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behemothcze

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  1. its not working also im looking on multiple items sir thanks
  2. Can anyone help me or share script npc that gives multiple items to player example 200001 to 200100 Will be use to give item for all players who play in obt any recommendation please advance thankyou
  3. Change atcommand , dont use @reloadmobdb. Or You can check here https://rathena.org/board/topic/125470-automatic-happy-hour/
  4. how can i use this so only new create character can join the event? and player who already 99/70 cant claim the reward?
  5. //================================================================// // Happy Hour Script // Created by PottScilgrim //================================================================// - script HappyHourScript -1,{ //================================================================// // Hourly Triggers //================================================================// OnInit: OnClock0100: OnClock0800: OnClock1300: OnClock2000: setbattleflag "base_exp_rate",2200,true; setbattleflag "job_exp_rate",2200,true; setbattleflag "item_rate_common_boss",1500,true; setbattleflag "item_rate_common_mvp",1500,true; setbattleflag "item_rate_heal_boss",1500,true; setbattleflag "item_rate_heal_mvp",1500,true; setbattleflag "item_rate_use_boss",450,true; setbattleflag "item_rate_use_mvp",400,true; setbattleflag "item_rate_equip_boss",450,true; setbattleflag "item_rate_equip_mvp",450,true; setbattleflag "item_rate_card_boss",100,true; setbattleflag "item_rate_heal",1500,true; setbattleflag "item_rate_use",450,true; setbattleflag "item_rate_equip",2000,true; setbattleflag "item_rate_card",1000,true; announce "[EVENT]: Happy hour has now begun, exp rates are now 22x Drop Rates are Doubled!",bc_all,0xc4ff5e; end; OnClock0400: OnClock1100: OnClock1600: OnClock2300: setbattleflag "base_exp_rate",1500,true; setbattleflag "job_exp_rate",1500,true; setbattleflag "item_rate_common_boss",1000,true; setbattleflag "item_rate_common_mvp",1000,true; setbattleflag "item_rate_heal_boss",1000,true; setbattleflag "item_rate_heal_mvp",1000,true; setbattleflag "item_rate_use_boss",300,true; setbattleflag "item_rate_use_mvp",200,true; setbattleflag "item_rate_equip_boss",3000,true; setbattleflag "item_rate_equip_mvp",300,true; setbattleflag "item_rate_card_boss",100,true; setbattleflag "item_rate_heal",1000,true; setbattleflag "item_rate_use",300,true; setbattleflag "item_rate_equip",1000,true; setbattleflag "item_rate_card",500,true; announce "[EVENT]: Happy hour has ended, exp rates have returned to normal",bc_all,0xc4ff5e; end; }
  6. Im Looking for Race to 99/70 per class reward npc that only new accounts can join the event and player who already 99/70 cant claim the rewards
  7. im using @sader1992 MINI ET script function script F_Mini_Endless_Tower_Rewards { //you can add rewards here !! //getitem 502,10; // 10 apple //set Zeny,Zeny + 1; // 1 Zeny //getexp 10000,5000; // 10K Base EXP AND 5K Job EXP return; } prontera,155,186,3 script Mini Endless Tower 406,{ if(getgroupid() >= 90 ){ mes"^C70847[GM OPTIONS]^000000"; mes"^C70847you are GM^000000"; mes"^C70847do you want to reset the tower for your char?^000000"; switch(select("^C70847skip^000000:^C70847reset the tower^000000:^C70847end the tower that running^000000:^C70847Gepard Reset")){ case 1: break; case 2: if(isbegin_quest(150000)) erasequest 150000; if(isbegin_quest(150001)) erasequest 150001; close; case 3: if(instance_id()) instance_destroy; close; case 4: query_sql("SELECT `last_unique_id` FROM `login` WHERE `account_id` = '"+getcharid(3)+"'", .@last_unique_id$); query_sql("delete from `MiniEtower` where `unique_id` = '"+.@last_unique_id$+"'"); close; } next; } if(checkquest(150001,PLAYTIME) == 2){ erasequest 150000; erasequest 150001; } if(!isbegin_quest(150001)){ set MiniEtower_partyid,0; } if(checkquest(150000,PLAYTIME) == 1 && checkquest(150001,PLAYTIME) == 0){ mes "you have the Mini Endless Tower Effect"; mes "you can't enter again until the effect is removed"; close; } if(!getcharid(1)){ mes "Where is your party ?"; close; } if (getcharid(0) == getpartyleader(getcharid(1),2)) { mes "Confirmed the party has been made. Would you like to reserve entrance to the Mini Endless Tower?"; next; switch(select("Generate dungeon Mini Endless Tower:Enter the dungeon:Cancel")) { case 1: if(isbegin_quest(150001)){ mes "You have Mini Endless Tower Effect"; mes "You can't make instance before it go from you"; mes "Check the Quest Log for more information"; close; } if (instance_create("Mini Endless Tower") < 0) { mes "Party Name: "+ getpartyname(.@party_id); mes "Party Leader: "+strcharinfo(0); mes "^0000ffMini Endless Tower ^000000- Reservation Failed!"; close; } mes "^0000ffMini Endless Tower^000000 - Try to reserve"; mes "After making a reservation, you have to talk to NPC behind and select the menu 'Enter the Dungeon' to enter the dungeon."; close; case 2: callsub L_Enter; case 3: close; } } switch(select("Enter the Mini Endless Tower:Cancel")) { case 1: callsub L_Enter; case 2: end; } L_Enter: if(MiniEtower_partyid != getcharid(1) && MiniEtower_partyid){ mes"You Changed your Party"; mes"i am not a fool like you !"; close; } if(.gepard){ query_sql("SELECT `last_unique_id` FROM `login` WHERE `account_id` = '"+getcharid(3)+"'", .@last_unique_id$); query_sql("SELECT `time`,`char_id` FROM `MiniEtower` WHERE `unique_id` = '"+.@last_unique_id$+"'", .@gptime ,.@charid); .@all_time = (.@gptime - gettimetick(2)); if(.@all_time > 0 && .@charid != getcharid(1) ){ mes"you can't enter yet"; mes"you already did enter on another account"; .@hours = .@all_time / 60 / 60; .@minutes = (.@all_time % (60 * 60)) / 60; .@seconds = .@all_time % 60; mes "Please come back in " + sprintf("%02d:%02d:%02d", .@hours, .@minutes, .@seconds) + " hours." ; close; } } switch(instance_enter("Mini Endless Tower")) { case IE_OTHER: mes "An unknown error has occurred."; close; case IE_NOINSTANCE: mes "The memorial dungeon Mini Endless Tower does not exist."; mes "The party leader did not generate the dungeon yet."; close; case IE_NOMEMBER: mes "You can enter the dungeon after making the party."; close; case IE_OK: mapannounce "e_tower", strcharinfo(0) +" of the party, "+ getpartyname( getcharid(1) ) +", is entering the dungeon, Mini Endless Tower.",bc_map,"0x00ff99",FW_NORMAL,12; if(checkquest(150001,PLAYTIME) == -1){ if(.gepard){ .@cooldown = (86400 + gettimetick(2)); query_sql("delete from `MiniEtower` where `unique_id` = '"+.@last_unique_id$+"'"); query_sql("INSERT INTO `MiniEtower` (`unique_id`,`time`,`char_id`) VALUES ('"+.@last_unique_id$+"', '"+.@cooldown+"', '"+getcharid(1)+"')"); } set MiniEtower_partyid, getcharid(1); setquest 150000; setquest 150001; set Floor21,0; set Floor25,0; } } end; OnInit: .gepard = false; // if you want to use gepaard and have gepard on your server set this to true if(.gepard){ query_sql("CREATE TABLE IF NOT EXISTS `MiniEtower` (`unique_id` INT( 11 ) UNSIGNED NOT NULL DEFAULT '0',`char_id` INT NOT NULL,`time` INT NOT NULL) ENGINE=MyISAM"); } } 1@Mtower,50,360,0 script MImmortal Brazier# 844,{ if(getgroupid() >= 90 ){ mes"^C70847[GM OPTIONS]^000000"; mes"^C70847Jump to Floor ?^000000"; if(select("^C70847yes^000000:^C70847no^000000") == 1){ input .@floor; if(.@floor <= 25){ set .@map$, strnpcinfo(4); set .@level,.@floor; set .@level, atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) +(.@floor - 1); mapannounce strnpcinfo(4), "All Monsters on the "+callfunc("F_GetNumSuffix",.@level)+" Level have been defeated.",bc_map,"0xffff00"; donpcevent instance_npcname(.@level+"FMGate102tower",instance_id())+"::OnEnable"; callfunc "F_Mini_Tower_Warp",.@floor,strnpcinfo(4); }else{ mes"^C70847max is 25^000000"; close; } } } end; OnInstanceInit: initnpctimer; end; OnTimer10000: mapannounce instance_mapname("1@Mtower",instance_id()), "Notice : Taming a monster does not count towards defeating them.",bc_map,"0xff0000"; stopnpctimer; end; } 1@Mtower,29,365,1 script #1F MController 844,{ end; OnInstanceInit: callfunc "F_Mini_Tower_Monster", 1, instance_mapname("1@Mtower",instance_id()), instance_npcname("#1F MController",instance_id())+"::OnMyMobDead"; end; OnMyMobDead: set .@map$, instance_mapname("1@Mtower",instance_id()); set .@mob_dead_num,mobcount(.@map$,instance_npcname("#1F MController",instance_id())+"::OnMyMobDead"); if (.@mob_dead_num < 1) { initnpctimer; } else mapannounce .@map$, "Remaining Monsters on the 1st Level - "+.@mob_dead_num,bc_map,"0x00ff99"; end; OnTimer5000: mapannounce instance_mapname("1@Mtower",instance_id()), "All Monsters on the 1st Level have been defeated.",bc_map,"0xffff00"; donpcevent instance_npcname("1FMGate102tower",instance_id())+"::OnEnable"; stopnpctimer; end; } 1@Mtower,12,393,0 script 1FMGate102tower 45,2,2,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(0),instance_id()); end; OnEnable: enablenpc instance_npcname(strnpcinfo(0),instance_id()); callfunc "F_Mini_Tower_Monster", atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) + 1, strnpcinfo(4), instance_npcname(strnpcinfo(0),instance_id())+"::OnMyMobDead"; end; OnTouch_: callfunc "F_Mini_Tower_Warp", atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) + 1, strnpcinfo(4); end; OnMyMobDead: set .@map$, strnpcinfo(4); set .@level, atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) + 1; set .@mob_dead_num,mobcount(.@map$,instance_npcname(strnpcinfo(0),instance_id())+"::OnMyMobDead"); if (.@mob_dead_num < 1) { initnpctimer; } else mapannounce .@map$, "Remaining Monsters on the "+callfunc("F_GetNumSuffix",.@level)+" Level - "+.@mob_dead_num,bc_map,"0x00ff99"; end; OnTimer5000: set .@level, atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) + 1; mapannounce strnpcinfo(4), "All Monsters on the "+callfunc("F_GetNumSuffix",.@level)+" Level have been defeated.",bc_map,"0xffff00"; if(.@level != 25){ donpcevent instance_npcname(.@level+"FMGate102tower",instance_id())+"::OnEnable"; }else{ enablenpc instance_npcname("Warper#25FMGate102tower",instance_id()); mapannounce strnpcinfo(4), "All Monsters on all the Levels have been defeated.",bc_map,"0xffff00"; sleep 3000; mapannounce strnpcinfo(4), "Until the Next Time!.",bc_map,"0xffff00"; } stopnpctimer; end; } 1@Mtower,96,393,0 duplicate(1FMGate102tower) 2FMGate102tower 45,2,2 1@Mtower,184,393,0 duplicate(1FMGate102tower) 3FMGate102tower 45,2,2 1@Mtower,270,393,0 duplicate(1FMGate102tower) 4FMGate102tower 45,2,2 1@Mtower,355,393,0 duplicate(1FMGate102tower) 5FMGate102tower 45,2,2 1@Mtower,12,309,0 duplicate(1FMGate102tower) 6FMGate102tower 45,2,2 1@Mtower,96,309,0 duplicate(1FMGate102tower) 7FMGate102tower 45,2,2 1@Mtower,184,309,0 duplicate(1FMGate102tower) 8FMGate102tower 45,2,2 1@Mtower,270,309,0 duplicate(1FMGate102tower) 9FMGate102tower 45,2,2 1@Mtower,355,309,0 duplicate(1FMGate102tower) 10FMGate102tower 45,2,2 1@Mtower,12,222,0 duplicate(1FMGate102tower) 11FMGate102tower 45,2,2 1@Mtower,96,222,0 duplicate(1FMGate102tower) 12FMGate102tower 45,2,2 1@Mtower,184,222,0 duplicate(1FMGate102tower) 13FMGate102tower 45,2,2 1@Mtower,270,222,0 duplicate(1FMGate102tower) 14FMGate102tower 45,2,2 1@Mtower,355,222,0 duplicate(1FMGate102tower) 15FMGate102tower 45,2,2 1@Mtower,12,138,0 duplicate(1FMGate102tower) 16FMGate102tower 45,2,2 1@Mtower,96,138,0 duplicate(1FMGate102tower) 17FMGate102tower 45,2,2 1@Mtower,184,138,0 duplicate(1FMGate102tower) 18FMGate102tower 45,2,2 1@Mtower,270,138,0 duplicate(1FMGate102tower) 19FMGate102tower 45,2,2 1@Mtower,355,138,0 duplicate(1FMGate102tower) 20FMGate102tower 45,2,2 1@Mtower,12,51,0 duplicate(1FMGate102tower) 21FMGate102tower 45,2,2 1@Mtower,96,51,0 duplicate(1FMGate102tower) 22FMGate102tower 45,2,2 1@Mtower,184,51,0 duplicate(1FMGate102tower) 23FMGate102tower 45,2,2 1@Mtower,270,51,0 duplicate(1FMGate102tower) 24FMGate102tower 45,2,2 1@Mtower,353,48,4 script Warper#25FMGate102tower 874,{ if(getpartyleader(getcharid(1),2) == getcharid(0)){ mes"Are you sure you want to get out from here ?"; if(select("No:Yes") == 1) close; } callfunc "F_Mini_Endless_Tower_Rewards"; completequest 150000; warp "SavePoint",0,0; end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(0),instance_id()); end; } 1@Mtower,71,4,0 script #MBroadcast Mode1 844,{ end; OnInstanceInit: initnpctimer; end; OnTimer15000: OnTimer60000: mapannounce instance_mapname("1@Mtower",instance_id()), "Notice : In any abnormal situation where you defeat a monster, you can't advance to the next level!",bc_map,"0xff0000"; end; OnTimer120000: mapannounce instance_mapname("1@Mtower",instance_id()), "Notice : In any abnormal situation where you defeat a monster, you can't advance to the next level!",bc_map,"0xff0000"; stopnpctimer; end; } function script F_Mini_Tower_Warp { set .@level, getarg(0); set .@map$, getarg(1); switch(.@level) { case 2: warp .@map$,136,354; break; case 3: warp .@map$,224,354; break; case 4: warp .@map$,310,354; break; case 5: warp .@map$,395,354; break; case 6: warp .@map$,52,270; break; case 7: warp .@map$,136,270; break; case 8: warp .@map$,224,270; break; case 9: warp .@map$,310,270; break; case 10: warp .@map$,395,270; break; case 11: warp .@map$,52,183; break; case 12: warp .@map$,136,183; break; case 13: warp .@map$,224,183; break; case 14: warp .@map$,310,183; break; case 15: warp .@map$,395,183; break; case 16: warp .@map$,52,99; break; case 17: warp .@map$,136,99; break; case 18: warp .@map$,224,99; break; case 19: warp .@map$,310,99; break; case 20: warp .@map$,395,99; break; case 21: warp .@map$,52,12; break; case 22: warp .@map$,136,12; break; case 23: warp .@map$,224,12; break; case 24: warp .@map$,310,12; break; case 25: warp .@map$,395,12; break; } return; } function script F_Mini_Tower_Monster { set .@level, getarg(0); set .@map$, getarg(1); set .@label$, getarg(2); switch(.@level) { case 1: areamonster .@map$,7,351,17,387,"Moonlight Flower",1150,1,.@label$; areamonster .@map$,7,351,17,387,"Golden Thief Bug",1086,1,.@label$; break; case 2: areamonster .@map$,93,351,103,387,"Eddga",1115,1,.@label$; areamonster .@map$,93,351,103,387,"Maya",1147,1,.@label$; break; case 3: areamonster .@map$,181,351,191,387,"Phreeoni",1159,1,.@label$; areamonster .@map$,181,351,191,387,"Tao Gunka",1583,1,.@label$; break; case 4: areamonster .@map$,267,351,277,387,"Garm",1252,1,.@label$; areamonster .@map$,267,351,277,387,"Mistress",1059,1,.@label$; break; case 5: areamonster .@map$,352,351,362,387,"Ygnizem",1658,1,.@label$; areamonster .@map$,352,351,362,387,"Incantation Samurai",1492,1,.@label$; break; case 6: areamonster .@map$,9,267,19,303,"Stormy Knight",1251,1,.@label$; areamonster .@map$,9,267,19,303,"Doppelganger",1046,1,.@label$; break; case 7: areamonster .@map$,93,267,103,303,"White Lady",1630,1,.@label$; areamonster .@map$,93,267,103,303,"Evil Snake Lord",1418,1,.@label$; break; case 8: areamonster .@map$,181,267,191,303,"Gopinich",1885,1,.@label$; areamonster .@map$,181,267,191,303,"Dracula",1389,1,.@label$; break; case 9: areamonster .@map$,267,267,277,303,"Turtle General",1312,1,.@label$; areamonster .@map$,267,267,277,303,"Drake",1112,1,.@label$; break; case 10: areamonster .@map$,352,267,362,303,"Orc Hero",1087,1,.@label$; areamonster .@map$,352,267,362,303,"Orc Lord",1190,1,.@label$; break; case 11: areamonster .@map$,9,180,19,216,"Osiris",1038,1,.@label$; areamonster .@map$,9,180,19,216,"Thanatos",1708,1,.@label$; break; case 12: areamonster .@map$,93,180,103,216,"Pharaoh",1157,1,.@label$; areamonster .@map$,93,180,103,216,"Lady Tanee",1688,1,.@label$; break; case 13: areamonster .@map$,181,180,191,216,"RSX 0806",1623,1,.@label$; areamonster .@map$,181,180,191,216,"Lord of Death",1373,1,.@label$; break; case 14: areamonster .@map$,267,180,277,216,"Lost Dragon",2131,1,.@label$; areamonster .@map$,267,180,277,216,"Vesper",1685,1,.@label$; break; case 15: areamonster .@map$,352,180,362,216,"Baphomet",1039,1,.@label$; areamonster .@map$,352,180,362,216,"Dark Lord",1272,1,.@label$; break; case 16: areamonster .@map$,9,96,19,132,"Detardeurus",1719,1,.@label$; areamonster .@map$,9,96,19,132,"Atroce",1785,1,.@label$; break; case 17: areamonster .@map$,93,96,103,132,"Amon Ra",1511,1,.@label$; areamonster .@map$,93,96,103,132,"Leak",2156,1,.@label$; break; case 18: areamonster .@map$,181,96,191,132,"Boitata",2068,1,.@label$; areamonster .@map$,181,96,191,132,"Kiel D-01",1734,1,.@label$; break; case 19: areamonster .@map$,267,96,277,132,"Gloom Under Night",1768,1,.@label$; areamonster .@map$,267,96,277,132,"Queen Scaraba",2087,1,.@label$; break; case 20: areamonster .@map$,352,96,362,132,"Nightmare Amon Ra",2362,1,.@label$; areamonster .@map$,352,96,362,132,"Fallen Bishop",1871,1,.@label$; break; case 21: areamonster .@map$,9,9,19,45,"Nidhoggr's Shadow",2022,1,.@label$; areamonster .@map$,9,9,19,45,"Valkyrie Randgris",1751,1,.@label$; break; case 22: areamonster .@map$,93,9,103,45,"Ktullanux",1779,1,.@label$; areamonster .@map$,93,9,103,45,"Kraken",2202,1,.@label$; break; case 23: areamonster .@map$,181,9,191,45,"Gold Queen Scaraba",2165,1,.@label$; areamonster .@map$,181,9,191,45,"Ifrit",1832,1,.@label$; break; case 24: areamonster .@map$,267,9,277,45,"Wounded Morroc",1917,1,.@label$; areamonster .@map$,267,9,277,45,"Great Demon Baphomet",1929,1,.@label$; break; case 25: areamonster .@map$,352,9,362,45,"Naght Sieger",1956,1,.@label$; areamonster .@map$,352,9,362,45,"Beelzebub",1873,1,.@label$; break; } return; } 1@Mtower mapflag noreturn 1@Mtower mapflag restricted 6 1@Mtower mapflag partylock 1@Mtower mapflag nobranch 1@Mtower mapflag noteleport 1@Mtower mapflag nowarpto 1@Mtower mapflag pvp off 1@Mtower mapflag nosave SavePoint 1@Mtower mapflag nosave SavePoint 1@Mtower mapflag nowarp 1@Mtower mapflag nomemo 1@Mtower mapflag nochat 1@Mtower mapflag novending 1@Mtower mapflag monster_noteleport i manage to use this script and its working fine until i change the OnInit (set to to true) then its start to crash after entering MINI ET OnInit: .gepard = false; // if you want to use gepaard and have gepard on your server set this to true if(.gepard){ query_sql("CREATE TABLE IF NOT EXISTS `MiniEtower` (`unique_id` INT( 11 ) UNSIGNED NOT NULL DEFAULT '0',`char_id` INT NOT NULL,`time` INT NOT NULL) ENGINE=MyISAM"); } } i set it back to false but it doesnt fix the problem .. How to fix this? anyone can help me thanks in advance
  8. Can you help me sir? After i log in an account , it close suddenly how to fix this?
  9. im looking for a script that gives item to a player (with a chance ex. gold coins) who killed it ( MVP Only) then announce to all map. i tried different script lying around but non fits my taste and also not working .
  10. can it change to only paying if they change into trans i mean 99/50 to high novice thanks
  11. sorry i dont know if this is the right thread can anyone share wee map cache cant find one i guess they already turn down wee map cache
  12. im using this script //===== 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)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_UPPER ) return false; // Already Rebirthed if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation deletearray .@job_opt[0],getarraysize(.@job_opt); .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if (.@eac&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = false; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = false; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // 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; } how to put zeny requirements thanks
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