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Bringer

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Everything posted by Bringer

  1. Bringer

    Quest NPC

    Requesting Quest Npc Like this 1.NPC LOCATE @ prontera you need items and zeny next you go the 2nd npc @ nif town you pass the next quest item and go to 3rd npc give the items and zeny and back @2nd npc to get the your quest hat
  2. the problem announce hehe awlwys name announce the problem announce hehe awlwys same announce
  3. i already change the itemdb but still the npc still announce same name 26298,Rabbit Headdress [Stats],Rabbit Headdress [Stats],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus bAllStats,3; },{},{} 26299,Rabbit Headdress [Elements],Rabbit Headdress [Elements],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus2 bSubEle,Ele_Neutral,3; bonus2 bSubEle,Ele_Water,3; bonus2 bSubEle,Ele_Earth,3; bonus2 bSubEle,Ele_Fire,3; bonus2 bSubEle,Ele_Wind,3; bonus2 bSubEle,Ele_Poison,3; bonus2 bSubEle,Ele_Holy,3; bonus2 bSubEle,Ele_Dark,3; bonus2 bSubEle,Ele_Ghost,3; bonus2 bSubEle,Ele_Undead,3; },{},{} 26300,Rabbit Headdress [Reduce],Rabbit Headdress [Reduce],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus2 bSubRace,RC_DemiHuman,3; bonus2 bSubRace,RC_Player,3; },{},{} 26301,Rabbit Headdress [Increase],Rabbit Headdress [Increase],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus2 bAddRace,RC_DemiHuman,3; bonus2 bAddRace,RC_Player,3; },{},{} 26302,Rabbit Headdress [Magic],Rabbit Headdress [Magic],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus bMatkRate,3; },{},{} 26303,Rabbit Headdress [Physical],Rabbit Headdress [Physical],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus2 bAddClass,Class_All,3; },{},{} 26304,Rabbit Headdress [HP&SP],Rabbit Headdress [HP&SP],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus bMaxHPrate,3; bonus bMaxSPrate,3; },{},{} 26305,Rabbit Headdress [DEF],Rabbit Headdress [DEF],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus bDef,5; },{},{} 26306,Rabbit Headdress [MDEF],Rabbit Headdress [MDEF],4,0,0,1,,0,,1,0xFFFFFFFF,7,2,1024,,,,2209,{ bonus bMdef,5; },{},{}
  4. delitem 2227,1; delitem 1059,40; delitem 978,1; delitem 975,1; delitem 976,1; set Zeny, Zeny - 10000000; setarray .@ItemID[0],607,608,512; getitem .@ItemID[ rand( getarraysize( .@ItemID ) ) ],1; emotion e_grat; announce ""+strcharinfo(0)+" has finished the " + ( .@ItemID ) + " ",0; close; i have same costume hat but 9 different effects i want the to announce what kind of hat is will get i try that .@ItemID but the npc announce id# of the hat not the name of the item like this GM Drew has finished the Costume:_Rabbit_Headdress_[stats] or Costume:_Rabbit_Headdress_[Elements]
  5. These is what I've done for 36 (example) max guild members : /src/common/mmo.h : #define MAX_GUILD 16+10*6 // increased max guild members +6 per 1 extension levels [Lupus] changed to #define MAX_GUILD 16+20*1 // increased max guild members +6 per 1 extension levels [Lupus] And /src/char/int_guild.c : g->max_member = 16 + guild_checkskill(g, GD_EXTENSION) * 6; changed to g->max_member = 16 + guild_checkskill(g, GD_EXTENSION) * 1; the problem i cant find this code g->max_member = 16 + guild_checkskill(g, GD_EXTENSION) * 1;
  6. prontera,145,150,5 script Sample 56,{ if( BaseLevel == 99 && reward_lvl == 0 && Upper && .count < 100 ){ if( .count < 3 ) getitem 714,1; if( .count < 100 ) getitem 7227,1; reward_lvl++; .count++; announce "Congratulations " + strcharinfo(0) + " for receiving the level 99 reward, there are only "+ (100-.count) +" rewards left!",0; } else if ( reward_lvl ) { mes "you already get your reward"; close; } else if ( BaseLevel != 99 ) { mes "you are not lvl 99"; close; } end; OnInit: .count = query_sql( "select `value` from `global_reg_value` where `str`= 'reward_lvl'", .@value ); if ( .count >99 ) end; // limit to 127 players online here .@size = query_sql( "select `account_id` from `char` where `char_id` not in ( select `char_id` from `global_reg_value` where `str`= 'reward_lvl' ) and `online`=1", .@account_id ); for ( .@i = 0; .@i < .@size; .@i++ ) { attachrid .@account_id[.@i]; if ( reward_lvl ) { .count++; if ( .count >99 ) end; } } end; } can anyone update the sql i got error in global_reg_value
  7. VANRO CUSTOM SKILLS FIRE IVY Max Level : 1 Type : Active Target : Player/Emperium Effect : Swaps location with target unit.
  8. not working on eamod no menu for costume upper mid lower
  9. requesting for just like card remover but for costume hat eamod script please
  10. 13423,Fire_Blazed_Sword,Fire Blazed Sword,5,20,,1200,85,,1,0,0x000654E2,7,2,2,4,40,1,2,{ if(Class == Job_Whitesmith) { bonus bStr,10; bonus2 bSkillAtk,"WS_CARTTERMINATION",20; } else if(Class == Job_Creator) { bonus bInt,10; bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20; } else if(Class == Job_Lord_Knight) { bonus bStr,10; bonus2 bSkillAtk,"KN_BOWLINGBASH",20; } else if(Class == Job_Assassin_Cross) { bonus bStr,10; bonus2 bSkillAtk,"ASC_METEORASSAULT",20; } },{},{} @stolao Thanks its Working Now
  11. anyone help me about this item script not working 13423,Fire_Blazed_Sword,Fire Blazed Sword,5,20,,1200,85,,1,0,0x000654E2,7,2,2,4,40,1,2,{ if(BaseJob == Job_Whitesmith) { bonus bStr,10; bonus2 bSkillAtk,"WS_CARTTERMINATION",20; } else if(BaseJob == Job_Creator ) { bonus bInt,10; bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20; } else if(BaseJob == Job_Lord_Knight ) { bonus bStr,10; bonus2 bSkillAtk,"KN_BOWLINGBASH",20; } else if(BaseJob == Job_Assassin_Cross ) { bonus bStr,10; bonus2 bSkillAtk,"ASC_METEORASSAULT",20; } },{},{} A One-handedd Sword made to rush at the enemy's position, especially designed for battles against Demihumans. [^0000FFWhitesmith^000000] Strength + 10 Increase Damage Cart Termination by 20% [^0000FFCreator^000000] Intelligence + 10 Increase Damage Acid Demonstration by 20% [^0000FFLord Knight^000000] Strength + 10 Increase Damage Bowling Bash damage by 20% [^0000FFAssasin Cross^000000] Strength + 10 Increase Damage Meteor Assault damage by 20% Class :^777777 Sword^000000 Attack :^777777 150^000000 Weight :^777777 60^000000 Weapon Level :^777777 4^000000 Required Level :^777777 40^000000 Applicable Job :^777777 Swordman Class, Merchant Class, Thief Class^000000
  12. 12028,Box_Of_Thunder,Box of Thunder,2,1000,,0,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_SpeedUp0,20000,0; },{},{} 12016,Speed_Up_Potion,Speed Potion,2,2,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_SpeedUp1,5000,0; },{},{} not giving any movement speed at all
  13. anyone have src code old setting for asura and final strike slide effect?
  14. NPC Menu the npc will pick random items 25pcs and 5 token if someone finished the quest the npc will pick another random item if you finished the quest will you get an prize and the npc will announce it you can repeat the quest every 1 day
  15. If your are the server owner why not? Just @reloaditemdb and then it will be shown.. i already try that but the item not showing
  16. it you with restriction, I created other to char in the same account, I was to catch another classroom not of using npc. As I take off, I tried I did not obtain. i cant understand what your saying much better screen shot your problem
  17. //************************************************************* // Job Changer poring_w02,76,78,5 script Instant Job Changer 544,{ // -- Configuration Option set .npcname$,"[ ^0000FF Class Helper ^000000 ]"; set .InfoMenu,0; // Classes Informations Option [ 0 - Disable / 1 - Enable ] set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ] set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ] set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ] set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ] set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ] set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ] set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ] set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ] set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ] // -- Usable for Only 1 Time set .Based,1; // [ 0 - Account Based / 1 - Character Based ] if( ClassHelper == 1 || #ClassHelper == 1 ) end; Main_Menu: mes .npcname$; mes "I am the Job Class Helper..."; mes "I am here to help you."; mes " ^FF0000________________________________^000000"; mes "Do you wish to become Stronger ?"; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000", ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000", ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000", ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000", ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000", ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000", ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000", ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000", ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, i admire nobody....^000000")) { case 1: goto Classes_info; case 2: goto FirstJob_Classes; case 3: goto SecondJob_Classes; case 4: goto HighFirstJob_Classes; case 5: goto TransSecondJob_Classes; case 6: goto TransThirdJob_Classes; case 7: goto ExpandedJob_Classes; case 8: goto BabyJob_Classes; case 9: goto BabyThirdJob_Classes; case 10: if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; } FirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Swordman^000000", "^76EE00Magician^000000", "^76EE00Archer^000000", "^76EE00Acolyte^000000", "^76EE00Merchant^000000", "^76EE00Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,1,99,50,60,"All"; case 2: callsub Job_Changing,2,99,50,60,"All"; case 3: callsub Job_Changing,3,99,50,60,"All"; case 4: callsub Job_Changing,4,99,50,60,"All"; case 5: callsub Job_Changing,5,99,50,60,"All"; case 6: callsub Job_Changing,6,99,50,60,"All"; case 7: goto Main_Menu; } HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4002,99,50,60,"All"; case 2: callsub Job_Changing,4003,99,50,60,"All"; case 3: callsub Job_Changing,4004,99,50,60,"All"; case 4: callsub Job_Changing,4005,99,50,60,"All"; case 5: callsub Job_Changing,4006,99,50,60,"All"; case 6: callsub Job_Changing,4007,99,50,60,"All"; case 7: goto Main_Menu; } SecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Knight^000000", "^76EE00Priest^000000", "^76EE00Wizard^000000", "^76EE00Blacksmith^000000", "^76EE00Hunter^000000", "^76EE00Assassin^000000", "^76EE00Crusader^000000", "^76EE00Monk^000000", "^76EE00Sage^000000", "^76EE00Rogue^000000", "^76EE00Alchemist^000000", ( Sex == 0 )?"":"^76EE00Dancer^000000", ( Sex == 1 )?"":"^76EE00Bard^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,7,99,50,110,"All"; case 2: callsub Job_Changing,8,99,50,110,"All"; case 3: callsub Job_Changing,9,99,50,110,"All"; case 4: callsub Job_Changing,10,99,50,110,"All"; case 5: callsub Job_Changing,11,99,50,110,"All"; case 6: callsub Job_Changing,12,99,50,110,"All"; case 7: callsub Job_Changing,14,99,50,110,"All"; case 8: callsub Job_Changing,15,99,50,110,"All"; case 9: callsub Job_Changing,16,99,50,110,"All"; case 10: callsub Job_Changing,17,99,50,110,"All"; case 11: callsub Job_Changing,18,99,50,110,"All"; case 12: callsub Job_Changing,20,99,50,110,"All"; case 13: callsub Job_Changing,19,99,50,110,"All"; case 14: goto Main_Menu; } TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4008,999,80,130,"All"; case 2: callsub Job_Changing,4009,999,80,130,"All"; case 3: callsub Job_Changing,4010,999,80,130,"All"; case 4: callsub Job_Changing,4011,999,80,130,"All"; case 5: callsub Job_Changing,4012,999,80,130,"All"; case 6: callsub Job_Changing,4013,999,80,130,"All"; case 7: callsub Job_Changing,4015,999,80,130,"All"; case 8: callsub Job_Changing,4016,999,80,130,"All"; case 9: callsub Job_Changing,4017,999,80,130,"All"; case 10: callsub Job_Changing,4018,999,80,130,"All"; case 11: callsub Job_Changing,4019,999,80,130,"All"; case 12: callsub Job_Changing,4021,999,80,130,"All"; case 13: callsub Job_Changing,4020,999,80,130,"All"; case 14: goto Main_Menu; } TransThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Rune Knight^000000", "^76EE00Warlock^000000", "^76EE00Ranger^000000", "^76EE00Arch Bishop^000000", "^76EE00Mechanic^000000", "^76EE00Guillotine Cross^000000", "^76EE00Royal Guard^000000", "^76EE00Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Wanderer^000000", ( Sex == 1 )?"":"^76EE00Minstrel^000000", "^76EE00Shura^000000", "^76EE00Genetic^000000", "^76EE00Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4060,99,70,200,"All"; case 2: callsub Job_Changing,4061,99,70,200,"All"; case 3: callsub Job_Changing,4062,99,70,200,"All"; case 4: callsub Job_Changing,4063,99,70,200,"All"; case 5: callsub Job_Changing,4064,99,70,200,"All"; case 6: callsub Job_Changing,4065,99,70,200,"All"; case 7: callsub Job_Changing,4073,99,70,200,"All"; case 8: callsub Job_Changing,4074,99,70,200,"All"; case 9: callsub Job_Changing,4076,99,70,200,"All"; case 10: callsub Job_Changing,4075,70,70,200,"All"; case 11: callsub Job_Changing,4077,70,70,200,"All"; case 12: callsub Job_Changing,4078,70,70,200,"All"; case 13: callsub Job_Changing,4079,70,70,200,"All"; case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,999,80,130,"All"; case 2: callsub Job_Changing,24,999,80,130,"All"; case 3: callsub Job_Changing,25,999,80,130,"All"; case 4: callsub Job_Changing,4046,999,80,130,"All"; case 5: callsub Job_Changing,4047,999,80,130,"All"; case 6: callsub Job_Changing,4049,999,80,130,"All"; case 7: goto Main_Menu; } BabyJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Swordman^000000", "^76EE00Baby Magician^000000", "^76EE00Baby Archer^000000", "^76EE00Baby Acolyte^000000", "^76EE00Baby Merchant^000000", "^76EE00Baby Thief^000000", "^76EE00Baby Knight^000000", "^76EE00Baby Priest^000000", "^76EE00Baby Wizard^000000", "^76EE00Baby Blacksmith^000000", "^76EE00Baby Hunter^000000", "^76EE00Baby Assassin^000000", "^76EE00Baby Crusader^000000", "^76EE00Baby Monk^000000", "^76EE00Baby Sage^000000", "^76EE00Baby Rogue^000000", "^76EE00Baby Alchemist^000000", ( Sex == 0 )?"":"^76EE00Baby Dancer^000000", ( Sex == 1 )?"":"^76EE00Baby Bard^000000", "^76EE00Super Baby^000000", "^76EE00Baby Novice^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4024,999,80,60,"All"; case 2: callsub Job_Changing,4025,999,80,60,"All"; case 3: callsub Job_Changing,4026,999,80,60,"All"; case 4: callsub Job_Changing,4027,999,80,60,"All"; case 5: callsub Job_Changing,4028,999,80,60,"All"; case 6: callsub Job_Changing,4029,999,80,60,"All"; case 7: callsub Job_Changing,4030,999,80,110,"All"; case 8: callsub Job_Changing,4031,999,80,110,"All"; case 9: callsub Job_Changing,4032,999,80,110,"All"; case 10: callsub Job_Changing,4033,999,80,110,"All"; case 11: callsub Job_Changing,4034,999,80,110,"All"; case 12: callsub Job_Changing,4035,999,80,110,"All"; case 13: callsub Job_Changing,4037,999,80,110,"All"; case 14: callsub Job_Changing,4038,999,80,110,"All"; case 15: callsub Job_Changing,4039,999,80,110,"All"; case 16: callsub Job_Changing,4040,999,80,110,"All"; case 17: callsub Job_Changing,4041,999,80,110,"All"; case 18: callsub Job_Changing,4043,999,80,110,"All"; case 19: callsub Job_Changing,4042,999,80,110,"All"; case 20: callsub Job_Changing,4045,999,80,110,"All"; case 21: callsub Job_Changing,4023,999,80,110,"All"; case 22: goto Main_Menu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,99,70,200,"All"; case 2: callsub Job_Changing,4097,99,70,200,"All"; case 3: callsub Job_Changing,4098,99,70,200,"All"; case 4: callsub Job_Changing,4099,99,70,200,"All"; case 5: callsub Job_Changing,4100,99,70,200,"All"; case 6: callsub Job_Changing,4101,99,70,200,"All"; case 7: callsub Job_Changing,4102,99,70,200,"All"; case 8: callsub Job_Changing,4103,99,70,200,"All"; case 9: callsub Job_Changing,4105,99,70,200,"All"; case 10: callsub Job_Changing,4104,99,70,200,"All"; case 11: callsub Job_Changing,4106,99,70,200,"All"; case 12: callsub Job_Changing,4107,99,70,200,"All"; case 13: callsub Job_Changing,4108,99,70,200,"All"; case 14: goto Main_Menu; } Job_Changing: mes .npcname$; mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000."; if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; } if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; } if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; } if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; } jobchange getarg(0); set BaseLevel,getarg(1); set JobLevel,getarg(2); resetskill; resetstatus; set SkillPoint,getarg(3); if ( .Allskills == 1 ){ atcommand "@allskills"; set SkillPoint,0; } percentheal 100,100; if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; Classes_info: mes .npcname$; mes "=====[^76EE00 Swordman Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Archer Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Mage Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Thief Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Acolyte Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Merchant Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Super Novice ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Gunslinger ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Ninja ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Taekwon ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. "; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Star Gladiator ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Soul Linker ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability."; mes " ^FF0000________________________________^000000"; next; goto Main_Menu; OnInit: waitingroom " Job Changer",0; end; }
  18. hello can i request for this script npc warper any gm team can trigger the npc and can cancel the event Menu will be 7 vs 7 up to 12 vs 12 players cant talk the npc if the event is not running they will be warped at this room BUT RANDOM WARP OR AUTO BALANCE WARP "bat_room",85,223; "bat_room",85,207;
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