Jump to content

Zac

Members
  • Posts

    44
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Zac

  1. Do the miruku's site down?D;
  2. Zac

    Oo gary, you pawned me. Welcome to the club!
  3. Welcome ;o teach me portugezeee
  4. I've been here for like 2 months and haven't posted here yet, so hello everybody!
  5. You won't know the truth in the lies

  6. Well, I spent my days writing quest(s) and storyline for your maps, for a little result you could check this thread out http://rathena.org/board/topic/57982-arc-saber-ragnarok-online/#entry74052 it has your maps in it also the storyline ha ~
  7. Zac

    Token Loot

    Oh damn, wish that one of the pro scripters will look into this e_e
  8. Pleasure! you deserve it ~ By the way, now I'm testing your whole maps to apply it in my server also writing a quest to get there. I'll make these maps special x)
  9. Zac

    Adding GM Account

    Oh well, we should move on ._.
  10. Zac

    Token Loot

    Try this, haven't tested it yet. prontera,155,185,4[TAB]script[TAB]Event Manager[TAB]81,{ if (getgmlevel(60)) // Edit to your desired GM Level { mes "[ Event Manager ]"; mes "Do you want to start the event?"; menu "Yes",start, "No",-; close; start: donpcevent "Portal::OnEnable"; //Enable Event end; } end; // The NPC cannot be clicked by normal players. } 155,181,4[TAB]script[TAB]Portal[TAB]45,2,2,{ OnInit: donpcevent "Portal::OnDisable"; //So the event wont start without GM's access end; OnDisable: // The NPC do Nothing without GM's Access end; OnEnable: OnTouch: if( .Event ) warp "guild_vs5",0,0; end; OnMinute00: set .Event,1; hideoffnpc strnpcinfo(0); announce "Loot event has started. Rush to the Portal.",0; sleep ( 30 * 1000 ); // How long Portal Open ? announce "Portal will be close by now..",0; hideonnpc strnpcinfo(0); set .Event,0; monster "guild_vs5",0,0,"Name",1002,30,strnpcinfo(0)+"::OnMobKilled"; sleep ( 60 * 1000 ); // Last how long the Event ? killmonster "guild_vs5","All"; mapwarp "guild_vs5","prontera",155,181; end; OnMobKilled: monster "guild_vs5",0,0,"Name",1002,1,strnpcinfo(0)+"::OnMobKilled"; end; }
  11. Zac

    Adding GM Account

    Bytheway, TXT is easier for an offline server, where you could test everything of your own. Am I right? ._.
  12. Zac

    Adding GM Account

    To add GM Account, using SQL goto your login and edit your desired account's level into your desired level as rlt mentioned, and for TXT you could read Keim's post, to make your GM account have a yellow name and GM Clothes, edit you clientinfo.xml and find this. <aid> <admin>accountid</admin> </aid> And add another accountid of your desired GM Account id.
  13. If you wanted the original scripts here is it, I removed Baby Changer as you wanted. //===== rAthena Script ======================================= //= rAthena Jobchanger AKA Job Master //===== By: ================================================== //= rAthena Dev Team //===== Current Version: ===================================== //= 1.5a //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= //= Changes your job without asking too much //= For other info, please contact me at [email protected] //= Editted menu to avoid button mashing. //= 1.3 Added TK/SL/SG, thanks to Haplo. Fixed minor bugs [Lupus] //= script leaves grabage variable: 'lastJob' //= 1.4 Added NJ/GS, changed all job numbers to Job_* constants. //= All credits go to pxxx [skotlex] //= 1.5 Rewrite everything from scratch. [Lance] //= 1.5a fixed Baby -> Super Baby change. Switched to JobName() [Lupus] //= Removed Baby Changer as a request [Zac] //============================================================ prontera,161,186,6[TAB]script[TAB]Job Master[TAB]123,{ mes "^ff0000[Job Master]^000000"; if(Upper == 1 && Class >= Job_Lord_Knight) goto L_noReq; if(SkillPoint != 0){ mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Please come again soon!"; close; } if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Novice: skill 142,1,0; skill 143,1,0; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0){ set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ mes "Do you want to reborn?"; if(select("Yes","No")==1){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; } close; } } mes "I'm sorry, there are no further classes for your job."; close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_cantCh: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_remove: mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; }
  14. What do you mean with extras?._.
  15. Okay thats quite easy and solve anything, thanks Emistry, Brian. Problem Solved.
  16. What's the differences? and about the setup, where I could download the latest SVN? I did downloaded 15520 SVN but I can't see any setup there ._. Again, any instructions? .___. Thanks for the reply
  17. Hi, I want to change my eathena SVN into rAthena SVN, and I'm using Renewal Client but my SVN is a Pre-Renewal. Questions: 1. How to upgrade into renewal. 2. How to change eathena into rAthena. 3. How to avoid losing databases and logs. Thanks for your help.
  18. That will make your server imbalance, a Knight with One-Handed Sword + Cranial Shield + Parry? o_o
  19. My client somehow popping up setup.exe everytime I run the client. Any clue?
  20. Try this one I modified from rAthena's SVN script and merged platinum skills, breeder, reset stat. prontera,153,182,6[TAB]script[TAB]Class Master[TAB]808,{ set .npc$,"^ff0000[Class Master]^000000"; mes .npc$; mes "What can I help you?"; next; menu "Change Job",L_job_change,"Breeder Service",breed,"Reset Skills",L_rskill,"Platinum Skills",pltskill,"Cancel",-; close; L_rskill: mes .npc$; mes "I am the Ability Reseter."; mes "Reset Stats: 5,000z"; mes "Reset Skills: 5,000z"; mes "Reset Both: 9,000z"; mes "Please select the service you want:"; next; menu "^FF3355Reset Skills",L0,"Reset Stats",L1,"Reset Both^000000",L2,"Quit",LEnd; L0: mes .npc$; if (Zeny < 5000) goto NeedZenys; mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,zeny-5000; ResetSkill; close; L1: next; mes .npc$; mes "What do you want to do?"; menu "^FF3355Reset Stats^000000",-,"^0000FFBuilds^000000",Lbuilds; next; mes .npc$; if (Zeny < 5000) goto NeedZenys; mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,zeny-5000; ResetStatus; close; Lbuilds: if(Class == Job_Taekwon) { goto menubuild; } if(Class == Job_Soul_Linker) { goto menubuild; } if(Class == Job_Gunslinger) { goto menubuild; } if(Class == Job_Star_Gladiator) { goto menubuild; } if(Class == Job_Ninja) { goto menubuild; } if(Upper != 1) { next; mes .npc$; mes "You still can't use this feature."; close; } menubuild: if(BaseLevel != 255) { next; mes .npc$; mes "You still can't use this feature."; close; } if(build1$=="") { set build1$,"Build (1/5)"; } if(build2$=="") { set build2$,"Build (2/5)"; } if(build3$=="") { set build3$,"Build (3/5)"; } if(build4$=="") { set build4$,"Build (4/5)"; } if(build5$=="") { set build5$,"Build (5/5)"; } next; mes .npc$; mes "Builds CP"; menu build1$,Lb1, build2$,Lb2, build3$,Lb3, build4$,Lb4, build5$,Lb5; Lb1: next; mes .npc$; mes "Save Build (50k) || Use Build (5k)"; menu "Save Build",-,"Use this Build",Lusebuild1; if (Zeny < 50000) goto NeedZenys; set Zeny,zeny-50000; if(readparam(bStr) > 255) { close; } //Prevent Haxed stats if(readparam(bAgi) > 255) { close; } //Prevent Haxed stats if(readparam(bVit) > 255) { close; } //Prevent Haxed stats if(readparam(bInt) > 255) { close; } //Prevent Haxed stats if(readparam(bDex) > 255) { close; } //Prevent Haxed stats if(readparam(bLuk) > 255) { close; } //Prevent Haxed stats mes "Please - Name Your Build (1)."; input @build1$; set build1$,@build1$; set statpts1,readparam(9); set bstr1,readparam(bStr); set bagi1,readparam(bAgi); set bvit1,readparam(bVit); set bint1,readparam(bInt); set bdex1,readparam(bDex); set bluk1,readparam(bLuk); set build_1,1; next; mes .npc$; mes "Name: ^0000ff"+build1$+"^000000."; mes "Str: ^ff0000"+bstr1+"^000000."; mes "Agi: ^ff0000"+bagi1+"^000000."; mes "Vit: ^ff0000"+bvit1+"^000000."; mes "Int: ^ff0000"+bint1+"^000000."; mes "Dex: ^ff0000"+bdex1+"^000000."; mes "Luk: ^ff0000"+bluk1+"^000000."; mes "Build (1) - Save process complete!"; close; Lusebuild1: if(build_1 != 1) { next; mes .npc$; mes "You haven't save any build here."; close; } if (Zeny < 5000) goto NeedZenys; set Zeny,zeny-5000; ResetStatus; sleep2 10; statusup2 bStr,bstr1 -1; statusup2 bAgi,bagi1 -1; statusup2 bVit,bvit1 -1; statusup2 bInt,bint1 -1; statusup2 bDex,bdex1 -1; statusup2 bLuk,bluk1 -1; set StatusPoint,statpts1; message strcharinfo(0),"You changed your Build to "+build1$+" Build."; close; Lb2: next; mes .npc$; mes "Save Build (50k) || Use Build (5k)"; menu "Save Build",-,"Use this Build",Lusebuild2; if (Zeny < 50000) goto NeedZenys; set Zeny,zeny-50000; if(readparam(bStr) > 255) { close; } //Prevent Haxed stats if(readparam(bAgi) > 255) { close; } //Prevent Haxed stats if(readparam(bVit) > 255) { close; } //Prevent Haxed stats if(readparam(bInt) > 255) { close; } //Prevent Haxed stats if(readparam(bDex) > 255) { close; } //Prevent Haxed stats if(readparam(bLuk) > 255) { close; } //Prevent Haxed stats mes "Please - Name Your Build (2)."; input @build2$; set build2$,@build2$; set statpts2,readparam(9); set bstr2,readparam(bStr); set bagi2,readparam(bAgi); set bvit2,readparam(bVit); set bint2,readparam(bInt); set bdex2,readparam(bDex); set bluk2,readparam(bLuk); set build_2,1; next; mes .npc$; mes "Name: ^0000ff"+build2$+"^000000."; mes "Str: ^ff0000"+bstr2+"^000000."; mes "Agi: ^ff0000"+bagi2+"^000000."; mes "Vit: ^ff0000"+bvit2+"^000000."; mes "Int: ^ff0000"+bint2+"^000000."; mes "Dex: ^ff0000"+bdex2+"^000000."; mes "Luk: ^ff0000"+bluk2+"^000000."; mes "Build (2) - Save process complete!"; close; Lusebuild2: if(build_2 != 1) { next; mes .npc$; mes "You haven't save any build here."; close; } if (Zeny < 5000) goto NeedZenys; set Zeny,zeny-5000; ResetStatus; sleep2 10; statusup2 bStr,bstr2 -1; statusup2 bAgi,bagi2 -1; statusup2 bVit,bvit2 -1; statusup2 bInt,bint2 -1; statusup2 bDex,bdex2 -1; statusup2 bLuk,bluk2 -1; set StatusPoint,statpts2; message strcharinfo(0),"You changed your Build to "+build2$+" Build."; close; Lb3: next; mes .npc$; mes "Save Build (50k) || Use Build (5k)"; menu "Save Build",-,"Use this Build",Lusebuild3; if (Zeny < 50000) goto NeedZenys; set Zeny,zeny-50000; if(readparam(bStr) > 255) { close; } //Prevent Haxed stats if(readparam(bAgi) > 255) { close; } //Prevent Haxed stats if(readparam(bVit) > 255) { close; } //Prevent Haxed stats if(readparam(bInt) > 255) { close; } //Prevent Haxed stats if(readparam(bDex) > 255) { close; } //Prevent Haxed stats if(readparam(bLuk) > 255) { close; } //Prevent Haxed stats mes "Please - Name Your Build (3)."; input @build3$; set build3$,@build3$; set statpts3,readparam(9); set bstr3,readparam(bStr); set bagi3,readparam(bAgi); set bvit3,readparam(bVit); set bint3,readparam(bInt); set bdex3,readparam(bDex); set bluk3,readparam(bLuk); set build_3,1; next; mes .npc$; mes "Name: ^0000ff"+build3$+"^000000."; mes "Str: ^ff0000"+bstr3+"^000000."; mes "Agi: ^ff0000"+bagi3+"^000000."; mes "Vit: ^ff0000"+bvit3+"^000000."; mes "Int: ^ff0000"+bint3+"^000000."; mes "Dex: ^ff0000"+bdex3+"^000000."; mes "Luk: ^ff0000"+bluk3+"^000000."; mes "Build (3) - Save process complete!"; close; Lusebuild3: if(build_3 != 1) { next; mes .npc$; mes "You haven't save any build here."; close; } if (Zeny < 5000) goto NeedZenys; set Zeny,zeny-5000; ResetStatus; sleep2 10; statusup2 bStr,bstr3 -1; statusup2 bAgi,bagi3 -1; statusup2 bVit,bvit3 -1; statusup2 bInt,bint3 -1; statusup2 bDex,bdex3 -1; statusup2 bLuk,bluk3 -1; set StatusPoint,statpts3; message strcharinfo(0),"You changed your Build to "+build3$+" Build."; close; Lb4: next; mes .npc$; mes "Save Build (50k) || Use Build (5k)"; menu "Save Build",-,"Use this Build",Lusebuild4; if (Zeny < 50000) goto NeedZenys; set Zeny,zeny-50000; if(readparam(bStr) > 255) { close; } //Prevent Haxed stats if(readparam(bAgi) > 255) { close; } //Prevent Haxed stats if(readparam(bVit) > 255) { close; } //Prevent Haxed stats if(readparam(bInt) > 255) { close; } //Prevent Haxed stats if(readparam(bDex) > 255) { close; } //Prevent Haxed stats if(readparam(bLuk) > 255) { close; } //Prevent Haxed stats mes "Please - Name Your Build (4)."; input @build4$; set build4$,@build4$; set statpts4,readparam(9); set bstr4,readparam(bStr); set bagi4,readparam(bAgi); set bvit4,readparam(bVit); set bint4,readparam(bInt); set bdex4,readparam(bDex); set bluk4,readparam(bLuk); set build_4,1; next; mes .npc$; mes "Name: ^0000ff"+build4$+"^000000."; mes "Str: ^ff0000"+bstr4+"^000000."; mes "Agi: ^ff0000"+bagi4+"^000000."; mes "Vit: ^ff0000"+bvit4+"^000000."; mes "Int: ^ff0000"+bint4+"^000000."; mes "Dex: ^ff0000"+bdex4+"^000000."; mes "Luk: ^ff0000"+bluk4+"^000000."; mes "Build (4) - Save process complete!"; close; Lusebuild4: if(build_4 != 1) { next; mes .npc$; mes "You haven't save any build here."; close; } if (Zeny < 5000) goto NeedZenys; set Zeny,zeny-5000; ResetStatus; sleep2 10; statusup2 bStr,bstr4 -1; statusup2 bAgi,bagi4 -1; statusup2 bVit,bvit4 -1; statusup2 bInt,bint4 -1; statusup2 bDex,bdex4 -1; statusup2 bLuk,bluk4 -1; set StatusPoint,statpts4; message strcharinfo(0),"You changed your Build to "+build4$+" Build."; close; Lb5: next; mes .npc$; mes "Save Build (50k) || Use Build (5k)"; menu "Save Build",-,"Use this Build",Lusebuild5; if (Zeny < 50000) goto NeedZenys; set Zeny,zeny-50000; if(readparam(bStr) > 255) { close; } //Prevent Haxed stats if(readparam(bAgi) > 255) { close; } //Prevent Haxed stats if(readparam(bVit) > 255) { close; } //Prevent Haxed stats if(readparam(bInt) > 255) { close; } //Prevent Haxed stats if(readparam(bDex) > 255) { close; } //Prevent Haxed stats if(readparam(bLuk) > 255) { close; } //Prevent Haxed stats mes "Please - Name Your Build (5)."; input @build5$; set build5$,@build5$; set statpts5,readparam(9); set bstr5,readparam(bStr); set bagi5,readparam(bAgi); set bvit5,readparam(bVit); set bint5,readparam(bInt); set bdex5,readparam(bDex); set bluk5,readparam(bLuk); set build_5,1; next; mes .npc$; mes "Name: ^0000ff"+build5$+"^000000."; mes "Str: ^ff0000"+bstr5+"^000000."; mes "Agi: ^ff0000"+bagi5+"^000000."; mes "Vit: ^ff0000"+bvit5+"^000000."; mes "Int: ^ff0000"+bint5+"^000000."; mes "Dex: ^ff0000"+bdex5+"^000000."; mes "Luk: ^ff0000"+bluk5+"^000000."; mes "Build (5) - Save process complete!"; close; Lusebuild5: if(build_5 != 1) { next; mes .npc$; mes "You haven't save any build here."; close; } if (Zeny < 5000) goto NeedZenys; set Zeny,zeny-5000; ResetStatus; sleep2 10; statusup2 bStr,bstr5 -1; statusup2 bAgi,bagi5 -1; statusup2 bVit,bvit5 -1; statusup2 bInt,bint5 -1; statusup2 bDex,bdex5 -1; statusup2 bLuk,bluk5 -1; set StatusPoint,statpts5; message strcharinfo(0),"You changed your Build to "+build5$+" Build."; close; L2: mes .npc$; if (Zeny < 9000) goto NeedZenys; mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,zeny-9000; ResetSkill; ResetStatus; close; NeedZenys: next; mes .npc$; mes "Sorry, you don't have enough Zeny."; close; LEnd: close; pltskill: mes .npc$; mes "I can give you the special skills available to your job. Would you like these skills now?"; next; menu "Yes",Lgetskills,"No",Lnogetskills; Lgetskills: if (BaseClass==Job_Novice) goto Lskillsnovice; if (BaseClass==Job_Swordman) goto Lskillsswordie; if (BaseClass==Job_Mage) goto Lskillsmage; if (BaseClass==Job_Archer) goto Lskillsarcher; if (BaseClass==Job_Acolyte) goto Lskillsaco; if (BaseClass==Job_Merchant) goto Lskillsmerchie; if (BaseClass==Job_Thief) goto Lskillsthief; goto Lother; Lskillsnovice: mes .npc$; mes "I see that you are a Novice Class. I will now add the special skills available to these jobs."; skill 142,1,0; if(BaseJob==0) skill 143,1,0; mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lskillsswordie: mes .npc$; mes "I see that you are a Swordman Class. I will now add the special skills available to these jobs."; skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; skill 1002,1,0; mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lskillsmage: mes .npc$; mes "I see that you are a Mage Class. I will now add the special skills available to these jobs."; skill 142,1,0; skill 157,1,0; mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lskillsarcher: mes .npc$; mes "I see that you are an Archer Class. I will now add the special skills available to these jobs."; skill 142,1,0; skill 147,1,0; skill 148,1,0; mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lskillsaco: mes .npc$; mes "I see that you are an Acolyte Class. I will now add the special skills available to these jobs."; skill 142,1,0; skill 156,1,0; mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lskillsmerchie: mes .npc$; mes "I see that you are a Merchant Class.I will now add the special skills available to these jobs."; skill 142,1,0; skill 153,1,0; skill 154,1,0; if (Class==Job_Creator) { skill 243,1,0; skill 247,1,0; skill 238,1,0; skill 244,1,0; } mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lskillsthief: mes .npc$; mes "I see that you are a Thief Class. I will now add the special skills available to these jobs."; skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; mes " "; mes "You now have all the special skills available to the these jobs."; next; goto LskillsEND; Lother: mes .npc$; mes "I will now add the special skills available to your job."; skill 142,1,0; mes " "; mes "You now have all the special skills available to your job."; next; goto LskillsEND; LskillsEND: mes .npc$; mes "Have a nice day."; close; Lnogetskills: mes .npc$; mes "Aww, how come you don't want my special skills?"; mes "*sob* FINE!"; mes "Have a nice day... >.>"; close; breed: mes .npc$; mes "What would you rent?"; next; switch(select("Cart:Falcon:Peco")) { case 1: if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) { setcart; close; }else{ mes .npc$; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 2: if(BaseJob != Job_Archer && BaseClass == Job_Archer && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) { setfalcon; close; }else{ mes .npc$; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 3: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0) { setriding; close; }else{ mes .npc$; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } } L_job_change: if(Upper == 1 && Class >= Job_Lord_Knight) goto L_noReq; if(SkillPoint != 0){ mes .npc$; mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Please come again soon!"; close; } if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Novice: skill 142,1,0; skill 143,1,0; mes .npc$; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes .npc$; mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0){ set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes .npc$; mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes .npc$; mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ mes .npc$; mes "Do you want to reborn?"; if(select("Yes","No")==1){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; } close; } } mes .npc$; mes "I'm sorry, there are no further classes for your job."; close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_cantCh: mes .npc$; mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes .npc$; mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes .npc$; mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes .npc$; mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_remove: mes .npc$; mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; OnPCLoginEvent: if (Class==Job_Creator) { skill 243,1,0; skill 247,1,0; } }
×
×
  • Create New...