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  1. The 2023+ clients use new job IDs for the jRO costumes: JOB_RUNE_KNIGHT_2ND = 4332, JOB_MECHANIC_2ND = 4333, JOB_GUILLOTINE_CROSS_2ND = 4334, JOB_WARLOCK_2ND = 4335, JOB_ARCHBISHOP_2ND = 4336, JOB_RANGER_2ND = 4337, JOB_ROYAL_GUARD_2ND = 4338, JOB_GENETIC_2ND = 4339, JOB_SHADOW_CHASER_2ND = 4340, JOB_SORCERER_2ND = 4341, JOB_SURA_2ND = 4342, JOB_MINSTREL_2ND = 4343, JOB_WANDERER_2ND = 4344, You need to add them in the source. Open file \src\common\mmo.hpp. Find JOB_SKY_EMPEROR2 = 4316, then add the following code below it: JOB_RUNE_KNIGHT_2ND = 4332, JOB_MECHANIC_2ND, JOB_GUILLOTINE_CROSS_2ND, JOB_WARLOCK_2ND, JOB_ARCHBISHOP_2ND, JOB_RANGER_2ND, JOB_ROYAL_GUARD_2ND, JOB_GENETIC_2ND, JOB_SHADOW_CHASER_2ND, JOB_SORCERER_2ND, JOB_SURA_2ND, JOB_MINSTREL_2ND, JOB_WANDERER_2ND, Save the file then recompile the server. I've updated the example script for you: // callfunc "F_JobSuit",<Job ID>; //Change to specific sprite // callfunc "F_JobSuit",-1; //Change to 2nd job // callfunc "F_JobSuit",-2; //Change to transcendent 2nd job // callfunc "F_JobSuit",-3; //Change to 3rd job // callfunc "F_JobSuit",-4; //Change to 4th job // callfunc "F_JobSuit",-5; //Change to alternative third class costume // callfunc "F_JobSuit"; //Return to default sprite function script F_JobSuit { .@block_expanded_jobs = false; //Disable changing for expanded job player (true/false) if (getargcount() == 0) { if (PACKETVER >= 20231220) setlook LOOK_BODY2,Class; else if (JobSuit_id > 4331 && JobSuit_id < 4345) setlook LOOK_BODY2,0; else changebase Class; JobSuit_active = false; JobSuit_id = 0; end; } if (getarg(0) > -1) { if (jobname(getarg(0)) == "Unknown Job") { dispbottom "Unknown Job"; end; } callsub S_OK,getarg(0),1; } if (.@block_expanded_jobs && (BaseClass == Job_Novice || BaseClass == Job_Summoner || BaseClass == Job_Gunslinger || BaseClass == Job_Ninja || BaseClass == Job_Taekwon)) end; if (BaseClass == Job_Summoner) { if (Upper) callsub S_OK,Job_Summoner; else callsub S_OK,Job_Spirit_Handler; } else if (BaseClass == Job_Gunslinger) { switch(getarg(0)) { case -1: callsub S_OK,Job_Gunslinger; case -2: case -3: callsub S_OK,Job_Rebellion; case -4: case -5: default: callsub S_OK,Job_Night_Watch; } } else if (BaseClass == Job_Ninja) { switch(getarg(0)) { case -1: callsub S_OK,Job_Ninja; case -2: case -3: callsub S_OK,(Sex ? Job_Kagerou : Job_Oboro); case -4: case -5: default: callsub S_OK,(Sex ? Job_Shinkiro : Job_Shiranui); } } else if (BaseClass == Job_Novice) { switch(getarg(0)) { case -1: callsub S_OK,Job_Novice,1; case -2: case -3: callsub S_OK,Job_Super_Novice; case -4: case -5: default: callsub S_OK,Job_Hyper_Novice; } } else if (BaseJob == Job_Soul_Linker) { switch(getarg(0)) { case -1: case -2: callsub S_OK,Job_Soul_Linker; case -3: callsub S_OK,Job_Soul_Reaper; case -4: case -5: default: callsub S_OK,Job_Soul_Ascetic; } } else if (BaseJob == Job_Star_Gladiator) { switch(getarg(0)) { case -1: callsub S_OK,Job_Taekwon; case -2: callsub S_OK,Job_Star_Gladiator; case -3: callsub S_OK,Job_Star_Emperor; case -4: case -5: default: callsub S_OK,Job_Sky_Emperor; } } switch(getarg(0)) { case -1: callsub S_OK,roclass(eaclass()&EAJ_UPPERMASK); case -2: callsub S_OK,roclass(eaclass()&EAJ_UPPERMASK|EAJL_UPPER); case -3: callsub S_OK,roclass(eaclass()&EAJ_THIRDMASK|EAJL_THIRD); case -4: .@job = roclass(eaclass()&EAJ_THIRDMASK|EAJL_THIRD); callsub S_OK,roclass(eaclass(.@job)|EAJL_FOURTH|EAJL_UPPER); case -5: .@job = roclass(eaclass()&EAJ_THIRDMASK|EAJL_THIRD); if (.@job > 0) callsub S_OK,roclass(eaclass(.@job)|EAJL_FOURTH|EAJL_UPPER)+80; } S_OK: .@c = getarg(0); if (.@c < 1 && getarg(1,0) == 0) end; if (PACKETVER >= 20231220) setlook LOOK_BODY2,.@c; else if (.@c > 4331 && .@c < 4345) setlook LOOK_BODY2,1; else changebase .@c; JobSuit_active = true; JobSuit_id = .@c; end; } - script #JobSuitOnLogin -1,{ OnPCLoginEvent: if (JobSuit_active) F_JobSuit(JobSuit_id); end; }
    2 points
  2. I think it should be working, as usual dont try it at town since maybe some dev might try at prontera/town with @pvp or something. U can try with the 4 example given (if im not mistaken) and see the damage. Try at any field/dungeon.
    1 point
  3. I just tried it and it's working fine for me. Please share what you put in the file and how you tested it.
    1 point
  4. Put in import folder
    1 point
  5. Hello, I don't see the variable being set in your item script. You can use OnPCLoginEvent on a NPC to reapply the appearance. Replace changebase with setlook LOOK_BODY2. Example using a function: Script: | callfunc "F_JobSuit"; UnEquipScript: | callfunc "F_JobSuit",-1; // callfunc "F_JobSuit"; //Change to evolution sprite // callfunc "F_JobSuit",<Job ID>; //Change to specific sprite // callfunc "F_JobSuit",-1; //Return to default sprite function script F_JobSuit { if (getarg(0,0) != -1) { if (jobname(getarg(0,-1)) != "Unknown Job") .@c = getarg(0); else if (BaseJob == Job_Priest) .@c = JOB_ARCH_BISHOP; else if (BaseJob == Job_Wizard) .@c = JOB_WARLOCK; else if (BaseJob == Job_Blacksmith) .@c = JOB_MECHANIC; else if (BaseJob == Job_Hunter) .@c = JOB_RANGER; else if (BaseJob == Job_Assassin) .@c = JOB_GUILLOTINE_CROSS; else if (BaseJob == Job_Crusader) .@c = JOB_ROYAL_GUARD; else if (BaseJob == Job_Monk) .@c = JOB_SURA; else if (BaseJob == Job_Sage) .@c = JOB_SORCERER; else if (BaseJob == Job_Rogue) .@c = JOB_SHADOW_CHASER; else if (BaseJob == Job_Alchemist) .@c = JOB_GENETIC; else if (BaseJob == Job_Bard) .@c = JOB_MINSTREL; else if (BaseJob == Job_Dancer) .@c = JOB_WANDERER; if (PACKETVER >= 20231220) setlook LOOK_BODY2,.@c; else changebase .@c; JobSuit_active = true; JobSuit_id = .@c; end; } if (PACKETVER >= 20231220) setlook LOOK_BODY2,Class; else changebase Class; JobSuit_active = false; JobSuit_id = 0; end; } - script #JobSuitOnLogin -1,{ OnPCLoginEvent: if (JobSuit_active) F_JobSuit(JobSuit_id); end; }
    1 point
  6. Hexadecimal = BB8 (Decimal = 3000) max 64000 = FA00
    1 point
  7. Version 1.0.0

    170 downloads

    Since someone is claiming that they are the only one who has the right to come up with this idea, and it's become an issue - to be honest, I didn't know that something like this had already been released here. So, I've decided to share this work for free so that everyone can benefit from it. Just to clarify: this is entirely my own work. I didn’t copy any code from the person claiming they are the only one entitled to ideas like this. As for the monster GRF, I manually edited each one to extract only the dead sprite actions. Whenever an MVP dies on the map, a tombstone will appear at the spot where it died — but instead of just saying "Tomb", it now shows the MVP’s name like **"Phreeoni"**, **"Baphomet"**, or **"Ifrit"** Instantly see which MVP was killed Great for MVP hunters and competitive players Makes the game world feel more immersive Works with any MVP across the server Example: When **Phreeoni** is defeated, a tombstone labeled **"Phreeoni"** appears where it died — no more guessing!
    Free
    1 point
  8. I have updated it to be compatible with the latest rAthena version https://github.com/hiphop9/rathena20250614
    1 point
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