From 13eb8d1b33b398749f334949d6b5c96334f8a75d Mon Sep 17 00:00:00 2001 From: mcmonkey4eva Date: Sun, 25 Feb 2018 11:24:37 -0800 Subject: [PATCH] How did this get written wrong 23 times??? --- .../commands/BukkitCommandRegistry.java | 46 +++++++++---------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/plugin/src/main/java/net/aufdemrand/denizen/scripts/commands/BukkitCommandRegistry.java b/plugin/src/main/java/net/aufdemrand/denizen/scripts/commands/BukkitCommandRegistry.java index db0e7cb934..a27d454d82 100644 --- a/plugin/src/main/java/net/aufdemrand/denizen/scripts/commands/BukkitCommandRegistry.java +++ b/plugin/src/main/java/net/aufdemrand/denizen/scripts/commands/BukkitCommandRegistry.java @@ -163,17 +163,17 @@ public void registerCoreMembers() { // @Syntax anchor [id:] [assume/remove/add /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. // @@ -183,13 +183,13 @@ public void registerCoreMembers() { // // // @Usage - // Use to add and remove anchors to a npc. + // Use to add and remove anchors to an NPC. // - define location_name // - chat "I have saved this location as .' // - anchor add "id:" // // @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 // --> @@ -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 @@ -383,11 +383,11 @@ public void registerCoreMembers() { // // // @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: // // @Usage @@ -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:'. @@ -638,7 +638,7 @@ public void registerCoreMembers() { // @Syntax chat [] (no_target/targets:|...) (talkers:|...) (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 // @@ -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: // @@ -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, ! 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 talk_targets:! // - foreach { // - if { @@ -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 @@ -954,7 +954,7 @@ public void registerCoreMembers() { // // // @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 @@ -1054,15 +1054,15 @@ public void registerCoreMembers() { // @Syntax engage () // @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 @@ -1078,7 +1078,7 @@ public void registerCoreMembers() { // // // @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 @@ -1279,7 +1279,7 @@ public void registerCoreMembers() { // - explode power:5 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 // // @Usage @@ -2279,13 +2279,13 @@ public void registerCoreMembers() { // @Syntax lookclose () (state:) (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