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makraiz123

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Posts posted by makraiz123

  1. I tried changing the cooldown(underlined) but it didn't work. The only the AfterCastDelay is working. Im not sure what I am doing wrong. Please Help me! Thanks!

    skill_cast_db:

    // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time

    //-- WM_POEMOFNETHERWORLD

    2419,3000,1000,0,9000:11000:13000:15000:17000,8000:10000:12000:14000:16000,10000,0

    bump!

  2. Thank you sir I will transfer this thread right away. But I just have one more question. when I comment on the #define RENEWAL? Will it change all the formulas to pre-renewal? or will it change others renewal mechanics as well?

  3. Hey guys I just want to know you opinion about the weird renewal atk formulas. Honestly I never played a full renewal server so I really need help. I have this server and it's running on Renewal Mechanics. Because I find the new renewal atk formula kinda weird I plan to change it to the pre-renewal atk formula. So would that make my server more balanced? by the way im running a 254/120 server, 3rd jobs implemented, and a Stat Seller (which means players can max all their stats to 255). Thank You!

  4. I run a 255/120 (255 max stat) server.. but when a character from my server reaches the max lvl it can only bring a SINGLE stat up to 199. I notice that the stat cost is too big (when a stat is in between 190-200 the stat cost is 92) How can I bring the stat cost down? My server is renewal and I dont want to change it to pre-renewal. Can anyone please help me? Thanks in Advance! /meh

  5. breeder:

    dicastes01,201,194,4 script Breeder 468,{

    mes "[universal Rental Npc]";

    mes "Hi, here you can rent Carts, Falcons or Pecopecos.";

    next;

    switch(select("Cart:Falcon:Peco:Warg:Mado:Gryphon:Dragon")) {

    case 1:

    if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) {

    setcart;

    close;

    } else {

    mes "[universal Rental Npc]";

    mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

    close;

    }

    case 2:

    if(BaseJob != Job_Archer && BaseClass == Job_Archer && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) {

    setfalcon;

    close;

    } else {

    mes "[universal Rental Npc]";

    mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

    close;

    }

    case 3:

    if (checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class == 4060 || Class == 4054 || Class == 4066 || Class == 4073) {

    atcommand "@mount";

    close;

    } else {

    mes "[universal Rental Npc]";

    mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

    close;

    }

    case 4: //ward

    if (BaseJob != Job_Archer && BaseClass == Job_Archer && countitem(6124) == 0) {

    getitem 6124,1;

    close;

    } else {

    mes "[universal Rental Npc]";

    mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

    close;

    }

    case 5: // mado

    if (BaseJob != Job_Merchant && BaseClass == Job_Merchant && checkriding() == 0 && getskilllv("NC_MADOLICENCE")>0 && Class == 4064 || Class == 4058) {

    atcommand "@mount";

    close;

    }

    case 6: // dragon

    if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("RK_DRAGONTRAINING")>0) {

    atcommand strcharinfo(0)+":@mount";

    close;

    }

    case7: // gryphon

    if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class == 4073 || Class == 4066) {

    setriding;

    close;

    }

    else {

    mes "[universal Rental Npc]";

    mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

    close;

    }

    }

    }

    3rd job changer:

    dicastes01,199,190,3 script Class Master 588,{

    mes "^ff0000[Job Master]^000000";

    if(Class >= 4054 && Class <= 4085) goto L_max;

    if(SkillPoint != 0) goto L_stats;

    if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third;

    if(JobLevel < 10) goto L_LvError;

    switch(Class){

    case Job_Novice_High:

    case Job_Baby:

    case Job_Novice:

    skill 142,1,0;

    skill 143,1,0;

    mes "Welcome, please select the job you wish to change into";

    if(lastJob != 0 && Class == Job_Novice_High){

    switch(lastJob){

    case Job_Knight:

    case Job_Crusader:

    set @target_job, Job_Swordman_High;

    break;

    case Job_Monk:

    case Job_Priest:

    set @target_job, Job_Acolyte_High;

    break;

    case Job_Alchemist:

    case Job_Blacksmith:

    set @target_job, Job_Merchant_High;

    break;

    case Job_Rogue:

    case Job_Assassin:

    set @target_job, Job_Thief_High;

    break;

    case Job_Wizard:

    case Job_Sage:

    set @target_job, Job_Mage_High;

    break;

    case Job_Hunter:

    case Job_Bard:

    case Job_Dancer:

    set @target_job, Job_Archer_High;

    break;

    }

    } else {

    switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",

    "Super Novice","Taekwon","Gunslinger","Ninja")){

    case 7:

    if(Class == Job_Novice_High) goto L_noReq;

    if($@JC_SupNovM > BaseLevel) goto L_BvError;

    if(Upper == 2)

    set @target_job, Job_Super_Baby;

    else

    set @target_job, Job_SuperNovice;

    break;

    case 8:

    if(Class == Job_Novice_High) goto L_noReq;

    if(Upper == 2) goto L_noReq;

    set @target_job, Job_Taekwon;

    break;

    case 9:

    case 10:

    if(Class == Job_Novice_High || Upper == 2) goto L_noReq;

    set @target_job, @menu + 15;

    break;

    default:

    set @target_job, @menu;

    if(Class == Job_Novice_High) set @target_job, @target_job + 4001;

    break;

    }

    }

    mes "Are you sure you want to change to " + JobName(@target_job) + "?";

    if(select("No","Yes") == 2){

    callfunc "Job_Change", @target_job;

    if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {

    callfunc "F_ClearJobVar";

    } else {

    if($@JC_Plat) goto L_GivePlat;

    }

    }

    close;

    break;

    default:

    if(JobLevel < $@JC_MinimumJB) goto L_LvError;

    deletearray @job_opt, getarraysize(@job_opt);

    if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){

    if(lastJob != 0){

    set @target_job, lastJob + 4001;

    } else {

    switch(Class){

    case Job_Swordman_High:

    case Job_Baby_Swordman:

    case Job_Swordman:

    set @job_opt[0], Job_Knight;

    set @job_opt[1], Job_Crusader;

    break;

    case Job_Mage_High:

    case Job_Baby_Mage:

    case Job_Mage:

    set @job_opt[0], Job_Wizard;

    set @job_opt[1], Job_Sage;

    break;

    case Job_Archer_High:

    case Job_Baby_Archer:

    case Job_Archer:

    set @job_opt[0], Job_Hunter;

    if(Sex == 0)

    set @job_opt[1], Job_Dancer;

    else

    set @job_opt[1], Job_Bard;

    break;

    case Job_Acolyte_High:

    case Job_Baby_Acolyte:

    case Job_Acolyte:

    set @job_opt[0], Job_Priest;

    set @job_opt[1], Job_Monk;

    break;

    case Job_Merchant_High:

    case Job_Baby_Merchant:

    case Job_Merchant:

    set @job_opt[0], Job_Blacksmith;

    set @job_opt[1], Job_Alchemist;

    break;

    case Job_Thief_High:

    case Job_Baby_Thief:

    case Job_Thief:

    set @job_opt[0], Job_Assassin;

    set @job_opt[1], Job_Rogue;

    break;

    default:

    set @job_opt[0], Job_Star_Gladiator;

    set @job_opt[1], Job_Soul_Linker;

    break;

    }

    mes "Welcome, please select the job you wish to change into";

    set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];

    if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;

    }

    mes "Are you sure you want to change to " + JobName(@target_job) + "?";

    if(select("No","Yes")==2){

    callfunc "Job_Change", @target_job;

    if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {

    callfunc "F_ClearJobVar";

    } else {

    if($@JC_Plat) goto L_GivePlat;

    }

    }

    close;

    }

    if(checkfalcon() || checkcart() || checkriding()) goto L_remove;

    if((Class >=Job_Knight) && (Class <=Job_Crusader2)){

    mes "Choose your next step";

    if(select("Reborn")==1){

    if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;

    set lastJob, Class;

    if(Class == Job_Knight2){

    set lastJob, Job_Knight;

    } else {

    if(Class == Job_Crusader2){

    set lastJob, Job_Crusader;

    }

    }

    jobchange Job_Novice_High;

    resetlvl(1);

    skill 142,1,0;

    skill 143,1,0;

    close;

    }

    switch(Class){

    case Job_Knight:

    set @target_job, 4054;

    break;

    case Job_Priest:

    set @target_job, 4057;

    break;

    case Job_Blacksmith:

    set @target_job, 4058;

    break;

    case Job_Assassin:

    set @target_job, 4059;

    break;

    case Job_Wizard:

    set @target_job, 4055;

    break;

    case Job_Hunter:

    set @target_job, 4056;

    break;

    }

    mes "Are you sure you want to change to " + JobName(@target_job) + "?";

    if(select("No","Yes")==2){

    if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;

    callfunc "Job_Change", @target_job;

    }

    close;

    }

    mes "I'm sorry, there are no further classes for your job.";

    close;

    }

    L_Third:

    if(checkfalcon() || checkcart() || checkriding()) goto L_remove;

    mes "Are you sure you want to change to 3rd Class?";

    if(select("Yes","No")==1){

    if(BaseLevel < 99 || JobLevel < 70) goto L_cantCh;

    switch(Class){

    case Job_Lord_Knight:

    set @target_job,4060;

    break;

    case Job_High_Priest:

    set @target_job,4063;

    break;

    case Job_Whitesmith:

    set @target_job,4064;

    break;

    case Job_Assassin_Cross:

    set @target_job,4065;

    break;

    case Job_High_Wizard:

    set @target_job,4061;

    break;

    case Job_Sniper:

    set @target_job,4062;

    break;

    case Job_Paladin:

    set @target_job,4073;

    break;

    case Job_Champion:

    set @target_job,4077;

    break;

    case Job_Creator:

    set @target_job,4078;

    break;

    case Job_Stalker:

    set @target_job,4079;

    break;

    case Job_Professor:

    set @target_job,4074;

    break;

    case Job_Clown:

    set @target_job,4075;

    break;

    case Job_Gypsy:

    set @target_job,4076;

    break;

    }

    mes "Are you sure you want to change to " + JobName(@target_job) + "?";

    if(select("No","Yes") == 2){

    atcommand strcharinfo(0)+":@job "+@target_job;

    specialeffect2 381;

    close;

    }

    }

    close;

    L_GivePlat:

    if (BaseClass==Job_SuperNovice) goto L_sSuperN;

    if (BaseClass==Job_Swordman) goto L_sSword;

    if (BaseClass==Job_Mage) goto L_sMage;

    if (BaseClass==Job_Archer) goto L_sArcher;

    if (BaseClass==Job_Acolyte) goto L_sAcolyte;

    if (BaseClass==Job_Merchant) goto L_sMerchant;

    if (BaseClass==Job_Thief) goto L_sThief;

    if (BaseClass==Job_Knight) goto L_sKnigh;

    if (BaseClass==Job_Crusader) goto L_sCrusader;

    if (BaseClass==Job_Assassin) goto L_sAssassin;

    if (BaseClass==Job_Rogue) goto L_sRogue;

    if (BaseClass==Job_Wizard) goto L_sWizard;

    if (BaseClass==Job_Sage) goto L_sSage;

    if (BaseClass==Job_Hunter) goto L_sHunter;

    if (BaseClass==Job_Bard) goto L_sBard;

    if (BaseClass==Job_Dancer) goto L_sDancer;

    if (BaseClass==Job_BlackSmith) goto L_sBlackSmith;

    if (BaseClass==Job_Priest) goto L_sPriest;

    if (BaseClass==Job_Monk) goto L_sMonk;

    close;

    L_sSuperN:

    skill 142,1,0;

    close;

    L_sSword:

    skill 142,1,0;

    skill 144,1,0;

    skill 145,1,0;

    skill 146,1,0;

    close;

    L_sMage:

    skill 142,1,0;

    skill 157,1,0;

    close;

    L_sArcher:

    skill 142,1,0;

    skill 147,1,0;

    skill 148,1,0;

    close;

    L_sAcolyte:

    skill 142,1,0;

    skill 156,1,0;

    close;

    L_sMerchant:

    skill 142,1,0;

    skill 153,1,0;

    skill 154,1,0;

    skill 155,1,0;

    close;

    L_sThief:

    skill 142,1,0;

    skill 149,1,0;

    skill 150,1,0;

    skill 151,1,0;

    skill 152,1,0;

    close;

    L_sKnight:

    skill 1001,1,0;

    close;

    L_sCrusader:

    skill 1002,1,0;

    close;

    L_sAssassin:

    skill 1003,1,0;

    skill 1004,1,0;

    close;

    L_sRogue:

    skill 1005,1,0;

    close;

    L_sWizard:

    skill 1006,1,0;

    close;

    L_sSage:

    skill 1007,1,0;

    close;

    L_sHunter:

    skill 1009,1,0;

    close;

    L_sBard:

    skill 1010,1,0;

    close;

    L_sDancer:

    skill 1011,1,0;

    close;

    L_sBlackSmith:

    skill 1012,1,0;

    skill 1013,1,0;

    close;

    L_sPriest:

    skill 1014,1,0;

    close;

    L_sMonk:

    skill 1015,1,0;

    skill 1016,1,0;

    close;

    L_cantCh:

    mes "I'm sorry, you do not meet the requirements to change";

    mes "Please come again soon!";

    close;

    L_LvError:

    mes "I'm sorry, you do not seem to have enough Job Levels";

    mes "Please come again soon!";

    close;

    L_BvError:

    mes "I'm sorry, you do not seem to have enough Base Levels";

    mes "Please come again soon!";

    close;

    L_noReq:

    mes "I'm sorry, you do not meet the requirements to change";

    mes "Please come again soon!";

    close;

    L_max:

    mes "I'm sorry, there are no further classes for your job.";

    close;

    L_stats:

    mes "I'm sorry, please use up all your skill points before changing jobs";

    mes "Please come again soon!";

    close;

    L_remove:

    mes "Please remove your cart,falcon or peco";

    mes "Please come again soon!";

    close;

    OnInit:

    // Variable Setup

    set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40)

    set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)

    set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45)

    end;

    }

    Thank you for your reply :)

  6. Please Help me, everytime I use the 3rd job changer and everytime I try to ride a mount in the rental NPC I get a "script: buildin_atcommand: failed to execute command" error. Here is the picture:1-1.jpg

    Please Help me fix this. Thanks in advance!

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