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Alayne

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Posts posted by Alayne

  1. @wakefield21 as I said to someone else, I don't have a server anymore (nor prod nor test). 

    But I'll try to help you fix the release if you want ^^

    On 11/3/2019 at 4:01 AM, Serken said:

    @AlayneWhen i go to the Maugre, all time says "Oops, i dont have dungeons, need to clear one first and come to me" but i dont buy any dungeon yet

    I install the default sql and i have the tables but not the content

    For Maugre, what's the exact message? Cause I can't find the one you're telling me about. The closest one would be 'Sorry, but no Hall are available right now.', and if that's this one, it explains you that you need to clear the dungeon's map from its monsters before registering it.

  2. @vulcan1991 well it's been a while since a looked at this script.

    As far as I can say, replace in the file the warp definition by this:

    // 1@new
    1@new,135,355,0	script	ECwarp::ECwarp_1	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),184,393;	end; }
    1@new,223,355,0	script	ECwarp::ECwarp_2	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),270,393;	end; }
    1@new,309,355,0	script	ECwarp::ECwarp_3	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),354,393;	end; }
    1@new,393,355,0	script	ECwarp::ECwarp_4	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),96,309;	end; }
    																														
    1@new,135,271,0	script	ECwarp::ECwarp_5	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),184,309;	end; }
    1@new,223,271,0	script	ECwarp::ECwarp_6	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),270,309;	end; }
    1@new,309,271,0	script	ECwarp::ECwarp_7	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),354,309;	end; }
    1@new,393,271,0	script	ECwarp::ECwarp_8	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),96,221;	end; }
    																														
    1@new,135,183,0	script	ECwarp::ECwarp_9	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),184,221;	end; }
    1@new,223,183,0	script	ECwarp::ECwarp_10	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),270,221;	end; }
    1@new,309,183,0	script	ECwarp::ECwarp_11	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),354,221;	end; }
    1@new,393,183,0	script	ECwarp::ECwarp_12	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),96,137;	end; }
    																														
    1@new,135,99,0	script	ECwarp::ECwarp_13	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),184,137;	end; }
    1@new,223,99,0	script	ECwarp::ECwarp_14	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),270,137;	end; }
    1@new,309,99,0	script	ECwarp::ECwarp_15	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),354,137;	end; }
    1@new,393,99,0	script	ECwarp::ECwarp_16	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),96,51;	end; }
    																														
    1@new,135,13,0 	script	ECwarp::ECwarp_17	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),184,51;	end; }
    1@new,223,13,0	script	ECwarp::ECwarp_18	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),270,51;	end; }
    1@new,309,13,0	script	ECwarp::ECwarp_19	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("1@new"),354,51;	end; }
    1@new,393,13,0	script	ECwarp::ECwarp_20	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),96,393;	end; }
    																														
    // 2@new                                                                                                                
    2@new,135,355,0	script	ECwarp::ECwarp_21	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),184,393;	end; }
    2@new,223,355,0	script	ECwarp::ECwarp_22	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),270,393;	end; }
    2@new,309,355,0	script	ECwarp::ECwarp_23	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),354,393;	end; }
    2@new,393,355,0	script	ECwarp::ECwarp_24	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),96,309;	end; }
    																														
    2@new,135,271,0	script	ECwarp::ECwarp_25	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),184,309;	end; }
    2@new,223,271,0	script	ECwarp::ECwarp_26	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),270,309;	end; }
    2@new,309,271,0	script	ECwarp::ECwarp_27	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),354,309;	end; }
    2@new,393,271,0	script	ECwarp::ECwarp_28	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),96,221;	end; }
    																														
    2@new,135,183,0	script	ECwarp::ECwarp_29	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),184,221;	end; }
    2@new,223,183,0	script	ECwarp::ECwarp_30	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),270,221;	end; }
    2@new,309,183,0	script	ECwarp::ECwarp_31	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),354,221;	end; }
    2@new,393,183,0	script	ECwarp::ECwarp_32	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),96,137;	end; }
    						ECwarp                                                                                          
    2@new,135,99,0	script	ECwarp::ECwarp_33	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),184,137;	end; }
    2@new,223,99,0	script	ECwarp::ECwarp_34	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),270,137;	end; }
    2@new,309,99,0	script	ECwarp::ECwarp_35	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),354,137;	end; }
    2@new,393,99,0	script	ECwarp::ECwarp_36	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),96,51;	end; }
    																														
    2@new,135,13,0 	script	ECwarp::ECwarp_37	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),184,51;	end; }
    2@new,223,13,0	script	ECwarp::ECwarp_38	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),270,51;	end; }
    2@new,309,13,0	script	ECwarp::ECwarp_39	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("2@new"),354,51;	end; }
    2@new,393,13,0	script	ECwarp::ECwarp_40	45,1,1,{
    	end;
    OnECInstanceInit: 
    	disablenpc strnpcinfo(0); end;
    
    OnTouch:
    	if('give_ash) getitem 'EC_AshID,1;
    	warp instance_mapname("3@new"),96,393;
    	end;
    
    OnEnableAshtimer:
    	set 'give_ash,1;
    	sleep2 60000;
    	set 'give_ash,0;
    	end;
    }
    
    // 3@new
    3@new,135,355,0	script	ECwarp::ECwarp_41	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),184,393;	end; }
    3@new,223,355,0	script	ECwarp::ECwarp_42	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),270,393;	end; }
    3@new,309,355,0	script	ECwarp::ECwarp_43	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),354,393;	end; }
    3@new,393,355,0	script	ECwarp::ECwarp_44	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),96,309;	end; }
    																						  
    3@new,135,271,0	script	ECwarp::ECwarp_45	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),184,309;	end; }
    3@new,223,271,0	script	ECwarp::ECwarp_46	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),270,309;	end; }
    3@new,309,271,0	script	ECwarp::ECwarp_47	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),354,309;	end; }
    3@new,393,271,0	script	ECwarp::ECwarp_48	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),96,221;	end; }
    																					
    3@new,135,183,0	script	ECwarp::ECwarp_49	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),184,221;	end; }
    3@new,223,183,0	script	ECwarp::ECwarp_50	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),270,221;	end; }
    3@new,309,183,0	script	ECwarp::ECwarp_51	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),354,221;	end; }
    3@new,393,183,0	script	ECwarp::ECwarp_52	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),96,137;	end; }
    																						  
    3@new,135,99,0	script	ECwarp::ECwarp_53	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),184,137;	end; }
    3@new,223,99,0	script	ECwarp::ECwarp_54	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),270,137;	end; }
    3@new,309,99,0	script	ECwarp::ECwarp_55	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),354,137;	end; }
    3@new,393,99,0	script	ECwarp::ECwarp_56	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),96,51;	end; }
    																						 
    3@new,135,13,0 	script	ECwarp::ECwarp_57	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),184,51;	end; }
    3@new,223,13,0	script	ECwarp::ECwarp_58	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),270,51;	end; }
    3@new,309,13,0	script	ECwarp::ECwarp_59	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("3@new"),354,51;	end; }
    3@new,393,13,0	script	ECwarp::ECwarp_60	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),96,393;	end; }
    // 4@new                                                                                  
    4@new,135,355,0	script	ECwarp::ECwarp_61	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),184,393;	end; }
    4@new,223,355,0	script	ECwarp::ECwarp_62	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),270,393;	end; }
    4@new,309,355,0	script	ECwarp::ECwarp_63	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),354,393;	end; }
    4@new,393,355,0	script	ECwarp::ECwarp_64	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),96,309;	end; }
    																						  
    4@new,135,271,0	script	ECwarp::ECwarp_65	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),184,309;	end; }
    4@new,223,271,0	script	ECwarp::ECwarp_66	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),270,309;	end; }
    4@new,309,271,0	script	ECwarp::ECwarp_67	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),354,309;	end; }
    4@new,393,271,0	script	ECwarp::ECwarp_68	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),96,221;	end; }
    																						   
    4@new,135,183,0	script	ECwarp::ECwarp_69	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),184,221;	end; }
    4@new,223,183,0	script	ECwarp::ECwarp_70	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),270,221;	end; }
    4@new,309,183,0	script	ECwarp::ECwarp_71	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),354,221;	end; }
    4@new,393,183,0	script	ECwarp::ECwarp_72	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),96,137;	end; }
    																						
    4@new,135,99,0	script	ECwarp::ECwarp_73	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),184,137;	end; }
    4@new,223,99,0	script	ECwarp::ECwarp_74	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),270,137;	end; }
    4@new,309,99,0	script	ECwarp::ECwarp_75	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("4@new"),354,137;	end; }
    4@new,393,99,0	script	ECwarp::ECwarp_76	45,1,1,{	end;	OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch:	warp instance_mapname("5@new"),156,65;	end; }

    Can't test it thought, sorry but I don't owned a test server anymore ^^'

  3. Well check the map before giving them the rewards ^^

    Just replace last_map_name by the base name of the last map of the instance

    for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 ) {
    	if (attachrid(.@partymemberaid[.@i]) && strcharinfo(3) == instance_mapname(last_map_name))
    	{
    		callfunc("AddPointsFixed", getcharid(3), 1 * $difficulty_level);
    		set AARENA, AARENA + 1;
    		warp "valkyrie",49,48;
    	}
    }

     

    @vulcan1991, for all rewards in instance you might want to give only to leader, check after the attachrid function if the attach char is team leader by using getpartyleader function.

    For instance:

    if (attachrid(.@partymemberaid[.@i]) && getcharid(0) == getpartyleader(getcharid(1))

     

    @wakefield21 yeah YP was a big project I was really loving, but was still missing some works to do. What are you missing as an example? Cause as far as I remember (it's been a while), the content was ready and shared

     

    @Serken, sorry don't get it. Can you explain a bit more? Do you mean that there's monsters on the map? or that the map is allready owned by someone else?

     

    @Strand, my bad, I missed the event that I merged on another file (and that I...don't get anymore, I'm affraid...)

    On the YCSpawn.txt file, add a OnPCLoadMapEvent. Compare strcharinfo(3) to .ycMaps$ by looping over the array. If a map matches, add a dispbottom message saying anything you want to the player ^^

     

    To everybody, sorry for the long delay between answers. I'm currently working on a new project, and I'm, as usual, lacking time ^^'

    • MVP 1
  4. Hi peoples,

    Honestly I don't where to put this question, as it touches script, maps, source (probably, somewhere) so I put it here by default...Sorry if that's not the right place.

    I'm currently installing a system that changes day and night through script.

    The whole thing is working perfectly fine, except for thing. 

    I duplicated some maps (prontera, izlude...) for lore reason, and want to route players to normal or duplicate map according to daytime.

    But right now, if the routing works well, the night mode isn't applied on duplicate, while it is on all other maps.

    The duplicates are made through resnametable.

    Any idea about what could cause that issue to happen?

    Thanks for your help peoples!

  5. Can try it now, but something like that should be what you're expecting for.

    //===== 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,153,193,6	script	Job Master	123,{
    function Get_Job_Equip;
    // Checks if the Player has the required level.
    // closes if not, returns if yes
    function	Require_Level	{
    	if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
    		.@blvl = getarg(0) - BaseLevel;
    		.@jlvl = getarg(1) - JobLevel;
    		mes "Level requirement:";
    		mes ((getarg(0)>1)? 
    			"^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
    			getarg(1)+"^000000 (^00bb00Job^000000)";
    		mes "You need " +
    			((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
    				((.@jlvl > 0) ? "and " : "") : "") +
    			((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
    			"to continue.";
    		close;
    	}
    	return;
    }
    
    // Checks if the given eac is a baby class
    function Is_Baby	{
    	return ((getarg(0, eaclass())&EAJL_BABY)>0);
    }
    
    // Checks if the player can change to third class.
    // Note: This does not include the level checks.
    function	Can_Change_Third	{
    	// To change to third class you either need to be:
    	// * Second Class
    	// * Transcendent Second Class
    	// * Baby Second Class
    	if( !.ThirdClass )
    		return false; // Third job change disabled
    	if( !(eaclass()&EAJL_2) )
    		return false; // Not second Class
    	if( eaclass()&EAJL_THIRD )
    		return false; // Already Third Class
    	if( roclass(eaclass()|EAJL_THIRD) < 0 )
    		return false; // Job has no third Class
    	if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
    		return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
    	if( Is_Baby() && (!.BabyClass || !.BabyThird) )
    		return false; // No Baby (Third) change allowed
    	return true;
    }
    
    function	Can_Rebirth	{
    	// To rebirth, you need to be:
    	// * Second Class
    	if( !.RebirthClass )
    		return false; // Rebirth disabled
    	if( !(eaclass()&EAJL_2) )
    		return false; // Not second Class
    	if( eaclass()&EAJL_UPPER )
    		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 "Please remove your " +
    			((checkfalcon()) ? "falcon" : "") +
    			((checkcart()) ? "cart" : "") +
    			((checkriding()) ? "Peco" : "") +
    			((ismounting()) ? "mount" : "") +
    			" before proceeding.";
    		close;
    	}
    	return;
    }
    function	Check_SkillPoints	{
    	if (.SkillPointCheck && SkillPoint) {
    		mes "Please use all your skill points before proceeding.";
    		close;
    	}
    	return;
    }
    
    // addJobOptions is essentially the same like
    // setarray .@array[getarraysize(.@array)],opt1,opt2,...;
    // It's just easier to read, since we're using it very often
    function	Job_Options	{
    	.@argcount = getargcount();
    	.@arr_size = getarraysize(getarg(0));
    	for( .@i = 1; .@i < .@argcount; .@i++) {
    		setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    	}
    }
    
    // Begin of the NPC
    	mes .NPCName$;
    	Check_Riding();
    	Check_SkillPoints();
    
    	// initialisation
    	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 "An error has occurred.";
    				close;
    		}
    	} else if( Is_First_Cls(.@eac) || 				// First Class
    			   Is_First_Cls(.@eac&(~EAJL_UPPER)) ||	// Trans. First Cls
    			   (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {	// Baby First Cls
    		// Player is First Class (not Novice)
    		// most jobs should have two options here  (2-1 and 2-2)
    		.@class1 = roclass(.@eac|EAJL_2_1); // 2-1
    		.@class2 = roclass(.@eac|EAJL_2_2); // 2-2
    		// dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
    		if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
    			// Player is rebirth Cls and linear class changes are enforced
    			Require_Level(.Req_Second[0], .Req_Second[1]);
    			Job_Options(.@job_opt, lastJob + Job_Novice_High);
    		} else {
    			// Class is not enforced, player can decide.
    			if( .@class1 > 0 ) { // 2-1
    				Require_Level(.Req_Second[0], .Req_Second[1]);
    				Job_Options(.@job_opt, .@class1);
    			}
    			if( .@class2 > 0 ) { // 2-2
    				Require_Level(.Req_Second[0], .Req_Second[1]);
    				Job_Options(.@job_opt, .@class2);
    			}
    		}
    	}
    	
    	// Displaying the Job Menu defined by .@job_opt.
    	// .@job_opt should not be changed below this line.
    	function Job_Menu;
    	Job_Menu(.@job_opt);
    	close;
    
    // Displays the job menu
    function	Job_Menu	{
    	// getarg(0) is the .@job_opt array holding all available job changes.
    	function Confirm_Change;
    	while(true) {
    		.@opt_cnt =  getarraysize(getarg(0));
    		if( .@opt_cnt <= 0 ) {
    			mes "No more jobs are available.";
    			close;
    		}
    
    		.@selected = 0; // Just a single job class given, no select needed
    		if (.@opt_cnt > 1) {
    			// Multiple job classes given. Select one and save it to .@class
    			// After that confirm .@class
    			mes "Select a job.";
    			.@menu$ = "";
    			for (.@i = 0; .@i < .@opt_cnt; .@i++) {
    				if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
    					.@jobname$ = "^0055FFRebirth^000000";
    				else
    					.@jobname$ = jobname(getelementofarray(getarg(0), .@i));
    				.@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
    			}
    			.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
    			.@selected = select(.@menu$) - 1;
    			if( .@selected < 0 || .@selected >= .@opt_cnt )
    				close;
    			next;
    			mes .NPCName$;
    		}
    		.@class = getelementofarray(getarg(0), .@selected);
    		if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
    				BaseLevel < .SNovice) {
    			// Special Level Requirement because Super Novice and
    			// Super Baby can both be selected in one of the first class
    			// changes. That's why the Level Requirement is after and not before
    			// the selection.
    			mes "A base level of " + .SNovice +
    				" is required to turn into a " + jobname(.@class) + ".";
    			return;
    		}
    		// Confirm the Class
    		Confirm_Change(.@class, .@opt_cnt > 1);
    		next;
    		mes .NPCName$;
    	}
    	return;
    }
    
    
    // Executes the actual jobchange and closes.
    function	Job_Change	{
    	.@to_cls = getarg(0);
    	next;
    	mes .NPCName$;
    	mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
    	if (.@to_cls == Job_Novice_High && .LastJob)
    		lastJob = Class; // Saves the lastJob for rebirth
    	jobchange .@to_cls;
    	if (.@to_cls == Job_Novice_High)
    		resetlvl(1);
    	else if (.@to_cls == Job_Baby) {
    		resetstatus;
    		resetskill;
    		set SkillPoint,0;
    	}
    	specialeffect2 EF_ANGEL2;
    	specialeffect2 EF_ELECTRIC;
    	if (.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 "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
    	.@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
    	if( .@class == Job_Novice_High)
    		.@job_option$ = " ~ ^0055FFRebirth^000000";
    	
    	if (select(.@job_option$+": ~ ^777777" + 
    			((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
    		if( .@class == Job_Novice_High)
    		{
    			if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided
    			{
    				next;
    				mes .NPCName$;
    				mes "You'll need a " + getitemname(.rebirthRequiredItemId[Class - 7]) + ".";
    				if(countitem(.rebirthRequiredItemId[Class - 7]) > 0)
    				{
    					mes "I can see you have it with you. Good.";
    					delitem .rebirthRequiredItemId[Class - 7], 1;
    				}
    				else
    				{
    					mes "Come back with it before asking for Rebirth.";
    					close;
    				}
    			}
    		}
    		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$ = "[Job Master]";
    	
    	// 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 = true;	// Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    	.BabyClass = true;				// Enable Baby classes?
    	.BabyThird = true;				// Enable Baby third classes?
    	.BabyExpanded = true;			// Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    	.BabySummoner = true;			// Enable Baby Summoner?
    	.LastJob = true;				// Enforce linear class changes?
    	.SkillPointCheck = true;		// Force player to use up all skill points?
    	.Platinum = true;				// Get platinum skills automatically?
    	.GetJobEquip = false;			// Get job equipment (mostly weapons) on job change?
    
    	// 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;
    	}
    	
    	setarray .rebirthRequiredItemId[0],512,513,512,513,512,513,512,513,512,513,512,513,512,513; //requirement for knight, wizard...Change ids to desired item
    	end;
    }

     

  6. No need to change the the register_aid saving or the point giving. 

    You're just currently giving the points to the wrong person. Right now, you're checking the logout / die event, so you're on "losing char", and give points to him. You need to attach the script to the remaining char before completing the final stage.

    Add this line:

    	attachrid(.register_aid[0]);

    After this one

    killmonsterall "guild_vs5";

     

  7. AHHHH found the issue I think!

    Isn't it linked to the fact you're using 

    		getpartymember( .@party_id,2 );
    		getpartymember( .@party_id,1 );
    

    At the same time? I don't know the source, but aren't the array cleaning between two command call? Like this:

    You're calling GPM with flag 2. $@partymemberaid is set.

    You're calling GPM with flag 1. $@partymembercid is set, but maybe $@partymemberaid is cleaned. Therefor, the loop to check if isloggedin always return false / incorrect values? 

    Did you try adding debugmes with used ids? Can't check it myself.

  8. .@party_id = getcharid(1);
    	if(.@party_id){
    		.@totalLevel = 0;
    		getpartymember( .@party_id,2 );
    		getpartymember( .@party_id,1 );
    		for( .@i = 0; .@i < $@partymembercount; .@i++ )
            {
         		if(isloggedin($@partymemberaid[.@i],$@partymembercid[.@i])) 
                {
                    .@online += 1;
    				if(attachrid($@partymemberaid[.@i])) {
            	    	.@totalLevel += BaseLevel;
            	    }
                }   
            }
            .@averagLvl = .@totalLevel / .@online;
         }
    			                               

    Something like that.

  9. Hi Serken,

    You're talking about my own system right? Not the client built in one, correct?

    If that's so, do you have a message on map server? An error occuring when killing mob? Otherwise, add a debugmes on OnNPCKillEvent section to see if it's triggered correctly.

     

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