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Fix links and a few text in pages from "Basics" section
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docs/basics/aid.md

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An **account id** uniquely identifies a player (gender Female(F) or Male (M)) or server account (gender S) not only
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inside the database, but also in inter-server communication and in associations of data with an account, such as
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[account variables](../scripting/variables.md). Account ID is also used to save the character data, and is uniqu. In-game it
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is mostly used as a [game id](gid). It should not be confused with [character id](cid) which
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identifies a character.
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# Account ID (AID)
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An **account id** uniquely identifies an account, not only inside the database, but also in inter-server communication.
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Accounts can be classified in 2 types, based on its "Gender":
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- Player account, for accounts with gender Female (F) or Male (M)
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- Server account, for accounts with gender S
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For player accounts, the "Gender" information is used to determine the initial gender selection when
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creating a character in-game. For old client versions, where gender selection was not possible, this was
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the gender of all characters in the game account.
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Account IDs are used to associate account-wide data with an account, such as:
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- Characters list
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- [account variables](../scripting/variables.md)
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In-game it is mostly used as a [game id (GID)](./gid.md).
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It should not be confused with [character id (CID)](./cid.md) which identifies a character.

docs/basics/cid.md

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A **character ID** uniquely identifies a character, not only inside the database, but also in inter-server communication
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and association of data with a character, such as [character variables](../scripting/variables.md) or
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[status ailments](../overview/source/status-list.md). The character ID fulfills the same role as a combination of [account ID](aid)
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# Character ID (CID)
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A **character ID** uniquely identifies a character, not only inside the database, but also in inter-server communication.
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It associates data specific to a character, such as:
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- Character name
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- Character gender
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- [character variables](../scripting/variables.md)
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- [status ailments](../overview/source/status-list.md)
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The character ID fulfills the same role as a combination of [account ID (AID)](./aid.md)
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and character's slot ID, which means, if two character ids match their account IDs are automatically
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the same as well.
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The Character ID typically increments starting from 150000 and going up.
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[Category:incomplete](Category:incomplete "wikilink")

docs/basics/gid.md

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The **GID** stands for game id or game object id. It uniquely identifies each and every dynamic object
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([NPC](npc), [monster](mob "wikilink"), player, item, skill unit) inside the game. For the players a GID is
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their [account id](aid), for all other objects it is a server-generated id, that changes each time the object
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# Game ID (GID)
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The **GID** stands for game id or game object id.
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It uniquely identifies each and every dynamic object ([NPC](./npc.md), [monster](../overview/source/mob/index.md),
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player, item, skill unit) inside the game.
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For the players a GID is their [account id (AID)](./aid.md), for all other objects it is a server-generated id, that changes each time the object
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is created.
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You can view the id in-game by right-clicking on a object, when your account has enabled game master menu.
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[Category:Incomplete](Category:Incomplete "wikilink")

docs/basics/gm-commands.md

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# GM Commands
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## Syntax
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- `@<command>{,\<param 1\>,\<param 2\>,...}`
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- `#<command>,<target>{,\<param 1\>,\<param 2\>,...}`
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- `@<command> {<param 1> <param 2> ...}`
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- `#<command> <target> {<param 1> <param 2> ...}`
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## Description
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GM commands can be used to perform a wide array of tasks in-game, such as system administration, database queries,
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player actions, and collecting information regarding a player, party, guild, pet, and/or homunculus. For a full list of
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atcommands, please see [`doc/atcommands.txt`](https://github.com/HerculesWS/Hercules/blob/stable/doc/atcommands.txt)
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GM commands (also called atcommands because of the **@** prefix) can be used to perform a wide array of tasks in-game,
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such as system administration, database queries, player actions, and collecting information regarding a player, party,
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guild, pet, and/or homunculus. For a full list of atcommands,
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please see [`doc/atcommands.txt`](https://github.com/HerculesWS/Hercules/blob/stable/doc/atcommands.txt)
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## Examples
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### atcommands
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@item 909 10
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```
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@item 909 10
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```
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Entering this command in-game will give the invoking player a the item 909 (Jellopy) in the amount of 10.
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### charcommands
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#item Ind 909 10
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```
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#item Ind 909 10
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```
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Entering this command in-game will give the target player, Ind, the item 909 (Jellopy) in the amount of 10.
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## Notes
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While it is common knowledge throughout the [Ragnarok Online](Ragnarok_Online "wikilink") community that atcommands use
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While it is common knowledge throughout the [Ragnarok Online](https://en.wikipedia.org/wiki/Ragnarok_Online) community that atcommands use
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the **@** symbol, the symbol used can be changed to any other character by adjusting **atcommand_symbol** and
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**charcommand_symbol** in
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[`conf/atcommand.conf`](https://github.com/HerculesWS/Hercules/blob/stable/conf/atcommand.conf)
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| % | party chat symbol |
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| $ | guild chat symbol |
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| / | client commands symbol |
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[Category: Basics](Category:_Basics "wikilink")

docs/basics/kafra.md

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# Kafra
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![Kafra Staff Tayelin](assets/Kafra2.gif "Kafra Staff Tayelin")
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**Kafra Corporation** is a group of Ragnarok Online
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[NPCs](NPC "wikilink"), which is generally responsible for setting save points, giving access to player's item storage,
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[NPCs](./npc.md), which is generally responsible for setting save points, giving access to player's item storage,
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providing teleport services and renting merchant class carts. Later episodes introduced two further groups for the same
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services; namely Cool Event Corporation (western continent) and Cat Hand Services (new world).
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[Category:Incomplete](Category:Incomplete "wikilink")

docs/basics/mvp.md

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# MVP
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**MVP** stands for *most valuable player*, referring to the player, which contributed most to the slay-down of a boss
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monster, which is itself often referred to as MVP as well. Boss monsters are the strongest monsters in [Ragnarok
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Online](Ragnarok_Online "wikilink"), from which the MVP gets extra experience and special prizes right into their
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monster, which is itself often referred to as MVP as well. Boss monsters are the strongest monsters in
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[Ragnarok Online](https://en.wikipedia.org/wiki/Ragnarok_Online), from which the MVP gets extra experience and special prizes right into their
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inventory for defeating, aside from normal drops.

docs/basics/npc.md

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![[Kafra](Kafra "wikilink") NPC](assets/Kafra2.gif "Kafra NPC")
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[NPC](NPC "wikilink") stands for Non-Player (or playable)
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[NPC](./npc.md) stands for Non-Player (or playable)
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Character. An NPC is any person or "living" creature in a game not controlled by a player. For example, any units in any
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game that would give you a quest, tell you what to do, or just stand there while you speak to them is considered an NPC.
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In [Ragnarok Online](Ragnarok_Online "wikilink"), NPCs are a pretty big part of the game. The
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[Hercules](Hercules "wikilink") scripting language is used to create NPCs. You can find many premade NPCs on the
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In [Ragnarok Online](https://en.wikipedia.org/wiki/Ragnarok_Online), NPCs are a pretty big part of the game. The
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[Hercules](../about/index.md) scripting language is used to create NPCs. You can find many premade NPCs on the
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[Hercules Boards](https://herc.ws/board/). Any character you speak to in Ragnarok Online not controlled by a player is
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an NPC. From warpers, over healers and quest guides, to item sellers. Generally, in Ragnarok Online, a monster is
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referred to as a [mob](../overview/source/mob/index.md), and not an NPC, however they are technically considered NPCs as well.

docs/basics/rid.md

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# RID
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Most scripting commands and functions will want to request data about a character, store variables referenced to that
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character, send stuff to the client connected to that specific character. Whenever a script is invoked by a character,
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character, send stuff to the client connected to that specific character, etc. Whenever a script is invoked by a character,
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it is passed a so-called RID - this is the account ID number of a character that caused the code to execute by clicking
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on it, walking into it's [OnTouch](OnTouch "wikilink") zone, or otherwise.
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on it, walking into it's [OnTouch](../scripting/events/ontouch.md) zone, or otherwise.
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# Usage
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## Usage
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When writing simple [NPCs](NPC "wikilink") only, this topic will not require much attention. However, when using
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[functions](Functions "wikilink"), [timers](Timers_(Scripting) "wikilink"), or clock-based script activation, one
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When writing simple [NPCs](./npc.md) only, this topic will not require much attention. However, when using
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[functions](../scripting/functions.md), [timers](../scripting/timers.md), or clock-based script activation, one
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requires to be aware of all cases when a script execution can be triggered without a RID attached. This will make a lot
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of commands and functions unusable, since they request data from a specific character, send data to a specific client,
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or store variables specific to a character, which are unavailable, if there's no RID, which refers to the character to
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work with, unless [attachrid](attachrid "wikilink") is used to explicitly attach a character to the script first.
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work with, unless [attachrid](../scripting/commands/attachrid.md) is used to explicitly attach a character to the script first.
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Whenever is stated *invoking character* or *currently attached character*, it actually means *the character whose RID is
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currently attached to the running script*. The script function [playerattached](playerattached "wikilink") can be used
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Whenever is stated **invoking character** or **currently attached character**, it actually means *the character whose RID is
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currently attached to the running script*. The script function [playerattached](../scripting/commands/playerattached.md) can be used
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to check which is the currently attached player to the script (it will return 0 if the there is no player attached or
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the attached player no longer is logged on to the map-server). The function [detachrid](detachrid "wikilink") will
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the attached player no longer is logged on to the map-server). The function [detachrid](../scripting/commands//detachrid.md) will
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explicitly set the RID to 0, so care must be taken, that follow-up commands do not depend on a character being attached,
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especially access to [temporary character variables](../scripting/variables.md).

docs/basics/sakray.md

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**Sakray** is what official [Ragnarok Online](Ragnarok_Online "wikilink") test servers are usually referred to. They are
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# Sakray
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**Sakray** is what official [Ragnarok Online](https://en.wikipedia.org/wiki/Ragnarok_Online) test servers are usually referred to. They are
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used to test new content and features, before they get installed on the normal servers. When the name "Sakray" is used
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alone, it typically refers to the kRO Sakray server. Sakray servers are always accessible via a separate client, which
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is available through a separate download.
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Schedule for tests of Renewal Server:
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-  Closed Beta Test
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` Start Date: 2008/07/30`
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` Server Name: Sakray Renewal Test Server`
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` Participation: Accepted testers`
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` Test Period: 2008/07/30 ~ 2008/08/27 (4 weeks)`
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```
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Start Date: 2008/07/30
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Server Name: Sakray Renewal Test Server
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Participation: Accepted testers
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Test Period: 2008/07/30 ~ 2008/08/27 (4 weeks)
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```
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-  Open Beta Test
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` Start Date: 2008/08/27`
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` Server Name: Sakray Renewal Test Server`
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` Participation: Anyone`
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` Test Period: 2008/08/27 ~ 2008/09/24 (4 weeks)`
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```
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Start Date: 2008/08/27
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Server Name: Sakray Renewal Test Server
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Participation: Anyone
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Test Period: 2008/08/27 ~ 2008/09/24 (4 weeks)
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```
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## Usage
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[Hexed](Hexing "wikilink") kRO Sakray clients are the most used clients with [Hercules](Hercules "wikilink"), although a
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[Hexed](../client/hexing.md) kRO Sakray clients are the most used clients with [Hercules](../about/index.md), although a
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few people prefer using kRO (live server) clients or clients from different service providers.

docs/basics/zeny.md

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[Zeny](Zeny "wikilink") is the in-game currency used in [Ragnarok Online](Ragnarok_Online "wikilink"), which can be used
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for buying and selling items from and to [NPC](NPC "wikilink") shops and other players.
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# Zeny
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Zeny is the in-game currency used in [Ragnarok Online](https://en.wikipedia.org/wiki/Ragnarok_Online), which can be used
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for buying and selling items from and to [NPC](./npc.md) shops and other players.
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## Limitation
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The technical limit is for both the client and server up to 2,147,483,647 Zeny, which is typically capped at
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1,000,000,000. The cap can be changed inside
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[`src/common/mmo.h`](https://github.com/HerculesWS/Hercules/blob/stable/src/common/mmo.h) by adjusting the macro
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*MAX_ZENY* to a desired value below the technical limit. The source must be recompiled after this change. If a value is
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`MAX_ZENY` to a desired value below the technical limit. The source must be recompiled after this change. If a value is
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specified which surpasses the technical limit, the server will not compile.
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## Penalty
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zeny_penalty: 0
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[Mapflags](Mapflag "wikilink") can be set on certain maps to disable the zeny penalty in
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[`conf/mapflag/nopenalty.txt`](https://github.com/HerculesWS/Hercules/blob/stable/conf/mapflag/nopenalty.txt)
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[Mapflags](../scripting/mapflag.md) can be set on certain maps to disable the zeny penalty in
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[`npc/mapflag/nopenalty.txt`](https://github.com/HerculesWS/Hercules/blob/stable/npc/mapflag/nopenalty.txt)
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## Vending
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The amount of Zeny that can be set to an item when vending is soft-limited to 1,000,000,000 and can be overridden by the
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setting *vending_max_value* in
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[`conf/battle/items.conf`](https://github.com/HerculesWS/Hercules/blob/stable/conf/battle/items.conf) and
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[hexing](hexing "wikilink") the client to correct the client-side warnings.
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setting `vending_max_value` in
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[`conf/map/battle/items.conf`](https://github.com/HerculesWS/Hercules/blob/stable/conf/map/battle/items.conf) and
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[hexing](../client/hexing.md) the client to correct the client-side warnings.
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If the seller obtains more Zeny through vending than *MAX_ZENY* the surplus Zeny is discarded. To avoid this, the
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setting *vending_over_max* in
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[`conf/battle/items.conf`](https://github.com/HerculesWS/Hercules/blob/stable/conf/battle/items.conf) can be set to
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*no*, which causes the deal to fail if it would result in more Zeny than the seller is able to hold.
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If the seller obtains more Zeny through vending than `MAX_ZENY` the surplus Zeny is discarded. To avoid this, the
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setting `vending_over_max` in
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[`conf/map/battle/items.conf`](https://github.com/HerculesWS/Hercules/blob/stable/conf/map/battle/items.conf) can be set to
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`false`, which causes the deal to fail if it would result in more Zeny than the seller is able to hold.
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## Scripting
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The name *Zeny* is recognized by the script engine as a [parameter constant](parameter_constant "wikilink"), which
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affects the amount of Zeny of the [currently attached](RID#Usage "wikilink") player. It can be both read and written.
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The name `Zeny` is recognized by the script engine as a [parameter constant](../scripting/parameter-constant.md), which
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affects the amount of Zeny of the [currently attached](./rid.md#usage) player. It can be both read and written.
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[`set`](set "wikilink")` Zeny,Zeny+120;  // gives the player 120z`
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[`mes`](mes "wikilink")` "Your current balance is "+Zeny+"z.";`
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[`set`](set "wikilink")` Zeny,0;  // takes all Zeny from the player`
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```C
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Zeny += 120; // gives the player 120z
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mesf("Your current balance is %dz.", Zeny);
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Zeny = 0; // takes all Zeny from the player
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```

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