From 989e3525cfdf8085fd98f71a9f9a2731cf6a3c75 Mon Sep 17 00:00:00 2001 From: Evil Puncker Date: Wed, 2 Sep 2020 01:58:48 -0300 Subject: [PATCH] Fixed a few typos on db files --- db/cashshop_db.conf | 30 ++++++++++++++---------------- db/castle_db.conf | 4 ++-- db/clans.conf | 2 +- db/mob_item_ratio.txt | 8 +++----- db/option_drop_groups.conf | 2 +- db/pre-re/achievement_db.conf | 2 +- db/pre-re/job_db.conf | 2 +- db/pre-re/map_zone_db.conf | 2 +- db/pre-re/refine_db.conf | 4 ++-- db/pre-re/skill_db.conf | 2 +- db/pre-re/skill_tree.conf | 6 +++--- db/re/achievement_db.conf | 2 +- db/re/job_db.conf | 2 +- db/re/map_zone_db.conf | 2 +- db/re/refine_db.conf | 4 ++-- db/re/skill_db.conf | 2 +- db/re/skill_tree.conf | 6 +++--- 17 files changed, 39 insertions(+), 43 deletions(-) diff --git a/db/cashshop_db.conf b/db/cashshop_db.conf index 4401a26b3a6..72ee6337400 100644 --- a/db/cashshop_db.conf +++ b/db/cashshop_db.conf @@ -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_, where -// 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_, where 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 } diff --git a/db/castle_db.conf b/db/castle_db.conf index 4e83b714895..408d63daf82 100644 --- a/db/castle_db.conf +++ b/db/castle_db.conf @@ -37,7 +37,7 @@ 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 @@ -45,7 +45,7 @@ castle_db: ( 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 } }, **************************************************************************/ diff --git a/db/clans.conf b/db/clans.conf index 7b28bca90be..abc774888a8 100644 --- a/db/clans.conf +++ b/db/clans.conf @@ -26,7 +26,7 @@ //========================================================================= //= Clan System Database File. //========================================================================= - + clans: ( /************************************************************************** ************* Entry structure ******************************************** diff --git a/db/mob_item_ratio.txt b/db/mob_item_ratio.txt index 226460a86a7..9a197245fa8 100644 --- a/db/mob_item_ratio.txt +++ b/db/mob_item_ratio.txt @@ -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. diff --git a/db/option_drop_groups.conf b/db/option_drop_groups.conf index 726811ac573..3a29cf10649 100644 --- a/db/option_drop_groups.conf +++ b/db/option_drop_groups.conf @@ -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] diff --git a/db/pre-re/achievement_db.conf b/db/pre-re/achievement_db.conf index e8d3ee31f7a..c0de5015a08 100644 --- a/db/pre-re/achievement_db.conf +++ b/db/pre-re/achievement_db.conf @@ -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) diff --git a/db/pre-re/job_db.conf b/db/pre-re/job_db.conf index a48a4bc6a21..585c65625dd 100644 --- a/db/pre-re/job_db.conf +++ b/db/pre-re/job_db.conf @@ -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. diff --git a/db/pre-re/map_zone_db.conf b/db/pre-re/map_zone_db.conf index 6d7827dd648..32eeed83c75 100644 --- a/db/pre-re/map_zone_db.conf +++ b/db/pre-re/map_zone_db.conf @@ -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: { diff --git a/db/pre-re/refine_db.conf b/db/pre-re/refine_db.conf index 051e5c39d86..9aac7ea3830 100644 --- a/db/pre-re/refine_db.conf +++ b/db/pre-re/refine_db.conf @@ -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 @@ -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 diff --git a/db/pre-re/skill_db.conf b/db/pre-re/skill_db.conf index 21fb933f43a..9a8357395cd 100644 --- a/db/pre-re/skill_db.conf +++ b/db/pre-re/skill_db.conf @@ -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) diff --git a/db/pre-re/skill_tree.conf b/db/pre-re/skill_tree.conf index dff312c189d..9b075b9bc23 100644 --- a/db/pre-re/skill_tree.conf +++ b/db/pre-re/skill_tree.conf @@ -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 @@ -4042,6 +4042,6 @@ Summoner: { SU_FRESHSHRIMP: { MaxLevel: 5 SU_SPRITEMABLE: 1 - } + } } } diff --git a/db/re/achievement_db.conf b/db/re/achievement_db.conf index 76c2bd9cbef..6ed6205324a 100644 --- a/db/re/achievement_db.conf +++ b/db/re/achievement_db.conf @@ -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) diff --git a/db/re/job_db.conf b/db/re/job_db.conf index 0c2be034dbd..8a7935888c4 100644 --- a/db/re/job_db.conf +++ b/db/re/job_db.conf @@ -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. diff --git a/db/re/map_zone_db.conf b/db/re/map_zone_db.conf index 2f2312b99d9..fe6ab5c0fa3 100644 --- a/db/re/map_zone_db.conf +++ b/db/re/map_zone_db.conf @@ -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: { diff --git a/db/re/refine_db.conf b/db/re/refine_db.conf index a17718d07b1..b6a095cc66c 100644 --- a/db/re/refine_db.conf +++ b/db/re/refine_db.conf @@ -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 @@ -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 diff --git a/db/re/skill_db.conf b/db/re/skill_db.conf index 2992aa10361..bbfd063f5cd 100644 --- a/db/re/skill_db.conf +++ b/db/re/skill_db.conf @@ -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) diff --git a/db/re/skill_tree.conf b/db/re/skill_tree.conf index 7ddfdce4f31..28fe7e04244 100644 --- a/db/re/skill_tree.conf +++ b/db/re/skill_tree.conf @@ -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 @@ -4039,6 +4039,6 @@ Summoner: { SU_FRESHSHRIMP: { MaxLevel: 5 SU_SPRITEMABLE: 1 - } + } } }