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-rw-r--r--conf/battle/battle.conf2
-rw-r--r--conf/battle/drops.conf4
-rw-r--r--conf/battle/homunc.conf2
-rw-r--r--conf/battle/misc.conf2
-rw-r--r--conf/battle/monster.conf12
-rw-r--r--conf/battle/party.conf2
-rw-r--r--conf/battle/skill.conf14
7 files changed, 19 insertions, 19 deletions
diff --git a/conf/battle/battle.conf b/conf/battle/battle.conf
index 94f80a2a6..70062a16e 100644
--- a/conf/battle/battle.conf
+++ b/conf/battle/battle.conf
@@ -94,7 +94,7 @@ vit_penalty_num: 5
// Use alternate method of DEF calculation for physical attacks.
// With 0, disabled (use normal def% reduction with further def2 reduction)
-// At 1 or more defense is substraction of (DEF* value).
+// At 1 or more defense is subtraction of (DEF* value).
// eg: 10 + 50 def becomes 0 + (10*type + 50)
weapon_defense_type: 0
diff --git a/conf/battle/drops.conf b/conf/battle/drops.conf
index 3704b9a0e..9006cfeb1 100644
--- a/conf/battle/drops.conf
+++ b/conf/battle/drops.conf
@@ -7,10 +7,10 @@
// Note 2: Value is in percents (100 means 100%)
//--------------------------------------------------------------
-// If an item is dropped, does it go stright into the users inventory? (Note 1)
+// If an item is dropped, does it go straight into the users inventory? (Note 1)
item_auto_get: no
-// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
+// How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds)
flooritem_lifetime: 60000
// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
diff --git a/conf/battle/homunc.conf b/conf/battle/homunc.conf
index fb34792ce..5e1b1c9d2 100644
--- a/conf/battle/homunc.conf
+++ b/conf/battle/homunc.conf
@@ -35,7 +35,7 @@ homunculus_show_growth: yes
// Does autoloot work, when a monster is killed by homunculus only?
homunculus_autoloot: yes
-// Should homunculii Vaporize when Master dies?
+// Should homunculi Vaporize when Master dies?
homunculus_auto_vapor: yes
// Max level for regular Homunculus
diff --git a/conf/battle/misc.conf b/conf/battle/misc.conf
index 32b9c511e..9814a2140 100644
--- a/conf/battle/misc.conf
+++ b/conf/battle/misc.conf
@@ -85,7 +85,7 @@ duel_only_on_same_map: no
// Cell Stack Limit support (see src/map/map.h)
cell_stack_limit: 1
-// Allow autrade only in map with autotrade flag?
+// Allow autotrade only in map with autotrade flag?
// Set this to "no" will allow autotrade where no "autotrade" mapflag is set
// Set this to "yes" to only allow autotrade on maps with "autotrade" mapflag
at_mapflag: no
diff --git a/conf/battle/monster.conf b/conf/battle/monster.conf
index 51136fbe0..50d661087 100644
--- a/conf/battle/monster.conf
+++ b/conf/battle/monster.conf
@@ -30,13 +30,13 @@ monster_max_aspd: 199
// (distance player/mob < 3), otherwise mobs may change target and chase
// ranged attackers. This flag also overrides the 'provoke' target.
// 0x008: If set, when a mob loses track of their target, they stop walking
-// inmediately. Otherwise, they continue to their last target tile. When
+// immediately. Otherwise, they continue to their last target tile. When
// set mobs also scatter as soon as they lose their target. Use this mode
// to make it much harder to mob-train by hiding and collecting them on a
// single spot (ie: GrimTooth training)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
// 0x020: When set, the monster ai is executed for all monsters in maps that
-// have players on them, instead of only for mobs who are in the vecinity
+// have players on them, instead of only for mobs who are in the vicinity
// of players.
// 0x040: When set, when the mob's target changes map, the mob will walk towards
// any npc-warps in it's sight of view (use with mob_warp below)
@@ -60,7 +60,7 @@ monster_ai: 0
mob_warp: 0
// If these are set above 0, they define the time (in ms) during which monsters
-// will have their 'AI' active after all players have left their vecinity.
+// will have their 'AI' active after all players have left their vicinity.
mob_active_time: 0
boss_active_time: 0
@@ -105,7 +105,7 @@ mob_skill_delay: 100
mob_count_rate: 100
// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
-//Note: This does not affects mobs with inmediate respawn (most normal mobs)
+//Note: This does not affects mobs with immediate respawn (most normal mobs)
mob_spawn_delay: 100
plant_spawn_delay: 100
boss_spawn_delay: 100
@@ -158,7 +158,7 @@ mob_changetarget_byskill: no
monster_class_change_full_recover: yes
// Display some mob info next to their name? (add as needed)
-// (does not works on guardian or emperium)
+// (does not works on guardian or Emperium)
// 1: Display mob HP (Hp/MaxHp format)
// 2: Display mob HP (Percent of full life format)
// 4: Display mob's level
@@ -189,7 +189,7 @@ mob_remove_delay: 300000
// NOTE: This affects who gains the Castle when the Emperium is broken.
mob_npc_event_type: 1
-// Time in milliseconds to actitave protection against Kill Steal
+// Time in milliseconds to activate protection against Kill Steal
// Set to 0 to disable it.
// If this is activated and a player is using @noks, damage from others players (KS) not in the party
// will be reduced to 0.
diff --git a/conf/battle/party.conf b/conf/battle/party.conf
index 7339b2e3c..14d5f47c8 100644
--- a/conf/battle/party.conf
+++ b/conf/battle/party.conf
@@ -44,7 +44,7 @@ party_item_share_type: 0
// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
idle_no_share: no
-// Give additional experience bonus per party-member involved on even-share parties (excluding youself)?
+// Give additional experience bonus per party-member involved on even-share parties (excluding yourself)?
// ex. If set to 10, an even-share party of 5 people will receive +40% exp (4 members * 10% exp):
// 140% party experience in total, so each member receives 140%/5 = 28% exp (instead of 20%).
party_even_share_bonus: 0
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf
index df419b262..bc107f3d7 100644
--- a/conf/battle/skill.conf
+++ b/conf/battle/skill.conf
@@ -20,7 +20,7 @@ delay_rate: 100
delay_dependon_dex: no
delay_dependon_agi: no
-// Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
+// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)
// Note: Setting this to anything above 0 can stop speedhacks.
min_skill_delay_limit: 100
@@ -91,7 +91,7 @@ defunit_not_enemy: no
// Do skills do at least 'hits' damage when they don't miss/are blocked?
//(for example, will firebolts always do "number of bolts" damage versus plants?)
-//Values (add as appropiate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
+//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
skill_min_damage: 6
// The delay rate of monk's combo (Note 2)
@@ -128,7 +128,7 @@ traps_setting: 0
summon_flora_setting: 3
// Whether placed down skills will check walls (Note 1)
-// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
+// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side)
skill_wall_check: yes
// When cloaking, Whether the wall is checked or not. (Note 1)
@@ -168,7 +168,7 @@ sense_type: 1
// 1 = Athena style (multiple consecutive attacks)
finger_offensive_type: 0
-// Grandcross Settings (Dont mess with these)
+// Grandcross Settings (Don't mess with these)
// If set to no, hit interval is increased based on the amount of mobs standing on the same cell
// (means that when there's stacked mobs in the same cell, they won't receive all hits)
gx_allhit: no
@@ -212,7 +212,7 @@ berserk_cancels_buffs: no
max_heal: 9999
max_heal_lv: 11
-// Emergency Recall Guild Skill setting (add as appropiate).
+// Emergency Recall Guild Skill setting (add as appropriate).
// Note that for the skill to be usable at all,
// you need at least one of 1/2 and 4/8
// 1: Skill is usable outside of woe.
@@ -223,7 +223,7 @@ max_heal_lv: 11
// (it will work on GVG castles even if they are set to nowarpto, though)
emergency_call: 11
-// Guild Aura Skills setting (add as appropiate).
+// Guild Aura Skills setting (add as appropriate).
// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
// Note that for the skill to be usable at all,
// you need at least one of 1/2 and 4/8
@@ -258,7 +258,7 @@ sg_angel_skill_ratio: 10
skill_add_heal_rate: 7
// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
-// Note: On offcial server, EQ is reflectable when there is only one target on the screen,
+// Note: On official server, EQ is reflectable when there is only one target on the screen,
// which might be an exploit to hunt the MVPs.
eq_single_target_reflectable: yes