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-rw-r--r--Changelog-Trunk.txt2
-rw-r--r--doc/mob_db_mode_list.txt26
-rw-r--r--doc/sample/basejob_baseclass_upper.txt1
-rw-r--r--doc/whisper_sys.txt2
-rw-r--r--src/common/db.c2
-rw-r--r--src/map/clif.c1
-rw-r--r--src/map/script.c7
7 files changed, 20 insertions, 21 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 26505304f..78b569324 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -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).
diff --git a/doc/mob_db_mode_list.txt b/doc/mob_db_mode_list.txt
index 9fa403f1d..26af0c167 100644
--- a/doc/mob_db_mode_list.txt
+++ b/doc/mob_db_mode_list.txt
@@ -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.
diff --git a/doc/sample/basejob_baseclass_upper.txt b/doc/sample/basejob_baseclass_upper.txt
index 913707404..d3e185894 100644
--- a/doc/sample/basejob_baseclass_upper.txt
+++ b/doc/sample/basejob_baseclass_upper.txt
@@ -4,4 +4,5 @@ prontera,155,177,1 script Tell Me 725,{
mes "BaseClass: " + BaseClass;
mes "BaseJob: " + BaseJob;
mes "Upper: " + Uppser;
+ close;
} \ No newline at end of file
diff --git a/doc/whisper_sys.txt b/doc/whisper_sys.txt
index 2c786ebd5..f8bab699a 100644
--- a/doc/whisper_sys.txt
+++ b/doc/whisper_sys.txt
@@ -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
//============================================================
diff --git a/src/common/db.c b/src/common/db.c
index 550bfd382..595ed241d 100644
--- a/src/common/db.c
+++ b/src/common/db.c
@@ -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);
diff --git a/src/map/clif.c b/src/map/clif.c
index b1f1261ed..332f396f9 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -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)
diff --git a/src/map/script.c b/src/map/script.c
index 62462ce66..ed1e13aee 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -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;
}