- 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:
parent
051ff67cbb
commit
d461f33dd1
@ -8,6 +8,8 @@ Date Added
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(Iron Ore/Iron/Steel/Rough Oridecon)
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(Iron Ore/Iron/Steel/Rough Oridecon)
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- Fixed sp recovery problem, thanks to OutSider for pointing it out
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- Fixed sp recovery problem, thanks to OutSider for pointing it out
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- Updated Tiger Knuckle Fist stun time
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- Updated Tiger Knuckle Fist stun time
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- Added cooldown time for Emergency Recall
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- Fixed typo in skill.c, thanks to Toster
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11/29
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11/29
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* Fixed crash in src/char_sql/char.c when setting chars offline [MouseJstr]
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* Fixed crash in src/char_sql/char.c when setting chars offline [MouseJstr]
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@ -31,6 +31,7 @@ Other Ppl
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Date Added
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Date Added
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======
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======
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11/30 * Added Lutie shops
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11/30 * Added Lutie shops
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* Corrected some typos, thanks to leinsirk10
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11/28 * Added missing Niflheim monsters [shadow]
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11/28 * Added missing Niflheim monsters [shadow]
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@ -746,7 +746,7 @@ function script repairmain {
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REPAIR1:
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REPAIR1:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -758,7 +758,7 @@ function script repairmain {
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REPAIR2:
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REPAIR2:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -770,7 +770,7 @@ function script repairmain {
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REPAIR3:
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REPAIR3:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -782,7 +782,7 @@ function script repairmain {
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REPAIR4:
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REPAIR4:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -794,7 +794,7 @@ function script repairmain {
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REPAIR5:
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REPAIR5:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -806,7 +806,7 @@ function script repairmain {
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REPAIR6:
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REPAIR6:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -818,7 +818,7 @@ function script repairmain {
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REPAIR7:
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REPAIR7:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -830,7 +830,7 @@ function script repairmain {
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REPAIR8:
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REPAIR8:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -842,7 +842,7 @@ function script repairmain {
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REPAIR9:
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REPAIR9:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -854,7 +854,7 @@ function script repairmain {
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REPAIR10:
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REPAIR10:
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mes "[" + @name$ + "]";
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mes "[" + @name$ + "]";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "You're gonna repair " + getitemname(@broken1) + ".";
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mes "To repair this, I need ^ff9999One Steel^000000, and @repairprice Zeny.";
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mes "To repair this, I need ^ff9999One Steel^000000, and " + @repairprice + " Zeny.";
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mes "Continue?";
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mes "Continue?";
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next;
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next;
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menu "Yes",-,"No",L_CANCEL_2;
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menu "Yes",-,"No",L_CANCEL_2;
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@ -363,8 +363,8 @@ L_WeddingSystem:
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L_Marry:
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L_Marry:
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mes "[Marry Happy]";
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mes "[Marry Happy]";
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mes "If you wish to get married you must first register.";
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mes "If you wish to get married you must first register.";
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mes "Male is ^FF00FF@costgroomA^000000 zeny and female is ^FF00FF@costbrideA^000000 zeny";
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mes "Male is ^FF00FF" + @costgroomA + "^000000 zeny and female is ^FF00FF" + @costbrideA + "^000000 zeny";
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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";
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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";
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mes "Both male and female must have registered,";
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mes "Both male and female must have registered,";
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mes "and both must have paid fees, have Diamond Rings and be on same party!";
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mes "and both must have paid fees, have Diamond Rings and be on same party!";
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mes "The Bride will get a Wedding Dress, while the Groom will get a Chinese Tuxedo";
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mes "The Bride will get a Wedding Dress, while the Groom will get a Chinese Tuxedo";
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@ -383,7 +383,7 @@ L_Marry:
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mes "[Marry Happy]";
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mes "[Marry Happy]";
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if(sex == 1) mes "No problem sir, please fill out your name here.";
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if(sex == 1) mes "No problem sir, please fill out your name here.";
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if(sex == 0) mes "No problem miss, please fill out your name here.";
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if(sex == 0) mes "No problem miss, please fill out your name here.";
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mes "And I'll need to collect a @costgroomA zeny fee for your wedding fees and outfit.";
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mes "And I'll need to collect a " + @costgroomA + " zeny fee for your wedding fees and outfit.";
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next;
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next;
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mes "[Marry Happy]";
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mes "[Marry Happy]";
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mes "Now You Must Insert The Your Bride's Name";
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mes "Now You Must Insert The Your Bride's Name";
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@ -819,7 +819,7 @@ int skill_get_inf2( int id ){
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}
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}
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int skill_get_castcancel( int id ){
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int skill_get_castcancel( int id ){
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if (id >= 10000 && id < 10015) id-= 9500;
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if (id >= 10000 && id < 10015) id-= 9500;
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return skill_db[id].maxcount;
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return skill_db[id].castcancel;
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}
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}
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int skill_get_maxcount( int id ){
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int skill_get_maxcount( int id ){
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if (id >= 10000 && id < 10015) id-= 9500;
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if (id >= 10000 && id < 10015) id-= 9500;
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@ -4613,6 +4613,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
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pc_setpos(dstsd, sd->mapname, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
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}
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}
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}
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}
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skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,skillid,0,300000,0 );
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}
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}
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}
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}
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break;
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break;
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