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_Terra

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Posts posted by _Terra

  1. I've tested and works fine :)!

     

    skill_cast_db.txt

    Search:

    //-- SN_SIGHT
    380,0,0,0,30000,0,0

    Change to:

    //-- SN_SIGHT
    380,0,0,0,30000,1000,0

     

    skill.cpp

     

    	case SN_SIGHT:
    		clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
            status_change_start(src,bl,SC_INTRAVISION,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
            break;

     

  2. Greetings,  I need help with linear jobs for example: Novice -> Swordman -> Knight -> Rebirth -> High Swordman -> Lord Knight -> Rune Knight (Regular, not Trans).

    Here's script

    //===== rAthena Script =======================================
    //= Job Master
    //===== Description: =========================================
    //= A fully functional job changer.
    //===== Additional Comments: =================================
    //= 1.0 Initial script. [Euphy]
    //= 1.1 Fixed reset on Baby job change.
    //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
    //= 1.3 Kagerou/Oboro added.
    //= 1.4 Rebellion added.
    //= 1.5 Added option to disable RebirthClass. [mazvi]
    //= 1.6 Added option to get job related equipment on change. [Braniff]
    //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
    //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
    //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
    //============================================================
    
    prontera,152,193,4	script	Job Master	679,{
    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 "Nivel Requerido:";
    		mes ((getarg(0)>1)? 
    			"^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
    			getarg(1)+"^000000 (^00bb00Job^000000)";
    		mes "Necesitas " +
    			((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 niveles base " + 
    				((.@jlvl > 0) ? "y " : "") : "") +
    			((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 niveles job " : "") +
    			"para continuar.";
    		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 )
    		return false; // Already Rebirthed
    	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 "Por favor, retire su " +
    			((checkfalcon()) ? "Halcon" : "") +
    			((checkcart()) ? "Carro" : "") +
    			((checkriding()) ? "Peco" : "") +
    			((ismounting()) ? "Montura" : "") +
    			" antes de continuar.";
    		close;
    	}
    	return;
    }
    function	Check_SkillPoints	{
    	if (.SkillPointCheck && SkillPoint) {
    		mes "Por favor, use todos sus puntos de habilidad antes de continuar.";
    		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
    	deletearray .@job_opt[0],getarraysize(.@job_opt);
    	.@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.c
    	// 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 ) {
    		// 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 "Se ha producido un error.";
    				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 hay mas clases disponibles.";
    			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 "Selecciona una Clase.";
    			.@menu$ = "";
    			for (.@i = 0; .@i < .@opt_cnt; .@i++) {
    				if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
    					.@jobname$ = "^0055FFRenacer^000000";
    				else
    					.@jobname$ = jobname(getelementofarray(getarg(0), .@i));
    				.@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
    			}
    			.@menu$ = .@menu$+" ~ ^777777Cancelar^000000";
    			.@selected = select(.@menu$) - 1;
    			if( .@selected < 0 || .@selected >= .@opt_cnt )
    				close;
    			next;
    			mes .NPCName$;
    		}
    		.@class = getelementofarray(getarg(0), .@selected);
    		if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
    				BaseLevel < .SNovice) {
    			// Special Level Requirement because Super Novice and
    			// Super Baby can both be selected in one of the first class
    			// changes. That's why the Level Requirement is after and not before
    			// the selection.
    			mes "Nivel Base de " + .SNovice +
    				" es necesario para poder convertirse en " + jobname(.@class) + ".";
    			return;
    		}
    		// Confirm the Class
    		Confirm_Change(.@class, .@opt_cnt > 1);
    		next;
    		mes .NPCName$;
    	}
    	return;
    }
    
    
    // Executes the actual jobchange and closes.
    function	Job_Change	{
    	.@to_cls = getarg(0);
    	next;
    	mes .NPCName$;
    	mes "Has cambiado " + 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 (.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 ) {
    		mes "Unknown Class Error.";
    		close;
    	}
    	mes "Estas seguro de querer cambiar a la clase ^0055FF"+jobname(.@class)+"^000000?";
    	.@job_option$ = " ~ Cambiar a la clase ^0055FF"+jobname(.@class)+"^000000";
    	if( .@class == Job_Novice_High)
    		.@job_option$ = " ~ ^0055FFRenacer^000000";
    	
    	if (select(.@job_option$+": ~ ^777777" + 
    			((.@back) ?"Atras" : "Cancelar") + "^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_Gunslinger:
    				getitem 13101,1; break;	//	Six Shooter [2]
    			case Job_Ninja:
    				getitem 13010,1; break;	//	Asura [2]
    			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]
    		}
    	}
    	return;
    }
    
    OnInit:
    	// Initialisation, do not edit these
    	.NPCName$ = "[^6F09B3Job Master^000000]";
    	
    	// Settings
    	.ThirdClass = true;			// Enable third classes?
    	.RebirthClass = true;			// Enable rebirth classes?
    	.SecondExpanded = true;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    	.BabyNovice = false;	// Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    	.BabyClass = false;				// Enable Baby classes?
    	.BabyThird = false;				// Enable Baby third classes?
    	.BabyExpanded = false;			// Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    	.BabySummoner = false;			// Enable Baby Summoner?
    	.LastJob = true;				// Enforce linear class changes?
    	.SkillPointCheck = false;		// Force player to use up all skill points?
    	.Platinum = true;				// Get platinum skills automatically?
    	.GetJobEquip = false;			// Get job equipment (mostly weapons) on job change?
    
    	// 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. You can enable in db/pre-re or re/skill_db.txt

    16 inf3 (skill information 3):

    0x000010 - skill that could hit emperium

     

    Search

    434,9,6,1,0,0x1,0,3,1,yes,0,0,0,magic,0,0x0,	SG_HATE,Hatred of the Sun Moon and Stars

    replace:

    434,9,6,1,0,0x1,0,3,1,yes,0,0,0,magic,0,0x10,	SG_HATE,Hatred of the Sun Moon and Stars

     

  4. You searched by skill, not for SC_SKE. 

    Search in src/map/status.ccp:

    if(sc->data[SC_SKE])
    		batk += batk * 3;
    
    if(sc->data[SC_SKE])
    		watk += watk * 3;

    and change *3 value for *2 or *1  whatever you want to do.

    Don't forget recompile.

  5. 5 hours ago, Raiden said:

    Resolveu, o que voce fez? me ensina ai???? por favor

     

    Só procurei o error no notepad++ com alt + g deletando os símbolos como NULL ou ????, a maioria tinha a descrição assim:  ?┳?┯업?ㄳ?? ou também tinha os nomes dos itens sem fechar com " "

  6. 21 hours ago, EIysium said:

    @Raiden

    Aproveitei o tempo para corrigi-lo e você não testou.

    20 minutes ago, Raiden said:

    Eu nao compreendi, voce disse tirar a linha que esta com erro?? Mas isso nao resolve, se eu abrir o arquivo no notepad e salvar denovo sem alterar nenhum item, ele ja da o erro, é como se fosse uma criptografia anti ediçao, so se abrir e salvar sem mexer em nada, ja acontece

    O arquivo corrompe quando vc edita ele, por isso tem que ir item x item corrigindo, btw eu deixei para baixar o iteminfo ja corrigido.

  7. Find:

    // 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;
    }

    Replace if( !(eaclass()&EAJL_2) ) to if( !(eaclass()&EAJL_UPPER) )

    // 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_UPPER) )
    		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;
    }

     

  8. -	script	refresh_pvp	-1,{
    OnInit:
    	bindatcmd "refresh",strnpcinfo(0) +"::OnRefresh";
    	end;
    OnRefresh:
    	if( getmapflag( strcharinfo(3),mf_pvp ) ) {
    		message strcharinfo(0),"@refresh is not allowed in pvp map.";
    	end;
    	} else {
    		message strcharinfo(0),"You must wait 4 seconds for re-use this command.";
    		if (@refdelay) end;
    		set @refdelay, 1;
    		atcommand "@refresh";
    		sleep2 4000; // 4sec Delay
    		set @refdelay, 0;
    		end;
    	}
    }

    Tested and works fine

    • Upvote 1
  9. Hi, i have a problem that I have not been able to solve.

    I want make Hatred  Level 1 only for players and all classes, that only receive 50% more damage.

    Hatred Level 2: only for monsters, that only receive 200% more damage.

    Hatred Level 3: only for emperium, that only receive 500% more damage.

     

    Thank you for your time o/

  10. Hello, you can do in src/map/pc.cpp (Don't forget recompile)

    Search:

    	if(sd->bl.prev == NULL || pc_isdead(sd))
    		return;

    and add below:

    	if(sd->status.base_level >= 99)
    		base_exp = 0;

    Tested and works fine.

    Original Topic.

    • Like 1
  11. You can do this in src/map/status.cpp and search:

    	// Strip skills, need to divest something or it fails.
    	case SC_STRIPWEAPON:
    		if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
    			short i;
    			opt_flag = 0; // Reuse to check success condition.
    			if(sd->bonus.unstripable_equip&EQP_WEAPON)
    				return 0;
    			i = sd->equip_index[EQI_HAND_L];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
    				opt_flag|=1;
    				pc_unequipitem(sd,i,3); // Left-hand weapon
    			}
    
    			i = sd->equip_index[EQI_HAND_R];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
    				opt_flag|=2;
    				pc_unequipitem(sd,i,3);
    			}
    			if (!opt_flag) return 0;
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;
    	case SC_STRIPSHIELD:
    		if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
    		else
    		if (sd && !(flag&SCSTART_LOADED)) {
    			short i;
    			if(sd->bonus.unstripable_equip&EQP_SHIELD)
    				return 0;
    			i = sd->equip_index[EQI_HAND_L];
    			if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
    				return 0;
    			pc_unequipitem(sd,i,3);
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;
    	case SC_STRIPARMOR:
    		if (sd && !(flag&SCSTART_LOADED)) {
    			short i;
    			if(sd->bonus.unstripable_equip&EQP_ARMOR)
    				return 0;
    			i = sd->equip_index[EQI_ARMOR];
    			if ( i < 0 || !sd->inventory_data[i] )
    				return 0;
    			pc_unequipitem(sd,i,3);
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;
    	case SC_STRIPHELM:
    		if (sd && !(flag&SCSTART_LOADED)) {
    			short i;
    			if(sd->bonus.unstripable_equip&EQP_HELM)
    				return 0;
    			i = sd->equip_index[EQI_HEAD_TOP];
    			if ( i < 0 || !sd->inventory_data[i] )
    				return 0;
    			pc_unequipitem(sd,i,3);
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;

    And replace with this: 

     

    	// Strip skills, need to divest something or it fails.
    	case SC_STRIPWEAPON:
    		if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
    			short i;
    			opt_flag = 0; // Reuse to check success condition.
    			if(sd->bonus.unstripable_equip&EQP_WEAPON)
    				return 0;
    			i = sd->equip_index[EQI_HAND_L];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
    				pc_unequipitem(sd,i,3); // Left-hand weapon
    			}
    
    			i = sd->equip_index[EQI_HAND_R];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
    				pc_unequipitem(sd,i,3);
    			}
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;
    	case SC_STRIPSHIELD:
    		if (sd && !(flag&SCSTART_LOADED)) {
    			short i;
    			opt_flag = 0; // Reuse to check success condition.
    			if(sd->bonus.unstripable_equip&EQP_SHIELD)
    				return 0;
    			i = sd->equip_index[EQI_HAND_L];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR) {
    			pc_unequipitem(sd,i,3);
    			}
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;
    	case SC_STRIPARMOR:
    		if (sd && !(flag&SCSTART_LOADED)) {
    			short i;
    			opt_flag = 0; // Reuse to check success condition.
    			if(sd->bonus.unstripable_equip&EQP_ARMOR)
    				return 0;
    			i = sd->equip_index[EQI_ARMOR];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR) {
    			pc_unequipitem(sd,i,3);
    			}
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;
    	case SC_STRIPHELM:
    		if (sd && !(flag&SCSTART_LOADED)) {
    			short i;
    			opt_flag = 0; // Reuse to check success condition.
    			if(sd->bonus.unstripable_equip&EQP_HELM)
    				return 0;
    			i = sd->equip_index[EQI_HEAD_TOP];
    			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR) {
    			pc_unequipitem(sd,i,3);
    			}
    		}
    		if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
    	break;

     

    Tested and works fine ?

  12. db/import/skill_db.txt and paste:

    80,9,8,2,3,0x20,1:1:1:1:1:2:2:2:2:2:2,10,3:4:5:6:7:8:9:10:11:12,yes,0,0x2000,5,magic,0,0x1,	WZ_FIREPILLAR,Fire Pillar

    src/map/skill.cpp

    Find this line:
    
    	case WZ_FIREPILLAR:
    		if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
    			return NULL;
    		if((flag&1)!=0)
    			limit=1000;
    		val1=skill_lv+2;
    		break;
    
    And comment below
    
    	case WZ_FIREPILLAR:
    		//if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
    			//return NULL;
    		if((flag&1)!=0)
    			limit=1000;
    		val1=skill_lv+2;
    		break;
    Search this:
    
    			//It deletes everything except traps and barriers
    			if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
    				if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
    					if (unit->val2&UF_RANGEDSINGLEUNIT)
    						skill_delunitgroup(unit->group);
    				} else
    					skill_delunit(unit);
    				return 1;
    			}
    			break;
    
    and remove: unit->group->skill_id == WZ_FIREPILLAR ||
      
    			//It deletes everything except traps and barriers
    			if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == GN_HELLS_PLANT) {
    				if (skill_get_unit_flag(unit->group->skill_id)&UF_RANGEDSINGLEUNIT) {
    					if (unit->val2&UF_RANGEDSINGLEUNIT)
    						skill_delunitgroup(unit->group);
    				} else
    					skill_delunit(unit);
    				return 1;
    			}
    			break;

    Then recompile your server, i've tested by myself. Hope it helps.

    • Upvote 1
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