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konishiwa

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Posts posted by konishiwa

  1. 1 hour ago, maciel said:

    Do the same as I did in the prints, // Can you use _M/_F to make new accounts on the server?
    // Note: This only works if client-side password encryption is not enabled.

    image.png.1d12c7340d8dc0a01f32a888eea30a07.png

     

     

    image.thumb.png.7fbdfe52839116375ce913df0e392270.pngimage.thumb.png.73f796d51b8aa579b87b88d2ce168023.png

    thanks man, it's my mistake, i'm not paying attention in account and password length

    my bad thank you so much sir to reply me 🙂 🙂

  2. Hello community, i'm about installing a new fresh rathena server side after a long hiatus since 2023 and i got this error when use _M/_F to make new account

    and this is from my login_athena.conf

    // Can you use _M/_F to make new accounts on the server?
    // Note: This only works if client side password encryption is not enabled.
    new_account: yes

    my clientinfo.xml

    <?xml version="1.0" encoding="euc-kr" ?>
    <clientinfo>
        <desc>Ragnarok Client Information</desc>
        <servicetype>korea</servicetype>
        <servertype>primary</servertype>
        <connection>
            <display>Local</display>
                  <address>127.0.0.1</address>
                  <port>6900</port>
                  <version>55</version>
                  <langtype>1</langtype>


    i think the problem is not from client side since i can use old server side with my 20220721 client (ragexe 2022-04-06)

    i'm pretty sure the server is recompiled success with no problems and runserver running smooth until the end

    can someone good ol samaritan help me here, i want to try new job Soul Ascetic 🙂 🙂

    1.jpg

  3. 12 hours ago, Chaos92 said:

    Note: The new skills of Dragon Knight (Dragonic Breath), Biolo (Explosive Powder, Mayhemic Thorns), Meister (Mighty Smash, Spark Blaster, Triple Laser) need a client 20220602+.

    thanks very much sir, i'll try it real quick 😄 😄

    hello, the client available in this forum is 20220721 & 20230404, can i use 2022-03-30_Ragexe (the highest ragexe available) with these 2 clients?

  4. hello, i want ask something about job 4 new skills (Dragon Knight, Biolo, Meister), it seems i can't alocated skill points into new skill for example in Dragon Knight in pic

    i'm using new rathena master per 18 January 2024 and ragexe 2022-04-06

    is there something i'm doing wrong? please help me 🙂 🙂 🙂

    test.jpg

  5. 6 hours ago, Pokye said:

    You don't need to repeat the TAB, if you are going to add several items in 1 tab.

    Use db/import/

    My Example:

    ###########################################################################
    # - Tab                     Cash shop tab. Available tabs are New, Hot, Limited, Rental, Permanent, Scrolls, Consumables, Other, Sale.
    #   Items:                  List of possible items.
    #     - Item                Item name.
    #       Price               Item cost in cash points (#CASHPOINTS).
    ###########################################################################
    
    Header:
      Type: ITEM_CASH_DB
      Version: 1
    
    Body:
      - Tab: New
        Items:
         - Item: C_Spot_Light
           Price: 500
         - Item: C_Released_Ground
           Price: 1000
      - Tab: Hot
        Items:
         - Item: Lightning_Cloud
           Price: 1000
         - Item: Rain_Cloud
           Price: 1000
         - Item: C_Let_It_Snow
           Price: 1000
      - Tab: Limited
        Items:
         - Item: C_Evil_Druid_Cross
           Price: 1000
         - Item: C_Black_Strong_Hair
           Price: 1000
      - Tab: Rental
        Items:
         - Item: C_Blossom_Fluttering
           Price: 1000
         - Item: C_Vampire_Hairband
           Price: 1000
      - Tab: Permanent
        Items:
         - Item: C_Angel_Fluttering
           Price: 1000
         - Item: C_Soulless_Wing
           Price: 1000
      - Tab: Scrolls
        Items:
         - Item: Battle_Manual_X3
           Price: 300
         - Item: HE_Battle_Manual
           Price: 200
      - Tab: Consumables
        Items:
         - Item: Infinity_Drink
           Price: 10
         - Item: ASPD_Potion
           Price: 10
         - Item: Red_Booster
           Price: 10
      - Tab: Other
        Items:
         - Item: Inventory_Ex_Evt
           Price: 100
         - Item: Insurance
           Price: 5

     

    thank you my man, this one works too and it's more simplified..:D ?

  6. 14 minutes ago, Chaos92 said:

    see the documentation above theres already the settings that u can follow, just remove the #

     

    Here some example :

    Body:
    - Tab: Hot
        Items:
          - Item: Kafra_Card
            Price: 1
      - Tab: Hot
        Items:
          - Item: Yggdrasilberry_Box_
            Price: 2
      - Tab: Hot
        Items:
          - Item: Acidbomb_10_Box
            Price: 3
      - Tab: Hot
        Items:
          - Item: Poison_Bottle_10_Box
            Price: 3

     

    i thank you for reply, so we put the items name instead of items id? and where's i should put at item_cash.yml?. in "rathena-master\db" or "rathena-master\db\import" ??

  7. hi community, i want to ask when i'm trying to download new rathena server but there's change in cash shop from txt to yml, my question is how to put my items of choices in new cash shop yml, how i put the items in different categories? and one more thing i found there 2 file named item_cash.yml in rathena-master\db and rathena-master\db\import, which one should i choose?

    or can someone shared their item_cash.yml file so i can learned myself?, thank you in advanced ??

    1.jpg

    2.jpg

    • Upvote 1
  8. On 1/12/2023 at 4:41 AM, MatanzaLH said:

    Hi Guys !

     

    Can anyone add the new 4th expanded classes in the script? Or teach me how I make this change?

     

    I want to add: Spirit Handler, Shinkiro, Shiranui, Soul Ascetic e Sky Emperor, in their due evolutions.

    Ex: Taekwon > Star Gladiator > Star Emperor > Sky Emperor

     

    //===== 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]
    //============================================================
    //=Update by Krane
    //= 2.0 Star Emperor added.
    //= 2.1 Soul Reaper added.
    
    //============================================================
    
    prontera,158,192,4	script	Mestra das Classes	10377,{
    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.cpp
    	// 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) {
    		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_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]
    			case Job_Gunslinger:
    				getitem 13101,1; break;	//	Six Shooter [2]
    			case Job_Ninja:
    				getitem 13010,1; break;	//	Asura [2]
    		}
    	}
    	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;
    	}
    	end;
    }

     

    your rathena support expanded job 4?, care to share?

  9. hello communities, i want to ask about new expanded jobs Hyper Novice in screenshot, somehow i'm managed to setup with kRO 20220721 and 2022-04-06_Ragexe, using latest rathena server prior 5 January 2023

    but the skill Hyper Novice, night watch, shinkiro/shiranui etc still grey and can't added skill points upon it

    what i'm missing here? thank you in advance... ?

    testing.jpg

  10. i know this stupid question, but i'm noob here, trying to build the client with english translate and grf by llchrisll (peace be upon him)

    i've built the client with translate and grf alone and it's still working but i don't know what is this for (yellow marking), where should i put it?

    test.jpg

  11. On 1/10/2022 at 1:06 PM, Valcars said:

    Umh I'm trying to patch the clients but they all give me the same error.

    I compiled the server with the date of the client etc. but it gives me an error on the ItemReformSystem.lub file .. how did you solve it?

    Senza titolo.png

    Senza titolo.png

    well dunno about this, since it's never happened to me, but i'm using newest Nemo, load profile from llchrisll  and select recommended, even with these it's worked without any problems.

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