From 0a4975ed611db7d1bcfe501008085e420e743128 Mon Sep 17 00:00:00 2001 From: Shido Date: Fri, 30 May 2014 10:37:54 +0800 Subject: Fixed typos inside src/ --- src/map/skill.c | 188 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 95 insertions(+), 93 deletions(-) (limited to 'src/map/skill.c') diff --git a/src/map/skill.c b/src/map/skill.c index 383720361..cb0f4786f 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -852,7 +852,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 #ifdef RENEWAL sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #else - //Tharis pointed out that this is normal freeze chance with a base of 300% + // [Tharis] pointed out that this is normal freeze chance with a base of 300% if(tsc->sg_counter >= 3 && sc_start(src,bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; @@ -993,7 +993,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case NPC_MENTALBREAKER: { - //Based on observations by Tharis, Mental Breaker should do SP damage + //Based on observations by [Tharis], Mental Breaker should do SP damage //equal to Matk*skLevel. rate = status->get_matk(src, 2); rate*=skill_lv; @@ -1032,7 +1032,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element + case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); break; @@ -1296,11 +1296,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); break; case ITEMID_MELON_BOMB: - sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and moviment speed + sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed break; case ITEMID_BANANA_BOMB: sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? - sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sitdown for 3 seconds. + sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. break; } sd->itemid = -1; @@ -1657,7 +1657,7 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1 return 1; } -/* Splitted off from skill->additional_effect, which is never called when the +/* Split off from skill->additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects * from cards) that will take effect on the source, not the target. [Skotlex] @@ -1673,7 +1673,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b nullpo_ret(src); nullpo_ret(bl); - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); @@ -1712,7 +1712,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b case GS_FULLBUSTER: sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case HFLI_SBR44: //[orn] + case HFLI_SBR44: // [orn] case HVAN_EXPLOSION: if(src->type == BL_HOM){ TBL_HOM *hd = (TBL_HOM*)src; @@ -1728,15 +1728,15 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b } if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR - && rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] + && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 ) { - //Soul Drain should only work on targetted spells [Skotlex] - if( pc_issit(sd) ) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] + // Soul Drain should only work on targeted spells [Skotlex] + if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) ; else { @@ -1756,7 +1756,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b if( attack_type&BF_MAGIC ) { sp += sd->bonus.magic_sp_gain_value; hp += sd->bonus.magic_hp_gain_value; - if( skill_id == WZ_WATERBALL ) {//(bugreport:5303) + if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) struct status_change *sc = NULL; if( ( sc = status->get_sc(src) ) ) { if( sc->data[SC_SOULLINK] @@ -1851,7 +1851,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b break; } dstsd->state.autocast = 0; - //Set canact delay. [Skotlex] + // Set canact delay. [Skotlex] ud = unit->bl2ud(bl); if (ud) { rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); @@ -1989,7 +1989,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int return 0; sc = status->get_sc(bl); - if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind] + if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { @@ -2018,16 +2018,16 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in nullpo_ret(src); if (src != target && map->list[src->m].flag.noknockback) - return 0; //No knocking + return 0; // No knocking if (count == 0) - return 0; //Actual knockback distance is 0. + return 0; // Actual knockback distance is 0. switch (target->type) { case BL_MOB: { struct mob_data* md = BL_CAST(BL_MOB, target); if( md->class_ == MOBID_EMPERIUM ) return 0; - if(src != target && is_boss(target)) //Bosses can't be knocked-back + if(src != target && is_boss(target)) // Bosses can't be knocked-back return 0; } break; @@ -2059,11 +2059,13 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in } -// Checks if 'bl' should reflect back a spell cast by 'src'. -// type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) -// In case of success returns type of reflection, otherwise 0 -// 1 - Regular reflection (Maya) -// 2 - SL_KAITE reflection +/* + Checks if 'bl' should reflect back a spell cast by 'src'. + type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) + In case of success returns type of reflection, otherwise 0 + 1 - Regular reflection (Maya) + 2 - SL_KAITE reflection +*/ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { struct status_change *sc = status->get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); @@ -2122,8 +2124,8 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if(skill_id > 0 && !skill_lv) return 0; - nullpo_ret(src); //Source is the master behind the attack (player/mob/pet) - nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. + nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) + nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_ret(bl); //Target to be attacked. if (src != dsrc) { @@ -2131,7 +2133,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { - //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] + //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status->check_skilluse(src, bl, skill_id, 2)) return 0; } @@ -2185,7 +2187,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr sc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; - /* bugreport:7859 magical reflect'd zeroes blewcount */ + /* bugreport:7859 magical reflected zeroes blow count */ dmg.blewcount = 0; //Spirit of Wizard blocks Kaite's reflection if( type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) @@ -2207,11 +2209,11 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr #if MAGIC_REFLECTION_TYPE #ifdef RENEWAL - if( dmg.dmg_lv != ATK_MISS ) //Wiz SL cancelled and consumed fragment + if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment #else // issue:6415 in pre-renewal Kaite reflected the entire damage received - // regardless of caster's equipament (Aegis 11.1) - if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL cancelled and consumed fragment + // regardless of caster's equipment (Aegis 11.1) + if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment #endif { short s_ele = skill->get_ele(skill_id, skill_lv); @@ -2503,7 +2505,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] int copy_skill = skill_id, cidx = 0; /** - * Copy Referal: dummy skills should point to their source upon copying + * Copy Referral: dummy skills should point to their source upon copying **/ switch( skill_id ) { case AB_DUPLELIGHT_MELEE: @@ -2740,7 +2742,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr struct status_change *ssc = status->get_sc(src); if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { short rate = 100; - if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] + if ( ssc->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,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); status_change_end(src,SC_POISONINGWEAPON,-1); @@ -2775,8 +2777,8 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } /*========================================== - * sub fonction for recursive skill call. - * Checking bl battle flag and display dammage + * sub function for recursive skill call. + * Checking bl battle flag and display damage * then call func with source,target,skill_id,skill_lv,tick,flag *------------------------------------------*/ int skill_area_sub(struct block_list *bl, va_list ap) { @@ -2967,7 +2969,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, if( (idx = skill->get_index(skill_id)) == 0 ) return 0; - // Requeriments + // Requirements for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { itemid[i] = skill->db[idx].itemid[i]; @@ -2989,7 +2991,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, else sp += (st->max_sp * (-sp_rate)) / 100; - if( bl->type == BL_HOM ) { // Intimacy Requeriments + if( bl->type == BL_HOM ) { // Intimacy Requirements struct homun_data *hd = BL_CAST(BL_HOM, bl); switch( skill_id ) { case HFLI_SBR44: @@ -3414,7 +3416,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 return 1; if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { - //GTB makes all targetted magic display miss with a single bolt. + //GTB makes all targeted magic display miss with a single bolt. sc_type sct = status->skill2sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); @@ -4054,7 +4056,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; - // Celest + // [Celest] case PF_SOULBURN: if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -4139,7 +4141,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 if( unit->movepos(src, bl->x+x, bl->y+y, 1, 1) ) { clif->slide(src,bl->x+x,bl->y+y); - clif->fixpos(src); // the official server send these two packts. + clif->fixpos(src); // the official server send these two packets. skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if( rnd()%100 < 4 * skill_lv ) skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); @@ -4562,7 +4564,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 } break; - //recursive homon skill + // Recursive homun skill case MH_MAGMA_FLOW: case MH_HEILIGE_STANGE: if(flag & 1) @@ -4791,7 +4793,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] && rnd() % 100 < 75 ) { - //Fogwall makes all offensive-type targetted skills fail at 75% + // Fogwall makes all offensive-type targeted skills fail at 75% if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); break; } @@ -4842,8 +4844,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { unit->stop_walking(src,1); if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] - if (sd) { //Cooldown application + ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] + if (sd) { // Cooldown application int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ @@ -4886,7 +4888,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill->toggle_magicpower(src, ud->skill_id); - /* On aegis damage skills are also increase by camouflage. Need confirmation on kRo. + /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); */ @@ -4983,7 +4985,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int element = 0; enum sc_type type; - if(skill_id > 0 && !skill_lv) return 0; // celest + if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_retr(1, src); nullpo_retr(1, bl); @@ -5024,7 +5026,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { - case HLIF_HEAL: //[orn] + case HLIF_HEAL: // [orn] if (bl->type != BL_HOM) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; break ; @@ -5095,7 +5097,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin struct block_list *s_src = battle->get_master(src); short ret = 0; if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration - ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master if (hd) @@ -5138,7 +5140,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_lock(); switch(skill_id) { - case HLIF_HEAL: //[orn] + case HLIF_HEAL: // [orn] case AL_HEAL: /** * Arch Bishop @@ -5494,7 +5496,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lenghten time. [Skotlex] + ( //Allow re-enchanting to lengthen time. [Skotlex] dstsd->sc.data[SC_PROPERTYFIRE] || dstsd->sc.data[SC_PROPERTYWATER] || dstsd->sc.data[SC_PROPERTYWIND] || @@ -5716,7 +5718,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { int duration = skill->get_time(skill_id,skill_lv); clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master - clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homunc + clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun } break; case NJ_BUNSINJYUTSU: @@ -6050,7 +6052,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; - case HVAN_EXPLOSION: //[orn] + case HVAN_EXPLOSION: // [orn] case NPC_SELFDESTRUCTION: { //Self Destruction hits everyone in range (allies+enemies) @@ -6183,7 +6185,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin return 0; } clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); - if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] + if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] clif->walkok(sd); // So aegis has to resend the walk ok. break; case AS_CLOAKING: @@ -6419,7 +6421,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case MC_IDENTIFY: if(sd) { clif->item_identify_list(sd); - if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, dont consume anything, return */ + if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ map->freeblock_unlock(); return 1; } @@ -6761,7 +6763,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. + || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. || (dstsd && pc_ismadogear(dstsd)) || rnd()%100 >= 50+10*skill_lv ) { @@ -7071,7 +7073,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin unit->stop_attack(src); //Run skillv tiles overriding the can-move check. if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) - md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. } break; @@ -7137,14 +7139,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case WE_MALE: { int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; - int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] + int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; - int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] + int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); } break; @@ -7248,7 +7250,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin // if it is already trapping something don't spring it, // remove trap should be used instead break; - // otherwise fallthrough to below + // otherwise fall through to below case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: @@ -7481,7 +7483,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (count == -1) count = 3; else - count++; //Should not retrigger this one. + count++; //Should not re-trigger this one. break; case 7: // stop freeze or stoned { @@ -7696,7 +7698,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; - case AM_CALLHOMUN: //[orn] + case AM_CALLHOMUN: // [orn] if( sd ) { if (homun->call(sd)) clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); @@ -7714,7 +7716,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; - case HAMI_CASTLE: //[orn] + case HAMI_CASTLE: // [orn] if(rnd()%100 < 20*skill_lv && src != bl) { int x,y; @@ -7724,7 +7726,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); if (unit->movepos(src,bl->x,bl->y,0,0)) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc + clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun clif->slide(src,bl->x,bl->y) ; if (unit->movepos(bl,x,y,0,0)) { @@ -7743,7 +7745,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin else if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; - case HVAN_CHAOTIC: //[orn] + case HVAN_CHAOTIC: // [orn] { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int r = rnd()%100; @@ -7764,7 +7766,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status->heal(bl, hp, 0, 0); } break; - //Homun single-target support skills [orn] + // Homun single-target support skills [orn] case HAMI_BLOODLUST: case HFLI_FLEET: case HFLI_SPEED: @@ -8016,7 +8018,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { // Every time the skill is casted the status change is reseted adding a counter. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; if( count > 10 ) - count = 10; // Max coounter + count = 10; // Max counter status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); } sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); @@ -8548,7 +8550,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. - switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's reguardless of resistance. + switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. case 0: status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); break; @@ -8732,7 +8734,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } else { int count = 0; clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors + count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); if( sd ) pc->delspiritball(sd, count, 0); clif->skill_nodamage(src, src, skill_id, skill_lv, @@ -8921,7 +8923,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); - //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealed as reflected damage which I dont have it coded like that yet. [Rytech] + //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] } else if( sd ) { int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; if ( rnd()%100 < rate ) { @@ -9047,7 +9049,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { int elemental_class = skill->get_elemental_type(skill_id,skill_lv); - // Remove previous elemental fisrt. + // Remove previous elemental first. if( sd->ed ) elemental->delete(sd->ed,0); @@ -9070,7 +9072,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin elemental->delete(sd->ed, 0); break; } - switch( skill_lv ) {// Select mode bassed on skill level used. + switch( skill_lv ) {// Select mode based on skill level used. case 2: mode = EL_MODE_ASSIST; break; case 3: mode = EL_MODE_AGGRESSIVE; break; } @@ -9847,7 +9849,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui int r; //if(skill_lv <= 0) return 0; - if(skill_id > 0 && !skill_lv) return 0; // celest + if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_ret(src); @@ -10153,7 +10155,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; struct mob_data *md; - // Correct info, don't change any of this! [celest] + // Correct info, don't change any of this! [Celest] md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE); if (md) { md->master_id = src->id; @@ -10293,7 +10295,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case AM_RESURRECTHOMUN: //[orn] + case AM_RESURRECTHOMUN: // [orn] if (sd) { if (!homun->ressurect(sd, 20*skill_lv, x, y)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -11871,7 +11873,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_POISONSMOKE: if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { short rate = 100; - if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] + if ( sg->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(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); } @@ -11906,7 +11908,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_STEALTHFIELD: if( bl->id == sg->src_id ) - break; // Dont work on Self (video shows that) + break; // Don't work on Self (video shows that) case UNT_NEUTRALBARRIER: sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); break; @@ -12188,8 +12190,8 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble - //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel - //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. + //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel + //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. status_change_end(bl, SC_DANCING, INVALID_TIMER); } case MH_STEINWAND: @@ -12235,7 +12237,7 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { if (sce) { status_change_end(bl, type, INVALID_TIMER); if ((sce=sc->data[SC_BLIND])) { - if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] + if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, INVALID_TIMER); else { timer->delete(sce->timer, status->change_timer); @@ -12683,7 +12685,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case BS_GREED: clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return 0; - default: //Only Mechanic exlcusive skill can be used. + default: //Only Mechanic exclusive skill can be used. break; } } @@ -12996,7 +12998,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } break; - case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% + case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -13433,7 +13435,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id // There's no need to check if the skill is part of a combo if it's // already been checked before, see unit_skilluse_id2 [Panikon] - // Note that if this check is readded part of issue:8047 will reapear! + // Note that if this check is read part of issue:8047 will reappear! //if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) // return 0; @@ -13681,7 +13683,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin continue; if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) - continue; //Gemstones are checked, but not substracted from inventory. + continue; //Gemstones are checked, but not subtracted from inventory. switch( skill_id ){ case SA_SEISMICWEAPON: @@ -13876,7 +13878,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN ) { if( sd->special_state.no_gemstone ) - { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica + { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) @@ -15033,7 +15035,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { if( su == NULL || su->group == NULL || (*alive) == 0 ) return 0; - if( su->group->state.guildaura ) /* guild auras are not cancelled! */ + if( su->group->state.guildaura ) /* guild auras are not canceled! */ return 0; switch (skill_id) { @@ -15484,7 +15486,7 @@ int skill_delunit (struct skill_unit* su) { } break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) - if( group->val2 ) { // Someone Traped + if( group->val2 ) { // Someone Trapped struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); if( tsc && tsc->data[SC__MANHOLE] ) tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID @@ -15631,7 +15633,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin struct status_change* sc = status->get_sc(src); if (sc && sc->data[SC_DANCING]) { - sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] + sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] status_change_end(src, SC_DANCING, INVALID_TIMER); } } @@ -16013,7 +16015,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { return 0; } /*========================================== - * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. + * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. *------------------------------------------*/ int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { map->freeblock_lock(); @@ -16420,7 +16422,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones - make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 + make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 break; } break; @@ -16468,7 +16470,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, case ITEMID_COATING_BOTTLE: make_per -= (1+rnd()%100)*10; break; - //Common items, recieve no bonus or penalty, listed just because they are commonly produced + //Common items, receive no bonus or penalty, listed just because they are commonly produced case ITEMID_BLUE_POTION: case ITEMID_RED_SLIM_POTION: case ITEMID_ANODYNE: @@ -17371,7 +17373,7 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) return 0; } -int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { //[orn] +int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn] struct homun_data *hd = (TBL_HOM*)map->id2bl(id); if (data <= 0 || data >= MAX_SKILL) return 0; @@ -17380,7 +17382,7 @@ int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { //[orn] return 1; } -int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { //[orn] +int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] uint16 idx = skill->get_index(skill_id); nullpo_retr (-1, hd); @@ -17396,7 +17398,7 @@ int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { / return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); } -int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {//[orn] +int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] struct mercenary_data *md = (TBL_MER*)map->id2bl(id); if( data <= 0 || data >= MAX_SKILL ) return 0; @@ -17984,7 +17986,7 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) { skill->split_atoi(split[5],skill->db[idx].sp_rate); skill->split_atoi(split[6],skill->db[idx].zeny); - //Wich weapon type are required, see doc/item_db for types + //Which weapon type are required, see doc/item_db for types p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); @@ -18481,7 +18483,7 @@ void skill_defaults(void) { memset(&skill->area_temp,0,sizeof(skill->area_temp)); memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); skill->unit_group_newid = 0; - /* accesssors */ + /* accessors */ skill->get_index = skill_get_index; skill->get_type = skill_get_type; skill->get_hit = skill_get_hit; -- cgit v1.2.3-70-g09d2