* 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
This commit is contained in:
ai4rei 2011-01-15 20:12:51 +00:00
parent 7919c7d9fc
commit a4b7cce2c5
7 changed files with 20 additions and 21 deletions

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@ -1,5 +1,7 @@
Date Added
2011/01/15
* Various accumulated insignificant fixes to documentation, examples and comments. [Ai4rei]
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]
- 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).

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@ -82,7 +82,7 @@ Random Target: Picks a new random target in range on each attack / skill.
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
to another:
@ -91,22 +91,22 @@ Aegis/eA (description)
02: 0x0083 (passive, looter)
03: 0x1089 (passive, assist and change-target melee)
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]
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)
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]
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
bits need to be added independently of this list.

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

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@ -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
//============================================================

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@ -697,7 +697,7 @@ static void db_free_add(DBMap_impl* db, DBNode node, DBNode *root)
db->alloc_file, db->alloc_line);
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;
node->key = db_dup_key(db, node->key);
db->release(old_key, node->data, DB_RELEASE_KEY);

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@ -12017,7 +12017,6 @@ void clif_parse_FriendsListReply(int fd, struct map_session_data *sd)
account_id = RFIFOL(fd,2);
char_id = RFIFOL(fd,6);
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.
if (f_sd == NULL)

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