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2 changes: 1 addition & 1 deletion docs/zengin/scripts/classes/c_menu.md
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Expand Up @@ -57,7 +57,7 @@ Description of the class member variables.
`backPic` is just a name of background image of the menu in `.tga` format.

### backWorld
!!! Warning "Deprecated setting"
!!! Danger "Deprecated setting"
The background world of the game menu in `.ZEN` format.

### posx
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6 changes: 3 additions & 3 deletions docs/zengin/scripts/classes/c_menuitem.md
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Expand Up @@ -529,7 +529,7 @@ The height of the menu item in virtual coordinates.

### sizeStartScale

!!! Warning "Deprecated setting"
!!! Danger "Deprecated setting"
Size of the menu item at the beginning.


Expand Down Expand Up @@ -653,12 +653,12 @@ const int IT_EXTENDED_MENU = 1 << 14; // Advanced menu flag

### openDelayTime

!!! Warning "Deprecated setting"
!!! Danger "Deprecated setting"
Delay before opening a menu item.

### openDuration

!!! Warning "Deprecated setting"
!!! Danger "Deprecated setting"
The time the menu item was opened.

### userFloat
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493 changes: 493 additions & 0 deletions docs/zengin/scripts/classes/c_npc.md

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2 changes: 1 addition & 1 deletion docs/zengin/scripts/classes/c_svm.md
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Expand Up @@ -7,7 +7,7 @@ title: C_SVM
Heavily inspired by the amazing documentation site [Gothic library](http://www.gothic-library.ru)


The `C_SVM` class is used to define sound dialogues (smalltalk, reactions) that are defined for every [C_NPC.voice]().
The `C_SVM` class is used to define sound dialogues (smalltalk, reactions) that are defined for every [C_NPC.voice](c_npc.md#voice).

## Class definition
`C_SVM` class is the only class with variable number of members. The `C_SVM` definition in the scripts dictates the content of the class. Every Gothic game has a different number of SVM entries. As an interesting information (more than anything else) we include a table with the numbers of voice lines and voices below.
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2 changes: 1 addition & 1 deletion docs/zengin/scripts/extenders/ikarus/setup.md
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Expand Up @@ -16,7 +16,7 @@ Before unpacking the downloaded archive it's needed to create a dedicated folder
## Parsing
Ikarus consists of three main parts, [constants](./constants.md), classes and the Ikarus core. It's essential to parse these in a specific order. Additionally, there is a [floats package](floats.md) which isn't essential, but it is highly recommended to parse it, especially if you are working with [LeGo](../lego/index.md) that depends on it.

The Ikarus Core is identical for both Gothic 1 and 2 and is contained in a single file, [`Ikarus.d`](https://github.com/Lehona/Ikarus/blob/master/Ikarus.d). However, there are separate files for the constants and classes for each engine, and they must be parsed correctly. Ikarus uses a C_NPC and therefore has to be parsed after the C_NPC class (after the `classes.d` file). There are no other dependencies.
The Ikarus Core is identical for both Gothic 1 and 2 and is contained in a single file, [`Ikarus.d`](https://github.com/Lehona/Ikarus/blob/master/Ikarus.d). However, there are separate files for the constants and classes for each engine, and they must be parsed correctly. Ikarus uses a [C_NPC](../../classes/c_npc.md) and therefore has to be parsed after the [C_NPC](../../classes/c_npc.md) class (after the `classes.d` file). There are no other dependencies.

Since Ikarus 1.2.1 there is additional `.src` file for each game engine, to simplify adding files to `Gothic.src`

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11 changes: 10 additions & 1 deletion docs/zengin/scripts/general_info/compilation.md
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Expand Up @@ -4,6 +4,15 @@ title: Compilation
# Daedalus Compilation
Before loading the data by game the Daedalus scripts have to be parsed and compiled into a `.dat` file. This is done by the engine itself, but the files that are parsed have to be listed in the `.src` files.

## Engine compilation
The engine has to be started with the `-zreparse` command line argument to force the re-parsing of the scripts. If this argument is not present, the engine will use the existing `.dat` files.

### zParserExtender
Additionally, the [zParserExtender](../extenders/zparserextender/daedalus_injection/other.md#launch-options) plugin adds more options for parsing and compiling the scripts.

!!! Tip
Using the `-zReparse_Game -zReparse_OU` is the most common way to recompile the game scripts and dialogs.

## Parsers
The engine itself has multiple parser instances used for parsing different `.src` files.

Expand All @@ -22,7 +31,7 @@ The engine itself has multiple parser instances used for parsing different `.src
The `.src` files are simple text files that contain the paths to the `.d` files that have to be parsed. The paths are relative to the folder where the `.src` file is located.

!!! Warning
Booth `\` and `/` can be used as path separators, but in the wildcards only `\` is supported.
Both `\` and `/` can be used as path separators, but in the wildcards only `\` is supported.


**Example file structure:**
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2 changes: 1 addition & 1 deletion docs/zengin/scripts/general_info/daedalus.md
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Expand Up @@ -6,7 +6,7 @@ Daedalus syntax is a mix of `C` and `C++`. The script language is not case-sensi

## Identifiers and Keywords

Identifier are names for variables, constants, instances, prototypes, classes and functions. An identifier is a sequence of letters and ciphers. The first sign must be a letter. Thereafter, are allowed: letters, ciphers `0` to `9` and underscores. The length of identifiers is not restricted.
Identifiers are names for variables, constants, instances, prototypes, classes and functions. An identifier is a sequence of letters and digits. The first character must be a letter. Thereafter, are allowed: letters, digits `0` to `9` and underscores. The length of identifiers is not restricted.

Keywords are:

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