* 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
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@ -1,5 +1,7 @@
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Date Added
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Date Added
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2011/01/15
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* Various accumulated insignificant fixes to documentation, examples and comments. [Ai4rei]
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2011/01/14
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2011/01/14
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* 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]
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* 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]
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- 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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- 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.
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Aegis Mob Types:
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Aegis Mob Types:
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-------------------------------------------------------------------------------
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-------------------------------------------------------------------------------
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What Aegis has are mob-types, where each type represents an AI behaviour that
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What Aegis has are mob-types, where each type represents an AI behavior that
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is mimicked by a group of eA mode bits. This is the table to convert from one
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is mimicked by a group of eA mode bits. This is the table to convert from one
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to another:
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to another:
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@ -91,22 +91,22 @@ Aegis/eA (description)
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02: 0x0083 (passive, looter)
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02: 0x0083 (passive, looter)
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03: 0x1089 (passive, assist and change-target melee)
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03: 0x1089 (passive, assist and change-target melee)
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04: 0x3885 (angry, change-target melee/chase)
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04: 0x3885 (angry, change-target melee/chase)
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05: 0x2085 (aggro, change-target chase)
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05: 0x2085 (aggressive, change-target chase)
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06: 0x0000 (passive, immobile, can't attack) [plants]
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06: 0x0000 (passive, immobile, can't attack) [plants]
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07: 0x108B (passive, looter, assist, change-target melee)
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07: 0x108B (passive, looter, assist, change-target melee)
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08: 0x6085 (aggro, change-target chase, target weak enemies)
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08: 0x6085 (aggressive, change-target chase, target weak enemies)
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09: 0x3095 (aggro, change-target melee/chase, cast sensor idle) [Guardian]
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09: 0x3095 (aggressive, change-target melee/chase, cast sensor idle) [Guardian]
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10: 0x0084 (aggro, immobile)
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10: 0x0084 (aggressive, immobile)
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11: 0x0084 (aggro, immobile) [Guardian]
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11: 0x0084 (aggressive, immobile) [Guardian]
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12: 0x2085 (aggro, change-target chase) [Guardian]
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12: 0x2085 (aggressive, change-target chase) [Guardian]
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13: 0x308D (aggro, change-target melee/chase, assist)
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13: 0x308D (aggressive, change-target melee/chase, assist)
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17: 0x0091 (passive, cast sensor idle)
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17: 0x0091 (passive, cast sensor idle)
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19: 0x3095 (aggro, change-target melee/chase, cast sensor idle)
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19: 0x3095 (aggressive, change-target melee/chase, cast sensor idle)
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20: 0x3295 (aggro, change-target melee/chase, cast sensor idle/chase)
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20: 0x3295 (aggressive, change-target melee/chase, cast sensor idle/chase)
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21: 0x3695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target)
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21: 0x3695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target)
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25: 0x0001 (passive, can't attack) [Pet]
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25: 0x0001 (passive, can't attack) [Pet]
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26: 0xB695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
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26: 0xB695 (aggressive, change-target melee/chase, cast sensor idle/chase, chase-change target, random target)
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27: 0x8084 (aggro, immobile, random target)
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27: 0x8084 (aggressive, immobile, random target)
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- Note that the detector bit due to being Insect/Demon, plant and Boss mode
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- Note that the detector bit due to being Insect/Demon, plant and Boss mode
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bits need to be added independently of this list.
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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,{
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mes "BaseClass: " + BaseClass;
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mes "BaseClass: " + BaseClass;
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mes "BaseJob: " + BaseJob;
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mes "BaseJob: " + BaseJob;
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mes "Upper: " + Uppser;
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mes "Upper: " + Uppser;
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close;
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}
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}
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@ -11,7 +11,7 @@ You whisper to NPCCommander in Game with formatted instructions like these:
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//============================================================
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//============================================================
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[To NPC:Commander] Report#Killstealing#Lordalfa
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[To NPC:NPCCommander] Report#Killstealing#Lordalfa
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//============================================================
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//============================================================
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@ -697,7 +697,7 @@ static void db_free_add(DBMap_impl* db, DBNode node, DBNode *root)
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db->alloc_file, db->alloc_line);
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db->alloc_file, db->alloc_line);
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exit(EXIT_FAILURE);
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exit(EXIT_FAILURE);
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}
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}
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if (!(db->options&DB_OPT_DUP_KEY)) { // Make shure we have a key until the node is freed
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if (!(db->options&DB_OPT_DUP_KEY)) { // Make sure we have a key until the node is freed
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old_key = node->key;
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old_key = node->key;
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node->key = db_dup_key(db, node->key);
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node->key = db_dup_key(db, node->key);
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db->release(old_key, node->data, DB_RELEASE_KEY);
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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)
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account_id = RFIFOL(fd,2);
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account_id = RFIFOL(fd,2);
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char_id = RFIFOL(fd,6);
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char_id = RFIFOL(fd,6);
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reply = RFIFOB(fd,10);
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reply = RFIFOB(fd,10);
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//printf ("reply: %d %d %d\n", char_id, id, reply);
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f_sd = map_id2sd(account_id); //The account id is the same as the bl.id of players.
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f_sd = map_id2sd(account_id); //The account id is the same as the bl.id of players.
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if (f_sd == NULL)
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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
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#ifdef DEBUG_DISP
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#ifdef DEBUG_DISP
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for(i=0;i<script_pos;i++){
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for(i=0;i<script_pos;i++){
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if((i&15)==0) printf("%04x : ",i);
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if((i&15)==0) ShowMessage("%04x : ",i);
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ShowMessage("%02x ",script_buf[i]);
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ShowMessage("%02x ",script_buf[i]);
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if((i&15)==15) printf("\n");
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if((i&15)==15) ShowMessage("\n");
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}
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}
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ShowMessage("\n");
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ShowMessage("\n");
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#endif
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#endif
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@ -11663,9 +11663,6 @@ BUILDIN_FUNC(jump_zero)
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pos=script_getnum(st,3);
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pos=script_getnum(st,3);
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st->pos=pos;
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st->pos=pos;
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st->state=GOTO;
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st->state=GOTO;
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// printf("script: jump_zero: jumpto : %d\n",pos);
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} else {
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// printf("script: jump_zero: fail\n");
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}
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}
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return 0;
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return 0;
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}
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}
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