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edwardluciano

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Everything posted by edwardluciano

  1. 1@abyss_03,0,0,0 script AbyssLake HIDDEN_WARP_NPC,{ OnInstanceInit: set .map$, instance_mapname("1@abyss_03"); //set .@label$, instance_npcname(strnpcinfo(0))+"::OnMobDead"; setarray .Mob_id[0] ,1713 ,1721 ,1191 ,1716 ,1699 ,1714 ,1717 ,1720; monster .map$,0,0,"Acidus",1713,70,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Dragon Egg",1721,20,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Mimic",1191,20,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Acidus",1716,20,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Ancient Mimic",1699,20,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Ferus",1714,20,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Ferus",1717,20,instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .map$,0,0,"Hydrolancer",1720,13,instance_npcname(strnpcinfo(0))+"::OnMobDead"; end; OnMobDead: for(.@i = 0; .@i < getarraysize(.Mob_id); .@i++) { if (killedrid == .Mob_id[.@i]) { monster .map$,0,0,"--ja--",.Mob_id[.@i],1,instance_npcname(strnpcinfo(0))+"::OnMobDead"; } } end; } Now it ok but when reach 20 minute monster not spawn again Msg: [Error]: npc_event: event not found [dup_13_110044598::OnMobDead]
  2. i tried to convert abyss dungeon to instance now i can spawn when instance create but when player kill monster monster note respawn Lasted code i tried to use OnNPCKillEvent Mapserver Msg when kill monster : [Debug]: (map_mapname2mapid) mapindex_name2id: Map "" not found in index list! [Debug]: (map_mapname2mapid) mapindex_name2id: Map "" not found in index list! [Debug]: (map_mapname2mapid) mapindex_name2id: Map "" not found in index list! 1@abyss_03,0,0,0 script AbyssLake HIDDEN_WARP_NPC,{ OnInstanceInit: set .@map$, instance_mapname("1@abyss_03"); //set .@label$, instance_npcname(strnpcinfo(0))+"::OnMobDead"; monster .@map$,0,0,"Acidus",1713,60,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Dragon Egg",1721,10,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Mimic",1191,10,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Acidus",1716,10,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Ancient Mimic",1699,10,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Ferus",1714,10,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Ferus",1717,10,strnpcinfo(0)+"::OnMobDead"; monster .@map$,0,0,"Hydrolancer",1720,3,strnpcinfo(0)+"::OnMobDead"; end; OnMobDead: //set .@map$, instance_mapname("1@abyss_03"); setarray .Mob_id[0] ,1713 ,1721 ,1191 ,1716 ,1699 ,1714 ,1717 ,1720; for(.@i = 0; .@i < getarraysize(.Mob_id); .@i++) { if (killedrid == .Mob_id[.@i]) { monster instance_mapname("1@abyss_03"),0,0,"--ja--",.Mob_id[.@i],1,strnpcinfo(0)+"::OnMobDead"; } } end; }
  3. [Octopus Cave] request Octopus Hunting Skewer (6442) , When i use Octopus Hunting Skewer 23 Hour Box get Octopus Hunting Skewer 23 hr (6442) rent it can't open instnace this my script mal_dun01,151,235,5 script Starfish 551,{ set .@party_id,getcharid(1); set .@md_name$,"Octopus Cave"; if (!.@party_id) { mes "[Starfish]"; mes "You alone is powerless, hehe!"; mes "Better get someone to help you out."; mes "Make a party, and come back later."; close; } if (is_party_leader() == false) { mes "[Starfish]"; mes "Where is your leader, hehe."; mes "I don't talk to some random people."; mes "Bring your boss to me."; close; } mes "[Starfish]"; mes "I am guarding here, hehe!"; mes "It is just roughly blocked for now."; mes "But someday this cave must be sealed forever, hehe!"; next; while(1) { switch(select("Ask what's going on.:Ask to open the gate.:Go to other location.")) { case 1: mes "[Starfish]"; mes "Lately, our Starfish lady is"; mes "suffering with some issues, ooh ooh."; mes "Something bad happen in this"; mes "peaceful place, hehe!"; next; mes "[Starfish]"; mes "Weird looking limbs came out"; mes "from the hole there,"; mes "tried to kidnap our lady Starfish."; mes "Ooh Ooh."; next; mes "[Starfish]"; mes "It seems those limbs belong to"; mes "that ugly octopus."; mes "That monster should be taken care of,"; mes "but it's hard for ourselves only to make it happen, hehe."; next; mes "[Starfish]"; mes "I want to find someone special,"; mes "and ask to punish this ugly octopus."; mes "I hope this octopus won't ever"; mes "harass our lady, hehe."; next; mes "[Starfish]"; mes "Go catch that octopus and stick it to this pick."; mes "If you bring back the pick, I will"; mes "open this gate for a while."; mes "You should challenge if you are interested, hehe."; next; break; case 2: set .@playtime, checkquest(4197,PLAYTIME); if (.@playtime == 0 || .@playtime == 1) { mes "[Starfish]"; mes "Octopus is not around now, hehe."; mes "Please come back later."; close; } if (.@playtime == 2) erasequest 4197; if (countitem(6442) >= 1) { if (instance_create(.@md_name$) < 0) { mes "[Starfish]"; mes "Party name is... "+getpartyname(.@party_id)+"."; mes "Party leader is... "+strcharinfo(0)+"."; mes "^0000ff"+.@md_name$+"^000000, I cannot open now, hehe."; mes "Now is not the time, please wait."; close; } mes "[Starfish]"; mes "I will open the gate for a while to ^0000ff"+.@md_name$+"^000000."; mes "Please catch that pervert octopus,"; mes "and come back with it sticked to the pick, hehe."; close; } mes "[Starfish]"; mes "Prepare a pick first,"; mes "so you can thread that octopus"; mes "with that pick."; mes "Then, I will let you in for a while, hehe."; close; case 3: mes "[Starfish]"; mes "This is not a good location, check someplace else."; close; } } } My pic
  4. After update to rA 64910 and lasted toda + client 20200401 When player try to buy item on cash shop by free points get this error
  5. It work but class 2 not froce to rebirth class from my code it i // ********* line it can be change 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()&EAJL_UPPER) ) ********* return false; // Froce Rebirth 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; }
  6. Oh availble but i froce class 2 to rebirth class before class 3
  7. I try to add Star Emporer & Soul Reaper to job master i got problem this when Teakwon change to Star Gardiator or Soul Linker in menu has unkown job in menu how to hide it this my problem code (i don't add && .@first_eac != EAJ_TEAKWON cause it make star gardiator & soul linker can't change next class) if (.ThirdTaekwon && .@first_eac != EAJ_NOVICE && .@first_eac != EAJ_SWORDMAN && .@first_eac != EAJ_MAGE && .@first_eac != EAJ_ARCHER && .@first_eac != EAJ_ACOLYTE && .@first_eac != EAJ_MERCHANT && .@first_eac != EAJ_THIEF && .@first_eac != EAJ_GUNSLINGER && .@first_eac != EAJ_NINJA && (.@eac&EAJL_UPPER) == EAJ_STAR_GRADIATOR && !(.@eac&EAJL_THIRD) || .ThirdTaekwon && .@first_eac != EAJ_NOVICE && .@first_eac != EAJ_SWORDMAN && .@first_eac != EAJ_MAGE && .@first_eac != EAJ_ARCHER && .@first_eac != EAJ_ACOLYTE && .@first_eac != EAJ_MERCHANT && .@first_eac != EAJ_THIEF && .@first_eac != EAJ_GUNSLINGER && .@first_eac != EAJ_NINJA && (.@eac&EAJL_UPPER) == EAJ_SOULLINKER && !(.@eac&EAJL_THIRD)) { // is Star Gradiator or Soul Linker and not alreay third if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { Require_Level(.Req_Exp_SE_SR[0], .Req_Exp_SE_SR[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // SE & SR is "third" cls } } this my full code //===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 2.0 //===== Compatible With: ===================================== //= rAthena Project //===== 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] //= 2.0 Translated & Modified Start[#1356] //============================================================ skycity,149,182,6 script Valkyrie 811,{ function Get_Job_Equip; // Checks if the Player has the required level. // close2s if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "เลเวลที่ต้องการ:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "คุณต้องมี " + ((.@blvl > 0) ? " เลเวลพิ่มอีก ^bb0000"+.@blvl+"^000000 " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? " จ๊อบเลเวลเพิ่มอีก ^00bb00"+.@jlvl+"^000000 " : "") + "เพื่อดำเนินการต่อ"; close2; cutin "", 255; end; } return; } // Checks if the given eac is a baby class //EAJL_UPPER //EAJL_BABY //EAJL_THIRD function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } function Is_Upper { return ((getarg(0, eaclass())&EAJL_UPPER)>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()&EAJL_UPPER) ) return false; // Froce Rebirth 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|EAJL_THIRD)) return false; // Already Rebirthed/ Third Class 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 "กรุณานำ " + ((checkfalcon()) ? "Falcon" : "") + ((checkcart()) ? "Cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "Mount" : "") + " ออกไปเสียก่อน"; close2; cutin "", 255; end; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "โปรดใช้ ^FF00000สกิลพ้อยท์ ^000000ให้หมดเสียก่อน"; close2; cutin "", 255; end; } 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$; cutin "3rd_ab_valkyrie",2; 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 "เกิดข้อผิดพลาด"; close2; cutin "", 255; end; } } 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); } } } if (.ThirdTaekwon && .@first_eac != EAJ_NOVICE && .@first_eac != EAJ_SWORDMAN && .@first_eac != EAJ_MAGE && .@first_eac != EAJ_ARCHER && .@first_eac != EAJ_ACOLYTE && .@first_eac != EAJ_MERCHANT && .@first_eac != EAJ_THIEF && .@first_eac != EAJ_GUNSLINGER && .@first_eac != EAJ_NINJA && (.@eac&EAJL_UPPER) == EAJ_STAR_GRADIATOR && !(.@eac&EAJL_THIRD) || .ThirdTaekwon && .@first_eac != EAJ_NOVICE && .@first_eac != EAJ_SWORDMAN && .@first_eac != EAJ_MAGE && .@first_eac != EAJ_ARCHER && .@first_eac != EAJ_ACOLYTE && .@first_eac != EAJ_MERCHANT && .@first_eac != EAJ_THIEF && .@first_eac != EAJ_GUNSLINGER && .@first_eac != EAJ_NINJA && (.@eac&EAJL_UPPER) == EAJ_SOULLINKER && !(.@eac&EAJL_THIRD)) { // is Star Gradiator or Soul Linker and not alreay third if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { Require_Level(.Req_Exp_SE_SR[0], .Req_Exp_SE_SR[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // SE & SR is "third" cls } } // 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 "ไม่มีอาชีพต่อไปสำหรับท่านแล้ว"; close2; cutin "", 255; end; } .@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 "เลือกอาชีพที่ต้องการเปลี่ยน"; .@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$+" ~ ^777777ยกเลิก^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close2; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "ต้องการเลเวล " + .SNovice + " เพื่อเปลี่ยนเป็น " + jobname(.@class); return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and close2s. function Job_Change { .@to_cls = getarg(0); next; mes .NPCName$; mes "ตอนนี้คุณได้เป็น " + callfunc("F_InsertArticle", jobname(.@to_cls)) + " แล้ว!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close2; // Always close2s after the change cutin "", 255; end; } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "เกิดข้อผิดพลาด"; close2; cutin "", 255; end; } mes "ท่านต้องการเปลี่ยนเป็น ^0055FF"+jobname(.@class)+"^000000?"; .@job_option$ = " ~ เปลี่ยนเป็น ^0055FF"+jobname(.@class)+"^000000"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"กลับ" : "ยกเลิก") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close2; // "Cancel" pressed cutin "", 255; end; 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$ = "[Valkyrie]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .ThirdTaekwon = true; // Enable Third classes of Star Gradiator, Soul Linker .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 = false; // 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],99,70; // 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_SE_SR[0],99,50; // Minimum base level, job level to third class Star Emperor and Soul Reaper 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; }
  8. I can't use Worl Moving Ticket on my custom map. How to fix it.
  9. where to fix this i try to find it but not found plz thankyou
  10. //===== 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] //= 2.0 Star Emperor Soul Reaper added. by Edward Luciano //============================================================ 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.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 (.Third && (.@eac&EAJ_UPPER) == EAJ_STAR_GRADIATOR && !(eaclass()&EAJL_THIRD) || .Third && (.@eac&EAJ_UPPER) == EAJ_STAR_GRADIATOR && !(eaclass()&EAJL_THIRD)) // is Star Gradiator or Soul Linker and not alreay third { // (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_SE_SR[0], .Req_Exp_SE_SR[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // SE & SR 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, Job_Star_Emperor, Job_Soul_Reaper); 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? .Third = true; // Enable Third classes of Star Gradiator, Soul Linker .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. // 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],99,70; // 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_SE_SR[0],99,50; // Minimum base level, job level to third class Star Emperor and Soul Reaper 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; } This ?
  11. can i get scrpt change that job ? i need it
  12. What is Star Emperor & Soul Reaper Considered in ea_job_ystem. I'm editing jobmaster script change class Star Emperor & Sou Reaper
  13. change to that : Novice -> Swordman -> Knight -> Rebirth -> High Swordman -> Lord Knight -> Rune Knight
  14. I Try to update but can't all cause already added My rAthena SVN Revision 22362
  15. it don't work sir, Thankyou for help me now i config in log_athena for only Rare item & card to slow show debug
  16. Try this skill_cast_db.txt search //-- MO_EXTREMITYFIST and //271,2000:1750:1500:1250:1000,3000:2500:2000:1500:1000,0,10000,300000,0,2000:1750:1500:1250:1000 then add 271,2000:1750:1500:1250:1000:500:1000:1000:1000:1000,3000:2500:2000:1500:1000,0,0,300000,0,2000:1750:1500:1250:1000:500:1000:1000:1000:1000 next line
  17. When kill monster and monster drop 2 item more , How to turn off this msg or fix that please
  18. Drop4shared Capture.PNG - 76.77 KB : DB error - Column 'bound' specified twice[Debug]: at e:\acting sub lt pongsakorn attarat\project server\ragnarok\rathena-master\src\map\log.c:228 - INSERT DELAYED INTO `picklog` (`time`, `char_id`, `type`, `nameid`, `amount`, `refine`, `card0`, `card1`, `card2`, `card3`, `map`, `unique_id`, `bound`) VALUES (NOW(), '150000', 'P', '909', '1', '0', '0', '0', '0', '0', 'prt_fild08b', '0', '0') How to solve it thx sir i very tired to fix it bump bump
  19. some server has this everyone can view equipment all player , But if has item Ex: Private Card in inventory other player can't view equipment player has this item
  20. This my save getmapxy(.@map$, .@x, .@y,0); savepoint .@map$, .@x, .@y; I want character if live in only payon town savepoint "payon", 156, 212; help plz This My bug Code getmapxy(.@map$, .@x, .@y,0); if(.@map$ == "payon.gat") { savepoint "payon", 156, 212; next; mes .@npcname$; mes "Thx"; cutin "",255; close; } savepoint .@map$, .@x, .@y;
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