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How did this get written wrong 23 times???
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mcmonkey4eva committed Feb 25, 2018
1 parent 7cfb79d commit 13eb8d1
Showing 1 changed file with 23 additions and 23 deletions.
Expand Up @@ -163,17 +163,17 @@ public void registerCoreMembers() {
// @Syntax anchor [id:<name>] [assume/remove/add <location>/walkto/walknear (r:#)]
// @Required 2
// @Stable stable
// @Short Controls a NPC's Anchor Trait.
// @Short Controls an NPC's Anchor Trait.
// @Author aufdemrand
// @Group npc
//
// @Description
// The anchor system inside Citizens2 allows locations to be 'bound' to a NPC, saved by an 'id'. The anchor
// The anchor system inside Citizens2 allows locations to be 'bound' to an NPC, saved by an 'id'. The anchor
// command can add and remove new anchors, as well as the ability to teleport NPCs to anchors with the 'assume'
// argument.
// The Anchors Trait can also be used as a sort of 'waypoints' system. For ease of use, the anchor command
// provides function for NPCs to walk to or walk near an anchor.
// As the Anchor command is a NPC specific command, a valid npc object must be referenced in the script entry.
// As the Anchor command is an NPC specific command, a valid npc object must be referenced in the script entry.
// If none is provided by default, the use of the 'npc:n@id' argument, replacing the id with the npcid of the
// NPC desired, can create a link, or alternatively override the default linked npc.
//
Expand All @@ -183,13 +183,13 @@ public void registerCoreMembers() {
// <n@npc.has_anchors>
//
// @Usage
// Use to add and remove anchors to a npc.
// Use to add and remove anchors to an NPC.
// - define location_name <context.message>
// - chat "I have saved this location as <def[location_name]>.'
// - anchor add <npc.location> "id:<def[location_name]>"
//
// @Usage
// Use to make a NPC walk to or walk near a saved anchor.
// Use to make an NPC walk to or walk near a saved anchor.
// - anchor walkto i:waypoint_1
// - anchor walknear i:waypoint_2 r:5
// -->
Expand Down Expand Up @@ -369,7 +369,7 @@ public void registerCoreMembers() {
// @Group entity
//
// @Description
// By itself, the 'attack' command will act as a NPC command in the sense that an attached
// By itself, the 'attack' command will act as an NPC command in the sense that an attached
// NPC will attack the attached player, or specified target. It can also accept a specified entity,
// or list of entities, to fulfill the command, just specify a 'fetchable' entity object. This includes
// player objects (dPlayers) and NPC objects (dNPCs). To specify the target, prefix the entity
Expand All @@ -383,11 +383,11 @@ public void registerCoreMembers() {
// <n@npc.navigator.target_entity>
//
// @Usage
// Use to make a NPC attack a player in an interact script.
// Use to make an NPC attack a player in an interact script.
// - attack
//
// @Usage
// Use to make a NPC attack a nearby entity.
// Use to make an NPC attack a nearby entity.
// - attack target:<npc.location.find.living_entities.within[10].random>
//
// @Usage
Expand Down Expand Up @@ -488,7 +488,7 @@ public void registerCoreMembers() {
// @Group world
//
// @Description
// By itself, the 'break' command will act as a NPC command in the sense that an attached
// By itself, the 'break' command will act as an NPC command in the sense that an attached
// NPC will navigate to and break the block at the attached location. It can also accept a specified npc,
// to fulfill the command, just specify a 'fetchable' npc object. It can also accept a radius to start
// breaking the block from within. To specify the radius, prefix the radius with 'radius:'.
Expand Down Expand Up @@ -638,7 +638,7 @@ public void registerCoreMembers() {
// @Syntax chat [<text>] (no_target/targets:<entity>|...) (talkers:<entity>|...) (range:<#.#>)
// @Required 1
// @Stable stable
// @Short Causes a NPC/NPCs to send a chat message to nearby players.
// @Short Causes an NPC/NPCs to send a chat message to nearby players.
// @Author aufdemrand
// @Group player
//
Expand All @@ -649,7 +649,7 @@ public void registerCoreMembers() {
// can be specified to have any Entity chat to a different target/targets, or specify 'no_target' to
// not send the message to any specific target.
//
// Chat from a NPC is formatted by the settings present in Denizen's config.yml. Players being chatted
// Chat from an NPC is formatted by the settings present in Denizen's config.yml. Players being chatted
// to see a slightly different message than surrounding players. By default, a 'chat' will allow other
// players nearby to also see the conversation. For example:
// <code>
Expand All @@ -667,11 +667,11 @@ public void registerCoreMembers() {
// None
//
// @Usage
// Use to emulate a NPC talking out loud to a Player within an interact script-container.
// Use to emulate an NPC talking out loud to a Player within an interact script-container.
// - chat "Hello, <player.name>! Nice day, eh?"
//
// @Usage
// Use to have a NPC talk to a group of individuals.
// Use to have an NPC talk to a group of individuals.
// - flag <npc> talk_targets:!
// - foreach <npc.location.find.players.within[6]> {
// - if <def[value].has_flag[clan_initiate]> {
Expand Down Expand Up @@ -932,13 +932,13 @@ public void registerCoreMembers() {
// @Syntax disengage
// @Required 0
// @Stable stable
// @Short Enables a NPCs triggers that have been temporarily disabled by the engage command.
// @Short Enables an NPCs triggers that have been temporarily disabled by the engage command.
// @Author aufdemrand
// @Group npc
//
// @Description
// Re-enables any toggled triggers that have been disabled by disengage. Using
// disengage inside scripts must have a NPC to reference, or one may be specified
// disengage inside scripts must have an NPC to reference, or one may be specified
// by supplying a valid dNPC object with the npc argument.
//
// This is mostly regarded as an 'interact script command', though it may be used inside
Expand All @@ -954,7 +954,7 @@ public void registerCoreMembers() {
// <n@npc.is_engaged>
//
// @Usage
// Use to reenable a NPC's triggers, disabled via 'engage'.
// Use to reenable an NPC's triggers, disabled via 'engage'.
// - engage
// - chat 'Be right there!'
// - walk <player.location>
Expand Down Expand Up @@ -1054,15 +1054,15 @@ public void registerCoreMembers() {
// @Syntax engage (<duration>)
// @Required 0
// @Stable stable
// @Short Temporarily disables a NPCs toggled interact script-container triggers.
// @Short Temporarily disables an NPCs toggled interact script-container triggers.
// @Author aufdemrand
// @Group npc
//
// @Description
// Engaging a NPC will temporarily disable any interact script-container triggers. To reverse
// Engaging an NPC will temporarily disable any interact script-container triggers. To reverse
// this behavior, use either the disengage command, or specify a duration in which the engage
// should timeout. Specifying an engage without a duration will render the NPC engaged until
// a disengage is used on the NPC. Engaging a NPC affects all players attempting to interact
// a disengage is used on the NPC. Engaging an NPC affects all players attempting to interact
// with the NPC.
//
// While engaged, all triggers and actions associated with triggers will not 'fire', except
Expand All @@ -1078,7 +1078,7 @@ public void registerCoreMembers() {
// <n@npc.is_engaged>
//
// @Usage
// Use to make a NPC appear 'busy'.
// Use to make an NPC appear 'busy'.
// - engage
// - chat 'Give me a few minutes while I mix you a potion!'
// - walk <npc.anchor[mixing_station]>
Expand Down Expand Up @@ -1279,7 +1279,7 @@ public void registerCoreMembers() {
// - explode power:5 <player.location> fire breakblocks
//
// @Usage
// Use to create an explosion with a power radius of 3 at a NPC's location.
// Use to create an explosion with a power radius of 3 at an NPC's location.
// - explode power:3 <npc.location>
//
// @Usage
Expand Down Expand Up @@ -2279,13 +2279,13 @@ public void registerCoreMembers() {
// @Syntax lookclose (<npc>) (state:<true/false>) (range:<#>) (realistic)
// @Required 0
// @Stable stable
// @Short Interacts with a NPCs 'lookclose' trait as provided by Citizens2.
// @Short Interacts with an NPCs 'lookclose' trait as provided by Citizens2.
// @Author aufdemrand
// @Group npc
//
// @Description
// Use this command with any NPC to alter the state and options of its 'lookclose'
// trait. When a NPC's 'lookclose' trait is toggled to true, the NPC's head will
// trait. When an NPC's 'lookclose' trait is toggled to true, the NPC's head will
// follow nearby players. Specifying realistic will enable a higher precision
// and detection of players, while taking into account 'line-of-sight', however can
// use more CPU cycles. You may also specify a range integer to specify the number
Expand Down

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