- Added cooldown time for Emergency Recall

- Fixed some typos

git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@425 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
celest 2004-11-30 14:56:27 +00:00
parent 051ff67cbb
commit d461f33dd1
5 changed files with 18 additions and 14 deletions

View File

@ -8,6 +8,8 @@ Date Added
(Iron Ore/Iron/Steel/Rough Oridecon)
- Fixed sp recovery problem, thanks to OutSider for pointing it out
- Updated Tiger Knuckle Fist stun time
- Added cooldown time for Emergency Recall
- Fixed typo in skill.c, thanks to Toster
11/29
* Fixed crash in src/char_sql/char.c when setting chars offline [MouseJstr]

View File

@ -31,6 +31,7 @@ Other Ppl
Date Added
======
11/30 * Added Lutie shops
* Corrected some typos, thanks to leinsirk10
11/28 * Added missing Niflheim monsters [shadow]

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@ -746,7 +746,7 @@ function script repairmain {
REPAIR1:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -758,7 +758,7 @@ function script repairmain {
REPAIR2:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -770,7 +770,7 @@ function script repairmain {
REPAIR3:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -782,7 +782,7 @@ function script repairmain {
REPAIR4:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -794,7 +794,7 @@ function script repairmain {
REPAIR5:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -806,7 +806,7 @@ function script repairmain {
REPAIR6:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -818,7 +818,7 @@ function script repairmain {
REPAIR7:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -830,7 +830,7 @@ function script repairmain {
REPAIR8:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -842,7 +842,7 @@ function script repairmain {
REPAIR9:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;
@ -854,7 +854,7 @@ function script repairmain {
REPAIR10:
mes "[" + @name$ + "]";
mes "You're gonna repair " + getitemname(@broken1) + ".";
mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
mes "Continue?";
next;
menu "Yes",-,"No",L_CANCEL_2;

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@ -363,8 +363,8 @@ L_WeddingSystem:
L_Marry:
mes "[Marry Happy]";
mes "If you wish to get married you must first register.";
mes "Male is ^FF00FF@costgroomA^000000 zeny and female is ^FF00FF@costbrideA^000000 zeny";
if((countitem(2338) > 0) || (countitem(7170) > 0) || (@outfit == 1)) mes "But only ^FF00FF@costgroomB^000000 zeny for male and ^FF00FF@costbrideB^000000 zeny for female if you already have registered before";
mes "Male is ^FF00FF" + @costgroomA + "^000000 zeny and female is ^FF00FF" + @costbrideA + "^000000 zeny";
if((countitem(2338) > 0) || (countitem(7170) > 0) || (@outfit == 1)) mes "But only ^FF00FF" + @costgroomB + "^000000 zeny for male and ^FF00FF" + @costbrideB + "^000000 zeny for female if you already have registered before";
mes "Both male and female must have registered,";
mes "and both must have paid fees, have Diamond Rings and be on same party!";
mes "The Bride will get a Wedding Dress, while the Groom will get a Chinese Tuxedo";
@ -383,7 +383,7 @@ L_Marry:
mes "[Marry Happy]";
if(sex == 1) mes "No problem sir, please fill out your name here.";
if(sex == 0) mes "No problem miss, please fill out your name here.";
mes "And I'll need to collect a @costgroomA zeny fee for your wedding fees and outfit.";
mes "And I'll need to collect a " + @costgroomA + " zeny fee for your wedding fees and outfit.";
next;
mes "[Marry Happy]";
mes "Now You Must Insert The Your Bride's Name";

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@ -819,7 +819,7 @@ int skill_get_inf2( int id ){
}
int skill_get_castcancel( int id ){
if (id >= 10000 && id < 10015) id-= 9500;
return skill_db[id].maxcount;
return skill_db[id].castcancel;
}
int skill_get_maxcount( int id ){
if (id >= 10000 && id < 10015) id-= 9500;
@ -4613,6 +4613,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
}
}
skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
}
}
break;