Jump to content

Littlefoot

Members
  • Posts

    203
  • Joined

  • Last visited

Everything posted by Littlefoot

  1. So therefore i will be manually removing all those teleport on the bosses?
  2. How can i disable mvp skills such as teleport and heal?
  3. I want my hourly point to be counting for 15 mins only and then it allows players who afk and pubbing to gain points except players who use @autotrade and 3 hours consecutive will remain 25points. //= The default points is Kafrapoints change it anyway if you like. //= 1.1 = Check Chatting too //= 1.2 = 5 Minute Idle Check & @at/@autotrade check. //= 1.3 = Corrected the current balance line on 12 Hours Consecutive //==================================================================== - script hourlypoints -1,{ //--Start of the Script OnPCLoginEvent: addtimer .timer,"hourlypoints::OnPointGet"; end; OnPointGet: while(checkvending() >= 1 || checkchatting() == 1) { sleep2 .delay; if(.@mes$=="") dispbottom set(.@mes$,"The hourly points event haulted because you were vending, chatting, or idle."); } set #CASHPOINTS, #CASHPOINTS + .point_amt; dispbottom "You received "+.point_amt+" Kafrapoints by staying ingame for 1 hour"; dispbottom "Current Balance = "+#CASHPOINTS+" Kafrapoints"; set @consecutive_hour, @consecutive_hour + 1; //Check for 3 hours consecutive if(@consecutive_hour == 3) { set @consecutive_hour,0; set #CASHPOINTS, #CASHPOINTS + .cpoint_amt; dispbottom "You receive "+.cpoint_amt+" Kafrapoints in playing for 12 consecutive hours"; dispbottom "Current Balance = "+#CASHPOINTS+" Kafrapoints"; } addtimer .timer,"hourlypoints::OnPointGet"; end; OnInit: set .timer, 1000*15*15; //Timer in milliseconds. set .cpoint_amt, 15; //Points gained for consecutive time online. set .point_amt, 5; //Normal points gained. set .delay, 1000; //Delay for idle re-check check. set .dlimit, 60*30; //Stop points if afk greater then in seconds (30mins). } up
  4. Can anyone help me make a Rotational Woe Every day? I tried to use Toasty's But its already a dead link now. Monday = prtg_cas01 Tues = payg_cas01 Wed = gefg_cas01 Thurs = aldeg_cas01 Friday = prtg_cas01 Sat = payg_cas01 Sunday = gefg_cas01
  5. Can anyone help me with this script? I want my healer to auto identify unidentified equiptments. //===== rAthena Script ======================================= //= Healer //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Basic healer script. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Aligned coordinates with @go. //============================================================ - script Healer -1,{ .@Price = 0; // Zeny required for heal .@Buffs = 1; // Also buff players? (1: yes / 0: no) .@Delay = 0; // Heal delay, in seconds if (@HD > gettimetick(2)) end; if (.@Price) { message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny."; if (Zeny < .@Price) end; if (select("^0055FFHeal^000000:^777777Cancel^000000") == 2) end; Zeny -= .@Price; } specialeffect2 EF_HEAL2; percentheal 100,100; if (.@Buffs) { specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10; //atcommand "@repairall"; } if (.@Delay) @HD = gettimetick(2) + .@Delay; end; } // Duplicates //============================================================ alberta,25,240,6 duplicate(Healer) Healer#alb 811 aldebaran,135,118,6 duplicate(Healer) Healer#alde 811 amatsu,200,79,4 duplicate(Healer) Healer#ama 811 ayothaya,207,169,6 duplicate(Healer) Healer#ayo 811 comodo,184,158,6 duplicate(Healer) Healer#com 811 einbech,57,36,6 duplicate(Healer) Healer#einbe 811 einbroch,57,202,6 duplicate(Healer) Healer#einbr 811 geffen,115,72,6 duplicate(Healer) Healer#gef 811 gonryun,156,122,6 duplicate(Healer) Healer#gon 811 hugel,89,150,6 duplicate(Healer) Healer#hug 811 izlude,121,150,6 duplicate(Healer) Healer#izl 811 //Pre-RE: (125,118) jawaii,250,139,4 duplicate(Healer) Healer#jaw 811 lighthalzen,152,100,6 duplicate(Healer) Healer#lhz 811 louyang,226,103,4 duplicate(Healer) Healer#lou 811 manuk,272,144,6 duplicate(Healer) Healer#man 811 mid_camp,203,289,6 duplicate(Healer) Healer#mid 811 moc_ruins,72,164,4 duplicate(Healer) Healer#moc 811 morocc,153,97,6 duplicate(Healer) Healer#mor 811 moscovia,220,191,4 duplicate(Healer) Healer#mos 811 niflheim,212,182,5 duplicate(Healer) Healer#nif 811 payon,148,230,5 duplicate(Healer) Healer#pay 811 prontera,148,176,5 duplicate(Healer) Healer#prt 811 rachel,125,116,6 duplicate(Healer) Healer#rac 811 splendide,201,153,4 duplicate(Healer) Healer#spl 811 thor_camp,249,74,4 duplicate(Healer) Healer#thor 811 umbala,105,148,3 duplicate(Healer) Healer#umb 811 veins,217,121,4 duplicate(Healer) Healer#ve 811 xmas,143,136,4 duplicate(Healer) Healer#xmas 811 yuno,164,45,4 duplicate(Healer) Healer#yuno 811 turbo_room,93,117,5 duplicate(Healer) Healer#turbo 811 // Duplicates (Renewal) //============================================================ //brasilis,194,221,6 duplicate(Healer) Healer#bra 811 //dewata,195,187,4 duplicate(Healer) Healer#dew 811 //dicastes01,201,194,4 duplicate(Healer) Healer#dic 811 //ecl_in01,45,60,4 duplicate(Healer) Healer#ecl 811 //malangdo,132,114,6 duplicate(Healer) Healer#mal 811 //malaya,227,204,6 duplicate(Healer) Healer#ma 811 //mora,55,152,4 duplicate(Healer) Healer#mora 811
  6. turbo_room,89,81,5 script Breaker Ladder 790,{ query_sql "SELECT `char`.char_id,`char`.`name`,char_reg_str.`value` FROM char_reg_str LEFT JOIN `char` ON char_reg_str.char_id=`char`.char_id WHERE char_reg_str.str='brokeemp' ORDER BY CAST(`char_reg_str`.`value` AS UNSIGNED) DESC LIMIT 10", .@char_id, .@name$, .@count; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "Hello there "+strcharinfo(0)+", what do you want to do?"; menu "Check Emperium Break Points",-,"View Breaker Ladder",Llad,"Exchange Points",Lex,"Nothing",Lno; next; next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "Hmm, wait a second, i'll go check my records.."; next; mes strcharinfo(0)+"'s Emperium Break Points is ^FF0000"+brokeemp+"^000000 Point(s)"; close; Lno: next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "Suit yourself.."; close; Lex: next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "What points would you like to exchange?"; mes "^FF0000Note: Check your inventory and weight before exchanging with me!"; menu "Emperium Break Points",-,"Nothing",Lno; next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "What do you want to exchange with?"; menu "Billow",-,"Emblem of Solar God",Lesg,"Ripple",Lrip,"Silver Ornament",Lsil,"Wrath of Valkyrie",Lval; next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "You need 50 Breaker Points for this.."; mes "Do you still want Billow?"; menu "Yes",-,"No",Lno; if(brokeemp < 50) goto Lnep; if(brokeemp >= 50) next; mes "Here you go!"; getitem 7091,1; set brokeemp,brokeemp-50; close; Lnep: next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "Not enough points!"; close; Lesg: next; mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "You need 70 Breaker Points for this.."; mes "Do you still want Emblem of Solar God?"; menu "Yes",-,"No",Lno; next; if(brokeemp < 70) goto Lnep; if(brokeemp >= 70) mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "Here you go!"; getitem 7086,1; set brokeemp,brokeemp-70; close; Lrip: mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "You need 50 Breaker Points for this.."; mes "Do you still want Ripple?"; menu "Yes",-,"No",Lno; if(brokeemp < 50) goto Lnep; if(brokeemp >= 50) next; mes "Here you go!"; getitem 7090,1; set brokeemp,brokeemp-50; close; Lval: mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "You need 50 Breaker Points for this.."; mes "Do you still want Wrath of Valkyrie?"; menu "Yes",-,"No",Lno; if(brokeemp < 50) goto Lnep; if(brokeemp >= 50) next; mes "Here you go!"; getitem 7078,1; set brokeemp,brokeemp-50; close; Lsil: mes "[ ^00FF00 Kaspersky ^000000 ]"; mes "You need 50 Breaker Points for this.."; mes "Do you still want Silver Ornament?"; menu "Yes",-,"No",Lno; if(brokeemp < 50) goto Lnep; if(brokeemp >= 50) next; mes "Here you go!"; getitem 7077,1; set brokeemp,brokeemp-50; close; Llad: next; for( set .@x,0; .@x<=9; set .@x,.@x+1 ) { mes "^0000FF"+(.@x+1)+".^000000 "+.@name$[.@x]+" - ^FF0000"+.@count[.@x]+"^000000 Point(s)"; } // .@x starts at 0, but you want to start with '1st', so use (.@x+1) close; } up
  7. Doesn't work oops, sorry. its char_reg_str not num. please do edit it.
  8. I am using this Emp Breaker and then suddenly a error appears on my map server. How can i fix this?
  9. I am testing a script that when a put @town it warps to prontera 125 125 I tried experimenting this but nothing happens. It says Unknown Command - script town -1,{ OnInit: bindatcmd "town",strnpcinfo(3)+"::town"; end; town: warp prontera 125,125; end; }
  10. Hello i tried searching about this refiner but i wasn't able to look for this one. I want a refiner that if you use TCG it will refine your equipt 100% to +1 only with Derefiner function also. Thank you in advance! up up up
  11. I want to know if theres a server-ready juno server or guides upon creating this kind of episode.
  12. How can i make a fully juno server?
  13. //==============================================================================// //= Script Release : Job Changer + Max Leveler [ Version 1.6 ] //==================================By==========================================// //= ManiacSociety //==============================================================================// //= Idea Came From : ManiacSociety //= Helper : Emistry & Kenpachi //==============================================================================// //= D E S C R I P T I O N S //==============================================================================// // -- 1. Character can choose a Job which he like to be. // -- 2. This NPC only have 1 Time Usage. // If it is set to Account Based then that account can use 1 times. // If it is set to Character Based then all new character can use 1 times. // -- 3. Complete skills / Skill Points will be given if it is set to be. // -- 4. Base Level and Job Level will be given upon Job Change. // -- 5. Allow players to click an items to call out the NPC. //==============================================================================// //= V E R S I O N S //==============================================================================// // -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets". // -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings // -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes. // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations. // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts. // -- [ 1.1 ] : Added New Job Change Option. // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer. //==============================================================================// //= R U L E S //==============================================================================// // -- 1. Do not use for exchanging purpose. // -- 2. Do not claim it as yours. // -- 3. Do not change or remove the credits. // -- 4. Do not sell the script in order to get paid. // -- 5. Do not re-sharing upon modified without permission. //==============================================================================// // -- Add this at item DB. ( Change it to any items to your like. ) // -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{} prontera,147,194,4 script ClassHelper 718,{ // -- Configuration Option set .npcname$,"[ ^0000FF Class Helper ^000000 ]"; set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ] set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ] set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ] set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ] set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ] set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ] set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ] set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ] set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ] set .Allskills,1; // Complete Skills Option [ 0 - Disable / 1 - Enable ] // -- Usable for Only 1 Time set .Based,1; // [ 0 - Account Based / 1 - Character Based ] if( ClassHelper == 1 || #ClassHelper == 1 )end; Main_Menu: mes .npcname$; mes "I am the Job Class Helper..."; mes "I am here to help you."; mes " ^FF0000________________________________^000000"; mes "Do you wish to become Stronger ?"; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000", ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000", ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000", ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000", ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000", ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000", ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000", ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000", ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, i admire nobody....^000000")) { Case 1: goto Classes_info; Case 2: goto FirstJob_Classes; Case 3: goto SecondJob_Classes; Case 4: goto HighFirstJob_Classes; Case 5: goto TransSecondJob_Classes; Case 6: goto TransThirdJob_Classes; Case 7: goto ExpandedJob_Classes; Case 8: goto BabyJob_Classes; Case 9: goto BabyThirdJob_Classes; Case 10: if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; } FirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Swordman^000000", "^76EE00Magician^000000", "^76EE00Archer^000000", "^76EE00Acolyte^000000", "^76EE00Merchant^000000", "^76EE00Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,1,99,50,60,"All"; Case 2: callsub Job_Changing,2,99,50,60,"All"; Case 3: callsub Job_Changing,3,99,50,60,"All"; Case 4: callsub Job_Changing,4,99,50,60,"All"; Case 5: callsub Job_Changing,5,99,50,60,"All"; Case 6: callsub Job_Changing,6,99,50,60,"All"; Case 7: goto Main_Menu; } HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4002,99,50,60,"All"; Case 2: callsub Job_Changing,4003,99,50,60,"All"; Case 3: callsub Job_Changing,4004,99,50,60,"All"; Case 4: callsub Job_Changing,4005,99,50,60,"All"; Case 5: callsub Job_Changing,4006,99,50,60,"All"; Case 6: callsub Job_Changing,4007,99,50,60,"All"; Case 7: goto Main_Menu; } SecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Knight^000000", "^76EE00Priest^000000", "^76EE00Wizard^000000", "^76EE00Blacksmith^000000", "^76EE00Hunter^000000", "^76EE00Assassin^000000", "^76EE00Crusader^000000", "^76EE00Monk^000000", "^76EE00Sage^000000", "^76EE00Rogue^000000", "^76EE00Alchemist^000000", ( Sex == 0 )?"":"^76EE00Dancer^000000", ( Sex == 1 )?"":"^76EE00Bard^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,7,99,50,110,"All"; Case 2: callsub Job_Changing,8,99,50,110,"All"; Case 3: callsub Job_Changing,9,99,50,110,"All"; Case 4: callsub Job_Changing,10,99,50,110,"All"; Case 5: callsub Job_Changing,11,99,50,110,"All"; Case 6: callsub Job_Changing,12,99,50,110,"All"; Case 7: callsub Job_Changing,14,99,50,110,"All"; Case 8: callsub Job_Changing,15,99,50,110,"All"; Case 9: callsub Job_Changing,16,99,50,110,"All"; Case 10: callsub Job_Changing,17,99,50,110,"All"; Case 11: callsub Job_Changing,18,99,50,110,"All"; Case 12: callsub Job_Changing,20,99,50,110,"All"; Case 13: callsub Job_Changing,19,99,50,110,"All"; Case 14: goto Main_Menu; } TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4008,99,70,130,"All"; Case 2: callsub Job_Changing,4009,99,70,130,"All"; Case 3: callsub Job_Changing,4010,99,70,130,"All"; Case 4: callsub Job_Changing,4011,99,70,130,"All"; Case 5: callsub Job_Changing,4012,99,70,130,"All"; Case 6: callsub Job_Changing,4013,99,70,130,"All"; Case 7: callsub Job_Changing,4015,99,70,130,"All"; Case 8: callsub Job_Changing,4016,99,70,130,"All"; Case 9: callsub Job_Changing,4017,99,70,130,"All"; Case 10: callsub Job_Changing,4018,99,70,130,"All"; Case 11: callsub Job_Changing,4019,99,70,130,"All"; Case 12: callsub Job_Changing,4021,99,70,130,"All"; Case 13: callsub Job_Changing,4020,99,70,130,"All"; Case 14: goto Main_Menu; } TransThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Rune Knight^000000", "^76EE00Warlock^000000", "^76EE00Ranger^000000", "^76EE00Arch Bishop^000000", "^76EE00Mechanic^000000", "^76EE00Guillotine Cross^000000", "^76EE00Royal Guard^000000", "^76EE00Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Wanderer^000000", ( Sex == 1 )?"":"^76EE00Minstrel^000000", "^76EE00Shura^000000", "^76EE00Genetic^000000", "^76EE00Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4060,99,70,200,"All"; Case 2: callsub Job_Changing,4061,99,70,200,"All"; Case 3: callsub Job_Changing,4062,99,70,200,"All"; Case 4: callsub Job_Changing,4063,99,70,200,"All"; Case 5: callsub Job_Changing,4064,99,70,200,"All"; Case 6: callsub Job_Changing,4065,99,70,200,"All"; Case 7: callsub Job_Changing,4073,99,70,200,"All"; Case 8: callsub Job_Changing,4074,99,70,200,"All"; Case 9: callsub Job_Changing,4076,99,70,200,"All"; Case 10: callsub Job_Changing,4075,70,70,200,"All"; Case 11: callsub Job_Changing,4077,70,70,200,"All"; Case 12: callsub Job_Changing,4078,70,70,200,"All"; Case 13: callsub Job_Changing,4079,70,70,200,"All"; Case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,23,99,99,110,"All"; Case 2: callsub Job_Changing,24,99,50,600,"All"; Case 3: callsub Job_Changing,25,99,50,60,"All"; Case 4: callsub Job_Changing,4046,99,50,60,"All"; Case 5: callsub Job_Changing,4047,99,50,110,"All"; Case 6: callsub Job_Changing,4049,99,50,110,"All"; Case 7: goto Main_Menu; } BabyJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Swordman^000000", "^76EE00Baby Magician^000000", "^76EE00Baby Archer^000000", "^76EE00Baby Acolyte^000000", "^76EE00Baby Merchant^000000", "^76EE00Baby Thief^000000", "^76EE00Baby Knight^000000", "^76EE00Baby Priest^000000", "^76EE00Baby Wizard^000000", "^76EE00Baby Blacksmith^000000", "^76EE00Baby Hunter^000000", "^76EE00Baby Assassin^000000", "^76EE00Baby Crusader^000000", "^76EE00Baby Monk^000000", "^76EE00Baby Sage^000000", "^76EE00Baby Rogue^000000", "^76EE00Baby Alchemist^000000", ( Sex == 0 )?"":"^76EE00Baby Dancer^000000", ( Sex == 1 )?"":"^76EE00Baby Bard^000000", "^76EE00Baby Baby^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4024,99,50,60,"All"; Case 2: callsub Job_Changing,4025,99,50,60,"All"; Case 3: callsub Job_Changing,4026,99,50,60,"All"; Case 4: callsub Job_Changing,4027,99,50,60,"All"; Case 5: callsub Job_Changing,4028,99,50,60,"All"; Case 6: callsub Job_Changing,4029,99,50,60,"All"; Case 7: callsub Job_Changing,4030,99,50,110,"All"; Case 8: callsub Job_Changing,4031,99,50,110,"All"; Case 9: callsub Job_Changing,4032,99,50,110,"All"; Case 10: callsub Job_Changing,4033,99,50,110,"All"; Case 11: callsub Job_Changing,4034,99,50,110,"All"; Case 12: callsub Job_Changing,4035,99,50,110,"All"; Case 13: callsub Job_Changing,4037,99,50,110,"All"; Case 14: callsub Job_Changing,4038,99,50,110,"All"; Case 15: callsub Job_Changing,4039,99,50,110,"All"; Case 16: callsub Job_Changing,4040,99,50,110,"All"; Case 17: callsub Job_Changing,4041,99,50,110,"All"; Case 18: callsub Job_Changing,4043,99,50,110,"All"; Case 19: callsub Job_Changing,4042,99,50,110,"All"; Case 20: callsub Job_Changing,4045,99,50,110,"All"; Case 21: goto Main_Menu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; Case 1: callsub Job_Changing,4096,99,70,200,"All"; Case 2: callsub Job_Changing,4097,99,70,200,"All"; Case 3: callsub Job_Changing,4098,99,70,200,"All"; Case 4: callsub Job_Changing,4099,99,70,200,"All"; Case 5: callsub Job_Changing,4100,99,70,200,"All"; Case 6: callsub Job_Changing,4101,99,70,200,"All"; Case 7: callsub Job_Changing,4102,99,70,200,"All"; Case 8: callsub Job_Changing,4103,99,70,200,"All"; Case 9: callsub Job_Changing,4105,99,70,200,"All"; Case 10: callsub Job_Changing,4104,99,70,200,"All"; Case 11: callsub Job_Changing,4106,99,70,200,"All"; Case 12: callsub Job_Changing,4107,99,70,200,"All"; Case 13: callsub Job_Changing,4108,99,70,200,"All"; Case 14: goto Main_Menu; } Job_Changing: mes .npcname$; mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000."; if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; } if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; } if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; } if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; } jobchange getarg(0); set BaseLevel,getarg(1); set JobLevel,getarg(2); ResetSkill; ResetStatus; set SkillPoint,getarg(3); if ( .Allskills == 1 ){ atcommand "@allskills"; set SkillPoint,0; } percentheal 100,100; if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; Classes_info: mes .npcname$; mes "=====[^76EE00 Swordman Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Archer Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Mage Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Thief Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Acolyte Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Merchant Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Super Novice ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Gunslinger ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Ninja ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Taekwon ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. "; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Star Gladiator ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Soul Linker ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability."; mes " ^FF0000________________________________^000000"; next; goto Main_Menu; } Which part here? Sorry for asking a spoon-feed. Too noob for this xD up
  14. are you using latest kRO files?maybe missing spr files for that class. Yes i do. Any way to fix it?
  15. Can anyone give me a instant job changer PER IP? because i only saw Per Account script here. Thank you!
  16. I am currently using the latest 2014 Clients and The latest lua files. The problem is, When i try to @job High Wizard or Manually change class to High Wizard, My Client Crashes. Can anyone help me with this problem?
  17. // Legend for 'Flag' field (bitmask): // 1 - restricted in normal maps // 2 - restricted in PVP // 4 - restricted in GVG // 8 - restricted in Battlegrounds When i Choose 8 does it automatically ignore PVP GVG WOE MAPS?
  18. Doesn't work. Fail to hide npc. up
  19. Should i put that script on item_db as well? Btw, on db/re/item_trade.txt its all about trade restriction. How about the script wont be taking effect if you are in a gvg, bg or pvp room?
  20. Littlefoot

    DB Room

    Anyone has a working Dead Branch Room With Multiple Rooms available for rent? I need a script for it. Thanks! up up up
  21. How can i make item script that can be use for 5days only [Rental Item] (Can't Trade, Storage, Cant use in pvp, WOE and BG) only for hunt and leveling purposes only. up up
×
×
  • Create New...