addon_base.wss | 6 +- src/addons/addons_manager.wss | 6 +- src/bestiary/bestiary.wss | 10 +- src/bestiary/bestiary_entry.wss | 72 ++--- src/bestiary/entries/alghoul.wss | 4 +- src/bestiary/entries/arachas.wss | 4 +- src/bestiary/entries/barghest.wss | 4 +- src/bestiary/entries/basilisk.wss | 4 +- src/bestiary/entries/bear.wss | 4 +- src/bestiary/entries/berserker.wss | 4 +- src/bestiary/entries/boar.wss | 4 +- src/bestiary/entries/bruxa.wss | 4 +- src/bestiary/entries/bruxacity.wss | 4 +- src/bestiary/entries/centipede.wss | 4 +- src/bestiary/entries/chort.wss | 4 +- src/bestiary/entries/cockatrice.wss | 4 +- src/bestiary/entries/cyclop.wss | 4 +- src/bestiary/entries/detlaff.wss | 4 +- src/bestiary/entries/dracolizard.wss | 4 +- src/bestiary/entries/drowner.wss | 4 +- src/bestiary/entries/echinops.wss | 4 +- src/bestiary/entries/ekimmara.wss | 4 +- src/bestiary/entries/elemental.wss | 4 +- src/bestiary/entries/endrega.wss | 4 +- src/bestiary/entries/fiend.wss | 4 +- src/bestiary/entries/fleder.wss | 4 +- src/bestiary/entries/fogling.wss | 4 +- src/bestiary/entries/forktail.wss | 4 +- src/bestiary/entries/gargoyle.wss | 4 +- src/bestiary/entries/garkain.wss | 4 +- src/bestiary/entries/ghoul.wss | 4 +- src/bestiary/entries/giant.wss | 4 +- src/bestiary/entries/golem.wss | 4 +- src/bestiary/entries/gravier.wss | 4 +- src/bestiary/entries/gryphon.wss | 4 +- src/bestiary/entries/hag.wss | 4 +- src/bestiary/entries/harpy.wss | 4 +- src/bestiary/entries/human.wss | 4 +- src/bestiary/entries/katakan.wss | 4 +- src/bestiary/entries/kikimore.wss | 4 +- src/bestiary/entries/leshen.wss | 4 +- src/bestiary/entries/nekker.wss | 4 +- src/bestiary/entries/nightwraith.wss | 4 +- src/bestiary/entries/noonwraith.wss | 4 +- src/bestiary/entries/panther.wss | 4 +- src/bestiary/entries/rotfiend.wss | 4 +- src/bestiary/entries/sharley.wss | 4 +- src/bestiary/entries/siren.wss | 4 +- src/bestiary/entries/skelbear.wss | 4 +- src/bestiary/entries/skeleton.wss | 4 +- src/bestiary/entries/skeltroll.wss | 4 +- src/bestiary/entries/skelwolf.wss | 4 +- src/bestiary/entries/spider.wss | 4 +- src/bestiary/entries/troll.wss | 4 +- src/bestiary/entries/werewolf.wss | 4 +- src/bestiary/entries/wight.wss | 4 +- src/bestiary/entries/wildhunt.wss | 4 +- src/bestiary/entries/wolf.wss | 4 +- src/bestiary/entries/wraith.wss | 4 +- src/bestiary/entries/wyvern.wss | 4 +- src/bounty/bounty_manager.wss | 82 ++--- .../bounty_master/bounty_master_manager.wss | 8 +- src/bounty/bounty_types.wss | 6 +- src/camera/camera_manager.wss | 18 +- src/compositions/hunt.wss | 4 +- src/constants.wss | 53 ++-- src/container_refill.wss | 8 +- src/contract/contract_manager.wss | 46 +-- src/contract/injectors.wss | 10 +- src/contract/rewards.wss | 14 +- src/contract/species.wss | 2 +- src/contract/states/dialog_choice.wss | 8 +- src/contract/states/difficulty_selection.wss | 2 +- src/contract/states/processing.wss | 56 ++-- src/contract/types.wss | 28 +- src/creature_preferences.wss | 23 +- src/ecosystem/ecosystem_analyser.wss | 47 ++- src/ecosystem/ecosystem_manager.wss | 116 +++---- src/ecosystem/ecosystem_modifier.wss | 9 +- src/ecosystem/ecosystem_types.wss | 14 +- src/entities/gryphon/gryphon_hunt.wss | 6 +- .../gryphon/states/fighting-player.wss | 4 +- .../gryphon/states/fleeing-player.wss | 32 +- .../gryphon/states/flying-above-player.wss | 10 +- .../gryphon/states/waiting-for-player.wss | 8 +- src/entities/gryphon/tasks/task-fly-to.wss | 16 +- src/entities/hunt/hunt_entity.wss | 6 +- src/entities/hunt/states/combat.wss | 14 +- src/entities/hunt/states/loading.wss | 2 +- src/entities/hunt/states/wandering.wss | 8 +- .../hunting_ground/hunting_ground_entity.wss | 8 +- src/entities/hunting_ground/states/ending.wss | 2 +- .../hunting_ground/states/wandering.wss | 8 +- src/entities/nest/nest_entity.wss | 10 +- src/enums.wss | 8 +- src/exec.wss | 22 +- src/group_compositions.wss | 38 ++- src/helpers/fill_enemy_template_list.wss | 10 +- src/helpers/flag.wss | 2 +- src/helpers/get_ground_position.wss | 6 +- src/helpers/get_group_positions.wss | 8 +- src/helpers/get_tracks_template.wss | 200 ++++++------ src/helpers/is_player_busy.wss | 2 +- src/helpers/loot_trophies_in_radius.wss | 2 +- src/helpers/mod_power.wss | 6 +- .../move_creatures_if_player_in_scene.wss | 20 +- src/helpers/position_behind_camera.wss | 4 +- src/helpers/random_dialog_builder.wss | 18 +- src/helpers/random_levels.wss | 7 +- src/horde/horde_types.wss | 6 +- src/horde/states/processing.wss | 10 +- src/killing_spree_loot.wss | 9 +- src/loot/loot_manager.wss | 4 +- src/main.wss | 12 +- src/notifications.wss | 2 +- src/oneliners.wss | 181 ++++++----- src/scene_player.wss | 45 ++- src/settings.wss | 14 +- src/spawn_roller.wss | 32 +- src/states/initialising/initialising.wss | 20 +- .../initialising/presets/enhanced_edition.wss | 4 +- src/states/loading.wss | 8 +- src/states/spawning.wss | 10 +- src/states/waiting.wss | 4 +- .../placeholder_static_encounter.wss | 22 +- src/static_encounters/states/spawning.wss | 18 +- src/static_encounters/static_encounter.wss | 12 +- .../static_encounters_manager.wss | 14 +- src/storage/base_storage.wss | 2 +- src/storage/bounty.wss | 6 +- src/storage/collection.wss | 4 +- src/storage/contract.wss | 10 +- src/storage/ecosystem.wss | 6 +- src/storage/general.wss | 6 +- src/templates.wss | 20 +- src/timer/events/blood_necrophages.wss | 18 +- src/timer/events/ecosystem_kills.wss | 32 +- src/timer/events/enters_swamp.wss | 10 +- src/timer/events/fight-noise.wss | 10 +- src/timer/events/fill_creatures_group.wss | 30 +- src/timer/events/meditation_ambush.wss | 28 +- src/timer/events_listener.wss | 2 +- src/timer/events_manager.wss | 10 +- src/timer/states/starting.wss | 2 +- src/trail_maker.wss | 53 ++-- src/zones.wss | 8 +- 160 files changed, 1125 insertions(+), 1328 deletions(-) diff --git a/modRandomEncountersReworked/files/Mod/Cooked/dlc/dlcrer/data/gameplay/items/rer_trophies.xml b/modRandomEncountersReworked/files/Mod/Cooked/dlc/dlcrer/data/gameplay/items/rer_trophies.xml index 053dd4fb7bee7143eef77e736ff2856f3746bf87..b2effe1fe486539a6c24ef53c1e234cc10a89ffe 100644 GIT binary patch delta 76 zcmeA<#X9K}>xOM&j6RdMixOM&tT_z%4CRyWic3$vCKfjN606AMb*vnWxs$!cbK$&<$=89rrayL* W7syF${-CJG*nCQI`zc9A4{rbu(HsQ; diff --git a/modRandomEncountersReworked/files/Mod/Cooked/dlc/dlcrer/data/gameplay/items_plus/rer_trophies.xml b/modRandomEncountersReworked/files/Mod/Cooked/dlc/dlcrer/data/gameplay/items_plus/rer_trophies.xml index 053dd4fb7bee7143eef77e736ff2856f3746bf87..b2effe1fe486539a6c24ef53c1e234cc10a89ffe 100644 GIT binary patch delta 76 zcmeA<#X9K}>xOM&j6RdMixOM&tT_z%4CRyWic3$vCKfjN606AMb*vnWxs$!cbK$&<$=89rrayL* W7syF${-CJG*nCQI`zc9A4{rbu(HsQ; diff --git a/scripts/bundle.bat b/scripts/bundle.bat index 41585c65..6dee26e6 100644 --- a/scripts/bundle.bat +++ b/scripts/bundle.bat @@ -1,4 +1,4 @@ -:: bundles the files from /modRandomEncountersReworked for the DLC +:: Bundles the files from /modRandomEncountersReworked for the DLC. @echo off diff --git a/scripts/create-gh-release/get-changelog.bat b/scripts/create-gh-release/get-changelog.bat index 08dc2501..6c629eb2 100644 --- a/scripts/create-gh-release/get-changelog.bat +++ b/scripts/create-gh-release/get-changelog.bat @@ -1,8 +1,8 @@ -:: get the list of all commits since the last release +:: Get the list of all commits since the last release. @echo off -:: get the last release name +:: Get the last release name. for /f %%i in ('git describe --tags --abbrev^=0') do set lastrelease=%%i -:: get the commits +:: Get the commits. git log %lastrelease%..HEAD --oneline diff --git a/scripts/create-gh-release/index.js b/scripts/create-gh-release/index.js index 41edb649..fb17bef1 100644 --- a/scripts/create-gh-release/index.js +++ b/scripts/create-gh-release/index.js @@ -58,7 +58,7 @@ async function main() { const zip_file_path = `tw3-random-encounters-reworked.zip`; const zip = new AdmZip(); - // transfer the three folders mods/bin/dlc from the release folder to the zip + // Transfer the three folders mods/bin/dlc from the release folder to the zip // archive. const folders_to_transfer = ['mods', 'bin', 'dlc']; for (const folder of folders_to_transfer) { @@ -87,13 +87,13 @@ async function main() { if (is_prerelease) { body += ` -## CHANGELOG (since last release) +## CHANGELOG (Since last release.) ${changelog} `; } else { body += ` -## CHANGELOG (since last full release) +## CHANGELOG (Since last full release.) ${changelog} `; } @@ -107,7 +107,7 @@ ${changelog} prerelease: is_prerelease, }); - // start by pushing the zip asset for the release + // Start by pushing the zip asset for the release. octokit.repos.uploadReleaseAsset({ owner: 'Aelto', repo: 'tw3-random-encounters-reworked', @@ -117,7 +117,7 @@ ${changelog} data: fs.readFileSync(zip_file_path) }); - // then push the install script for this release + // Then push the install script for this release. const install_script_name = 'install-mod.ps1'; const install_script_path = `${__dirname}/../${install_script_name}`; octokit.repos.uploadReleaseAsset({ diff --git a/scripts/create-gh-release/package-lock.json b/scripts/create-gh-release/package-lock.json index ff5c6bfc..00b86298 100644 --- a/scripts/create-gh-release/package-lock.json +++ 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"resolved": "https://registry.npmjs.org/@octokit/plugin-request-log/-/plugin-request-log-1.0.2.tgz", - "integrity": "sha512-oTJSNAmBqyDR41uSMunLQKMX0jmEXbwD1fpz8FG27lScV3RhtGfBa1/BBLym+PxcC16IBlF7KH9vP1BUYxA+Eg==", - "requires": {} + "integrity": "sha512-oTJSNAmBqyDR41uSMunLQKMX0jmEXbwD1fpz8FG27lScV3RhtGfBa1/BBLym+PxcC16IBlF7KH9vP1BUYxA+Eg==" }, "@octokit/plugin-rest-endpoint-methods": { "version": "4.2.1", diff --git a/scripts/create-gh-release/package.json b/scripts/create-gh-release/package.json index 56a08771..511f08f6 100644 --- a/scripts/create-gh-release/package.json +++ b/scripts/create-gh-release/package.json @@ -4,7 +4,7 @@ "description": "", "main": "index.js", "scripts": { - "test": "echo \"Error: no test specified\" && exit 1" + "test": "echo \"Error: No test specified\" && exit 1" }, "keywords": [], "author": "", diff --git a/scripts/encode-csv-strings.bat b/scripts/encode-csv-strings.bat index 839a01d5..2c29e3b2 100644 --- a/scripts/encode-csv-strings.bat +++ b/scripts/encode-csv-strings.bat @@ -1,5 +1,5 @@ -:: encode the strings from the csv file in /strings and creates all the -:: w3strings files +:: Encode the strings from the csv file in /strings and creates all the +:: w3strings files. call variables.cmd diff --git a/scripts/install-mod.oldgen.ps1 b/scripts/install-mod.oldgen.ps1 index f8d04564..e9724b36 100644 --- a/scripts/install-mod.oldgen.ps1 +++ b/scripts/install-mod.oldgen.ps1 @@ -3,17 +3,17 @@ cls echo "" -echo "Installer for the mod Random Encounters Reworked" -echo "This will install Random Encounters and its dependencies based on the mods you have" +echo "Installer for the mod Random Encounters Reworked." +echo "This will install Random Encounters and its dependencies based on the mods you have." echo "" pause cls -# before doing anything we check if the script file is placed in the right +# Before doing anything we check if the script file is placed in the right # directory. It expects to be placed right in the witcher 3 root. if (!(test-path dlc)) { - write-host -ForegroundColor red "Please make sure the script is placed inside your The Witcher 3 install directly" + write-host -ForegroundColor red "Please make sure the script is placed inside your The Witcher 3 install directly!" echo "Place it in your The Witcher 3 root directory and run the script again." echo "" @@ -21,7 +21,7 @@ if (!(test-path dlc)) { exit } -# first we create the mods folder if it doesn't exist, because in clean installs +# First we create the mods folder if it doesn't exist, because in clean installs # this folder may be missing. if (!(test-path mods)) { mkdir mods | out-null @@ -38,7 +38,7 @@ $assetBootstrap = $dependenciesReleaseResponse.assets | ? {$_.name.StartsWith("b $assetEePatches = $dependenciesReleaseResponse.assets | ? {$_.name.StartsWith("ee-patches")} |Select -First 1 $assetFhudPatches = $dependenciesReleaseResponse.assets | ? {$_.name.StartsWith("fhud-patches")} |Select -First 1 -# do not install community-patch-base if the user already has it or if has EE +# Do not install community-patch-base if the user already has it or EE. if (!(test-path mods/modW3EE) -and !(test-path mods/modW3EEMain)) { echo "" echo "downloading community-patch-base" @@ -48,7 +48,7 @@ if (!(test-path mods/modW3EE) -and !(test-path mods/modW3EEMain)) { remove-item $assetCommunityPatchBase.name -recurse -force } -# do not install bootstrap if the user already has it +# Do not install bootstrap if the user already has it. if (!(test-path mods/modBootstrap-registry)) { echo "" echo "downloading bootstrap" @@ -59,7 +59,7 @@ if (!(test-path mods/modBootstrap-registry)) { remove-item $assetBootstrap.name -recurse -force } -# do not install sharedimport if the user already has it or if he has EE +# Do not install sharedimport if the user already has it or EE. if (!(test-path mods/modSharedImports) -and !(test-path mods/modW3EE) -and !(test-path mods/modW3EEMain)) { echo "" echo "downloading shared import" @@ -77,8 +77,8 @@ echo "fetching latest v2 release" $allReleases = "https://api.github.com/repos/Aelto/tw3-random-encounters-reworked/releases" $allReleasesResponse = Invoke-RestMethod -Uri $allReleases -# get the first release that starts with `v2.`, all OldGen releases will be in -# the "2." rang while NextGen ones are "3." +# Get the first release that starts with `v2.`, all OldGen releases will be in +# the "2." rang while NextGen ones are "3.". $latestRelease = $allReleasesResponse | ? {($_.name.StartsWith("v2."))} | Select -First 1 $latestAsset = $latestRelease.assets[0] @@ -88,8 +88,8 @@ Invoke-WebRequest -Uri $latestAsset.browser_download_url -OutFile $latestAsset.n Expand-Archive -Force -LiteralPath $latestAsset.name -DestinationPath ./$extractingFolder remove-item $latestAsset.name -recurse -force -# if the user has EE, install the patches for the improved compatibility -# this is done after the RER download because it will overwrite files +# If the user has EE, install the patches for the improved compatibility +# this is done after the RER download because it will overwrite files. if (test-path mods/modW3EE) { echo "" echo "downloading W3EE compatibility patches" @@ -99,7 +99,7 @@ if (test-path mods/modW3EE) { remove-item $assetEePatches.name -recurse -force } -# if the user has FHUD, there is a patch for it to display custom 3D map markers +# If the user has FHUD, there is a patch for it to display custom 3D map markers. if (!(test-path mods/modW3EE) -and (test-path mods/modFriendlyHUD)) { echo "" echo "downloading FHUD compatibility patches" @@ -109,7 +109,7 @@ if (!(test-path mods/modW3EE) -and (test-path mods/modFriendlyHUD)) { remove-item $assetFhudPatches.name -recurse -force } -# print message notifying which mod will be installed +# Print message notifying which mod will be installed. $children = Get-ChildItem ./$extractingFolder cls echo "" @@ -131,7 +131,7 @@ if (test-path $extractingFolderPatches) { echo "" pause -# finally start installing the mods +# Finally start installing the mods. foreach ($child in $children) { $fullpath = "{0}/{1}/*" -f $extractingFolder, $child copy-item $fullpath . -force -recurse @@ -158,14 +158,14 @@ if (test-path $extractingFolderPatches) { } -# and run the update registry script +# Run the update registry script. echo "" echo "Updating bootstrap registry for Random Encounters Reworked" cd ./mods/modRandomEncountersReworked/ ./update-registry.bat cd ../../ -# final message +# Final message. cls if ((test-path ./mods/modImmersiveCam) -or (test-path ./mods/modW3EE)) { diff --git a/scripts/install-mod.ps1 b/scripts/install-mod.ps1 index 6f83cb23..a2cfc6d6 100644 --- a/scripts/install-mod.ps1 +++ b/scripts/install-mod.ps1 @@ -4,19 +4,19 @@ cls echo "" -echo "Installer for the mod Random Encounters Reworked" +echo "Installer for the mod Random Encounters Reworked." echo "" echo "This will work in major steps:" -echo " - First it will download the mods and its dependencies from GitHub" -echo " - It will remove dependencies you may not need based on your current mods" -echo " - It will list everything it plans to add to your game" -echo " - It will install the listed files" -echo " - It will open a link in your browser to guide you through the merging process and the first steps while in game" +echo " - First it will download the mods and its dependencies from GitHub." +echo " - It will remove dependencies you may not need based on your current mods." +echo " - It will list everything it plans to add to your game." +echo " - It will install the listed files." +echo " - It will open a link in your browser to guide you through the merging process and the first steps while in game." pause cls -# before doing anything we check if the script file is placed in the right +# Before doing anything we check if the script file is placed in the right # directory. It expects to be placed right in the witcher 3 root. if (!(test-path dlc)) { write-host -ForegroundColor red "Please make sure the script is placed inside your The Witcher 3 install directly" @@ -27,7 +27,7 @@ if (!(test-path dlc)) { exit } -# first we create the mods folder if it doesn't exist, because in clean installs +# First we create the mods folder if it doesn't exist, because in clean installs # this folder may be missing. if (!(test-path mods)) { mkdir mods | out-null @@ -51,8 +51,8 @@ Expand-Archive -Force -LiteralPath $latestAssetName -DestinationPath ./$extracti remove-item $latestAssetName -recurse -force # TODO: -# if the user has EE, install the patches for the improved compatibility -# this is done after the RER download because it will overwrite files +# If the user has EE, install the patches for the improved compatibility +# this is done after the RER download because it will overwrite files. # if (test-path mods/modW3EE) { # echo "" # echo "downloading W3EE compatibility patches" @@ -63,7 +63,7 @@ remove-item $latestAssetName -recurse -force # } # TODO: -# if the user has FHUD, there is a patch for it to display custom 3D map markers +# If the user has FHUD, there is a patch for it to display custom 3D map markers. # if (!(test-path mods/modW3EE) -and (test-path mods/modFriendlyHUD)) { # echo "" # echo "downloading FHUD compatibility patches" @@ -73,7 +73,7 @@ remove-item $latestAssetName -recurse -force # remove-item $assetFhudPatches.name -recurse -force # } -# print message notifying which mod will be installed +# Print message notifying which mod will be installed. cls echo "" echo "installing the following mods:" @@ -110,7 +110,7 @@ foreach ($child in $children) { echo "" pause -# finally start installing the mods +# Finally start installing the mods. $children = Get-ChildItem ./$extractingFolder foreach ($child in $children) { $fullpath = "{0}/{1}" -f $extractingFolder, $child diff --git a/scripts/install.bat b/scripts/install.bat index caa89535..6d32a163 100644 --- a/scripts/install.bat +++ b/scripts/install.bat @@ -1,5 +1,5 @@ -:: copies the files from the repository into the game -:: it's an easy way to install it +:: Copies the files from the repository into the game. +:: It's an easy way to install it. @echo off diff --git a/scripts/release.bat b/scripts/release.bat index 01b45901..0f969673 100644 --- a/scripts/release.bat +++ b/scripts/release.bat @@ -1,4 +1,4 @@ -:: update the /release directory with: +:: Update the /release directory with: :: - the mod menu in /release/bin :: - the mod DLC in /release/dlc :: - the mod content in /release/mod @@ -36,7 +36,7 @@ XCOPY "%modpath%\shared-utils\mod_sharedutils_damagemodifiers\" "%modpath%\relea REM Dependencies XCOPY "%modpath%\dependencies\" "%modpath%\release\" /e /s /y -@REM it's an optional patch, so it is not included +@REM it's an optional patch, so it is not included. @REM XCOPY "%modpath%\shared-utils\mod0000_sharedutilsmappinsfhudpatch\" "%modpath%\release\mods\mod0000_sharedutilsmappinsfhudpatch\" /e /s /y if "%1"=="-github" ( diff --git a/scripts/update-mod.ps1 b/scripts/update-mod.ps1 index 0aae00e5..ae371ac2 100644 --- a/scripts/update-mod.ps1 +++ b/scripts/update-mod.ps1 @@ -1,16 +1,16 @@ -# showing a link to RER +# Hhowing a link to RER. echo "" -write-host -ForegroundColor yellow "If you enjoy the mod, the script and everything that goes with RER. Please consider endorsing my mod" +write-host -ForegroundColor yellow "If you enjoy the mod, the script and everything that goes with RER. Please consider endorsing my mod!" echo "" write-host -ForegroundColor yellow " https://www.nexusmods.com/witcher3/mods/5018" echo "" -# fetching the release assets from the github api +# Fetching the release assets from the github api. echo "Fetching latest release from github" $response = Invoke-RestMethod -Uri "https://api.github.com/repos/Aelto/W3_RandomEncounters_Tweaks/releases" -# showing info about the new release +# Showing info about the new release. $latestversion = $response[0].name write-host -nonewline "latest release: " write-host $latestversion -ForegroundColor green @@ -28,15 +28,15 @@ echo "You can still cancel by closing the window or..." pause echo "" -# downloading file +# Downloading file. echo "Downloading latest release from github" Invoke-WebRequest -Uri $response[0].assets[0].browser_download_url -OutFile $response[0].assets[0].name -#extracting the archive +# Extracting the archive. echo "Extracting zip archive" Expand-Archive -Force -LiteralPath $response[0].assets[0].name -DestinationPath ./RER_NEW_RELEASE -# installing release +# Installing release. $releaseFolder = "./RER_NEW_RELEASE" $releaseFolderChild = (Get-ChildItem -Path $releaseFolder -Force -Recurse | Select-Object -First 1).Name $fullpath = "{0}/{1}/*" -f $releaseFolder, $releaseFolderChild @@ -46,7 +46,7 @@ $installMessage = "Installing release {0}" -f $response[0].name echo $installMessage copy-item $fullpath "../../" -force -recurse -# cleanup +# Cleanup. remove-item $releaseFolder -recurse -force remove-item $response[0].assets[0].name -recurse -force diff --git a/scripts/variables.cmd b/scripts/variables.cmd index 42d3358d..4cc63993 100644 --- a/scripts/variables.cmd +++ b/scripts/variables.cmd @@ -1,9 +1,9 @@ @echo off -REM update this path to point to your witcher 3 directory +REM Update this path to point to your witcher 3 directory. set gamePath=D:\programs\Steam\steamapps\common\The Witcher 3 -REM do not update anything below this line +REM Do not update anything below this line. set modPath=%cd%\.. set modName=modRandomEncountersReworked set modKitPath=D:\programs\witcher_3_mod_tools\bin\x64 \ No newline at end of file diff --git a/src/addons/addon_base.wss b/src/addons/addon_base.wss index 779d82ef..d349a02d 100644 --- a/src/addons/addon_base.wss +++ b/src/addons/addon_base.wss @@ -9,9 +9,9 @@ abstract class RER_BaseAddon { /** - * Every loot that is added to the loot manager so that it can be used in all - * the rewards of the mod, this function is called on every addon registered - * and if any of the addons return false, then the item will not be added. + * Every loot item is added to the loot manager so that it can be used in all + * the rewards of the mod. This function is called on every addon registered. + * If any of the addons return false, then the item will not be added. * * The fourth parameter is the origin, a name you can used to identify the * items your addon added. diff --git a/src/addons/addons_manager.wss b/src/addons/addons_manager.wss index 00255d81..6142fec2 100644 --- a/src/addons/addons_manager.wss +++ b/src/addons/addons_manager.wss @@ -3,20 +3,20 @@ statemachine class RER_AddonManager { var master: CRandomEncounters; /** - * the queue of states to process, once a state is processed it + * The queue of states to process, once a state is processed it * is removed from the queue. It goes from last item in the queue * to the first. */ var states_to_process: array; /** - * the queue of states that were already processed. The first states + * The queue of states that were already processed. The first states * to be processed are first in the queue. */ var processed_states: array; /** - * custom data officially supported by RER, it contains data we know may + * Custom data officially supported by RER, it contains data we know may * potentially be injected into the mod and so we support it directly. */ var addons_data: RER_AddonsData; diff --git a/src/bestiary/bestiary.wss b/src/bestiary/bestiary.wss index 9b5ea6de..7d297a79 100644 --- a/src/bestiary/bestiary.wss +++ b/src/bestiary/bestiary.wss @@ -84,8 +84,8 @@ class RER_Bestiary { } #ifdef ENABLE_BESTIARY_FEATURE { - // when the option "Only known bestiary creatures" is ON - // we remove every unknown creatures from the spawning pool + // When the option "Only known bestiary creatures" is ON + // we remove every unknown creatures from the spawning pool. if (master.settings.only_known_bestiary_creatures && !RER_flagEnabled(flags, RER_BREF_IGNORE_BESTIARY)) { manager = theGame.GetJournalManager(); @@ -277,9 +277,9 @@ class RER_Bestiary { } - //#region 3rd party code - // everything in here is code to handle third party encounters/creatures in - // the bestiary + // #region 3rd party code + // Everything in here is code to handle third party encounters/creatures in + // the bestiary. private var third_party_creature_counter: int; default third_party_creature_counter = 0; diff --git a/src/bestiary/bestiary_entry.wss b/src/bestiary/bestiary_entry.wss index e3dbbb4e..f29cee9f 100644 --- a/src/bestiary/bestiary_entry.wss +++ b/src/bestiary/bestiary_entry.wss @@ -5,30 +5,30 @@ abstract class RER_BestiaryEntry { var template_list: EnemyTemplateList; - // stores a hash of the templates the bestiary entry has for a faster lookup. - // Used by the function `isCreatureHashedNameFromEntry()` + // Stores a hash of the templates the bestiary entry has for a faster lookup. + // Used by the function `isCreatureHashedNameFromEntry()`. var template_hashes: array; - // names for this entity trophies - // uses the enum TrophyVariant as index + // Names for this entity trophies. + // Uses the enum TrophyVariant as index. var trophy_names: array; - // the name used in the mod menus + // The name used in the mod menus. var menu_name: name; var localized_name: name; var ecosystem_impact: EcosystemCreatureImpact; - // controls how myuch 1 of this type killed affects the delays, the value is + // Controls how myuch 1 of this type killed affects the delays, the value is // expressed in %. var ecosystem_delay_multiplier: float; - // both use the enum EncounterType as index + // Both use the enum EncounterType as index. var chances_day: array; var chances_night: array; - // the custom multiplier the user set for this specific creature type. By default + // The custom multiplier the user set for this specific creature type. By default // it's set at 1. var creature_type_multiplier: float; default creature_type_multiplier = 1; @@ -73,9 +73,9 @@ abstract class RER_BestiaryEntry { this.chances_day[EncounterType_HUNT] = StringToInt(inGameConfigWrapper.GetVarValue('RERencountersHuntDay', this.menu_name)); this.chances_night[EncounterType_HUNT] = StringToInt(inGameConfigWrapper.GetVarValue('RERencountersHuntNight', this.menu_name)); - // special case for the contracts, they used to have a menu but don't anymore. + // Special case for the contracts, they used to have a menu but don't anymore. // The contracts are now well balanced even for small creatures so the user - // does not need to assign different ratios for each creatures + // does not need to assign different ratios for each creature. this.chances_day[EncounterType_CONTRACT] = 1; this.chances_night[EncounterType_CONTRACT] = 1; @@ -133,7 +133,7 @@ abstract class RER_BestiaryEntry { var i: int; var j: int; - // random scale applied to the creatures + // Random scale applied to the creatures. var scale: float; NLOG("BestiaryEntry, spawn() count = " + count + " " + this.type); @@ -154,8 +154,8 @@ abstract class RER_BestiaryEntry { density = 0.01; } - //set the flag automatically if the settings disable trophies for that - // encounter type + // Set the flag automatically if the settings disable trophies for that + // encounter type. flags = RER_setFlag( flags, RER_BESF_NO_TROPHY, @@ -207,10 +207,10 @@ abstract class RER_BestiaryEntry { tags_array ); - // the scale is calculated based on the level of the creature. In the - // formula we add +50 to both end so a level 4 creature when level + // The scale is calculated based on the level of the creature. In the + // formula we add +50 to both ends so a level 4 creature when level 1 // doesn't end up 400% bigger. It will also make the difference in height - // more noticeable at lower levels. + // less noticeable at lower levels. if (master.settings.dynamic_creatures_size) { scale = (getRandomLevelBasedOnSettings(master.settings) + 50.0) / (RER_getPlayerLevel() + 50.0); @@ -235,7 +235,7 @@ abstract class RER_BestiaryEntry { ); } - // add a bounty notice to the entity + // Add a bounty notice to the entity. if (RandRange(100) < 3) { (created_entity as CActor) .GetInventory() @@ -245,7 +245,7 @@ abstract class RER_BestiaryEntry { ); } - // add crowns to the entity, based on the settings + // Add crowns to the entity, based on the settings. (created_entity as CActor) .GetInventory() .AddMoney( @@ -275,7 +275,7 @@ abstract class RER_BestiaryEntry { npc.sharedutils_damage_modifiers.PushBack(damage_modifier); - // past 30% damage reduction monsters get debuffs immunity + // Past 30% damage reduction monsters get debuff immunity. if (damage_modifier.damage_received_modifier < 0.7) { (npc as CActor).AddBuffImmunity(EET_Knockdown, 'RandomEncountersReworked', false); (npc as CActor).AddBuffImmunity(EET_HeavyKnockdown, 'RandomEncountersReworked', false); @@ -284,7 +284,7 @@ abstract class RER_BestiaryEntry { } } - // notify the ecosystem manager some creatures were added. Every time we spawn + // Notify the ecosystem manager some creatures were added. Every time we spawn // something it should slightly increase their power. #ifdef ENABLE_ECOSYSTEM { if (!RER_flagEnabled(flags, RER_BESF_NO_ECOSYSTEM_EFFECT)) { @@ -292,7 +292,7 @@ abstract class RER_BestiaryEntry { .ecosystem_manager .updatePowerForCreatureInCurrentEcosystemAreas( this.type, - // currently leaving this as is. But it may be a good idea to divide this + // Currently leaving this as is. But it may be a good idea to divide this // power gain by the power the surrounding areas currently have to avoid // an infinitely growing community. created_entities.Size() * 0.20, @@ -336,8 +336,8 @@ abstract class RER_BestiaryEntry { return created_entities; } - // checks if the hashed creature name is from this bestiary entry. To get a hashed - // creature name, use CEntity::GetReadableName() and then use rer_hash_string() + // Checks if the hashed creature name is from this bestiary entry. To get a hashed + // creature name, use CEntity::GetReadableName() and then use rer_hash_string(). public function isCreatureHashedNameFromEntry(hashed_name: string): bool { var i: int; @@ -366,16 +366,16 @@ abstract class RER_BestiaryEntry { } #ifdef ENABLE_BESTIARY_FEATURE { - // when the option "Only known bestiary creatures" is ON - // we remove every unknown creatures from the spawning pool + // When the option "Only known bestiary creatures" is ON + // we remove every unknown creatures from the spawning pool. if (master.settings.only_known_bestiary_creatures) { manager = theGame.GetJournalManager(); } }; for (i = 0; i < this.possible_compositions.Size(); i += 1) { - // if a maximum strength is supplied, we make sure to include only creatures - // whose strength is within the boundary + // If a maximum strength is supplied, we make sure to include only creatures + // whose strength is within the boundary. if (maximum_strength > 0 && master.bestiary.entries[this.possible_compositions[i]].ecosystem_delay_multiplier >= maximum_strength) { continue; } @@ -431,8 +431,8 @@ abstract class RER_BestiaryEntry { } #ifdef ENABLE_BESTIARY_FEATURE { - // when the option "Only known bestiary creatures" is ON - // we remove every unknown creatures from the spawning pool + // When the option "Only known bestiary creatures" is ON + // we remove every unknown creatures from the spawning pool. if (master.settings.only_known_bestiary_creatures && !RER_flagEnabled(flags, RER_BREF_IGNORE_BESTIARY)) { manager = theGame.GetJournalManager(); @@ -491,7 +491,7 @@ abstract class RER_BestiaryEntry { var max: int; var i: int; - // composition groups are recursive, a spawned group causes a composition to + // Composition groups are recursive, a spawned group causes a composition to // appear. But that composition can have its own composition. // We add a failsafe to avoid a recursive crash/stack-overflow. if (creature == CreatureNONE || composition_count > 0) { @@ -500,15 +500,15 @@ abstract class RER_BestiaryEntry { bestiary_entry = master.bestiary.entries[creature]; - // 75% to not spawn any composition + // 75% to not spawn any composition. if (RandRange(100) < 75) { return entities; } - // at the moment `count` is the amount of creatures from the initial group + // At the moment `count` is the amount of creatures from the initial group. max = (this.ecosystem_delay_multiplier * count / bestiary_entry.ecosystem_delay_multiplier) as int; count = Clamp( - // once we're sure compositions can spawn, we get a random value between + // Once we're sure compositions can spawn, we get a random value between // the maximum number of allies and 80% of that number. The maximum number // of allies is calculated from the original group' strength and the // strength of the new allies. @@ -516,10 +516,10 @@ abstract class RER_BestiaryEntry { max, (max * 0.8) as int ), - // a maximum of 5 times more allies than in the original group + // A maximum of 5 times more allies than in the original group // this will not affect small creatures who often come in large groupes // but will limit the amount of allies for creatures with a high strength. - // Like 15 harpies from 1 wyvern + // Like 15 harpies from 1 wyvern. count * 5, 0 ); @@ -566,7 +566,7 @@ enum RER_BestiaryEntrySpawnFlag { RER_BESF_NO_PERSIST = 2, RER_BESF_NO_ECOSYSTEM_EFFECT = 4, - // if set, it will ignore the bestiary feature that removes unknown + // If set, it will ignore the bestiary feature that removes unknown // creatures from the spawn. It's used for the bounties where settings are // ignored. RER_BESF_NO_BESTIARY_FEATURE = 8 diff --git a/src/bestiary/entries/alghoul.wss b/src/bestiary/entries/alghoul.wss index 2815ad49..c658dba7 100644 --- a/src/bestiary/entries/alghoul.wss +++ b/src/bestiary/entries/alghoul.wss @@ -53,6 +53,8 @@ class RER_BestiaryAlghoul extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 3; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -80,7 +82,7 @@ class RER_BestiaryAlghoul extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/arachas.wss b/src/bestiary/entries/arachas.wss index 5115017e..a2d984a3 100644 --- a/src/bestiary/entries/arachas.wss +++ b/src/bestiary/entries/arachas.wss @@ -42,6 +42,8 @@ class RER_BestiaryArachas extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 10; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.self_influence) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -69,7 +71,7 @@ class RER_BestiaryArachas extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/barghest.wss b/src/bestiary/entries/barghest.wss index bbddd89d..92807568 100644 --- a/src/bestiary/entries/barghest.wss +++ b/src/bestiary/entries/barghest.wss @@ -33,6 +33,8 @@ class RER_BestiaryBarghest extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.low_bad_influence) //CreatureARACHAS .influence(influences.low_bad_influence) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryBarghest extends RER_BestiaryEntry { .influence(influences.low_bad_influence) //CreatureBERSERKER .influence(influences.low_bad_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.low_indirect_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/basilisk.wss b/src/bestiary/entries/basilisk.wss index 582a9052..eacef54b 100644 --- a/src/bestiary/entries/basilisk.wss +++ b/src/bestiary/entries/basilisk.wss @@ -38,6 +38,8 @@ class RER_BestiaryBasilisk extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 14; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -65,7 +67,7 @@ class RER_BestiaryBasilisk extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.low_bad_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/bear.wss b/src/bestiary/entries/bear.wss index 56516afd..d9a0d4a5 100644 --- a/src/bestiary/entries/bear.wss +++ b/src/bestiary/entries/bear.wss @@ -43,6 +43,8 @@ class RER_BestiaryBear extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 3.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.low_indirect_influence) //CreatureARACHAS .influence(influences.low_indirect_influence) //CreatureENDREGA @@ -70,7 +72,7 @@ class RER_BestiaryBear extends RER_BestiaryEntry { .influence(influences.friend_with) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/berserker.wss b/src/bestiary/entries/berserker.wss index c6e6f22b..511e74f7 100644 --- a/src/bestiary/entries/berserker.wss +++ b/src/bestiary/entries/berserker.wss @@ -29,6 +29,8 @@ class RER_BestiaryBerserker extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 4; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.low_indirect_influence) //CreatureARACHAS .influence(influences.low_indirect_influence) //CreatureENDREGA @@ -56,7 +58,7 @@ class RER_BestiaryBerserker extends RER_BestiaryEntry { .influence(influences.self_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/boar.wss b/src/bestiary/entries/boar.wss index 675aa808..62c0d4f3 100644 --- a/src/bestiary/entries/boar.wss +++ b/src/bestiary/entries/boar.wss @@ -33,6 +33,8 @@ class RER_BestiaryBoar extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.friend_with) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryBoar extends RER_BestiaryEntry { .influence(influences.low_indirect_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_indirect_influence) //CreatureDRACOLIZARD .influence(influences.high_indirect_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/bruxa.wss b/src/bestiary/entries/bruxa.wss index 2e3575b9..c869a71a 100644 --- a/src/bestiary/entries/bruxa.wss +++ b/src/bestiary/entries/bruxa.wss @@ -39,6 +39,8 @@ class RER_BestiaryBruxa extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 11; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryBruxa extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/bruxacity.wss b/src/bestiary/entries/bruxacity.wss index 5c809297..47281066 100644 --- a/src/bestiary/entries/bruxacity.wss +++ b/src/bestiary/entries/bruxacity.wss @@ -38,6 +38,8 @@ class RER_BestiaryBruxacity extends RER_BestiaryEntry { this.trophy_names.PushBack('modrer_vampire_trophy_high'); this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -65,7 +67,7 @@ class RER_BestiaryBruxacity extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/centipede.wss b/src/bestiary/entries/centipede.wss index 73cae2e6..16c06ebc 100644 --- a/src/bestiary/entries/centipede.wss +++ b/src/bestiary/entries/centipede.wss @@ -39,6 +39,8 @@ class RER_BestiaryCentipede extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 4.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.low_indirect_influence) //CreatureHUMAN .influence(influences.friend_with) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryCentipede extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_indirect_influence) //CreatureDRACOLIZARD .influence(influences.high_indirect_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/chort.wss b/src/bestiary/entries/chort.wss index bb94a7f6..b6a72eb0 100644 --- a/src/bestiary/entries/chort.wss +++ b/src/bestiary/entries/chort.wss @@ -29,6 +29,8 @@ class RER_BestiaryChort extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 10; 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 @@ -56,7 +58,7 @@ class RER_BestiaryChort extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.low_bad_influence) //CreatureDRACOLIZARD .influence(influences.low_bad_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/cockatrice.wss b/src/bestiary/entries/cockatrice.wss index 1039da29..ffa8bd0c 100644 --- a/src/bestiary/entries/cockatrice.wss +++ b/src/bestiary/entries/cockatrice.wss @@ -36,6 +36,8 @@ class RER_BestiaryCockatrice extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 13.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -63,7 +65,7 @@ class RER_BestiaryCockatrice extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.low_bad_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.low_bad_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/cyclop.wss b/src/bestiary/entries/cyclop.wss index f38df1c6..f142d213 100644 --- a/src/bestiary/entries/cyclop.wss +++ b/src/bestiary/entries/cyclop.wss @@ -36,6 +36,8 @@ class RER_BestiaryCyclop extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 7.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -63,7 +65,7 @@ class RER_BestiaryCyclop extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.kills_them) //CreatureDRACOLIZARD .influence(influences.kills_them) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/detlaff.wss b/src/bestiary/entries/detlaff.wss index 7bc10b14..7b2d9a42 100644 --- a/src/bestiary/entries/detlaff.wss +++ b/src/bestiary/entries/detlaff.wss @@ -33,6 +33,8 @@ class RER_BestiaryDetlaff extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 25; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryDetlaff extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/dracolizard.wss b/src/bestiary/entries/dracolizard.wss index 848156ec..2f9a3a14 100644 --- a/src/bestiary/entries/dracolizard.wss +++ b/src/bestiary/entries/dracolizard.wss @@ -36,6 +36,8 @@ class RER_BestiaryDracolizard extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 18; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -63,7 +65,7 @@ class RER_BestiaryDracolizard extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.self_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/drowner.wss b/src/bestiary/entries/drowner.wss index 4db4ce53..3015eed1 100644 --- a/src/bestiary/entries/drowner.wss +++ b/src/bestiary/entries/drowner.wss @@ -51,6 +51,8 @@ class RER_BestiaryDrowner extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -78,7 +80,7 @@ class RER_BestiaryDrowner extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/echinops.wss b/src/bestiary/entries/echinops.wss index aace311f..30285181 100644 --- a/src/bestiary/entries/echinops.wss +++ b/src/bestiary/entries/echinops.wss @@ -51,6 +51,8 @@ class RER_BestiaryEchinops extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 8; 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 @@ -78,7 +80,7 @@ class RER_BestiaryEchinops extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.high_indirect_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/ekimmara.wss b/src/bestiary/entries/ekimmara.wss index a29f07cf..5ee7e4ee 100644 --- a/src/bestiary/entries/ekimmara.wss +++ b/src/bestiary/entries/ekimmara.wss @@ -33,6 +33,8 @@ class RER_BestiaryEkimmara extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 10; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryEkimmara extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/elemental.wss b/src/bestiary/entries/elemental.wss index 37c8c3db..8c9cacad 100644 --- a/src/bestiary/entries/elemental.wss +++ b/src/bestiary/entries/elemental.wss @@ -52,6 +52,8 @@ class RER_BestiaryElemental extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 12.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.friend_with) //CreatureHUMAN .influence(influences.high_indirect_influence) //CreatureARACHAS .influence(influences.high_indirect_influence) //CreatureENDREGA @@ -79,7 +81,7 @@ class RER_BestiaryElemental extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/endrega.wss b/src/bestiary/entries/endrega.wss index a650380e..5219628e 100644 --- a/src/bestiary/entries/endrega.wss +++ b/src/bestiary/entries/endrega.wss @@ -46,6 +46,8 @@ class RER_BestiaryEndrega extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 3.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.friend_with) //CreatureARACHAS .influence(influences.self_influence) //CreatureENDREGA @@ -73,7 +75,7 @@ class RER_BestiaryEndrega extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.high_indirect_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/fiend.wss b/src/bestiary/entries/fiend.wss index 420dc9c3..f715a996 100644 --- a/src/bestiary/entries/fiend.wss +++ b/src/bestiary/entries/fiend.wss @@ -34,6 +34,8 @@ class RER_BestiaryFiend extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 12; 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 @@ -61,7 +63,7 @@ class RER_BestiaryFiend extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.low_bad_influence) //CreatureDRACOLIZARD .influence(influences.low_bad_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/fleder.wss b/src/bestiary/entries/fleder.wss index 38f39f62..c2e26d5f 100644 --- a/src/bestiary/entries/fleder.wss +++ b/src/bestiary/entries/fleder.wss @@ -38,6 +38,8 @@ class RER_BestiaryFleder extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 7; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -65,7 +67,7 @@ class RER_BestiaryFleder extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/fogling.wss b/src/bestiary/entries/fogling.wss index 79afa3f8..f9f02fd4 100644 --- a/src/bestiary/entries/fogling.wss +++ b/src/bestiary/entries/fogling.wss @@ -52,6 +52,8 @@ class RER_BestiaryFogling extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 3.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -79,7 +81,7 @@ class RER_BestiaryFogling extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/forktail.wss b/src/bestiary/entries/forktail.wss index b3028c3c..d1f4b5fc 100644 --- a/src/bestiary/entries/forktail.wss +++ b/src/bestiary/entries/forktail.wss @@ -42,6 +42,8 @@ class RER_BestiaryForktail extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 7.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -69,7 +71,7 @@ class RER_BestiaryForktail extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_bad_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/gargoyle.wss b/src/bestiary/entries/gargoyle.wss index 03044bd4..392cbaba 100644 --- a/src/bestiary/entries/gargoyle.wss +++ b/src/bestiary/entries/gargoyle.wss @@ -33,6 +33,8 @@ class RER_BestiaryGargoyle extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 9; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.friend_with) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryGargoyle extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.self_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/garkain.wss b/src/bestiary/entries/garkain.wss index 9a2933f1..9908fd70 100644 --- a/src/bestiary/entries/garkain.wss +++ b/src/bestiary/entries/garkain.wss @@ -39,6 +39,8 @@ class RER_BestiaryGarkain extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 9; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryGarkain extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/ghoul.wss b/src/bestiary/entries/ghoul.wss index 6624065d..a1b016bc 100644 --- a/src/bestiary/entries/ghoul.wss +++ b/src/bestiary/entries/ghoul.wss @@ -47,6 +47,8 @@ class RER_BestiaryGhoul extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -74,7 +76,7 @@ class RER_BestiaryGhoul extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/giant.wss b/src/bestiary/entries/giant.wss index 036317af..98e50243 100644 --- a/src/bestiary/entries/giant.wss +++ b/src/bestiary/entries/giant.wss @@ -46,6 +46,8 @@ class RER_BestiaryGiant extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 10; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -73,7 +75,7 @@ class RER_BestiaryGiant extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.kills_them) //CreatureDRACOLIZARD .influence(influences.kills_them) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/golem.wss b/src/bestiary/entries/golem.wss index 8dd12e2e..6b1377b7 100644 --- a/src/bestiary/entries/golem.wss +++ b/src/bestiary/entries/golem.wss @@ -45,6 +45,8 @@ class RER_BestiaryGolem extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 10; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.friend_with) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -72,7 +74,7 @@ class RER_BestiaryGolem extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/gravier.wss b/src/bestiary/entries/gravier.wss index 4c452ec2..111f60ab 100644 --- a/src/bestiary/entries/gravier.wss +++ b/src/bestiary/entries/gravier.wss @@ -33,6 +33,8 @@ class RER_BestiaryGravier extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.75; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryGravier extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/gryphon.wss b/src/bestiary/entries/gryphon.wss index 0894d5bf..94c72804 100644 --- a/src/bestiary/entries/gryphon.wss +++ b/src/bestiary/entries/gryphon.wss @@ -52,6 +52,8 @@ class RER_BestiaryGryphon extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 13.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -79,7 +81,7 @@ class RER_BestiaryGryphon extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_indirect_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.high_indirect_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/hag.wss b/src/bestiary/entries/hag.wss index b6854672..520382ed 100644 --- a/src/bestiary/entries/hag.wss +++ b/src/bestiary/entries/hag.wss @@ -52,6 +52,8 @@ class RER_BestiaryHag extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 4; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -79,7 +81,7 @@ class RER_BestiaryHag extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/harpy.wss b/src/bestiary/entries/harpy.wss index f444798d..b3ac4a3e 100644 --- a/src/bestiary/entries/harpy.wss +++ b/src/bestiary/entries/harpy.wss @@ -51,6 +51,8 @@ class RER_BestiaryHarpy extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.25; 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 @@ -78,7 +80,7 @@ class RER_BestiaryHarpy extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.low_indirect_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/human.wss b/src/bestiary/entries/human.wss index a67f6c3f..9d03d71a 100644 --- a/src/bestiary/entries/human.wss +++ b/src/bestiary/entries/human.wss @@ -29,6 +29,8 @@ class RER_BestiaryHuman extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.25; 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 @@ -56,7 +58,7 @@ class RER_BestiaryHuman extends RER_BestiaryEntry { .influence(influences.low_indirect_influence) //CreatureBERSERKER .influence(influences.low_indirect_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.kills_them) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.kills_them) //CreatureLESHEN diff --git a/src/bestiary/entries/katakan.wss b/src/bestiary/entries/katakan.wss index 08ef73bf..1473d1aa 100644 --- a/src/bestiary/entries/katakan.wss +++ b/src/bestiary/entries/katakan.wss @@ -45,6 +45,8 @@ class RER_BestiaryKatakan extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 11; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -72,7 +74,7 @@ class RER_BestiaryKatakan extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/kikimore.wss b/src/bestiary/entries/kikimore.wss index dc7087e6..bd70a171 100644 --- a/src/bestiary/entries/kikimore.wss +++ b/src/bestiary/entries/kikimore.wss @@ -39,6 +39,8 @@ class RER_BestiaryKikimore extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 6; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.low_indirect_influence) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryKikimore extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/leshen.wss b/src/bestiary/entries/leshen.wss index 9235a199..cb9b501f 100644 --- a/src/bestiary/entries/leshen.wss +++ b/src/bestiary/entries/leshen.wss @@ -41,6 +41,8 @@ class RER_BestiaryLeshen extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 15; 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 @@ -68,7 +70,7 @@ 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 diff --git a/src/bestiary/entries/nekker.wss b/src/bestiary/entries/nekker.wss index 7b4ef8a1..ede747bf 100644 --- a/src/bestiary/entries/nekker.wss +++ b/src/bestiary/entries/nekker.wss @@ -64,6 +64,8 @@ class RER_BestiaryNekker extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.25; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -91,7 +93,7 @@ class RER_BestiaryNekker extends RER_BestiaryEntry { .influence(influences.kills_them) //CreatureBERSERKER .influence(influences.kills_them) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/nightwraith.wss b/src/bestiary/entries/nightwraith.wss index 2d7cbd7a..142795c7 100644 --- a/src/bestiary/entries/nightwraith.wss +++ b/src/bestiary/entries/nightwraith.wss @@ -54,6 +54,8 @@ class RER_BestiaryNightwraith extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 9; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -81,7 +83,7 @@ class RER_BestiaryNightwraith extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/noonwraith.wss b/src/bestiary/entries/noonwraith.wss index e53d05aa..e0023266 100644 --- a/src/bestiary/entries/noonwraith.wss +++ b/src/bestiary/entries/noonwraith.wss @@ -51,6 +51,8 @@ class RER_BestiaryNoonwraith extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 6; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -78,7 +80,7 @@ class RER_BestiaryNoonwraith extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/panther.wss b/src/bestiary/entries/panther.wss index 3ce6c510..586a9c2d 100644 --- a/src/bestiary/entries/panther.wss +++ b/src/bestiary/entries/panther.wss @@ -45,6 +45,8 @@ class RER_BestiaryPanther extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.friend_with) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -72,7 +74,7 @@ class RER_BestiaryPanther extends RER_BestiaryEntry { .influence(influences.low_indirect_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_indirect_influence) //CreatureDRACOLIZARD .influence(influences.high_indirect_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/rotfiend.wss b/src/bestiary/entries/rotfiend.wss index 8cb60d62..e5fc4f30 100644 --- a/src/bestiary/entries/rotfiend.wss +++ b/src/bestiary/entries/rotfiend.wss @@ -39,6 +39,8 @@ class RER_BestiaryRotfiend extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.75; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryRotfiend extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/sharley.wss b/src/bestiary/entries/sharley.wss index d380f38d..79cf3ce3 100644 --- a/src/bestiary/entries/sharley.wss +++ b/src/bestiary/entries/sharley.wss @@ -51,6 +51,8 @@ class RER_BestiarySharley extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 25; 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 @@ -78,7 +80,7 @@ class RER_BestiarySharley extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.low_indirect_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/siren.wss b/src/bestiary/entries/siren.wss index 187676a5..80b09766 100644 --- a/src/bestiary/entries/siren.wss +++ b/src/bestiary/entries/siren.wss @@ -45,6 +45,8 @@ class RER_BestiarySiren extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.75; 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 @@ -72,7 +74,7 @@ class RER_BestiarySiren extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.self_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.low_indirect_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/skelbear.wss b/src/bestiary/entries/skelbear.wss index b0585d98..127415d6 100644 --- a/src/bestiary/entries/skelbear.wss +++ b/src/bestiary/entries/skelbear.wss @@ -29,6 +29,8 @@ class RER_BestiarySkelbear extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 3.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.low_indirect_influence) //CreatureARACHAS .influence(influences.low_indirect_influence) //CreatureENDREGA @@ -56,7 +58,7 @@ class RER_BestiarySkelbear extends RER_BestiaryEntry { .influence(influences.friend_with) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/skeleton.wss b/src/bestiary/entries/skeleton.wss index 8202bdb6..1a3b8769 100644 --- a/src/bestiary/entries/skeleton.wss +++ b/src/bestiary/entries/skeleton.wss @@ -39,6 +39,8 @@ class RER_BestiarySkeleton extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2; 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 @@ -66,7 +68,7 @@ class RER_BestiarySkeleton extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/skeltroll.wss b/src/bestiary/entries/skeltroll.wss index 9ec0712e..08be8caa 100644 --- a/src/bestiary/entries/skeltroll.wss +++ b/src/bestiary/entries/skeltroll.wss @@ -45,6 +45,8 @@ class RER_BestiarySkeltroll extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.friend_with) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -72,7 +74,7 @@ class RER_BestiarySkeltroll extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/skelwolf.wss b/src/bestiary/entries/skelwolf.wss index c8670ec3..d0096e3b 100644 --- a/src/bestiary/entries/skelwolf.wss +++ b/src/bestiary/entries/skelwolf.wss @@ -39,6 +39,8 @@ class RER_BestiarySkelwolf extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.25; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.low_indirect_influence) //CreatureARACHAS .influence(influences.low_indirect_influence) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiarySkelwolf extends RER_BestiaryEntry { .influence(influences.friend_with) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/spider.wss b/src/bestiary/entries/spider.wss index 728a661a..26ab7e62 100644 --- a/src/bestiary/entries/spider.wss +++ b/src/bestiary/entries/spider.wss @@ -83,6 +83,8 @@ class RER_BestiarySpider extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 4; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.low_indirect_influence) //CreatureHUMAN .influence(influences.friend_with) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -110,7 +112,7 @@ class RER_BestiarySpider extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_indirect_influence) //CreatureDRACOLIZARD .influence(influences.high_indirect_influence) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/troll.wss b/src/bestiary/entries/troll.wss index 17c84f91..94174681 100644 --- a/src/bestiary/entries/troll.wss +++ b/src/bestiary/entries/troll.wss @@ -33,6 +33,8 @@ class RER_BestiaryTroll extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.friend_with) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -60,7 +62,7 @@ class RER_BestiaryTroll extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/werewolf.wss b/src/bestiary/entries/werewolf.wss index bd660784..e20f647a 100644 --- a/src/bestiary/entries/werewolf.wss +++ b/src/bestiary/entries/werewolf.wss @@ -71,6 +71,8 @@ class RER_BestiaryWerewolf extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 10; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.friend_with) //CreatureHUMAN .influence(influences.friend_with) //CreatureARACHAS .influence(influences.friend_with) //CreatureENDREGA @@ -98,7 +100,7 @@ class RER_BestiaryWerewolf extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/wight.wss b/src/bestiary/entries/wight.wss index 72bf66dc..06760509 100644 --- a/src/bestiary/entries/wight.wss +++ b/src/bestiary/entries/wight.wss @@ -39,6 +39,8 @@ class RER_BestiaryWight extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.low_bad_influence) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryWight extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/wildhunt.wss b/src/bestiary/entries/wildhunt.wss index a12fe30a..055680f7 100644 --- a/src/bestiary/entries/wildhunt.wss +++ b/src/bestiary/entries/wildhunt.wss @@ -65,6 +65,8 @@ class RER_BestiaryWildhunt extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 6; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -92,7 +94,7 @@ class RER_BestiaryWildhunt extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/wolf.wss b/src/bestiary/entries/wolf.wss index 2bebf7d3..ca4cf49c 100644 --- a/src/bestiary/entries/wolf.wss +++ b/src/bestiary/entries/wolf.wss @@ -39,6 +39,8 @@ class RER_BestiaryWolf extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.25; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.high_indirect_influence) //CreatureHUMAN .influence(influences.low_indirect_influence) //CreatureARACHAS .influence(influences.low_indirect_influence) //CreatureENDREGA @@ -66,7 +68,7 @@ class RER_BestiaryWolf extends RER_BestiaryEntry { .influence(influences.friend_with) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.friend_with) //CreatureLESHEN diff --git a/src/bestiary/entries/wraith.wss b/src/bestiary/entries/wraith.wss index 69616de5..c61ff036 100644 --- a/src/bestiary/entries/wraith.wss +++ b/src/bestiary/entries/wraith.wss @@ -57,6 +57,8 @@ class RER_BestiaryWraith extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 2.75; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -84,7 +86,7 @@ class RER_BestiaryWraith extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.no_influence) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.no_influence) //CreatureDRACOLIZARD .influence(influences.no_influence) //CreatureGARGOYLE .influence(influences.no_influence) //CreatureLESHEN diff --git a/src/bestiary/entries/wyvern.wss b/src/bestiary/entries/wyvern.wss index c7dbb50e..5f78562d 100644 --- a/src/bestiary/entries/wyvern.wss +++ b/src/bestiary/entries/wyvern.wss @@ -35,6 +35,8 @@ class RER_BestiaryWyvern extends RER_BestiaryEntry { this.ecosystem_delay_multiplier = 7.5; this.ecosystem_impact = (new EcosystemCreatureImpactBuilder in thePlayer) + + // Small creatures below. .influence(influences.kills_them) //CreatureHUMAN .influence(influences.no_influence) //CreatureARACHAS .influence(influences.no_influence) //CreatureENDREGA @@ -62,7 +64,7 @@ class RER_BestiaryWyvern extends RER_BestiaryEntry { .influence(influences.no_influence) //CreatureBERSERKER .influence(influences.friend_with) //CreatureSIREN - // large creatures below + // Large creatures below. .influence(influences.high_indirect_influence) //CreatureDRACOLIZARD .influence(influences.friend_with) //CreatureGARGOYLE .influence(influences.high_indirect_influence) //CreatureLESHEN diff --git a/src/bounty/bounty_manager.wss b/src/bounty/bounty_manager.wss index 1ada3ec3..4d34a049 100644 --- a/src/bounty/bounty_manager.wss +++ b/src/bounty/bounty_manager.wss @@ -10,19 +10,19 @@ statemachine class RER_BountyManager extends CEntity { this.GotoState('Processing'); } - //#region bounty settings & constants + // #region bounty settings & constants - // returns the steps at which the seed gains difficulty points + // Returns the steps at which the seed gains difficulty points. public function getSeedDifficultyStep(): int { return 1000; } public function getDifficultyForSeed(seed: int): int { - // when using the 0 seed, which means the bounty is completely random. The + // When using the 0 seed, which means the bounty is completely random. The // difficulty no longer scales on the seed as there is no seed but instead // on the player's level. if (seed == 0) { - // there is still a level of randomness here, it uses the settings values + // There is still a level of randomness here, it uses the settings values // to get the difficulty relative to the player's level. return getRandomLevelBasedOnSettings(this.master.settings); } @@ -30,7 +30,7 @@ statemachine class RER_BountyManager extends CEntity { return (seed / this.getSeedDifficultyStep()) as int; } - // returns how much the seed cap is increased by bounty level + // Returns how much the seed cap is increased by bounty level. public function getSeedBountyLevelStep(): int { return 500; } @@ -39,11 +39,11 @@ statemachine class RER_BountyManager extends CEntity { return this.master.storages.bounty.bounty_level * this.getSeedBountyLevelStep(); } - //#endregion bounty settings & constants + // #endregion bounty settings & constants - //#region bounty creation + // #region bounty creation - // create a new bounty struct with all the data we need to know about the new + // Create a new bounty struct with all the data we need to know about the new // bounty. private latent function getNewBounty(seed: int): RER_Bounty { var bounty: RER_Bounty; @@ -69,8 +69,8 @@ statemachine class RER_BountyManager extends CEntity { RER_BREF_IGNORE_BIOMES | RER_BREF_IGNORE_SETTLEMENT | RER_BREF_IGNORE_BESTIARY, (new RER_SpawnRollerFilter in this) .init() - // we multiply everyone by 100, so that 0.01 * 100 = 1 - // since the resulting creature chances are integers, 50 * 0.01 results + // We multiply everyone by 100, so that 0.01 * 100 = 1. + // Since the resulting creature chances are integers, 50 * 0.01 results // in 0 and would cause a crash. This will instead multiply everyone // by 100 and leave the creatures we don't want to their initial tiny // values. @@ -78,8 +78,8 @@ statemachine class RER_BountyManager extends CEntity { .setOffsets( constants.large_creature_begin, constants.large_creature_max, - // creature outside the offset have 1% chance to appear - // 1% and not 0% to avoid crashes if all creatures to be disabled + // Creature outside the offset have 1% chance to appear. + // 1% and not 0% to avoid crashes if all creatures are disabled // in the settings. 0.01 ) @@ -111,8 +111,8 @@ statemachine class RER_BountyManager extends CEntity { constants = RER_ConstantCreatureTypes(); - // the seed 0 means the bounty will be completely random and won't use the - // seed in the RNG + // The seed 0 means the bounty will be completely random and won't use the + // seed in the RNG. rng = (new RandomNumberGenerator in this).setSeed(seed) .useSeed(seed != 0); @@ -124,17 +124,17 @@ statemachine class RER_BountyManager extends CEntity { NLOG("generateRandomDataForBounty(), number of groups = " + number_of_groups); // 0. - // prepare the data we'll need while generating stuff + // Prepare the data we'll need while generating stuff. - // get a sorted list of the different POIs in the game + // Get a sorted list of the different POIs in the game. point_of_interests_positions = this.master.contract_manager.getClosestDestinationPoints(thePlayer.GetWorldPosition()); - // bounties are composed of 1 main target and multiple side targets. + // Bounties are composed of 1 main target and multiple side targets. // The main target is a large monster, something supposedly hard to kill, // while the side targets are small creatures. // 1. - // we start by adding the main group + // We start by adding the main group. current_group_data = RER_BountyRandomMonsterGroupData(); current_group_data.type = main_bestiary_entry.type; @@ -157,7 +157,7 @@ statemachine class RER_BountyManager extends CEntity { data.main_group = current_group_data; // 2. - // we generate the side groups + // We generate the side groups. for (i = 0; i < number_of_groups; i += 1) { current_group_data = RER_BountyRandomMonsterGroupData(); @@ -171,7 +171,7 @@ statemachine class RER_BountyManager extends CEntity { .setOffsets( constants.small_creature_begin_no_humans, constants.small_creature_max, - // creature outside the offset have 1% chance to appear + // Creature outside the offset have 1% chance to appear. // 1% and not 0% to avoid crashes if all creatures to be disabled // in the settings. 0.01 @@ -220,10 +220,10 @@ statemachine class RER_BountyManager extends CEntity { return data; } - //#endregion bounty creation + // #endregion bounty creation - //#region bounty workflow + // #region bounty workflow public latent function startBounty(seed: int) { this.master.storages.bounty.current_bounty = this.getNewBounty(seed); @@ -254,7 +254,7 @@ statemachine class RER_BountyManager extends CEntity { bonus = this.getNumberOfSideGroupsKilled(); new_level = this.increaseBountyLevel(); - // bonus groups grant additional rewards based on the new bounty level. + // Bonus groups grant additional rewards based on the new bounty level. if (bonus > 0) { RER_giveItemForLevelUnknown( this.master, @@ -454,7 +454,7 @@ statemachine class RER_BountyManager extends CEntity { message = GetLocStringByKey("rer_bounty_start_popup"); // 1. - // first the main target + // First the main target. message = StrReplace( message, "{{main_creature_listing}}", @@ -465,7 +465,7 @@ statemachine class RER_BountyManager extends CEntity { ); // 2 - // then the side targets + // Then the side targets. for (i = 0; i < this.master.storages.bounty.current_bounty.random_data.side_groups.Size(); i += 1) { group = this.master.storages.bounty.current_bounty.random_data.side_groups[i]; @@ -481,22 +481,22 @@ statemachine class RER_BountyManager extends CEntity { return message; } - //#endregion bounty workflow + // #endregion bounty workflow - // return the maximum progress the bounty will have for this seed. Each progress + // Return the maximum progress the bounty will have for this seed. Each progress // level is a group of creatures. public function getNumberOfGroupsForSeed(rng: RandomNumberGenerator, seed: int): int { var min: int; var max: int; min = 1; - // for every 10 levels bounties have a chance to get 1 more group + // For every 10 levels bounties have a chance to get 1 more group. max = 2 + (this.getDifficultyForSeed(seed) * 0.1 as int) + min; NLOG("getNumberOfGroupsForSeed(" + seed + ") - " + RandNoiseF(seed, max, min) + " " + max); - // a difficulty 0 seed has maximum 5 monster groups in it - // the difficulty seed step divided by 100 means that a difficulty 100 seed + // A difficulty 0 seed has maximum 5 monster groups in it. + // The difficulty seed step divided by 100 means that a difficulty 100 seed // will double the amount of creatures. return rng.nextRange(max, min) as int; } @@ -547,12 +547,12 @@ state Processing in RER_BountyManager { } entry function Processing_main() { - // we also call it instantly to handle cases where the player teleported near - // a group that was picked but not spawned yet + // We also call it instantly to handle cases where the player teleported near + // a group that was picked but not spawned yet. parent.displayMarkersForCurrentBounty(); while (true) { - // no active bounty, do nothing + // No active bounty, do nothing. if (!parent.isBountyActive()) { Sleep(20); @@ -579,7 +579,7 @@ state Processing in RER_BountyManager { player_position = thePlayer.GetWorldPosition(); // 1. - // we start by checking for the main group + // We start by checking for the main group. this.trySpawnBountyGroup( parent.master.storages.bounty.current_bounty.random_data.main_group, 100, @@ -597,7 +597,7 @@ state Processing in RER_BountyManager { NLOG("spawnNearbyBountyGroups(), side group " + i); - // here, we know the group we currently have was not killed + // Here, we know the group we currently have was not killed. this.trySpawnBountyGroup( groups[i], 50, @@ -657,7 +657,7 @@ state Processing in RER_BountyManager { bestiary_entry = parent.master.bestiary.entries[group_data.type]; - // to get it closer to the real ground position. It works because bounty + // To get it closer to the real ground position. It works because bounty // groups are spawned only when the player gets close. position = group_data.position; @@ -680,15 +680,15 @@ state Processing in RER_BountyManager { parent.master, position, group_data.count, - , // density + , // Density EncounterType_CONTRACT, RER_BESF_NO_BESTIARY_FEATURE | RER_BESF_NO_PERSIST, 'RandomEncountersReworked_BountyCreature',, damage_modifier ); - // group index -1 is a way to identify the main group - // in that case we add 1 of each side group killed into the main group + // Group index -1 is a way to identify the main group. + // In that case we add 1 of each side group killed into the main group. if (group_index < 0) { for (i = 0; i < parent.master.storages.bounty.current_bounty.random_data.side_groups.Size(); i += 1) { current_group = parent.master.storages.bounty.current_bounty.random_data.side_groups[i]; @@ -704,8 +704,8 @@ state Processing in RER_BountyManager { side_entities = side_bestiary_entry.spawn( parent.master, position, - 1, // only 1 creature - , // density + 1, // Only 1 creature. + , // Density EncounterType_CONTRACT, RER_BESF_NO_BESTIARY_FEATURE | RER_BESF_NO_PERSIST, 'RandomEncountersReworked_BountyCreature',, diff --git a/src/bounty/bounty_master/bounty_master_manager.wss b/src/bounty/bounty_master/bounty_master_manager.wss index 80fd96c9..1cc615f6 100644 --- a/src/bounty/bounty_master/bounty_master_manager.wss +++ b/src/bounty/bounty_master/bounty_master_manager.wss @@ -52,7 +52,7 @@ statemachine class RER_BountyMasterManager { } //Ferroxius - New Bounty Masters END - // every hour of playtime it changes the index in the valid positions + // Every hour of playtime it changes the index in the valid positions. valid_positions = this.getBountyMasterValidPositions(); position_index = (RandNoiseF( GameTimeHours(theGame.CalculateTimePlayed()), @@ -67,11 +67,11 @@ statemachine class RER_BountyMasterManager { position_index = 0; } - // the bounty master already exist + // The bounty master already exist. if (this.bounty_master_entity) { NLOG("bounty master exists, template = " + StrAfterFirst(this.bounty_master_entity.ToString(), "::")); - // not the same template as the one asked, we kill the current bounty master + // Not the same template as the one asked, we kill the current bounty master. if (StrAfterFirst(this.bounty_master_entity.ToString(), "::") != template_path) { NLOG("bounty master wrong template"); @@ -80,7 +80,7 @@ statemachine class RER_BountyMasterManager { delete this.bounty_master_entity; } else { - // teleport the bounty master at the current position based on the current playtime + // Teleport the bounty master at the current position based on the current playtime. bounty_master_entity .TeleportWithRotation( valid_positions[position_index] + Vector(0, 0, 0.2), diff --git a/src/bounty/bounty_types.wss b/src/bounty/bounty_types.wss index 9f8c2ae4..6998fb2b 100644 --- a/src/bounty/bounty_types.wss +++ b/src/bounty/bounty_types.wss @@ -2,7 +2,7 @@ struct RER_Bounty { var seed: int; - // contains information about the different groups of creature the bounty is + // Contains information about the different groups of creature the bounty is // composed of. var random_data: RER_BountyRandomData; @@ -16,10 +16,10 @@ struct RER_BountyRandomData { struct RER_BountyRandomMonsterGroupData { - // the creature type that composes this group + // The creature type that composes this group. var type: CreatureType; - // the enemy count + // The enemy count. var count: int; var position: Vector; diff --git a/src/camera/camera_manager.wss b/src/camera/camera_manager.wss index 03e37540..0a40c2ef 100644 --- a/src/camera/camera_manager.wss +++ b/src/camera/camera_manager.wss @@ -7,11 +7,11 @@ class RER_CameraDataInterface { } class RER_CameraDataMoveToPositionLookAtPosition extends RER_CameraDataInterface { - // edit these two variables + // Edit these two variables. public var camera_position_goal: Vector; public var camera_target: Vector; - // or extend the class and override these method if your target is a moving target + // Or extend the class and override these method if your target is a moving target. function getCameraTarget(): Vector { return this.camera_target; } @@ -77,7 +77,7 @@ class RER_CameraDataMoveToPositionLookAtPosition extends RER_CameraDataInterface // Here the camera looks in the direction it's going. class RER_CameraDataMoveToPoint extends RER_CameraDataInterface { - // edit the variable + // Edit the variable. public var camera_position_goal: Vector; private var camera_position: Vector; @@ -85,7 +85,7 @@ class RER_CameraDataMoveToPoint extends RER_CameraDataInterface { private var camera_rotation_goal: EulerAngles; private var camera_target: Vector; - // or extend the class and override this method if your target is a moving target + // Or extend the class and override this method if your target is a moving target. function getCameraTarget(): Vector { return this.camera_target; } @@ -104,7 +104,7 @@ class RER_CameraDataMoveToPoint extends RER_CameraDataInterface { this.camera_rotation = theCamera.GetCameraRotation(); while (this.can_loop && this.canRunLoop()) { - // we get the mean value between both entities + // We get the mean value between both entities. this.camera_target = this.getCameraTarget(); this.camera_position += (this.camera_position_goal - this.camera_position) * 0.01; @@ -122,7 +122,7 @@ class RER_CameraDataMoveToPoint extends RER_CameraDataInterface { } class RER_CameraDataFloatAndLookAtTalkingActors extends RER_CameraDataMoveToPositionLookAtPosition { - // edit this variable + // Edit this variable. public var actors: array; default camera_rotation_blending = 0.01; @@ -165,9 +165,9 @@ class RER_CameraDataFloatAndLookAtTalkingActors extends RER_CameraDataMoveToPosi protected var last_talking_actor_index: int; default last_talking_actor_index = -1; - // for this class the camera will by default look between the actors - // but if an actor is talking the camera is look more in his direction while - // still trying to target the other non-talking actors + // For this class the camera will by default face in between the actors + // but if an actor is talking the camera will face more in his direction while + // still trying to target the other non-talking actors. function getCameraTarget(): Vector { var number_of_actors: int; var position: Vector; diff --git a/src/compositions/hunt.wss b/src/compositions/hunt.wss index c9fcc108..bf5fa463 100644 --- a/src/compositions/hunt.wss +++ b/src/compositions/hunt.wss @@ -16,7 +16,7 @@ latent function createRandomCreatureHunt(master: CRandomEncounters, optional cre } // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/5: - // added the NONE check because the SpawnRoller can return + // Added the NONE check because the SpawnRoller can return // the NONE value if the user set all values to 0. if (bestiary_entry.isNull()) { NLOG("creature_type is NONE, cancelling spawn"); @@ -91,7 +91,7 @@ class CreatureHuntGryphonComposition extends CompositionSpawner { ); if (this.allow_trophy) { - // if the user allows trophy pickup scene, tell the entity + // If the user allows trophy pickup scene, tell the entity // to send RER a request on its death. current_rer_entity.pickup_animation_on_death = this.allow_trophy_pickup_scene; } diff --git a/src/constants.wss b/src/constants.wss index 3b1b9477..feb3c020 100644 --- a/src/constants.wss +++ b/src/constants.wss @@ -1,31 +1,30 @@ -/////////////////////////////// -// a set of constants structs // -// that you can instantiate // -/////////////////////////////// +////////////////////////////////////////////////////////// +// A set of constants structs that you can instantiate. // +////////////////////////////////////////////////////////// // #define const DEBUG; -// flags to quickly disable the major systems of the mod, -// comment out the constant definitions to disable a system. +// Flags to quickly disable the major systems of the mod. +// Comment out the constant definitions to disable a system. // // IF DISABLED: -// completely remove the static encounters from the mod, the manager functions +// Completely remove the static encounters from the mod, the manager functions // for no SE are registered and the startSpawning function is short-circuited. #define const ENABLE_STATIC_ENCOUNTERS; -// remove the bestiary filtering when fetching a random creature, the journal -// entries are still in the bestiary entries but they're not used anywhere +// Remove the bestiary filtering when fetching a random creature, the journal +// entries are still in the bestiary entries but they're not used anywhere. #define const ENABLE_BESTIARY_FEATURE; -// remove the trails from the mod +// Remove the trails from the mod. #define const ENABLE_TRAIL_MAKER; -// remove the storage system from the mod, bounties, contracts and the ecosystem +// Remove the storage system from the mod, bounties, contracts and the ecosystem // won't have persisting changes between reloads. #define const ENABLE_STORAGE_SYSTEM; -// remove the ecosystem system from the mod, short-circuit most ecosystem +// Remove the ecosystem system from the mod, short-circuit most ecosystem // functions and remove most calls to the ecosystem manager as well. #define const ENABLE_ECOSYSTEM; @@ -37,48 +36,36 @@ struct RER_Constants { /** * If you update that number, remember to maybe add an update function in - * the Initialising state. And also the default value in the menu + * the Initialising state. And also the default value in the menu. */ var version: float; default version = 3.0; } -// used to define influences the -// currenth creature has over -// other creatures. Part of the -// Ecosystem feature. +// Used to define influences the currenth creature has over +// other creatures. Part of the ecosystem feature. struct RER_ConstantInfluences { - // when the current creature - // kills the other creature. + // When the current creature kills the other creature. var kills_them: float; default kills_them = -1.5; - // when the current creature - // is friend with the other - // creature. + // When the current creature is friend with the other creature. var friend_with: float; default friend_with = 2.5; - // when the current creature - // has no influence over the - // other creature. + // When the current creature has no influence over the other creature. var no_influence: float; default no_influence = 0; - // when the current creature - // indirectly increases the - // other creature spawn rate + // When the current creature indirectly increases the other creature spawn rate. var low_indirect_influence: float; default low_indirect_influence = 1; var high_indirect_influence: float; default high_indirect_influence = 2; - // when the current creature - // doesn't directly kill the - // other creature but when - // it stills decreases the - // spawn rate by a bit + // When the current creature doesn't directly kill the other creature + // but when it stills decreases the spawn rate by a bit. var low_bad_influence: float; default low_bad_influence = -0.5; diff --git a/src/container_refill.wss b/src/container_refill.wss index 9a2c68c1..a7846ece 100644 --- a/src/container_refill.wss +++ b/src/container_refill.wss @@ -7,7 +7,7 @@ /** * This function does a random roll, if it succeeds it calls the function to - * fill a random container + * fill a random container. */ latent function RER_tryRefillRandomContainer(master: CRandomEncounters) { NLOG("container refill called"); @@ -50,11 +50,11 @@ latent function RER_tryRefillRandomContainer(master: CRandomEncounters) { FindGameplayEntitiesInRange( containers, thePlayer, - radius, // radius + radius, // Radius 50 + number_of_containers * 10, // max number of entities - , // tag + , // Tag , - , // target + , // Target 'W3Container' ); diff --git a/src/contract/contract_manager.wss b/src/contract/contract_manager.wss index 8c8a5275..3ff42f96 100644 --- a/src/contract/contract_manager.wss +++ b/src/contract/contract_manager.wss @@ -1,17 +1,17 @@ /** * Summary of the whole Contract system: - * - An errand injector adds a notice to every noticeboard in the game + * - An errand injector adds a notice to every noticeboard in the game. * - When the errand is picked, it notifies the ContractManager which * displays a list of contracts the user can start. - * - There is a limited amount of contracts per hour (by default) + * - There is a limited amount of contracts per hour (by default). * - For contracts to be restricted per noticeboard, the noticeboards as * well as the contract have a unique identifier. * - These identifiers are used to determine if the same contract was * already completed from the same noticeboard. * - When a contract is started, it selects a random location in the * world, as well a random reward and a random species. - * - Every thing random in contracts are generated from a seeded RNG + * - Every thing random in contracts are generated from a seeded RNG. * - The seed is obtained from the noticeboard and the current * generation time. * - Contracts do not persist in the save, but are regenerated every @@ -47,7 +47,7 @@ statemachine class RER_ContractManager { .GetVarValue('RERcontracts', 'RERhoursBeforeNewContracts') ); - // special scenario, 0 means it will generate new contracts every time the + // Special scenario, 0 means it will generate new contracts every time the // board is opened. if (required_time_elapsed <= 0) { return RER_GenerationTime(RoundF(RandF() * 1000 - 500)); @@ -141,7 +141,7 @@ statemachine class RER_ContractManager { NLOG("generateContract, reward_type = " + contract.reward_type); - // TODO: once the PR that allows us to get the creature type right here is + // TODO: Once the PR that allows us to get the creature type right here is // merged, replace the difficulty check with a creature strength check. if (data.difficulty_level.value < 9) { if (rng.nextRange(10, 0) < 5) { @@ -167,7 +167,7 @@ statemachine class RER_ContractManager { closest_points = this.getClosestDestinationPoints(starting_point); - // since it can return less than what we asked for + // Since it can return less than what we asked for. size = closest_points.Size(); quarter = RoundF(size * 0.25); if (size <= 0) { @@ -175,8 +175,8 @@ statemachine class RER_ContractManager { } if (SUH_getCurrentRegion() == "prolog_village") { - // white orchard doesn't have enough POIs to pick only a portion of them, - // instead we pick all of them: + // White orchard doesn't have enough POIs to pick only a portion of them. + // Instead we pick all of them. index = rng.nextRange(size, 0) as int; } else { @@ -218,7 +218,7 @@ statemachine class RER_ContractManager { } }; - // We use a list of point of interests across the map + // We use a list of point of interests across the map. mappins = this.getPointOfInterests(); for (i = 0; i < mappins.Size(); i += 1) { current_position = mappins[i].entityPosition; @@ -229,14 +229,14 @@ statemachine class RER_ContractManager { // We also fetch entities with a custom tag to support // custom point of interests. This can prove useful in - // new maps from mod who may want to add support for RER - // contracts + // new maps from mods who may want to add support for RER + // contracts. FindGameplayEntitiesInRange( entities, thePlayer, - 10000, // range - 500, // maxresults - 'RER_contractPointOfInterest', // tag + 10000, // Range + 500, // Maxresults + 'RER_contractPointOfInterest', // Tag ); for (i = 0; i < entities.Size(); i += 1) { @@ -246,7 +246,7 @@ statemachine class RER_ContractManager { sorter_data.PushBack((new RER_ContractLocation in this).init(current_position, current_distance)); } - // we re-use the same variable here + // We re-use the same variable here. sorter_data = SU_sortArray(sorter_data); for (i = 0; i < sorter_data.Size(); i += 1) { @@ -349,7 +349,7 @@ statemachine class RER_ContractManager { if (IsNameValid(token_name)) { // 50% chance to get either 1 token, or the rewards_amount - 1, which is - // boosted by the reputation and difficulty + // boosted by the reputation and difficulty. if (rng.next() > 0.5) { current_amount = 1; } @@ -360,13 +360,13 @@ statemachine class RER_ContractManager { thePlayer.GetInventory().AddAnItem(token_name, current_amount); thePlayer.DisplayItemRewardNotification(token_name, current_amount); - // then we give what's left as jewels: + // Then we give what's left as jewels. rewards_amount -= current_amount; this.master.loot_manager.rollAndGiveItemsTo( thePlayer.GetInventory(), rewards_amount * 0.1, - , // rng + , // RNG LootCategory_Valuables ); @@ -375,7 +375,7 @@ statemachine class RER_ContractManager { } else { NDEBUG( - "RER ERROR: the name of the token is not valid [" + token_name + "]." + + "RER ERROR: The name of the token is not valid [" + token_name + "]." + "You can report this issue to the author, preferably with a copy/screenshot of this message." + "
Additional information:" + "
- seed: " + storage.active_contract.rng_seed + @@ -425,11 +425,11 @@ statemachine class RER_ContractManager { // difficulty at 80 = 116.740753 // difficulty at 99 = 158.036987 // - // tweak the last number to control how low it can go in the negatives. + // Tweak the last number to control how low it can go in the negatives. // Lower the number the higher it starts. // // Cap the level to 50 in the exponential function to avoid crazy numbers - // at higher levels + // at higher levels. return ExpF(Min(difficulty.value, 50) * 0.055) * LogF(difficulty.value + 1) // add a linear function for levels above 50 @@ -446,14 +446,14 @@ statemachine class RER_ContractManager { entities, thePlayer, 20, // range, - 1, // max results + 1, // rax results , // tag: optional value FLAG_ExcludePlayer, , // optional value 'W3NoticeBoard' ); - // bold move here, if there are no noticeboard nearby the game will crash. + // Bold move here, if there are no noticeboard nearby the game will crash. board = entities[0] as W3NoticeBoard; return board; diff --git a/src/contract/injectors.wss b/src/contract/injectors.wss index 82fd2781..5974c880 100644 --- a/src/contract/injectors.wss +++ b/src/contract/injectors.wss @@ -7,11 +7,11 @@ function RER_addNoticeboardInjectors() { FindGameplayEntitiesInRange( entities, thePlayer, - 5000, // range, - 100, // max results - , // tag: optional value + 5000, // Range, + 100, // Max results + , // Tag: optional value FLAG_ExcludePlayer, - , // optional value + , // Optional value 'W3NoticeBoard' ); @@ -52,7 +52,7 @@ class RER_ContractErrandInjector extends SU_ErrandInjector { identifier = master.contract_manager.getUniqueIdFromNoticeboard(board); - // if the reputation system is enabled but the player + // If the reputation system is enabled but the player // does not meet the requirement to see the vanilla // contracts yet, we remove all of the quest contracts // before injecting our errand. diff --git a/src/contract/rewards.wss b/src/contract/rewards.wss index 58f9a845..43aa2faa 100644 --- a/src/contract/rewards.wss +++ b/src/contract/rewards.wss @@ -36,7 +36,7 @@ latent function RER_applyLootFromContractTokenName(master: CRandomEncounters, in inventory.RemoveItemByName(item, count); if (item == 'rer_token_experience') { - // re-use the index variable here + // Re-use the index variable here. index = RER_getPlayerLevel() * 10; GetWitcherPlayer() @@ -81,7 +81,7 @@ latent function RER_applyLootFromContractTokenName(master: CRandomEncounters, in master.loot_manager.rollAndGiveItemsTo( inventory, 1.0, - , // rng + , // RNG category ); } @@ -180,7 +180,7 @@ function RER_getAllowedContractRewardsMaskFromRegion(): RER_ContractRewardType { if (region == "no_mans_land") { position = thePlayer.GetWorldPosition(); - // novigrad, higher than oxenfurt on the map + // Novigrad, higher than oxenfurt on the map. if (position.X < 1150) { return ContractRewardType_GOLD | ContractRewardType_GEAR; @@ -190,7 +190,7 @@ function RER_getAllowedContractRewardsMaskFromRegion(): RER_ContractRewardType { | ContractRewardType_MATERIALS; } } - // should never enter this one, but left just in case it happens + // Should never enter this one, but left just in case it happens. else if (region == "novigrad") { return ContractRewardType_GOLD | ContractRewardType_GEAR; @@ -203,14 +203,14 @@ function RER_getAllowedContractRewardsMaskFromRegion(): RER_ContractRewardType { return ContractRewardType_CONSUMABLES | ContractRewardType_GOLD; } - // kaer_morhen, spiral, isle of mysts, etc... - // places where contracts cannot happen without mods + // Kaer_morhen, spiral, isle of mysts, etc... + // Places where contracts cannot happen without mods. return ContractRewardType_ALL; } /** - * contracts rewards are subject to region based restrictions + * Contract rewards are subject to region based restrictions * but some noticeboards break the rules, this adds some nice * variation. */ diff --git a/src/contract/species.wss b/src/contract/species.wss index 45dc558b..e8882c7b 100644 --- a/src/contract/species.wss +++ b/src/contract/species.wss @@ -31,7 +31,7 @@ function RER_getSeededRandomSpeciesType(rng: RandomNumberGenerator): RER_Species function RER_getSeededRandomEasySpeciesType(rng: RandomNumberGenerator): RER_SpeciesTypes { var max: float; - // exclude specters for EE users + // Exclude specters for EE users. if (RER_playerUsesEnhancedEditionRedux()) { max = ((SpeciesTypes_SPECTERS as int) as float); } diff --git a/src/contract/states/dialog_choice.wss b/src/contract/states/dialog_choice.wss index 36b3f9c9..227091e8 100644 --- a/src/contract/states/dialog_choice.wss +++ b/src/contract/states/dialog_choice.wss @@ -1,7 +1,7 @@ /** * In this state we display a list of dialogue options to the player so that - * he can pick the contract he likes. + * they can pick the contract they like. */ state DialogChoice in RER_ContractManager { var camera: SU_StaticCamera; @@ -178,7 +178,7 @@ state DialogChoice in RER_ContractManager { var response: SSceneChoice; var i: int; - // while on gamepad, the interact input is directly sent in the dialog choice + // While on gamepad, the interact input is directly sent in the dialog choice // it is safer to wait a bit before capturing the input. Sleep(0.25); @@ -223,8 +223,8 @@ state DialogChoice in RER_ContractManager { } for (i = 0; i < 3; i += 1) { - // get the choices starting at 4th from last until 2nd to last, as the last - // is the exit choice + // Get the choices starting at 4th from last until 2nd to last, as the last + // is the exit choice. // EDIT: it works because the number of contracts is hardcoded at 3 at // the moment. // EDIT 2: this code is overly complex, why use .Size() and minus 4 diff --git a/src/contract/states/difficulty_selection.wss b/src/contract/states/difficulty_selection.wss index 28862810..f33fb86a 100644 --- a/src/contract/states/difficulty_selection.wss +++ b/src/contract/states/difficulty_selection.wss @@ -24,7 +24,7 @@ state DifficultySelection in RER_ContractManager { noticeboard_identifier = parent.getUniqueIdFromNoticeboard(parent.getNearbyNoticeboard()); if (!parent.canSelectContractDifficulty()) { - // the player cannot select the difficulty, go straight to the next state. + // The player cannot select the difficulty, go straight to the next state. parent.contractHaggleDifficultySelected( RER_ContractDifficultyLevel( parent.getMaximumDifficultyForReputation( diff --git a/src/contract/states/processing.wss b/src/contract/states/processing.wss index a508554f..e68aa2c1 100644 --- a/src/contract/states/processing.wss +++ b/src/contract/states/processing.wss @@ -58,8 +58,8 @@ state Processing in RER_ContractManager { active_contract = parent.master.storages.contract.active_contract; - // this part is pretty much useless since the storage is unique per region - // meaning you get only the contract for the current region. + // This part is pretty much useless since the storage is unique per region. + // This means you get only contracts for the current region. if (!SUH_isPlayerInRegion(active_contract.region_name)) { parent.GotoState('Waiting'); } @@ -125,7 +125,7 @@ state Processing in RER_ContractManager { position = active_contract.destination_point + VecRingRandStatic(rng.previous_number as int, 5, active_contract.destination_radius * 0.5 + 5); - // try to see if the position is valid. If it returns true then it means + // Try to see if the position is valid. If it returns true then it means // it found a valid position. if (getGroundPosition(position, 1, 10)) { i = -1; @@ -134,10 +134,10 @@ state Processing in RER_ContractManager { } } - // since i is set to -1 when a position is found, this means no position was - // found. + // Since i is set to -1 when a position is found, this means no position was + // found. if (i >= 0) { - // spawn the monster on the player directly as a last resort. + // Spawn the monster on the player directly as a last resort. position = thePlayer.GetWorldPosition(); getGroundPosition(position, 1, 20); } @@ -148,7 +148,7 @@ state Processing in RER_ContractManager { impact_points - 2 ); - // enemy_count temporarily holds the amount of bonus enemies + // enemy_count temporarily holds the amount of bonus enemies. enemy_count = 0; NLOG("impact points = " + impact_points); @@ -156,11 +156,11 @@ state Processing in RER_ContractManager { if (theGame.GetInGameConfigWrapper().GetVarValue('RERcontracts', 'RERallowIncreasedEnemyCount')) { NLOG("RERallowIncreasedEnemyCount = true"); - // caps at 25, which is enough for a shaelmaar + // Caps at 25, which is enough for a Shaelmaar. enemy_count += MinF(impact_points * 0.25, 25) as int; impact_points *= 0.75; - // then we take again 5% of the impact points for the enemy count but this + // Then we take again 5% of the impact points for the enemy count but this // time with no cap at all. enemy_count += (impact_points * 0.05) as int; impact_points *= 0.95; @@ -177,18 +177,18 @@ state Processing in RER_ContractManager { + Min( enemy_count, bestiary_entry.template_list.difficulty_factor.maximum_count_medium - ), //count - , // density + ), // Count + , // Density EncounterType_CONTRACT, RER_BESF_NO_BESTIARY_FEATURE | RER_BESF_NO_PERSIST, 'RandomEncountersReworked_ContractCreature', - // a high number to make sure there is no composition as we'll spawn them + // A high number to make sure there is no composition as we'll spawn them // manually. 10000 ); enemy_count = entities.Size(); - // here we make sure to use the medium count rather than the `enemy_count` + // Here we make sure to use the medium count rather than the `enemy_count` // since it would include the bonus entities from the impact points and // the cost of these entities were already substracted from the impact_points // variable earlier. @@ -211,7 +211,7 @@ state Processing in RER_ContractManager { damage_modifier.damage_dealt_modifier = 1; while (impact_points != 0) { - // the higher the amount of enemies, the higher the chances of them + // The higher the amount of enemies, the higher the chances of them // getting a damage boost. Smaller enemies often deal less damages, // so it is perfectly safe to give them more damage boosts than large // monsters who already inflict big hits. @@ -219,7 +219,7 @@ state Processing in RER_ContractManager { damage_modifier.damage_dealt_modifier *= PowF(buff_multiplier, 1); } else { - // so here we add 7.5% more damage received + // So here we add 7.5% more damage received. damage_modifier.damage_received_modifier *= PowF(2 - buff_multiplier, 7.5); } @@ -228,14 +228,14 @@ state Processing in RER_ContractManager { impact_points = RoundF(impact_points + sign); } - // set a minimum of 5% damage received modifier, for higher level contracts + // Set a minimum of 5% damage received modifier, for higher level contracts // it can easily reach 0% due to float precision. damage_modifier.damage_received_modifier = MaxF(0.05, damage_modifier.damage_received_modifier); - // don't tweak the buffs for small creatures because they're already pretty + // Don't tweak the buffs for small creatures because they're already pretty // weak by default. if (parent.master.bestiary.isCreatureLarge(active_contract.creature_type)) { - // to better balance the damage modifiers on large group of enemies, the + // To better balance the damage modifiers on large groups of enemies, the // more enemies there is the lower the buffs are. It's like we spread // the buffs over the enemies basically. damage_modifier.damage_received_modifier = PowF( @@ -323,14 +323,14 @@ state Processing in RER_ContractManager { path = "dlc\modtemplates\randomencounterreworkeddlc\data\rer_monster_nest.w2ent"; if (!RER_isCreatureTypeAllowedForNest(active_contract.creature_type)) { - // the monster doesn't fit a nest, in that case we spawn a boss fight + // The monster doesn't fit a nest, in that case we spawn a boss fight // instead. this.createHuntingGroundAndWaitForEnd(active_contract); return; } - // amount of nests: + // Amount of nests: i = RoundF(rng.nextRange(1 + active_contract.difficulty_level.value / 20, 1)); while (i > 0) { @@ -343,7 +343,7 @@ state Processing in RER_ContractManager { FixZAxis(position); - // try to see if the position is valid. If it returns true then it means + // Try to see if the position is valid. If it returns true then it means // it found a valid position. if (getGroundPosition(position, 2, 10)) { k = -1; @@ -352,10 +352,10 @@ state Processing in RER_ContractManager { } } - // since i is set to -1 when a position is found, this means no position was - // found. + // Since i is set to -1 when a position is found, this means no position was + // found. // if (k >= 0) { - // // spawn the monster on the player directly as a last resort. + // // Spawn the monster on the player directly as a last resort. // position = thePlayer.GetWorldPosition(); // getGroundPosition(position, 1, 20); // } @@ -418,8 +418,8 @@ state Processing in RER_ContractManager { enemy_count = bestiary_entry.template_list.difficulty_factor.maximum_count_medium; if (enemy_count < 3) { - // the amount of enemies would be too low for it to be a good horde, in - // that case we spawn a bossfight instead + // The amount of enemies would be too low for it to be a good horde, in + // that case we spawn a bossfight instead. this.createHuntingGroundAndWaitForEnd(active_contract); return; @@ -437,7 +437,7 @@ state Processing in RER_ContractManager { parent.master.horde_manager.sendRequest(request); - // the statemachine may not enter the processing state right away, + // The statemachine may not enter the processing state right away, // in this case we wait for it to leave the waiting state. while (parent.master.horde_manager.GetCurrentStateName() == 'Waiting') { Sleep(1); @@ -463,7 +463,7 @@ state Processing in RER_ContractManager { config.GetVarValue('RERcontracts', 'RERcontractsDeathReputationLossBuffer') ); - // the reputation loss is capped at 2 deaths + // The reputation loss is capped at 2 deaths. if (current_value < 2) { config.SetVarValue( 'RERcontracts', diff --git a/src/contract/types.wss b/src/contract/types.wss index d7f90441..88679aeb 100644 --- a/src/contract/types.wss +++ b/src/contract/types.wss @@ -1,13 +1,13 @@ /** - * Unique identifier used to differentiate one noticeboard from another + * Unique identifier used to differentiate one noticeboard from another. */ struct RER_NoticeboardIdentifier { var identifier: string; } /** - * Unique identifier used to differentiate one contract from another + * Unique identifier used to differentiate one contract from another. */ struct RER_ContractIdentifier { var identifier: string; @@ -24,14 +24,14 @@ function RER_identifierToInt(identifier: string): int { if (StrFindFirst(segment, "-") >= 0) { sub = StrBeforeFirst(segment, "-"); } - // if it's the last element + // If it's the last element. else { sub = segment; } output += StringToInt(sub); - // the +1 is there to exclude the "-" + // The +1 is there to exclude the "-". segment = StrMid(segment, StrLen(sub) + 1); } @@ -39,7 +39,7 @@ function RER_identifierToInt(identifier: string): int { } /** - * Represents the time when the contracts were generated + * Represents the time when the contracts were generated. */ struct RER_GenerationTime { var time: float; @@ -75,7 +75,7 @@ struct RER_ContractDifficultyLevel { */ struct RER_ContractGenerationData { /** - * the position of the noticeboard when the contract was accepted + * The position of the noticeboard when the contract was accepted. */ var starting_point: Vector; @@ -92,7 +92,7 @@ struct RER_ContractGenerationData { var region_name: string; /** - * the seed of the random number generator before doing any rand call for + * The seed of the random number generator before doing any rand call for * generating the contract. */ var rng_seed: int; @@ -122,14 +122,14 @@ enum RER_ContractRewardType { */ struct RER_ContractRepresentation { /** - * where the player needs to go to trigger the contract + * Where the player needs to go to trigger the contract. */ var destination_point: Vector; var destination_radius: float; /** - * what should happen once the player has reached the destination + * What should happen once the player has reached the destination. */ var event_type: RER_ContractEventType; @@ -142,8 +142,8 @@ struct RER_ContractRepresentation { var noticeboard_identifier: RER_NoticeboardIdentifier; /** - * the possible rewards the player can get from completing the contract. - * This value is a flag and can contain multiple reward types + * The possible rewards the player can get from completing the contract. + * This value is a flag and can contain multiple reward types. * * IMPORTANT: should be RER_ContractRewardType, but since it acts as a flag * the game doesn't know what to do when reloading data and so it sets 0. @@ -158,7 +158,7 @@ struct RER_ContractRepresentation { } /** - * It's a class because structs are copied in this language + * It's a class because structs are copied in this language. */ class RER_ContractLocation extends SU_ArraySorterData { var position: Vector; @@ -166,7 +166,7 @@ class RER_ContractLocation extends SU_ArraySorterData { public function init(position: Vector, distance: float): RER_ContractLocation { this.position = position; - // we use the distance as the value used during the sorting + // We use the distance as the value used during the sorting. this.value = distance; return this; @@ -174,7 +174,7 @@ class RER_ContractLocation extends SU_ArraySorterData { } /** - * Represents the reputation level for a given noticeboard + * Represents the reputation level for a given noticeboard. */ struct RER_NoticeboardReputation { var noticeboard_identifier: RER_NoticeboardIdentifier; diff --git a/src/creature_preferences.wss b/src/creature_preferences.wss index 73e558b3..103d7ec1 100644 --- a/src/creature_preferences.wss +++ b/src/creature_preferences.wss @@ -43,7 +43,7 @@ class RER_CreaturePreferences { } // If the creature has its chance reduce by the external factor - // when in the biomes + // when in the biomes. public var disliked_biomes: array; public function addDislikedBiome(biome: RER_Biome): RER_CreaturePreferences { this.disliked_biomes.PushBack(biome); @@ -52,7 +52,7 @@ class RER_CreaturePreferences { } // If the creature has its chance increased by the external factor - // when in the biomes + // when in the biomes. public var liked_biomes: array; public function addLikedBiome(biome: RER_Biome): RER_CreaturePreferences { this.liked_biomes.PushBack(biome); @@ -69,8 +69,7 @@ class RER_CreaturePreferences { return this; } - //#region persistent values - // value is not reset + // #region persistent values value is not reset public var is_night: bool; public function setIsNight(value: bool): RER_CreaturePreferences { this.is_night = value; @@ -93,7 +92,7 @@ class RER_CreaturePreferences { return this; } - // value is not reset + // Value is not reset. public var external_factors_coefficient: float; public function setExternalFactorsCoefficient(value: float): RER_CreaturePreferences { this.external_factors_coefficient = value; @@ -101,7 +100,7 @@ class RER_CreaturePreferences { return this; } - // value is not reset + // Value is not reset. public var is_near_water: bool; public function setIsNearWater(value: bool): RER_CreaturePreferences { this.is_near_water = value; @@ -109,7 +108,7 @@ class RER_CreaturePreferences { return this; } - // value is not reset + // Value is not reset. public var is_in_forest: bool; public function setIsInForest(value: bool): RER_CreaturePreferences { this.is_in_forest = value; @@ -117,7 +116,7 @@ class RER_CreaturePreferences { return this; } - // value is not reset + // Value is not reset. public var is_in_swamp: bool; public function setIsInSwamp(value: bool): RER_CreaturePreferences { this.is_in_swamp = value; @@ -138,7 +137,7 @@ class RER_CreaturePreferences { return this; } - //#endregion persistent values + // #endregion persistent values public function getChances(): int { var i: int; @@ -186,7 +185,7 @@ class RER_CreaturePreferences { } } - // no allowed biome, return 0 directly. + // No allowed biome, return 0 directly. if (this.only_biomes.Size() > 0 && !can_spawn) { NLOG("creature removed from only biome, for " + this.creature_type); @@ -201,7 +200,7 @@ class RER_CreaturePreferences { } - // being in a disliked biome reduces the spawn chances + // Being in a disliked biome reduces the spawn chances. is_in_disliked_biome = false; for (i = 0; i < this.disliked_biomes.Size(); i += 1) { if (this.disliked_biomes[i] == BiomeSwamp && this.is_in_swamp) { @@ -221,7 +220,7 @@ class RER_CreaturePreferences { spawn_chances = this.applyCoefficientToCreatureDivide(spawn_chances); } - // being in a liked biome increases the spawn chances + // Being in a liked biome increases the spawn chances. is_in_liked_biome = false; for (i = 0; i < this.liked_biomes.Size(); i += 1) { if (this.liked_biomes[i] == BiomeSwamp && this.is_in_swamp) { diff --git a/src/ecosystem/ecosystem_analyser.wss b/src/ecosystem/ecosystem_analyser.wss index 58ef6a7d..e3e587c0 100644 --- a/src/ecosystem/ecosystem_analyser.wss +++ b/src/ecosystem/ecosystem_analyser.wss @@ -1,6 +1,6 @@ -// an empty statemachine only to use latent functions when the player presses the -// input to analyze the surrounding areas +// An empty statemachine only to use latent functions when the player presses the +// input to analyze the surrounding areas. statemachine class RER_EcosystemAnalyzer extends CEntity { var ecosystem_manager: RER_EcosystemManager; @@ -20,7 +20,7 @@ statemachine class RER_EcosystemAnalyzer extends CEntity { state Waiting in RER_EcosystemAnalyzer {} -// this state creates a pop-up that displays more information about the surrounding +// This state creates a pop-up that displays more information about the surrounding // ecosystems. It also shows the closests two bounties and gives information about // them too, such as the distance and the creature from the bounty. state Analysing in RER_EcosystemAnalyzer { @@ -86,13 +86,13 @@ state Analysing in RER_EcosystemAnalyzer { parent.ecosystem_manager.getCurrentEcosystemAreas() ); - // first we get the total + // First we get the total. for (i = 0; i < CreatureMAX; i += 1) { if (modifiers[i] > 0) { positive_total += modifiers[i]; } else { - // we want the total to also be positive + // We want the total to also be positive. negative_total += modifiers[i]; } @@ -101,7 +101,7 @@ state Analysing in RER_EcosystemAnalyzer { negative_total = AbsF(negative_total); - // then for all creature with modifiers + // Then for all creatures with modifiers. for (i = 0; i < CreatureMAX; i += 1) { if (modifiers[i] != 0) { if (modifiers[i] > 0) { @@ -113,9 +113,8 @@ state Analysing in RER_EcosystemAnalyzer { NLOG("getSurroundingCreaturesPercentages - percent for " + (i as CreatureType) + " - " + percent); - // only creatures whose percentage is above 5 - // if (percent > 0.05 || percent < -0.05) { - output.PushBack(newSurroundingCreaturePercentage(i,percent)); + // Only creatures whose percentage is above 5. + // if (percent > 0.05 || percent < -0.05) {output.PushBack(newSurroundingCreaturePercentage(i,percent)); // } } } @@ -194,7 +193,7 @@ state Analysing in RER_EcosystemAnalyzer { message += "

" + this.getEcosystemAdvice(picked_creature.type); } - // first the positive percentages + // First the positive percentages. // for (i = 0; i < creatures.Size(); i += 1) { // if (i > 0) { // message += ", "; @@ -227,12 +226,12 @@ state Analysing in RER_EcosystemAnalyzer { var sorted_size: int; var i, j: int; - // first we fill the array with the percentages + // First we fill the array with the percentages. for (i = 0; i < percentages.Size(); i += 1) { sorted_percentages.PushBack(percentages[i].percentage); } - // then we sort them + // Then we sort them. ArraySortFloats(sorted_percentages); for (i = 0; i < percentages.Size(); i += 1) { @@ -268,20 +267,20 @@ state Analysing in RER_EcosystemAnalyzer { main_creature_type ) + " lives here due to the abundance of "; - // first we list the creatures who helped the community form in the area + // First we list the creatures who helped the community form in the area. creatures = parent.ecosystem_manager.getCommunityReasonsToExist(main_creature_type); for (i = 0; i < creatures.Size(); i += 1) { - // we stop after three creatures + // We stop after three creatures. if (i == 3) { advice += "."; break; } - // if it's the last creature in the list we add "and" + // If it's the last creature in the list we add "and". if (i == creatures.Size() - 1 || i == 2) { advice += ", and "; } - // we add a quote for the second and third creature + // We add a quote for the second and third creature. else if (i > 0) { advice += ", "; } @@ -292,20 +291,20 @@ state Analysing in RER_EcosystemAnalyzer { ); } - // now we explain what we can find because of the wolves + // Now we explain what we can find because of the wolves. advice += " As a result, other creatures such as "; creatures = parent.ecosystem_manager.getCommunityGoodInfluences(main_creature_type); for (i = 0; i < creatures.Size(); i += 1) { - // we stop after three creatures + // We stop after three creatures. if (i == 3) { break; } - // if it's the last creature in the list we add "and" + // If it's the last creature in the list we add "and". if (i == creatures.Size() - 1 || i == 2) { advice += ", and "; } - // we add a quote for the second and third creature + // We add a quote for the second and third creature. else if (i > 0) { advice += ", "; } @@ -318,7 +317,7 @@ state Analysing in RER_EcosystemAnalyzer { advice += " may roam the area."; - // now we explain what would happen if the player killed wolves + // Now we explain what would happen if the player killed wolves. creatures = parent.ecosystem_manager.getCommunityBadInfluences(main_creature_type); if (creatures.Size() > 0) { @@ -332,12 +331,12 @@ state Analysing in RER_EcosystemAnalyzer { creatures = parent.ecosystem_manager.getCommunityBadInfluences(main_creature_type); for (i = 0; i < creatures.Size(); i += 1) { - // we stop after three creatures + // We stop after three creatures. if (i == 3) { break; } - // if it's the last creature in the list we add "and" + // If it's the last creature in the list we add "and". if (i == creatures.Size() - 1 || i == 2) { if (creatures.Size() > 2) { advice += ","; @@ -345,7 +344,7 @@ state Analysing in RER_EcosystemAnalyzer { advice += " and "; } - // we add a quote for the second and third creature + // We add a quote for the second and third creature. else if (i > 0) { advice += ", "; } diff --git a/src/ecosystem/ecosystem_manager.wss b/src/ecosystem/ecosystem_manager.wss index 65ebc550..8938148d 100644 --- a/src/ecosystem/ecosystem_manager.wss +++ b/src/ecosystem/ecosystem_manager.wss @@ -1,5 +1,5 @@ -// this manager class doesn't do much actually, it's more of a namespace for functions +// This manager class doesn't do much actually, it's more of a namespace for functions // about the ecosystem feature. class RER_EcosystemManager { var master: CRandomEncounters; @@ -16,11 +16,11 @@ class RER_EcosystemManager { this.ecosystem_modifier.init(this); } - // returns the EcosystemAreas the player is currently in. - // EcosystemAreas can overlap and so it returns an array + // Returns the EcosystemAreas the player is currently in. + // EcosystemAreas can overlap and so it returns an array. // - // NOTE: it returns the indices of the EcosystemAreas because they're structs - // and returning a struct makes a copy of it and not a reference. Which means + // NOTE: It returns the indices of the EcosystemAreas because they're structs. + // Returning a struct makes a copy of it and not a reference. Which means // if you edit the returned struct the original isn't and you'd need to find it // with its index so it's better to just return an index. public function getCurrentEcosystemAreas(): array { @@ -39,7 +39,7 @@ class RER_EcosystemManager { for (i = 0; i < this.master.storages.ecosystem.ecosystem_areas.Size(); i += 1) { current_area = this.master.storages.ecosystem.ecosystem_areas[i]; - // check if the player in is the radius + // Check if the player in is the radius. if (VecDistanceSquared(player_position, current_area.position) < current_area.radius * current_area.radius) { output.PushBack(i); } @@ -58,12 +58,12 @@ class RER_EcosystemManager { var current_impact: EcosystemCreatureImpact; var i, j, k: int; - // first we fill the array with 0 for each creature type + // First we fill the array with 0 for each creature type. for (i = 0; i < CreatureMAX; i += 1) { output.PushBack(0); } - // now for each area + // Now for each area. for (i = 0; i < areas.Size(); i += 1) { current_index = areas[i]; current_area = this.master.storages.ecosystem.ecosystem_areas[current_index]; @@ -71,26 +71,26 @@ class RER_EcosystemManager { for (j = 0; j < CreatureMAX; j += 1) { current_power = current_area.impacts_power_by_creature_type[j]; - // when power is at 0 we can skip it as it won't change anything + // When power is at 0 we can skip it as it won't change anything. if (current_power == 0) { continue; } NLOG("current area, creature power = " + (j as CreatureType) + " - " + current_power); - // note that here, J is also an int that can be used as a CreatureType + // Note that here, J is also an int that can be used as a CreatureType. current_impact = this.master.bestiary.entries[j].ecosystem_impact; - // now we loop through each influence and add them to the output - // the influence is multiplied by the power of the current CreatureType + // Now we loop through each influence and add them to the output. + // The influence is multiplied by the power of the current CreatureType. for (k = 0; k < current_impact.influences.Size(); k += 1) { output[k] += current_power * current_impact.influences[k]; } } } - // here we now have a list of the influenced spawn rates for each CreatureType. - // the influenced spawn rate is a float value that tells by how much the creature's + // Here we now have a list of the influenced spawn rates for each CreatureType. + // The influenced spawn rate is a float value that tells by how much the creature's // spawn rate should be multiplied. It can be positive or negative. return output; } @@ -112,7 +112,7 @@ class RER_EcosystemManager { NLOG("udpateCountersWithCreatureModifiers, before = " + counters[i]); NLOG("udpateCountersWithCreatureModifiers, creature = " + (i as CreatureType) + " modifier = " + modifiers[i]); - // here, it's an added value `+=` and not a `=` so if the modifiers is at + // Here, it's an added value `+=` and not a `=` so if the modifiers is at // 0 it won't change the value rather than setting it at 0. // See modifiers as an % increase/decrease. counters[i] += ((counters[i] as float) * modifiers[i] * this.master.settings.ecosystem_community_power_effect) as int; @@ -121,7 +121,7 @@ class RER_EcosystemManager { } } - // this function fetches the current ecosystem areas the player is in, then + // This function fetches the current ecosystem areas the player is in, then // updates the power for the supplied creature by additioning the supplied // `power_change` value to the current `power` value of the creature in the // current areas. @@ -135,7 +135,7 @@ class RER_EcosystemManager { // No matter the count of EcosystemAreas around the player it updates the power // value by calculating the % distance from the center of the area to its extremity. // - // NOTE: the function saves the ecosystem storage after the operation. + // NOTE: The function saves the ecosystem storage after the operation. public function updatePowerForCreatureInCurrentEcosystemAreas(creature: CreatureType, power_change: float, position: Vector) { var ecosystem_areas: array; var current_ecosystem_area: EcosystemArea; @@ -154,7 +154,7 @@ class RER_EcosystemManager { NLOG("no ecosystem area found, creating one"); current_ecosystem_area = getNewEcosystemArea( position, - // this is the default radius, it uses the distance settings + // This is the default radius, it uses the distance settings. this.master.settings.minimum_spawn_distance + this.master.settings.spawn_diameter ); @@ -171,16 +171,16 @@ class RER_EcosystemManager { current_index = ecosystem_areas[i]; current_ecosystem_area = this.master.storages.ecosystem.ecosystem_areas[current_index]; - // at the moment it's just the raw squared distance + // At the moment it's just the raw squared distance. distance_from_center = VecDistanceSquared( current_ecosystem_area.position, position ); - // now it's a percentage value going from 0 to 1 + // Now it's a percentage value going from 0 to 1. distance_from_center = distance_from_center / (current_ecosystem_area.radius * current_ecosystem_area.radius); - // minimum power change is 20%, + // Minimum power change is 20%. distance_from_center = MinF(distance_from_center, 0.2); NLOG("ecosystem power change for " + creature + " distance from center = " + distance_from_center); @@ -193,16 +193,16 @@ class RER_EcosystemManager { .impacts_power_by_creature_type[creature] += power_change * (1 - distance_from_center) - // this is to make changes more impactful on minorities and large communities + // This is to make changes more impactful on minorities and large communities // the power change is multiplied by the power of the community. * (1 + AbsF(this.master .storages .ecosystem .ecosystem_areas[current_index] - // 2.5% for every power - // Let's imagine a case where 5 drowners spawn. 5 drowners mean +5 power - // the next time drowners spawn instead of adding +5 it will be +6.5 or something + // 2.5% for every power. + // Let's imagine a case where 5 drowners spawn. 5 drowners mean +5 power. + // The next time drowners spawn instead of adding +5 it will be +6.5 or something. .impacts_power_by_creature_type[creature] * 0.025) ); } @@ -210,14 +210,14 @@ class RER_EcosystemManager { this.ecosystem_modifier .executePowerSpreadAndNaturalDeath(ecosystem_areas); - // we now save the storage to store the power change. + // We now save the storage to store the power change. this.master .storages .ecosystem .save(); } - // returns a new empty ecosystem area with all default values initiliased + // Returns a new empty ecosystem area with all default values initiliased. public function getNewEcosystemArea(position: Vector, radius: float): EcosystemArea { var area: EcosystemArea; var i: int; @@ -232,7 +232,7 @@ class RER_EcosystemManager { return area; } - // returns which other creatures influenced the surrounding ecosystem and helped + // Returns which other creatures influenced the surrounding ecosystem and helped // the community with the supplied type form. // public function getCommunityReasonsToExist(creature_type: CreatureType): array { @@ -243,9 +243,9 @@ class RER_EcosystemManager { influences = RER_ConstantInfluences(); - // we search for all creature who are either friend_with, low_indirect_influence + // We search for all creature who are either friend_with, low_indirect_influence // or high_indirect_influence towards wolves. - // we do it in three steps to create a sorted array + // We do it in three steps to create a sorted array. for (i = 0; i < CreatureMAX; i += 1) { current_bestiary_entry = this.master.bestiary.entries[i]; @@ -273,7 +273,7 @@ class RER_EcosystemManager { return output; } - // returns which other creatures influenced the surrounding ecosystem and stopped + // Returns which other creatures influenced the surrounding ecosystem and stopped // the community with the supplied type from forming. // public function getCommunityReasonsToNotExist(creature_type: CreatureType): array { @@ -284,9 +284,9 @@ class RER_EcosystemManager { influences = RER_ConstantInfluences(); - // we search for all creature who are either kills_them, low_bad_influence + // We search for all creature who are either kills_them, low_bad_influence // or high_bad_influence towards wolves. - // we do it in three steps to create a sorted array + // We do it in three steps to create a sorted array. for (i = 0; i < CreatureMAX; i += 1) { current_bestiary_entry = this.master.bestiary.entries[i]; @@ -314,7 +314,7 @@ class RER_EcosystemManager { return output; } - // returns communities who are influenced in a good way by the supplied creature type + // Returns communities who are influenced in a good way by the supplied creature type. public function getCommunityGoodInfluences(creature_type: CreatureType): array { var influences: RER_ConstantInfluences; var output: array; @@ -323,9 +323,9 @@ class RER_EcosystemManager { influences = RER_ConstantInfluences(); - // we search for all creatures whose wolves are either + // We search for all creatures whose wolves are either // friend_with, low_indirect_influence or high_indirect_influence towards them. - // we do it in three steps to create a sorted array + // We do it in three steps to create a sorted array. for (current_type = 0; current_type < CreatureMAX; current_type += 1) { current_influence = this.master.bestiary.entries[creature_type] .ecosystem_impact @@ -359,7 +359,7 @@ class RER_EcosystemManager { return output; } - // returns communities who are influenced in a bad way by the supplied creature type + // Returns communities who are influenced in a bad way by the supplied creature type. public function getCommunityBadInfluences(creature_type: CreatureType): array { var influences: RER_ConstantInfluences; var output: array; @@ -368,9 +368,9 @@ class RER_EcosystemManager { influences = RER_ConstantInfluences(); - // we search for all creatures whose wolves are either + // We search for all creatures whose wolves are either // kills_them, low_bad_influence or high_bad_influence towards them. - // we do it in three steps to create a sorted array + // We do it in three steps to create a sorted array. for (current_type = 0; current_type < CreatureMAX; current_type += 1) { current_influence = this.master.bestiary.entries[creature_type] .ecosystem_impact @@ -404,7 +404,7 @@ class RER_EcosystemManager { return output; } - // returns the frequency multiplier based on the state of the supplied ecosystems. + // Returns the frequency multiplier based on the state of the supplied ecosystems. // A negative power increases the multiplier while a negative power decreases it. // That means killing monsters will increase the speed at which new monsters are // spawned while letting them leave will decrease the speed. @@ -427,7 +427,7 @@ class RER_EcosystemManager { return 1; } - // for each area + // For each area. for (i = 0; i < number_of_areas; i += 1) { current_index = areas[i]; current_area = this.master.storages.ecosystem.ecosystem_areas[current_index]; @@ -435,14 +435,14 @@ class RER_EcosystemManager { for (j = 0; j < CreatureMAX; j += 1) { current_power = current_area.impacts_power_by_creature_type[j]; - // when power is at 0 we can skip it as it won't change anything + // When power is at 0 we can skip it as it won't change anything. if (current_power == 0) { continue; } NLOG("current_power [" + (j as CreatureType) + "] =" + current_power); - // note that here, J is also an int that can be used as a CreatureType + // Note that here, J is also an int that can be used as a CreatureType. multiplier += current_power * this.master .bestiary .entries[j] @@ -450,7 +450,7 @@ class RER_EcosystemManager { } } - // and finally we divide the multiplier by the amount of ecosystem areas + // And finally we divide the multiplier by the amount of ecosystem areas // to create a mean value. // // At this point the multiplier is the raw power value, that means it's @@ -458,7 +458,7 @@ class RER_EcosystemManager { // divider value. // +100 means it's a 100% increase in speed (a 50% decrease in time so) // -100 means it's the opposite of a 100% increase, which is x2 and so here - // it is a division by 2 or 50% in speed (or a 100% increase in time) + // It is a division by 2 or 50% in speed (or a 100% increase in time). multiplier /= number_of_areas; multiplier *= StringToFloat( theGame.GetInGameConfigWrapper() @@ -471,24 +471,24 @@ class RER_EcosystemManager { return 1; } else if (multiplier < 0) { - // -50 gives a 1.5 multiplier in speed - // -100 gives a 2 multiplier - // -200 gives a 3 multiplier + // -50 gives a 1.5 multiplier in speed. + // -100 gives a 2 multiplier. + // -200 gives a 3 multiplier. return multiplier - * -0.01 // bring back to the range of a multiplier, so 100% is now 1 - + 1; // because it's a multiplier we want it to be higher than 1 - // otherwise it would decrease the delay instead of increasing it. + * -0.01 // Bring back to the range of a multiplier, so 100% is now 1. + + 1; // Because it's a multiplier we want it to be higher than 1. + // Otherwise it would decrease the delay instead of increasing it. } else { - // +50 gives a 0.66 multiplier in speed - // +100 gives a 0.5 multiplier - // +200 gives a 0.33 + // +50 gives a 0.66 multiplier in speed. + // +100 gives a 0.5 multiplier. + // +200 gives a 0.33. return 1 / ( (multiplier) - * 0.01 // same reason as above - + 1 // because at -100 we want it to be the same as - // a division by 2, at -50 it should be a division by 1.5 + * 0.01 // Same reason as above. + + 1 // Because at -100 we want it to be the same as + // a division by 2, at -50 it should be a division by 1.5. ); } @@ -501,7 +501,7 @@ class RER_EcosystemManager { this.master.storages.ecosystem.ecosystem_areas.Clear(); - // we now save the storage to store the power change. + // We now save the storage to store the power change. this.master .storages .ecosystem diff --git a/src/ecosystem/ecosystem_modifier.wss b/src/ecosystem/ecosystem_modifier.wss index d3b1e624..a70dea3f 100644 --- a/src/ecosystem/ecosystem_modifier.wss +++ b/src/ecosystem/ecosystem_modifier.wss @@ -28,9 +28,8 @@ state Waiting in RER_EcosystemModifier { } // This state decreases the power of all communities by a small amount. -// this process is essential to the ecosystem or huge communities will form. -// by default it will remove something like 0.5% of the community's current power -// which means that +// This process is essential to the ecosystem or huge communities will form. +// By default it will remove something like 0.5% of the community's current power. state PowerSpreadAndNaturalDeath in RER_EcosystemModifier { event OnEnterState(previous_state_name: name) { super.OnEnterState(previous_state_name); @@ -46,7 +45,7 @@ state PowerSpreadAndNaturalDeath in RER_EcosystemModifier { parent.GotoState('Waiting'); } - // a power change should change the community radius by a bit. + // Which means that a power change should change the community radius by a bit. latent function powerSpread() { var spread_settings: float; var default_radius: float; @@ -80,7 +79,7 @@ state PowerSpreadAndNaturalDeath in RER_EcosystemModifier { .ecosystem_areas[current_index] .radius = default_radius + current_power * spread_settings; } - // when the power is negative it still affects the spread but by half the + // When the power is negative it still affects the spread but by half the // default amount. else { parent.ecosystem_manager diff --git a/src/ecosystem/ecosystem_types.wss b/src/ecosystem/ecosystem_types.wss index 9ddabdff..1b361766 100644 --- a/src/ecosystem/ecosystem_types.wss +++ b/src/ecosystem/ecosystem_types.wss @@ -1,26 +1,26 @@ -// this struct is there to store the impact the specified creature has on other +// This struct is there to store the impact the specified creature has on other // creatures, be it positively or negatively. struct EcosystemCreatureImpact { - // this array stores how much the CreatureType's (the index) spawn rate should + // This array stores how much the CreatureType's (the index) spawn rate should // be influenced. The `float` value can be positive or even negative and will // affect the spawn rate positively or negatively. var influences: array; } -// defines the ecosystem is the specified area and the different impacts living +// Defines the ecosystems specified area and the different impacts living // creatures have over other creatures. struct EcosystemArea { - // the radius is stored as a property because the ecosystem could grow/disappear + // The radius is stored as a property because the ecosystem could grow/disappear // over time. var radius: float; var position: Vector; - // it's an array where for each CreatureType (that is the index) we specify + // It's an array where for each CreatureType (that is the index) we specify // the power of CreatureImpact. - // by default it will be 0, and whenever a creature is killed it will be decreased - // by 1 and each time a new one appear it will be increased by 1. + // By default it will be 0, and whenever a creature is killed it will be decreased. + // By 1 and each time a new one appear it will be increased by 1. var impacts_power_by_creature_type: array; } diff --git a/src/entities/gryphon/gryphon_hunt.wss b/src/entities/gryphon/gryphon_hunt.wss index 00f19ee6..831ec438 100644 --- a/src/entities/gryphon/gryphon_hunt.wss +++ b/src/entities/gryphon/gryphon_hunt.wss @@ -2,8 +2,8 @@ statemachine class RandomEncountersReworkedGryphonHuntEntity extends CEntity { public var bait_position: Vector; - // ticks variable used in some states. - // often used to run a timer for set period. + // Ticks variable used in some states. + // Often used to run a timer for set period. public var ticks: int; public var this_entity: CEntity; @@ -64,7 +64,7 @@ statemachine class RandomEncountersReworkedGryphonHuntEntity extends CEntity { newnpc.AddTag('RandomEncountersReworked_Entity'); } - // ENTRY-POINT for the gryphon fight + // ENTRY-POINT for the gryphon fight. public function startEncounter(blood_resources: array) { NLOG("RandomEncountersReworkedGryphonHuntEntity encounter started"); diff --git a/src/entities/gryphon/states/fighting-player.wss b/src/entities/gryphon/states/fighting-player.wss index 819215ea..c333f908 100644 --- a/src/entities/gryphon/states/fighting-player.wss +++ b/src/entities/gryphon/states/fighting-player.wss @@ -1,8 +1,8 @@ // When the gryphon is fighting with the player. // The gryphon is fighting with you until a health threshold. Where he -// will start fleeing -// MULTIPLE state. Can be used multiple times in the encounter +// will start fleeing. +// MULTIPLE state. Can be used multiple times in the encounter. state GryphonFightingPlayer in RandomEncountersReworkedGryphonHuntEntity { var can_flee_fight: bool; var starting_health: float; diff --git a/src/entities/gryphon/states/fleeing-player.wss b/src/entities/gryphon/states/fleeing-player.wss index b8e29f55..edfbf693 100644 --- a/src/entities/gryphon/states/fleeing-player.wss +++ b/src/entities/gryphon/states/fleeing-player.wss @@ -3,7 +3,7 @@ // The gryphon is hurt, he's bleeding and start flying far from the // player at low speed. So the player can catch him with or without // Roach. It ends when the gryphon is exhausted and goes on the ground -// SINGLE state. Used once in the encounter (more would be annoying) +// SINGLE state. Used once in the encounter (more would be annoying). state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { var is_bleeding: bool; var bait: CEntity; @@ -13,8 +13,8 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { var distance_threshold: float; var starting_position: Vector; - // if found_landing_position is set to true, - // The gryphon will go to the landing position + // If the found_landing_position is set to true, + // the gryphon will go to the landing position. var found_landing_position: bool; var landing_position: Vector; @@ -23,7 +23,7 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { event OnEnterState(previous_state_name: name) { super.OnEnterState(previous_state_name); - // the gryphon bleeds only if a fight happened before. + // The gryphon bleeds only if a fight has happened before. if (previous_state_name == 'GryphonFightingPlayer') { this.is_bleeding = true; } @@ -79,10 +79,10 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { parent.AddTimer('GryphonFleeingPlayer_startFlying', 2, false); parent.AddTimer('GryphonFleeingPlayer_forgetPlayer', 0.05, true); - // in case something unexpected happened. - // the timer is removed if the gryphon is waiting for the player - // the gryphon will enter into the FlyingAbovePlayer state. - // meaning il will come back to the player. + // In case something unexpected happened. + // The timer is removed if the gryphon is waiting for the player. + // The gryphon will enter into the FlyingAbovePlayer state. + // Meaning it will come back to the player. parent.AddTimer('GryphonFleeingPlayer_GiveUp', 60, true); } @@ -137,17 +137,17 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { parent.this_actor.SetHealthPerc(parent.this_actor.GetHealthPercents() + 0.01); - // attempt at forcing the gryphon to fly + // Attempt at forcing the gryphon to fly. parent.this_entity.Teleport(parent.this_entity.GetWorldPosition() + Vector(0, 0, 0.1)); - // distance_threshold is already squared + // Distance_threshold is already squared. if (VecDistanceSquared(this.starting_position, parent.this_actor.GetWorldPosition()) > distance_threshold) { NLOG("Gryphon looking for ground position"); parent.RemoveTimer('GryphonFleeingPlayer_intervalDefaultFunction'); parent.AddTimer('GryphonFightingPlayer_intervalLookingForGroundPositionFunction', 1, true); - // the gryphon is coming down, set back his collisions. + // The gryphon is coming down, set back his collisions. (parent.this_actor).SetImmortalityMode(AIM_Invulnerable, AIC_Default); (parent.this_actor).EnableCharacterCollisions(true); (parent.this_actor).EnableDynamicCollisions(true); @@ -162,8 +162,8 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { bait_position = VecRingRand(1, 20) + parent.this_entity.GetWorldPosition(); bait_position.Z -= 20; - // the bait is close enough for the ground. - // we look for a safe landing position + // The bait is close enough for the ground. + // We look for a safe landing position. if (!this.found_landing_position && (bait as CActor).GetDistanceFromGround(500) <= 20) { this.landing_position = bait_position; @@ -174,7 +174,7 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { NLOG("found landing position"); this.found_landing_position = true; - // so the bait is not completely into the ground + // So the bait is not completely into the ground. this.landing_position.Z += 0.5; bait_position = this.landing_position; @@ -190,7 +190,7 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { parent.this_newnpc.ForgetActor(thePlayer); parent.this_newnpc.NoticeActor(this.bait as CActor); - // attempt at making the gryphon land gracefully + // Attempt at making the gryphon land gracefully. if (parent.this_actor.GetDistanceFromGround(500) > 5) { parent.this_entity.Teleport(parent.this_entity.GetWorldPosition() - Vector(0, 0, 0.05)); } @@ -211,7 +211,7 @@ state GryphonFleeingPlayer in RandomEncountersReworkedGryphonHuntEntity { NLOG("Gryphon landed"); parent.RemoveTimer('GryphonFightingPlayer_intervalLookingForGroundPositionFunction'); - // the gryphon found a landing spot, giving up now would not make sense. + // The gryphon found a landing spot, giving up now would not make sense. parent.RemoveTimer('GryphonFleeingPlayer_GiveUp'); this.cancelAIBehavior(); diff --git a/src/entities/gryphon/states/flying-above-player.wss b/src/entities/gryphon/states/flying-above-player.wss index 0f2b9a51..469c1e69 100644 --- a/src/entities/gryphon/states/flying-above-player.wss +++ b/src/entities/gryphon/states/flying-above-player.wss @@ -1,7 +1,7 @@ -// When the gryphon flies over the player, then comes back to attack it -// Imagine it flying at high-speed above you, he sees you and screems -// then he does a complete turn and starts attacking you +// When the gryphon flies over the player, then comes back to attack it. +// Imagine it flying at high-speed above you, it sees you and screams. +// It does a complete turn and starts attacking you. // ENTRY-POINT state. state FlyingAbovePlayer in RandomEncountersReworkedGryphonHuntEntity { var bait: CEntity; @@ -64,7 +64,7 @@ state FlyingAbovePlayer in RandomEncountersReworkedGryphonHuntEntity { thePlayer.GetWorldPosition() ) + 100; - // The two seconds here is important, the gryphon doesn't fly without it + // The two seconds here is important, the gryphon doesn't fly without it. parent.AddTimer('FlyingAbovePlayer_intervalDefaultFunction', 2, true); } @@ -89,7 +89,7 @@ state FlyingAbovePlayer in RandomEncountersReworkedGryphonHuntEntity { parent.this_newnpc.NoticeActor(this.bait as CActor); - // distance_threshold is already squared + // Distance_threshold is already squared. if (VecDistanceSquared(thePlayer.GetWorldPosition(), parent.this_actor.GetWorldPosition()) > distance_threshold) { parent.RemoveTimer('FlyingAbovePlayer_intervalDefaultFunction'); parent.AddTimer('FlyingAbovePlayer_intervalComingToPlayer', 0.5, true); diff --git a/src/entities/gryphon/states/waiting-for-player.wss b/src/entities/gryphon/states/waiting-for-player.wss index 7a16acc2..39973bfd 100644 --- a/src/entities/gryphon/states/waiting-for-player.wss +++ b/src/entities/gryphon/states/waiting-for-player.wss @@ -1,5 +1,5 @@ -// When the gryphon is on the ground waiting for the player to attack it +// When the gryphon is on the ground waiting for the player to attack it. // The gryphon is feeding on a dead beast on the ground. You have to find // it with tracks and blood spills on the ground. // ENTRY-POINT state. @@ -65,8 +65,8 @@ state WaitingForPlayer in RandomEncountersReworkedGryphonHuntEntity { parent.this_newnpc.ForgetAllActors(); if (parent.this_actor.IsInCombat() && parent.this_actor.GetTarget() == thePlayer - // the distance here is squared for performances reasons, so 400 = 20*20 - // the squareroot is a costly operation. So it's better to multiply the other + // The distance here is squared for performances reasons, so 400 = 20*20. + // The squareroot is a costly operation. So it's better to multiply the other // side and compare it to the squared value (distance). || VecDistanceSquared(thePlayer.GetWorldPosition(), parent.this_actor.GetWorldPosition()) < 400 || parent.this_actor.GetDistanceFromGround(1000) > 3 @@ -118,7 +118,7 @@ state WaitingForPlayer in RandomEncountersReworkedGryphonHuntEntity { parent.RemoveTimer('WaitingForPlayer_intervalDefaultFunction'); parent.RemoveTimer('WaitingForPlayer_drawLineOfBloodToGryphon'); - // copied from regular RE, not sure about it. + // Copied from regular RE, not sure about it. for(i=0; i<100; i+=1) { parent.this_actor.CancelAIBehavior(i); } diff --git a/src/entities/gryphon/tasks/task-fly-to.wss b/src/entities/gryphon/tasks/task-fly-to.wss index 90effa2f..c985abd3 100644 --- a/src/entities/gryphon/tasks/task-fly-to.wss +++ b/src/entities/gryphon/tasks/task-fly-to.wss @@ -1,7 +1,7 @@ // It works but it's completely bugged. I don't understand how to use the functions // to controls the gryphon animations. Nothing fully works :( -// Not used anywhere +// Not used anywhere. latent function flyTo(npc: CNewNPC, destination_point: Vector, destination_radius: float, optional height_from_ground: float) : EBTNodeStatus { var traceStartPos, traceEndPos, traceEffect, normal, groundLevel : Vector; var should_land: bool; @@ -19,7 +19,7 @@ latent function flyTo(npc: CNewNPC, destination_point: Vector, destination_radiu npcPos = npc.GetWorldPosition(); - // Z of destination_point can be under terrain so it must be checked + // Z of destination_point can be under terrain so it must be checked. traceStartPos = destination_point; traceEndPos = destination_point; traceStartPos.Z += 200; @@ -101,7 +101,7 @@ function CalculateBehaviorVariables( npc: CNewNPC, dest : Vector, full_distance: turnSpeedScale = 2.75; - // Calculate Pitch + // Calculate Pitch. flyPitch = Rad2Deg( AcosF( VecDot( VecNormalize( npcToDestVector ), VecNormalize( npcToDestVector2 ) ) ) ); if ( npcPos.X == dest.X && npcPos.Y == dest.Y ) { @@ -125,7 +125,7 @@ function CalculateBehaviorVariables( npc: CNewNPC, dest : Vector, full_distance: flyPitch *= -1; } - // Calculate Yaw + // Calculate Yaw. flyYaw = AngleDistance( VecHeading( npcToDestVector ), VecHeading( npcHeadingVec ) ) ; flyYaw = flyYaw / 180; flyYaw = flyYaw * PowF( turnSpeedScale , AbsF( flyYaw ) ); @@ -139,22 +139,22 @@ function CalculateBehaviorVariables( npc: CNewNPC, dest : Vector, full_distance: flyYaw = -1.f; } - // If there is an obstacle in the direction we're trying to turn, go the other way around - // If going forward + // If there is an obstacle in the direction we're trying to turn, go the other way around. + // If going forward. if( flyYaw > -0.5 && flyYaw < 0.5 && theGame.GetWorld().StaticTrace( npcPos, npcPos + npc.GetWorldForward(), collision, normal ) ) { //npc.GetVisualDebug().AddText( 'VolumetricObstacleText', "Volumetric obstacle Forward", collision + Vector(0,0,0.4), true, 0, Color( 255, 255, 0 ), true, 1 ); //npc.GetVisualDebug().AddArrow('ToVolumetricObstacle', npc.GetWorldPosition(), collision, 0.8, 0.5, 0.6, true, Color( 255, 255, 0 ), true, 1 ); flyYaw = -1; } - // If turning right + // If turning right. if( flyYaw < -0.5 && theGame.GetWorld().StaticTrace( npcPos, npcPos + npc.GetWorldRight(), collision, normal ) ) { flyYaw = 1; //npc.GetVisualDebug().AddText( 'VolumetricObstacleText', "Volumetric obstacle Right", collision + Vector(0,0,0.4), true, 0, Color( 255, 255, 0 ), true, 1 ); //npc.GetVisualDebug().AddArrow('ToVolumetricObstacle', npc.GetWorldPosition(), collision, 0.8, 0.5, 0.6, true, Color( 255, 255, 0 ), true, 1 ); } - // If turning left + // If turning left. else if ( flyYaw > 0.5 && theGame.GetWorld().StaticTrace( npcPos, npcPos + ( npc.GetWorldRight() * -1 ) , collision, normal ) ) { flyYaw = -1; diff --git a/src/entities/hunt/hunt_entity.wss b/src/entities/hunt/hunt_entity.wss index 5e94d9cf..314620a4 100644 --- a/src/entities/hunt/hunt_entity.wss +++ b/src/entities/hunt/hunt_entity.wss @@ -49,9 +49,9 @@ statemachine class RandomEncountersReworkedHuntEntity extends CEntity { this.Destroy(); } - /////////////////////////////////////////////////// - // below are helper functions used in the states // - /////////////////////////////////////////////////// + //////////////////////////////////////////////////// + // Below are helper functions used in the states. // + //////////////////////////////////////////////////// public function killEntity(entity: CEntity): bool { (entity as CActor).Kill('RandomEncountersReworked_Entity', true); diff --git a/src/entities/hunt/states/combat.wss b/src/entities/hunt/states/combat.wss index 2fd1f03a..e2d5ac93 100644 --- a/src/entities/hunt/states/combat.wss +++ b/src/entities/hunt/states/combat.wss @@ -9,9 +9,9 @@ state Combat in RandomEncountersReworkedHuntEntity { } entry function Combat_Main() { - // to know if it's an ambush - // if true, will play a oneliner and a camera scene - // the camera scene plays only if player is not busy and doesn't have camera scenes disabled from menu + // To know if it's an ambush. + // If true, will play a oneliner and a camera scene. + // The camera scene plays only if player is not busy and doesn't have camera scenes disabled from menu. if (parent.bait_moves_towards_player) { RER_tutorialTryShowAmbushed(); this.startAmbushCutscene(); @@ -50,11 +50,11 @@ state Combat in RandomEncountersReworkedHuntEntity { var camera: RER_StaticCamera; var look_at_position: Vector; - // where the camera is placed + // Where the camera is placed. scene.position_type = RER_CameraPositionType_ABSOLUTE; scene.position = theCamera.GetCameraPosition() + Vector(0, 0, 1); - // where the camera is looking + // Where the camera is looking. scene.look_at_target_type = RER_CameraTargetType_STATIC; look_at_position = parent.getRandomEntity().GetWorldPosition(); scene.look_at_target_static = look_at_position + Vector(0, 0, 0); @@ -97,8 +97,8 @@ state Combat in RandomEncountersReworkedHuntEntity { } latent function waitUntilPlayerFinishesCombat() { - // sleep a bit before entering the loop, to avoid a really fast loop if the - // player runs away from the monster + // Sleep a bit before entering the loop, to avoid a really fast loop if the + // player runs away from the monster. Sleep(3); while (SUH_waitUntilPlayerFinishesCombatStep(parent.entities)) { diff --git a/src/entities/hunt/states/loading.wss b/src/entities/hunt/states/loading.wss index 8c9b9b6a..c3994976 100644 --- a/src/entities/hunt/states/loading.wss +++ b/src/entities/hunt/states/loading.wss @@ -37,7 +37,7 @@ state Loading in RandomEncountersReworkedHuntEntity { tracks_templates ); - // to calculate the initial position we go from the + // To calculate the initial position we go from the // monsters position and use the inverse tracks_heading to // cross ThePlayer's path. parent.trail_maker diff --git a/src/entities/hunt/states/wandering.wss b/src/entities/hunt/states/wandering.wss index b9e6e5b2..0a88d5bb 100644 --- a/src/entities/hunt/states/wandering.wss +++ b/src/entities/hunt/states/wandering.wss @@ -51,7 +51,7 @@ state Wandering in RandomEncountersReworkedHuntEntity { if (distance_from_player < 15 || distance_from_player < 20 && (current_entity as CActor).HasAttitudeTowards(thePlayer)) { - // leave the function, it will automatically enter in the Combat state + // Leave the function, it will automatically enter in the Combat state // and the creatures will attack the player. return; } @@ -96,7 +96,7 @@ state Wandering in RandomEncountersReworkedHuntEntity { }; } - // to keep the bait near the player at all time + // To keep the bait near the player at all time. if (parent.bait_moves_towards_player) { if (RER_moveCreaturesAwayIfPlayerIsInCutscene(parent.entities, 30)) { teleportBaitEntityOnMonsters(); @@ -132,8 +132,8 @@ state Wandering in RandomEncountersReworkedHuntEntity { ); } - // This function always teleports the bait on the monsters - // often used to pause the hunt during cutscenes or when the player is busy. + // This function always teleports the bait on the monsters. + // Often used to pause the hunt during cutscenes or when the player is busy. latent function teleportBaitEntityOnMonsters() { var new_bait_position: Vector; var new_bait_rotation: EulerAngles; diff --git a/src/entities/hunting_ground/hunting_ground_entity.wss b/src/entities/hunting_ground/hunting_ground_entity.wss index 488bb586..f4d691c1 100644 --- a/src/entities/hunting_ground/hunting_ground_entity.wss +++ b/src/entities/hunting_ground/hunting_ground_entity.wss @@ -37,7 +37,7 @@ statemachine class RandomEncountersReworkedHuntingGroundEntity extends CEntity { public var is_bounty: bool; public var bounty_group_index: int; - // Once activated as a bounty mode it will place a marker on the group and will + // Once activated as a bounty mode it will place a marker on the group. public function activateBountyMode(bounty_manager: RER_BountyManager, group_index: int) { this.bounty_manager = bounty_manager; this.is_bounty = true; @@ -58,9 +58,9 @@ statemachine class RandomEncountersReworkedHuntingGroundEntity extends CEntity { this.Destroy(); } - /////////////////////////////////////////////////// - // below are helper functions used in the states // - /////////////////////////////////////////////////// + //////////////////////////////////////////////////// + // Below are helper functions used in the states. // + //////////////////////////////////////////////////// public function killEntity(entity: CEntity): bool { (entity as CActor).Kill('RandomEncountersReworked_Entity', true); diff --git a/src/entities/hunting_ground/states/ending.wss b/src/entities/hunting_ground/states/ending.wss index efc346bf..7ba7931c 100644 --- a/src/entities/hunting_ground/states/ending.wss +++ b/src/entities/hunting_ground/states/ending.wss @@ -16,7 +16,7 @@ state Ending in RandomEncountersReworkedHuntingGroundEntity { parent.GetWorldPosition() ); - // the distance check could cause issues if the player lures monsters outside + // The distance check could cause issues if the player lures monsters outside // the radius and kill them there. if (parent.is_bounty && distance_from_player < 150 * 150) { if (parent.bounty_group_index < 0) { diff --git a/src/entities/hunting_ground/states/wandering.wss b/src/entities/hunting_ground/states/wandering.wss index 64be6a07..e83076ea 100644 --- a/src/entities/hunting_ground/states/wandering.wss +++ b/src/entities/hunting_ground/states/wandering.wss @@ -31,7 +31,7 @@ state Wandering in RandomEncountersReworkedHuntingGroundEntity { break; } - // in case it moves + // In case it moves. parent.bait_entity.Teleport(parent.GetWorldPosition()); SUH_keepCreaturesOnPoint( @@ -48,7 +48,7 @@ state Wandering in RandomEncountersReworkedHuntingGroundEntity { thePlayer.GetWorldPosition() ); - // when in bounty mode, creatures are not subject to the kill threshold distance + // When in bounty mode, creatures are not subject to the kill threshold distance. if (!parent.is_bounty && distance_from_player > parent.entity_settings.kill_threshold_distance) { NLOG("killing entity - threshold distance reached: " + parent.entity_settings.kill_threshold_distance); @@ -59,7 +59,7 @@ state Wandering in RandomEncountersReworkedHuntingGroundEntity { if (distance_from_player < 15 || distance_from_player < 20 && (current_entity as CActor).HasAttitudeTowards(thePlayer)) { - // leave the function, it will automatically enter in the Combat state + // Leave the function, it will automatically enter in the Combat state // and the creatures will attack the player. return; } @@ -87,7 +87,7 @@ state Wandering in RandomEncountersReworkedHuntingGroundEntity { } // Checks if one of the creatures is outside the given point and its radius - // and teleports it back into the circle ifthe creature is indeed outside. + // and teleports it back into the circle if the creature is indeed outside. // The function is supposed to be called in a fast while loop to keep the // creatures on point in an efficient way. function keepCreaturesOnPoint(position: Vector, radius: float) { diff --git a/src/entities/nest/nest_entity.wss b/src/entities/nest/nest_entity.wss index 96dd38e5..5e754493 100644 --- a/src/entities/nest/nest_entity.wss +++ b/src/entities/nest/nest_entity.wss @@ -22,12 +22,12 @@ statemachine class RER_MonsterNest extends CMonsterNestEntity { default forced_species = SpeciesTypes_NONE; /** - * counts how many monsters were spawned by this nest + * Counts how many monsters were spawned by this nest. */ var monsters_spawned_count: int; /** - * defines when newly spawned monsters should no longer drop loot. + * Defines when newly spawned monsters should no longer drop loot. * The number set corresponds to the number of monsters that were spawned * before. */ @@ -35,7 +35,7 @@ statemachine class RER_MonsterNest extends CMonsterNestEntity { default disable_monsters_loot_threshold = 10; /** - * controls how many monsters the nest can spawn in total. + * Controls how many monsters the nest can spawn in total. */ var monsters_spawned_limit: int; default monsters_spawned_limit = 15; @@ -91,13 +91,13 @@ statemachine class RER_MonsterNest extends CMonsterNestEntity { this.l_enginetime = theGame.GetEngineTimeAsSeconds(); - // the player did not talk in the last 60 seconds + // The player did not talk in the last 60 seconds. if (l_enginetime > this.voicesetTime + 60.0) { this.voicesetTime = this.l_enginetime; this.voicesetPlayed = true; this.GotoState('Talking'); } - // he did, so we directly go to the spawning state + // The player did, directly go to the spawning state. else if (GetCurrentStateName() != 'Spawning') { this.GotoState('Spawning'); } diff --git a/src/enums.wss b/src/enums.wss index 23422466..b6d10620 100644 --- a/src/enums.wss +++ b/src/enums.wss @@ -17,6 +17,8 @@ enum EHumanType } enum CreatureType { + + // Small creatures below. CreatureHUMAN = 0, CreatureENDREGA = 1, CreatureGHOUL = 2, @@ -44,7 +46,7 @@ enum CreatureType { CreatureSIREN = 24, CreatureHAG = 25, - // large creatures below + // Large creatures below. // the dracolizard is used in a few places as the first large creature of the // enum. If you change it, you'll have to update it in the other places. CreatureARACHAS = 26, @@ -80,14 +82,14 @@ enum CreatureType { // It is important to keep the numbers continuous. // The `SpawnRoller` classes uses these numbers to // to fill its arrays. - // (so that i dont have to write 40 lines by hand) + // (So that I dont have to write 40 lines by hand.) CreatureMAX = 55, CreatureNONE = 56, } enum EncounterType { - // default means an ambush. + // Default means an ambush. EncounterType_DEFAULT = 0, EncounterType_HUNT = 1, diff --git a/src/exec.wss b/src/exec.wss index c3d3186e..80ead298 100644 --- a/src/exec.wss +++ b/src/exec.wss @@ -48,7 +48,7 @@ exec function rerloot(optional category: RER_LootCategory) { rer_entity.loot_manager.rollAndGiveItemsTo( thePlayer.GetInventory(), 1.0, - , // rng + , // RNG category ); } @@ -57,7 +57,7 @@ exec function reruninstall() { var entities: array; var i: int; - // remove all RER entities + // Remove all RER entities. theGame.GetEntitiesByTag('RandomEncountersReworked_Entity', entities); for (i = 0; i < entities.Size(); i += 1) { @@ -244,7 +244,7 @@ exec function rerabandonbounty() { NDEBUG("The bounty was removed."); } -// gpc for GetPlayerCoordinates +// GPC for GetPlayerCoordinates. exec function rergpc() { var entities: array; var rotation: EulerAngles; @@ -254,11 +254,11 @@ exec function rergpc() { FindGameplayEntitiesInRange( entities, thePlayer, - 25, // radius - 10, // max number of entities - , // tag + 25, // Radius + 10, // Max number of entities + , // Tag FLAG_Attitude_Hostile + FLAG_ExcludePlayer + FLAG_OnlyAliveActors, - thePlayer, // target + thePlayer, // Target 'CNewNPC' ); @@ -561,11 +561,11 @@ state TestCameraScenePlayer in RER_ExecRunner { var scene: RER_CameraScene; var camera: RER_StaticCamera; - // where the camera is placed + // Where the camera is placed. scene.position_type = RER_CameraPositionType_ABSOLUTE; scene.position = theCamera.GetCameraPosition() + Vector(0.3, 0, 1); - // where the camera is looking + // Where the camera is looking. scene.look_at_target_type = RER_CameraTargetType_NODE; scene.look_at_target_node = thePlayer; @@ -587,12 +587,12 @@ state TestCameraScenePlayer in RER_ExecRunner { var scene: RER_CameraScene; var camera: RER_StaticCamera; - // where the camera is placed + // Where the camera is placed. scene.position_type = RER_CameraPositionType_ABSOLUTE; // scene.position = parent.investigation_center_position + Vector(0, 0, 5); scene.position = thePlayer.GetWorldPosition() + Vector(5, 0, 5); - // where the camera is looking + // Where the camera is looking. scene.look_at_target_type = RER_CameraTargetType_STATIC; scene.look_at_target_static = thePlayer.GetWorldPosition(); diff --git a/src/group_compositions.wss b/src/group_compositions.wss index 5ad60b23..7ac26d83 100644 --- a/src/group_compositions.wss +++ b/src/group_compositions.wss @@ -1,7 +1,7 @@ // Sometimes solo creatures can be accompanied by smaller creatures, -// this is what i call a group composition. Imagine a leshen and a few wolves -// or a giant fighting humans. +// this is what I call a group composition. Imagine a leshen and a few wolves. +// Or a giant fighting humans. latent function makeGroupComposition(encounter_type: EncounterType, random_encounters_class: CRandomEncounters) { if (encounter_type == EncounterType_HUNT) { @@ -24,7 +24,7 @@ latent function makeGroupComposition(encounter_type: EncounterType, random_encou NLOG("spawning - HUNTINGGROUND"); createRandomCreatureHuntingGround(random_encounters_class, new RER_BestiaryEntryNull in random_encounters_class); - // no voiceline for this encounter type as it's supposed to be a passive + // No voiceline for this encounter type as it's supposed to be a passive // encounter you don't notice. } else { @@ -34,7 +34,7 @@ latent function makeGroupComposition(encounter_type: EncounterType, random_encou abstract class CompositionSpawner { - // When you need to force a creature type + // When you need to force a creature type. var _bestiary_entry: RER_BestiaryEntry; var _bestiary_entry_null: bool; default _bestiary_entry_null = true; @@ -46,7 +46,7 @@ abstract class CompositionSpawner { return this; } - // When you need to force a number of creatures + // When you need to force a number of creatures. var _number_of_creatures: int; default _number_of_creatures = 0; @@ -56,7 +56,7 @@ abstract class CompositionSpawner { return this; } - // When you need to force the spawn position + // When you need to force the spawn position. var spawn_position: Vector; var spawn_position_force: bool; default spawn_position_force = false; @@ -68,8 +68,7 @@ abstract class CompositionSpawner { return this; } - // When using a random position - // this will be the max radius used + // When using a random position this will be the max radius used. var _random_position_max_radius: float; default _random_position_max_radius = 200; @@ -79,8 +78,7 @@ abstract class CompositionSpawner { return this; } - // When using a random position - // this will be the min radius used + // When using a random position this will be the min radius used. var _random_positition_min_radius: float; default _random_positition_min_radius = 150; @@ -90,7 +88,7 @@ abstract class CompositionSpawner { return this; } - // when spawning multiple creature + // When spawning multiple creature. var _group_positions_density: float; default _group_positions_density = 0.01; @@ -100,7 +98,7 @@ abstract class CompositionSpawner { return this; } - // the distance at which an RER creature is killed + // The distance at which an RER creature is killed. var automatic_kill_threshold_distance: float; default automatic_kill_threshold_distance = 200; @@ -110,7 +108,7 @@ abstract class CompositionSpawner { return this; } - // should the creature drop a trophy on death + // Should the creature drop a trophy on death. var allow_trophy: bool; default allow_trophy = true; @@ -120,7 +118,7 @@ abstract class CompositionSpawner { return this; } - // should the creature trigger a loot pickup cutscene on death + // Should the creature trigger a loot pickup cutscene on death. var allow_trophy_pickup_scene: bool; default allow_trophy_pickup_scene = false; @@ -130,8 +128,8 @@ abstract class CompositionSpawner { return this; } - // tell which type of encounter the composition is from - // especially used when retrieving a random monster from the bestiary + // Tell which type of encounter the composition is from. + // Especially used when retrieving a random monster from the bestiary. var encounter_type: EncounterType; default encounter_type = EncounterType_DEFAULT; public function setEncounterType(encounter_type: EncounterType): CompositionSpawner { @@ -199,12 +197,12 @@ abstract class CompositionSpawner { return true; } - // A method to override if needed, - // such as creating a custom class and attaching it. + // A method to override if needed. + // Such as creating a custom class and attaching it. protected latent function forEachEntity(entity: CEntity) {} - // A method to override if needed, - // such as creating a custom class for handling the fight. + // A method to override if needed. + // Such as creating a custom class for handling the fight. // If it returns false the spawn is cancelled. protected latent function afterSpawningEntities(): bool { return true; diff --git a/src/helpers/fill_enemy_template_list.wss b/src/helpers/fill_enemy_template_list.wss index 45825f04..3cd606bf 100644 --- a/src/helpers/fill_enemy_template_list.wss +++ b/src/helpers/fill_enemy_template_list.wss @@ -1,6 +1,6 @@ /** - * NOTE: it makes a copy of the list + * NOTE: It makes a copy of the list. **/ latent function fillEnemyTemplateList(enemy_template_list: EnemyTemplateList, total_number_of_enemies: int, optional use_bestiary: bool): EnemyTemplateList { var template_list: EnemyTemplateList; @@ -29,8 +29,8 @@ latent function fillEnemyTemplateList(enemy_template_list: EnemyTemplateList, to if (use_bestiary) { manager = theGame.GetJournalManager(); - // we multiply the max tries number by two - // because it can be hard to find a lonely entry in a list + // We multiply the max number of tries by two + // because it can be hard to find a lonely entry in a list. max_tries *= 2; } @@ -47,8 +47,8 @@ latent function fillEnemyTemplateList(enemy_template_list: EnemyTemplateList, to continue; } - // when use_bestiary is true, we only take known bestiary entries - // ignore all unknown entries. + // When use_bestiary is true, we only take known bestiary entries. + // Ignore all unknown entries. if (use_bestiary) { can_spawn_creature = bestiaryCanSpawnEnemyTemplate(template_list.templates[selected_template_to_increment], manager); diff --git a/src/helpers/flag.wss b/src/helpers/flag.wss index ce422237..aad76531 100644 --- a/src/helpers/flag.wss +++ b/src/helpers/flag.wss @@ -1,6 +1,6 @@ /** - * Return whether or not the given value can be found in the given flag + * Return whether or not the given value can be found in the given flag. */ function RER_flagEnabled(flag: int, value: int): bool { return (flag & value) != 0; diff --git a/src/helpers/get_ground_position.wss b/src/helpers/get_ground_position.wss index 49684066..8b9969ab 100644 --- a/src/helpers/get_ground_position.wss +++ b/src/helpers/get_ground_position.wss @@ -19,7 +19,7 @@ function getGroundPosition(out input_position: Vector, optional personal_space: do { attempts -= 1; - // first search for ground based on navigation data. + // First search for ground based on navigation data. theGame .GetWorld() .NavigationComputeZ( @@ -35,7 +35,7 @@ function getGroundPosition(out input_position: Vector, optional personal_space: continue; } - // then do a static trace to find the position on ground + // Then do a static trace to find the position on ground. // ... okay i'm not sure anymore, is the static trace needed? // theGame // .GetWorld() @@ -46,7 +46,7 @@ function getGroundPosition(out input_position: Vector, optional personal_space: // collision_normal // ); - // finally, return if the position is above water level + // Finally, return if the position is above water level. if (output_position.Z < theGame.GetWorld().GetWaterLevel(output_position, true)) { continue; } diff --git a/src/helpers/get_group_positions.wss b/src/helpers/get_group_positions.wss index 293b5597..ee22aa13 100644 --- a/src/helpers/get_group_positions.wss +++ b/src/helpers/get_group_positions.wss @@ -7,7 +7,7 @@ function getGroupPositions(initial_position: Vector, count: int, density: float) var i: int; var sign: int; - //const values used in the loop + // Const values used in the loop. pos_fin.Z = initial_position.Z; s = count / density; // maintain a constant density of `density` unit per m2 r = SqrtF(s/Pi()); @@ -34,9 +34,9 @@ function getGroupPositions(initial_position: Vector, count: int, density: float) pos_fin.Y = initial_position.Y + sign * y; //final Y pos - // return false means it could not find ground position - // in this case, take the default position - // if return true, then pos_fin is updated with the correct position + // Return false means it could not find ground position. + // In this case, take the default position. + // If return true, then pos_fin is updated with the correct position. if (!getGroundPosition(pos_fin)) { pos_fin = initial_position; } diff --git a/src/helpers/get_tracks_template.wss b/src/helpers/get_tracks_template.wss index 79c56c23..bdc7c747 100644 --- a/src/helpers/get_tracks_template.wss +++ b/src/helpers/get_tracks_template.wss @@ -20,8 +20,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ track.monster_clue_type = 'RER_MonsterClueNightwraith'; - // only 1 out of 10 clouds of mist are created. - // track.trail_ratio_multiplier = 5; + // Only 1 out of 10 clouds of mist are created. + // Track.trail_ratio_multiplier = 5; return track; break; @@ -32,8 +32,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueHuman'; break; @@ -43,8 +43,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueDrowner'; break; @@ -54,8 +54,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueDrowner'; break; @@ -65,8 +65,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueRotfiend'; break; @@ -76,8 +76,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueNekker'; break; @@ -87,8 +87,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueGhoul'; break; @@ -98,8 +98,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueAlghoul'; break; @@ -109,8 +109,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueFiend'; break; @@ -120,8 +120,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueChort'; break; @@ -131,8 +131,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueWerewolf'; break; @@ -142,8 +142,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueLeshen'; break; @@ -153,8 +153,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueKatakan'; break; @@ -164,8 +164,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueEkimmara'; break; @@ -175,8 +175,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueElemental'; break; @@ -186,8 +186,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueGolem'; break; @@ -197,8 +197,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueGiant'; break; @@ -208,8 +208,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueCyclop'; break; @@ -219,8 +219,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueGryphon'; break; @@ -230,8 +230,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueWyvern'; break; @@ -241,8 +241,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueCockatrice'; break; @@ -252,8 +252,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBasilisk'; break; @@ -263,8 +263,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueForktail'; break; @@ -274,8 +274,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueWight'; break; @@ -285,8 +285,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueSharley'; break; @@ -296,8 +296,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueHag'; break; @@ -307,8 +307,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueFoglet'; break; @@ -318,8 +318,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueTroll'; break; @@ -329,8 +329,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBruxa'; break; @@ -340,8 +340,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueDetlaff'; break; @@ -351,8 +351,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueGarkain'; break; @@ -362,8 +362,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueFleder'; break; @@ -373,8 +373,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueGargoyle'; break; @@ -384,8 +384,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueKikimore'; break; @@ -395,8 +395,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueCentipede'; break; @@ -406,8 +406,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBerserker'; break; @@ -417,8 +417,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueWolf'; break; @@ -428,8 +428,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBear'; break; @@ -439,8 +439,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBoar'; break; @@ -450,8 +450,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBoar'; break; @@ -461,8 +461,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueBoar'; break; @@ -472,8 +472,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueWildhunt'; break; @@ -483,8 +483,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueArachas'; break; @@ -494,8 +494,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueHarpy'; break; @@ -505,8 +505,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueSiren'; break; @@ -516,8 +516,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueEndrega'; break; @@ -527,8 +527,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueEchinops'; break; @@ -538,8 +538,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClueDracolizard'; break; @@ -549,8 +549,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ true ) as CEntityTemplate; - // dynamically assigning the monster_clue_type to our own. Easier than to create - // 32 w2ent files + // Dynamically assigning the monster_clue_type to our own. Easier than to create + // 48 w2ent files. track.monster_clue_type = 'RER_MonsterClue'; break; @@ -560,8 +560,8 @@ latent function getTracksTemplateByCreatureType(create_type: CreatureType): RER_ // true // ); - // // dynamically assigning the monster_clue_type to our own. Easier than to create - // // 32 w2ent files + // // Dynamically assigning the monster_clue_type to our own. Easier than to create + // // 48 w2ent files. // track.monster_clue_type = 'RER_MonsterClueFleder'; // break; } diff --git a/src/helpers/is_player_busy.wss b/src/helpers/is_player_busy.wss index 8039f9b4..1b47a35b 100644 --- a/src/helpers/is_player_busy.wss +++ b/src/helpers/is_player_busy.wss @@ -1,5 +1,5 @@ -// return true in cases where the player is busy in a cutscene or in the boat. +// Return true in cases where the player is busy in a cutscene or in the boat. // When a spawn should be cancelled. function isPlayerBusy(): bool { return thePlayer.IsInInterior() diff --git a/src/helpers/loot_trophies_in_radius.wss b/src/helpers/loot_trophies_in_radius.wss index dc671e43..f84d87b0 100644 --- a/src/helpers/loot_trophies_in_radius.wss +++ b/src/helpers/loot_trophies_in_radius.wss @@ -16,7 +16,7 @@ function lootTrophiesInRadius(): bool { NLOG("lootbag - giving all RER_Trophy to player"); items_guids = (entities[i] as W3Container).GetInventory().GetItemsByTag('RER_Trophy'); - // set `looted_a_trophy` if a trophy was found + // Set `looted_a_trophy` if a trophy was found. looted_a_trophy = looted_a_trophy || items_guids.Size() > 0; if (items_guids.Size() > 0) { diff --git a/src/helpers/mod_power.wss b/src/helpers/mod_power.wss index aae82be1..f44621de 100644 --- a/src/helpers/mod_power.wss +++ b/src/helpers/mod_power.wss @@ -1,6 +1,6 @@ /** - * the mod power is a value in the [0;1] range that indicates how fast + * The mod power is a value in the [0;1] range that indicates how fast * the mod should run. This means that at 0.1, the mod will use only 10% * of its power (spawning monsters, events, contracts etc...) and will * progressively get more aggressive until it reaches 1. @@ -28,7 +28,7 @@ function RER_getModPower(): float { } /** - * return if there is enough mod power for the encounter system to be + * Return if there is enough mod power for the encounter system to be * enabled. */ function RER_modPowerIsEncounterSystemEnabled(): bool { @@ -36,7 +36,7 @@ function RER_modPowerIsEncounterSystemEnabled(): bool { } function RER_modPowerIsStaticEncounterSystemEnabled(): bool { - // same as the regular encounters + // Same as the regular encounters. return RER_modPowerIsEncounterSystemEnabled(); } diff --git a/src/helpers/move_creatures_if_player_in_scene.wss b/src/helpers/move_creatures_if_player_in_scene.wss index f618bcb6..231dac2d 100644 --- a/src/helpers/move_creatures_if_player_in_scene.wss +++ b/src/helpers/move_creatures_if_player_in_scene.wss @@ -1,9 +1,9 @@ /** - * move the supplied creatures away if the player is in a cutscene. Does nothing - * if it's not the case. - * The function will look for a ground position before teleporting them away, - * and will teleport every creature from the array if one or more creatures + * Move the supplied creatures away if the player is in a cutscene. Does nothing + * if this is not the case. + * The function will look for a ground position before teleporting them away. + * Will teleport every creature from the array if one or more creatures * goes under the threshold value. */ function RER_moveCreaturesAwayIfPlayerIsInCutscene(entities: array, radius: float): bool { @@ -17,17 +17,17 @@ function RER_moveCreaturesAwayIfPlayerIsInCutscene(entities: array, rad return false; } - // square the radius + // Square the radius. squared_radius *= radius; player_position = thePlayer.GetWorldPosition(); for (i = 0; i < entities.Size(); i += 1) { squared_distance = VecDistanceSquared2D(player_position, entities[i].GetWorldPosition()); - // the entity is under the threshold value + // The entity is under the threshold value. if (squared_distance < squared_radius) { - // it could not find a suitable position. We do nothing and return, maybe - // the next time this function is called will be the good one. + // It could not find a suitable position. We do nothing and return. + // maybe the next time this function is called will be the good one. if (!getRandomPositionBehindCamera(position, radius)) { SUH_keepCreaturesOutsidePoint( thePlayer.GetWorldPosition(), @@ -38,13 +38,13 @@ function RER_moveCreaturesAwayIfPlayerIsInCutscene(entities: array, rad return true; } - // we re-use i here because it doesn't matter as we'll leave the function + // We re-use i here because it doesn't matter as we'll leave the function // after that. for (i = 0; i < entities.Size(); i += 1) { entities[i].Teleport(position); } - // and leave now + // And leave now. return true; } } diff --git a/src/helpers/position_behind_camera.wss b/src/helpers/position_behind_camera.wss index 63417a03..4888e673 100644 --- a/src/helpers/position_behind_camera.wss +++ b/src/helpers/position_behind_camera.wss @@ -8,7 +8,7 @@ function getRandomPositionBehindCamera(out initial_pos: Vector, optional distanc minimum_distance = 20.0; } - // value of `0.0` means the parameter was not supplied + // Value of `0.0` means the parameter was not supplied. if (distance == 0.0) { distance = 40; } @@ -48,7 +48,7 @@ function getRandomPositionAroundPlayer(out initial_pos: Vector, optional distanc minimum_distance = 20.0; } - // value of `0.0` means the parameter was not supplied + // Value of `0.0` means the parameter was not supplied. if (distance == 0.0) { distance = 40; } diff --git a/src/helpers/random_dialog_builder.wss b/src/helpers/random_dialog_builder.wss index 5fb0c932..3d063a4f 100644 --- a/src/helpers/random_dialog_builder.wss +++ b/src/helpers/random_dialog_builder.wss @@ -1,17 +1,17 @@ -// represents all the data we need to play a oneliner +// Represents all the data we need to play a oneliner. class RER_DialogData { var dialog_id: int; var dialog_duration: float; var wait_until_end: bool; } -// and then replace the oneliner functions i have with structs like these that -// extend the RER_DialogData and set default values like +// Then replace the oneliner functions I have with structs like these that +// extend the RER_DialogData and set default values. class RER_DialogDataExample extends RER_DialogData { default dialog_id = 380546; default dialog_duration = 1.5; } -// and then we use the build like so +// Then we use the build like so. // (new RER_RandomDialogBuilder in thePlayer) // .start() // .dialog(new RER_DialogDataExample in thePlayer, true) @@ -20,8 +20,8 @@ class RER_DialogDataExample extends RER_DialogData { // .either(new RER_DialogDataExample in thePlayer, false, 0.5) // .play() // -// and it plays a voiceline, then pick randomly between one or the other -// and the boolean we pass mean if we should wait_until_the_end or not. +// And it plays a voiceline, then pick randomly between one or the other. +// The boolean we pass checks if we should wait_until_the_end or not. class RER_RandomDialogBuilder { var sections: array; var current_section: RandomDialogSection; @@ -96,7 +96,7 @@ class RER_RandomDialogBuilder { camera.FocusOn(this.talking_actor as CNode); // 1. - // pick a position in front of the talking actor, preferably behind the actor + // Pick a position in front of the talking actor, preferably behind the actor // that is listening. talking_actor_position = this.talking_actor.GetBoneWorldPosition('head'); if (interlocutor) { @@ -206,8 +206,8 @@ class RER_RandomDialogBuilder { total -= this.sections[index].chances[k]; } - // from here we know the picked section is at index K so we play it - // but only if the player is not in a scene + // From here we know the picked section is at index K so we play it. + // But only if the player is not in a scene. if (!isPlayerInScene()) { this.talking_actor.PlayLine(this.sections[index].dialogs[k].dialog_id, true); diff --git a/src/helpers/random_levels.wss b/src/helpers/random_levels.wss index dda05d32..053337bd 100644 --- a/src/helpers/random_levels.wss +++ b/src/helpers/random_levels.wss @@ -1,7 +1,6 @@ -// File containing helper functions used for creatures levels. +// File containing helper functions used for creature levels. // It uses values from the settings to calculate their levels. -// function getRandomLevelBasedOnSettings(settings: RE_Settings): int { var player_level: int; @@ -11,7 +10,7 @@ function getRandomLevelBasedOnSettings(settings: RE_Settings): int { player_level = RER_getPlayerLevel(); - // if for some reason the user set the max lower than the min value + // If for some reason the user set the max lower than the min value. if (settings.max_level_allowed >= settings.min_level_allowed) { max_level_allowed = settings.max_level_allowed; min_level_allowed = settings.min_level_allowed; @@ -30,7 +29,7 @@ function getRandomLevelBasedOnSettings(settings: RE_Settings): int { function RER_getPlayerLevel(): int { if (RER_playerUsesEnhancedEditionRedux()) { - // every 4 hours of gameplay is equal to 1 level in vanilla + // Every 4 hours of gameplay is equal to 1 level in vanilla. return GameTimeHours(theGame.CalculateTimePlayed()) / 4; } diff --git a/src/horde/horde_types.wss b/src/horde/horde_types.wss index a705a109..7482b9bb 100644 --- a/src/horde/horde_types.wss +++ b/src/horde/horde_types.wss @@ -6,11 +6,11 @@ // You are supposed to extend the class if you want to add a custom action on // completion. class RER_HordeRequest { - // the enum CreatureType is used as the index, while the value is the amount + // The enum CreatureType is used as the index, while the value is the amount // of creatures of the given type to spawn. var counters_per_creature_types: array; - // the entities spawned for that request + // The entities spawned for that request. var entities: array; var spawning_flags: RER_BestiaryEntrySpawnFlag; @@ -28,7 +28,7 @@ class RER_HordeRequest { this.counters_per_creature_types[creature] = count; } - // override the method to run your code + // Override the method to run your code. public latent function onComplete(master: CRandomEncounters) { NLOG("RER_HordeRequest - onComplete"); } diff --git a/src/horde/states/processing.wss b/src/horde/states/processing.wss index cba7375e..3791e7fd 100644 --- a/src/horde/states/processing.wss +++ b/src/horde/states/processing.wss @@ -24,7 +24,7 @@ state Processing in RER_HordeManager { number_of_requests = parent.requests.Size(); - // a request was removed or a new one was added + // A request was removed or a new one was added. if (old_number_of_requests != number_of_requests) { total_of_creatures_to_spawn = this.getCreaturesCountToSpawnFromRequests(parent.requests); } @@ -40,7 +40,7 @@ state Processing in RER_HordeManager { return; } - // the horde monsters are spawned only if regular monsters can be spawned + // The horde monsters are spawned only if regular monsters can be spawned. if (isPlayerInScene()) { SU_hideCustomBossBar(); @@ -50,7 +50,7 @@ state Processing in RER_HordeManager { for (i = 0; i < number_of_requests; i += 1) { creature_to_spawn = this.getFirstCreatureWithPositiveCounter(parent.requests[i]); - // we display the title only for the first request in the queue + // We display the title only for the first request in the queue. if (i == 0 && creature_to_spawn != CreatureNONE) { SU_showCustomBossBar(StrReplace( GetLocStringByKey("rer_horde_invasion_strength_title"), @@ -61,7 +61,7 @@ state Processing in RER_HordeManager { ) ), true); - // we also check for a random dialogue here because we know it's ran + // We also check for a random dialogue here because we know it's ran // once. if (RandRange(100) > 95) { (new RER_RandomDialogBuilder in thePlayer) @@ -88,7 +88,7 @@ state Processing in RER_HordeManager { this.spawnMonsterFromRequest(parent.requests[i], creature_to_spawn); - // too many attempts failed, give up on the horde. + // Too many attempts failed, give up on the horde. if (this.failed_attempts > 5) { SU_hideCustomBossBar(); diff --git a/src/killing_spree_loot.wss b/src/killing_spree_loot.wss index fbe9462e..00a9d0ad 100644 --- a/src/killing_spree_loot.wss +++ b/src/killing_spree_loot.wss @@ -3,7 +3,7 @@ function RER_addKillingSpreeCustomLootToEntities(loot_manager: RER_LootManager, entities: array, ecosystem_strength: float) { NLOG("RER_addKillingSpreeCustomLootToEntities: ecosystem strength = " + ecosystem_strength * 100); - // when it's a value in the ]0;1[ range, we bring it back to the [1;inf] range + // When it's a value in the ]0;1[ range, we bring it back to the [1;inf] range. // For example if it is a 0.5, so a 50% ecosystem strength it should be considered // the same as a 200% ecosystem strength, so 2. And 1 / 0.5 = 2. if (ecosystem_strength < 1 && ecosystem_strength != 0) { @@ -20,10 +20,9 @@ function RER_addKillingSpreeCustomLootToEntities(loot_manager: RER_LootManager, ); for entity: CEntity in entities { - // the -100 to the ecosystem strength is because want to boost loot tables - // only if the strength is above 100. As an ecosystem_strength of 50 means - // it is as 50% of its original strength, meaning half and not an increase - // in 50%. + // The -100 to the ecosystem strength is because want to boost loot tables. + // Only if the strength is above 100. As an ecosystem_strength of 50 means + // it is at 50% of its original strength, meaning half and not an increase of 50%. loot_manager.rollAndGiveItemsTo((entity as CGameplayEntity).GetInventory(), ecosystem_strength * increase_per_point); (entity as CGameplayEntity).GetInventory().UpdateLoot(); } diff --git a/src/loot/loot_manager.wss b/src/loot/loot_manager.wss index 369d8999..f633ab44 100644 --- a/src/loot/loot_manager.wss +++ b/src/loot/loot_manager.wss @@ -40,7 +40,7 @@ statemachine class RER_LootManager { } /** - * Remove the supplied item from the given category and rarity + * Remove the supplied item from the given category and rarity. */ public function removeLoot(category: RER_LootCategory, rarity: RER_LootRarity, item_name: name) { this.loot_by_category[category][rarity].Remove(item_name); @@ -51,7 +51,7 @@ statemachine class RER_LootManager { NLOG("roll(chance_multiplier: " + chance_multiplier + ", rng, category:" + category); - // if no RNG instance was provided, create a fresh one just for the roll + // If no RNG instance was provided, create a fresh one just for the roll // but set it to be completely random. if (!rng) { rng = (new RandomNumberGenerator in this).useSeed(false); diff --git a/src/main.wss b/src/main.wss index a418839b..fa978000 100644 --- a/src/main.wss +++ b/src/main.wss @@ -138,10 +138,10 @@ statemachine class CRandomEncounters extends CEntity { return this.storages.general.playthrough_seed; } - //#region OutOfCombat action + // #region OutOfCombat action private var out_of_combat_requests: array; - // add the requested action for when the player will leave combat + // Add the requested action for when the player will leave combat. public function requestOutOfCombatAction(request: OutOfCombatRequest): bool { var i: int; var already_added: bool; @@ -163,7 +163,7 @@ statemachine class CRandomEncounters extends CEntity { this.AddTimer('waitOutOfCombatTimer', 0.1, true); } - // to return if something was added + // To return if something was added. return !already_added; } @@ -202,7 +202,7 @@ statemachine class CRandomEncounters extends CEntity { var scene: CStoryScene; var will_play_cutscene: bool; - // is set to true only if trophies were picked up + // Is set to true only if trophies were picked up. will_play_cutscene = lootTrophiesInRadius(); RER_tutorialTryShowTrophy(); @@ -219,7 +219,7 @@ statemachine class CRandomEncounters extends CEntity { .GetStorySceneSystem() .PlayScene(scene, "Input"); - // Play some oneliners about the trophies + // Play some oneliners about the trophies. if (RandRange(10) < 2) { REROL_hang_your_head_from_sadle_sync(); } @@ -231,7 +231,7 @@ statemachine class CRandomEncounters extends CEntity { } } } - //#endregion OutOfCombat action + // #endregion OutOfCombat action diff --git a/src/notifications.wss b/src/notifications.wss index bbcb64f2..30416919 100644 --- a/src/notifications.wss +++ b/src/notifications.wss @@ -38,7 +38,7 @@ function NTUTO(title: string, body: string, optional do_not_pause: bool) { tut.messageTitle = title; tut.messageText = body; - // You can even add images if you want, i didn't test it however + // You can even add images if you want, I didn't test it however. // tut.imagePath = tutorialEntry.GetImagePath(); tut.enableGlossoryLink = false; diff --git a/src/oneliners.wss b/src/oneliners.wss index 3da7da45..9f6693d7 100644 --- a/src/oneliners.wss +++ b/src/oneliners.wss @@ -1,7 +1,7 @@ -// Geralt: Died recently, wonder what killed it -// from "Mysterious Tracks" monster hunt. -// when interacting with a dead fiend. +// Geralt: Died recently, wonder what killed it. +// From "Mysterious Tracks" monster hunt. +// When interacting with a dead fiend. latent function REROL_died_recently() { var scene: CStoryScene; @@ -33,7 +33,7 @@ latent function REROL_no_dragon() { Sleep(5.270992); // Approved duration } -// Geralt: Corpses… that's what drew the ghouls. +// Geralt: Corpses… That's what drew the ghouls. latent function REROL_what_drew_the_ghouls() { var scene: CStoryScene; @@ -83,7 +83,7 @@ latent function REROL_wonder_clues_will_lead_me(optional do_not_wait: bool) { } } -// Geralt: What a shitty way to die +// Geralt: What a shitty way to die. latent function REROL_shitty_way_to_die() { var scene: CStoryScene; @@ -119,7 +119,7 @@ latent function REROL_there_you_are(optional do_not_wait: bool) { // Geralt: That was tough... latent function REROL_that_was_tough() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(321440, true); @@ -128,7 +128,7 @@ latent function REROL_that_was_tough() { // Geralt: Damn… Can't smell a thing. Must've lost the trail. latent function REROL_cant_smell_a_thing() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(5399670, true); @@ -155,7 +155,7 @@ latent function REROL_necrophages_great(optional do_not_wait: bool) { // Geralt: The Wild Hunt. latent function REROL_the_wild_hunt(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(539883, true); @@ -166,17 +166,16 @@ latent function REROL_the_wild_hunt(optional do_not_wait: bool) { // Geralt: Go away or i'll kill you. latent function REROL_go_or_ill_kill_you() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(476195, true); Sleep(2.684654); // Approved duration } -// Geralt: Air's strange… Like dropping into a deep -// cellar on a hot day… And the mist… +// Geralt: Air's strange… Like dropping into a deep cellar on a hot day… And the mist… latent function REROL_air_strange_and_the_mist(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1061986, true); @@ -187,7 +186,7 @@ latent function REROL_air_strange_and_the_mist(optional do_not_wait: bool) { // Geralt: Clawed and gnawed. Necrophages fed here… but all the wounds they inflicted are post-mortem. latent function REROL_clawed_gnawed_not_necrophages() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(470573, true); @@ -196,7 +195,7 @@ latent function REROL_clawed_gnawed_not_necrophages() { // Geralt: Wild Hunt killed them. latent function REROL_wild_hunt_killed_them() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1047779, true); @@ -205,7 +204,7 @@ latent function REROL_wild_hunt_killed_them() { // Geralt: Should look around. latent function REROL_should_look_around(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(397220, true); @@ -221,7 +220,7 @@ class REROL_data_should_look_around extends RER_DialogData { // Geralt: Hm… Definitely came through here. latent function REROL_came_through_here(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(382001, true); @@ -232,7 +231,7 @@ latent function REROL_came_through_here(optional do_not_wait: bool) { // Geralt: Another victim. latent function REROL_another_victim() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1002812, true); @@ -241,23 +240,23 @@ latent function REROL_another_victim() { // Geralt: Miles and miles and miles… latent function REROL_miles_and_miles_and_miles() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1077634, true); Sleep(2.68); // Approved duration } -// Geralt: I'm gonna hand your head from my sadle +// Geralt: I'm gonna hand your head from my sadle. latent function REROL_hang_your_head_from_sadle() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. REROL_hang_your_head_from_sadle_sync(); Sleep(4); // Approved duration } function REROL_hang_your_head_from_sadle_sync() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1192331, true); } @@ -269,7 +268,7 @@ latent function REROL_someone_pay_for_trophy() { Sleep(3); // Approved duration } function REROL_someone_pay_for_trophy_sync() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(426514, true); } @@ -281,14 +280,14 @@ latent function REROL_good_size_wonder_if_someone_pay() { Sleep(3.648103); // Approved duration } function REROL_good_size_wonder_if_someone_pay_sync() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(376063, true); } // Geralt: Ground's splattered with blood for a few feet around. A lot of it. latent function REROL_ground_splattered_with_blood() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(433486, true); @@ -301,7 +300,7 @@ class REROL_data_ground_splattered_with_blood extends RER_DialogData { // Geralt: Another trail. latent function REROL_another_trail() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(382013, true); @@ -310,7 +309,7 @@ latent function REROL_another_trail() { // Geralt: Monsters… Can feel 'em… Coming closer… They're everywhere. latent function REROL_monsters_everywhere_feel_them_coming() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(506666, true); @@ -319,7 +318,7 @@ latent function REROL_monsters_everywhere_feel_them_coming() { // Geralt: Should scour the local notice boards. Someone might've posted a contract for whatever lives here. latent function REROL_should_scour_noticeboards(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1206920, true); @@ -330,7 +329,7 @@ latent function REROL_should_scour_noticeboards(optional do_not_wait: bool) { // Geralt choice: I'll take the contract. latent function REROL_ill_take_the_contract() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1181938, true); @@ -339,7 +338,7 @@ latent function REROL_ill_take_the_contract() { // Geralt: Pretty unusual contract… latent function REROL_unusual_contract() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1154439, true); @@ -348,25 +347,25 @@ latent function REROL_unusual_contract() { // Geralt: All right, time I got to work. Where'll I find this monster? latent function REROL_where_will_i_find_this_monster() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(551205, true); Sleep(3.900127); // Approved duration } -// Geralt: I'll tend to the monster +// Geralt: I'll tend to the monster. latent function REROL_ill_tend_to_the_monster() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1014194, true); Sleep(1.773995); // Approved duration } -// Geralt: I accept the challenge +// Geralt: I accept the challenge. latent function REROL_i_accept_the_challenge() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1005381, true); @@ -375,7 +374,7 @@ latent function REROL_i_accept_the_challenge() { // Geralt: Mhm… latent function REROL_mhm(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1185176, true); @@ -389,7 +388,7 @@ class REROL_mhm_data extends RER_DialogData { // Geralt: It's over. latent function REROL_its_over() { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(485943, true); @@ -398,7 +397,7 @@ latent function REROL_its_over() { // Geralt: Mff… Smell of a rotting corpse. Blood spattered all around. latent function REROL_smell_of_a_rotting_corpse(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(471806, true); @@ -409,7 +408,7 @@ latent function REROL_smell_of_a_rotting_corpse(optional do_not_wait: bool) { // Geralt: Tracks - a nekker… A big one. latent function REROL_tracks_a_nekker(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1042065, true); @@ -420,7 +419,7 @@ latent function REROL_tracks_a_nekker(optional do_not_wait: bool) { // Geralt: Ooh. More drowners. latent function REROL_more_drowners(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1002915, true); @@ -431,7 +430,7 @@ latent function REROL_more_drowners(optional do_not_wait: bool) { // Geralt: Ghouls… And where there's ghouls… there's usually corpses… latent function REROL_ghouls_there_is_corpses(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(552454, true); @@ -442,7 +441,7 @@ latent function REROL_ghouls_there_is_corpses(optional do_not_wait: bool) { // Geralt: A fiend. latent function REROL_a_fiend(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1039017, true); @@ -453,7 +452,7 @@ latent function REROL_a_fiend(optional do_not_wait: bool) { // Geralt: A werewolf… latent function REROL_a_werewolf(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(577129, true); @@ -464,7 +463,7 @@ latent function REROL_a_werewolf(optional do_not_wait: bool) { // Geralt: Everything says leshen, a young one. Must've arrived here recently. Need to find its totem. latent function REROL_a_leshen_a_young_one(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(566287, true); @@ -475,7 +474,7 @@ latent function REROL_a_leshen_a_young_one(optional do_not_wait: bool) { // Geralt: Where's that damned katakan? latent function REROL_where_is_katakan(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(569579, true); @@ -486,7 +485,7 @@ latent function REROL_where_is_katakan(optional do_not_wait: bool) { // Geralt: Gotta be an ekimmara. latent function REROL_gotta_be_an_ekimmara(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1038390, true); @@ -497,7 +496,7 @@ latent function REROL_gotta_be_an_ekimmara(optional do_not_wait: bool) { // Geralt: An earth elemental. Pretty powerful, too. latent function REROL_an_earth_elemental(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(573116, true); @@ -508,7 +507,7 @@ latent function REROL_an_earth_elemental(optional do_not_wait: bool) { // Geralt choice: How'd a giant wind up here? latent function REROL_giant_wind_up_here(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1167973, true); @@ -519,7 +518,7 @@ latent function REROL_giant_wind_up_here(optional do_not_wait: bool) { // Geralt: So… a griffin this close to the village? Strange. latent function REROL_griffin_this_close_village(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1048275, true); @@ -530,7 +529,7 @@ latent function REROL_griffin_this_close_village(optional do_not_wait: bool) { // Geralt: Wyvern. Wonderful. latent function REROL_wyvern_wonderful(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1065583, true); @@ -541,7 +540,7 @@ latent function REROL_wyvern_wonderful(optional do_not_wait: bool) { // Geralt: A cockatrice… latent function REROL_a_cockatrice(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(553797, true); @@ -552,7 +551,7 @@ latent function REROL_a_cockatrice(optional do_not_wait: bool) { // Geralt: Draconid, gotta be. Maybe a basilisk? Except… these prints don't belong to any variety I know. Just a liiiitle different. latent function REROL_basilisk_a_little_different(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1170780, true); @@ -563,7 +562,7 @@ latent function REROL_basilisk_a_little_different(optional do_not_wait: bool) { // Geralt: A flyer, swooped down… Judging by the claw marks, gotta be a wyvern or a forktail. latent function REROL_a_flyer_forktail(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1034842, true); @@ -574,7 +573,7 @@ latent function REROL_a_flyer_forktail(optional do_not_wait: bool) { // Geralt: Impossible. My brethren hunted down every last spotted wight before I was born. latent function REROL_impossible_wight(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1179588, true); @@ -585,7 +584,7 @@ latent function REROL_impossible_wight(optional do_not_wait: bool) { // Geralt: Whoa-ho. Shaelmaar's close… latent function REROL_a_shaelmaar_is_close(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1169885, true); @@ -596,7 +595,7 @@ latent function REROL_a_shaelmaar_is_close(optional do_not_wait: bool) { // Geralt: Gotta be a grave hag. latent function REROL_gotta_be_a_grave_hag(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1022247, true); @@ -607,7 +606,7 @@ latent function REROL_gotta_be_a_grave_hag(optional do_not_wait: bool) { // Geralt: Guess I'm dealing with an old foglet… hiding behind an illusion. latent function REROL_dealing_with_foglet(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(550020, true); @@ -618,7 +617,7 @@ latent function REROL_dealing_with_foglet(optional do_not_wait: bool) { // Geralt: A rock troll, looks like… latent function REROL_a_rock_troll(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(579959, true); @@ -629,7 +628,7 @@ latent function REROL_a_rock_troll(optional do_not_wait: bool) { // Geralt: Bruxa. Gotta be. latent function REROL_bruxa_gotta_be(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1194000, true); @@ -640,7 +639,7 @@ latent function REROL_bruxa_gotta_be(optional do_not_wait: bool) { // Geralt: Venom glands, long claws, a bloodsucker… must be a garkain. A pack leader, an alpha. latent function REROL_a_garkain(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1176030, true); @@ -651,7 +650,7 @@ latent function REROL_a_garkain(optional do_not_wait: bool) { // Geralt: A nightwraith… latent function REROL_a_nightwraith(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1019137, true); @@ -662,7 +661,7 @@ latent function REROL_a_nightwraith(optional do_not_wait: bool) { // Geralt: Kikimores. Dammit. latent function REROL_kikimores_dammit(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1164863, true); @@ -673,7 +672,7 @@ latent function REROL_kikimores_dammit(optional do_not_wait: bool) { // Geralt: Wonder what lured the giant centipedes. latent function REROL_what_lured_centipedes(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1200276, true); @@ -684,7 +683,7 @@ latent function REROL_what_lured_centipedes(optional do_not_wait: bool) { // Geralt: Where'd the wolf prints come from? latent function REROL_where_did_wolf_prints_come_from(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(470770, true); @@ -695,7 +694,7 @@ latent function REROL_where_did_wolf_prints_come_from(optional do_not_wait: bool // Geralt: Half-man, half-bear. Something like a lycanthrope. latent function REROL_half_man_half_bear(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(587721, true); @@ -706,7 +705,7 @@ latent function REROL_half_man_half_bear(optional do_not_wait: bool) { // Geralt: Animal hair. latent function REROL_animal_hair(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1104764, true); @@ -717,7 +716,7 @@ latent function REROL_animal_hair(optional do_not_wait: bool) { // Geralt: An arachas. latent function REROL_an_arachas(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(521492, true); @@ -728,7 +727,7 @@ latent function REROL_an_arachas(optional do_not_wait: bool) { // Geralt: Harpy feather, a rectrix. latent function REROL_harpy_feather(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1000722, true); @@ -739,7 +738,7 @@ latent function REROL_harpy_feather(optional do_not_wait: bool) { // Geralt: Siren tracks. A very big siren. latent function REROL_siren_tracks(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1025599, true); @@ -750,7 +749,7 @@ latent function REROL_siren_tracks(optional do_not_wait: bool) { // Geralt: Interesting. latent function REROL_interesting(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(376165, true); @@ -765,7 +764,7 @@ class REROL_data_interesting extends RER_DialogData { // Geralt: Insect excretions… latent function REROL_insectoid_excretion(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(376165, true); @@ -776,7 +775,7 @@ latent function REROL_insectoid_excretion(optional do_not_wait: bool) { // Geralt: Aha. So it's a slyzard… latent function REROL_so_its_a_slyzard(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1204696, true); @@ -787,7 +786,7 @@ latent function REROL_so_its_a_slyzard(optional do_not_wait: bool) { // Geralt choice: Pretty well armed, those bandits… latent function REROL_well_armed_bandits(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1178439, true); @@ -798,7 +797,7 @@ latent function REROL_well_armed_bandits(optional do_not_wait: bool) { // Geralt: Trail ends here. latent function REROL_trail_ends_here(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1091477, true); @@ -809,7 +808,7 @@ latent function REROL_trail_ends_here(optional do_not_wait: bool) { // Geralt: Damn, trail breaks off. Could find something else, though. latent function REROL_trail_breaks_off(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(525769, true); @@ -821,7 +820,7 @@ latent function REROL_trail_breaks_off(optional do_not_wait: bool) { // Geralt: Hmm, trail goes on. Good thing it doesn't end here. latent function REROL_trail_goes_on(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(393988, true); @@ -836,7 +835,7 @@ class REROL_data_trail_goes_on extends RER_DialogData { // Geralt choice: Wonder why they split up. latent function REROL_wonder_they_split(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(568165, true); @@ -847,7 +846,7 @@ latent function REROL_wonder_they_split(optional do_not_wait: bool) { // Geralt: Nothing. latent function REROL_nothing(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1153912, true); @@ -858,7 +857,7 @@ latent function REROL_nothing(optional do_not_wait: bool) { // Geralt: Nothing here. latent function REROL_nothing_here(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1093719, true); @@ -869,7 +868,7 @@ latent function REROL_nothing_here(optional do_not_wait: bool) { // Geralt: Hmm... Nothing interesting. latent function REROL_nothing_interesting(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1130083, true); @@ -880,7 +879,7 @@ latent function REROL_nothing_interesting(optional do_not_wait: bool) { // Geralt: Must know the area well… latent function REROL_must_know_area_well(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(487162, true); @@ -895,7 +894,7 @@ class REROL_must_know_area_well_data extends RER_DialogData { // Geralt: I'll check the area. latent function REROL_ill_check_area(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(588352, true); @@ -910,7 +909,7 @@ class REROL_ill_check_area_data extends RER_DialogData { // Geralt: Not likely to learn anything more here. latent function REROL_not_likely_learn_anything_from_here(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1202374, true); @@ -925,7 +924,7 @@ class REROL_not_likely_learn_anything_from_here_data extends RER_DialogData { // Geralt: See if I can learn what's out there. latent function REROL_see_if_i_can_learn_what_out_there(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1041656, true); @@ -940,7 +939,7 @@ class REROL_see_if_i_can_learn_what_out_there_data extends RER_DialogData { // Geralt: That's about all I've learned. latent function REROL_about_all_ive_learned(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(389189, true); @@ -955,7 +954,7 @@ class REROL_about_all_ive_learned_data extends RER_DialogData { // Geralt: Not likely to learn anymore here. latent function REROL_not_likely_learn_anymore(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(1071533, true); @@ -970,7 +969,7 @@ class REROL_not_likely_learn_anymore_data extends RER_DialogData { // Geralt: Watch and learn. latent function REROL_watch_and_learn(optional do_not_wait: bool) { - // this integer corresponds to the hexa found in the `witcher_dialogs.csv` file + // This integer corresponds to the hexa found in the `witcher_dialogs.csv` file // converted to integer. thePlayer.PlayLine(380546, true); @@ -1125,7 +1124,7 @@ class REROL_less_moaning extends RER_DialogData { default dialog_id = 1030584; } -// Geralt: greetings +// Geralt: Greetings. class REROL_greetings extends RER_DialogData { default dialog_id = 1189573; } @@ -1291,7 +1290,7 @@ class REROL_damien_why_do_you_wait_save_them extends RER_DialogData { default dialog_id = 1207814; } -// Damien: Onward, witcher +// Damien: Onward, witcher. class REROL_damien_onward_witcher extends RER_DialogData { default dialog_id = 1207812; } @@ -1496,7 +1495,7 @@ class REROL_view_from_there_spectacular extends RER_DialogData { default dialog_id = 533975; } -// Troll_1: Offsod Or yous throw in soup +// Troll_1: Offsod Or yous throw in soup. class REROL_offsod_or_throw_in_soup extends RER_DialogData { default dialog_id = 1073877; } @@ -1521,7 +1520,7 @@ class REROL_exactly_why_you_wham_them extends RER_DialogData { default dialog_id = 380703; } -// Troll_1: Man? Wham-a-wham go man So wham go troll, too" +// Troll_1: Man? Wham-a-wham go man So wham go troll, too. class REROL_man_go_an_wham_go_troll extends RER_DialogData { default dialog_id = 380697; } @@ -1567,7 +1566,7 @@ class REROL_vongratz_hey_help_help extends RER_DialogData { default dialog_id = 1039958; } -// Von Gratz: Geralt +// Von Gratz: Geralt. class REROL_vongratz_geralt extends RER_DialogData { default dialog_id = 1039962; } diff --git a/src/scene_player.wss b/src/scene_player.wss index f7f6bc9c..e3c5d65c 100644 --- a/src/scene_player.wss +++ b/src/scene_player.wss @@ -1,26 +1,26 @@ enum RER_CameraTargetType { - // when you want the camera to target a node, the node can move + // When you want the camera to target a node, the node can move. RER_CameraTargetType_NODE = 0, - // when you want the camera to target a static position + // When you want the camera to target a static position. RER_CameraTargetType_STATIC = 1, - // when you want the camera to target a bone component, it can move + // When you want the camera to target a bone component, it can move. RER_CameraTargetType_BONE = 3 } enum RER_CameraPositionType { - // the position will be absolute positions + // The position will be absolute positions. RER_CameraPositionType_ABSOLUTE = 0, - // the position will be relative to the camera's current position. + // The position will be relative to the camera's current position. RER_CameraPositionType_RELATIVE = 1, } enum RER_CameraVelocityType { - // relative to the rotation of the camera + // Relative to the rotation of the camera. RER_CameraVelocityType_RELATIVE = 0, RER_CameraVelocityType_ABSOLUTE = 1, @@ -29,11 +29,11 @@ enum RER_CameraVelocityType { } struct RER_CameraScene { - // where the camera is placed + // Where the camera is placed. var position_type: RER_CameraPositionType; var position: Vector; - // where the camera is looking + // Where the camera is looking. var look_at_target_type: RER_CameraTargetType; var look_at_target_node: CNode; var look_at_target_static: Vector; @@ -44,8 +44,7 @@ struct RER_CameraScene { var velocity_type: RER_CameraVelocityType; var velocity: Vector; - // 1 means no blending at all, while 0 means so much blending it won't move at - // all + // 1 Means no blending at all, while 0 means so much blending it won't move at all. var position_blending_ratio: float; var rotation_blending_ratio: float; @@ -98,7 +97,7 @@ class RER_StaticCamera extends CStaticCamera { break; } - // because the Pitch (Y axis) is inverted by default + // Because the Pitch (Y axis) is inverted by default. current_rotation.Pitch *= -1; return current_rotation; @@ -108,14 +107,14 @@ class RER_StaticCamera extends CStaticCamera { var current_rotation: EulerAngles; var current_position: Vector; - // immersive camera crashes if there is camera blending when on horse + // Immersive camera crashes if there is camera blending when on horse // or in combat. if (theGame.GetInGameConfigWrapper().GetVarValue('RERoptionalFeatures', 'RERcameraScenesDisabledOnHorse') && thePlayer.IsUsingHorse() || thePlayer.IsInCombat()) { return; } - // this option was added because immersive camera doesn't like the blending + // This option was added because immersive camera doesn't like the blending // options, and the game would crash. if (!theGame.GetInGameConfigWrapper().GetVarValue('RERoptionalFeatures', 'RERcameraBlendingDisabled')) { this.deactivationDuration = 1.5; @@ -134,24 +133,24 @@ class RER_StaticCamera extends CStaticCamera { this.Run(); Sleep(this.activationDuration); - // 1. we always start from the camera's position and its rotation - // only if not relative, because relative position starts from (0, 0, 0) + // 1. We always start from the camera's position and its rotation + // only if not relative, because relative position starts from (0, 0, 0). // if (scene.position_type != RER_CameraPositionType_RELATIVE) { current_position = theCamera.GetCameraPosition(); // } current_rotation = theCamera.GetCameraRotation(); - // 2. then we move the camera there and start running + // 2. Then we move the camera there and start running. this.TeleportWithRotation(current_position, current_rotation); - // 3. we start looping to animate the camera toward the scene goals + // 3. We start looping to animate the camera toward the scene goals. this.blendToScene(scene, current_position, current_rotation); this.Stop(); // if (destroy_after) { - // removed because it cancels the blending + // Removed because it cancels the blending. // this.Destroy(); // } } @@ -167,8 +166,8 @@ class RER_StaticCamera extends CStaticCamera { while (theGame.GetEngineTimeAsSeconds() < ending_time) { time_progress = MinF((theGame.GetEngineTimeAsSeconds() - starting_time) / scene.duration, 0.5); - // 1 we do the position & rotation blendings - // 1.1 we do the position blending + // 1 We do the position & rotation blendings. + // 1.1 We do the position blending. if (scene.position_type == RER_CameraPositionType_RELATIVE) { current_position += (thePlayer.GetWorldPosition() + scene.position - current_position) * scene.position_blending_ratio * time_progress; } @@ -176,13 +175,13 @@ class RER_StaticCamera extends CStaticCamera { current_position += (scene.position - current_position) * scene.position_blending_ratio * time_progress; } - // 1.2 we do the rotation blending + // 1.2 We do the rotation blending. goal_rotation = this.getRotation(scene, current_position); current_rotation.Roll += AngleNormalize180(goal_rotation.Roll - current_rotation.Roll) * scene.rotation_blending_ratio * time_progress; current_rotation.Yaw += AngleNormalize180(goal_rotation.Yaw - current_rotation.Yaw) * scene.rotation_blending_ratio * time_progress; current_rotation.Pitch += AngleNormalize180(goal_rotation.Pitch - current_rotation.Pitch) * scene.rotation_blending_ratio * time_progress; - // 2 we update the goal position using the velocity + // 2 We update the goal position using the velocity. if (scene.velocity_type == RER_CameraVelocityType_ABSOLUTE) { scene.position += scene.velocity; // todo: use delta } else if (scene.velocity_type == RER_CameraVelocityType_FORWARD) { @@ -192,7 +191,7 @@ class RER_StaticCamera extends CStaticCamera { scene.position += VecFromHeading(theCamera.GetCameraHeading()) * scene.velocity; } - // 3 we finally teleport the camera + // 3 We finally teleport the camera. this.TeleportWithRotation(current_position, current_rotation); SleepOneFrame(); diff --git a/src/settings.wss b/src/settings.wss index ff90eeb6..8ea6e4e5 100644 --- a/src/settings.wss +++ b/src/settings.wss @@ -19,17 +19,17 @@ class RE_Settings { public var allow_big_city_spawns: bool; - // controls whether or not geralt will comment - // when an encounter appears + // Controls whether or not geralt will comment + // when an encounter appears. public var geralt_comments_enabled: bool; - // controls whether or not RER shows notifications + // Controls whether or not RER shows notifications. public var hide_next_notifications: bool; - // controls whether or not RER encounters will drop loot + // Controls whether or not RER encounters will drop loot. public var enable_encounters_loot: bool; - // tells how much impact an external factor has on a creature + // Tells how much impact an external factor has on a creature // spawning chances. public var external_factors_coefficient: float; @@ -39,7 +39,7 @@ class RE_Settings { public var trophies_enabled_by_encounter: array; - // uses the enum EncounterType as the index + // Uses the enum EncounterType as the index. public var crowns_amounts_by_encounter: array; public var trophy_pickup_scene: bool; @@ -60,7 +60,7 @@ class RE_Settings { public var disable_camera_scenes : bool; - // scenes that play when ambushed, or when a contract start nearby, etc... + // Scenes that play when ambushed, or when a contract start nearby, etc... public var enable_action_camera_scenes : bool; public var ecosystem_community_power_effect: float; diff --git a/src/spawn_roller.wss b/src/spawn_roller.wss index d590f602..fd267d8b 100644 --- a/src/spawn_roller.wss +++ b/src/spawn_roller.wss @@ -9,9 +9,9 @@ // well, the old solution of adding types to an array and picking into the array // was great until we had to push more than 200 times into the array. // so much memory write/delete for so little... -// and instead we use much more CPU power, i don't know which is better. +// and instead we use much more CPU power, I don't know which is better. // -// NOTE: the class currently uses arrays, i could not find a hashmap type/class. +// NOTE: The class currently uses arrays, I could not find a hashmap type/class. // It would greatly improve performances though... class SpawnRoller { @@ -64,7 +64,7 @@ class SpawnRoller { var can_apply_filter: bool; var i: int; - // first we check if any creature IN the filter has a spawn rate of 1 or more + // First we check if any creature IN the filter has a spawn rate of 1 or more // otherwise when we'll roll the SpawnRoller it will default to humans. for (i = 0; i < CreatureMAX; i += 1) { if ((this.creatures_counters[i] * filter.multipliers[i] as int) > 0) { @@ -99,11 +99,11 @@ class SpawnRoller { total += this.third_party_creatures_counters[i]; } - // ecosystem feature: - // here, we gather the data about the surrounding ecoysystems and + // Ecosystem feature: + // Here, we gather the data about the surrounding ecoysystems and // we update the counters based on this data. // - // TODO: ecosystem, make it toggable by the user in case the user doesn't + // TODO: ecosystem, make it toggleable by the user in case the user doesn't // want the ecosystem feature in his game. #ifdef ENABLE_ECOSYSTEM { if (true) { @@ -117,7 +117,7 @@ class SpawnRoller { }; // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/5: - // added so the user can disable all CreatureType and it would + // Added so the user can disable all CreatureType and it would // cancel the spawn. Useful when the user wants no spawn during the day. if (total <= 0) { spawn_roll.type = SpawnRoller_RollTypeCREATURE; @@ -132,7 +132,7 @@ class SpawnRoller { for (i = 0; i < CreatureMAX; i += 1) { // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/5: - // `this.creatures_counters[i] > 0` is add so the user can + // `this.creatures_counters[i] > 0` Is "add" so the user can // disable a CreatureType completely. if (this.creatures_counters[i] > 0 && roll <= current_position + this.creatures_counters[i]) { spawn_roll.type = SpawnRoller_RollTypeCREATURE; @@ -153,7 +153,7 @@ class SpawnRoller { } } - // not supposed to get here but hey, who knows. + // Not supposed to get here but hey, who knows. spawn_roll.type = SpawnRoller_RollTypeCREATURE; spawn_roll.roll = CreatureNONE; @@ -171,7 +171,7 @@ class SpawnRoller { } // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/5: - // if for any reason no human variant is available return HT_NONE + // If for any reason no human variant is available return HT_NONE if (total <= 0) { return HT_NONE; } @@ -182,7 +182,7 @@ class SpawnRoller { for (i = 0; i < HT_MAX; i += 1) { // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/5: - // ignore the variants at 0 + // Ignore the variants at 0. if (this.humans_variants_counters[i] > 0 && roll <= current_position + this.humans_variants_counters[i]) { return i; } @@ -190,7 +190,7 @@ class SpawnRoller { current_position += this.humans_variants_counters[i]; } - // not supposed to get here but hey, who knows. + // Not supposed to get here but hey, who knows. return HT_NONE; } @@ -211,9 +211,9 @@ struct SpawnRoller_Roll { * from the creatures you configured. * * It offers a few methods to define different kinds of filters, such as: - * - left offset - * - right offset - * - remove a specific creature from the pool + * - left offset. + * - right offset. + * - remove a specific creature from the pool. */ class RER_SpawnRollerFilter { /** @@ -270,7 +270,7 @@ class RER_SpawnRollerFilter { } /** - * remove the creatures that are outside the range set by the offsets. + * Remove the creatures that are outside the range set by the offsets. * The creatures passed for the offsets are NOT reset, it's everything OUTSIDE * the range that is reset. */ diff --git a/src/states/initialising/initialising.wss b/src/states/initialising/initialising.wss index bcc0abb3..b7c4ce79 100644 --- a/src/states/initialising/initialising.wss +++ b/src/states/initialising/initialising.wss @@ -10,12 +10,12 @@ state Initialising in CRandomEncounters { entry function startInitialising() { NLOG("Delaying RER loading start"); - // delay init until loading screen has stopped playing + // Delay init until loading screen has stopped playing. while (theGame.IsLoadingScreenVideoPlaying()) { Sleep(1); } - // then wait until scenes are over etc... + // Then wait until scenes are over etc... while (isPlayerBusy()) { Sleep(0.5); } @@ -90,7 +90,7 @@ state Initialising in CRandomEncounters { if (current_version < 2.08) { NDEBUG("[RER] The mod was updated to v2.8: the Contract System settings were reset to support the new reputation system"); - // reset the contract tutorial value so it displays again + // Reset the contract tutorial value so it displays again. // config.SetVarValue('RERtutorials', 'RERtutorialMonsterContract', 1); config.ApplyGroupPreset('RERcontracts', 0); @@ -100,11 +100,11 @@ state Initialising in CRandomEncounters { if (current_version < 2.09) { NDEBUG("[RER] The mod was updated to v2.9: the Contract System settings were reset to support updated distance settings"); - // reset the contract tutorial value so it displays again + // Reset the contract tutorial value so it displays again. // config.SetVarValue('RERtutorials', 'RERtutorialMonsterContract', 1); config.ApplyGroupPreset('RERcontracts', 0); - // disable any active bounty from before v2.9 since it won't be compatible + // Disable any active bounty from before v2.9 since it won't be compatible // anymore. parent.storages.bounty.current_bounty.is_active = false; @@ -121,20 +121,20 @@ state Initialising in CRandomEncounters { var message: string; message += "You just updated the Random Encounters Reworked mod to the v2.12, the loot update.

"; - message += "All of your reward settings were reset following the update. "; - message += "To simplify and streamline the loot coming from the mod, all of the old rewards were removed and replaced "; + message += "All of your reward settings were reset following the update."; + message += "To simplify and streamline the loot coming from the mod, all of the old rewards were removed and replaced."; message += "with a central and generic system. This system called the Loot Manager offers four loot categories:"; message += "
- Gear"; message += "
- Materials"; message += "
- Consumables"; message += "
- Valuables"; - message += "
And for each category it offers four loot rarities: "; + message += "
And for each category it offers four loot rarities:"; message += "
- Common"; message += "
- Uncommon"; message += "
- Rare"; message += "
- Exotic"; - message += "

Now every time RER wants to add loot to something, it sends a call to the loot manager which will "; - message += "give it a list of items based on the settings you set in the menu, and this for every feature in the mod."; + message += "

Now every time RER wants to generate loot for something, it sends a call to the loot manager which will "; + message += "give it a list of items based on the settings you set in the menu, and it does this for every feature in the mod."; NTUTO("RER v2.12 - The loot update", message); diff --git a/src/states/initialising/presets/enhanced_edition.wss b/src/states/initialising/presets/enhanced_edition.wss index 31fb8421..17961689 100644 --- a/src/states/initialising/presets/enhanced_edition.wss +++ b/src/states/initialising/presets/enhanced_edition.wss @@ -13,10 +13,10 @@ state EnhancedEdition in RER_PresetManager { wrapper = theGame.GetInGameConfigWrapper(); - // first we apply the default presets + // First we apply the default presets. parent.master.settings.resetRERSettings(wrapper); - // then we change a few things here and there + // Then we change a few things here and there. this.wrapperMultiplyFloatValue(wrapper, 'RERencountersAmbushDay', 'Katakans', 0.5); this.wrapperMultiplyFloatValue(wrapper, 'RERencountersAmbushDay', 'Ekimmaras', 0.5); this.wrapperMultiplyFloatValue(wrapper, 'RERencountersAmbushDay', 'Bruxae', 0.1); diff --git a/src/states/loading.wss b/src/states/loading.wss index bf3dc742..dbc7e636 100644 --- a/src/states/loading.wss +++ b/src/states/loading.wss @@ -17,10 +17,10 @@ state Loading in CRandomEncounters { parent.refreshEcosystemFrequencyMultiplier(); - // give time for other mods to register their static encounters + // Give time for other mods to register their static encounters. Sleep(10); - // it's super important the mod takes control of the creatures BEFORE spawning + // It's super important the mod takes control of the creatures BEFORE spawning // the static encounters, or else RER will consider creatures from static encounters // like HuntingGround encounters and because of the death threshold distance // it will kill them instantly. We don't want them to be killed. @@ -35,7 +35,7 @@ state Loading in CRandomEncounters { parent.GotoState('Waiting'); } - // the mod loses control of the previously spawned entities when the player + // The mod loses control of the previously spawned entities when the player // reloads. So when the mod is initialized it loops through all the RER entities // (thanks to a tag) and then finds groups of creatures and links them to a // HuntEntity manager that will control them again. @@ -92,7 +92,7 @@ state Loading in CRandomEncounters { entity_group.Clear(); - // the goal here is to create a list of entities in the surrounding areas + // The goal here is to create a list of entities in the surrounding areas // that RER will take control of. for (k = 0; k < surrounding_entities.Size(); k += 1) { // RER has already taken control of this creature so we ignore it. diff --git a/src/states/spawning.wss b/src/states/spawning.wss index 0a00f5d2..d560ea18 100644 --- a/src/states/spawning.wss +++ b/src/states/spawning.wss @@ -7,7 +7,7 @@ state Spawning in CRandomEncounters { super.OnEnterState(previous_state_name); - // Set is_spawn_forced if the previous state was SpawningForced + // Set is_spawn_forced if the previous state was SpawningForced. this.is_spawn_forced = previous_state_name == 'SpawningForced'; @@ -23,15 +23,15 @@ state Spawning in CRandomEncounters { picked_encounter_type = this.getRandomEncounterType(); - // we start by checking if the creature spawn should be cancelled. + // We start by checking if the creature spawn should be cancelled. if ( - // first if RER is disabled, any spawn should be cancelled + // First if RER is disabled, any spawn should be cancelled. !parent.settings.is_enabled - // or if there is not enough mod power to enable the system + // Or if there is not enough mod power to enable the system. || !RER_modPowerIsEncounterSystemEnabled() - // then, if the spawn is not forced we check if the player + // Then, if the spawn is not forced we check if the player // is in a place where a spawn in accepted. || !this.is_spawn_forced && shouldAbortCreatureSpawn(parent.settings, parent.rExtra, parent.bestiary)) { diff --git a/src/states/waiting.wss b/src/states/waiting.wss index 7e4844dd..87419335 100644 --- a/src/states/waiting.wss +++ b/src/states/waiting.wss @@ -31,13 +31,13 @@ state Waiting in CRandomEncounters { while (parent.ticks_before_spawn >= 0) { ticks = 5 * parent.ecosystem_frequency_multiplier - // the speed at which encounters are spawned scales with the mod power + // The speed at which encounters are spawned scales with the mod power. * RER_getModPower(); parent.ticks_before_spawn -= ticks; time_before_updating_frequency_multiplier -= ticks; - // we refresh the ecosystem effects on frequencies every 30 seconds or so + // We refresh the ecosystem effects on frequencies every 30 seconds or so. if (time_before_updating_frequency_multiplier <= 0) { parent.refreshEcosystemFrequencyMultiplier(); NLOG("ecosystem_frequency_multiplier = " + parent.ecosystem_frequency_multiplier); diff --git a/src/static_encounters/placeholder_static_encounter.wss b/src/static_encounters/placeholder_static_encounter.wss index 24f73910..17767e91 100644 --- a/src/static_encounters/placeholder_static_encounter.wss +++ b/src/static_encounters/placeholder_static_encounter.wss @@ -42,7 +42,7 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { } /** - * override the function to return true whenever it finds a monster instead of + * Override the function to return true whenever it finds a monster instead of * a specific bestiary entry. */ private function areThereEntitiesWithSameTemplate(entities: array): bool { @@ -68,10 +68,10 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { } /** - * override the function to return a random entry based on the surrounding + * Override the function to return a random entry based on the surrounding * ecosystem. * - * warning: side effect, depending on the RER_PlaceholderStaticEncounterType + * Warning: side effect, depending on the RER_PlaceholderStaticEncounterType * it may run some additional functions. */ public latent function getBestiaryEntry(master: CRandomEncounters): RER_BestiaryEntry { @@ -88,7 +88,7 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { .setOffsets( constants.large_creature_begin, constants.large_creature_max, - 0 // creature outside the offset have 0% chance to appear + 0 // Creature outside the offset have 0% chance to appear. ); } else { @@ -96,7 +96,7 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { .setOffsets( constants.large_creature_begin, constants.large_creature_max, - 0 // creature outside the offset have 0% chance to appear + 0 // Creature outside the offset have 0% chance to appear. ); } @@ -111,13 +111,13 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { return output; } else if (this.placeholder_type == RER_PSET_CopyNearbyCreature) { - // this placeholder static encounter has not yet found an entity to copy + // This placeholder static encounter has not yet found an entity to copy. if (this.picked_creature_type == CreatureNONE) { this.picked_creature_type = this.findRandomNearbyHostileCreatureType(master); } - // if it's still none then we default back to - // the LearnFromEcosystem behavior + // If it's still none then we default back to + // the LearnFromEcosystem behavior. if (this.picked_creature_type == CreatureNONE) { output = master.bestiary.getRandomEntryFromBestiary( master, @@ -151,7 +151,7 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { this.position, this.radius + 20, // the +20 is to still catch monster on small radius in case they move 1 * (this.radius as int), - , // tags + , // Tags FLAG_ExcludePlayer | FLAG_OnlyAliveActors | FLAG_Attitude_Hostile, // queryflags thePlayer, // target 'CNewNPC' @@ -171,13 +171,13 @@ class RER_PlaceholderStaticEncounter extends RER_StaticEncounter { } } - // note: we re-use i here instead of making a new variable for the array size + // Note: We re-use i here instead of making a new variable for the array size. i = possible_types.Size(); if (i <= 0) { return CreatureNONE; } - // note: we re-use i here for the random index now + // Note: We re-use i here for the random index now. i = RandRange(i, 0); return possible_types[i]; diff --git a/src/static_encounters/states/spawning.wss b/src/static_encounters/states/spawning.wss index 28b61cb4..82b4d6a5 100644 --- a/src/static_encounters/states/spawning.wss +++ b/src/static_encounters/states/spawning.wss @@ -25,7 +25,7 @@ state Spawning in RER_StaticEncounterManager { return; } - // WARNING: if you remove this sleep call the game crashes, at the moment of + // WARNING: If you remove this sleep call the game crashes, at the moment of // writing this comment i have literally no idea of why it would crash. Sleep(10); @@ -36,7 +36,7 @@ state Spawning in RER_StaticEncounterManager { small_chance = StringToFloat(theGame.GetInGameConfigWrapper().GetVarValue('RERencountersGeneral', 'RERstaticEncounterSmallSpawnChance')); large_chance = StringToFloat(theGame.GetInGameConfigWrapper().GetVarValue('RERencountersGeneral', 'RERstaticEncounterLargeSpawnChance')); - // cancel if both options are set to 0 + // Cancel if both options are set to 0. if (small_chance + large_chance <= 0) { return; } @@ -57,9 +57,9 @@ state Spawning in RER_StaticEncounterManager { SleepOneFrame(); } - // every time the spawning triggers, we loop over the nearby POIs and we spawn + // Every time the spawning triggers, we loop over the nearby POIs and we spawn // any new placeholder static encounter. They are then added to the persistent - // storage and finally they are manually triggered + // storage and finally they are manually triggered. // this.spawnPlaceholderStaticEncounters( // master, // player_position, @@ -130,8 +130,8 @@ state Spawning in RER_StaticEncounterManager { ); } - // we now save the storage where placeholders are stored since they may - // have copied a creature from their surrounding + // We now save the storage where placeholders are stored since they may + // have copied a creature from their surrounding. parent.master.storages.general.save(); } @@ -145,13 +145,13 @@ state Spawning in RER_StaticEncounterManager { // We also fetch entities with a custom tag to support // custom point of interests. This can prove useful in - // new maps from mods that may want to add support for RER + // new maps from mods that may want to add support for RER. // placeholders FindGameplayEntitiesInRange( entities, thePlayer, - max_distance, // range - 500, // maxresults + max_distance, // Range + 500, // Maxresults 'RER_contractPointOfInterest', // tag ); diff --git a/src/static_encounters/static_encounter.wss b/src/static_encounters/static_encounter.wss index 3bb86f1a..55388254 100644 --- a/src/static_encounters/static_encounter.wss +++ b/src/static_encounters/static_encounter.wss @@ -7,7 +7,7 @@ class RER_StaticEncounter { var region_constraint: RER_RegionConstraint; - // used to fetch the spawning chance from the menu. + // Used to fetch the spawning chance from the menu. var type: RER_StaticEncounterType; default type = StaticEncounterType_SMALL; @@ -46,13 +46,13 @@ class RER_StaticEncounter { return false; } - // first if the player is too far + // First if the player is too far. radius = this.radius * this.radius; if (VecDistanceSquared2D(player_position, this.position) > max_distance * max_distance) { return false; } - // then check if the player is nearby, cancel spawn. + // Then check if the player is nearby, cancel spawn. radius = MinF( this.radius * this.radius * 2, max_distance * 0.5 @@ -62,7 +62,7 @@ class RER_StaticEncounter { return false; } - // check if an enemy from the `bestiary_entry` is nearby, cancel spawn. + // Check if an enemy from the `bestiary_entry` is nearby, cancel spawn. FindGameplayEntitiesCloseToPoint( entities, this.position, @@ -90,7 +90,7 @@ class RER_StaticEncounter { for (i = 0; i < entities.Size(); i += 1) { hashed_name = entities[i].GetReadableName(); - // we found a nearby enemy that is from the same template + // We found a nearby enemy that is from the same template if (this.isTemplateInEntry(hashed_name)) { NLOG("StaticEncounter already spawned"); @@ -133,7 +133,7 @@ class RER_StaticEncounter { } // - // return `true` if the roll succeeded, and false if it didn't. + // Return `true` if the roll succeeded, and false if it didn't. private function rollSpawningChance(small_chance: float, large_chance: float): bool { var spawn_chance: float; diff --git a/src/static_encounters/static_encounters_manager.wss b/src/static_encounters/static_encounters_manager.wss index 952b9f3a..4025a4bf 100644 --- a/src/static_encounters/static_encounters_manager.wss +++ b/src/static_encounters/static_encounters_manager.wss @@ -32,7 +32,7 @@ statemachine class RER_StaticEncounterManager { size = StaticEncounterType_SMALL; - // a 20% chance to be a large creature + // A 20% chance to be a large creature. if (RandRange(100, 0) < 20) { size = StaticEncounterType_LARGE; } @@ -48,7 +48,7 @@ statemachine class RER_StaticEncounterManager { .init( false, position, - 20, // by default a 20 meters radius + 20, // By default a 20 meters radius. size, placeholder_type ); @@ -1620,7 +1620,7 @@ latent function RER_registerStaticEncountersAeltoth(master: CRandomEncounters) { StaticEncounterType_SMALL ); - // A abandonned house with skeletons and hanged people in the forest + // An abandonned house with skeletons and hanged people in the forest. RER_registerStaticEncounter( master, CreatureHUMAN, @@ -1630,7 +1630,7 @@ latent function RER_registerStaticEncountersAeltoth(master: CRandomEncounters) { StaticEncounterType_SMALL ); - // a mountain near the swamp + // A mountain near the swamp RER_registerStaticEncounter( master, CreatureFORKTAIL, @@ -1640,7 +1640,7 @@ latent function RER_registerStaticEncountersAeltoth(master: CRandomEncounters) { StaticEncounterType_LARGE ); - // a flat surface in the mountain near the swamp + // A flat surface in the mountain near the swamp RER_registerStaticEncounter( master, CreatureWYVERN, @@ -1660,7 +1660,7 @@ latent function RER_registerStaticEncountersAeltoth(master: CRandomEncounters) { StaticEncounterType_SMALL ); - // a ruined castle near a swamp + // A ruined castle near a swamp RER_registerStaticEncounter( master, CreatureENDREGA, @@ -1931,7 +1931,7 @@ latent function RER_registerStaticEncountersAeltoth(master: CRandomEncounters) { StaticEncounterType_LARGE ); - // a big stone where there is sometimes a cyclop in vanilla + // A big stone where there is sometimes a cyclop in vanilla. RER_registerStaticEncounter( master, CreatureCYCLOP, diff --git a/src/storage/base_storage.wss b/src/storage/base_storage.wss index 7e782682..6ae4559e 100644 --- a/src/storage/base_storage.wss +++ b/src/storage/base_storage.wss @@ -1,5 +1,5 @@ -// any storage used in RER inherits from this class. +// Any storage used in RER inherits from this class. abstract class RER_BaseStorage extends IModStorageData { public function save(): bool { #ifndef ENABLE_STORAGE_SYSTEM { diff --git a/src/storage/bounty.wss b/src/storage/bounty.wss index 96e0b64b..3fbf670b 100644 --- a/src/storage/bounty.wss +++ b/src/storage/bounty.wss @@ -1,5 +1,5 @@ -// in this class you will find all persistent data about the bounties the mod +// In this class you will find all persistent data about the bounties the mod // stores in the user save files. class RER_BountyStorage extends RER_BaseStorage { default id = 'RandomEncountersReworked'; @@ -9,7 +9,7 @@ class RER_BountyStorage extends RER_BaseStorage { var current_bounty: RER_Bounty; } -// an helper function to get ecosystem storage +// A helper function to get ecosystem storage. function RER_loadBountyStorage(): RER_BountyStorage { var storage: RER_BountyStorage; @@ -20,7 +20,7 @@ function RER_loadBountyStorage(): RER_BountyStorage { storage = GetModStorage() .load('RandomEncountersReworked', 'bounty') as RER_BountyStorage; - // the first time we load, there is no data so we have to create something from + // The first time we load, there is no data so we have to create something from // scratch. if (!storage) { NLOG("RER_loadBountyStorage - instantiating new RER_BountyStorage"); diff --git a/src/storage/collection.wss b/src/storage/collection.wss index 1663f59e..f46bd41b 100644 --- a/src/storage/collection.wss +++ b/src/storage/collection.wss @@ -1,5 +1,5 @@ -// a collection of all storage classes the mod uses +// A collection of all storage classes the mod uses. class RER_StorageCollection { var general: RER_GeneralStorage; var ecosystem: RER_EcosystemStorage; @@ -7,7 +7,7 @@ class RER_StorageCollection { var contract: RER_ContractStorage; } -// an helper function to get the full storage collection +// A helper function to get the full storage collection. function RER_loadStorageCollection(): RER_StorageCollection { var collection: RER_StorageCollection; diff --git a/src/storage/contract.wss b/src/storage/contract.wss index d4ef0faa..a2ee4197 100644 --- a/src/storage/contract.wss +++ b/src/storage/contract.wss @@ -1,18 +1,18 @@ -// in this class you will find all persistent data about the contracts the mod +// In this class you will find all persistent data about the contracts the mod // stores in the user save files. class RER_ContractStorage extends RER_BaseStorage { default id = 'RandomEncountersReworked'; default containerId = 'contract'; /** - * the time the contracts were last generated. The int value in the hours + * The time the contracts were last generated. The int value in the hours * of playtime the player has spent in the save. */ var last_generation_time: RER_GenerationTime; /** - * an array of the currently completed contracts. It is flushed if the + * An array of the currently completed contracts. It is flushed if the * last_errand_injection_time is refreshed. */ var completed_contracts: array; @@ -22,7 +22,7 @@ class RER_ContractStorage extends RER_BaseStorage { var has_ongoing_contract: bool; } -// an helper function to get contract storage +// A helper function to get contract storage. function RER_loadContractStorage(): RER_ContractStorage { var storage: RER_ContractStorage; @@ -33,7 +33,7 @@ function RER_loadContractStorage(): RER_ContractStorage { storage = GetModStorage() .load('RandomEncountersReworked', 'contract') as RER_ContractStorage; - // the first time we load, there is no data so we have to create something from + // The first time we load, there is no data so we have to create something from // scratch. if (!storage) { NLOG("RER_loadContractStorage - instantiating new RER_ContractStorage"); diff --git a/src/storage/ecosystem.wss b/src/storage/ecosystem.wss index 4d5156d5..c733c932 100644 --- a/src/storage/ecosystem.wss +++ b/src/storage/ecosystem.wss @@ -1,5 +1,5 @@ -// in this class you will find all persistent data about the ecosystem the mod +// In this class you will find all persistent data about the ecosystem the mod // stores in the user save files. class RER_EcosystemStorage extends RER_BaseStorage { default id = 'RandomEncountersReworked'; @@ -8,7 +8,7 @@ class RER_EcosystemStorage extends RER_BaseStorage { public var ecosystem_areas: array; } -// an helper function to get ecosystem storage +// A helper function to get ecosystem storage function RER_loadEcosystemStorage(): RER_EcosystemStorage { var storage: RER_EcosystemStorage; @@ -19,7 +19,7 @@ function RER_loadEcosystemStorage(): RER_EcosystemStorage { storage = GetModStorage() .load('RandomEncountersReworked', 'ecosystem') as RER_EcosystemStorage; - // the first time we load, there is no data so we have to create something from + // The first time we load, there is no data so we have to create something from // scratch. if (!storage) { NLOG("RER_loadEcosystemStorage - instantiating new EcosystemStorage"); diff --git a/src/storage/general.wss b/src/storage/general.wss index 50d9fc39..f06d558a 100644 --- a/src/storage/general.wss +++ b/src/storage/general.wss @@ -1,6 +1,6 @@ /** - * A general storage for generic data + * A general storage for generic data. */ class RER_GeneralStorage extends RER_BaseStorage { default id = 'RandomEncountersReworked'; @@ -11,7 +11,7 @@ class RER_GeneralStorage extends RER_BaseStorage { var placeholder_static_encounters: array; } -// an helper function to get ecosystem storage +// A helper function to get ecosystem storage. function RER_loadGeneralStorage(): RER_GeneralStorage { var storage: RER_GeneralStorage; @@ -22,7 +22,7 @@ function RER_loadGeneralStorage(): RER_GeneralStorage { storage = GetModStorage() .load('RandomEncountersReworked', 'general') as RER_GeneralStorage; - // the first time we load, there is no data so we have to create something from + // The first time we load, there is no data so we have to create something from // scratch. if (!storage) { NLOG("RER_loadGeneralStorage - instantiating new RER_GeneralStorage"); diff --git a/src/templates.wss b/src/templates.wss index f75bb57e..bce07450 100644 --- a/src/templates.wss +++ b/src/templates.wss @@ -110,7 +110,7 @@ function rollDifficultyFactor(out factor: DifficultyFactor, difficulty: RER_Diff } // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/34 - // if the selected difficulty is RANDOM, then we randomly pick the difficulty + // If the selected difficulty is RANDOM, then we randomly pick the difficulty. if (difficulty == RER_Difficulty_RANDOM) { difficulty = RandRange(RER_Difficulty_RANDOM - 1); } @@ -127,22 +127,22 @@ function rollDifficultyFactorWithRng(out factor: DifficultyFactor, difficulty: R } // https://github.com/Aelto/W3_RandomEncounters_Tweaks/issues/34 - // if the selected difficulty is RANDOM, then we randomly pick the difficulty + // If the selected difficulty is RANDOM, then we randomly pick the difficulty. if (difficulty == RER_Difficulty_RANDOM) { difficulty = RandRange(RER_Difficulty_RANDOM - 1); } return (rng.nextRange( getMinimumCountBasedOnDifficulty(factor, difficulty, added_factor), - // +1 because RandRange is [min;max[ + // +1 because RandRange is [min;max] getMaximumCountBasedOnDifficulty(factor, difficulty, added_factor) + 1 )) as int; } -// return true if atleast of the bestiary entries is known. -// if all entries are unknown then return false +// Return true if atleast of the bestiary entries is known. +// If all entries are unknown then return false. latent function bestiaryCanSpawnEnemyTemplateList(template_list: EnemyTemplateList, manager: CWitcherJournalManager): bool { - // we use a list too avoid loading twice the same journal entry + // We use a list too avoid loading twice the same journal entry. var already_checked_journals: array; var can_spawn: bool; @@ -152,21 +152,21 @@ latent function bestiaryCanSpawnEnemyTemplateList(template_list: EnemyTemplateLi var entryBase : CJournalBase; for (i = 0; i < template_list.templates.Size(); i += 1) { - // 1. first checking if the entry was already checked + // 1. First checking if the entry was already checked. for (j = 0; j < already_checked_journals.Size(); j += 1) { - // 2. the entry was checked already, we skip it + // 2. The entry was checked already, we skip it. if (already_checked_journals[j] == template_list.templates[i].bestiary_entry) { continue; } } - // 3. check the entry + // 3. Check the entry. can_spawn = bestiaryCanSpawnEnemyTemplate(template_list.templates[i], manager); if (can_spawn) { return true; } - // 4. entry unknown, add it to the checked list + // 4. Entry unknown, add it to the checked list. already_checked_journals.PushBack(template_list.templates[i].bestiary_entry); } diff --git a/src/timer/events/blood_necrophages.wss b/src/timer/events/blood_necrophages.wss index 76c9e19e..c4efcca3 100644 --- a/src/timer/events/blood_necrophages.wss +++ b/src/timer/events/blood_necrophages.wss @@ -1,5 +1,5 @@ -// When the player is hurt (not full life) necrophages ambush can appear around him +// When the player is hurt (not full health) necrophage ambushes can appear around him. class RER_ListenerBloodNecrophages extends RER_EventsListener { var time_before_other_spawn: float; default time_before_other_spawn = 0; @@ -19,7 +19,7 @@ class RER_ListenerBloodNecrophages extends RER_EventsListener { .GetVarValue('RERevents', 'eventBloodNecrophages') ); - // the event is only active if its chances to trigger are greater than 0 + // The event is only active if its chances to trigger are greater than 0. this.active = this.trigger_chance > 0; } @@ -30,14 +30,14 @@ class RER_ListenerBloodNecrophages extends RER_EventsListener { is_in_combat = thePlayer.IsInCombat(); - // to avoid triggering more than one event per fight + // To avoid triggering more than one event per fight. if (is_in_combat && (was_spawn_already_triggered || this.already_spawned_this_combat)) { this.already_spawned_this_combat = true; return false; } - // to avoid triggering this event too frequently + // To avoid triggering this event too frequently. if (this.time_before_other_spawn > 0) { time_before_other_spawn -= delta; @@ -46,8 +46,8 @@ class RER_ListenerBloodNecrophages extends RER_EventsListener { this.already_spawned_this_combat = false; - // this will be used to scale the % chances based on the missing health - // the lower the health the higher the chances. + // This will be used to scale the % chances based on the missing health. + // The lower the health the higher the chances. health_missing_perc = 1 - thePlayer.GetHealthPercents(); if (RandRangeF(100) < this.trigger_chance * chance_scale * health_missing_perc) { @@ -60,7 +60,7 @@ class RER_ListenerBloodNecrophages extends RER_EventsListener { type = this.getRandomNecrophageType(master); createRandomCreatureAmbush(master, type); - // so that we don't spawn an ambush too frequently + // So that we don't spawn an ambush too frequently. this.time_before_other_spawn += master.events_manager.internal_cooldown; NLOG("RER_ListenerBloodNecrophages - spawn triggered type = " + type); @@ -152,8 +152,8 @@ class RER_ListenerBloodNecrophages extends RER_EventsListener { .fillSpawnRoller(spawn_roller); #ifdef ENABLE_BESTIARY_FEATURE { - // when the option "Only known bestiary creatures" is ON - // we remove every unknown creatures from the spawning pool + // When the option "Only known bestiary creatures" is ON + // we remove every unknown creatures from the spawning pool. if (master.settings.only_known_bestiary_creatures) { manager = theGame.GetJournalManager(); diff --git a/src/timer/events/ecosystem_kills.wss b/src/timer/events/ecosystem_kills.wss index 9513f76f..fd2e9eba 100644 --- a/src/timer/events/ecosystem_kills.wss +++ b/src/timer/events/ecosystem_kills.wss @@ -18,7 +18,7 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { var new_checkup: array; var checkup_difference: array; - // to save performances we do a ckeckup only every few seconds and if the time + // To save performances we do a ckeckup only every few seconds and if the time // is still greater than 0 than no need to go further. if (this.time_before_next_checkup > 0) { time_before_next_checkup -= delta; @@ -30,21 +30,21 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { is_player_in_combat = thePlayer.IsInCombat(); - // the player was not in combat before and is still not in combat, we leave. + // The player was not in combat before and is still not in combat, we leave. if (!is_player_in_combat && !this.was_player_in_combat) { return false; } - // so it's time to notify about the creatures + // So it's time to notify about the creatures // he killed by doing a new checkup, comparing the old checkup with the new // and by excluding all alive creatures. Which gives us all creatures who were // there before and are not anymore and that we couldn't find alive. // // This method has a flaw, if the player runs away from a creature. So far away // that the checkup doesn't find the creature it will consider it dead. - // But i don't think it matters, i don't think players often flee or atleast + // But i don't think it matters, I don't think players often flee or atleast // not frequently enough to break the system. And increasing the range could - // severely impact performances so i still want to keep the checkup radius + // severely impact performances so I still want to keep the checkup radius // as small as possible. new_checkup = this.getCreatureTypesAroundPlayer(master); @@ -53,7 +53,7 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { NLOG("new checkup:"); this.debugShowCheckup(new_checkup); - // we get here the create that were here before but are no longer here and + // We get here the create that were here before but are no longer here and // alive now. checkup_difference = getDifferenceBetweenCheckups( this.last_checkup, @@ -68,7 +68,7 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { this.last_checkup = new_checkup; this.was_player_in_combat = is_player_in_combat; - // do not checkup more than once every 5 seconds. + // Do not checkup more than once every 5 seconds. this.time_before_next_checkup += 5; return false; @@ -83,9 +83,9 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { FindGameplayEntitiesInRange( entities, thePlayer, - 25, // radius - 10, // max number of entities - , // tag + 25, // Radius + 10, // Max number of entities + , // Tag FLAG_Attitude_Hostile + FLAG_ExcludePlayer + FLAG_OnlyAliveActors + FLAG_OnlyActors, thePlayer, // target 'CNewNPC' @@ -120,12 +120,12 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { // returns creatures that were in `before` and are no longer in `after` private function getDifferenceBetweenCheckups(before: array, after: array): array { var i: int; - // use CreatureType as the index. + // Use CreatureType as the index. var differences: array; - // for every creature we find in `before` we will increment difference[creature_type] by 1 - // then for every creature we find in `after` we will decrement differences[creature_type] by -1 - // then we take any monster whose value is greater than 0 + // For every creature we find in `before` we will increment difference[creature_type] by 1. + // Then for every creature we find in `after` we will decrement differences[creature_type] by -1. + // Then we take any monster whose value is greater than 0. for (i = 0; i < CreatureMAX; i += 1) { differences.PushBack(0); } @@ -142,7 +142,7 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { } private function notifyEcosystemManager(master: CRandomEncounters, differences: array) { - // uses CreatureType as the index + // Uses CreatureType as the index. var power_changes: array; var i: int; @@ -155,7 +155,7 @@ class RER_ListenerEcosystemKills extends RER_EventsListener { RER_tutorialTryShowEcosystem(); master.ecosystem_manager - // at this point the power_changes[i] is simply the enemy count + // At this point the power_changes[i] is simply the enemy count. .updatePowerForCreatureInCurrentEcosystemAreas( i, differences[i] * -1, diff --git a/src/timer/events/enters_swamp.wss b/src/timer/events/enters_swamp.wss index 64d19bac..903e503a 100644 --- a/src/timer/events/enters_swamp.wss +++ b/src/timer/events/enters_swamp.wss @@ -1,5 +1,5 @@ -// When the player enters a swamp, there is a small chance for drowners or hags to appear +// When the player enters a swamp, there is a small chance for drowners or hags to appear. class RER_ListenerEntersSwamp extends RER_EventsListener { var was_in_swamp_last_run: bool; var type: CreatureType; @@ -16,7 +16,7 @@ class RER_ListenerEntersSwamp extends RER_EventsListener { .GetVarValue('RERevents', 'eventEntersSwamp') ); - // the event is only active if its chances to trigger are greater than 0 + // The event is only active if its chances to trigger are greater than 0. this.active = this.trigger_chance > 0; } @@ -29,7 +29,7 @@ class RER_ListenerEntersSwamp extends RER_EventsListener { is_in_swamp_now = master.rExtra.IsPlayerInSwamp(); - // the player is now in a swamp and was not in one last run + // The player is now in a swamp and was not in one last run // it means he just entered it this run. if (is_in_swamp_now && !was_in_swamp_last_run && RandRangeF(100) < this.trigger_chance * chance_scale) { type = this.getRandomSwampCreatureType(master); @@ -92,8 +92,8 @@ class RER_ListenerEntersSwamp extends RER_EventsListener { .fillSpawnRoller(spawn_roller); #ifdef ENABLE_BESTIARY_FEATURE { - // when the option "Only known bestiary creatures" is ON - // we remove every unknown creatures from the spawning pool + // When the option "Only known bestiary creatures" is ON + // we remove every unknown creatures from the spawning pool. if (master.settings.only_known_bestiary_creatures) { manager = theGame.GetJournalManager(); diff --git a/src/timer/events/fight-noise.wss b/src/timer/events/fight-noise.wss index 01215ed0..115626f5 100644 --- a/src/timer/events/fight-noise.wss +++ b/src/timer/events/fight-noise.wss @@ -19,7 +19,7 @@ class RER_ListenerFightNoise extends RER_EventsListener { .GetVarValue('RERevents', 'eventFightNoise') ); - // the event is only active if its chances to trigger are greater than 0 + // The event is only active if its chances to trigger are greater than 0. this.active = this.trigger_chance > 0; } @@ -28,14 +28,14 @@ class RER_ListenerFightNoise extends RER_EventsListener { is_in_combat = thePlayer.IsInCombat(); - // to avoid triggering more than one event per fight + // To avoid triggering more than one event per fight. if (is_in_combat && (was_spawn_already_triggered || this.already_spawned_this_combat)) { this.already_spawned_this_combat = true; return false; } - // to avoid triggering this event too frequently + // To avoid triggering this event too frequently. if (this.time_before_other_spawn > 0) { time_before_other_spawn -= delta; @@ -53,12 +53,12 @@ class RER_ListenerFightNoise extends RER_EventsListener { return false; } - // we disable it for the fight so it doesn't spawn non-stop + // We disable it for the fight so it doesn't spawn non-stop. this.already_spawned_this_combat = is_in_combat; this.time_before_other_spawn += master.events_manager.internal_cooldown; - // create a random ambush with no creature type chosen, let RER pick one + // Create a random ambush with no creature type chosen, let RER pick one // randomly. createRandomCreatureAmbush(master, CreatureNONE); diff --git a/src/timer/events/fill_creatures_group.wss b/src/timer/events/fill_creatures_group.wss index d642f92e..0eb5d15e 100644 --- a/src/timer/events/fill_creatures_group.wss +++ b/src/timer/events/fill_creatures_group.wss @@ -21,7 +21,7 @@ class RER_ListenerFillCreaturesGroup extends RER_EventsListener { this.can_duplicate_creatures_in_combat = inGameConfigWrapper .GetVarValue('RERevents', 'eventFillCreaturesGroupAllowCombat'); - // the event is only active if its chances to trigger are greater than 0 + // The event is only active if its chances to trigger are greater than 0. this.active = this.trigger_chance > 0; } @@ -48,10 +48,10 @@ class RER_ListenerFillCreaturesGroup extends RER_EventsListener { } if (RandRangeF(100) < this.trigger_chance * chance_scale) { - // it's done inside the if and only after a successful roll to avoid retrieving + // It's done inside the if and only after a successful roll to avoid retrieving // the creature's height every interval. It's an attempt at optimizing it. // - // small creatures will have a higher chance to pass, while larger creatures + // Small creatures will have a higher chance to pass, while larger creatures // will have a lower chance. The height is divided by two because some creatures // are 4 meters tall like fiends and dividing their chances by 4 would be // too much. So instead we divide their chance by 4meters / 2. @@ -69,10 +69,10 @@ class RER_ListenerFillCreaturesGroup extends RER_EventsListener { this.duplicateEntity(master, random_entity_to_duplicate); this.time_before_other_spawn += master.events_manager.internal_cooldown; - // NOTE: this event SHOULD return true but doesn't because it doesn't affect + // NOTE: This event SHOULD return true but doesn't because it doesn't affect // the other events. Other events use the "true" to know if another event - // spawned a creature. But as this one only add creatures that are out of - // combat it should not infer with the other event. + // spawned a creature. But as this one only adds creatures that are out of + // combat it should not interfere with the other events. return false; } @@ -93,27 +93,27 @@ class RER_ListenerFillCreaturesGroup extends RER_EventsListener { FindGameplayEntitiesInRange( entities, thePlayer, - 300, // radius - 100, // max number of entities - , // tag + 300, // Radius + 100, // Max number of entities + , // Tag FLAG_Attitude_Hostile + FLAG_ExcludePlayer + FLAG_OnlyAliveActors, - thePlayer, // target + thePlayer, // Target 'CNewNPC' ); - // to avoid duplicating bosses + // To avoid duplicating bosses. boss_tag = thePlayer.GetBossTag(); for (i = 0; i < entities.Size(); i += 1) { if ((entities[i] as CNewNPC) && (entities[i] as CNewNPC).GetNPCType() == ENGT_Enemy - // this one removes animals like bears, wolves - // and also humans like bandits + // This one removes animals like bears, wolves + // and also humans like bandits. // && (entities[i] as CNewNPC).IsMonster() - // if the user allows even creatures who are in combat - // or if the creature is not in combat + // If the user allows even creatures who are in combat + // or if the creature is not in combat. && ( this.can_duplicate_creatures_in_combat || !(entities[i] as CNewNPC).IsInCombat() diff --git a/src/timer/events/meditation_ambush.wss b/src/timer/events/meditation_ambush.wss index 7d1ed598..958a9430 100644 --- a/src/timer/events/meditation_ambush.wss +++ b/src/timer/events/meditation_ambush.wss @@ -1,5 +1,5 @@ -// When the player enters a swamp, there is a small chance for drowners or hags to appear +// When the player comes out of meditation there is a chance for an ambush to appear. class RER_ListenerMeditationAmbush extends RER_EventsListener { var trigger_chance: float; @@ -13,7 +13,7 @@ class RER_ListenerMeditationAmbush extends RER_EventsListener { .GetVarValue('RERevents', 'eventMeditationAmbush') ); - // the event is only active if its chances to trigger are greater than 0 + // The event is only active if its chances to trigger are greater than 0. this.active = this.trigger_chance > 0; } @@ -36,7 +36,7 @@ class RER_ListenerMeditationAmbush extends RER_EventsListener { // NLOG("current state = " + current_state); - // if the player is not meditating right now + // If the player is not meditating right now // we can early cancel the event here. if (!is_meditating) { // the player was meditating and is no longer meditating @@ -49,16 +49,16 @@ class RER_ListenerMeditationAmbush extends RER_EventsListener { return false; } - // to avoid triggering this event too frequently + // To avoid triggering this event too frequently. if (this.time_before_other_spawn > 0) { time_before_other_spawn -= delta; return false; } - // at this point it means the player is meditating + // At this point it means the player is meditating. - // the player just started meditating + // The player just started meditating. if (time_spent_meditating == 0) { time_spent_meditating = CeilF(delta); } @@ -73,17 +73,17 @@ class RER_ListenerMeditationAmbush extends RER_EventsListener { // + (float)(time_spent_meditating / 3600) + " final = " // + (this.trigger_chance * (0.8 + (float)(time_spent_meditating / 3600) / 12.0)) * chance_scale); - // once we know how many seconds the player meditated, - // we can increase the chances + // Once we know how many seconds the player meditated, + // we can increase the chances. // 12 hours increase the chances by 100%, 24h by 200%. - // the default value is 80% of what the user set in the settings - // so when starting a meditation we're at 80% - // 12 hours later it's at 180% - // 24 hours later it's at 280% + // The default value is 80% of what the user set in the settings. + // So when starting a meditation we're at 80%. + // 12 hours later it's at 180%. + // 24 hours later it's at 280%. if (RandRangeF(100) < ((this.trigger_chance * (0.8 + (time_spent_meditating / 3600) as float) / 12.0)) * chance_scale) { NLOG("RER_ListenerMeditationAmbush - triggered, % increased by meditation = " + time_spent_meditating / 3600); - // this check is done only when the event has triggered to avoid doing it too often + // This check is done only when the event has triggered to avoid doing it too often. if (shouldAbortCreatureSpawn(master.settings, master.rExtra, master.bestiary)) { NLOG("RER_ListenerMeditationAmbush - cancelled"); @@ -92,7 +92,7 @@ class RER_ListenerMeditationAmbush extends RER_EventsListener { this.time_before_other_spawn += master.events_manager.internal_cooldown; - // create a random ambush with no creature type chosen, let RER pick one + // Create a random ambush with no creature type chosen, let RER pick one // randomly. createRandomCreatureAmbush(master, CreatureNONE); diff --git a/src/timer/events_listener.wss b/src/timer/events_listener.wss index f9f230c5..5a8ae526 100644 --- a/src/timer/events_listener.wss +++ b/src/timer/events_listener.wss @@ -12,7 +12,7 @@ abstract class RER_EventsListener { } public latent function onInterval(was_spawn_already_triggered: bool, master: CRandomEncounters, delta: float, chance_scale: float): bool { - // Do your thing and return if a spawn was triggered or not + // Do your thing and return if a spawn was triggered or not. return was_spawn_already_triggered; } diff --git a/src/timer/events_manager.wss b/src/timer/events_manager.wss index ef72ec0e..5cf09ee5 100644 --- a/src/timer/events_manager.wss +++ b/src/timer/events_manager.wss @@ -1,13 +1,13 @@ statemachine class RER_EventsManager extends CEntity { - //#region listeners + // #region listeners public var listeners: array; public function addListener(listener: RER_EventsListener) { this.listeners.PushBack(listener); } - //#endregion listeners + // #endregion listeners public var master: CRandomEncounters; @@ -27,8 +27,8 @@ statemachine class RER_EventsManager extends CEntity { public var delay: float; - // this exists because i don't want the the event % chances to trigger - // to scale on the interval. Because it means if a player wants his events + // This exists because i don't want the the event % chances to trigger + // the scale on the interval. Because it means if a player wants his events // to trigger less often he has to either increase the interval or reduce // the % chances one by one. And the interval should NOT be increased unless // for performance reasons. @@ -39,7 +39,7 @@ statemachine class RER_EventsManager extends CEntity { this.delay = this.master.settings.event_system_interval; - // only start the system if the delay is above 0 + // Only start the system if the delay is above 0. if (this.delay > 0) { this.GotoState('Starting'); } diff --git a/src/timer/states/starting.wss b/src/timer/states/starting.wss index 67ffd1d5..0519a0b6 100644 --- a/src/timer/states/starting.wss +++ b/src/timer/states/starting.wss @@ -30,7 +30,7 @@ state Starting in RER_EventsManager { .GetVarValue('RERevents', 'eventSystemICD') ); - // the chance_scale also scales with the mod power + // The chance_scale also scales with the mod power. parent.chance_scale = parent.delay / parent.internal_cooldown * RER_getModPower(); NLOG("RER_EventsManager - chance_scale = " + parent.chance_scale + ", delay =" + parent.delay); diff --git a/src/trail_maker.wss b/src/trail_maker.wss index 9144ab59..07fd296e 100644 --- a/src/trail_maker.wss +++ b/src/trail_maker.wss @@ -3,16 +3,16 @@ struct RER_TrailMakerTrack { var template: CEntityTemplate; var monster_clue_type: name; - // some track templates need a higher trail ratio - // so when you add a track with a multiplier greater than 1 - // the TrailMaker trail ratio will increased to accomodate. - // the TrailMaker uses the highest trail_ratio_multiplier among + // Some track templates need a higher trail ratio. + // So when you add a track with a multiplier greater than 1. + // The TrailMaker trail ratio will increased to accomodate. + // The TrailMaker uses the highest trail_ratio_multiplier among // its track lists. var trail_ratio_multiplier: float; default trail_ratio_multiplier = 1; } -// the trail maker is class used to create trails of blood or tracks on the +// The trail maker is class used to create trails of blood or tracks on the // ground. It handles cases where you must draw a trail from point A to point B, // or simple cases where you only need one track at a specific location. // @@ -21,7 +21,7 @@ struct RER_TrailMakerTrack { // where we can say only draw 0.25 or 0.50, etc... class RER_TrailMaker { - // tells how many are skipped when drawing a trail. If it is set at `1` then + // Tells how many are skipped when drawing a trail. If it is set at `1` then // it will draw every track, if set at `2` it will draw every 2 tracks. private var trail_ratio: int; default trail_ratio = 1; @@ -34,7 +34,7 @@ class RER_TrailMaker { this.trail_ratio_index = 1; } - // loops through the tracks and find the highest trail ratio multiplier + // Loops through the tracks and find the highest trail ratio multiplier. private function getHighestTrailRatioMultiplier(): float { var i: int; var highest_multiplier: float; @@ -50,9 +50,9 @@ class RER_TrailMaker { return highest_multiplier; } - // an array containing entities for the tracks when - // using the functions to add a track on the ground - // it adds one to the array, unless we reached the maximum + // An array containing entities for the tracks when + // using the functions to add a track on the ground. + // It adds one to the array, unless we reached the maximum // number of tracks. At this moment we come back to 0 and // start using the tracks_index and set tracks_looped // to true to tell we have already reached the maximum once. @@ -137,7 +137,7 @@ class RER_TrailMaker { if (this.tracks_entities.Size() == this.tracks_maximum) { this.tracks_looped = true; - // because the recycling process starts first by doing `tracks_index + 1` + // Because the recycling process starts first by doing `tracks_index + 1` // it is by default set at -1 so the first track it starts recycling is // the track at index 0. this.tracks_index = -1; @@ -162,14 +162,14 @@ class RER_TrailMaker { return this.tracks_entities[this.tracks_entities.Size() - 1]; } - // `use_failsage` stops the trail if it drew more than `this.tracks_maximum` - // tracks. It can be useful if the trail is too long, to avoid a crash + // `use_failsafe` Stops the trail if it drew more than `this.tracks_maximum` + // tracks. It can be useful if the trail is too long, to avoid a crash. public latent function drawTrail( from: Vector, to: Vector, destination_radius: float, - /* set both trails_details parameters or none at all */ + // Set both trails_details parameters or none at all. optional trail_details_maker: RER_TrailDetailsMaker, optional trail_details_chances: float, @@ -205,17 +205,16 @@ class RER_TrailMaker { do { // 50 / 100 = 0.5 - // it's a % going from 100% to 0% as we get closer + // It's a % going from 100% to 0% as we get closer. distance_left = 1 - (total_distance_to_final_point - distance_to_final_point) / total_distance_to_final_point; current_track_translation = VecConeRand( VecHeading(to - current_track_position), - // the closer we get to the final point, the smaller the degrees randomness is + // The closer we get to the final point, the smaller the degrees of randomness are. 40 + 50 * distance_left, - // the closer we get to the final point, the smaller the distance between - // tracks is. + // The closer we get to the final point, the smaller the distance between tracks is. 0.5 + distance_left * 0.5, 1 + 1 * distance_left ); @@ -250,7 +249,7 @@ class RER_TrailMaker { distance_to_final_point = VecDistanceSquared2D(current_track_position, to); - // small chance to add a corpse near the tracks + // Small chance to add a corpse near the tracks. if (trail_details_chances > 0 && RandRange(100) < trail_details_chances) { trail_details_maker.placeDetailsHere(current_track_position); } @@ -283,9 +282,9 @@ class RER_TrailMaker { } /** - * set it to true if you don't want the class to clean all tracks when it's + * Set it to true if you don't want the class to clean all tracks when it's * destroyed. Especially useful if you create a temporary TrailMaker just - * to quickly draw trails + * to quickly draw trails. */ var dont_clean_on_destroy: bool; @@ -297,12 +296,12 @@ class RER_TrailMaker { } -// the `TrailDetailsMaker` is a class used by the `TrailMaker` class when -// drawing a trail. It is an abstract class with only one method: +// The `TrailDetailsMaker` is a class used by the `TrailMaker` class when +// drawing a trail. It is an abstract class with only one method. // ``` // placeDetailsHere(position: Vector) // ``` -// when drawing a trail there is a chance we add small details among the tracks +// When drawing a trail there is a chance we add small details among the tracks // such as corpses, blood around the tracks, a creature, etc... This is what // this class is for. // @@ -311,7 +310,7 @@ class RER_TrailMaker { // this new class we just created and that's it. abstract class RER_TrailDetailsMaker { - // override it + // Override it. public latent function placeDetailsHere(position: Vector) {} } @@ -319,8 +318,8 @@ abstract class RER_TrailDetailsMaker { class RER_CorpseAndBloodTrailDetailsMaker extends RER_TrailDetailsMaker { - // because it creates corpses and blood spills, we must set these to members - // before using this DetailsMaker + // Because it creates corpses and blood spills, we must set these to members + // before using this DetailsMaker. public var corpse_maker: RER_TrailMaker; public var blood_maker: RER_TrailMaker; diff --git a/src/zones.wss b/src/zones.wss index 0695a223..f84b967f 100644 --- a/src/zones.wss +++ b/src/zones.wss @@ -1,6 +1,6 @@ //--- RandomEncounters --- -// Made by Erxv +// Made by Erxv. enum EREZone { REZ_UNDEF = 0, REZ_NOSPAWN = 1, @@ -132,7 +132,7 @@ class CModRExtra { private function isNearNoticeboard(radius_check: float): bool { var entities: array; - // 'W3NoticeBoard' for noticeboards, 'W3FastTravelEntity' for signpost + // 'W3NoticeBoard' for noticeboards, 'W3FastTravelEntity' for signpost. FindGameplayEntitiesInRange( entities, thePlayer, @@ -180,14 +180,14 @@ class CModRExtra { current_area = theGame.GetCommonMapManager().GetCurrentArea(); - // HACK: it can be a great way to see if a settlement is nearby + // HACK: It can be a great way to see if a settlement is nearby // by looking for a noticeboard. Though some settlements don't have // any noticeboard. if (this.isNearNoticeboard(radius_check)) { return true; } - // the .isInSettlement() method doesn't work when is skellige + // The .isInSettlement() method doesn't work when in skellige // it always returns true. if (current_area == AN_Skellige_ArdSkellig) { From 05081fada870189a0b824b7b0ce05f192e2c7f45 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW-TV <100691928+WTFplay4funFTW-TV@users.noreply.github.com> Date: Sat, 31 Dec 2022 15:06:49 +0100 Subject: [PATCH 02/10] Update package-lock.json --- scripts/create-gh-release/package-lock.json | 1 + 1 file changed, 1 insertion(+) diff --git a/scripts/create-gh-release/package-lock.json b/scripts/create-gh-release/package-lock.json index 00b86298..7002c6cc 100644 --- a/scripts/create-gh-release/package-lock.json +++ b/scripts/create-gh-release/package-lock.json @@ -244,3 +244,4 @@ } } } + From fd117682c5148514d20bd5310736a6e1aebf15aa Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW-TV <100691928+WTFplay4funFTW-TV@users.noreply.github.com> Date: Sat, 31 Dec 2022 15:12:13 +0100 Subject: [PATCH 03/10] Update package-lock.json --- scripts/create-gh-release/package-lock.json | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/scripts/create-gh-release/package-lock.json b/scripts/create-gh-release/package-lock.json index 7002c6cc..c7745861 100644 --- a/scripts/create-gh-release/package-lock.json +++ b/scripts/create-gh-release/package-lock.json @@ -1,7 +1,7 @@ { "name": "create-gh-release", "version": "1.0.0", - "lockfileVersion": 1, + "lockfileVersion": 2, "requires": true, "dependencies": { "@actions/core": { @@ -244,4 +244,3 @@ } } } - From c5672de68f5d6addc41455e74f1baa9f5a90890c Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <44541664+WTFplay4funFTW@users.noreply.github.com> Date: Sat, 31 Dec 2022 15:25:26 +0100 Subject: [PATCH 04/10] Reverted unintentional change to package-lock.json. --- scripts/create-gh-release/package-lock.json | 300 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+ "resolved": "https://registry.npmjs.org/wrappy/-/wrappy-1.0.2.tgz", + "integrity": "sha1-tSQ9jz7BqjXxNkYFvA0QNuMKtp8=" + } + }, "dependencies": { "@actions/core": { "version": "1.9.1", @@ -94,7 +387,8 @@ "@octokit/plugin-request-log": { "version": "1.0.2", "resolved": "https://registry.npmjs.org/@octokit/plugin-request-log/-/plugin-request-log-1.0.2.tgz", - "integrity": "sha512-oTJSNAmBqyDR41uSMunLQKMX0jmEXbwD1fpz8FG27lScV3RhtGfBa1/BBLym+PxcC16IBlF7KH9vP1BUYxA+Eg==" + "integrity": "sha512-oTJSNAmBqyDR41uSMunLQKMX0jmEXbwD1fpz8FG27lScV3RhtGfBa1/BBLym+PxcC16IBlF7KH9vP1BUYxA+Eg==", + "requires": {} }, "@octokit/plugin-rest-endpoint-methods": { "version": "4.2.1", @@ -243,4 +537,4 @@ "integrity": "sha1-tSQ9jz7BqjXxNkYFvA0QNuMKtp8=" } } -} +} \ No newline at end of file From a99ee3a8634fb544f727cc215884eec1760f0556 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <100691928+WTFplay4funFTW-TV@users.noreply.github.com> Date: Fri, 6 Jan 2023 16:36:28 +0100 Subject: [PATCH 05/10] Update update-mod.ps1 --- scripts/update-mod.ps1 | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/scripts/update-mod.ps1 b/scripts/update-mod.ps1 index ae371ac2..f9cc93cf 100644 --- a/scripts/update-mod.ps1 +++ b/scripts/update-mod.ps1 @@ -1,5 +1,5 @@ -# Hhowing a link to RER. +# Showing a link to RER. echo "" write-host -ForegroundColor yellow "If you enjoy the mod, the script and everything that goes with RER. Please consider endorsing my mod!" echo "" @@ -56,4 +56,4 @@ echo "" write-host $installedMessage -ForegroundColor green -BackgroundColor black echo "" -pause \ No newline at end of file +pause From c7519063dff7241a1ec07e2fd1d3472d9c79bce0 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <100691928+WTFplay4funFTW-TV@users.noreply.github.com> Date: Fri, 6 Jan 2023 16:46:35 +0100 Subject: [PATCH 06/10] Update contract_manager.wss --- src/contract/contract_manager.wss | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/contract/contract_manager.wss b/src/contract/contract_manager.wss index 3ff42f96..265d8598 100644 --- a/src/contract/contract_manager.wss +++ b/src/contract/contract_manager.wss @@ -235,7 +235,7 @@ statemachine class RER_ContractManager { entities, thePlayer, 10000, // Range - 500, // Maxresults + 500, // Max results 'RER_contractPointOfInterest', // Tag ); @@ -445,11 +445,11 @@ statemachine class RER_ContractManager { FindGameplayEntitiesInRange( entities, thePlayer, - 20, // range, - 1, // rax results - , // tag: optional value + 20, // Range, + 1, // Max results + , // Tag: optional value FLAG_ExcludePlayer, - , // optional value + , // Optional value 'W3NoticeBoard' ); @@ -463,4 +463,4 @@ statemachine class RER_ContractManager { return theGame.GetInGameConfigWrapper() .GetVarValue('RERcontracts', 'RERallowSelectDifficulty'); } -} \ No newline at end of file +} From e37c100480e3daebaa8f99504cf9463c717b5e52 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <44541664+WTFplay4funFTW@users.noreply.github.com> Date: Fri, 6 Jan 2023 17:18:39 +0100 Subject: [PATCH 07/10] . --- shared-utils | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shared-utils b/shared-utils index 61613f26..f813ab19 160000 --- a/shared-utils +++ b/shared-utils @@ -1 +1 @@ -Subproject commit 61613f266a3a7cd26160dbf32b6f45da2acb334d +Subproject commit f813ab1956c94258c3364a8bf5eafa48cb9c4f99 From 469305bc1392d454c78f22e9eddf5866ca76ec86 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <44541664+WTFplay4funFTW@users.noreply.github.com> Date: Fri, 6 Jan 2023 17:23:43 +0100 Subject: [PATCH 08/10] . --- shared-utils | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shared-utils b/shared-utils index 61613f26..f813ab19 160000 --- a/shared-utils +++ b/shared-utils @@ -1 +1 @@ -Subproject commit 61613f266a3a7cd26160dbf32b6f45da2acb334d +Subproject commit f813ab1956c94258c3364a8bf5eafa48cb9c4f99 From cb669a7186e54358468d837703b0ab1b98fe59a5 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <44541664+WTFplay4funFTW@users.noreply.github.com> Date: Fri, 6 Jan 2023 17:30:46 +0100 Subject: [PATCH 09/10] Revert "." This reverts commit e37c100480e3daebaa8f99504cf9463c717b5e52. --- shared-utils | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shared-utils b/shared-utils index f813ab19..61613f26 160000 --- a/shared-utils +++ b/shared-utils @@ -1 +1 @@ -Subproject commit f813ab1956c94258c3364a8bf5eafa48cb9c4f99 +Subproject commit 61613f266a3a7cd26160dbf32b6f45da2acb334d From e46698bfcbf05d9af0617f1496b7bb963120bca4 Mon Sep 17 00:00:00 2001 From: WTFplay4funFTW <44541664+WTFplay4funFTW@users.noreply.github.com> Date: Fri, 6 Jan 2023 17:38:19 +0100 Subject: [PATCH 10/10] Restored unintended change to trophies.xml Restored unintended change to trophies.xml --- .../dlcrer/data/gameplay/items/rer_trophies.xml | Bin 0 -> 91770 bytes .../data/gameplay/items_plus/rer_trophies.xml | Bin 0 -> 91764 bytes 2 files changed, 0 insertions(+), 0 deletions(-) diff --git a/modRandomEncountersReworked/files/Mod/Cooked/dlc/dlcrer/data/gameplay/items/rer_trophies.xml b/modRandomEncountersReworked/files/Mod/Cooked/dlc/dlcrer/data/gameplay/items/rer_trophies.xml index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..872d02dcbd52392149dc34796740f96a9df74266 100644 GIT binary patch literal 91770 zcmeHQ?{6Eq5#`qu=>MQzP_zY_IF|F{0{HIG7T5c9{m|yV9U#cEVjHn#pA^TJ{_$1~iGcyxhKgZpfxv+PCGVjda%`-gp8qa)ZzBRu!zcHtH#}v=Gx4LUjaP=Hl z-`j6rnUBjd7R&EEF??cd&T#!2|9F3jn)q)w?|(*}X86Vpo?}hV@b?0Lk8J64{Qii) zZq1#!G@tQlfzM<7Tj1I1TUqWe<{tN4xqR36b#kpTTz(!yMwZRb zN42+};&WA+&&#`PAIcI-yIPtv$a0VJS+@~>-{P+;^av%+DceaT8$Yino0F<8cifAo zwr{8CHQ%>vkwN7rJW=mojw$vk+kvuE<~iE<&i2$CwRF8&eHZ^eHNV3MeTKho@bm|~ zWq|MA+fl-vzQt$P$NY4O`YmvUW90(BZ}A+*{xz=hn|y-5IYKGLz&zlYnfU`g4^TJW z<2dKtiT(c^S6F^m?OaK0jenV+Am2N@dxk##E8g2C=Z~lv$NdFLm_xcFl)_KGJ*)Eb zuCJ*pzdHW>oq9Xppwx5QI=;2rM;+&c2}-7<7x>N`btV?7sN*wkY);Vf#KSe7c8Gbk zoL3%jyMegkEM@m-ZQdbzy$Ct;KnZ$Z)mz8D&mTpIem1eye{T zVn!pPIS&kQ|JF)D>@REyZtfe|k>Zf%=9mFW9^gCGaoF85tKZ8};_7(?+5CLCekmh6 z&YEwaRClPQn;ZQ5URi15c`uBdcecIUT={3b;h*Mv{2SR(=%xGz+RD#4&2i^uHO^~c zCa%ta@k|hA!EYX43Z^mhq11<%7w1B_dgC-!{sa%kHOW*diVcvP{mug`U6H7$HpNbZGFTzZ9x6a zG3WG&o5{=TqAwdi-7P19ruNbvhpl5VZ2is7+Hb0Q3UdzE zo1Rs*>GZC4lR#NpS&zlorpz#Cs&@VLearY!gjEqn4aU_I5k@AZdd%B%Quu0bH3@Vz zOZrl<^tkJ4t=3o7wvs@RfB)mKGc;0q>4)Xm*jL1OD@3qfki9vJ z-fA00u)GDkDM!TvI8U%DEev(Ow}sLwLJPqFt1?Q65KZOgP-=eI&t{Yar5*RySG`kTN5MnIa>q+=h{H8)#<^^^zCBYujnISjwjSBFou5|}58Z4$jG__dK4*)Y zS^RIyAbkHl4iDQ{ih?YPh^B7v`c2WWOK4F2;JouqpLbxzPt8;4*1$0XL+Oe@sPm~$ z&|){x%~zJG#hOGp)ztb3*F#OcEz9vL#xc2Qr%n8Ms!2xh9;Z-IUAL)5*)43G*cCB* zO|j9`E1tKe)*WeVDAQt8Oe*54zM`zRW;vbl(tNEt0~RGlLpE`dk8gQ=I2%vB_mzD; zE_U(DM3S?(s)lJt(mEREF&I%UMr+5e>Kyte6e;~6#iNSty-k$ip?FB@y15)P<62%( zBG1g|{dM~-xPQRyOxZU^b^$Bj*v7`w<3Smv{fup`S`JI5Vat4XX|Qhvipqe&{4veCSAX@uV3=n%oa=kBsEm5ZKOSvFKh&7@T%sI z`+BgPjIv#dv$1MRmSbUx8qc*hV`0@^jPcM9`%+Y-cD?)FeO&aH`s{tXsn-J?0X@13=LwVWNUl2j>EO^gg->S;?46PZ~rqY(LdfDaJ z)-f2Yu2Q<}$6n{8tX}n=j1kfg<5HYd{hSiJQQZC{UCpJmiC zcj=OR7B8}vF}#uV(JgxCWXzSAmy^|bS1g_EPRDv_<#^c17JI=1YdzfEUG;t}!@?99 z63pw3u1`93iq|%&^+_5T^1Mq?A%P0Us^|_#d9F2E=DuLg46-gFj-I$WXOXsp$=i>+ z!C)TsVQRm zLX7GekBg?B$!90y`60~Pw(rcXO-gCr)+|$5o6q3K%wIk)-|CZk%I6AO2PgZ(*_tC) z+SlLKzU9#3vQM&nH}{78bnBewptfdrF4Zc%vL9?sv7$_^52iLjPLzqw(R$arZH-n` zNq=TlHhODinOU{8aysUX+NQVi*;IS6jP*=Wkw0QtV=cEmsWF8MdB&xf$d8F3GVZA# zv&(v%&lWZ@|F+TY{qK=vMi^Os6(p19R=%Wi%u08?bgxJJos_So8wdSZxD*XM39NY* zuyjHj0U^z-CiXfPuY}D zmQ}^&DYx2HKVsaIWh_^U59Sw_iS*Je;N2R=-$}8pRS1#iT#61UbSVEyS$FeUvL4_o z{Dk~@^8)!Oq|sBCO_q06%PPsa)cV_H{ar_+RC{qh`Bq)RL%_tbQ7f+>`^}ZSzmwuw z^)XZ5tF`+at1jIkAYuqRuj+{|J&})FO%N|XvDvxVsHY&Yf?8*Rw=+tD)DLAQLesES*+BxlpJSiMzX zGrvvTm;1uj6fXnB{CkhWz&P7pg%W}Nzt;P;)WfiFRG2Xp&ff7rES#MpK7B*h7S?Rfa;$5p zw&kr@SFB194)x-RKP zNIr|!19Z{_cv%0Z59LRX+xa*IpQKciR;grpSZK|1{7dswq}DMWQz-@(dU0Qvmm-3NTzvpQaXVV{n$1D=8fX*Z)~S#i^an|yrk!m=C2=Eqt|n#;+bcJKYOZkE2b zdkaypwKW?yYpPY^&Om zCAroMJwIrxsFZ3y#)#<0t~Inh80^{Hx9ehL@2u9nwEJKD)rDo3Gn+kzk(X|V%n{B! 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