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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)+"'", [email protected]_unique_id$); query_sql("delete from `MiniEtower` where `unique_id` = '"[email protected]_unique_id$+"'"); 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([email protected]_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)+"'", [email protected]_unique_id$); query_sql("SELECT `time`,`char_id` FROM `MiniEtower` WHERE `unique_id` = '"[email protected]_unique_id$+"'", [email protected] ,[email protected]); [email protected]_time = ([email protected] - gettimetick(2)); if([email protected]_time > 0 && [email protected] != getcharid(1) ){ mes"you can't enter yet"; mes"you already did enter on another account"; [email protected] = [email protected]_time / 60 / 60; [email protected] = ([email protected]_time % (60 * 60)) / 60; [email protected] = [email protected]_time % 60; mes "Please come back in " + sprintf("%02d:%02d:%02d", [email protected], [email protected], [email protected]) + " 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){ [email protected] = (86400 + gettimetick(2)); query_sql("delete from `MiniEtower` where `unique_id` = '"[email protected]_unique_id$+"'"); query_sql("INSERT INTO `MiniEtower` (`unique_id`,`time`,`char_id`) VALUES ('"[email protected]_unique_id$+"', '"[email protected]+"', '"+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"); } } [email protected],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 [email protected]; if([email protected] <= 25){ set [email protected]$, strnpcinfo(4); set [email protected],[email protected]; set [email protected], atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) +([email protected] - 1); mapannounce strnpcinfo(4), "All Monsters on the "+callfunc("F_GetNumSuffix",[email protected])+" Level have been defeated.",bc_map,"0xffff00"; donpcevent instance_npcname([email protected]+"FMGate102tower",instance_id())+"::OnEnable"; callfunc "F_Mini_Tower_Warp",[email protected],strnpcinfo(4); }else{ mes"^C70847max is 25^000000"; close; } } } end; OnInstanceInit: initnpctimer; end; OnTimer10000: mapannounce instance_mapname("[email protected]",instance_id()), "Notice : Taming a monster does not count towards defeating them.",bc_map,"0xff0000"; stopnpctimer; end; } [email protected],29,365,1 script #1F MController 844,{ end; OnInstanceInit: callfunc "F_Mini_Tower_Monster", 1, instance_mapname("[email protected]",instance_id()), instance_npcname("#1F MController",instance_id())+"::OnMyMobDead"; end; OnMyMobDead: set [email protected]$, instance_mapname("[email protected]",instance_id()); set [email protected]_dead_num,mobcount([email protected]$,instance_npcname("#1F MController",instance_id())+"::OnMyMobDead"); if ([email protected]_dead_num < 1) { initnpctimer; } else mapannounce [email protected]$, "Remaining Monsters on the 1st Level - "[email protected]_dead_num,bc_map,"0x00ff99"; end; OnTimer5000: mapannounce instance_mapname("[email protected]",instance_id()), "All Monsters on the 1st Level have been defeated.",bc_map,"0xffff00"; donpcevent instance_npcname("1FMGate102tower",instance_id())+"::OnEnable"; stopnpctimer; end; } [email protected],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 [email protected]$, strnpcinfo(4); set [email protected], atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) + 1; set [email protected]_dead_num,mobcount([email protected]$,instance_npcname(strnpcinfo(0),instance_id())+"::OnMyMobDead"); if ([email protected]_dead_num < 1) { initnpctimer; } else mapannounce [email protected]$, "Remaining Monsters on the "+callfunc("F_GetNumSuffix",[email protected])+" Level - "[email protected]_dead_num,bc_map,"0x00ff99"; end; OnTimer5000: set [email protected], atoi(replacestr(strnpcinfo(0),"FMGate102tower","")) + 1; mapannounce strnpcinfo(4), "All Monsters on the "+callfunc("F_GetNumSuffix",[email protected])+" Level have been defeated.",bc_map,"0xffff00"; if([email protected] != 25){ donpcevent instance_npcname([email protected]+"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; } [email protected],96,393,0 duplicate(1FMGate102tower) 2FMGate102tower 45,2,2 [email protected],184,393,0 duplicate(1FMGate102tower) 3FMGate102tower 45,2,2 [email protected],270,393,0 duplicate(1FMGate102tower) 4FMGate102tower 45,2,2 [email protected],355,393,0 duplicate(1FMGate102tower) 5FMGate102tower 45,2,2 [email protected],12,309,0 duplicate(1FMGate102tower) 6FMGate102tower 45,2,2 [email protected],96,309,0 duplicate(1FMGate102tower) 7FMGate102tower 45,2,2 [email protected],184,309,0 duplicate(1FMGate102tower) 8FMGate102tower 45,2,2 [email protected],270,309,0 duplicate(1FMGate102tower) 9FMGate102tower 45,2,2 [email protected],355,309,0 duplicate(1FMGate102tower) 10FMGate102tower 45,2,2 [email protected],12,222,0 duplicate(1FMGate102tower) 11FMGate102tower 45,2,2 [email protected],96,222,0 duplicate(1FMGate102tower) 12FMGate102tower 45,2,2 [email protected],184,222,0 duplicate(1FMGate102tower) 13FMGate102tower 45,2,2 [email protected],270,222,0 duplicate(1FMGate102tower) 14FMGate102tower 45,2,2 [email protected],355,222,0 duplicate(1FMGate102tower) 15FMGate102tower 45,2,2 [email protected],12,138,0 duplicate(1FMGate102tower) 16FMGate102tower 45,2,2 [email protected],96,138,0 duplicate(1FMGate102tower) 17FMGate102tower 45,2,2 [email protected],184,138,0 duplicate(1FMGate102tower) 18FMGate102tower 45,2,2 [email protected],270,138,0 duplicate(1FMGate102tower) 19FMGate102tower 45,2,2 [email protected],355,138,0 duplicate(1FMGate102tower) 20FMGate102tower 45,2,2 [email protected],12,51,0 duplicate(1FMGate102tower) 21FMGate102tower 45,2,2 [email protected],96,51,0 duplicate(1FMGate102tower) 22FMGate102tower 45,2,2 [email protected],184,51,0 duplicate(1FMGate102tower) 23FMGate102tower 45,2,2 [email protected],270,51,0 duplicate(1FMGate102tower) 24FMGate102tower 45,2,2 [email protected],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; } [email protected],71,4,0 script #MBroadcast Mode1 844,{ end; OnInstanceInit: initnpctimer; end; OnTimer15000: OnTimer60000: mapannounce instance_mapname("[email protected]",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("[email protected]",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 [email protected], getarg(0); set [email protected]$, getarg(1); switch([email protected]) { case 2: warp [email protected]$,136,354; break; case 3: warp [email protected]$,224,354; break; case 4: warp [email protected]$,310,354; break; case 5: warp [email protected]$,395,354; break; case 6: warp [email protected]$,52,270; break; case 7: warp [email protected]$,136,270; break; case 8: warp [email protected]$,224,270; break; case 9: warp [email protected]$,310,270; break; case 10: warp [email protected]$,395,270; break; case 11: warp [email protected]$,52,183; break; case 12: warp [email protected]$,136,183; break; case 13: warp [email protected]$,224,183; break; case 14: warp [email protected]$,310,183; break; case 15: warp [email protected]$,395,183; break; case 16: warp [email protected]$,52,99; break; case 17: warp [email protected]$,136,99; break; case 18: warp [email protected]$,224,99; break; case 19: warp [email protected]$,310,99; break; case 20: warp [email protected]$,395,99; break; case 21: warp [email protected]$,52,12; break; case 22: warp [email protected]$,136,12; break; case 23: warp [email protected]$,224,12; break; case 24: warp [email protected]$,310,12; break; case 25: warp [email protected]$,395,12; break; } return; } function script F_Mini_Tower_Monster { set [email protected], getarg(0); set [email protected]$, getarg(1); set [email protected]$, getarg(2); switch([email protected]) { case 1: areamonster [email protected]$,7,351,17,387,"Moonlight Flower",1150,1,[email protected]$; areamonster [email protected]$,7,351,17,387,"Golden Thief Bug",1086,1,[email protected]$; break; case 2: areamonster [email protected]$,93,351,103,387,"Eddga",1115,1,[email protected]$; areamonster [email protected]$,93,351,103,387,"Maya",1147,1,[email protected]$; break; case 3: areamonster [email protected]$,181,351,191,387,"Phreeoni",1159,1,[email protected]$; areamonster [email protected]$,181,351,191,387,"Tao Gunka",1583,1,[email protected]$; break; case 4: areamonster [email protected]$,267,351,277,387,"Garm",1252,1,[email protected]$; areamonster [email protected]$,267,351,277,387,"Mistress",1059,1,[email protected]$; break; case 5: areamonster [email protected]$,352,351,362,387,"Ygnizem",1658,1,[email protected]$; areamonster [email protected]$,352,351,362,387,"Incantation Samurai",1492,1,[email protected]$; break; case 6: areamonster [email protected]$,9,267,19,303,"Stormy Knight",1251,1,[email protected]$; areamonster [email protected]$,9,267,19,303,"Doppelganger",1046,1,[email protected]$; break; case 7: areamonster [email protected]$,93,267,103,303,"White Lady",1630,1,[email protected]$; areamonster [email protected]$,93,267,103,303,"Evil Snake Lord",1418,1,[email protected]$; break; case 8: areamonster [email protected]$,181,267,191,303,"Gopinich",1885,1,[email protected]$; areamonster [email protected]$,181,267,191,303,"Dracula",1389,1,[email protected]$; break; case 9: areamonster [email protected]$,267,267,277,303,"Turtle General",1312,1,[email protected]$; areamonster [email protected]$,267,267,277,303,"Drake",1112,1,[email protected]$; break; case 10: areamonster [email protected]$,352,267,362,303,"Orc Hero",1087,1,[email protected]label$; areamonster [email protected]$,352,267,362,303,"Orc Lord",1190,1,[email protected]$; break; case 11: areamonster [email protected]$,9,180,19,216,"Osiris",1038,1,[email protected]$; areamonster [email protected]$,9,180,19,216,"Thanatos",1708,1,[email protected]$; break; case 12: areamonster [email protected]$,93,180,103,216,"Pharaoh",1157,1,[email protected]$; areamonster [email protected]$,93,180,103,216,"Lady Tanee",1688,1,[email protected]$; break; case 13: areamonster [email protected]$,181,180,191,216,"RSX 0806",1623,1,[email protected]$; areamonster [email protected]$,181,180,191,216,"Lord of Death",1373,1,[email protected]$; break; case 14: areamonster [email protected]$,267,180,277,216,"Lost Dragon",2131,1,[email protected]$; areamonster [email protected]$,267,180,277,216,"Vesper",1685,1,[email protected]$; break; case 15: areamonster [email protected]$,352,180,362,216,"Baphomet",1039,1,[email protected]$; areamonster [email protected]$,352,180,362,216,"Dark Lord",1272,1,[email protected]$; break; case 16: areamonster [email protected]$,9,96,19,132,"Detardeurus",1719,1,[email protected]$; areamonster [email protected]$,9,96,19,132,"Atroce",1785,1,[email protected]$; break; case 17: areamonster [email protected]$,93,96,103,132,"Amon Ra",1511,1,[email protected]$; areamonster [email protected]$,93,96,103,132,"Leak",2156,1,[email protected]$; break; case 18: areamonster [email protected]$,181,96,191,132,"Boitata",2068,1,[email protected]$; areamonster [email protected]$,181,96,191,132,"Kiel D-01",1734,1,[email protected]$; break; case 19: areamonster [email protected]$,267,96,277,132,"Gloom Under Night",1768,1,[email protected]$; areamonster [email protected]$,267,96,277,132,"Queen Scaraba",2087,1,[email protected]$; break; case 20: areamonster [email protected]$,352,96,362,132,"Nightmare Amon Ra",2362,1,[email protected]$; areamonster [email protected]$,352,96,362,132,"Fallen Bishop",1871,1,[email protected]$; break; case 21: areamonster [email protected]$,9,9,19,45,"Nidhoggr's Shadow",2022,1,[email protected]$; areamonster [email protected]$,9,9,19,45,"Valkyrie Randgris",1751,1,[email protected]$; break; case 22: areamonster [email protected]$,93,9,103,45,"Ktullanux",1779,1,[email protected]$; areamonster [email protected]$,93,9,103,45,"Kraken",2202,1,[email protected]$; break; case 23: areamonster [email protected]$,181,9,191,45,"Gold Queen Scaraba",2165,1,[email protected]$; areamonster [email protected]$,181,9,191,45,"Ifrit",1832,1,[email protected]$; break; case 24: areamonster [email protected]$,267,9,277,45,"Wounded Morroc",1917,1,[email protected]$; areamonster [email protected]$,267,9,277,45,"Great Demon Baphomet",1929,1,[email protected]$; break; case 25: areamonster [email protected]$,352,9,362,45,"Naght Sieger",1956,1,[email protected]$; areamonster [email protected]$,352,9,362,45,"Beelzebub",1873,1,[email protected]$; break; } return; } [email protected] mapflag noreturn [email protected] mapflag restricted 6 [email protected] mapflag partylock [email protected] mapflag nobranch [email protected] mapflag noteleport [email protected] mapflag nowarpto [email protected] mapflag pvp off [email protected] mapflag nosave SavePoint [email protected] mapflag nosave SavePoint [email protected] mapflag nowarp [email protected] mapflag nomemo [email protected] mapflag nochat [email protected] mapflag novending [email protected] 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. anyone knows how to fix this?
  12. 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
  13. 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)) { [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_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.cpp // 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_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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