* Updated custom Warper to v1.4, which adds menus for the new Guild Dungeons.

* Cleaned up spelling and extra spaces in documentation. (credits: Akkarin)
* Sending whisper to a player from an admin account (group 99) will also display the message as a self-announce to the player. (Hercules 8568f17)
* Reins of Mount (12622) can now be used when sitting and will ignore delay when it fails. (Hercules 2316772)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17370 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2013-06-17 19:29:50 +00:00
parent fae20c56d4
commit dda3f76534
20 changed files with 87 additions and 63 deletions

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@ -94,7 +94,7 @@ vit_penalty_num: 5
// Use alternate method of DEF calculation for physical attacks.
// With 0, disabled (use normal def% reduction with further def2 reduction)
// At 1 or more defense is substraction of (DEF* value).
// At 1 or more defense is subtraction of (DEF* value).
// eg: 10 + 50 def becomes 0 + (10*type + 50)
weapon_defense_type: 0

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@ -7,10 +7,10 @@
// Note 2: Value is in percents (100 means 100%)
//--------------------------------------------------------------
// If an item is dropped, does it go stright into the users inventory? (Note 1)
// If an item is dropped, does it go straight into the user's inventory? (Note 1)
item_auto_get: no
// How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds)
// How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds)
flooritem_lifetime: 60000
// Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)

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@ -35,7 +35,7 @@ homunculus_show_growth: yes
// Does autoloot work, when a monster is killed by homunculus only?
homunculus_autoloot: yes
// Should homunculii Vaporize when Master dies?
// Should homunculi Vaporize when Master dies?
homunculus_auto_vapor: yes
// Max level for regular Homunculus

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@ -93,9 +93,9 @@ duel_only_on_same_map: no
// Cell Stack Limit support (see src/map/map.h)
cell_stack_limit: 1
// Allow autrade only in map with autotrade flag?
// Set this to "no" will allow autotrade where no "autotrade" mapflag is set
// Set this to "yes" to only allow autotrade on maps with "autotrade" mapflag
// Allow autotrade only in maps with autotrade flag?
// Set this to "no" to allow autotrade where no "autotrade" mapflag is set.
// Set this to "yes" to only allow autotrade on maps with "autotrade" mapflag.
at_mapflag: no
// Set this to the amount of minutes autotrade chars will be kicked from the server.

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@ -30,13 +30,13 @@ monster_max_aspd: 199
// (distance player/mob < 3), otherwise mobs may change target and chase
// ranged attackers. This flag also overrides the 'provoke' target.
// 0x008: If set, when a mob loses track of their target, they stop walking
// inmediately. Otherwise, they continue to their last target tile. When
// immediately. Otherwise, they continue to their last target tile. When
// set mobs also scatter as soon as they lose their target. Use this mode
// to make it much harder to mob-train by hiding and collecting them on a
// single spot (ie: GrimTooth training)
// 0x010: If set, mob skills defined for friends will also trigger on themselves.
// 0x020: When set, the monster ai is executed for all monsters in maps that
// have players on them, instead of only for mobs who are in the vecinity
// have players on them, instead of only for mobs who are in the vicinity
// of players.
// 0x040: When set, when the mob's target changes map, the mob will walk towards
// any npc-warps in it's sight of view (use with mob_warp below)
@ -60,7 +60,7 @@ monster_ai: 0
mob_warp: 0
// If these are set above 0, they define the time (in ms) during which monsters
// will have their 'AI' active after all players have left their vecinity.
// will have their 'AI' active after all players have left their vicinity.
mob_active_time: 0
boss_active_time: 0
@ -105,7 +105,7 @@ mob_skill_delay: 100
mob_count_rate: 100
// Respawn rate of monsters on a map. 50 would make mobs respawn twice as fast (half delay time) (Note 2)
//Note: This does not affects mobs with inmediate respawn (most normal mobs)
//Note: This does not affects mobs with immediate respawn (most normal mobs)
mob_spawn_delay: 100
plant_spawn_delay: 100
boss_spawn_delay: 100
@ -158,7 +158,7 @@ mob_changetarget_byskill: no
monster_class_change_full_recover: yes
// Display some mob info next to their name? (add as needed)
// (does not works on guardian or emperium)
// (does not works on guardian or Emperium)
// 1: Display mob HP (Hp/MaxHp format)
// 2: Display mob HP (Percent of full life format)
// 4: Display mob's level
@ -189,7 +189,7 @@ mob_remove_delay: 300000
// NOTE: This affects who gains the Castle when the Emperium is broken.
mob_npc_event_type: 1
// Time in milliseconds to actitave protection against Kill Steal
// Time in milliseconds to activate protection against Kill Steal
// Set to 0 to disable it.
// If this is activated and a player is using @noks, damage from others players (KS) not in the party
// will be reduced to 0.

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@ -48,7 +48,7 @@ party_item_share_type: 0
// A character's idle status is reset upon item use/skill use/attack (auto attack counts too)/movement.
idle_no_share: no
// Give additional experience bonus per party-member involved on even-share parties (excluding youself)?
// Give additional experience bonus per party-member involved on even-share parties (excluding yourself)?
// ex. If set to 10, an even-share party of 5 people will receive +40% exp (4 members * 10% exp):
// 140% party experience in total, so each member receives 140%/5 = 28% exp (instead of 20%).
party_even_share_bonus: 0

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@ -20,7 +20,7 @@ delay_rate: 100
delay_dependon_dex: no
delay_dependon_agi: no
// Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)
// Note: Setting this to anything above 0 can stop speedhacks.
min_skill_delay_limit: 100
@ -91,7 +91,7 @@ defunit_not_enemy: no
// Do skills do at least 'hits' damage when they don't miss/are blocked?
//(for example, will firebolts always do "number of bolts" damage versus plants?)
//Values (add as appropiate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
skill_min_damage: 6
// The delay rate of monk's combo (Note 2)
@ -128,7 +128,7 @@ traps_setting: 0
summon_flora_setting: 3
// Whether placed down skills will check walls (Note 1)
// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
// (ex. Storm Gust cast against a wall will not hit the other side.)
skill_wall_check: yes
// When cloaking, Whether the wall is checked or not. (Note 1)
@ -168,7 +168,7 @@ sense_type: 1
// 1 = Athena style (multiple consecutive attacks)
finger_offensive_type: 0
// Grandcross Settings (Dont mess with these)
// Grandcross Settings (Don't mess with these)
// If set to no, hit interval is increased based on the amount of mobs standing on the same cell
// (means that when there's stacked mobs in the same cell, they won't receive all hits)
gx_allhit: no
@ -212,7 +212,7 @@ berserk_cancels_buffs: no
max_heal: 9999
max_heal_lv: 11
// Emergency Recall Guild Skill setting (add as appropiate).
// Emergency Recall Guild Skill setting (add as appropriate).
// Note that for the skill to be usable at all,
// you need at least one of 1/2 and 4/8
// 1: Skill is usable outside of woe.
@ -223,7 +223,7 @@ max_heal_lv: 11
// (it will work on GVG castles even if they are set to nowarpto, though)
emergency_call: 11
// Guild Aura Skills setting (add as appropiate).
// Guild Aura Skills setting (add as appropriate).
// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
// Note that for the skill to be usable at all,
// you need at least one of 1/2 and 4/8
@ -262,7 +262,7 @@ sg_angel_skill_ratio: 10
skill_add_heal_rate: 7
// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
// Note: On offcial server, EQ is reflectable when there is only one target on the screen,
// Note: On official servers, EQ is reflectable when there is only one target on the screen,
// which might be an exploit to hunt the MVPs.
eq_single_target_reflectable: yes

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@ -31,7 +31,7 @@ mobsearch: "Params: <monster name|ID>\n" "Shows the location of a certain mob on
who: "Params: [<name>]\n" "Shows a list of online players and their party and guild."
who2: "Params: [<name>]\n" "Shows a list of online players and their job."
who3: "Params: [<name>]\n" "Shows a list of online players and their location."
whomap: "@whomap/@whomap2/@whomap3 [map] - like @who/@who2/@who3 but only for specifical map."
whomap: "@whomap/@whomap2/@whomap3 [map] - like @who/@who2/@who3 but only for specified map."
whogm: "Params: [match_text] - Like @who+@who2+who3, but only for GM."
guildspy: "Params: <guild name|id> - You will receive all messages of the guild channel (Chat logging must be enabled)"
partyspy: "@partyspy <party name|id> - You will receive all messages of the party channel (Chat logging must be enabled)"
@ -222,7 +222,7 @@ request: "Params: <message>\n" "Sends a message to all connected GMs (via the gm
sound: "Params: <path to file in data folder or GRF file>\n" "Plays a sound from the data folder or GRF file located on the client."
clone: "Params: <charname>\n" "Spawns a supportive clone of the given player."
slaveclone: "Params: <charname>\n" "Spawns a supportive clone of the given player that follows the creator around."
evilclone: "Params: <charname>\n" "Spawns an agressive clone of the given player."
evilclone: "Params: <charname>\n" "Spawns an aggressive clone of the given player."
changesex: "Changes your gender."
duel: "Starts a duel."
invite: "Invites a player to a duel."

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@ -25,7 +25,7 @@ party_share_level: 15
// and you have localhost, switch it to 127.0.0.1
// Global SQL settings
// overriden by local settings when the hostname is defined there
// overridden by local settings when the hostname is defined there
// (currently only the login-server reads/obeys these settings)
sql.db_hostname: 127.0.0.1
sql.db_port: 3306

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@ -25,7 +25,7 @@
// 0x02000 - (E) Log mail system transactions.
// 0x04000 - (I) Log auction system transactions.
// 0x08000 - (B) Log buying store transactions
// 0x10000 - (X) Log all other transcations (rentals expiring/inserting cards/items removed by item_check/
// 0x10000 - (X) Log all other transactions (rentals expiring/inserting cards/items removed by item_check/
// rings deleted by divorce/pet egg (un)hatching/pet armor (un)equipping/Weapon Refine skill/Remove Trap skill)
// 0x20000 - ($) Log cash transactions
// Example: Log trades+vending+script items+created items: 1+2+32+1024 = 1059
@ -78,7 +78,7 @@ log_branch: no
// Track Zeny Changes
// Filter settings
// 0 - don't log; 1 - log any zeny changes; 2.....1000000 - minimal absolut logging zeny value
// 0 - don't log; 1 - log any zeny changes; 2.....1000000 - minimal absolute logging zeny value
log_zeny: 0
// Track Cash Changes

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@ -25,7 +25,7 @@ login_port: 6900
//If redirected output contains escape sequences (color codes)
stdout_with_ansisequence: no
//Makes server output more silent by ommitting certain types of messages:
//Makes server output more silent by omitting certain types of messages:
//1: Hide Information messages
//2: Hide Status messages
//4: Hide Notice Messages

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@ -55,7 +55,7 @@ stdout_with_ansisequence: no
//Messages logged by this overrides console_silent setting
console_msg_log: 0
//Makes server output more silent by ommitting certain types of messages:
//Makes server output more silent by omitting certain types of messages:
//1: Hide Information messages
//2: Hide Status messages
//4: Hide Notice Messages

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@ -853,7 +853,7 @@
1031: Please enter part of an item name (usage: @idsearch <part_of_item_name>).
// @recallall / @guildrecall / @partyrecall
1032: You are not authorized to warp somenone to your current map.
1032: You are not authorized to warp someone to your current map.
1033: Because you are not authorized to warp from some maps, %d player(s) have not been recalled.
// @guildrecall

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@ -1529,7 +1529,7 @@
2379,XMAS_SMOKEY_SOCK,Smokey Sock,Smokey Sock,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
2380,XMAS_SMOKEY_GIFT,Smokey Gift,Smokey Gift,1,50,0,0,0,1,7,10,0,5,1,1,1,1,6,30,10,12,1,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
// Monster's Waitting To Be Coded In
// Monsters Waiting To Be Coded In
//2381,E_VADON_X_S
//2382,E_VADON_X_H
//2383,E_VADON_X_H_S

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@ -386,8 +386,8 @@ bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped.
bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped.
x: see doc/item_db.txt -> view -> weapons for possible values
bonus bDelayrate,n; Increases skill delay by n%.
bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack.
bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack.
bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as HP from a monster of race r with normal attack.
bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of damage dealt as SP from a monster of race r with normal attack.
bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names)
bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names)
t: ATF_SELF = causes status change to oneself

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@ -760,7 +760,7 @@ Logical bitwise operators work only on numbers, and they are the following:
numbers have the same value in the said position. On the other hand, it
sets to 1 if they have different values in the said binary position.
This is another way of setting and unsetting bits in bit-masks.
Example:
- First let's set the quests that are currently in progress:
set inProgress,1|8|16; // quest 1,8 and 16 are in progress
@ -3741,11 +3741,11 @@ close2;
set @id,getcharid(1);
warpparty "prontera",150,100,@id;
close;
---------------------------------------
*warpchar "<map name>",<x>,<y>,<char_id>;
Warps another player to specified map and coordinate given the char id, which you can get with
getcharid(0,<player_name>). Obviously this is useless if you want to warp the same player that
is executing this script, unless it's some kind of "chosen" script.
@ -3753,14 +3753,14 @@ is executing this script, unless it's some kind of "chosen" script.
Example:
warpchar "prontera",150,100,150001;
---------------------------------------
*warpguild "<map name>",<x>,<y>,<guild_id>;
Warps a guild to specified map and coordinate given the guild id, which you can get with
getcharid(2). You can also request another guild id given the member's name with getcharid(2,<player_name>).
You can use the following "map names" for special warping behavior:
Random: All guild members are randomly warped in their current map (as if they
all used a fly wing)
@ -3769,7 +3769,7 @@ SavePoint: All guild members are warped to the save point of the currently
attached player (will fail if there's no player attached).
Example:
warpguild "prontera",x,y,Guild_ID;
---------------------------------------
@ -4050,7 +4050,7 @@ a palette number that exists/is usable by the client you use.
setlook 7,1;
Here are the possible look types:
0 - Base sprite
1 - Hairstyle
2 - Weapon
@ -4243,7 +4243,7 @@ Experiment with the number of star crumbs - I'm not certain just how much will
work most and what it depends on. The valid element numbers are:
1 - Ice, 2 - Earth 3 - Fire 4 - Wind.
You can, apparently, even create duplicates of the same pet egg with this
command, creating a pet which is the same, but simultaneously exists in two
eggs, and may hatch from either, although, I'm not sure what kind of a mess will
@ -6421,7 +6421,7 @@ to create flashing marks.
// This command will show a mark at coordinates X 30 Y 40, is mark number 1,
// and will be red.
viewpoint 1,30,40,1,0xFF0000;
This will create three points:
@ -6435,7 +6435,7 @@ And this is how you remove them:
viewpoint 2,30,40,1,0xFF0000;
viewpoint 2,35,45,2,0xFF0000;
viewpoint 2,40,50,3,0xFF0000;
The client determines what it does with the points entirely, the server keeps no
memory of where the points are set whatsoever.
@ -7483,13 +7483,13 @@ If no additional argument supplied, return the state of the quest:
0 = Quest has been given, but the state is "inactive"
1 = Quest has been given, and the state is "active"
2 = Quest completed
If parameter "PLAYTIME" is supplied:
-1 = Quest not started (not in quest log)
0 = the time limit has not yet been reached
1 = the time limit has not been reached but the quest is marked as complete
2 = the time limit has been reached
If parameter "HUNTING" is supplied:
-1 = Quest not started (not in quest log)
0 = you haven't killed all of the target monsters and the time limit has not been reached.

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@ -3,7 +3,7 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//= 1.4
//===== Compatible With: =====================================
//= rAthena SVN
//===== Description: =========================================
@ -15,6 +15,7 @@
//= 1.2 Added new episodes and simplified functions.
//= 1.3 Added Renewal checks and Instances menu.
//= Aligned coordinates with @go.
//= 1.4 Added new Guild Dungeons.
//============================================================
- script Warper -1,{
@ -25,8 +26,8 @@ function Go; function Disp; function Pick; function Restrict;
// --------------------------------------------------
menu "Last Warp ^777777["+lastwarp$+"]^000000",-,
" ~ Towns",Towns, " ~ Fields",Fields,
" ~ Dungeons",Dungeons, " ~ Guild Castles",Castles,
" ~ Towns",Towns, " ~ Fields",Fields, " ~ Dungeons",Dungeons,
" ~ Guild Castles",Castles, " ~ Guild Dungeons",Guild_Dungeons,
" ~ Instances",Instances, " ~ Special Areas",Special;
if (lastwarp$ == "")
@ -258,11 +259,11 @@ menu "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3,
"Brasilis Dungeon",D7, "Byalan Dungeon",D8, "Clock Tower",D9,
"Coal Mines",D10, "Culvert",D11, "Cursed Abbey",D12, "Dewata Dungeon",D13,
"Einbroch Dungeon",D14, "Gefenia",D15, "Geffen Dungeon",D16,
"Glast Heim",D17, "Gonryun Dungeon",D18, "Guild Dungeons",GD,
"Hidden Dungeon",D19, "Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22,
"Louyang Dungeon",D23, "Magma Dungeon",D24, "Malangdo Dungeon",D25,
"Moscovia Dungeon",D26, "Nidhogg's Dungeon",D27, "Odin Temple",D28,
"Orc Dungeon",D29, "Payon Dungeon",D30, "Pyramids",D31, "Rachel Sanctuary",D32,
"Glast Heim",D17, "Gonryun Dungeon",D18, "Hidden Dungeon",D19,
"Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22, "Louyang Dungeon",D23,
"Magma Dungeon",D24, "Malangdo Dungeon",D25, "Moscovia Dungeon",D26,
"Nidhogg's Dungeon",D27, "Odin Temple",D28, "Orc Dungeon",D29,
"Payon Dungeon",D30, "Pyramids",D31, "Rachel Sanctuary",D32,
"Scaraba Hole",D33, "Sphinx",D34, "Sunken Ship",D35, "Thanatos Tower",D36,
"Thor Volcano",D37, "Toy Factory",D38, "Turtle Dungeon",D39, "Umbala Dungeon",D40;
@ -357,9 +358,6 @@ D40: Restrict("Pre-RE",1,2);
setarray @c[2],42,31,48,30,204,78;
Disp("Carpenter's Shop in the Tree:Passage to a Foreign World:Hvergermil's Fountain");
Pick("","um_dun01","um_dun02","yggdrasil01");
GD: setarray @c[2],119,93,39,161,50,44,116,45,199,195,200,124;
Disp("Baldur:Luina:Valkyrie:Britoniah:Arunafeltz:Schwaltzvalt");
Pick("","gld_dun01","gld_dun02","gld_dun03","gld_dun04","arug_dun01","schg_dun01");
// --------------------------------------------------
Castles:
@ -386,6 +384,31 @@ C6: setarray @c[2],293,100,288,252,97,196,137,90,71,315;
Disp("Himinn:Andlangr:Viblainn:Hljod:Skidbladnir");
Pick("","sch_gld","sch_gld","sch_gld","sch_gld","sch_gld");
// --------------------------------------------------
Guild_Dungeons:
// --------------------------------------------------
menu "Baldur",G1, "Luina",G2, "Valkyrie",G3, "Britoniah",G4,
"Arunafeltz",G5, "Schwaltzvalt",G6;
G1: Restrict("RE",2,3);
setarray @c[2],119,93,119,93,120,130;
Disp("Baldur F1:Baldur F2:Hall of Abyss");
Pick("","gld_dun01","gld_dun01_2","gld2_pay");
G2: Restrict("RE",2,3);
setarray @c[2],39,161,39,161,147,155;
Disp("Luina F1:Luina F2:Hall of Abyss");
Pick("","gld_dun02","gld_dun02_2","gld2_ald");
G3: Restrict("RE",2,3);
setarray @c[2],50,44,50,44,140,132;
Disp("Valkyrie F1:Valkyrie F2:Hall of Abyss");
Pick("","gld_dun03","gld_dun03_2","gld2_prt");
G4: Restrict("RE",2,3);
setarray @c[2],116,45,116,45,152,118;
Disp("Britoniah F1:Britoniah F2:Hall of Abyss");
Pick("","gld_dun04","gld_dun04_2","gld2_gef");
G5: Go("arug_dun01",199,195);
G6: Go("schg_dun01",200,124);
// --------------------------------------------------
Instances:
// --------------------------------------------------

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@ -26,7 +26,6 @@
//= 2.7 Updated WoE:FE warps. [Masao]
//============================================================
//Prontera Castle Map
prt_gld,159,298,0 warp prtg01_NorthField 1,1,prt_fild01,199,30
prt_gld,159,25,0 warp prtg02_Castle 1,1,prt_castle,102,178

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@ -5767,12 +5767,13 @@ void clif_wis_message(int fd, const char* nick, const char* mes, int mes_len)
safestrncpy((char*)WFIFOP(fd,28), mes, mes_len);
WFIFOSET(fd,WFIFOW(fd,2));
#else
struct map_session_data *ssd = map_nick2sd(nick);
WFIFOHEAD(fd, mes_len + NAME_LENGTH + 8);
WFIFOW(fd,0) = 0x97;
WFIFOW(fd,2) = mes_len + NAME_LENGTH + 8;
safestrncpy((char*)WFIFOP(fd,4), nick, NAME_LENGTH);
WFIFOL(fd,28) = 0; // isAdmin; if nonzero, also displays text above char
// TODO: WFIFOL(fd,28) = pc_get_group_level(ssd);
WFIFOL(fd,28) = (pc_get_group_level(ssd) == 99) ? 1 : 0; // isAdmin; if nonzero, also displays text above char
safestrncpy((char*)WFIFOP(fd,32), mes, mes_len);
WFIFOSET(fd,WFIFOW(fd,2));
#endif

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@ -4318,8 +4318,8 @@ int pc_useitem(struct map_session_data *sd,int n)
return 0;
/* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
if( sd->inventory_data[n]->flag.delay_consume ) {
if( nameid != ITEMID_REINS_OF_MOUNT && sd->sc.option&OPTION_MOUNTING )
if( sd->inventory_data[n]->flag.delay_consume && nameid != ITEMID_REINS_OF_MOUNT ) {
if( sd->sc.option&OPTION_MOUNTING )
return 0;
else if( pc_issit(sd) )
return 0;
@ -4355,7 +4355,8 @@ int pc_useitem(struct map_session_data *sd,int n)
} else {// not yet used item (all slots are initially empty)
sd->item_delay[i].nameid = nameid;
}
sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
if( !(nameid == ITEMID_REINS_OF_MOUNT && sd->sc.option&(OPTION_WUGRIDER|OPTION_RIDING|OPTION_DRAGON|OPTION_MADOGEAR)) )
sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
} else {// should not happen
ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
}