Sfoglia il codice sorgente

* Various accumulated insignificant fixes to documentation, examples and comments.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14674 54d463be-8e91-2dee-dedb-b68131a5f0ec
ai4rei 14 anni fa
parent
commit
a4b7cce2c5

+ 2 - 0
Changelog-Trunk.txt

@@ -1,5 +1,7 @@
 Date	Added
 Date	Added
 
 
+2011/01/15
+	* Various accumulated insignificant fixes to documentation, examples and comments. [Ai4rei]
 2011/01/14
 2011/01/14
 	* Added 'birthdate' field to account data. For SQL apply upgrade_svn14672.sql to upgrade table `login`; for TXT no action is necessary, as it upgrades itself. [Ai4rei]
 	* Added 'birthdate' field to account data. For SQL apply upgrade_svn14672.sql to upgrade table `login`; for TXT no action is necessary, as it upgrades itself. [Ai4rei]
 	- Control panel developers are encouraged to enable players to modify this value, as it is required for new character deletion (2010-08-03aRagexeRE and later, not yet implemented).
 	- Control panel developers are encouraged to enable players to modify this value, as it is required for new character deletion (2010-08-03aRagexeRE and later, not yet implemented).

+ 13 - 13
doc/mob_db_mode_list.txt

@@ -82,7 +82,7 @@ Random Target: Picks a new random target in range on each attack / skill.
 Aegis Mob Types:
 Aegis Mob Types:
 -------------------------------------------------------------------------------
 -------------------------------------------------------------------------------
 
 
-What Aegis has are mob-types, where each type represents an AI behaviour that
+What Aegis has are mob-types, where each type represents an AI behavior that
 is mimicked by a group of eA mode bits. This is the table to convert from one
 is mimicked by a group of eA mode bits. This is the table to convert from one
 to another:
 to another:
 
 
@@ -91,22 +91,22 @@ Aegis/eA (description)
 02: 0x0083 (passive, looter)
 02: 0x0083 (passive, looter)
 03: 0x1089 (passive, assist and change-target melee)
 03: 0x1089 (passive, assist and change-target melee)
 04: 0x3885 (angry, change-target melee/chase)
 04: 0x3885 (angry, change-target melee/chase)
-05: 0x2085 (aggro, change-target chase)
+05: 0x2085 (aggressive, change-target chase)
 06: 0x0000 (passive, immobile, can't attack) [plants]
 06: 0x0000 (passive, immobile, can't attack) [plants]
 07: 0x108B (passive, looter, assist, change-target melee)
 07: 0x108B (passive, looter, assist, change-target melee)
-08: 0x6085 (aggro, change-target chase, target weak enemies)
-09: 0x3095 (aggro, change-target melee/chase, cast sensor idle) [Guardian]
-10: 0x0084 (aggro, immobile)
-11: 0x0084 (aggro, immobile) [Guardian]
-12: 0x2085 (aggro, change-target chase) [Guardian]
-13: 0x308D (aggro, change-target melee/chase, assist)
+08: 0x6085 (aggressive, change-target chase, target weak enemies)
+09: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) [Guardian]
+10: 0x0084 (aggressive, immobile)
+11: 0x0084 (aggressive, immobile) [Guardian]
+12: 0x2085 (aggressive, change-target chase) [Guardian]
+13: 0x308D (aggressive, change-target melee/chase, assist)
 17: 0x0091 (passive, cast sensor idle)
 17: 0x0091 (passive, cast sensor idle)
-19: 0x3095 (aggro, change-target melee/chase, cast sensor idle)
-20: 0x3295 (aggro, change-target melee/chase, cast sensor idle/chase)
-21: 0x3695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target)
+19: 0x3095 (aggressive, change-target melee/chase, cast sensor idle)
+20: 0x3295 (aggressive, change-target melee/chase, cast sensor idle/chase)
+21: 0x3695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target)
 25: 0x0001 (passive, can't attack) [Pet]
 25: 0x0001 (passive, can't attack) [Pet]
-26: 0xB695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
-27: 0x8084 (aggro, immobile, random target)
+26: 0xB695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
+27: 0x8084 (aggressive, immobile, random target)
 
 
 - Note that the detector bit due to being Insect/Demon, plant and Boss mode
 - Note that the detector bit due to being Insect/Demon, plant and Boss mode
   bits need to be added independently of this list.
   bits need to be added independently of this list.

+ 1 - 0
doc/sample/basejob_baseclass_upper.txt

@@ -4,4 +4,5 @@ prontera,155,177,1	script	Tell Me	725,{
 	mes "BaseClass: " + BaseClass;
 	mes "BaseClass: " + BaseClass;
 	mes "BaseJob: " + BaseJob;
 	mes "BaseJob: " + BaseJob;
 	mes "Upper: " + Uppser;
 	mes "Upper: " + Uppser;
+	close;
 }
 }

+ 1 - 1
doc/whisper_sys.txt

@@ -11,7 +11,7 @@ You whisper to NPCCommander in Game with formatted instructions like these:
 
 
 //============================================================
 //============================================================
 
 
-[To NPC:Commander]       Report#Killstealing#Lordalfa
+[To NPC:NPCCommander]       Report#Killstealing#Lordalfa
 
 
 //============================================================
 //============================================================
 
 

+ 1 - 1
src/common/db.c

@@ -697,7 +697,7 @@ static void db_free_add(DBMap_impl* db, DBNode node, DBNode *root)
 				db->alloc_file, db->alloc_line);
 				db->alloc_file, db->alloc_line);
 		exit(EXIT_FAILURE);
 		exit(EXIT_FAILURE);
 	}
 	}
-	if (!(db->options&DB_OPT_DUP_KEY)) { // Make shure we have a key until the node is freed
+	if (!(db->options&DB_OPT_DUP_KEY)) { // Make sure we have a key until the node is freed
 		old_key = node->key;
 		old_key = node->key;
 		node->key = db_dup_key(db, node->key);
 		node->key = db_dup_key(db, node->key);
 		db->release(old_key, node->data, DB_RELEASE_KEY);
 		db->release(old_key, node->data, DB_RELEASE_KEY);

+ 0 - 1
src/map/clif.c

@@ -12017,7 +12017,6 @@ void clif_parse_FriendsListReply(int fd, struct map_session_data *sd)
 	account_id = RFIFOL(fd,2);
 	account_id = RFIFOL(fd,2);
 	char_id = RFIFOL(fd,6);
 	char_id = RFIFOL(fd,6);
 	reply = RFIFOB(fd,10);
 	reply = RFIFOB(fd,10);
-	//printf ("reply: %d %d %d\n", char_id, id, reply);
 
 
 	f_sd = map_id2sd(account_id); //The account id is the same as the bl.id of players.
 	f_sd = map_id2sd(account_id); //The account id is the same as the bl.id of players.
 	if (f_sd == NULL)
 	if (f_sd == NULL)

+ 2 - 5
src/map/script.c

@@ -2133,9 +2133,9 @@ struct script_code* parse_script(const char *src,const char *file,int line,int o
 
 
 #ifdef DEBUG_DISP
 #ifdef DEBUG_DISP
 	for(i=0;i<script_pos;i++){
 	for(i=0;i<script_pos;i++){
-		if((i&15)==0) printf("%04x : ",i);
+		if((i&15)==0) ShowMessage("%04x : ",i);
 		ShowMessage("%02x ",script_buf[i]);
 		ShowMessage("%02x ",script_buf[i]);
-		if((i&15)==15) printf("\n");
+		if((i&15)==15) ShowMessage("\n");
 	}
 	}
 	ShowMessage("\n");
 	ShowMessage("\n");
 #endif
 #endif
@@ -11663,9 +11663,6 @@ BUILDIN_FUNC(jump_zero)
 		pos=script_getnum(st,3);
 		pos=script_getnum(st,3);
 		st->pos=pos;
 		st->pos=pos;
 		st->state=GOTO;
 		st->state=GOTO;
-		// printf("script: jump_zero: jumpto : %d\n",pos);
-	} else {
-		// printf("script: jump_zero: fail\n");
 	}
 	}
 	return 0;
 	return 0;
 }
 }