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Merge pull request #227 from slabstone/fix-typos
Fix a bunch of typos in file formats
2 parents 0dafd16 + 756748e commit 9f065b5

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file_formats/general.htm

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<div class="fileHeader">General</div>
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<div class="indent1">
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All versions of the Infinity Engine, except that used in Planescape: Torment, make some internal of the <a href="http://www.lua.org/" class="offsite">Lua</a> programming language, as developed by TeCGraf at the Pontifical Catholic University of Rio de Janeiro in Brazil. In the Infinity Engine, LUA is primarily used for the cheats/debugging console. The debug console actually allows complete LUA programs to be entered and run, though these programs can only have a very limited affect on the game and the engine. The LUA <a href="http://www.lua.org/docs.html" class="offsite">documentation</a> is available online, though knowledge of LUA is of limited use in IE modding. It should be mentionned, that unlike other engines where LUA is used, the Infinity Engine AI scripts have nothing to do with LUA.<br />
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All versions of the Infinity Engine, except that used in Planescape: Torment, make some internal use of the <a href="http://www.lua.org/" class="offsite">Lua</a> programming language, as developed by TeCGraf at the Pontifical Catholic University of Rio de Janeiro in Brazil. In the Infinity Engine, LUA is primarily used for the cheats/debugging console. The debug console actually allows complete LUA programs to be entered and run, though these programs can only have a very limited effect on the game and the engine. The LUA <a href="http://www.lua.org/docs.html" class="offsite">documentation</a> is available online, though knowledge of LUA is of limited use in IE modding. It should be mentioned, that unlike other engines where LUA is used, the Infinity Engine AI scripts have nothing to do with LUA.<br />
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<br />
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The data types used to describe the file formats used by the Infinity Engine are:<br />
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<br />
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<td><code>.key</code></td>
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<td>'<code>KEY </code>'</td>
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<td>&nbsp;</td>
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<td>A directory of resources, resource locations and resource types. Each game generally have one KEY file, located in the main game directory.</td>
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<td>A directory of resources, resource locations and resource types. Each game generally has one KEY file, located in the main game directory.</td>
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</tr>
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<tr>
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<td>N/A</td>
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<td><code>.cbf</code></td>
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<td>'<code>BIF </code>'</td>
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<td>&nbsp;</td>
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<td>zlib compressed BIF file; index by the KEY file.</td>
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<td>zlib compressed BIF file; indexed by the KEY file.</td>
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</tr>
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<tr>
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<td>N/A</td>

file_formats/ie_formats/2da.htm

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<br />
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2DA files should always contain at least four rows;<br />
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<div class="indent1">
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The first row contains the file signature, &quot;2DA V1.0&quot;, which may be preceeded by white space.<br />
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The first row contains the file signature, &quot;2DA V1.0&quot;, which may be preceded by white space.<br />
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The second row contains the &quot;default value&quot; for the file.<br />
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The third row contains column headings.<br />
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Subsequent rows consist of row data.<br />

file_formats/ie_formats/_dlg_v1.htm

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be associated with a transition, which can be used, for instance, to start a
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store. And a transition has a &quot;DLG&quot; resource associated with it, for
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conversations which involve multiple people. (i.e. You talk to somebody and then
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a 3rd part interrupts you, etc.) That takes care of the preliminary details.
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a 3rd party interrupts you, etc.) That takes care of the preliminary details.
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Now, on to the format.<br />
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</div>
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<br />

file_formats/ie_formats/acm.htm

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<div class="fileHeader">General Description</div>
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<div class="indent1">
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The ACM format is a properity copyrighted format, used by Interplay.<br />
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The ACM format is a proprietary copyrighted format, used by Interplay.<br />
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<br />
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ACM files are used for ambients, area music and game shell music. The ACM files in the game are located in the \music folder, under the main game directory. Each ambient is stored under its own subfolder, for example the ambient of area 1 could be stored under music\AR1, while the ambient of area 2 could be under music\AR2.<br />
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<br />
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The ACM files under the subdirectories are named in the following format:<br />
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<div class="indent1">Subdirectory Name+File Tag+(Number)</div>
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For example, the files under the BC1 can be BC1A1 or BC1ZA.<br />
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<br />
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Music is usually made up of many smaller files as opposed to one larger file - this allows music to have a smooth progression when conditions change (ie. end of combat, end of ambient sound) rather than a sharp interuption. This smooth progression is controlled via MUS files, which act as ACM playlists. All MUS files are in the \music folder, and are attached to areas or romances through 2da files.<br />
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Music is usually made up of many smaller files as opposed to one larger file - this allows music to have a smooth progression when conditions change (ie. end of combat, end of ambient sound) rather than a sharp interruption. This smooth progression is controlled via MUS files, which act as ACM playlists. All MUS files are in the \music folder, and are attached to areas or romances through 2da files.<br />
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</div>
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<br />
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file_formats/ie_formats/are_v1.htm

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<div class="fileHeader">V1.0 <a name="formAREAV1_0_Rest_Interruptions">Rest Interruptions</a></div>
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<div class="indent1">
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<br />
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This section determines the creatures that interupt party resting (e.g. soldiers in Athkatla that prevent rest when inside the city).<br />
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This section determines the creatures that interrupt party resting (e.g. soldiers in Athkatla that prevent rest when inside the city).<br />
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The section is E4h bytes in length.<br />
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<br />
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<table border="1" width="98%">

file_formats/ie_formats/are_v9.1.htm

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<div class="fileHeader">V9.1 <a name="formAREAV9_1_Rest_Interruptions">Rest Interruptions</a></div>
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<div class="indent1">
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<br />
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This section determines the creatures that interupt party resting (e.g. soldiers in Athkatla that prevent rest when inside the city).<br />
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This section determines the creatures that interrupt party resting (e.g. soldiers in Athkatla that prevent rest when inside the city).<br />
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The section is E4h bytes in length.<br />
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<br />
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<table border="1" width="98%">

file_formats/ie_formats/bam_v1.htm

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<td>1 (unsigned byte)</td>
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<td>The compressed colour index for RLE encoded bams (ie. this is the colour that is compressed)<br />
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<br />
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The transparency index is set to the first occurence of RGB(0,255,0). If RGB(0,255,0) does not exist in the palette then transparency index is set to 0</td>
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The transparency index is set to the first occurrence of RGB(0,255,0). If RGB(0,255,0) does not exist in the palette then transparency index is set to 0</td>
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</tr>
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<td>0x000c</td>

file_formats/ie_formats/bcs.htm

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<br />
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<div class="fileHeader">General Description</div>
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<div class="indent1">These files represent scripted actions. <code>.bcs</code> files are scripts attached to anything other than the player characters.&nbsp; <code>.bs</code> files are scripts which drive a characters actions automatically (AI scripts) based on criteria in the environment.<br />
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<div class="indent1">These files represent scripted actions. <code>.bcs</code> files are scripts attached to anything other than the player characters.&nbsp; <code>.bs</code> files are scripts which drive a character's actions automatically (AI scripts) based on criteria in the environment.<br />
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Just as the files from which they are compiled, these script files make use of the concept of &quot;triggers&quot; and &quot;responses&quot;. A trigger is a condition which causes a response with a certain probability. A response is one or more calls to functions they have exposed to the script. I believe this to be the difference between <code>.bcs</code> and <code>.bs</code> files. (They are assigned different resource types in the resource management code, too.)<br />
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</div>
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The format will be given in a top-down sense: i.e. I will describe the formatting of top-level blocks, and then I will describe the contents of the blocks. The process will proceed recursively until the whole format is described. The top-level block is the <a href="#pFILE">script file</a>.<br />
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<div class="fileHeader"><a name="pPARAM">Parameters</a></div>
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First, a brief word on &quot;function parameters&quot;. Both <a href="#pTRIGGER">triggers</a> and <a href="#pACTION">actions</a> are essentially calls to functions inside the Infinity Engine. Triggers can take up to 7 arguments, and actions can take up to 10 arguments. There are three allowable forms of arguments: strings, integers, and objects. The different function calls are defined in TRIGGER.IDS and ACTION.IDS. There are also functions defined in SVTRIOBJ.IDS, which are a {sub|super} set of of the function calls defined in TRIGGER.IDS. They are probably used for {insert spiel here}. String arguments are simply quoted strings (i.e. ASCII strings delimited by the double quote character &quot;). The format of these descriptions is given below, by way of an example (from BG's TRIGGER.IDS):<br />
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First, a brief word on &quot;function parameters&quot;. Both <a href="#pTRIGGER">triggers</a> and <a href="#pACTION">actions</a> are essentially calls to functions inside the Infinity Engine. Triggers can take up to 7 arguments, and actions can take up to 10 arguments. There are three allowable forms of arguments: strings, integers, and objects. The different function calls are defined in TRIGGER.IDS and ACTION.IDS. There are also functions defined in SVTRIOBJ.IDS, which are a {sub|super} set of the function calls defined in TRIGGER.IDS. They are probably used for {insert spiel here}. String arguments are simply quoted strings (i.e. ASCII strings delimited by the double quote character &quot;). The format of these descriptions is given below, by way of an example (from BG's TRIGGER.IDS):<br />
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<pre>0x401D Specifics(O:Object*,I:Specifics*Specific)</pre>
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The first thing on the line is the ID (in hex. IDs in scripts are typically in decimal). Next is the name of the function. Inside the parentheses, similarly to C/C++, is a comma-delimited list of argument type and argument name. The argument types are:<br />
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<div class="fileHeader"><a name="pRESPSET">Response set</a></div>
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Each response in a reponse set has a certain weight associated with it. Usually, this is 100%, but if not, then the response is only played with a certain probability. To find the chance of a particular response being chosen, sum the probabilities of all the responses in the response set. Each response Rnhas a probability <code>Pn/Sum(P)</code> of being chosen, if the response set is to be played.<br />
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Each response in a response set has a certain weight associated with it. Usually, this is 100%, but if not, then the response is only played with a certain probability. To find the chance of a particular response being chosen, sum the probabilities of all the responses in the response set. Each response Rn has a probability <code>Pn/Sum(P)</code> of being chosen, if the response set is to be played.<br />
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<div class="indent1">
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<li><code>RS</code> (newline)
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<li><a href="#pRESPONSE">Response</a>

file_formats/ie_formats/cre_v1.2.htm

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<div class="fileHeader"><a name="CREV1_2_Overlay">CRE V1.2 Overlays</a></div>
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<div class="indent1">
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This section details visual effects applied to the creature by opcode 201 (the specific effect applied is controled by paramter 2). Each entry is 40 bytes.<br />
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This section details visual effects applied to the creature by opcode 201 (the specific effect applied is controlled by parameter 2). Each entry is 40 bytes.<br />
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<div class="indent1">
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0 - SPWI304 - Cloak of Warding - absorbs 3d4+level damage then removed, or level*5 seconds expired<br />
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1 - SPWI111 - Shield - AC = 3, +1 to saving throws, removed after level*25 seconds<br />

file_formats/ie_formats/eff_v2.htm

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{% assign offset_header_name = "effv2_Body" %}
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{% assign offset_header_display_name = "EFF V2.0 Body" %}
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{% assign offsets = site.data.file_formats.eff_v2.body %}
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{% assign offset_header_desc = "When an effect is called via an eff, several of the fields (including duration and timing mode) are overriden by the calling SPL/ITM. Other fields are copied directly from the calling SPL/ITEM and overwrite the values defined in the EFF." %}
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{% assign offset_header_desc = "When an effect is called via an eff, several of the fields (including duration and timing mode) are overridden by the calling SPL/ITM. Other fields are copied directly from the calling SPL/ITEM and overwrite the values defined in the EFF." %}
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{% assign offset_start = 8 %}
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{% include offset_table.html %}
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