Fixed certain typos in src/npc/doc files

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11102 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2007-09-01 08:14:36 +00:00
parent cdfac206c6
commit e7e0ddde9d
20 changed files with 40 additions and 40 deletions

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@ -1691,7 +1691,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
[Skotlex]
* Fixed @revive not reviving the good char [Toms]
2006/12/10
* Added more helpfull messages when packet_ver=-1.
* Added more helpful messages when packet_ver=-1.
* Joined normal and MINICORE's main function.
* Put malloc_init() first and malloc_final() last as it's needed for Show*
in display_title(). [FlavioJS]
@ -2200,7 +2200,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
and not just those on a map. [Skotlex]
* TK_JUMPKICK now dispels normal aspd/speed potions (not berserk pitched
ones) and Preserve will be unable to block this. [Skotlex]
* Soul Linkers are now inmune to SA_DISPEL [Skotlex]
* Soul Linkers are now immune to SA_DISPEL [Skotlex]
* You can now place everything (except magic skills) on top of LPs.
[Skotlex]
* Corrected Ganbantein to not touch song/dance/ensembles. [Skotlex]
@ -2631,7 +2631,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
* Fixed SG_FUSION being castable without Soul Link state. [Skotlex]
* Moved the item-use restriction SC checks from clif.c to pc_use_item,
fixed Gravitation blocking potion usage on it's area of effect. [Skotlex]
* Sphere Marines and Summoned Flora are now inmune to class-changing.
* Sphere Marines and Summoned Flora are now immune to class-changing.
[Skotlex]
2006/09/16
* Added monster_ai&256. When set, a monster will pick a random starting
@ -5067,7 +5067,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
instead of BL_PC and BL_MOB [Skotlex]
* [Fixed]:
- Declaration of int map_getcellp(struct map_data*,int,int,cell_t); [Lance]
* Removed Undead being inmune to poison status. [Skotlex]
* Removed Undead being immune to poison status. [Skotlex]
* Removed speed penalty from SC_SKA [Skotlex]
* Fixed SC_SPURT triggering on Soul Linkers. [Skotlex]
* SC_DODGE won't be dispelled on death now. [Skotlex]

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@ -725,7 +725,7 @@ send: 99
// change a battle_config flag without rebooting server
setbattleflag: 99
// Makes you inmune to attacks (monsters/players/skills cannot target/hit you, admin command)
// Makes you immune to attacks (monsters/players/skills cannot target/hit you, admin command)
monsterignore: 99
battleignore: 99

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@ -2042,7 +2042,7 @@
4046,419,7,0,0,0,0,0,0,0,0,0,0 //TK_COUNTER#Counter Kick#
4046,420,1,421,7,0,0,0,0,0,0,0,0 //TK_DODGE#Break Fall#
4046,421,7,0,0,0,0,0,0,0,0,0,0 //TK_JUMPKICK#Flying Side Kick#
4046,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peacefull Rest#
4046,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peaceful Rest#
4046,423,10,0,0,0,0,0,0,0,0,0,0 //TK_SPTIME#Enjoyable Rest#
4046,424,5,0,0,0,0,0,0,0,0,0,0 //TK_POWER#Fighting Chant#
4046,425,7,422,5,423,5,424,5,0,0,0,0 //TK_SEVENWIND#Warm Wind#
@ -2063,7 +2063,7 @@
4047,419,7,0,0,0,0,0,0,0,0,0,0 //TK_COUNTER#Counter Kick#
4047,420,1,421,7,0,0,0,0,0,0,0,0 //TK_DODGE#Break Fall#
4047,421,7,0,0,0,0,0,0,0,0,0,0 //TK_JUMPKICK#Flying Side Kick#
4047,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peacefull Rest#
4047,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peaceful Rest#
4047,423,10,0,0,0,0,0,0,0,0,0,0 //TK_SPTIME#Enjoyable Rest#
4047,424,5,0,0,0,0,0,0,0,0,0,0 //TK_POWER#Fighting Chant#
4047,425,7,422,5,423,5,424,5,0,0,0,0 //TK_SEVENWIND#Warm Wind#
@ -2103,7 +2103,7 @@
4048,419,7,0,0,0,0,0,0,0,0,0,0 //TK_COUNTER#Counter Kick#
4048,420,1,421,7,0,0,0,0,0,0,0,0 //TK_DODGE#Break Fall#
4048,421,7,0,0,0,0,0,0,0,0,0,0 //TK_JUMPKICK#Flying Side Kick#
4048,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peacefull Rest#
4048,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peaceful Rest#
4048,423,10,0,0,0,0,0,0,0,0,0,0 //TK_SPTIME#Enjoyable Rest#
4048,424,5,0,0,0,0,0,0,0,0,0,0 //TK_POWER#Fighting Chant#
4048,425,7,422,5,423,5,424,5,0,0,0,0 //TK_SEVENWIND#Warm Wind#
@ -2143,7 +2143,7 @@
4049,419,7,0,0,0,0,0,0,0,0,0,0 //TK_COUNTER#Counter Kick#
4049,420,1,421,7,0,0,0,0,0,0,0,0 //TK_DODGE#Break Fall#
4049,421,7,0,0,0,0,0,0,0,0,0,0 //TK_JUMPKICK#Flying Side Kick#
4049,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peacefull Rest#
4049,422,10,0,0,0,0,0,0,0,0,0,0 //TK_HPTIME#Peaceful Rest#
4049,423,10,0,0,0,0,0,0,0,0,0,0 //TK_SPTIME#Enjoyable Rest#
4049,424,5,0,0,0,0,0,0,0,0,0,0 //TK_POWER#Fighting Chant#
4049,425,7,422,5,423,5,424,5,0,0,0,0 //TK_SEVENWIND#Warm Wind#

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@ -49,7 +49,7 @@ Cast Sensor Idle: Will go after characters who start casting on them if idle
Cast Sensor Chase: Will go after characters who start casting on them if idle
or chasing other players (they switch chase targets)
Boss: Special flag which makes mobs inmune to certain status changes and skills.
Boss: Special flag which makes mobs immune to certain status changes and skills.
Plant: Always receives 1 damage from attacks.

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@ -1580,7 +1580,7 @@ Date Added
check if the skill is ground targetted. [Skotlex]
* Moved the berserk_cancel_buffs code to status_change_start. [Skotlex]
* Moved most checks of status_isimmune() to status_get_sc_def [Skotlex]
* Allowed Endow skills to go through status_isinmune characters. [Skotlex]
* Allowed Endow skills to go through status_isimmune characters. [Skotlex]
* Fixed PR_BENEDICTIO not taking away all SP. [Skotlex]
* Modified the way Status changes are linked to skills for an easier to
read implementation (see status_initChangeTables). [Skotlex]
@ -1669,7 +1669,7 @@ Date Added
* Modified the skill attack display of Meteor Assault and the Warm Skills
(I think the caster should no longer do fancy animations now on each hit)
[Skotlex]
* Added back water elemental targets being inmune to SC_FREEZE [Skotlex]
* Added back water elemental targets being immune to SC_FREEZE [Skotlex]
* SQL compile fix [Komurka]
2006/02/08
@ -1726,7 +1726,7 @@ Date Added
* Coma no longer sends SP to 1. [Skotlex]
* Updated Meteor so that when level 11 or more is casted, the area over
which meteors fall is tripled. [Skotlex]
* Dark elemental characters are now inmune to Curse. [Skotlex]
* Dark elemental characters are now immune to Curse. [Skotlex]
* Fixed sc_data saving to sql buffer building method. Thanks to its_sparky. [Skotlex]
* Changed the map zone reading from using pow to a bit shift. [Skotlex]
* Experience has now been changed to unsigned int, and is read as such from
@ -2027,7 +2027,7 @@ Date Added
battle_check_target calls on a bunch of invalid targets such as
items/skills/npcs on skills and other misc places. [Skotlex]
* Fixed mob skills that should trigger on status on "any bad". [Skotlex]
* TK classes no longer are inmune to the strip-effects of Jump Kick [Skotlex]
* TK classes no longer are immune to the strip-effects of Jump Kick [Skotlex]
* Fixed SQL mapreg saving. [Skotlex]
* Reverted Ice Wall Behaviour (you can snipe/cast through it again) [Skotlex]
* Fixed possible crash in skill_check_condition on consume-delayed items [Skotlex]
@ -2293,7 +2293,7 @@ Date Added
* Fixed the warp unloading code. [Skotlex]
* Updated Jump Side Kick to also clear Berserk Pitcher. [Skotlex]
* Preserve now protects against the stripping effects of Side Kick. Taekwon
Classes (TK/SL/SG) are also inmune to it. [Skotlex]
Classes (TK/SL/SG) are also immune to it. [Skotlex]
* Hopefully fixed the guild information not being sent in some situations
when people are added/removed from a guild. [Skotlex]
* Some cleaning up and bug fixes to the guild module of the char-sql
@ -3424,7 +3424,7 @@ Date Added
* Corrected True Sight's critical bonus (from +0.1 cri per level to +1 cri
per level) [Skotlex]
* Made coma a status effect. SC_COMA. Sets HP/SP to 1. Bosses/Emperium are
inmune to it. [Skotlex]
immune to it. [Skotlex]
* Fixed null pointer crash in battle_damage. [Skotlex]
* Increased max account variables to 32. [Skotlex]
* Pressure/Gloria Domini now isn't instant-cancelled by status effects, and
@ -6272,8 +6272,8 @@ Date Added
* Split zlib dll opening from grf opening in grfio.c [celest]
* Moved grfio.c back to /common, it'll be needed by the core later [celest]
* SQL Logs crash likely fixed. [Skotlex]
* Added Stone-Curse to the list of status effects undead chars are inmune
to. So far undead chars are inmune to Freeze and Stone Curse. [Skotlex]
* Added Stone-Curse to the list of status effects undead chars are immune
to. So far undead chars are immune to Freeze and Stone Curse. [Skotlex]
* Fixed disp_hpmeter not working properly when set to 0/no [Skotlex]
* Added malloc_usage() for checking total memory used [celest]
* Added func_parse_table to assign a parse function according to SessionType

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@ -791,7 +791,7 @@ Logical bitwise operators work only on numbers, and they are the following:
if( inProgress&2 == 0 ){
// this will set the bit for quest 2 (inProgress has that bit set to 0)
set inProgress,inProgress^2;
mes "Quest 2: find a newbie and be helpfull to him for an hour.";
mes "Quest 2: find a newbie and be helpful to him for an hour.";
close;
}
- After spending some time reading info on Xor's, the player finally completes quest 1:

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@ -1085,7 +1085,7 @@ Date Added
* Optimized a warp near Gunslinger weapon shop [Playtester]
* Extended the Garrison quest to slot the Garrison [Playtester]
2006/08/10
* Switch airplanelocation variables to temp variables to avoid unusefull mapreg(sql/txt) writes [Toms]
* Switch airplanelocation variables to temp variables to avoid unuseful mapreg(sql/txt) writes [Toms]
* Added file for gunslinger quests [Playtester]
- Garrison quest is done and tested
* Fixed header on DTS warper [Evera]

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@ -1136,7 +1136,7 @@ L_Input:
mes "["+getarg(0)+"]";
mes "Ooh...";
mes "You don't have that";
mes "much Apples with you,";
mes "many Apples with you,";
mes "now do you?";
close;
}

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@ -675,7 +675,7 @@ lighthalzen,147,105,3 script Laqumet 869,{
mes "I might not be like Sefith,";
mes "but I guess I've got a cute";
mes "smile, a good personality and";
mes "I'm a dandy to boo. Hopefull,";
mes "I'm a dandy to boot. Hopefully,";
mes "my honesty and loyalty will";
mes "help me find someone good.";
close;

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@ -183,7 +183,7 @@ L_AItemsLoop:
close;
L_NotEnough:
mes "[Auctioneer]";
mes "Seems you don't have that much "+getitemname(@setitem)+"'s";
mes "Seems you don't have that many "+getitemname(@setitem)+"'s";
close;
// If the Auction has enterd phase 2, it will run this, during this time items you can bid on registered
// No items can be retrieved during this time, they are now stuck

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@ -96,7 +96,7 @@ cmd_in02,188,89,1 script Black Jack Dealer 57,{
mes "each round.";
next;
mes "[Dealer]";
mes "An example of when doubling down is usefull, is when";
mes "An example of when doubling down is useful, is when";
mes "your first 2 cards give you a point total of 11. You have a good";
mes "chance of getting 21 or 20 with the next card that you draw. This";
mes "would be a good hand to double down on.";

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@ -76,7 +76,7 @@ function script F_keStatMarket {
} else
if (@qty > @max) {
if (@max == 9999)
callfunc "F_keIntro", e_X, "You can't buy that much!";
callfunc "F_keIntro", e_X, "You can't buy that many!";
else
callfunc "F_keIntro", e_X, "You don't have that many to sell...";
} else
@ -86,7 +86,7 @@ function script F_keStatMarket {
switch(@kmenu) {
case 2: //Buy Stat
if (!(callfunc("F_keCharge",@cost,$@kesm_discount,1))) {
callfunc "F_keIntro", e_X, "You do not have enough zeny to buy that much.";
callfunc "F_keIntro", e_X, "You do not have enough zeny to buy that many.";
break;
}
set StatusPoint,StatusPoint+@qty;
@ -99,7 +99,7 @@ function script F_keStatMarket {
break;
case 4: //Buy Skill
if (!(callfunc("F_keCharge",@cost,$@kesm_discount,1))) {
callfunc "F_keIntro", e_X, "You do not have enough zeny to buy that much.";
callfunc "F_keIntro", e_X, "You do not have enough zeny to buy that many.";
break;
}
set SkillPoint,SkillPoint+@qty;

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@ -1021,7 +1021,7 @@ alde_alche,101,184,4 script Vincent Carsciallo 122,{
mes "[Vincent Carsciallo]";
if(baseJob == Job_Merchant) goto L_Merc;
if(baseJob == Job_Alchemist){
mes "How Alchemy going? Make sure to be carefull and think about safety at all times.";
mes "How Alchemy going? Make sure to be careful and think about safety at all times.";
mes "I wouldn't want you blowing yourself up or anything.....";
close;
}

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@ -430,7 +430,7 @@ new_zone02,99,105,4 script Interfaces Instructor 751,{
next;
switch( select("Thanks!","Lectures are boring.","Cancel") ) {
case 1: mes "[Chris]";
mes "If you take this course You will learn usefull skill information, so pay attention.";
mes "If you take this course You will learn useful skill information, so pay attention.";
mes "Well, find the skill instructor.";
mes "I will send you to him for free of charge.";
close2;
@ -573,7 +573,7 @@ new_zone02,83,111,4 script Skill Instructor 753,{
mes "Did you increase your skill?";
mes "If you have any questions, ask Pitch Judas";
mes "hmmm...";
mes "I am thinking of a usefull skill.";
mes "I am thinking of a useful skill.";
next;
mes "[Shecil]";
mes "Right, right!";
@ -596,7 +596,7 @@ new_zone02,83,111,4 script Skill Instructor 753,{
mes "How was it?";
mes "When you use your skill, SP decreases.";
mes "If you use First Aid skill, it will recover some HP.";
mes "It will be usefull for New Novices.";
mes "It will be useful for New Novices.";
next;
mes "[Shecil]";
mes "Thanks for your attention!";
@ -1234,7 +1234,7 @@ L_loop:
mes "It will show your current weight / your maximum weight limit.";
mes "?•?If your weight becomes over 50% of the maximum,";
mes "your HP and SP will not restore naturally.";
mes "So be carefull.";
mes "So be careful.";
next;
mes "[Edwin]";
mes "The numerical value next to the weight limit shows the current amount of money you have.";
@ -1301,7 +1301,7 @@ L_loop:
mes "Skill and item targeting also work with the snap option.";
next;
mes "[Edwin]";
mes "It could be usefull or annoying if you're not used to it";
mes "It could be useful or annoying if you're not used to it";
mes "Well... once you get used to it,";
mes "you will be able to adjust your own snap options.";
next;

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@ -234,7 +234,7 @@ payon,140,151,5 script Seiyablem 84,{
next;
mes "[Seiyablem]";
mes "Heres an example: if you have a +7 Manteau and a normal Manteau in your inventory, then I will randomly pick on of them for my Slot Addition attempt.";
mes "Just remember to be carefull.";
mes "Just remember to be careful.";
next;
mes "[Seiyablem]";
mes "Again, ^FF0000only carry one of the equipment to wich you want me to add a Slot^000000.";

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@ -81,7 +81,7 @@ payon_in01,18,10,4 script Mystic Lady 75,{
mes "I have tried to continue the family business here in Payon but it has proven to be difficult because of the warm whether.";
next;
mes "[Mystic Lady]";
mes "Although the 'Ear Muffs' aren't very usefull here, if you plan on going somewhere that's cold our 'Ear Muffs' are a must have.";
mes "Although the 'Ear Muffs' aren't very useful here, if you plan on going somewhere that's cold our 'Ear Muffs' are a must have.";
next;
mes "[Mystic Lady]";
mes "All I need are:";
@ -230,7 +230,7 @@ payon_in01,56,12,4 script Young Man#12 89,{
sL_GetHat:
mes "[Young Man]";
mes "Wait a moment! Be carefull about what items you give me.";
mes "Wait a moment! Be careful about what items you give me.";
mes "I do not distinguish between equipment that has been forged or has cards attached to them.";
mes "If you don't want to loose a precious card or piece of equipment, make sure you don't have it equiped.";
next;

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@ -8883,7 +8883,7 @@ int atcommand_monsterignore(const int fd, struct map_session_data* sd, const cha
if (!sd->state.monster_ignore) {
sd->state.monster_ignore = 1;
clif_displaymessage(sd->fd, "You are now inmune to attacks.");
clif_displaymessage(sd->fd, "You are now immune to attacks.");
} else {
sd->state.monster_ignore = 0;
clif_displaymessage(sd->fd, "Returned to normal state.");

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@ -3608,7 +3608,7 @@ int charcommand_monsterignore(const int fd, struct map_session_data* sd, const c
if (!pl_sd->state.monster_ignore) {
pl_sd->state.monster_ignore = 1;
clif_displaymessage(pl_sd->fd, "You are now inmune to attacks.");
clif_displaymessage(pl_sd->fd, "You are now immune to attacks.");
if (fd != pl_sd->fd)
clif_displaymessage(pl_sd->fd, "Target player is now immune to attacks.");
} else {

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@ -7055,7 +7055,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
sc = status_get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
type = SkillStatusChangeTable(sg->skill_id);
skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.

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@ -4601,7 +4601,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
switch (type) {
case SC_FREEZE:
case SC_STONE:
//Undead are inmune to Freeze/Stone
//Undead are immune to Freeze/Stone
if (undead_flag && !(flag&1))
return 0;
case SC_SLEEP: