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author | Shido <the.keikun@gmail.com> | 2014-05-30 10:37:54 +0800 |
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committer | Shido <the.keikun@gmail.com> | 2014-05-30 10:37:54 +0800 |
commit | 0a4975ed611db7d1bcfe501008085e420e743128 (patch) | |
tree | bf24b6bd33949e0fb5d1d5e5567571b261831c23 /src/map/battle.c | |
parent | 94f958f87460f077bea712db35b1c461ab749e68 (diff) | |
download | hercules-0a4975ed611db7d1bcfe501008085e420e743128.tar.gz hercules-0a4975ed611db7d1bcfe501008085e420e743128.tar.bz2 hercules-0a4975ed611db7d1bcfe501008085e420e743128.tar.xz hercules-0a4975ed611db7d1bcfe501008085e420e743128.zip |
Fixed typos inside src/
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 57302166e..810bebae9 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -58,7 +58,7 @@ int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last s } /*========================================== - * Get random targetting enemy + * Get random targeting enemy *------------------------------------------*/ int battle_gettargeted_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; @@ -102,7 +102,7 @@ struct block_list* battle_gettargeted(struct block_list *target) { } -//Returns the id of the current targetted character of the passed bl. [Skotlex] +//Returns the id of the current targeted character of the passed bl. [Skotlex] int battle_gettarget(struct block_list* bl) { switch (bl->type) { @@ -262,7 +262,7 @@ int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map->freeblock_lock(); - status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] + status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope] if( attack_type && !status->isdead(target) && additional_effects ) skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, timer->gettick()); if( dmg_lv > ATK_BLOCK && attack_type ) @@ -358,7 +358,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d } } } - if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit + if( tsc && tsc->count ) { //since an atk can only have one type let's optimize this a bit switch(atk_elem){ case ELE_FIRE: if( tsc->data[SC_SPIDERWEB]) { @@ -463,7 +463,7 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage + eatk, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag); /** - * In RE Shield Bommerang takes weapon element only for damage calculation, + * In RE Shield Boomerang takes weapon element only for damage calculation, * - resist calculation is always against neutral **/ if ( skill_id == CR_SHIELDBOOMERANG ) @@ -482,7 +482,7 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u } /*========================================== * Calculates the standard damage of a normal attack assuming it hits, - * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] + * it calculates nothing extra fancy, is needed for magnum breaks WATK_ELEMENT bonus. [Skotlex] *------------------------------------------ * Pass damage2 as NULL to not calc it. * Flag values: @@ -567,7 +567,7 @@ int64 battle_calc_base_damage2(struct status_data *st, struct weapon_atk *wa, st else damage += st->batk; - //rodatazone says that Overrefine bonuses are part of baseatk + //rodatazone says that Overrefined bonuses are part of baseatk //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. if(sd) { if (type == EQI_HAND_L) { @@ -604,7 +604,7 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in nullpo_ret(sd); if((skill_lv = pc->checkskill(sd,AL_DEMONBANE)) > 0 && - target->type == BL_MOB && //This bonus doesnt work against players. + target->type == BL_MOB && //This bonus doesn't work against players. (battle->check_undead(st->race,st->def_ele) || st->race==RC_DEMON) ) damage += (int)(skill_lv*(3+sd->status.base_level/20.0)); //damage += (skill_lv * 3); @@ -676,7 +676,7 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in case W_FIST: if((skill_lv = pc->checkskill(sd,TK_RUN)) > 0) damage += (skill_lv * 10); - // No break, fallthrough to Knuckles + // No break, fall through to Knuckles case W_KNUCKLE: if((skill_lv = pc->checkskill(sd,MO_IRONHAND)) > 0) damage += (skill_lv * 3); @@ -1272,9 +1272,9 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ #else vit_def = def2; #endif - if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players + if((battle->check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players src->type == BL_MOB && (i=pc->checkskill(tsd,AL_DP)) > 0) - vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn + vit_def += i*(int)(3 +(tsd->status.base_level+1)*0.04); // [orn] if( src->type == BL_MOB && (i=pc->checkskill(tsd,RA_RANGERMAIN))>0 && (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) vit_def += i*5; @@ -1296,7 +1296,7 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ #ifdef RENEWAL /** * RE DEF Reduction - * Pierce defence gains 1 atk per def/2 + * Pierce defense gains 1 atk per def/2 **/ if( def1 < -399 ) // it stops at -399 @@ -1384,7 +1384,7 @@ int battle_calc_chorusbonus(struct map_session_data *sd) { if (members < 3) return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party. if (members > 7) - return 5; // Maximum effect possiable from 7 or more Minstrel's/Wanderer's + return 5; // Maximum effect possible from 7 or more Minstrel's/Wanderer's return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible } @@ -2005,7 +2005,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 50 * skill_lv; break; case GS_BULLSEYE: - //Only works well against brute/demihumans non bosses. + //Only works well against brute/demi-humans non bosses. if((tst->race == RC_BRUTE || tst->race == RC_DEMIHUMAN) && !(tst->mode&MD_BOSS)) skillratio += 400; @@ -2117,7 +2117,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(150); break; /** - * GC Guilotine Cross + * GC Guillotine Cross **/ case GC_CROSSIMPACT: skillratio += 900 + 100 * skill_lv; @@ -2401,7 +2401,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block { int chorusbonus = battle->calc_chorusbonus(sd); skillratio += 300 + 200 * skill_lv; - //Chorus bonus dont count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech] + //Chorus bonus don't count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech] if (chorusbonus >= 1 && chorusbonus <= 5) skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600 RE_LVL_DMOD(100); @@ -2454,7 +2454,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; - // Physical Elemantal Spirits Attack Skills + // Physical Elemental Spirits Attack Skills case EL_CIRCLE_OF_FIRE: case EL_FIRE_BOMB_ATK: case EL_STONE_RAIN: @@ -2557,8 +2557,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block return skillratio; } /*========================================== - * Check dammage trough status. - * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status... + * Check damage trough status. + * ATK may be MISS, BLOCKED FAIL, reduce, increase, end status... * After this we apply bg/gvg reduction *------------------------------------------*/ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { @@ -2715,7 +2715,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1); sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage d->dmg_lv = ATK_BLOCK; - sc_start(src,bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. + sc_start(src,bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stunned when one shield is broken. if( sce->val3 <= 0 ) { // Shield Down sce->val2--; if( sce->val2 > 0 ) { @@ -3029,7 +3029,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam short rate = 100; struct status_data *tstatus = status->get_status_data(bl); if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) { - if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] + if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] rate = 100 - tstatus->int_ * 4 / 5; sc_start(src,bl,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); } @@ -3046,7 +3046,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam /* no data claims these settings affect anything other than players */ if( damage && sd && bl->type == BL_PC ) { switch( skill_id ) { - //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so dont worry about it */ + //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */ case HW_GRAVITATION: case NJ_ZENYNAGE: case KO_MUCHANAGE: @@ -3254,7 +3254,7 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { int i; if (!sd->skillblown[0].id) return 0; - //Apply the bonus blewcount. [Skotlex] + //Apply the bonus blow count. [Skotlex] for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) { if (sd->skillblown[i].id == skill_id) return sd->skillblown[i].val; @@ -3335,7 +3335,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list ad.flag |= battle->range_type(src, target, skill_id, skill_lv); flag.infdef=(tstatus->mode&MD_PLANT?1:0); if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION ) - flag.infdef = 1; // Reberberation takes 1 damage + flag.infdef = 1; // Reverberation takes 1 damage switch(skill_id) { case MG_FIREWALL: @@ -3600,7 +3600,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } /*========================================== - * Calculate Misc dammage for skill_id + * Calculate Misc damage for skill_id *------------------------------------------*/ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int temp; @@ -3908,7 +3908,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; - else //asume type 2: absolute reduction + else // assume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } @@ -4046,7 +4046,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list unsigned lh : 1; //Attack considers left hand (wd.damage2) unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) #ifdef RENEWAL - unsigned tdef : 1; //Total defence reduction + unsigned tdef : 1; //Total defense reduction #endif } flag; @@ -4065,7 +4065,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list #endif ?1:0); if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION ) - flag.infdef = 1; // Reberberation takes 1 damage + flag.infdef = 1; // Reverberation takes 1 damage //Initial Values wd.type=0; //Normal attack @@ -5694,7 +5694,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t /** * We need to calculate the DMG before the hp reduction, because it can kill the source. - * For futher information: bugreport:4950 + * For further information: bugreport:4950 **/ ret_val = (damage_lv)skill->attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0); @@ -6058,7 +6058,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras s_bl->type == BL_PC && src->type != BL_MOB) || (((TBL_MOB*)target)->special_state.ai == 4 && t_bl->id != s_bl->id)) //Zanzoe - { //Targettable by players + { //Targetable by players state |= BCT_ENEMY; strip_enemy = 0; } @@ -6137,7 +6137,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f sd = BL_CAST(BL_PC, t_bl); if( sd->state.monster_ignore && flag&BCT_ENEMY ) - return 0; // Global inminuty only to Attacks + return 0; // Global immunity only to Attacks if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma ) state |= BCT_ENEMY; // Characters with bad karma may fight amongst them if( sd->state.killable ) { @@ -6231,7 +6231,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f break; } default: - //Need some sort of default behaviour for unhandled types. + //Need some sort of default behavior for unhandled types. if (t_bl->type != s_bl->type) state |= BCT_ENEMY; break; @@ -6351,7 +6351,7 @@ bool battle_check_range(struct block_list *src, struct block_list *bl, int range return true; // No need for path checking. if( d > AREA_SIZE ) - return false; // Avoid targetting objects beyond your range of sight. + return false; // Avoid targeting objects beyond your range of sight. return path->search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); } |