Documentation cleaning.

- Formatting and grammar edits on recently added docs.
- Added missing NPC header and script conf include from ea8ccfc.
- Moved ER model files to a separate folder ('doc/model/').

Fixed a typo in Wolfchev instance. (bugreport:9263)
http://rathena.org/board/tracker/issue-9263-wolfchevlaboratory-script-error/

Signed-off-by: Euphy <euphy.raliel@rathena.org>
This commit is contained in:
Euphy 2014-08-31 12:09:38 -04:00
parent ea1a247f99
commit 403c22bc4b
9 changed files with 2568 additions and 30 deletions

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@ -5,7 +5,7 @@
//===== Last Updated: ========================================
//= 20140718
//===== Description: =========================================
//= List of all packet used by login-serv (A), char-serv (H), map-serv (Z)
//= to communicate to client.
//= See packet_interserv.txt for communication between servers
//= List of all packets used by login-serv (A), char-serv (H),
//= and map-serv (Z) to communicate to the client.
//= See packet_interserv.txt for communication between servers.
//============================================================

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@ -3,7 +3,7 @@
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20140719
//= 20140831
//===== Description: =========================================
//= Explanation of the skill_require_db.txt file and structure.
//============================================================
@ -13,7 +13,8 @@ SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapon
---------------------------------------
SkillID: The ID of the skill. (See \db\[re|pre-re]\skill_db.txt for more details)
SkillID: The ID of the skill.
See 'db\(pre-)re\skill_db.txt' for more details.
---------------------------------------
@ -21,7 +22,7 @@ HPCost: Amount of HP needed to use the skill.
---------------------------------------
MaxHPTrigger: Player's HP has to be below this % of Max HP, in order to use the skill.
MaxHPTrigger: Player's HP must be below this % of Max HP in order to use the skill.
---------------------------------------
@ -29,11 +30,13 @@ SPCost: Amount of SP needed to use the skill.
---------------------------------------
HPRateCost: If more than 0, it's a percentage of the player's current HP. If less than 0, it's a percentage of the player's Max HP.
HPRateCost: If more than 0, the percentage of the player's current HP.
If less than 0, the percentage of the player's Max HP.
---------------------------------------
SPRateCost: If more than 0, it's a percentage of the player's current SP. If less than 0, it's a percentage of the player's Max SP.
SPRateCost: If more than 0, the percentage of the player's current SP.
If less than 0, the percentage of the player's Max SP.
---------------------------------------
@ -41,7 +44,7 @@ ZenyCost: Amount of Zeny needed to use the skill.
---------------------------------------
RequiredWeapons: Player needs to equip this type of weapon, in order to use the skill.
RequiredWeapons: Weapon type needed to use the skill.
0: bare fist
1: Daggers
2: One-handed swords
@ -74,12 +77,12 @@ RequiredWeapons: Player needs to equip this type of weapon, in order to use the
29: Dagger + Axe
30: Sword + Axe
Example usage of multiple values = type1:type2:type3
Maximum multiple value is 30.
Up to 30 ':'-separated values can be used, e.g.
type1:type2:type3
---------------------------------------
RequiredAmmoTypes: Player needs to equip this type of ammo to use the skill.
RequiredAmmoTypes: Ammo type needed to use the skill.
1: Arrows
2: Throwable daggers
3: Bullets
@ -90,20 +93,23 @@ RequiredAmmoTypes: Player needs to equip this type of ammo to use the skill.
8: Cannonballs
9: Throwable Items (Sling Item)
Example usage of multiple values = type1:type2:type3
Maximum multiple value is 9.
Up to 9 ':'-separated values can be used, e.g.
type1:type2:type3
---------------------------------------
RequiredAmmoAmount: Amount of ammo needed to use the skill.
---------------------------------------
RequiredState: Specify the 'State' required to be active, in order to use the skill.
RequiredState: The active 'State' needed to use the skill.
none = Nothing special.
hidden = Requires hidden status by using Hiding, Cloaking, or Chasewalk.
riding = Requires the player to ride either a Peco or a Dragon.
falcon = Requires a Falcon.
cart = Requires a Pushcart (For renewal, this state can be replaced by SC_PUSH_CART in 'RequiredStatuses' field).
cart = Requires a Pushcart.
For renewal, this state can be replaced by SC_PUSH_CART in 'RequiredStatuses' field.
shield = Requires a shield equipped.
recover_weight_rate = Requires to be less than 50% weight.
move_enable = Requires to be able to move.
@ -117,9 +123,14 @@ peco = Requires riding a Peco.
---------------------------------------
RequiredStatuses: List of status needed to be active, in order to use the skill.
Example usage of values = SC_STATUS1:SC_STATUS2:SC_STATUS3 (see db/const.txt for more details).
Maximum multiple value is 3. (Refer to skill.h: MAX_SKILL_STATUS_REQUIRE)
RequiredStatuses: The active statuses needed to use the skill.
Up to 3 ':'-separated values can be used, e.g.
SC_STATUS1:SC_STATUS2:SC_STATUS3
See MAX_SKILL_STATUS_REQUIRE in 'src/map/skill.h' to modify the max number
of possible values, and 'db/const.txt' for a list of status constants.
Use any number or SC_ALL to disable status requirements.
---------------------------------------
@ -128,18 +139,25 @@ SpiritSphereCost: Amount of Spirit Sphere needed to use the skill.
---------------------------------------
RequiredItemID1-10: These items will be used when players use the skill. Maximum of 10 items.
RequiredItemID1..10: Items to be consumed when the skill is used (max 10).
---------------------------------------
RequiredItemAmount1-10: Amount of item used when player uses the skill.
0 means the item is required to be in inventory but won't be consumed.
---------------------------------------
RequiredEquipment: Player needs to equip these equipments to use the skill. (Use Item ID).
Example usage of multiple values = item1:item2:item3
Maximum multiple value is 10. (Refer to skill.h: MAX_SKILL_EQUIP_REQUIRE)
RequiredItemAmount1..10: Amount of each item consumed when the skill is used.
If 0, the item is required to be in the inventory but won't be consumed.
---------------------------------------
Note: On some fields, ":" delimiter means for each skill level, but there are some level dependent check. (Refer to https://github.com/rathena/rathena/blob/master/src/map/skill.c#L14963)
RequiredEquipment: Specific equipment IDs needed to use the skill.
Up to 10 ':'-separated values can be used, e.g.
item1:item2:item3
See MAX_SKILL_EQUIP_REQUIRE in 'src/map/skill.h' to modify the max number
of possible values.
---------------------------------------
NOTE: On some fields, the ':' delimiter means for each skill level, but there
are some level dependent checks. See 'skill_get_requirement()' in
'src/map/skill.c'.

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@ -925,7 +925,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{
.@equip_item = getequipid(.@part);
.@lhz_max_num = 4000;
if (.@equip_item == 13069 || .@equip_item == 1291 || .@equip_item == 1392 ||
.@equip_item == 1393 || .@equip_item = 1435 || .@equip_item == 1490 ||
.@equip_item == 1393 || .@equip_item == 1435 || .@equip_item == 1490 ||
.@equip_item == 13069 || .@equip_item == 13070 || .@equip_item == 16017) {
.@type = 1;
if (.@equip_item == 1490)

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@ -3,5 +3,6 @@
// --------------------------------------------------------------
// These scripts are meant for regression test purposes.
npc: npc/test/infinite_warp.txt
npc: npc/test/OnInterInit.txt
npc: npc/test/npc_test_checkweight.txt

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@ -1,3 +1,13 @@
//===== rAthena Script =======================================
//= Test: Infinite Warp Loop
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20140829
//===== Description: =========================================
//= Tests infinite warp loop prevention.
//============================================================
e_tower,74,116,0 warp #inf_warp1 2,2,e_tower,81,108
e_tower,81,108,0 warp #inf_warp2 2,2,e_tower,75,84
e_tower,75,84,0 warp #inf_warp3 2,2,e_tower,74,116