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Fixed a few typos on db files
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Evil Puncker authored and Evil Puncker committed Sep 2, 2020
1 parent 8147814 commit 989e352
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Showing 17 changed files with 39 additions and 43 deletions.
30 changes: 14 additions & 16 deletions db/cashshop_db.conf
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Expand Up @@ -26,54 +26,52 @@
//================= More Information ======================================
//= http://herc.ws/board/topic/367-introducing-cash-shop-support/
//================= Description ===========================================
// This file handles the entire Cashshop. You can simply
// add in any amount of items you like within each category.
// Please keep in mind that the Cashshop does not work
// with ragexere clients.
// Categories can be empty or even missing, but, if
// present, their names must be kept as cat_<n>, where
// <n> is a valid tab index, as descripbed in 'enum
// CASH_SHOP_TABS' in clif.c (normally 0 through 7)
// This file handles the entire Cashshop. You can simply add in any amount
// of items you like within each category. Please keep in mind that the
// Cashshop does not work with ragexeRE clients.
// Categories can be empty or even missing, but, if present, their names
// must be kept as cat_<n>, where <n> is a valid tab index, as described
// in 'enum CASH_SHOP_TABS' in clif.c (normally 0 through 7)
//=========================================================================

cash_shop: (
{
cat_0: { //New
cat_0: { // New
Apple:100
ID531:250
}

cat_1: { //Popular
cat_1: { // Popular
ID513:100
Banana_Juice:250
}

cat_2: { //Limited
cat_2: { // Limited
Grape:100
ID533:250
}

cat_3: { //Rental
cat_3: { // Rental
ID515:100
Carrot_Juice:250
}

cat_4: { //Permanent
cat_4: { // Permanent
Green_Herb:100
ID510:250
}

cat_5: { //Scroll
cat_5: { // Scroll
ID501:100
ID502:250
}

cat_6: { //Usable
cat_6: { // Usable
White_Potion:150
Blue_Potion:500
}

cat_7: { //Other
cat_7: { // Other
ID909:400
ID907:500
}
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4 changes: 2 additions & 2 deletions db/castle_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -37,15 +37,15 @@ castle_db: (
CastleID: (int) Unique ID of the castle. Must remain unique across all map-servers.
MapName: (string) Map name to be considered as the castle map.
CastleName: (string) Name of the castle (used by scripts and guardian name tags)
OnGuildBreakEventName: (string) NPC unique name to invoke ::OnGuildBreak on, when a occupied
OnGuildBreakEventName: (string) NPC unique name to invoke ::OnGuildBreak on, when a occupied
castle is abandoned during guild break.
// ================ Optional fields ===============================
SiegeType: (string, default to SIEGE_TYPE_FE) define siege type
EnableClientWarp: (bool, default to false) enable or disable client teleport features
ClientWarp: {
Position: (int, int) x, y position of warp request
ZenyCost: (int) The zeny cost of warp
ZenyCostSiegeTime: (int) The zeny cost of warp durring woe
ZenyCostSiegeTime: (int) The zeny cost of warp during woe
}
},
**************************************************************************/
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2 changes: 1 addition & 1 deletion db/clans.conf
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@
//=========================================================================
//= Clan System Database File.
//=========================================================================

clans: (
/**************************************************************************
************* Entry structure ********************************************
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8 changes: 3 additions & 5 deletions db/mob_item_ratio.txt
Original file line number Diff line number Diff line change
Expand Up @@ -21,10 +21,8 @@
// It can be changed in src/map/mob.c by adjusting MAX_ITEMRATIO_MOBS.
// - Only ItemIDs up to MAX_ITEMDB are supported (default: 32768).
// - Does not override item_drop_*_min/max settings.
// - Does not affect card/item-granted drops. To adjust card/item-granted
// drops, edit them in item_db.
// - Does not affect card/item-granted drops. To adjust card/item-granted drops, edit them in item_db.
// - Does affect MVP prizes and Treasure Boxes.
// - You can add only ONE line per ItemID. If you need various ratios
// for different monsters, override drop rate with Ratio=100 and edit
// base drop rates in mob_db.
// - You can add only ONE line per ItemID. If you need various ratios for different monsters,
// override drop rate with Ratio=100 and edit base drop rates in mob_db.
// - This file is reloaded by @reloadmobdb.
2 changes: 1 addition & 1 deletion db/option_drop_groups.conf
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ option_drop_group_db: (

// Possible options for slot 1
// min/max value : int, defaults to 0
// chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies
// chance : int, 100 = 1% if not set, will be 100%/number of possibilities
OptionName: value
// or
OptionName: [min value, max value]
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2 changes: 1 addition & 1 deletion db/pre-re/achievement_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ achievement_db: (
ACH_PARTY_CREATE: (Accumulative) Create a specific number of parties. (Party Creation)
ACH_PARTY_JOIN: (Accumulative) Join a specific number of parties. (Party Join)
ACH_MARRY: (Accumulative) Marry a specified number of times. (Marriage)
ACH_ADOPT_BABY: (Accumulative) Get Adopted. (Adoption)
ACH_ADOPT_BABY: (Accumulative) Get Adopted. (Adoption)
ACH_ADOPT_PARENT: (Accumulative) Adopt a Baby. (Adoption)
ACH_ZENY_HOLD: Hold a specific amount of zeny in your inventory. (Gain Zeny)
ACH_ZENY_GET_ONCE: Gain a specific amount of zeny in one transaction. (Gain Zeny)
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2 changes: 1 addition & 1 deletion db/pre-re/job_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@
/**************************************************************************
************* Entry structure ********************************************
**************************************************************************
Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)
Job_Name: { // Job names as in src/map/pc.c (they are hard-coded at the moment so if you want to add a new job you should add it there)
BaseExpGroup: "Exp Group Name" (string) // Name of base exp group defined in exp_group_db.conf
JobExpGroup: "Exp Group Name" (string) // Name of job exp group defined in exp_group_db.conf
Inherit: ("Other_Job_Name") // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.
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2 changes: 1 addition & 1 deletion db/pre-re/map_zone_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@

zones: (
{
/* All zone is a dynamic (very special) zone that is forcebly inherited by ALL maps automatically */
/* All zone is a dynamic (very special) zone that is forcibly inherited by ALL maps automatically */
name: "All" /* changing this name requires MAP_ZONE_ALL_NAME to also be changed in src/map/map.h file */

disabled_skills: {
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4 changes: 2 additions & 2 deletions db/pre-re/refine_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ Armors/WeaponLevel1~4: { // Specifies weap
RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past.
RefineryUISettings: (
{
Level: (int or array of int) // Holds either the individule refine level meant for this setting or an array defining a range
Level: (int or array of int) // Holds either the individual refine level meant for this setting or an array defining a range
of Low to Max level
BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking
Announce: "(string)" (optional) // Sends an announcement server wide when a player reach this refine level using
Expand All @@ -53,7 +53,7 @@ Armors/WeaponLevel1~4: { // Specifies weap
Type: "(string)" // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_*
constants are used in here
Cost: (int) (optional) // Amount of zeny required
FailureBehavior: "(string)" (optional) // The expected behvaior on failure for this item, the following strings are used in here
FailureBehavior: "(string)" (optional) // The expected behavior on failure for this item, the following strings are used in here
Destroy (default) sets the item to be destroyed on failure
Keep keeps the item after failure
Downgrade downgrades the item by one level on failure
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2 changes: 1 addition & 1 deletion db/pre-re/skill_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -209,7 +209,7 @@
'PoisonWeapon' = Requires to be under Poisoning Weapon.
'RollingCutter' = Requires at least one Rotation Counter from Rolling Cutter.
'ElementalSpirit' = Requires to have an Elemental Spirit summoned.
'MH_Fighting' = Requires Eleanor fighthing mode
'MH_Fighting' = Requires Eleanor fighting mode
'MH_Grappling' = Requires Eleanor grappling mode
'Peco' = Requires riding a peco
SpiritSphereCost: Spirit Sphere Cost (int, defaults to 0) (can be grouped by Levels)
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6 changes: 3 additions & 3 deletions db/pre-re/skill_tree.conf
Original file line number Diff line number Diff line change
Expand Up @@ -30,10 +30,10 @@
/**************************************************************************
************* Entry structure ********************************************
**************************************************************************
Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)
Job_Name: { // Job names as in src/map/pc.c (they are hard-coded at the moment so if you want to add a new job you should add it there)
inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its skill tree. NV_TRICKDEAD inheritance is skipped for non-novices from the source

skills: { // SKILL_NAMEs come from the Name (16th column) value in db/pre-re/skill_db.txt
skills: { // SKILL_NAMEs come from the Name value in db/pre-re/skill_db.conf
SKILL_NAME1: Max_Level // Use this for skills that don't have other skill prerequisite; Max_Level is a numeric value that should match your client side files
SKILL_NAME2: { // Use this for skills which have other skills as prerequisites
MaxLevel: Max_Level // Max_Level is a numeric value that should match your client side files
Expand Down Expand Up @@ -4042,6 +4042,6 @@ Summoner: {
SU_FRESHSHRIMP: {
MaxLevel: 5
SU_SPRITEMABLE: 1
}
}
}
}
2 changes: 1 addition & 1 deletion db/re/achievement_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ achievement_db: (
ACH_PARTY_CREATE: (Accumulative) Create a specific number of parties. (Party Creation)
ACH_PARTY_JOIN: (Accumulative) Join a specific number of parties. (Party Join)
ACH_MARRY: (Accumulative) Marry a specified number of times. (Marriage)
ACH_ADOPT_BABY: (Accumulative) Get Adopted. (Adoption)
ACH_ADOPT_BABY: (Accumulative) Get Adopted. (Adoption)
ACH_ADOPT_PARENT: (Accumulative) Adopt a Baby. (Adoption)
ACH_ZENY_HOLD: Hold a specific amount of zeny in your inventory. (Gain Zeny)
ACH_ZENY_GET_ONCE: Gain a specific amount of zeny in one transaction. (Gain Zeny)
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2 changes: 1 addition & 1 deletion db/re/job_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@
/**************************************************************************
************* Entry structure ********************************************
**************************************************************************
Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)
Job_Name: { // Job names as in src/map/pc.c (they are hard-coded at the moment so if you want to add a new job you should add it there)
BaseExpGroup: "Exp Group Name" (string) // Name of base exp group defined in exp_group_db.conf
JobExpGroup: "Exp Group Name" (string) // Name of job exp group defined in exp_group_db.conf
Inherit: ("Other_Job_Name") // Base job from which this job will inherit its max weight, base ASPD set and HP/SP table.
Expand Down
2 changes: 1 addition & 1 deletion db/re/map_zone_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@

zones: (
{
/* All zone is a dynamic (very special) zone that is forcebly inherited by ALL maps automatically */
/* All zone is a dynamic (very special) zone that is forcibly inherited by ALL maps automatically */
name: "All" /* changing this name requires MAP_ZONE_ALL_NAME to also be changed in src/map/map.h file */

disabled_skills: {
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4 changes: 2 additions & 2 deletions db/re/refine_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ Armors/WeaponLevel1~4: { // Specifies weap
RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past.
RefineryUISettings: (
{
Level: (int or array of int) // Holds either the individule refine level meant for this setting or an array defining a range
Level: (int or array of int) // Holds either the individual refine level meant for this setting or an array defining a range
of Low to Max level
BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking
Announce: "(string)" (optional) // Sends an announcement server wide when a player reach this refine level using
Expand All @@ -53,7 +53,7 @@ Armors/WeaponLevel1~4: { // Specifies weap
Type: "(string)" // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_*
constants are used in here
Cost: (int) (optional) // Amount of zeny required
FailureBehavior: "(string)" (optional) // The expected behvaior on failure for this item, the following strings are used in here
FailureBehavior: "(string)" (optional) // The expected behavior on failure for this item, the following strings are used in here
Destroy (default) sets the item to be destroyed on failure
Keep keeps the item after failure
Downgrade downgrades the item by one level on failure
Expand Down
2 changes: 1 addition & 1 deletion db/re/skill_db.conf
Original file line number Diff line number Diff line change
Expand Up @@ -212,7 +212,7 @@
'PoisonWeapon' = Requires to be under Poisoning Weapon.
'RollingCutter' = Requires at least one Rotation Counter from Rolling Cutter.
'ElementalSpirit' = Requires to have an Elemental Spirit summoned.
'MH_Fighting' = Requires Eleanor fighthing mode
'MH_Fighting' = Requires Eleanor fighting mode
'MH_Grappling' = Requires Eleanor grappling mode
'Peco' = Requires riding a peco
SpiritSphereCost: Spirit Sphere Cost (int, defaults to 0) (can be grouped by Levels)
Expand Down
6 changes: 3 additions & 3 deletions db/re/skill_tree.conf
Original file line number Diff line number Diff line change
Expand Up @@ -30,10 +30,10 @@
/**************************************************************************
************* Entry structure ********************************************
**************************************************************************
Job_Name: { // Job names as in src/map/pc.c (they are hardcoded at the moment so if you want to add a new job you should add it there)
Job_Name: { // Job names as in src/map/pc.c (they are hard-coded at the moment so if you want to add a new job you should add it there)
inherit: ( "Other_Job_Name" ); // Base job from which this job will inherit its skill tree. NV_TRICKDEAD inheritance is skipped for non-novices from the source

skills: { // SKILL_NAMEs come from the Name (16th column) value in db/re/skill_db.txt
skills: { // SKILL_NAMEs come from the Name value in db/re/skill_db.conf
SKILL_NAME1: Max_Level // Use this for skills that don't have other skill prerequisite; Max_Level is a numeric value that should match your client side files
SKILL_NAME2: { // Use this for skills which have other skills as prerequisites
MaxLevel: Max_Level // Max_Level is a numeric value that should match your client side files
Expand Down Expand Up @@ -4039,6 +4039,6 @@ Summoner: {
SU_FRESHSHRIMP: {
MaxLevel: 5
SU_SPRITEMABLE: 1
}
}
}
}

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