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Racaae

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  1. Halo //===== rAthena Script ======================================= //= Euphy's Quest Shop //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.6c //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A dynamic quest shop based on Lunar's, with easier config. //= Includes support for multiple shops & cashpoints. //= Item Preview script by ToastOfDoom. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.2 Added category support. //= 1.3 More options and fixes. //= 1.4 Added debug settings. //= 1.5 Replaced categories with shop IDs. //= 1.6 Added support for purchasing stackables. //= 1.6a Added support for previewing costumes and robes. //= 1.6b Added 'disable_items' command. //= 1.6c Replaced function 'A_An' with "F_InsertArticle". //============================================================ // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; // ADD YOUR NPC HERE //============================================================ prontera,152,180,5 script NamaNPC 4_F_JPN2,{ callfunc "qshop",1; } //============================================================ // Script Core - DO NOT DUPLICATE THIS NPC !!!!!!!!!!!!! //============================================================ - script quest_shop -1,{ function Add; function Chk; function Slot; OnInit: freeloop(1); // ----------------------------------------------------------- // Basic shop settings. // ----------------------------------------------------------- set .ShowSlot,1; // Show item slots? (2: all equipment / 1: if slots > 0 / 0: never) set .ShowID,0; // Show item IDs? (1: yes / 0: no) set .ShowZeny,0; // Show Zeny cost, if any? (1: yes / 0: no) set .MaxStack,100; // Max number of quest items purchased at one time. .SkipShop = true; // Ignore shop window .Chance = 80; // Success chance // ----------------------------------------------------------- // Points variable -- optional quest requirement. // setarray .Points$[0],"<variable name>","<display name>"; // ----------------------------------------------------------- setarray .Points$[0], "#CASHPOINTS", "Cash Points"; //===================================================================================== // ------------------- ADD YOUR SHOPS NAME AND ITEMS SHOPS STARTING HERE -------------- //===================================================================================== // ----------------------------------------------------------- // Shop IDs -- to add shops, copy dummy data at bottom of file. // setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...}; // ----------------------------------------------------------- setarray .Shops$[1], "Food", // Shop Named 1 "Other"; // Shop Named 2 // ----------------------------------------------------------- // Quest items -- do NOT use a reward item more than once! // Add(<shop ID>,<reward ID>,<reward amount>, // <Zeny cost>,<point cost>, // <required item ID>,<required item amount>{,...}); // ----------------------------------------------------------- // Shop 1 Add(1,12046,1,0,0,501,2,514,3); Add(1,12061,1,0,0,501,1,514,2,518,1); Add(1,12047,1,0,0,507,10,508,10,510,5); Add(1,12048,1,0,0,509,10,518,2,7452,1); Add(1,12044,1,0,0,507,3,508,2,511,3,568,1,517,5,7453,1); Add(1,12065,1,0,0,520,2,521,3,7100,10,7198,6,7453,1,7452,1); Add(1,12060,1,0,0,7006,20,520,10,507,10,1062,20,7482,1); Add(1,12055,1,0,0,553,20,508,10,511,20,7455,1,7456,1); // ----------------------------------------------------------- //===================================================================================== // ------------------- YOUR SHOPS AND ITEMS SHOPS HAVE BEEN ADDED --------------------- //===================================================================================== freeloop(0); set .menu$,""; for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) { set .menu$, .menu$+.Shops$[.@i]+":"; npcshopdelitem "qshop"+.@i,909; } end; OnMenu: set .@size, getarraysize(@i); if (!.@size) set @shop_index, select(.menu$); else if (.@size == 1) set @shop_index, @i[0]; else { for(set .@j,0; .@j<.@size; set .@j,.@j+1) set .@menu$, .@menu$+.Shops$[@i[.@j]]+":"; set @shop_index, @i[select(.@menu$)-1]; } deletearray @i[0],getarraysize(@i); if (.Shops$[@shop_index] == "") { message strcharinfo(0),"An error has occurred."; end; } if (!.SkipShop) { dispbottom "Select one item at a time."; callshop "qshop"+@shop_index,1; npcshopattach "qshop"+@shop_index; end; } mes "[NamaNPC]"; mes "Halo, Aku adalah NPC contoh."; mes "Apa yang ingin kamu buat?"; //for (.@i = 0;.@i < getarraysize(getd(".q_list_"+@shop_index));.@i++) // mes "- " + mesitemlink(getd(".q_list_"+@shop_index+"["+ .@i + "]")); .@menu$ = ""; for (.@i = 0;.@i < getarraysize(getd(".q_list_"+@shop_index));.@i++) .@menu$ += getitemname(getd(".q_list_"+@shop_index+"["+ .@i + "]")) + ":"; .@s = select(.@menu$) - 1; setarray .@q[0],getd(".q_list_"+@shop_index+"["+ .@s + "]"),1; copyarray .@q[3],getd(".q_"+@shop_index+"_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+@shop_index+"_"+.@q[0])); clear; OnBuyItem: // .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... } if (!.SkipShop) { setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]); copyarray .@q[3],getd(".q_"+@shop_index+"_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+@shop_index+"_"+.@q[0])); } mes "[NamaNPC]"; set .@q[2],.@q[1]*.@q[3]; if (!.@q[2] || .@q[2] > 30000) { mes "You can't purchase that many "+getitemname(.@q[0])+"."; close; } mes "Untuk membuat"; //mes "^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000"; mes "^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"") + mesitemlink(.@q[0]) + "^000000, kamu membutuhkan:"; disable_items; if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000"; if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000"; if (.@q[6]) { for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2) { //mes (.@q[.@i+2]?"":"dan ") + Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000" + (.@q[.@i+2]?",":"."); mes (.@q[.@i+2]?"":"dan ") + Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+mesitemlink(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000" + (.@q[.@i+2]?",":"."); } } setarray @qe[1], getiteminfo(.@q[0], ITEMINFO_LOCATIONS), getiteminfo(.@q[0], ITEMINFO_VIEW); if (@qe[2] > 0 && ((@qe[1] & EQP_HEAD_LOW) || (@qe[1] & EQP_HEAD_TOP) || (@qe[1] & EQP_HEAD_MID) || (@qe[1] & EQP_COSTUME_HEAD_TOP) || (@qe[1] & EQP_COSTUME_HEAD_MID) || (@qe[1] & EQP_COSTUME_HEAD_LOW) || (@qe[1] & EQP_GARMENT) || (@qe[1] & EQP_COSTUME_GARMENT))) set .@preview,1; addtimer 1000, strnpcinfo(0)+"::OnEnd"; while(1) { switch(select("Membuat ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+":^777777Membatalkan^000000")) { case 1: mes "[NamaNPC]"; if (@qe[0]) { mes "Kamu tidak memiliki bahan yang cukup."; close; } if (!checkweight(.@q[0],.@q[2])) { mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0], ITEMINFO_WEIGHT))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000"; close; } if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]); if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]); if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2) delitem .@q[.@i],.@q[.@i+1]*.@q[1]; if (rand(100) >= .Chance) { mes "Pembuatan " + getitemname(.@q[0]) + " gagal!"; close; } getitem .@q[0],.@q[2]; mes "Berhasil membuat " + getitemname(.@q[0]) + "!"; close; case 2: setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1; if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2]; else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2]; else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2]; else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2]; break; case 3: close; } } OnEnd: if (@qe[7]) { changelook LOOK_HEAD_BOTTOM, @qe[3]; changelook LOOK_HEAD_TOP, @qe[4]; changelook LOOK_HEAD_MID, @qe[5]; changelook LOOK_ROBE, @qe[6]; } deletearray @qe[0],8; end; function Add { if (getitemname(getarg(1)) == "null") { debugmes "Quest reward #"+getarg(1)+" invalid (skipped)."; return; } setarray .@j[0],getarg(2),getarg(3),getarg(4); for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) { if (getitemname(getarg(.@i)) == "null") { debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped)."; return; } else setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1); } copyarray getd(".q_"+getarg(0)+"_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j); npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0); .@ii = getarraysize(getd(".q_list_"+getarg(0))); setarray getd(".q_list_"+getarg(0)+"["+.@ii+"]"),getarg(1); return; } function Chk { if (getarg(0) < getarg(1)) { set @qe[0],1; return "^FF0000"; } else return "^00FF00"; } function Slot { set .@s$,getitemname(getarg(0)); switch(.ShowSlot) { case 1: if (!getitemslots(getarg(0))) return .@s$; case 2: if (getiteminfo(getarg(0), ITEMINFO_TYPE) == 4 || getiteminfo(getarg(0), ITEMINFO_TYPE) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]"; default: return .@s$; } } } function script qshop { deletearray @i[0],getarraysize(@i); for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set @i[.@i],getarg(.@i); doevent "quest_shop::OnMenu"; end; } // Dummy shop data -- copy as needed. //============================================================ - shop qshop1 -1,909:-1 - shop qshop2 -1,909:-1 Temukan bagian ini untuk menambahkan lebih banyak item: Add(1,12046,1,0,0,501,2,514,3); Add(1,12061,1,0,0,501,1,514,2,518,1); Add(1,12047,1,0,0,507,10,508,10,510,5); Add(1,12048,1,0,0,509,10,518,2,7452,1); Add(1,12044,1,0,0,507,3,508,2,511,3,568,1,517,5,7453,1); Add(1,12065,1,0,0,520,2,521,3,7100,10,7198,6,7453,1,7452,1); Add(1,12060,1,0,0,7006,20,520,10,507,10,1062,20,7482,1); Add(1,12055,1,0,0,553,20,508,10,511,20,7455,1,7456,1);
  2. Hi. Common file needs to come before questingboard file in \npc\scripts_custom.conf so that it can load first. Example: npc: npc/custom/LoadFirst.txt npc: npc/custom/LoadSecond.txt npc: npc/custom/common.txt npc: npc/custom/PlayerQuestingBoard.txt npc: npc/custom/LoadLast.txt
  3. Hi. Option 2: - script Automatic_Leave_Party HIDDEN_WARP_NPC,{ OnInit: //Put here Maintowns maps names setarray .maps$,"prontera","geffen","aldebaran"; for(.@i = 0; .@i < getarraysize(.maps$); .@i++) setmapflag .maps$[.@i], mf_loadevent; end; OnPCLoadMapEvent: if (inarray(.maps$, strcharinfo(3)) >= 0) party_delmember; end; }
  4. Hola, creo que rAthena tiene más soporte y actualizaciones. 1- Abre \npc\re\scripts_jobs.conf. Encuentra y comenta estas líneas: // - 3-1 npc: npc/re/jobs/3-1/archbishop.txt npc: npc/re/jobs/3-1/mechanic.txt npc: npc/re/jobs/3-1/ranger.txt npc: npc/re/jobs/3-1/rune_knight.txt npc: npc/re/jobs/3-1/warlock.txt npc: npc/re/jobs/3-1/guillotine_cross.txt // - 3-2 npc: npc/re/jobs/3-2/genetic.txt npc: npc/re/jobs/3-2/minstrel.txt npc: npc/re/jobs/3-2/royal_guard.txt npc: npc/re/jobs/3-2/shadow_chaser.txt npc: npc/re/jobs/3-2/sorcerer.txt npc: npc/re/jobs/3-2/sura.txt npc: npc/re/jobs/3-2/wanderer.txt 2- NPC actualizado: prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&(EAJL_UPPER|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { if (.JumpRebirth) { // SALTAR AL TRASCENDENTE Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, Class + Job_Novice_High); } else { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if (.@eac&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? .JumpRebirth = true; // SALTAR AL TRASCENDENTE // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } 3- Sí.
  5. Hi. Try this one if you do not want to use instance system, modified from AnnieRuru' Private MVP & Branch Room in \npc\custom\etc\mvp_room.txt //===== rAthena Script ======================================= //= Private MVP & Branch Room //===== By: ================================================== //= AnnieRuru //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Allows players to rent an MVP room for personal use, //= or for a party or guild. //===== Additional Comments: ================================= //= 1.0 First version, edited. [Euphy] //============================================================ prontera,148,174,5 script DB Room Manager 4_F_RUSGREEN,{ mes "[^EFCC00 DB Room Manager ^000000]"; mes "How are thing with you?", " "; mes "I offer two types of DB Room. Choose what best suits your need."; switch(select("Public DB Room", "Private DB Room", "Buy Branches", "Cancel")) { case 1: .@room = select( "Enter Room 1 ["+ getmapusers("06guild_01") +"]", "Enter Room 2 ["+ getmapusers("06guild_02") +"]", "Enter Room 3 ["+ getmapusers("06guild_03") +"]", "Enter Room 4 ["+ getmapusers("06guild_04") +"]"); warp "06guild_0"+ .@room, 0,0; end; case 2: clear; mes "[^EFCC00 DB Room Manager ^000000]"; if ( getvariableofnpc( .rentcost, "DB Room Helper" ) ) mes "The cost to rent a room for "+ getvariableofnpc( .timeout, "DB Room Helper" ) +" minutes is "+ callfunc("F_InsertComma", getvariableofnpc( .rentcost, "DB Room Helper" ) ) +"z."; else mes "You can only use the room for only "+ getvariableofnpc( .timeout, "DB Room Helper" ) +" minutes."; mes " "; .@menu$ = ""; for ( .@i = 5; .@i <= 8; .@i++ ) { if ( getvariableofnpc( .renttime[.@i], "DB Room Helper" ) ) { //mes "Room #"+ .@i +" = "+ .color$[ .type[.@i] ] + .whoinuse$[.@i] +"^000000"; .@menu$ += "Enter Room " + .@i + " ["+ .color$[ .type[.@i] ] + .whoinuse$[.@i] +"^000000]:"; } else .@menu$ += "Rent Room " + .@i + ":"; } next; .@room = select(.@menu$)+4; if ( getvariableofnpc( .renttime[.@room], "DB Room Helper" ) ) { if ( .inuseid[.@room] == getcharid( .type[.@room] ) ) { warp "06guild_0"+ .@room, 0,0; close; } else { mes "[^EFCC00 DB Room Manager ^000000]"; mes "This room is reserved for "; mes .color$[ .type[.@room] ] + .whoinuse$[.@room] +"^000000."; mes "Please select another."; close; } } mes "[^EFCC00 DB Room Manager ^000000]"; mes "Reserve this room for..."; next; .@type = select( "For my party members", "For my guild members", "For personal account use" ); if ( !getcharid(.@type) ) { mes "[^EFCC00 DB Room Manager ^000000]"; mes "You do not own a "+( ( .@type == 1 )? "Party" : "Guild" )+"."; close; } else if ( Zeny < getvariableofnpc( .rentcost, "DB Room Helper" ) ) { mes "You don't have enough zeny to rent a room."; close; } else if ( getvariableofnpc( .renttime[.@room], "DB Room Helper" ) ) { mes "[^EFCC00 DB Room Manager ^000000]"; mes "I'm sorry, somebody else has already registered this room faster than you."; close; } for ( .@i = 1; .@i <= 8; .@i++ ) { if ( ( getvariableofnpc( .renttime[.@i], "DB Room Helper" ) ) && .@type == .type[.@i] && getcharid(.@type) == .inuseid[.@i] ) { mes "[^EFCC00 DB Room Manager ^000000]"; mes "You already rented Room#"+ .@i +". Use that room instead."; close; } } set .type[.@room], .@type; set .inuseid[.@room], getcharid(.@type); set .whoinuse$[.@room], strcharinfo( ( .@type == 3 )? 0 : .@type ); Zeny -= getvariableofnpc( .rentcost, "DB Room Helper" ); warp "06guild_0"+ .@room, 0,0; killmonsterall "06guild_0"+ .@room; donpcevent "Private DB Room Helper#"+ .@room +"::OnEnterMap"; close; case 3: close2; callshop "DB_Room#branch", 1; end; case 4: close; } OnInit: .color$[1] = "^EE8800"; // party color .color$[2] = "^70CC11"; // guild color .color$[3] = "^0000FF"; // account color end; } - script DB Room Helper -1,{ if (.renttime[ atoi( strnpcinfo(2) ) ]) npctalk "Time left: " + callfunc( "Time2Str", .renttime[ atoi( strnpcinfo(2) ) ] + .timeout * 60 ),strnpcinfo(0),bc_self; switch ( select(.menu$ + "Leave this room:" + (compare(strnpcinfo(1),"Private")?"Give up this room":"") ) ) { case 1: if ( mobcount( "this","" ) ) { npctalk "I cannot offer heal service when there are monsters around.",strnpcinfo(0),bc_self; end; } sc_end SC_STONE; sc_end SC_SLOWDOWN; sc_end SC_FREEZE; sc_end SC_SLEEP; sc_end SC_CURSE; sc_end SC_SILENCE; sc_end SC_CONFUSION; sc_end SC_BLIND; sc_end SC_BLEEDING; sc_end SC_DECREASEAGI; sc_end SC_POISON; sc_end SC_HALLUCINATION; sc_end SC_STRIPWEAPON; sc_end SC_STRIPARMOR; sc_end SC_STRIPHELM; sc_end SC_STRIPSHIELD; sc_end SC_CHANGEUNDEAD; sc_end SC_ORCISH; sc_end SC_BERSERK; sc_end SC_SKE; sc_end SC_SWOO; sc_end SC_SKA; percentheal 100,100; specialeffect2 EF_HEAL; npctalk "You are completely healed.",strnpcinfo(0),bc_self; end; case 2: npctalk "Are you sure you want to leave this room?",strnpcinfo(0),bc_self; if ( select( "No, stay here","Yes, leave now") == 2 ) warp .respawnmap$, .respawnx, .respawny; end; case 3: if ( getmapusers( strcharinfo(3) ) > 1 ) { npctalk "There are still some players in this room. Make sure you are the last member in this room to use this option.",strnpcinfo(0),bc_self; end; } mes "[DB Room Helper]"; mes "Are you sure you want to give up this room?"; if ( .rentcost ) mes "You will need to pay again to enter this room."; next; if ( select( "Yes", "No" ) == 2 ) close; awake strnpcinfo(0); end; } close; OnEnterMap: .@id = atoi( strnpcinfo(2) ); .renttime[.@id] = gettimetick(2); sleep .timeout * 60000; mapwarp strnpcinfo(4), .respawnmap$, .respawnx, .respawny; .renttime[.@id] = 0; killmonsterall strnpcinfo(4); end; OnInit: if ( !getstrlen( strnpcinfo(2) ) ) { // Config --------------------------------------------------------------------------------------- // Room rental time, in minutes. // When time runs out, all players inside the room will be kicked out. // Do NOT set this to zero! .timeout = 60; .rentcost = 100000; // Zeny cost for renting a room (0 = free) // Options setting inside the room .@menu[1] = 1; // Turn Heal option On/Off // Respawn point when players leave the room set .respawnmap$, "prontera"; set .respawnx, 150; set .respawny, 174; // Config Ends ------------------------------------------------------------------------ if ( !.timeout ) set .timeout, 60; .menu$ = ( .@menu[1] ? "Heal" : "" ) +":" ; } else { mapannounce strnpcinfo(4), "An administrator has refreshed the server. Please re-register this room.", bc_map; mapwarp strnpcinfo(4), .respawnmap$, .respawnx, .respawny; } end; } - shop DB_Room#branch -1,604:100000,12103:10000000 06guild_01,49,49,4 duplicate(DB Room Helper) DB Room Helper#1 4_F_RUSGREEN 06guild_02,49,49,4 duplicate(DB Room Helper) DB Room Helper#2 4_F_RUSGREEN 06guild_03,49,49,4 duplicate(DB Room Helper) DB Room Helper#3 4_F_RUSGREEN 06guild_04,49,49,4 duplicate(DB Room Helper) DB Room Helper#4 4_F_RUSGREEN 06guild_05,49,49,4 duplicate(DB Room Helper) Private DB Room Helper#5 4_F_RUSGREEN 06guild_06,49,49,4 duplicate(DB Room Helper) Private DB Room Helper#6 4_F_RUSGREEN 06guild_07,49,49,4 duplicate(DB Room Helper) Private DB Room Helper#7 4_F_RUSGREEN 06guild_08,49,49,4 duplicate(DB Room Helper) Private DB Room Helper#8 4_F_RUSGREEN 06guild_01 mapflag nowarpto 06guild_02 mapflag nowarpto 06guild_03 mapflag nowarpto 06guild_04 mapflag nowarpto 06guild_05 mapflag nowarpto 06guild_06 mapflag nowarpto 06guild_07 mapflag nowarpto 06guild_08 mapflag nowarpto 06guild_01 mapflag nomemo 06guild_02 mapflag nomemo 06guild_03 mapflag nomemo 06guild_04 mapflag nomemo 06guild_05 mapflag nomemo 06guild_06 mapflag nomemo 06guild_07 mapflag nomemo 06guild_08 mapflag nomemo 06guild_01 mapflag noteleport 06guild_02 mapflag noteleport 06guild_03 mapflag noteleport 06guild_04 mapflag noteleport 06guild_05 mapflag noteleport 06guild_06 mapflag noteleport 06guild_07 mapflag noteleport 06guild_08 mapflag noteleport 06guild_01 mapflag nosave SavePoint 06guild_02 mapflag nosave SavePoint 06guild_03 mapflag nosave SavePoint 06guild_04 mapflag nosave SavePoint 06guild_05 mapflag nosave SavePoint 06guild_06 mapflag nosave SavePoint 06guild_07 mapflag nosave SavePoint 06guild_08 mapflag nosave SavePoint 06guild_01 mapflag nopenalty 06guild_02 mapflag nopenalty 06guild_03 mapflag nopenalty 06guild_04 mapflag nopenalty 06guild_05 mapflag nopenalty 06guild_06 mapflag nopenalty 06guild_07 mapflag nopenalty 06guild_08 mapflag nopenalty
  6. Oi, a causa do erro é que o NPC não terminava a conversa para jogadores não-Doram. prontera,170,180,1 script Estilista Doram 122,{ //================================================ mes "[^0000FF Estilista Doram ^000000]"; mes "Oi, bebê!"; if (BaseClass != Job_Summoner) { mes "Infelizmente eu atendo apenas gatinhos."; close; } mes "Eu posso deixar você fabulos" + (Sex?"o":"a") + "!"; mes "O que deseja?"; setarray .@Styles[1], 35, 10, 11; setarray .@Look[1], LOOK_CLOTHES_COLOR, LOOK_HAIR, LOOK_HAIR_COLOR; .@s = select("^FF0000 ^000000 Cor da Roupa:^FF0000 ^000000 Estilo do Pelo:^FF0000 ^000000 Cor do Pelo"); .@Revert = getlook(.@Look[.@s]); .@Style = .@Revert; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"Este é o estlio #"+.@Style+"."; set .@menu$, " ~ Próximo (^0055FF"+((.@Style!=.@Styles[.@s])?.@Style+1:1)+"^000000): ~ Anterior (^0055FF"+((.@Style!=1)?.@Style-1:.@Styles[.@s])+"^000000): ~ Pular para...: ~ Voltar ao original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@Style, ((.@Style != .@Styles[.@s]) ? .@Style+1 : 1); break; case 2: set .@Style, ((.@Style != 1) ? .@Style-1 : .@Styles[.@s]); break; case 3: message strcharinfo(0),"Escolha um estilo entre 0 e "+.@Styles[.@s]+"."; input .@Style,0,.@Styles[.@s]; if (!.@Style) set .@Style, rand(1,.@Styles[.@s]); break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } }
  7. Hi. Most quests use variables to track player progression. So changing said variables to 0 is the same as resetting it's questline. Just ANY quest, you would need to find each and every variable used in the scripts. Example: Terra Gloria NPCs are in \npc\re\quests\quests_16_2.txt, inside the file you can see the variable used in the main quest is terra_gloria_main. Make the NPC set terra_gloria_main to 0 to reset the whole questline. prontera,150,150,3 script Quest Resetter 99,{ mes "Which questline do you want to reset?"; next; switch(select("Rachel", "Terra Gloria")) { case 1: mes "Are you sure you want to reset Rachel quests?"; if(select("No", "Yes") == 1) close; rachel_quest = 0; mes "Done!"; close; case 2: mes "Are you sure you want to reset Terra Gloria quests?"; if(select("No", "Yes") == 1) close; terra_gloria_main = 0; mes "Done!"; close; } }
  8. Hello. Open file \src\map\status.cpp and find: if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0) sd->max_weight += 2000 * skill; Change 2000 to 20000. Save and compile your server.
  9. No, I did only these 2 cities as a example on how to update/add the recent boards.
  10. Updated: iRO 2024 OngoingQuestInfoList.lub Also Rachel and Veins board NPCs: rachel,87,73,0 script Bounty Board 80-100#rac1 2_BULLETIN_BOARD,{ callfunc "F_Bounty_Board", 80, 100, 20, 2, 1030, 63516, 697125, 697125, // ANACONDAQ 1782, 63517, 697125, 697125, // ROWEEN 1776, 63518, 697125, 697125; // SIROMA end; OnInit: questinfo(QTYPE_QUEST, QMARK_NONE, "BaseLevel >= 80 && BaseLevel <= 100"); end; } rachel,89,73,0 script Bounty Board 100-120#rac2 2_BULLETIN_BOARD,{ callfunc "F_Bounty_Board", 100, 120, 20, 2, 1106, 63519, 270000, 202500, // DESERT_WOLF 1781, 63520, 202500, 151950, // DROSERA 1629, 63521, 285000, 213750, // HILL_WIND 1777, 63522, 408600, 396600, // ICE_TITAN 1775, 63523, 408600, 396600; // SNOWIER end; OnInit: questinfo(QTYPE_QUEST, QMARK_NONE, "BaseLevel >= 100 && BaseLevel <= 120"); end; } rachel,91,73,0 script Bounty Board 120-140#rac3 2_BULLETIN_BOARD,{ callfunc "F_Bounty_Board", 120, 140, 20, 2, 1769, 63524, 589950, 442350, // AGAV 1770, 63525, 553500, 415200, // ECHIO 1773, 63526, 563700, 422700, // HODREMLIN 1772, 63527, 518400, 388800, // ISILLA 1774, 63528, 601200, 450900, // SEEKER 1771, 63529, 486000, 364500; // VANBERK end; OnInit: questinfo(QTYPE_QUEST, QMARK_NONE, "BaseLevel >= 120 && BaseLevel <= 140"); end; } veins,226,154,0 script Bounty Board 80-100#vei1 2_BULLETIN_BOARD,{ callfunc "F_Bounty_Board", 80, 100, 20, 2, 1784, 63530, 380400, 285450; // STAPO end; OnInit: questinfo(QTYPE_QUEST, QMARK_NONE, "BaseLevel >= 80 && BaseLevel <= 100"); end; } veins,224,154,0 script Bounty Board 100-120#vei2 2_BULLETIN_BOARD,{ callfunc "F_Bounty_Board", 100, 120, 20, 2, 1781, 63531, 270000, 202500, // DROSERA 1783, 63532, 265350, 199050, // GALION 1836, 63533, 380400, 285450, // MAGMARING 1780, 63534, 291600, 218700; // MUSCIPULAR end; OnInit: questinfo(QTYPE_QUEST, QMARK_NONE, "BaseLevel >= 100 && BaseLevel <= 120"); end; } veins,222,154,0 script Bounty Board 120-140#vei3 2_BULLETIN_BOARD,{ callfunc "F_Bounty_Board", 120, 140, 20, 2, 1833, 63535, 839700, 1156200, // KASA 1838, 63536, 553500, 565200, // KNOCKER 1831, 63539, 887700, 1070700, // SALAMANDER 1870, 63537, 837000, 627600, // NECROMANCER 1865, 63538, 527100, 462900, // RAGGED_ZOMBIE 1864, 63540, 590700, 405300; // ZOMBIE_SLAUGHTER end; OnInit: questinfo(QTYPE_QUEST, QMARK_NONE, "BaseLevel >= 120 && BaseLevel <= 140"); end; } And \db\import\quest_db.yml # iRO Bounty Board Rachel and Veins - Id: 63516 Title: Bounty Board Hunt Targets: - Mob: ANACONDAQ Count: 150 - Id: 63517 Title: Bounty Board Hunt Targets: - Mob: ROWEEN Count: 150 - Id: 63518 Title: Bounty Board Hunt Targets: - Mob: SIROMA Count: 150 - Id: 63519 Title: Bounty Board Hunt Targets: - Mob: DESERT_WOLF Count: 150 - Id: 63520 Title: Bounty Board Hunt Targets: - Mob: DROSERA Count: 150 - Id: 63521 Title: Bounty Board Hunt Targets: - Mob: HILL_WIND Count: 150 - Id: 63522 Title: Bounty Board Hunt Targets: - Mob: ICE_TITAN Count: 150 - Id: 63523 Title: Bounty Board Hunt Targets: - Mob: SNOWIER Count: 150 - Id: 63524 Title: Bounty Board Hunt Targets: - Mob: AGAV Count: 150 - Id: 63525 Title: Bounty Board Hunt Targets: - Mob: ECHIO Count: 150 - Id: 63526 Title: Bounty Board Hunt Targets: - Mob: HODREMLIN Count: 150 - Id: 63527 Title: Bounty Board Hunt Targets: - Mob: ISILLA Count: 150 - Id: 63528 Title: Bounty Board Hunt Targets: - Mob: SEEKER Count: 150 - Id: 63529 Title: Bounty Board Hunt Targets: - Mob: VANBERK Count: 150 - Id: 63530 Title: Bounty Board Hunt Targets: - Mob: STAPO Count: 150 - Id: 63531 Title: Bounty Board Hunt Targets: - Mob: DROSERA Count: 150 - Id: 63532 Title: Bounty Board Hunt Targets: - Mob: GALION Count: 150 - Id: 63533 Title: Bounty Board Hunt Targets: - Mob: MAGMARING Count: 150 - Id: 63534 Title: Bounty Board Hunt Targets: - Mob: MUSCIPULAR Count: 150 - Id: 63535 Title: Bounty Board Hunt Targets: - Mob: KASA Count: 150 - Id: 63536 Title: Bounty Board Hunt Targets: - Mob: KNOCKER Count: 150 - Id: 63537 Title: Bounty Board Hunt Targets: - Mob: NECROMANCER Count: 150 - Id: 63538 Title: Bounty Board Hunt Targets: - Mob: RAGGED_ZOMBIE Count: 150 - Id: 63539 Title: Bounty Board Hunt Targets: - Mob: SALAMANDER Count: 150 - Id: 63540 Title: Bounty Board Hunt Targets: - Mob: ZOMBIE_SLAUGHTER Count: 150
  11. /npc/re/merchants/ticket_refiner.txt
  12. Hi. You can use addtimer command. Example: - script cheffenia_time HIDDEN_WARP_NPC,{ OnPCLoadMapEvent: if (compare(strcharinfo(3),"bossnia")) { // MINUTOS QUE PODE FICAR DENTRO DA CHEFFENIA .@tempo = 60; deltimer strnpcinfo(0)+"::OnTimeEnd"; deltimer strnpcinfo(0)+"::OnCountdown"; sleep2 1; if (.@tempo < 2) addtimer 60000, strnpcinfo(0)+"::OnTimeEnd"; else addtimer (.@tempo-1)*60000, strnpcinfo(0)+"::OnCountdown"; } end; OnCountdown: if (compare(strcharinfo(3),"bossnia")) { announce "[Cheffênia] Seu tempo acabará em 1 minuto.", bc_self,0xFFF618,FW_NORMAL,30;; addtimer (60000), strnpcinfo(0)+"::OnTimeEnd"; } end; OnTimeEnd: if (compare(strcharinfo(3),"bossnia")) { announce "[Cheffênia] Seu tempo acabou.", bc_self,0xFFF618,FW_NORMAL,30;; sleep2 500; warp "SavePoint", 0, 0; } end; } bossnia_01 mapflag loadevent bossnia_02 mapflag loadevent bossnia_03 mapflag loadevent bossnia_04 mapflag loadevent
  13. Hi, open this file: /src/common/msg_conf.hpp and find this part: enum lang_types { LANG_RUS = 0x01, LANG_SPN = 0x02, LANG_GRM = 0x04, LANG_CHN = 0x08, LANG_MAL = 0x10, LANG_IDN = 0x20, LANG_FRN = 0x40, LANG_POR = 0x80, LANG_THA = 0x100, LANG_MAX }; #ifndef LANG_ENABLE // Multilanguage System. // Define which languages to enable (bitmask). // 0xFFF will enable all, while 0x000 will enable English only. #define LANG_ENABLE 0x000 Change 0x000 in the last line to the desired bitmask value (sum of numbers of the languages you want to use). Save and then compile your server. Examples: Enable Russian and Spanish (0x01 + 0x02 = 0x03) #define LANG_ENABLE 0x03 Enable German and Chinese (0x04 + 0x08 = 0x12) #define LANG_ENABLE 0x12 Enable Spanish and French and Portuguese (0x02 + 0x40 + 0x80 = 0x122) #define LANG_ENABLE 0x122 EDIT: Do note that @langtype have no effect on client-side text. It's only for server messages.
  14. Hi, the server can't find function getNPCID. You can find this function inside file LangManagement.txt in the botkiller folder. The file must load before the others, example: npc: npc/custom/botkiller/LangManagement.txt npc: npc/custom/botkiller/lang/BK6_ES.txt npc: npc/custom/botkiller/lang/BK6_EN.txt
  15. Hello. https://pastebin.com/Cwrv0Mhd
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