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Fix README typos
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README.md

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@@ -19,7 +19,7 @@ PMD-Bot is a botting framework for _Pokémon Mystery Dungeon: Explorers of Sky_.
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- If you need some help, here's a link to the [necessary Lua binaries](https://sourceforge.net/projects/luabinaries/files/5.1.5/Tools%20Executables/lua-5.1.5_Win64_bin.zip/download). Extract the archive and copy `lua5.1.dll` and `lua51.dll` into the same directory as your DeSmuME executable file. After doing this, you should be able to run Lua scripts on DeSmuME.
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### Writing a bot
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Most of the botting logic is written in the file [`Agent.lua`](Agent.lua). This repository comes with an example bot, but you can change the bot as you see fit. You'll mainly be modifying the `Agent:act()` method, which contains the main logic for the bot. You might also change `Agent:attackEnemy`, which holds attack selection logic, but this is really just a helper function; you could instead just cram this logic directly into `Agent:act()`. Additionally, if you want to set up state information for your bot, you can do so in `Agent:init()`, which is called only once at startup.
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Most of the botting logic is written in the file [`Agent.lua`](Agent.lua). This repository comes with an example bot, but you can change the bot as you see fit. You'll mainly be modifying the `Agent:act()` method, which contains the main logic for the bot. You might also change `Agent:attackEnemy()`, which holds attack selection logic, but this is really just a helper function; you could instead just cram this logic directly into `Agent:act()`. Additionally, if you want to set up state information for your bot, you can do so in `Agent:init()`, which is called only once at startup.
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The bot makes direct use of the following utilities:
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dynamicinfo/README.md

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@@ -47,7 +47,7 @@ The bot accesses the entire dungeon state as a single object (`stateinfo.state`)
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- `money()`: Amount of money carried
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- `bag()`: Ordered list of items currently in the bag
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Nodes with parentheses after their names are `StateData` objects, whose value should be accessed by calling them). Otherwise, they're just normal table fields (accessed without a call).
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Nodes with parentheses after their names are `StateData` objects, whose value should be accessed by calling them. Otherwise, they're just normal table fields (accessed without a call).
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### Tiles
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Returned in a grid by the `layout()` field. Tiles have the following fields:
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- `inMonsterHouse`: Flag for whether or not the tile is in a Monster House
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- `isStairs`: Flag for whether or not the tile is a floor exit (includes normal stairs, hidden stairs, and Warp Zones)
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- `visibleOnMap`: Flag for whether or not the tile is visible on the player's map
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- `room`: The ID of the room the tile is in. Will be -1 if in a hallway
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- `room`: The ID of the room the tile is in. Will be -1 if in a hallway.
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### Monsters
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Returned in a list by the `team()` and `enemies()` fields, and also returned by the `leader()` field. Monsters have the following structure:
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- `defense`: The monster's Defense stat
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- `specialDefense`: The monster's Special Defense stat
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- `experience`: The amount of experience the monster has
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- `modifiers`: Table of stat modifiers. For most stats (except speed), the normal value is 10, and it goes up to 20 and down to 0
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- `modifiers`: Table of stat modifiers. For most stats (except speed), the normal value is 10, and it goes up to 20 and down to 0.
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- `attackStage`: The monster's Attack stage
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- `specialAttackStage`: The monster's Special Attack stage
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- `defenseStage`: The monster's Defense stage
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- `specialDefenseStage`: The monster's Special Defense stage
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- `accuracyStage`: The monster's accuracy stage
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- `evasionStage`: The monster's evasion stage
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- `speedStage`: The monster's speed stage. The normal value is 1, and it goes up to 4 and down to 0
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- `speedStage`: The monster's speed stage. The normal value is 1, and it goes up to 4 and down to 0.
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- `speedCounters`: Lists of "speed counters" that tick down to 0. The current speed stage is equal to `(# nonzero up) - (# nonzero down)`, but kept in the range 0-4.
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- `up`: List of the 5 "up" counters
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- `down`: List of the 5 "down" counters
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- `turnsLeft`: The number of turns left of the status
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- `effectCountdown`: The number of turns left for a recurring effect of the status to occur, such as damage or healing
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Note: the stockpile status is special, and has the field `stage` that holds the stockpile stage.
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Note: the Stockpile status is special, and has the field `stage` that holds the stockpile stage.
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#### Moves
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Stored in a list in a monster's `moves` field. Moves have the following fields:
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- `isSticky`: Flag for whether or not the item is sticky
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- `isSet`: Flag for whether or not the item is set, if in the bag
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- `heldBy`: Index of the party member holding the item, if in the bag
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- `amount`: Amount code, if applicable. Note: seems like for Poké this value doesn't correspond to the literal amount
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- `amount`: Amount code, if applicable. Note: seems like for Poké this value doesn't correspond to the literal amount.
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- `itemType`: The [item ID](../codes/item.lua)
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### Traps

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