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Some minor edits.
Follow-up c0e87af: changed file encoding.

Signed-off-by: Euphy <euphy.raliel@rathena.org>

Euphy %!s(int64=11) %!d(string=hai) anos
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Modificáronse 4 ficheiros con 29 adicións e 28 borrados
  1. BIN=BIN
      AUTHORS
  2. 21 20
      doc/item_group.txt
  3. 6 6
      doc/script_commands.txt
  4. 2 2
      npc/test/OnInterInit.txt

BIN=BIN
AUTHORS


+ 21 - 20
doc/item_group.txt

@@ -8,8 +8,9 @@
 //= Explanation of the item_group.txt file and structure.
 //============================================================
 
-Items at item group can be used for 'getrandgroupitem' or 'getgroupitem' script.
-See this table below to know which field that influences those scripts.
+Items within an item group can be retrieved through the 'getrandgroupitem'
+and 'getgroupitem' script commands. The table below explains which fields are
+accessed in each.
 
 +===============+====================+================+
 | Field			| 'getrandgroupitem' | 'getgroupitem' |
@@ -35,18 +36,19 @@ See this table below to know which field that influences those scripts.
 
 ---------------------------------------
 
-GroupID: See const.txt on 'Item Group ID' section for id. Supports IG_* const.
+GroupID: See the "Item Group ID" section in 'db/const.txt'.
+         Supports IG_* constants.
 
 ---------------------------------------
 
 ItemID: Available item_id that will be obtained from this item group.
-		Supports AegisName of the item.
+        Supports AegisName of the item.
 
 ---------------------------------------
 
 Rate: Probability to get the item. Not a percentage value!
 
-Example:
+Examples:
 	IG_MyItemGroup,Knife,5
 	IG_MyItemGroup,Dagger,1
 
@@ -59,20 +61,20 @@ Amount: Amount of item that will be obtained.
 
 ---------------------------------------
 
-Random: Set this to '0' and the item always be obtained ("must" item).
+Random: Set this to '0' and the item will always be obtained ("must" item).
 		Random value will allocates where the item will be stored at random group.
-		(max. random group is 4 a itemdb.c MAX_ITEMGROUP_RANDGROUP)
+		(max. random group is 4, defined as MAX_ITEMGROUP_RANDGROUP in 'src/map/itemdb.c'.)
 
 	Example:
-		IG_MyItemGroup,Knife,0,1,0		//as 'must' item
-		IG_MyItemGroup,Dagger,0,1,0		//as 'must' item
+		IG_MyItemGroup,Knife,0,1,0		//a "must" item
+		IG_MyItemGroup,Dagger,0,1,0		//a "must" item
 		IG_MyItemGroup,Stiletto,5,1,1	//random at group 1
 		IG_MyItemGroup,Stiletto_,2,1,1	//random at group 1
 		IG_MyItemGroup,Stiletto,5,1,2	//random at group 2
 		IG_MyItemGroup,Dagger_,4,1,2	//random at group 2
 
 	-> usage: 'getgroupitem(IG_MyItemGroup);'
-		- Player always get 1x Knife and 1x Dagger
+		- Player always gets 1x Knife and 1x Dagger
 		- Player has chance to get 1x Stiletto by chance 5/7 from group 1
 		- Player has chance to get 1x Stiletto_ by chance 2/7 from group 1
 		- Player has chance to get 1x Stiletto by chance 5/9 from group 2
@@ -95,33 +97,32 @@ Random: Set this to '0' and the item always be obtained ("must" item).
 		- 1x Dagger always be obtained and also has chance to get 1 more by
 		  chance 5/7
 		- 1x Stiletto can be obtained by chance 2/7
-		So, player will get 1x Knife, 1x Dagger, and 1x Dagger or 1x Stiletto
+		result -> player will get 1x Knife, 1x Dagger, and 1x Dagger or 1x Stiletto
 
 	-> usage: 'getrandgroupitem(IG_MyItemGroup2,1);' (Ignores 'Amount' field)
 		- 1x Knife never be obtained!
 		- 1x Dagger can be obtained by chance 5/7
 		- 1x Stiletto can be obtained by chance 2/7
-		So, player will get only 1x Dagger or 1x Stiletto
+		result -> player will get only 1x Dagger or 1x Stiletto
 
 ---------------------------------------
 
-isAnnounced: If player obtained this item, it will be broadcasted!
-		"[Player] has won [Item] from 'Box'"
+isAnnounced: If player obtained this item, it will be broadcast to the server.
+             "[Player] has won [Item] from 'Box'"
 
 ---------------------------------------
 
-Duration: Makes the item as rental item, will be removed when it is expire in
-		  certain minute. If wanted it as hour, just do x*60.
-		  Better use this for non-stackable item only.
+Duration: Makes the item a rental item, which will be expire in the given amount
+          of minutes. Not intended for use with stackable items.
 
 ---------------------------------------
 
-isNamed: Makes the item is marked by the obtainer's name.
+isNamed: Inscribes the item with the obtainer's name.
 
 ---------------------------------------
 
-isBound: Makes the obtained item as bound item.
-		 See doc/script_commands.txt at 'getitembound' for valid bound types.
+isBound: Binds the obtained item.
+         See 'getitembound' in 'doc/script_commands.txt' for valid bound types.
 
 ---------------------------------------
 

+ 6 - 6
doc/script_commands.txt

@@ -4495,7 +4495,7 @@ Gives item(s) to the attached player based on item group contents.
 This is not working like 'getrandgroupitem' which only give 1 item for specified
 item group.
 
-Can use const data for 'group_id', see db/const.txt at 'Item Group ID' section
+For contants, see the "Item Group ID" section in 'db/const.txt'.
 
 ---------------------------------------
 
@@ -5172,12 +5172,12 @@ Flags: (Default is 0)
 	&8: Remove when player logs out.
 
 Types:
-	This will be used to decide negative or positive buff for 'debuff_on_logout'
+	This will be used to decide negative or positive buff for 'debuff_on_logout'.
 	0: Ignore the buff type and won't be removed if the flag is not &8 (Default)
 	1: Buff
 	2: Debuff
 
-Status_icon: See db/const.txt at 'Status Icon'. Default is SI_BLANK or -1
+Status_icon: See "Status Icon" section in 'db/const.txt'. Default is SI_BLANK (-1).
 
 Example:
 	// Apple gives you +5 Str bonus for 1 minute when it's consumed.
@@ -5898,7 +5898,7 @@ This command will broadcast a message to all or most players, similar to
 The region the broadcast is heard in (target), source of the broadcast
 and the color the message will come up as is determined by the flags.
 
-The flag values are coded as constants in db/const.txt to make them easier to use.
+The flag values are coded as constants in 'db/const.txt' to make them easier to use.
 
 Target flags:
 - bc_all: Broadcast message is sent server-wide (default).
@@ -7287,7 +7287,7 @@ Each of these can be 'on' or 'off'. Together they define a cell's behavior.
 
 This command lets you alter these flags for all map cells in the specified
 (x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).
-The 'type' defines which flag to modify. Possible options see const.txt.
+The 'type' defines which flag to modify. Possible options see 'db/const.txt'.
 
 Example:
 
@@ -7321,7 +7321,7 @@ remove a nonwalkable row of cells after the barricade mobs.
 
 This command will return 1 or 0, depending on whether the specified cell has
 the 'type' flag set or not. There are various types to check, all mimicking
-the server's cell_chk enumeration. The types can be found in db/const.txt.
+the server's cell_chk enumeration. The types can be found in 'db/const.txt'.
 
 The meaning of the individual types can be confusing, so here's an overview:
   - cell_chkwall/water/cliff

+ 2 - 2
npc/test/OnInterInit.txt

@@ -1,8 +1,8 @@
 -	script	OnInterChk	-1,{
-	OnInterIfInit:
+OnInterIfInit:
 	debugmes "Loaded OnInterIfInit <-------";
 	end;
-	OnInterIfInitOnce:
+OnInterIfInitOnce:
 	debugmes "Loaded OnInterIfInitOnce <-------";
 	end;
 }