n0tttt

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n0tttt last won the day on January 24

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  1. n0tttt

    Help in this script

    payon,147,229,4 script Test#HPbar 1_F_MARIA,{ if (.HP_Bar == false) { .HP_Bar = true; .mobGID = monster ("payon",148,226,"[T] HP Test",1031,1,strnpcinfo(0)+"::OnDie"); setunitdata .mobGID,UMOB_MAXHP,4000; setunitdata .mobGID,UMOB_HP,4000; [email protected] = getmapunits(BL_PC, "payon", [email protected]); for ([email protected] = 0; [email protected] < [email protected]; [email protected]++) { attachrid [email protected][[email protected]]; addtimer(0,strnpcinfo(0)+"::OnHPBar"); } } end; OnDie: .HP_Bar = false; end; OnHPBar: [email protected]_MAXHP = getunitdata (.mobGID,UMOB_MAXHP); while (.HP_Bar != false) { [email protected]_HP = getunitdata (.mobGID,UMOB_HP); [email protected]_HP = (@.U_HP*100)/[email protected]_MAXHP; cutin([email protected]_HP+"", 1); sleep2 100; } cutin("0_hpbar", 1); sleep2 5000; //Delay to hide HP Bar cutin("", 255); end; } This could be done for every MvP, but the way it's done (by adding a script and an attach every player on the map, adding new players on the map, and show them the HP every 100ms) would generate a lot of lag. I'd recommend using this for a special event mostly, and even that would be resource-intensive. Another way could be adding only the characters who attack the MvP with a custom label like OnAttack. I think there's such a label floating around boards.
  2. n0tttt

    hourly rewards

    Something like this? - script Hourly_Rewards -1,{ OnAddMinute: #online_time++; if(#online_time % 5 == 0) { dispbottom "Time online: "+Time2Str(#online_time*60 + gettimetick(2))+"."; if(#online_time % 60 == 0) { [email protected]_points = #hourly_points; [email protected] = ((#online_time / 60) + 5)%6 + 1; switch([email protected]) { case 1: #hourly_points += 10; break; case 2: #hourly_points += 20; break; case 3: #hourly_points += 30; break; case 4: #hourly_points += 10; break; case 5: #hourly_points += 10; break; case 6: #hourly_points += 30; break } dispbottom "You won "+(#hourly_points - [email protected]_points)+" points. Current amount:"+F_InsertComma(#hourly_points)+"."; } } OnPCLoginEvent: addtimer 60000,"Hourly_Rewards::OnAddMinute"; end; }
  3. n0tttt

    R> Map Access

    I didn't read completely. In any case, he can disable every NPC, disable every outside player, and disable every item or skill which might warp players out of there. Something like this? - script Event_Novice -1,{ bindatcmd "startnovice","Event_Novice::OnStart"; bindatcmd "endnovice","Event_Novice::OnEnd"; end; OnStart: setmapflag "new_1-1",mf_noexp; setmapflag "new_1-1",mf_nowarp; setmapflag "new_1-1",mf_nowarpto; setmapflag "new_1-1",mf_noskill; setmapflag "new_1-1",mf_noitemconsumption; setmapflag "new_1-1",mf_loadevent; .size = getunits(BL_NPC,"new_1-1",.npc$); freeloop true; for([email protected] = 0;[email protected] < .size;[email protected]++) disablenpc .npc$[[email protected]]; /* [email protected] = getunits(BL_MOB,"new_1-1",[email protected]); for([email protected] = 0;[email protected] < [email protected];[email protected]++) unitkill [email protected][[email protected]]; */ [email protected] = getunits(BL_PC,"new_1-1",[email protected]$); for([email protected] = 0;[email protected] < [email protected];[email protected]++) { if(readparam(Class,[email protected]$[[email protected]]) != Job_Novice) warp "SavePoint",0,0,getcharid(0,[email protected]$[[email protected]]); } freeloop false; end; OnEnd: for([email protected] = 0;[email protected] < .size;[email protected]++) enablenpc .npc$[[email protected]]; deletearray .npc$; .size = 0; removemapflag "new_1-1",mf_noexp; removemapflag "new_1-1",mf_nowarp; removemapflag "new_1-1",mf_nowarpto; removemapflag "new_1-1",mf_noskill; removemapflag "new_1-1",mf_noitemconsumption; removemapflag "new_1-1",mf_loadevent; end; OnPCLoadMapEvent: if(strcharinfo(3) == "new_1-1" && Class != Job_Novice) warp "SavePoint",0,0; end; } I don't know what kind of event it is (GM-controlled?), but if he needs some NPCs, he can just add them with enablenpc. Forgot to mention why I added noexp. In case some people create party or guild. Actually don't remember how it works for guilds, but if it does like I think, player couldn't lvl up then couldn't join a guild and then escape by Emergency Recall or something like that. Anyways I don't know what kind of event is this (Zombie event?).
  4. n0tttt

    R> Map Access

    It also checks on warps. npc.cpp: switch(mapdata->npc[i]->subtype) { case NPCTYPE_WARP: if ((!mapdata->npc[i]->trigger_on_hidden && (pc_ishiding(sd) || (sd->sc.count && sd->sc.data[SC_CAMOUFLAGE]))) || pc_isdead(sd)) break; // hidden or dead chars cannot use warps if (!pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(mapdata->npc[i]->u.warp.mapindex), sd->group_level)) break; if(sd->count_rewarp > 10){ ShowWarning("Prevented infinite warp loop for player (%d:%d). Please fix NPC: '%s', path: '%s'\n", sd->status.account_id, sd->status.char_id, mapdata->npc[i]->exname, mapdata->npc[i]->path); sd->count_rewarp=0; break; } pc_setpos(sd,mapdata->npc[i]->u.warp.mapindex,mapdata->npc[i]->u.warp.x,mapdata->npc[i]->u.warp.y,CLR_OUTSIGHT); break;
  5. n0tttt

    Vip time left.

    - script Sample -1,{ OnPCLoginEvent: mes "[Points Viewer]"; mes "Hello "+strcharinfo(0); mes ""+#CASHPOINTS+" Cash and "+#KAFRAPOINTS+" Free Cash."; mes "-----------------------------------"; mes "Time VIP left"; mes Time2Str(vip_status(VIP_STATUS_REMAINING) + gettimetick(2)); mes "-----------------------------------"; close; } Or Time2Str(VIP_STATUS_EXPIRE)
  6. n0tttt

    R> Map Access

    db/import/job_noenter_map.txt JOB_NOVICE,1,100 Something like this?
  7. n0tttt

    Calculate Array Value

    Like this? prontera,155,175,4 script TestScript 69,{ setarray [email protected]_id, 1002, 1004, 1005; setarray [email protected]_qt, 1, 3, 8; setarray [email protected]_req, 7, 8, 10; for(; [email protected] < getarraysize([email protected]_id); [email protected]++){ if([email protected]_qt[[email protected]] >= [email protected]_req[[email protected]]) { dispbottom "You hunted down all the monsters on that map."; } else { dispbottom "You still have to hunt down the following monsters:"; dispbottom "MonsterID: "[email protected]_id[[email protected]]+" Amount: "[email protected]_qt[[email protected]]+" Required quantity: "[email protected]_req[[email protected]]; [email protected] += ([email protected]_req[[email protected]] - [email protected]_qt[[email protected]]); } } if([email protected]) dispbottom "You still need to hunt "+F_InsertPlural([email protected],"monster")+"."; end; }
  8. n0tttt

    Draw an online player.

    - script Lucky_Draw -1,{ OnMinute00: [email protected]_id = 512; [email protected]_amt = 5; if(gettime(DT_HOUR) % 2 == 0) { [email protected] = getunits(BL_PC,[email protected]); [email protected] = [email protected][rand([email protected])]; attachrid [email protected]; announce strcharinfo(0)+" has won the Lucky Draw ("+F_InsertPlural([email protected]_amt,getitemname([email protected]_id))+").",bc_all; if(checkweight([email protected]_id,[email protected]_amt)) getitem [email protected]_id,[email protected]_amt; else mail getcharid(0),"Lucky Draw","Prize","Heres the Lucky Draw Prize",0,[email protected]_id,[email protected]_amt; } end; }
  9. n0tttt

    [Debug]: Source (NPC): Hunting Missions (HELP)

    Update to last version of rAthena (you need this commit https://github.com/rathena/rathena/commit/1f97beae277a95bf7ede02e582a108b8802bb46c), and also last version of the script.
  10. OnClock<hour><minute>: OnMinute<minute>: OnHour<hour>: On<weekday><hour><minute>: OnDay<month><day>: This will execute when the server clock hits the specified date or time. Hours and minutes are given in military time. ('0105' will mean 01:05 AM). Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 to 31. Remember the zero. OnWed1930:
  11. n0tttt

    Two questions.

    1) Edit db/pre-re or db/re achievement_db.yml 2) Test this: skill.cpp Change: /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) { double time = skill_get_cast(skill_id, skill_lv); nullpo_ret(bl); #ifndef RENEWAL_CAST { struct map_session_data *sd = BL_CAST(BL_PC, bl); struct status_change *sc = status_get_sc(bl); int reduce_cast_rate = 0; uint8 flag = skill_get_castnodex(skill_id); // Calculate base cast time (reduced by dex) if (!(flag&1)) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) // not instant cast time = time * (float)scale / battle_config.castrate_dex_scale; else return 0; // instant cast } // Calculate cast time reduced by item/card bonuses if (sd) { if (!(flag&4) && sd->castrate != 100) reduce_cast_rate += 100 - sd->castrate; // Skill-specific reductions work regardless of flag for (const auto &it : sd->skillcastrate) { if (it.id == skill_id) { time += time * it.val / 100; break; } } } // These cast time reductions are processed even if the skill fails if (sc && sc->count) { // Magic Strings stacks additively with item bonuses if (!(flag&2) && sc->data[SC_POEMBRAGI]) reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2; // Foresight halves the cast time, it does not stack additively if (sc->data[SC_MEMORIZE]) { if(!(flag&2)) time -= time * 50 / 100; // Foresight counter gets reduced even if the skill is not affected by it if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } } time = time * (1 - (float)reduce_cast_rate / 100); } #endif // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time time = max(time, 0); //ShowInfo("Castime castfix = %f\n",time); return (int)time; } to: /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) { double time = skill_get_cast(skill_id, skill_lv); nullpo_ret(bl); struct map_session_data *sd = BL_CAST(BL_PC, bl); struct status_change *sc = status_get_sc(bl); int reduce_cast_rate = 0; uint8 flag = skill_get_castnodex(skill_id); if(sd) { if(sd->class_ & ~MAPID_THIRDMASK) { // Calculate base cast time (reduced by dex) if (!(flag&1)) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) // not instant cast time = time * (float)scale / battle_config.castrate_dex_scale; else return 0; // instant cast } if (!(flag&4) && sd->castrate != 100) reduce_cast_rate += 100 - sd->castrate; // Skill-specific reductions work regardless of flag for (const auto &it : sd->skillcastrate) { if (it.id == skill_id) { time += time * it.val / 100; break; } } // These cast time reductions are processed even if the skill fails if (sc && sc->count) { // Magic Strings stacks additively with item bonuses if (!(flag&2) && sc->data[SC_POEMBRAGI]) reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2; // Foresight halves the cast time, it does not stack additively if (sc->data[SC_MEMORIZE]) { if(!(flag&2)) time -= time * 50 / 100; // Foresight counter gets reduced even if the skill is not affected by it if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } } time = time * (1 - (float)reduce_cast_rate / 100); } } // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time time = max(time, 0); //ShowInfo("Castime castfix = %f\n",time); return (int)time; }
  12. n0tttt

    [Debug]: npc_scriptcont: 'Unknown NPC'

    Could it be because this other NPC's (malangdo,218,123,1 script Namis#invest 545,4,4) OnTouch gets executed while you're on the other and sets the player current NPC id to 0 with its "end"? Test removing this for now: OnTouch: if (rand(2)) emotion ET_SLEEPY; else specialeffect EF_SLEEPATTACK; end;
  13. n0tttt

    Remove equip garment Costume

    Script: // Here goes your view id to remove. [email protected]_id = 999; setarray [email protected][0],LOOK_HEAD_BOTTOM,LOOK_HEAD_TOP,LOOK_HEAD_MID; for([email protected] = EQI_HEAD_LOW;[email protected] <= EQI_HEAD_TOP;[email protected]++) { [email protected] = getiteminfo(getequipid([email protected]),11); if(getlook([email protected][[email protected] - 4]) == [email protected]_id) setlook [email protected][[email protected] - 4],[email protected]; } Or querys: UPDATE `char` SET `head_top` = '0' WHERE `head_top` = '999' UPDATE `char` SET `head_mid` = '0' WHERE `head_mid` = '999' UPDATE `char` SET `head_bottom` = '0' WHERE `head_bottom` = '999' I don't know how these might work, they may reset the view ids and players might have to relog (they could have no view id even if they have a poring hat, for example).
  14. n0tttt

    How to disable Third Class T from Job Master

    //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { [email protected] = getarg(0) - BaseLevel; [email protected] = 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 " + (([email protected] > 0) ? "^bb0000"[email protected]+"^000000 more base levels " + (([email protected] > 0) ? "and " : "") : "") + (([email protected] > 0) ? "^00bb00"[email protected]+"^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_UPPER ) return false; // No Rebirth 3rd. 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 [email protected][getarraysize([email protected])],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { [email protected] = getargcount(); [email protected]_size = getarraysize(getarg(0)); for( [email protected] = 1; [email protected] < [email protected]; [email protected]++) { setarray getelementofarray(getarg(0), [email protected]_size++),getarg([email protected]); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation deletearray [email protected]_opt[0],getarraysize([email protected]_opt); [email protected] = eaclass(); [email protected]_possible = Can_Change_Third(); [email protected]_possible = Can_Rebirth(); [email protected]_eac = [email protected]&EAJ_BASEMASK; [email protected]_eac = [email protected]&EAJ_UPPERMASK; // Note: These are already set in pc.c // BaseClass = roclass([email protected]&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass([email protected]&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("[email protected]+"), third ("[email protected]_possible+"), rebirth("[email protected]_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `[email protected]_opt` with possible // job options for the player. if( [email protected]_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options([email protected]_opt, Job_Novice_High); } if( [email protected]_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options([email protected]_opt, roclass([email protected]|EAJL_THIRD)); } if (.SecondExpanded && ([email protected]&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([email protected]) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options([email protected]_opt,roclass([email protected]|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && (([email protected]&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja ([email protected]&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby([email protected]) || (.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([email protected]_opt, roclass([email protected]|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if ([email protected]_eac == EAJ_NOVICE && [email protected]_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([email protected]_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([email protected]_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options([email protected]_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options([email protected]_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([email protected]_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options([email protected]_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options([email protected]_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls([email protected]) || // First Class Is_First_Cls([email protected]&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls([email protected]&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) [email protected] = roclass([email protected]|EAJL_2_1); // 2-1 [email protected] = roclass([email protected]|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("[email protected]+"), class2 ("[email protected]+")"; if(.LastJob && lastJob && ([email protected]&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( [email protected] > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, [email protected]); } if( [email protected] > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options([email protected]_opt, [email protected]); } } } // Displaying the Job Menu defined by [email protected]_opt. // [email protected]_opt should not be changed below this line. function Job_Menu; Job_Menu([email protected]_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the [email protected]_opt array holding all available job changes. function Confirm_Change; while(true) { [email protected]_cnt = getarraysize(getarg(0)); if( [email protected]_cnt <= 0 ) { mes "No more jobs are available."; close; } [email protected] = 0; // Just a single job class given, no select needed if ([email protected]_cnt > 1) { // Multiple job classes given. Select one and save it to [email protected] // After that confirm [email protected] mes "Select a job."; [email protected]$ = ""; for ([email protected] = 0; [email protected] < [email protected]_cnt; [email protected]++) { if( getelementofarray(getarg(0), [email protected]) == Job_Novice_High) [email protected]$ = "^0055FFRebirth^000000"; else [email protected]$ = jobname(getelementofarray(getarg(0), [email protected])); [email protected]$ = [email protected]$ + " ~ " + [email protected]$ + ":"; } [email protected]$ = [email protected]$+" ~ ^777777Cancel^000000"; [email protected] = select([email protected]$) - 1; if( [email protected] < 0 || [email protected] >= [email protected]_cnt ) close; next; mes .NPCName$; } [email protected] = getelementofarray(getarg(0), [email protected]); if (([email protected] == Job_Super_Novice || [email protected] == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname([email protected]) + "."; return; } // Confirm the Class Confirm_Change([email protected], [email protected]_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { [email protected]_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname([email protected]_cls)) + "!"; if ([email protected]_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange [email protected]_cls; if ([email protected]_cls == Job_Novice_High) resetlvl(1); else if ([email protected]_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into [email protected] [email protected] = getarg(0, -1); [email protected] = getarg(1, false); if( [email protected] < 0 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname([email protected])+"^000000 class?"; [email protected]_option$ = " ~ Change into ^0055FF"+jobname([email protected])+"^000000 class"; if( [email protected] == Job_Novice_High) [email protected]_option$ = " ~ ^0055FFRebirth^000000"; if (select([email protected]_option$+": ~ ^777777" + (([email protected]) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change([email protected]); } if ([email protected]) 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. [email protected] = eaclass(); if( [email protected]&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 ([email protected]&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; }
  15. n0tttt

    how to following NPC ?

    If you don't have a problem with the NPC moving anywhere and then other players unable to do the quest until the NPC arrives, then... if(.m$ == "") { getmapxy .m$,.x,.y,UNITTYPE_NPC; doevent strnpcinfo(0)+"::OnFollow"; } end; OnFollow: [email protected]_id = getnpcid(0); [email protected] = 10*60/2; while([email protected] < [email protected] && playerattached()) { getmapxy [email protected]$,[email protected],[email protected],UNITTYPE_PC; getmapxy [email protected]$,[email protected],[email protected],UNITTYPE_NPC; [email protected] = distance([email protected],[email protected],[email protected],[email protected]); getfreecell [email protected]$,[email protected],[email protected],[email protected],[email protected],2,2,1|4; if([email protected] > 14 || [email protected]$ != [email protected]$) unitwarp [email protected]_id,[email protected]$,[email protected],[email protected]; else npcwalkto [email protected],[email protected]; [email protected]++; sleep2 2000; } unitwarp [email protected]_id,.m$,.x,.y; .m$ = ""; .x = .y = 0; end;