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Kakaroto

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  1. Kakaroto's post in Buffs Icon of Clown was marked as the answer   
    stateicon update your 'lua files' folder to become like the server, go to the folder 'effect' in the folder 'textures' and copy the icon files into the folder of your server, within the directory.
  2. Kakaroto's post in help how add Change cart 2 in my job master was marked as the answer   
    //===== rAthena Script =======================================
    //= Job Master
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.4
    //===== Compatible With: =====================================
    //= rAthena Project
    //===== Description: =========================================
    //= A fully functional job changer.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 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.
    //============================================================
    iz_ac02,103,210,4    script    Principal Rain    620,{
    function Job_Menu;
        mes "[Job Master]";
        if (Class > Job_Soul_Linker) {
            mes "No more jobs are available.";
            close;
        }
        if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
            mes "Please remove your " +
                ((checkfalcon()) ? "falcon" : "") +
                ((checkcart()) ? "cart" : "") +
                ((checkriding()) ? "Peco" : "") +
                ((ismounting()) ? "mount" : "") +
                " before proceeding.";
            close;
        }
        if (.SkillPointCheck && SkillPoint) {
            mes "Please use all your skill points before proceeding.";
            close;
        }
        .@eac = eaclass();
        .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
        if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
            if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
                .@blvl = .Rebirth[0] - BaseLevel;
                .@jlvl = .Rebirth[1] - JobLevel;
                mes "You need " +
                    ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
                    ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
                close;
            }
            if (Class > Job_Crusader2) {
                mes "Switch to third class?";
                next;
                Job_Menu(roclass(.@eac|EAJL_THIRD));
                close;
            }
            while(1) {
                mes "Select an option.";
                next;
                .@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
                if (.@i == 3)
                    close;
                mes "[Job Master]";
                mes "Are you sure?";
                next;
                Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
                mes "[Job Master]";
            }
        }
        .@j1 = roclass(.@eac|EAJL_2_1);
        .@j2 = roclass(.@eac|EAJL_2_2);
        if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
            setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99;
        if (Class == Job_Ninja || Class == Job_Gunslinger)
            setarray .@exp[0], .@j1, 70;
        if (.@exp[0] && .SecondExpanded) {
            if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
                .@blvl = .Rebirth[0] - BaseLevel;
                .@jlvl = .@exp[1] - JobLevel;
                mes "You need " +
                    ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
                    ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
                close;
            }
            mes "Switch to " + jobname(.@exp[0]) + "?";
            next;
            Job_Menu(.@exp[0]);
            close;
        }
        if (.@eac&EAJL_2)
            if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
                mes "No more jobs are available.";
                close;
            }
        if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
            if (JobLevel < .JobReq[0])
                mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class.";
            else if (Class == Job_Novice_High && .LastJob && lastJob) {
                mes "Switch classes now?";
                next;
                Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
            } else {
                switch(Class) {
                case Job_Novice:
                    Job_Menu(
                        Job_Swordman,
                        Job_Mage,
                        Job_Archer,
                        Job_Acolyte,
                        Job_Merchant,
                        Job_Thief,
                        Job_Super_Novice,
                        Job_Taekwon,
                        Job_Gunslinger,
                        Job_Ninja,
                        Job_Baby
                    );
                    break;
                case Job_Novice_High:
                    Job_Menu(
                        Job_Swordman_High,
                        Job_Mage_High,
                        Job_Archer_High,
                        Job_Acolyte_High,
                        Job_Merchant_High,
                        Job_Thief_High
                    );
                    break;
                case Job_Baby:
                    Job_Menu(
                        Job_Baby_Swordman,
                        Job_Baby_Mage,
                        Job_Baby_Archer,
                        Job_Baby_Acolyte,
                        Job_Baby_Merchant,
                        Job_Baby_Thief,
                        Job_Super_Baby
                    );
                    break;
                default:
                    mes "An error has occurred.";
                    break;
                }
            }
            close;
        }
        if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
            mes "No more jobs are available.";
        else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
            mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
        else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
            mes "Switch classes now?";
            next;
            Job_Menu(lastJob + Job_Novice_High);
        } else
            Job_Menu(.@j1, .@j2);
        close;
    function Job_Menu {
        while(1) {
            if (getargcount() > 1) {
                mes "Select a job.";
                .@menu$ = "";
                for (.@i = 0; .@i < getargcount(); .@i++)
                    .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
                .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
                next;
                .@i = getarg(select(.@menu$) - 1, 0);
                if (!.@i)
                    close;
                if ((.@i == Job_Super_Novice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
                    mes "[Job Master]";
                    mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
                    close;
                }
                mes "[Job Master]";
                mes "Are you sure?";
                next;
            } else
                .@i = getarg(0);
            if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
                mes "[Job Master]";
                mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
                if (.@i == Job_Novice_High && .LastJob)
                    lastJob = Class;
                jobchange .@i;
                if (.@i == Job_Novice_High)
                    resetlvl(1);
                else if (.@i == Job_Baby) {
                    resetstatus;
                    resetskill;
                    set SkillPoint,0;
                }
                specialeffect2 EF_ANGEL2;
                specialeffect2 EF_ELECTRIC;
                if (.Platinum)
                    callsub Get_Platinum;
                close;
            }
            if (getargcount() == 1)
                return;
            mes "[Job Master]";
        }
        end;
    }
    Get_Platinum:
        skill "NV_FIRSTAID",1,SKILL_PERM;
        switch (BaseClass) {
        case Job_Novice:
            if (Class != Job_Super_Novice)
                skill "NV_TRICKDEAD",1,SKILL_PERM;
            break;
        case Job_Swordman:
            skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
            skill "SM_FATALBLOW",1,SKILL_PERM;
            skill "SM_AUTOBERSERK",1,SKILL_PERM;
            break;
        case Job_Mage:
            skill "MG_ENERGYCOAT",1,SKILL_PERM;
            break;
        case Job_Archer:
            skill "AC_MAKINGARROW",1,SKILL_PERM;
            skill "AC_CHARGEARROW",1,SKILL_PERM;
            break;
        case Job_Acolyte:
            skill "AL_HOLYLIGHT",1,SKILL_PERM;
            break;
        case Job_Merchant:
            skill "MC_CARTDECORATE",1,SKILL_PERM;
            skill "MC_CARTREVOLUTION",1,SKILL_PERM;
            skill "MC_CHANGECART",1,SKILL_PERM;
            skill "MC_LOUD",1,SKILL_PERM;
            break;
        case Job_Thief:
            skill "TF_SPRINKLESAND",1,SKILL_PERM;
            skill "TF_BACKSLIDING",1,SKILL_PERM;
            skill "TF_PICKSTONE",1,SKILL_PERM;
            skill "TF_THROWSTONE",1,SKILL_PERM;
            break;
        default:
            break;
        }
        switch (BaseJob) {
        case Job_Knight:
            skill "KN_CHARGEATK",1,SKILL_PERM;
            break;
        case Job_Priest:
            skill "PR_REDEMPTIO",1,SKILL_PERM;
            break;
        case Job_Wizard:
            skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
            break;
        case Job_Blacksmith:
            skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
            skill "BS_GREED",1,SKILL_PERM;
            break;
        case Job_Hunter:
            skill "HT_PHANTASMIC",1,SKILL_PERM;
            break;
        case Job_Assassin:
            skill "AS_SONICACCEL",1,SKILL_PERM;
            skill "AS_VENOMKNIFE",1,SKILL_PERM;
            break;
        case Job_Crusader:
            skill "CR_SHRINK",1,SKILL_PERM;
            break;
        case Job_Monk:
            skill "MO_KITRANSLATION",1,SKILL_PERM;
            skill "MO_BALKYOUNG",1,SKILL_PERM;
            break;
        case Job_Sage:
            skill "SA_CREATECON",1,SKILL_PERM;
            skill "SA_ELEMENTWATER",1,SKILL_PERM;
            skill "SA_ELEMENTGROUND",1,SKILL_PERM;
            skill "SA_ELEMENTFIRE",1,SKILL_PERM;
            skill "SA_ELEMENTWIND",1,SKILL_PERM;
            break;
        case Job_Rogue:
            skill "RG_CLOSECONFINE",1,SKILL_PERM;
            break;
        case Job_Alchemist:
            skill "AM_BIOETHICS",1,SKILL_PERM;
            break;
        case Job_Bard:
            skill "BA_PANGVOICE",1,SKILL_PERM;
            break;
        case Job_Dancer:
            skill "DC_WINKCHARM",1,SKILL_PERM;
            break;
        default:
            break;
        }
        return;
    OnInit:
        setarray .Rebirth[0],99,50;    // Minimum base level, job level to rebirth OR change to third class
        setarray .JobReq[0],10,40;    // Minimum job level to turn into 1st class, 2nd class
        .ThirdClass = 1;            // Enable third classes? (1: yes / 0: no)
        .SecondExpanded = 1;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
        .SNovice = 45;                // Minimum base level to turn into Super Novice
        .LastJob = 1;                // Enforce linear class changes? (1: yes / 0: no)
        .SkillPointCheck = 1;        // Force player to use up all skill points? (1: yes / 0: no)
        .Platinum = 1;                // Get platinum skills automatically? (1: yes / 0: no)
        end;
    }
    //------------Duplicate
    iz_ac02_a,103,210,4    duplicate(Principal Rain)    Principal Rain#a    620
    iz_ac02_b,103,210,4    duplicate(Principal Rain)    Principal Rain#b    620
    iz_ac02_c,103,210,4    duplicate(Principal Rain)    Principal Rain#c    620
    iz_ac02_d,103,210,4    duplicate(Principal Rain)    Principal Rain#d    620
  3. Kakaroto's post in como colocar custons itens no Banco dados was marked as the answer   
    more lost than the other.
    You shows an example of DB Hercules.
     
     
     
     
     
    You have presented a model of brathena ...
     
     
    Use:
     
    // Items Database // // Structure of Database: // ID,AegisName,Name,Type,Buy,Sell,Weight,ATK[:MATK],DEF,Range,Slots,Job,Class,Gender,Loc,wLV,eLV[:maxLevel],Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script } exemp:
    501,Red_Potion,Red Potion,0,50,,70,,,,,0xFFFFFFFF,63,2,,,,,,{ itemheal rand(45,65),0; },{},{}
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