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Rikimaru

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Everything posted by Rikimaru

  1. hmmm...let me check it on my server. EDIT: Okay the Problem is this : set .TCGID,7227; set @TCGamount,1; prontera,155,169,5 script Class Swapper 100,{ Edit this part to : prontera,155,169,5 script Class Swapper 100,{ set .TCGID,7227; set @TCGamount,1; That's all.
  2. Try to remove the "else if (" thingys , and just make it if(this) do that ; if(this2) do that 2;
  3. to change your job back to normal use this : ITEMID,Black_Bag,Black Bag,5,20,,100,,3,,2,0xFFFFFFFF,7,2,1,,0,1,VIEWID,{ bonus bAllStats,1; },{ changebase 4023; },{ changebase Class; }
  4. Errmm...Ich weiß es nicht,vielleicht kein eigenes Forum,weil wir nicht gerade viele deutsche hier sind. Es werden ja immer weniger deutsche die sich mir Ragnarok Online beschäftigen. Aber naja,mal schauen ob es mehr Leute werden die zum rAthena Board kommen.
  5. You have to add the IP which your server uses into the clientinfo.xml.
  6. Okay! Pastebin : http://pastebin.com/dWcPc5S1 Script in Codebox : //********************************************************************************************************************************************************************************* //***--Topic Link : ***( ^ ~ ^ )/*** //*** //*** //********************************************************************************************************************************************************************************* //***-- Script by : ***( ^ ~ ^ )/*** //***-- Emistry //*** //********************************************************************************************************************************************************************************* //***-- Contact Info : ***( ^ ~ ^ )/*** //***-- My Email : [email protected] //*** //********************************************************************************************************************************************************************************* //***-- Messages : ***( ^ ~ ^ )/*** //***-- Drop me a private message or email if you are looking for my helps ^^. //***-- Beside that, I am looking for a Server to work with ^^ . //***-- I will do my best to help you ^^. //***-- More Details ? PM Me ^^. //*** //********************************************************************************************************************************************************************************* //***Although these scripts might not suit or follow with what you have requested completely. But i still wish you can give it a try before reject the works. //*** //********************************************************************************************************************************************************************************* //***-- Versions Update: ***( ^ ~ ^ )/*** //*** [ Version 1.4 ] - All Credits go to Emistry , just edited it for myieee on rathena.org . [ By Rikimaru ] //*** [ Version 1.3 ] - Added Message informing after Class Swapped . [ By Emistry ] //*** [ Version 1.2 ] - Added Conditions Check . [ By Emistry ] //*** [ Version 1.1 ] - Separate Classes into Categories. [ By Emistry ] //*** [ Version 1.0 ] - Simple Class Swap Script . [ By Emistry ] //*** //********************************************************************************************************************************************************************************* //====================== Settings ============================0 set .TCGID,7227; set @TCGamount,1; prontera,155,169,5 script Class Swapper 100,{ mes "[ Class Swapper ]"; if(BaseLevel < 255 || JobLevel < 120 ){ mes"Only Base Level 255 and Job Level 120 Player can use my services."; close; } mes "Hi, i can change your current job class to other job class."; mes "Please choose you desired job class to change into."; next; switch (select ("Normal Job Class:Advanced Job Class:Expanded Job Class:Nothing")) { Case 1: mes "[ Class Swapper ]"; mes "Choose more detail for your desired job class."; switch (select ("Knight:Crusader:Assassin:Rogue:Wizard:Sage:Priest:Monk:Blacksmith:Alchemist:Hunter:Bard / Dancer")) { Case 1: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Knight now."; jobchange 7; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 2: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Crusader now."; jobchange 14; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 3: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Assassin now."; jobchange 12; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 4: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Rogue now."; jobchange 17; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 5: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Wizard now."; jobchange 9; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 6: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Sage now."; jobchange 16; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 7: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Priest now."; jobchange 8; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 8: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Monk now."; jobchange 15; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 9: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Blacksmith now."; jobchange 10; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 10: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Alchemist now."; jobchange 18; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 11: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Hunter now."; jobchange 11; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 12: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; if(Sex == 1 ){ mes "Okay.. i will transform you into a Bard now."; jobchange 19; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } if(Sex == 0 ){ mes "Okay.. i will transform you into a Dancer now."; jobchange 20; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } close2; emotion e_heh; end; } Case 2: mes "[ Class Swapper ]"; mes "Choose more detail for your desired job class."; switch (select ("Lord Knight:Paladin:Assassin Cross:Stalker:High Wizard:Professor:High Priest:Champion:Whitesmith:Biochemist:Sniper:Clown / Gypsy")) { Case 1: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Lord Knight now."; jobchange 4008; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 2: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Paladin now."; jobchange 4015; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 3: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Assassin Cross now."; jobchange 4013; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 4: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Stalker now."; jobchange 4018; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 5: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a High Wizard now."; jobchange 4010; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 6: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Professor now."; jobchange 4017; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 7: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a High Priest now."; jobchange 4009; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 8: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Champion now."; jobchange 4016; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 9: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Whitesmith now."; jobchange 4011; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 10: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Biochemist now."; jobchange 4019; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 11: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Sniper now."; jobchange 4012; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 12: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; if(Sex == 1 ){ mes "Okay.. i will transform you into a Clown now."; jobchange 4020; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } if(Sex == 0 ){ mes "Okay.. i will transform you into a Gypsy now."; jobchange 4021; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } close2; emotion e_heh; end; } Case 3: mes "[ Class Swapper ]"; mes "Choose more detail for your desired job class."; switch (select ("Super Novice:Gunslinger:Ninja:Taekwon:Star Gladiator:Soul Linker")) { Case 1: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Super Novice now."; jobchange 23; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 2: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Gunslinger now."; jobchange 24; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 3: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Ninja now."; jobchange 25; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 4: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Taekwon now."; jobchange 4046; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 5: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Star Gladiator now."; jobchange 4047; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 6: mes "[ Class Swapper ]"; if(countitem(.TCGID) < @TCGamount) goto l_noitem; delitem .TCGID,@TCGamount; mes "Okay.. i will transform you into a Soul Linker now."; jobchange 4049; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; } Case 4: mes "[ Class Swapper ]"; mes "Okay...Goodbye!"; close; } close; l_noitem: mes "[ Class Swapper ]"; mes "Sorry you have to get the Items."; close; } [/codeBOX]
  7. ITEMID,Black_Bag,Black Bag,5,20,,100,,3,,2,0xFFFFFFFF,7,2,1,,0,1,VIEWID,{ bonus bAllStats,1; },{ changebase 4023; },{} This means , it is wearable by all Jobs , gives allstats + 1 and if it is equiped it makes the Char look like a Baby Novice. the thing you've got to change is : ,{ changebase 4023; },{} Change the 4023 to the JobID,of a class,which you want to show up,if this bag is equiped. like changebase 1; for Swordsman
  8. I think that this is the wrong section for a "[Guide]" and it is no Guide for a Mall script , it's just a little Guide on how to make shops. This Topic should be moved and the name should be changed. And I'd suggest you to explain how to make a Warper to the Mall if you want it to be a Mall , just like this : //================== Warper to the Mall ============== prontera,XXX,YYY,5<tab>script<tab>Mall Warper<tab>911,{ mes "[ Mall Warper ]"; mes "Hello I can warp you"; mes "to the Mall,do you want"; mes "to go there?"; next; switch(select("Yes,warp me:Cancel")) { case 1: mes "[ Mall Warper ]"; mes "Okay I'm going to warp"; mes "you to the Mall."; next; mes "[ Mall Warper ]"; warp "MALL",XXX,YYY; close; case 2: mes "[ Mall Warper ]"; mes "Okay Goodbye!"; close; } } //============ Shops ========== MALL,XXX,YYY,5<tab>shop<tab>Potion Seller<tab>999,501:999 MALL,XXX,YYY,5<tab>shop<tab>Armors<tab>999,ITEMID:PRICE and all theese things,but this is just my Opinion ,but still it's just a little guide of how to make shops ... This wasn't meant to be bad,it's just a suggestion + my Opinion.
  9. So you want it to cost like 1 TCG to change the job,right? @ Emistry , I edited your script for him/her , I said all Credits go to you,I just edited it for him/her. Here's the new Script , without a TCG Cost,if you want a TCG Cost,let me know about it. PASTEBIN : http://pastebin.com/q2MKwDSt SCRIPT IN CODEBOX : //********************************************************************************************************************************************************************************* //***--Topic Link : ***( ^ ~ ^ )/*** //*** [url="http://rathena.org/board/topic/57330-request-job-swapper-npc/"]http://rathena.org/board/topic/57330-request-job-swapper-npc/[/url] //*** //********************************************************************************************************************************************************************************* //***-- Script by : ***( ^ ~ ^ )/*** //***-- Emistry //*** //********************************************************************************************************************************************************************************* //***-- Contact Info : ***( ^ ~ ^ )/*** //***-- My Email : [email protected] //*** //********************************************************************************************************************************************************************************* //***-- Messages : ***( ^ ~ ^ )/*** //***-- Drop me a private message or email if you are looking for my helps ^^. //***-- Beside that, I am looking for a Server to work with ^^ . //***-- I will do my best to help you ^^. //***-- More Details ? PM Me ^^. //*** //********************************************************************************************************************************************************************************* //***Although these scripts might not suit or follow with what you have requested completely. But i still wish you can give it a try before reject the works. //*** //********************************************************************************************************************************************************************************* //***-- Versions Update: ***( ^ ~ ^ )/*** //*** [ Version 1.4 ] - All Credits go to Emistry , just edited it for myieee on rathena.org . [ By Rikimaru ] //*** [ Version 1.3 ] - Added Message informing after Class Swapped . [ By Emistry ] //*** [ Version 1.2 ] - Added Conditions Check . [ By Emistry ] //*** [ Version 1.1 ] - Separate Classes into Categories. [ By Emistry ] //*** [ Version 1.0 ] - Simple Class Swap Script . [ By Emistry ] //*** //********************************************************************************************************************************************************************************* prontera,155,169,5 script Class Swapper 100,{ mes "[ Class Swapper ]"; if(BaseLevel < 255 || JobLevel < 120 ){ mes"Only Base Level 255 and Job Level 120 Player can use my services."; close; } mes "Hi, i can change your current job class to other job class."; mes "Please choose you desired job class to change into."; next; switch (select ("Normal Job Class:Advanced Job Class:Expanded Job Class:Nothing")) { Case 1: mes "[ Class Swapper ]"; mes "Choose more detail for your desired job class."; switch (select ("Knight:Crusader:Assassin:Rogue:Wizard:Sage:Priest:Monk:Blacksmith:Alchemist:Hunter:Bard / Dancer")) { Case 1: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Knight now."; jobchange 7; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 2: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Crusader now."; jobchange 14; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 3: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Assassin now."; jobchange 12; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 4: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Rogue now."; jobchange 17; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 5: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Wizard now."; jobchange 9; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 6: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Sage now."; jobchange 16; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 7: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Priest now."; jobchange 8; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 8: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Monk now."; jobchange 15; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 9: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Blacksmith now."; jobchange 10; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 10: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Alchemist now."; jobchange 18; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 11: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Hunter now."; jobchange 11; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 12: mes "[ Class Swapper ]"; if(Sex == 1 ){ mes "Okay.. i will transform you into a Bard now."; jobchange 19; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } if(Sex == 0 ){ mes "Okay.. i will transform you into a Dancer now."; jobchange 20; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } close2; emotion e_heh; end; } Case 2: mes "[ Class Swapper ]"; mes "Choose more detail for your desired job class."; switch (select ("Lord Knight:Paladin:Assassin Cross:Stalker:High Wizard:Professor:High Priest:Champion:Whitesmith:Biochemist:Sniper:Clown / Gypsy")) { Case 1: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Lord Knight now."; jobchange 4008; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 2: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Paladin now."; jobchange 4015; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 3: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Assassin Cross now."; jobchange 4013; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 4: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Stalker now."; jobchange 4018; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 5: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a High Wizard now."; jobchange 4010; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 6: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Professor now."; jobchange 4017; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 7: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a High Priest now."; jobchange 4009; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 8: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Champion now."; jobchange 4016; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 9: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Whitesmith now."; jobchange 4011; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 10: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Biochemist now."; jobchange 4019; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 11: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Sniper now."; jobchange 4012; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 12: mes "[ Class Swapper ]"; if(Sex == 1 ){ mes "Okay.. i will transform you into a Clown now."; jobchange 4020; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } if(Sex == 0 ){ mes "Okay.. i will transform you into a Gypsy now."; jobchange 4021; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; } close2; emotion e_heh; end; } Case 3: mes "[ Class Swapper ]"; mes "Choose more detail for your desired job class."; switch (select ("Super Novice:Gunslinger:Ninja:Taekwon:Star Gladiator:Soul Linker")) { Case 1: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Super Novice now."; jobchange 23; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 2: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Gunslinger now."; jobchange 24; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 3: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Ninja now."; jobchange 25; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 4: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Taekwon now."; jobchange 4046; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 5: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Star Gladiator now."; jobchange 4047; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; Case 6: mes "[ Class Swapper ]"; mes "Okay.. i will transform you into a Soul Linker now."; jobchange 4049; dispbottom "Please search for Reset Girl to reset your status to gain back original stats that you should have on this character class."; close2; emotion e_heh; end; } Case 4: mes "[ Class Swapper ]"; mes "Okay...Goodbye!"; close; } close; } [/codeBOX]
  10. Ja es waren mal mehr Deutsche,die eathena.ws genutzt haben,doch es wurd immer weniger und weniger und hier im rathena board sind kaum deutsche Leute unterwegs,deswegen lohnt es sich eigentlich nicht extra ein deutsches board zu machen oder hier im rathena board ein internationales Forum. Würde sich nur lohnen wenn es so viele leute wären wie die von den Phillipinen.
  11. That was no problem for me,I should read more carefully. That's all .
  12. Oh yea,I should read more carefully,sorry chris and wakoko ...
  13. You could check out this : http://rathena.org/wiki/Custom_skills everything about adding new Skills and their effects is listed there. Good Luck!
  14. Then you have to change it to : if( Class == 0) end; If you have if( Class != 0) end; it ends if the Class is higher than novice,like Thief or Swordsman or all the other classes. So just change it to if( Class == 0) end;
  15. All item bonuses are listed at : YOURSERVERFOLDER/doc/item_bonuses.txt like Eurydice already said. If you want to see it,here's a codebox with it : //===== Athena Doc ======================================== //= rAthena Item Bonuses List //===== By ================================================ //= Developers //===== Version =========================================== //= 1.1.20110124 //========================================================= //= 1.0 - Standardized doc file //= 1.1.20080612 - skill command and bonuses (bAutoSpell, bSkillAtk, //= bSkillHeal, bAutoSpellWhenHit, bAddSkillBlow, bCastrate) accept //= skill names [FlavioJS] //= 1.1.20090122 - removed outdated bSPDrainValue command [ultramage] //= 1.1.20090421 - added the correct bonus documentation for bSPDrainValue [Playtester] //= 1.1.20090524 - removed outdated bMatk/bMatk1/bMatk2 doc [ultramage] //= 1.1.20090529 - added documentation for bHealPower, bHealPower2 [inkfish] //= 1.1.20101130 - added documentation for bAutoSpellOnSkill [Ai4rei] //= 1.1.20101205 - added documentation for bAddItemHealRate. [L0ne_W0lf] //= 1.1.20101207 - added documentation for bUnbreakableGarment, //= bUnbreakableWeapon, bUnbreakableArmor, bUnbreakableHelm, //= bUnbreakableShield, bUnbreakableShoes, bBreakWeaponRate and //= bBreakArmorRate. [Ai4rei] //= 1.1.20110124 - added documentation for bAgiVit, bAgiDexStr, //= bUnbreakable, bShortWeaponDamageReturn, bLongWeaponDamageReturn, //= bWeaponComaEle, bAddEff2, bMagicDamageReturn, bRandomAttackIncrease, //= bPerfectHide, bNoKnockback, bClassChange, bHPDrainValue, bWeaponAtk, //= bWeaponAtkRate, bDelayrate, bHPDrainRateRace, bSPDrainRateRace, //= bAddEffOnSkill, bNoMiscDamage, bLongAtkRate, bUnstripable, //= bHPDrainValueRace, bMagicSPGainValue and bMagicHPGainValue. [Ai4rei] //===== Description ======================================= //= List of script instructions used in item bonuses, //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments //========================================================= skill i,n; Gives skill #i at level n (supports skill names) bonus bStr,n; STR + n bonus bAgi,n; AGI + n bonus bVit,n; VIT + n bonus bInt,n; INT + n bonus bDex,n; DEX + n bonus bLuk,n; LUK + n bonus bAllStats,n; STR + n, AGI + n, VIT + n, INT + n, DEX + n, LUK + n bonus bAgiVit,n; AGI + n, VIT + n bonus bAgiDexStr,n; STR + n, AGI + n, DEX + n bonus bMaxHP,n; MaxHP + n bonus bMaxSP,n; MaxSP + n bonus bMaxHPrate,n; MaxHP + n% bonus bMaxSPrate,n; MaxSP + n% bonus bAtk,n; ATK + n bonus bAtk2,n; ATK2 + n bonus bAtkRate,n; Attack power + n% bonus bBaseAtk,n; Basic attack power + n bonus bMatk,n; Magical attack power + n bonus bMatkRate,n; Magical attack power + n% bonus bWeaponMatk,n; Weapon magical attack power + n bonus bDef,n; Equipment DEF + n bonus bDef2,n; VIT based DEF + n bonus bDefRate,n; Equipment DEF + n% bonus bDef2Rate,n; VIT based DEF + n% bonus bMdef,n; Equipment MDEF + n bonus bMdef2,n; INT based MDEF + n bonus bMdefRate,n; Equipment MDEF + n% bonus bMdef2Rate,n; INT based MDEF + n% bonus bHit,n; Hit + n bonus bHitRate,n; Hit + n% bonus bCritical,n; Critical + n bonus bCriticalRate,n; Critical + n% bonus bFlee,n; Flee + n bonus bFleeRate,n; Flee + n% bonus bFlee2,n; Perfect Dodge + n bonus bFlee2Rate,n; Perfect Dodge + n% bonus bSpeedRate,n; Moving speed + n% (only the highest among all is applied) bonus bSpeedAddRate,n; Moving speed + n% bonus bAspd,n; Attack speed + n bonus bAspdRate,n; Attack speed + n% bonus bAtkRange,n; Attack range + n bonus bCastrate,n; Skill casting time rate + n% bonus bUseSPrate,n; SP consumption + n% bonus bHPrecovRate,n; Natural HP recovery ratio + n% bonus bSPrecovRate,n; Natural SP recovery ratio + n% bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | only the highest among all is applied) bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons) bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied) bonus bPerfectHitAddRate,n; On-target impact attack probability + n% bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n% bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks bonus bMagicAtkDef,n; Adds n% damage reduction against magical attacks bonus bMiscAtkDef,n; Adds n% damage reduction against MISC attacks (traps, falcon, ...) bonus bIgnoreDefRace,n; Disregard DEF against enemies of race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bIgnoreDefEle,n; Disregard DEF against enemies of element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) : n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) : n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bAtkEle,n; Gives the player's attacks element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bDefEle,n; Gives the player's defense element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus bSplashRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) Only the highest among all is applied bonus bSplashAddRange n; Splash attack radius + n (e.g. n=1 makes a 3*3 cells area, n=2 a 5*5 area, etc) bonus bRestartFullRecover,n; When reviving, HP and SP are fully healed (n is meaningless) bonus bNoCastCancel,n; Prevents casting from being interrupted when hit (does not work in GvG | n is meaningless) bonus bNoCastCancel2,n; Prevents casting from being interrupted when hit (works even in GvG | n is meaningless) bonus bNoSizeFix,n; The attack revision with the size of the monster is not received (n is meaningless) bonus bNoWeaponDamage,n; Prevents from receiving any physical damage (n is meaningless) bonus bNoMagicDamage,n; Prevents from receiving any magical effect (Attack, Healing, Support spells are all blocked | n is meaningless) bonus bNoGemStone,n; Skills requiring Gemstones do no require them (Hocus Pocus will still require 1 Yellow Gemstone | n is meaningless) bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meaningless) bonus bHealPower,n; Increase heal amount of all heal skills by n% bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) bonus2 bAddSize,n,x; +x% physical damage against size n. n: 0=Small 1=Medium 2=Large bonus2 bMagicAddSize,n,x; +x% magical damage against size n. n: 0=Small 1=Medium 2=Large bonus2 bSubSize,n,x; x% Damage reduction against size n. n: 0=Small 1=Medium 2=Large bonus2 bAddRace,n,x; +x% physical damage against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bMagicAddRace,n,x; +x% magical damage against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bSubRace,n,x; +x% damage reduction against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bAddEle,n,x; +x% physical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bMagicAddEle,n,x; +x% magical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bSubEle,n,x; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bAddDamageClass,n,x; +x% extra physical damage against monsters of class n Against players, n is their job id bonus2 bAddMagicDamageClass,n,x; +x% extra magical damage against monsters of class n Against players, n is their job id. bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class n Against players, n is their job id. bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n Against players, n is their job id. bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking bonus2 bAddMonsterDropItem,n,x; Adds a x/100% chance for item n to be dropped, when killing any monster. If 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level. bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack. bonus3 bAddMonsterDropItem,n,x,y; Adds a y/100% chance for item n to be dropped, when killing any monster of race x. 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster If 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus3 bAutoSpell,n,x,y; Auto Spell casting on attack of spell n at level x with y/10% chance. (supports skill names) Skill is casted on target unless it is a self or support (inf = 4/16) skill. // bAddDamageClass, bAddMagicDamageClass and bAddMonsterDropItem it is setting possible up to 10. Those which exceed 10 are ignored. // those which can be used with the arrow are only bCritical, bAtkEle, bHit, bAddEle, bAddRace, bAddSize and bAddEff. The other things are ignored. //---- 2/15 new card effects ---- bonus bCritAtkRate,n; Increase critical damage by +n% bonus bNoRegen,n; Stops regeneration for n n: 1=HP, 2=SP bonus bUnstripableWeapon,n; Weapon cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableArmor,n; Armor cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableHelm,n; Helm cannot be taken off via Strip skills (n is meaningless) bonus bUnstripableShield,n; Shield cannot be taken off via Strip skills (n is meaningless) bonus bSPGainValue,n; When killing a monster by physical attack, you gain n SP bonus bHPGainValue,n; When killing a monster by physical attack, you gain n HP bonus2 bCriticalAddRace,r,n; Critical + n vs. enemies of race r r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds bonus2 bAddEffWhenHit,n,x; x/100% chance to cause n state to the enemy when being hit by physical damage bonus2 bSkillAtk,n,x; Increase damage of skill n by x% (supports skill names) bonus2 bSkillHeal,n,x; Increase heal amount of skill n by x% (supports skill names) bonus2 bSkillHeal2,n,x; Increase heal amount if you are healed by skill n by x% (supports skill names) bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n (Check db/mob_race2_db.txt) y: 0=Don't show damage 1=Show damage bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on attacker (unless it is a self or support skill) when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. bonus3 bSPDrainRate,n,x,y; When attacking there is a n% chance to either gain SP equivalent to x% of damage dealt, OR drain the amount of sp from the enemy. y: 0=gain sp 1:drain enemy sp bonus4 bAutoSpell,x,y,n,i; n/10% chance to cast skill x of level y when attacking (supports skill names) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpellWhenHit,x,y,n,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus5 bAutoSpell,x,y,n,t,i; n/10% chance to cast skill x of level y when attacking (supports skill names) t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 0=cast on self 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus5 bAutoSpellWhenHit,x,y,n,t,i; n/10% chance to cast skill x of level y when being hit by a direct attack. (supports skill names) Target must be within spell's range to go off. t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) //---- 2/22 new card effects ---- bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%, you can also use direct item IDs instead of group values. (Check db/item_group_db.txt) //---- 3/15 new card effects ---- bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n bonus2 bSPGainRace,n,x; When killing a monster of race n by physical attack gain x amount of sp bonus2 bSubRace2,n,x; Damage x% reduction from enemies of race n (Check db/mob_race2_db.txt) bonus2 bAddMonsterDropItemGroup,n,x; Adds a x/100% chance to get an item of group type n when you kill a monster (Check db/item_group_db.txt) If 'x' is negative value, then it's a part of formula chance = -x*(killed_mob_level/10)+1 bonus3 bAddEff,n,x,y; Adds a x/100 chance to cause effect n to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc). y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddEffWhenHit,n,x,y; x/100 chance to cause n state to the enemy when being hit by physical damage. y is the trigger criteria: ATF_SELF: Trigger effect on self. ATF_TARGET: Trigger effect on target (default) ATF_SHORT: Trigger on melee attacks ATF_LONG: Trigger in ranged attacks (default: trigger on all attacks) bonus3 bAddMonsterDropItemGroup,n,x,y; Adds a y/100% chance to get an item of group type n when you kill a monster of race x (Check db/item_group_db.txt) 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster If 'y' is negative value, then it's a part of formula chance = -y*(killed_mob_level/10)+1 bonus2 bWeaponComaRace,x,y; y/100% chance to cause Coma when attacking a monster of race x with a normal attack 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster bonus bAddStealRate,n; n/100% increase to Steal skill success chance bonus2 bAddSkillBlow,x,y; Pushback the target by y cells when using skill x (supports skill names) bonus bSPDrainValue,n; When hitting a monster by physical attack, you gain n SP (use negative numbers so the user loses SP) bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ... x: 0=you gain n SP, 1=you drain n SP from target bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n; bonus3 bAddEle,n,x,t; +x% physical damage against element n n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus3 bSubEle,n,x,t; x% Damage reduction against element n. n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead t: Trigger criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack ( Default: BF_SHORT+BF_LONG ) BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills ( Default: BF_WEAPON ) BF_NORMAL: Trigger on normal attacks. BF_SKILL: Trigger on skills (Default: BF_SKILL if type is BF_MISC or BF_MAGIC, BF_NORMAL if type is BF_WEAPON) i: 1=cast on enemy, not on self 2=use random skill lv in [1..y] 3=1+2 (random lv on enemy) bonus4 bAutoSpellOnSkill,s,x,l,n Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) Supportive spells are casted on self, others on target of skill s. bonus5 bAutoSpellOnSkill,s,x,l,n,i Adds a n/10% chance to autospell skill x at level l when using skill s. (supports skill names) i: Flags (bitfield) &1: Forces the skill to be casted on self, rather than on the target of skill s. &2: Random skill level between 1 and l is chosen. bonus bAddItemHealRate,x; Increases HP recovered by x% for healing items. bonus bUnbreakableGarment,n; Garment cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableWeapon,n; Weapon cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableArmor,n; Armor cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableHelm,n; Helm cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableShield,n; Shield cannot be damaged/broken by any means (n is meaningless) bonus bUnbreakableShoes,n; Shoes cannot be damaged/broken by any means (n is meaningless) bonus bBreakWeaponRate,n; Adds a n/100% chance to break enemy's weapon while attacking (stacks with other break chances). bonus bBreakArmorRate,n; Adds a n/100% chance to break enemy's armor while attacking (stacks with other break chances). bonus bUnbreakable,n; Reduces the break chance of all equipped equipment by n%. bonus bShortWeaponDamageReturn,n; Reflects n% of received melee damage back to the enemy that caused it. bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to the enemy that caused it. bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack. x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking. x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it. bonus2 bRandomAttackIncrease,x,n; Adds a n% chance to inflict x% additional damage to the enemy with normal attack. bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless). bonus bClassChange,n; Gives a n/100% chance to change the attacked monster's class with normal attack. bonus bHPDrainValue,n; Heals +n HP with normal attack. bonus2 bHPDrainValue,n,x; Heals +n HP with normal attack. When x is non-zero, the HP is drained instead. bonus2 bWeaponAtk,x,n; Adds n ATK when weapon of type x is equipped. x: see doc/item_db.txt -> view -> weapons for possible values bonus2 bWeaponAtkRate,x,n; Adds n% damage to normal attacks when weapon of type x is equipped. x: see doc/item_db.txt -> view -> weapons for possible values bonus bDelayrate,n; Increases skill delay by n%. bonus3 bHPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as HP from a monster of race r with normal attack. bonus3 bSPDrainRateRace,r,n,x; Adds a n/10% chance to receive x% of dealed damage as SP from a monster of race r with normal attack. bonus3 bAddEffOnSkill,s,x,n; Adds a n/100% chance to cause status change x on enemy when using skill s (supports skill names) bonus4 bAddEffOnSkill,s,x,n,t; Adds a n/100% chance to cause status change x when using skill s (supports skill names) t: ATF_SELF = causes status change to oneself ATF_TARGET = causes status change to the enemy bonus bNoMiscDamage,n; Adds n% reduction to received misc damage. bonus bLongAtkRate,n; Increases damage of ranged attacks by n%. bonus bUnstripable,n; Armor cannot be taken off via strip skills (n is meaningless) bonus2 bHPDrainValueRace,r,n; Heals +n HP when attacking a monster of race r with normal attack. bonus2 bSPDrainValueRace,r,n; Heals +n SP when attacking a monster of race r with normal attack. bonus bMagicSPGainValue,n; Heals +n SP when killing an enemy with magic attack. bonus bMagicHPGainValue,n; Heals +n HP when killing an enemy with magic attack. bonus3 bAddClassDropItem,s,x,n; Adds an n/100% chance of dropping item s when killing monster class x. [/codeBOX] ,but you can check it out by yourself in your rAthenaServerFolder/doc/item_bonuses.txt if you have any other Questions,feel free to pm me or post here again.
  16. Also ich habe kein Problem damit im Englischen Bereich zu posten,aber ein eigenes Board? Das ist wirklich peinlich.
  17. I did it for you,you've got to change some things in the Script,but it's working , I tested it. http://pastebin.com/eXUkiwJq //================ rAthena / eAthena Script =========================== //================= Credits : ========================================= //====================== All Credits go to Rikimaru =================== //================== on rathena.org for making the Script ============= //========== Function : =============================================== //===== exchanges Draco Coins into Skulls or Cash ===================== //============= Version : ============================================= //====== v. 1.0 : Finished the Script [ Rikimaru ] ==================== //====== v. 1.1 : Fixed a little Bug [ Rikimaru ] ===================== //========== DO NOT REMOVE MY CREDITS!! =============================== MAPNAME,XXX,YYY,DIRECTION script Draco Coin Exchanger 904,{//CHANGE MAPNAME,X-Coord,Y-Coord,and direction //========= Settings : ================================================ set .@dracon$,"[ Draco Coin Exchanger ]"; set .dracocoinid,XXXX;// CHANGE THE XXXX TO THE DRACO COIN ID!!!! set .skullid,XXXX;// CHANGE THE XXXX TO THE SKULL ID!!!! //======== End of Settings ============================================ mes .@dracon$; mes "Hello " + strcharinfo(0) + ",I'm"; mes "able to exchange your"; mes "Draco Coins to Cash or"; mes "Skulls.What do you want"; mes "me to do for you?"; next; switch(select("Exchange to Cash:Exchange to Skulls:Nothing")) { case 1: mes .@dracon$; mes "Okay you can exchange :"; mes "10 Draco Coins to 100 Cash"; mes "30 Draco Coins to 350 Cash"; mes "and 50 Draco Coins to 700 Cash"; next; mes .@dracon$; mes "Please Input the amount"; mes "of Draco Coins,which you"; mes "want to exchange!"; next; input @dracoamount; if (@dracoamount == 10) goto cash1; if (@dracoamount == 30) goto cash2; if (@dracoamount == 50) goto cash3; mes .@dracon$; mes "Sorry you didn't input the correct amount!"; close; // cash1: mes .@dracon$; delitem .dracocoinid,@dracoamount; set #CASHPOINTS,#CASHPOINTS + 100; dispbottom "You receive 100 Cashpoints!"; mes "Current Balance = "+#CASHPOINTS+" Cashpoints"; close; // cash2: mes .@dracon$; delitem .dracocoinid,@dracoamount; set #CASHPOINTS,#CASHPOINTS + 350; dispbottom "You receive 350 Cashpoints!"; mes "Current Balance = "+#CASHPOINTS+" Cashpoints"; close; // cash3: mes .@dracon$; delitem .dracocoinid,@dracoamount; set #CASHPOINTS,#CASHPOINTS + 700; dispbottom "You receive 700 Cashpoints!"; mes "Current Balance = "+#CASHPOINTS+" Cashpoints"; close; // case 2: mes .@dracon$; mes "Okay you can exchange:"; mes "10 Draco Coins for 100 Skulls"; mes "30 Draco Coins for 350 Skulls"; mes "and 50 Draco Coins for 700 Skulls"; next; mes .@dracon$; mes "Please input the amount of"; mes "Draco Coins you want to exchange!"; next; input @dracoskullamount; if (@dracoskullamount == 10) goto skull1; if (@dracoskullamount == 30) goto skull2; if (@dracoskullamount == 50) goto skull3; mes .@dracon$; mes "Sorry you didn't input the correct amount!"; close; // skull1: mes .@dracon$; delitem .dracocoinid,@dracoskullamount; getitem .skullid,100; mes "You received 100 Skulls."; close; // skull2: mes .@dracon$; delitem .dracocoinid,@dracoskullamount; getitem .skullid,350; mes "You received 350 Skulls."; close; // skull3: mes .@dracon$; delitem .dracocoinid,@dracoskullamount; getitem .skullid,700; mes "You received 700 Skulls."; close; // case 3: mes .@dracon$; mes "Okay goodbye!"; close; } } [/codeBOX] If this helped you let me know about it.
  18. What do you mean with "You need pods if you want to add stats and skills" ? What are pods and I'm going to do make it for you.
  19. Achja stimmt,tut mir leid,habe die zwei verwechselt.
  20. Man muss doch auch in der sclientinfo / clientinfo.xml die Packet version einstellen,bei machen data Ordnern ist es nicht automatisch auf 25.
  21. Hello rathena board, I'm scripting a new Quest NPC and I want the NPC to count Mob kills,now I have the OnNPCKillEvent. If I have more mobs I'm going to choose Porings,Fabres and Chonchons,and they need to kill 100 of them,it's going to be like this: OnNPCKillEvent: if(killedrid == 1002) //1002 = Poring { set PoringKills,PoringKills + 1; } end; OnNPCKillEvent2: if(killedrid == 1007) //1007 = Fabre { set FabreKills,FabreKills + 1; } end; OnNPCKillEvent3: if(killedrid == 1011) //1011 = Chonchon { set ChonKills,ChonKills + 1; } end; I have the Kills like this now,but if I check my NPC the Kills of Fabres and Chonchons doesn't increase after killing them,what's the problem? Thank you, Riki
  22. Okay,good I already edited them,but the Job Name is Poring and my Sprite doesn't change from Novice into my Custom Class.
  23. Hello rAthena Board, I know that I already have made a topic on how to add Custom Classes,but now I have another Question : How do I add the Custom Classes to Lua / Lub Files? Thank you! yours, Rikimaru
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