Rizz

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  1. Hello, I need a help.. I'd like to make the Ghost Palace can be accessed by party member.., so maybe someone can tell how to configure the script to make it so? //===== rAthena Script ======================================= //= Ghost Palace //===== Description: ========================================= //= [Walkthrough Conversion] //= Ghost Palace Instance //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ prontera,171,152,5 script Unpleasant Royal Guard# 4_M_SAKRAYROYAL,{ if (BaseLevel < 90) { mes "[Unpleasant Royal Guard]"; mes "Althought I need help with a task, you are not strong enough to assist me, noob~!"; next; mes "[Unpleasant Royal Guard]"; mes "Come back later when you have done some training and are at least level 90!"; close; } [email protected]_id = getcharid(1); if (getcharid(0) != getpartyleader([email protected]_id,2) || [email protected]_id < 1) { mes "[Unpleasant Royal Guard]"; mes "I can only open the secret passage for party leaders. Please have your party leader talk to me."; close; } switch( checkquest(1261,PLAYTIME) ) { case -1: break; case 0: case 1: mes "[Unpleasant Royal Guard]"; mes "Have you found the princess yet?! Is she safe?"; close; case 2: mes "[Unpleasant Royal Guard]"; mes "The monsters around the secret passage have disappeared. Now is our chance to save the princess!"; erasequest 1261;// Cursed Swordman close; } mes "[Unpleasant Royal Guard]"; mes "I need help, even from the likes of you."; next; mes "[Unpleasant Royal Guard]"; mes "In the middle of battle the princess disappeared while I was guarding the palace."; next; mes "[Unpleasant Royal Guard]"; mes "You run ahead and I will catch up. We must save her."; next; if (select( "I will help.", "This is not a good time." ) == 2) { mes "[Unpleasant Royal Guard]"; mes "Even now all the royal guards are fighting and dying from the monsters."; next; mes "[Unpleasant Royal Guard]"; mes "We must, no matter how much fear grips our hearts, save the princess!"; close; } instance_create("Ghost Palace"); mes "[Unpleasant Royal Guard]"; mes "Thank you.."; mes "I will open the secret passage to the ^0000ffGhost Palace^000000."; mes "Please be ready!"; close; } prontera,178,149,5 script Interdimensional Device#dk PORTAL,{ if (BaseLevel < 90) { mes "[Unpleasant Royal Guard]"; mes "Althought I need help with a task, you are not strong enough to assist me, noob~!"; next; mes "[Unpleasant Royal Guard]"; mes "Come back later when you have done some training and are at least level 90!"; close; } mes "[Unpleasant Royal Guard]"; mes "I can see the secret passage into the palace. Are you ready to save the princess?!"; next; if (select( "Enter", "Stop" ) == 2) { mes "[Unpleasant Royal Guard]"; mes "Even now all the royal guards are fighting and dying from the monsters."; next; mes "[Unpleasant Royal Guard]"; mes "We must, no matter how much fear grips our hearts, save the princess!"; close; } switch( checkquest(1261,PLAYTIME) ) { case -1: break; case 0: case 1: mes "[Unpleasant Royal Guard]"; mes "The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait."; next; mes "When the time limit for the entrance is up"; mes "let's try to re-enter."; close; case 2: mes "^0000ffThe time limit for entering to the Curse of the Swordsman is finished. Please try to talk to the Unpleasent Royal Guard again..^000000"; erasequest 1261;// Cursed Swordman close; } [email protected]_id = getcharid(1); if (getcharid(0) != getpartyleader([email protected]_id,2) || [email protected]_id < 1) { mes "[Unpleasant Royal Guard]"; mes "I can only open the secret passage for party leaders. Please have your party leader talk to me."; close; } [email protected]_name$ = "Ghost Palace"; switch( instance_enter([email protected]_name$) ) { case IE_OTHER: mes "An unknown error occurred."; close; case IE_NOINSTANCE: mes "^ff0000Inside the devices you see a dark hole. If you wish to enter you must to talk to the Unpleasent Royal Guard first.^000000"; close; case IE_NOMEMBER: mes "Only registered members can enter the " + [email protected]_name$ + " instance."; close; case IE_OK: mapannounce "prontera", "" + strcharinfo(0) + " of the party, " + getpartyname([email protected]_id) + ", is entering the Ghost Palace.", bc_map, 0x00ff99; // warp "[email protected]",42,196; setquest 1261;// Cursed Swordman end; } } // 1st floor [email protected],41,204,5 script King#dk 4_M_RUSKING,{ mes "[King]"; mes "You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."; npctalk "King: You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."; next; mes "[Lurid Royal Guard]"; mes "I will protect the princess with my life."; npctalk "Lurid Royal Guard: I will protect the princess with my life.", instance_npcname("Lurid Royal Guard#dk"); next; mes "[King]"; mes "The marriage arrangements are going as planned. The prince is here to meet with the princess."; npctalk "King: The marriage arrangements are going as planned. The prince is here to meet with the princess."; next; mes "[Lurid Royal Guard]"; mes "...Yes, your majesty."; npctalk "Lurid Royal Guard: ...Yes, your majesty.", instance_npcname("Lurid Royal Guard#dk"); next; mes "[King]"; mes "My gods, there are monsters in the castle! Get rid of them now!"; npctalk "King: My gods, there are monsters in the castle! Get rid of them now!"; close2; donpcevent instance_npcname("#gp_control_1") + "::OnStart"; end; OnInstanceInit: // 1: enabled potential double spawn (official), 0: disabled 'bool_double_spawn = 1; 'map_spa$ = instance_mapname("[email protected]"); // warps disablenpc instance_npcname("The second floor of Palace"); disablenpc instance_npcname("3rd floor in the palace"); disablenpc instance_npcname("4th floor in the palace"); disablenpc instance_npcname("5th floor of Palace"); disablenpc instance_npcname("Way out of Palace"); // first floor disablenpc instance_npcname("#gp_control_1"); // second floor disablenpc instance_npcname("Lurid Royal Guard#dk1"); disablenpc instance_npcname("Princess Tiara#dk"); disablenpc instance_npcname("#gp_control_2"); // 3rd floor disablenpc instance_npcname("King#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk2"); disablenpc instance_npcname("Captain of the Guard#dk"); disablenpc instance_npcname("Soldier#dk1"); disablenpc instance_npcname("Soldier#dk2"); disablenpc instance_npcname("Soldier#dk3"); disablenpc instance_npcname("Lurid Royal Guard#dk3"); disablenpc instance_npcname("Thanatos Magic Trace#dk1"); disablenpc instance_npcname("#gp_control_3"); // 4th floor disablenpc instance_npcname("#gp_control_4"); disablenpc instance_npcname("#gp_control_5"); disablenpc instance_npcname("Thanatos Magic Trace#dk2"); disablenpc instance_npcname("Visiting Prince#dk"); disablenpc instance_npcname("Lurid Royal Guard#dk4"); disablenpc instance_npcname("King's Corpse#dk"); disablenpc instance_npcname("Captain's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk1"); disablenpc instance_npcname("Soldier's Corpse#dk2"); disablenpc instance_npcname("Soldier's Corpse#dk3"); disablenpc instance_npcname("Soldier's Corpse#dk4"); // 5th floor disablenpc instance_npcname("#gp_control_6"); disablenpc instance_npcname("Princess Tiara#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk5"); disablenpc instance_npcname("King#dk11"); disablenpc instance_npcname("Sakray#dk"); disablenpc instance_npcname("Thanatos Magic Trace#dk3"); disablenpc instance_npcname("#tb"); disablenpc instance_npcname("#sv"); disablenpc instance_npcname("#tv"); end; } [email protected],42,201,1 script Lurid Royal Guard#dk 4_M_SAKRAYROYAL,{ end; } [email protected],1,1,1 script #gp_control_1 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_1"); disablenpc instance_npcname("King#dk"); disablenpc instance_npcname("Lurid Royal Guard#dk"); initnpctimer; end; OnTimer2000: [email protected]$ = instance_npcname("#gp_control_1") + "::OnMyMobDead1"; monster 'map_spa$,50,194,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,34,208,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,32,194,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,52,209,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL stopnpctimer; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead1") < (1 + 'bool_double_spawn)) { deltimer instance_npcname("#gp_control_1") + "::OnSpawn1"; // stop double spawn if timer is running addtimer 2000, instance_npcname("#gp_control_1") + "::OnSpawn1"; } end; OnSpawn1: [email protected]$ = instance_npcname("#gp_control_1") + "::OnMyMobDead2"; monster 'map_spa$,37,182,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,46,182,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead2") < 1) { deltimer instance_npcname("#gp_control_1") + "::OnSpawn1"; // stop double spawn if timer is running deltimer instance_npcname("#gp_control_1") + "::OnSpawn2"; addtimer 2000, instance_npcname("#gp_control_1") + "::OnSpawn2"; } end; OnSpawn2: [email protected]$ = instance_npcname("#gp_control_1") + "::OnMyMobDead3"; monster 'map_spa$,30,200,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,51,200,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,53,199,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL end; OnMyMobDead3: if (mobcount('map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead3") < 1) { mapannounce 'map_spa$, "The passage on the 2nd floor in the palace of ghost is open .", bc_map,0xFFFF00; enablenpc instance_npcname("The second floor of Palace"); enablenpc instance_npcname("Lurid Royal Guard#dk1"); enablenpc instance_npcname("Princess Tiara#dk"); } end; } // 2nd floor [email protected],132,122,7 script Lurid Royal Guard#dk1 4_M_SAKRAYROYAL,{ [email protected]$ = instance_npcname("Princess Tiara#dk"); cutin "npc-tiara.bmp",3; mes "[Lurid Royal Guard]"; mes "Your highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."; npctalk "Lurid Royal Guard: Your highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."; next; mes "[Princess Tiara]"; mes "If...If a marriage is arranged what should I do?"; npctalk "Princess Tiara: If...If a marriage is arranged what should I do?", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "The only thing I can do is protect you from physical harm."; npctalk "Lurid Royal Guard: The only thing I can do is protect you from physical harm."; next; mes "[Princess Tiara]"; mes "Then, what can I do?"; npctalk "Princess Tiara: Then, what can I do?", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "You must decide that for yourself your highness..."; npctalk "Lurid Royal Guard: You must decide that for yourself your highness..."; next; mes "[Princess Tiara]"; mes "Would it be easier for you if I were married and sent off to another country?"; npctalk "Princess Tiara: Would it be easier for you if I were married and sent off to another country?", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "I will always stand by you and protect you forever."; npctalk "Lurid Royal Guard: I will always stand by you and protect you forever."; cutin "npc-tiara.bmp",255; next; mes "[Princess Tiara]"; mes "Monsters have gotten inside the castle? Please, protect me!"; npctalk "Princess Tiara: Monsters have gotten inside the castle? Please, protect me!", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "Stay behind me. Let's go!"; npctalk "Lurid Royal Guard: Stay behind me. Let's go!"; close2; donpcevent instance_npcname("#gp_control_2") + "::OnStart"; end; } [email protected],135,125,3 duplicate(Lurid Royal Guard#dk) Princess Tiara#dk 4_F_MAYSEL [email protected],1,1,1 script #gp_control_2 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_2"); disablenpc instance_npcname("Lurid Royal Guard#dk1"); disablenpc instance_npcname("Princess Tiara#dk"); disablenpc instance_npcname("The second floor of Palace"); killmonster 'map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead1"; killmonster 'map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead2"; killmonster 'map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead3"; disablenpc instance_npcname("#gp_control_1"); initnpctimer; end; OnTimer2000: [email protected]$ = instance_npcname("#gp_control_2") + "::OnMyMobDead1"; monster 'map_spa$,135,116,"Broken Promise",2950,1, [email protected]$; // BROKEN_MIND monster 'map_spa$,110,120,"Broken Promise",2950,1, [email protected]$; // BROKEN_MIND monster 'map_spa$,122,112,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,121,129,"Unfulfilled Love",2952,1, [email protected]$; // LIKE_LOVE stopnpctimer; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_2") + "::OnMyMobDead1") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_2") + "::OnMyMobDead2"; monster 'map_spa$,120,103,"Broken Promise",2950,1, [email protected]$; // BROKEN_MIND monster 'map_spa$,115,137,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,103,130,"Unfulfilled Love",2952,1, [email protected]$; // LIKE_LOVE } end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_2") + "::OnMyMobDead2") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_2") + "::OnMyMobDead3"; monster 'map_spa$,98,119,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,98,120,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,103,109,"Unfulfilled Love",2952,1, [email protected]$; // LIKE_LOVE } end; OnMyMobDead3: if (mobcount('map_spa$, instance_npcname("#gp_control_2") + "::OnMyMobDead3") < 1) { mapannounce 'map_spa$, "The passage on the 3rd floor of the palace is open.", bc_map,0xFFFF00; enablenpc instance_npcname("3rd floor in the palace"); enablenpc instance_npcname("King#dk1"); enablenpc instance_npcname("Lurid Royal Guard#dk2"); enablenpc instance_npcname("Captain of the Guard#dk"); enablenpc instance_npcname("Soldier#dk1"); enablenpc instance_npcname("Soldier#dk2"); enablenpc instance_npcname("Soldier#dk3"); disablenpc instance_npcname("#gp_control_2"); } end; } // 3rd floor [email protected],32,54,1 script King#dk1 4_M_RUSKING,{ mes "[King]"; mes "It was you who brought the monsters here! You want to get rid of me and have the princess for yourself?"; npctalk "King: It was you who brought the monsters here! You want to get rid of me and have the princess for yourself?"; next; mes "[Lurid Royal Guard]"; mes "It is a trap your majesty! You must trust me!"; npctalk "Lurid Royal Guard: It is a trap your majesty! You must trust me!", instance_npcname("Lurid Royal Guard#dk2"); next; mes "[King]"; mes "Shut up! You've betrayed me! I trusted you... you must pay for your disgrace."; npctalk "King: Shut up! You've betrayed me! I trusted you... you must pay for your disgrace."; next; mes "[King]"; mes "You will suffer for the rest of your life."; npctalk "King: You will suffer for the rest of your life."; close2; disablenpc instance_npcname("3rd floor in the palace"); disablenpc instance_npcname("King#dk1"); disablenpc instance_npcname("Captain of the Guard#dk"); disablenpc instance_npcname("Soldier#dk1"); disablenpc instance_npcname("Soldier#dk2"); disablenpc instance_npcname("Soldier#dk3"); disablenpc instance_npcname("Lurid Royal Guard#dk2"); donpcevent instance_npcname("Thanatos Magic Trace#dk1") + "::OnStart"; end; } [email protected],35,56,5 script Thanatos Magic Trace#dk1 4_TRACE,{ end; OnStart: enablenpc instance_npcname("Thanatos Magic Trace#dk1"); enablenpc instance_npcname("Lurid Royal Guard#dk3"); initnpctimer; end; OnTimer5000: npctalk "Ominous Voice: Oh, faithful royal guard, you are trapped."; end; OnTimer8000: npctalk "Ominous Voice: The conspiracy in the palace has your princess in grave danger..."; end; OnTimer12000: npctalk "Lurid Royal Guard: Who are you? Show yourself!", instance_npcname("Lurid Royal Guard#dk3"); end; OnTimer15000: npctalk "Ominous Voice: Ah... so you do you hear me?"; end; OnTimer20000: npctalk "Lurid Royal Guard: ...?", instance_npcname("Lurid Royal Guard#dk3"); end; OnTimer23000: npctalk "Ominous Voice: I can give you unlimited power. If you make a pact with me."; end; OnTimer28000: npctalk "Lurid Royal Guard: I..I...", instance_npcname("Lurid Royal Guard#dk3"); end; OnTimer33000: npctalk "Thanatos Magic Trace: Kukuku... What do you want boy?"; end; OnTimer34000: stopnpctimer; disablenpc instance_npcname("Thanatos Magic Trace#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk3"); donpcevent instance_npcname("#gp_control_3") + "::OnStart"; end; } [email protected],28,52,7 duplicate(Lurid Royal Guard#dk) Captain of the Guard#dk 4_M_KY_KNT [email protected],25,53,7 duplicate(Lurid Royal Guard#dk) Soldier#dk1 4_M_CRU_SOLD [email protected],34,53,1 duplicate(Lurid Royal Guard#dk) Soldier#dk2 4_M_CRU_SOLD [email protected],30,52,7 duplicate(Lurid Royal Guard#dk) Soldier#dk3 4_M_KY_SOLD [email protected],30,58,5 duplicate(Lurid Royal Guard#dk) Lurid Royal Guard#dk2 4_M_SAKRAY_TIED [email protected],31,57,5 duplicate(Lurid Royal Guard#dk) Lurid Royal Guard#dk3 4_M_SAKRAY_TIED [email protected],1,1,1 script #gp_control_3 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_3"); initnpctimer; end; OnTimer2000: [email protected]$ = instance_npcname("#gp_control_3") + "::OnMyMobDead1"; monster 'map_spa$,31,57, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,59,24, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,23,40, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP monster 'map_spa$,54,45, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW monster 'map_spa$,26,20, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW stopnpctimer; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead1") < 1) addtimer 2000, instance_npcname("#gp_control_3") + "::OnSpawn1"; end; OnSpawn1: [email protected]$ = instance_npcname("#gp_control_3") + "::OnMyMobDead2"; monster 'map_spa$,30,52, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW monster 'map_spa$,58,58, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP monster 'map_spa$,54,24, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead2") < (1 + 'bool_double_spawn)) { deltimer instance_npcname("#gp_control_3") + "::OnAnnounce"; addtimer 500, instance_npcname("#gp_control_3") + "::OnAnnounce"; } end; OnAnnounce: mapannounce 'map_spa$, "The passage on the 4th floor of the palace is open.", bc_map,0xFFFF00; enablenpc instance_npcname("4th floor in the palace"); deltimer instance_npcname("#gp_control_3") + "::OnSpawn2"; // stop double spawn if timer is running addtimer 2000, instance_npcname("#gp_control_3") + "::OnSpawn2"; end; OnSpawn2: donpcevent instance_npcname("#gp_control_4") + "::OnStart"; // 35 mobs [email protected]$ = instance_npcname("#gp_control_3") + "::OnMyMobDead3"; monster 'map_spa$,67,46, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,62,48, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,57,46, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,51,48, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,56,55, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,62,56, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,66,58, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You put your princess in grave danger..."; monster 'map_spa$,66,64, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,62,65, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,57,67, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,49,66, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away!"; monster 'map_spa$,44,66, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,45,20, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,38,20, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,32,20, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,51,22, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,26,34,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away!"; monster 'map_spa$,21,37,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,18,39,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,21,45,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,23,49,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,25,54,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,29,54,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "You put your princess in grave danger..."; monster 'map_spa$,56,39,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away!"; monster 'map_spa$,61,36,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,66,38,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,42,54,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away!"; monster 'map_spa$,35,54,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,43,60,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,30,25,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "You put your princess in grave danger..."; monster 'map_spa$,30,31,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,65,64, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,65,67, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,18,43,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,21,43,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY end; OnMyMobDead3: end; } // 4th floor [email protected],1,1,1 script #gp_control_4 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_4"); [email protected]$ = instance_npcname("#gp_control_4") + "::OnMyMobDead1"; monster 'map_spa$,215,194, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER monster 'map_spa$,194,178, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER monster 'map_spa$,191,211, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER monster 'map_spa$,185,203, "Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,209,218, "Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead1") < (1 + 'bool_double_spawn)) { deltimer instance_npcname("#gp_control_4") + "::OnSpawn1"; addtimer 2000, instance_npcname("#gp_control_4") + "::OnSpawn1"; } end; OnSpawn1: [email protected]$ = instance_npcname("#gp_control_4") + "::OnMyMobDead2"; monster 'map_spa$,189,192, "Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,211,209, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead2") < 1) { enablenpc instance_npcname("Thanatos Magic Trace#dk2"); enablenpc instance_npcname("Visiting Prince#dk"); enablenpc instance_npcname("Lurid Royal Guard#dk4"); enablenpc instance_npcname("King's Corpse#dk"); enablenpc instance_npcname("Captain's Corpse#dk"); enablenpc instance_npcname("Soldier's Corpse#dk"); enablenpc instance_npcname("Soldier's Corpse#dk1"); enablenpc instance_npcname("Soldier's Corpse#dk2"); enablenpc instance_npcname("Soldier's Corpse#dk3"); enablenpc instance_npcname("Soldier's Corpse#dk4"); } end; } [email protected],199,214,1 script Lurid Royal Guard#dk4 4_M_SAKRAYROYAL,{ [email protected]$ = instance_npcname("Visiting Prince#dk"); mes "[Lurid Royal Guard]"; mes "Where is Princess Tiara?"; npctalk "Lurid Royal Guard: Where is Princess Tiara?"; next; mes "[Visiting Prince]"; mes "You are too late... but you brought what I was looking for. Thanks for your help."; npctalk "Visiting Prince: You are too late... but you brought what I was looking for. Thanks for your help.", [email protected]$; next; mes "[Visiting Prince]"; mes "Cursed Thanatos Magic Trace! Are you ready to have a new master?"; npctalk "Visiting Prince: Cursed Thanatos Magic Trace! Are you ready to have a new master?", [email protected]$; next; cutin "tartanos.bmp",3; mes "[Thanatos Magic Trace]"; mes "How dare you!"; npctalk "Thanatos Magic Trace: How dare you!", instance_npcname("Thanatos Magic Trace#dk2"); next; mes "[Visiting Prince]"; mes "aah, aah !!!"; npctalk "Visiting Prince: Aah, aah!!!", [email protected]$; donpcevent instance_npcname("#gp_control_5") + "::OnStart"; close2; cutin "",255; end; } [email protected],201,214,1 duplicate(Lurid Royal Guard#dk) Thanatos Magic Trace#dk2 CLEAR_NPC [email protected],197,218,5 duplicate(Lurid Royal Guard#dk) Visiting Prince#dk 4_M_KNIGHT_SILVER [email protected],194,214,5 duplicate(Lurid Royal Guard#dk) King's Corpse#dk 4_M_TRISTAN [email protected],211,194,3 duplicate(Lurid Royal Guard#dk) Captain's Corpse#dk 4_M_LIEMAN [email protected],201,198,1 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk 4_M_DIEMAN [email protected],197,190,1 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk1 4_M_DIEMAN [email protected],191,207,7 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk2 4_M_DIEMAN [email protected],206,209,7 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk3 4_M_DIEMAN [email protected],189,195,1 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk4 4_M_DIEMAN [email protected],1,1,1 script #gp_control_5 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_5"); disablenpc instance_npcname("Thanatos Magic Trace#dk2"); disablenpc instance_npcname("Visiting Prince#dk"); disablenpc instance_npcname("Lurid Royal Guard#dk4"); disablenpc instance_npcname("King's Corpse#dk"); disablenpc instance_npcname("Captain's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk1"); disablenpc instance_npcname("Soldier's Corpse#dk2"); disablenpc instance_npcname("Soldier's Corpse#dk3"); disablenpc instance_npcname("Soldier's Corpse#dk4"); sleep 1000; [email protected]$ = instance_npcname("#gp_control_5") + "::OnMyMobDead"; monster 'map_spa$,198,218, "Torturous Redeemer",2959,1, [email protected]$; // TORTUROUS_REDEEMER monster 'map_spa$,198,182, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER end; OnMyMobDead: if (mobcount('map_spa$, instance_npcname("#gp_control_5") + "::OnMyMobDead") < 1) { deltimer instance_npcname("#gp_control_4") + "::OnSpawn1"; // stop double spawn if timer is running mapannounce 'map_spa$, "The passage on the 5th floor of the palace is open.", bc_map,0xFFFF00; disablenpc instance_npcname("4th floor in the palace"); enablenpc instance_npcname("5th floor of Palace"); enablenpc instance_npcname("Princess Tiara#dk1"); enablenpc instance_npcname("Lurid Royal Guard#dk5"); killmonster 'map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead2"; killmonster 'map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead3"; disablenpc instance_npcname("#gp_control_3"); } end; } // 5th floor [email protected],216,43,3 script Princess Tiara#dk1 4_F_MAYSEL,{ [email protected]$ = instance_npcname("Lurid Royal Guard#dk5"); mes "[Princess Tiara]"; mes "You kept your promise."; npctalk "Princess Tiara: You kept your promise."; next; mes "[Lurid Royal Guard]"; mes "princess!"; npctalk "Lurid Royal Guard: Princess!", [email protected]$; next; cutin "npc-tiara.bmp",3; mes "[Princess Tiara]"; mes "Thank you... now I can rest beside you..."; npctalk "Princess Tiara: Thank you... now I can rest beside you..."; next; mes "[Lurid Royal Guard]"; mes "No..No!!!!!"; npctalk "Lurid Royal Guard: No..No!!!!!", [email protected]$; next; mes "[The voice of Princess Tiara]"; mes "I want to be with you forever in peace...forever..."; npctalk "Princess Tiara: I want to be with you forever in peace...forever..."; next; cutin "b-tiara.BMP",3; mes "[Lurid Royal Guard]"; mes "no.....Ahh ahh ahh!!!!~!"; npctalk "Lurid Royal Guard: no.....Ahh ahh ahh!!!!~!", [email protected]$; next; mes "[The voice of Princess Tiara]"; mes "I love you..."; npctalk "Princess Tiara: I love you..."; cutin "",255; close2; donpcevent instance_npcname("#gp_control_6") + "::OnStart"; end; } [email protected],213,42,7 duplicate(Lurid Royal Guard#dk) Lurid Royal Guard#dk5 4_M_SAKRAYROYAL [email protected],1,1,1 script #gp_control_6 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_6"); disablenpc instance_npcname("Princess Tiara#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk5"); killmonster 'map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead1"; killmonster 'map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead2"; killmonster 'map_spa$, instance_npcname("#gp_control_5") + "::OnMyMobDead"; disablenpc instance_npcname("#gp_control_4"); disablenpc instance_npcname("#gp_control_5"); disablenpc instance_npcname("5th floor of Palace"); sleep 2000; [email protected]$ = instance_npcname("#gp_control_6") + "::OnMyMobDead1"; monster 'map_spa$,217,52, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Wake up! look at us... We are monsters?"; monster 'map_spa$,190,21, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Sakray killed the King and tried to kill us!"; monster 'map_spa$,198,49, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "What is this..??"; monster 'map_spa$,212,28, "Fatal Days" ,2958,1, [email protected]$; // FATAL_DAYS unittalk [email protected][0], "Sakray killed a princess!"; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead1") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_6") + "::OnMyMobDead2"; monster 'map_spa$,217,43, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Wake up! look at us... We are monsters?"; monster 'map_spa$,193,24, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Sakray..?? why.....Sakray!"; monster 'map_spa$,216,59, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Sakray killed the King and tried to kill us!"; monster 'map_spa$,197,57, "Fatal Days" ,2958,1, [email protected]$; // FATAL_DAYS unittalk [email protected][0], "Sakray killed a princess!"; } end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead2") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_6") + "::OnMyMobDead3"; monster 'map_spa$,193,39, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Wake up! look at us... We are monsters?"; monster 'map_spa$,212,34, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Sakray..?? why.....Sakray!"; monster 'map_spa$,201,64, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Sakray killed the King and tried to kill us!"; monster 'map_spa$,175,44, "Fatal Days" ,2958,1, [email protected]$; // FATAL_DAYS unittalk [email protected][0], "Sakray killed a princess!"; } end; OnMyMobDead3: if (mobcount('map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead3") < 1) { sleep 2000; monster 'map_spa$,200,45, "Torturous Redeemer" ,2961,1, instance_npcname("#gp_control_6") + "::OnMyMobDead4"; // E_TORTUROUS_REDEEMER unittalk [email protected][0], "Thanatos Magic Trace! I will destroy you if I can't have you... Oh no! How could this be?"; sleep 5000; killmonster 'map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead4"; enablenpc instance_npcname("Sakray#dk"); enablenpc instance_npcname("Thanatos Magic Trace#dk3"); disablenpc instance_npcname("#gp_control_6"); } end; OnMyMobDead4: end; } [email protected],196,44,5 script Sakray#dk 4_M_SAKRAY,{ mes "[Lurid Royal Guard]"; mes "Are you satisfied..? Thanatos Magic Trace?"; npctalk "Lurid Royal Guard: Are you satisfied..? Thanatos Magic Trace?"; next; mes "[Thanatos Magic Trace]"; mes "I need more blood..Sakray, offer me his blood."; npctalk "Thanatos Magic Trace: I need more blood..Sakray, offer me his blood.", instance_npcname("Thanatos Magic Trace#dk3"); next; mes "[Sakray]"; mes "Okay, that is good. A traveller. Did you see?"; npctalk "Sakray: Okay, that is good. A traveller. Did you see?"; next; mes "[" + strcharinfo(0) + "]"; mes "Sakray, what do you want? Sympathy? Or is it a trap?"; unittalk getcharid(3), "" + strcharinfo(0) + " : Sakray, what do you want? Sympathy? Or is it a trap?"; next; mes "[Sakray]"; mes "No... I do not need to make any effort to catch a novice."; npctalk "Sakray: No... I do not need to make any effort to catch a novice."; next; mes "[" + strcharinfo(0) + "]"; mes "If so... then why...?"; unittalk getcharid(3), "" + strcharinfo(0) + " : If so... then why...?"; next; cutin "cry-b.bmp",2; mes "[Sakray]"; mes "I wanted to get rid of a piece of humanity inside of me through you."; npctalk "Sakray: I wanted to get rid of a piece of humanity inside of me through you."; next; mes "[Sakray]"; mes "I am quite satisfied with the result."; npctalk "Sakray: I am quite satisfied with the result."; next; mes "[Thanatos Magic Trace]"; mes "Sakray, offer the blood to me now!"; npctalk "Thanatos Magic Trace: Sakray, offer the blood to me now!", instance_npcname("Thanatos Magic Trace#dk3"); next; mes "[Sakray]"; mes "If you were me, what would you do?"; npctalk "Sakray: If you were me, what would you do?"; next; mes "[Sakray]"; mes "Can you set yourself free from this curse?"; npctalk "Sakray: Can you set yourself free from this curse?"; next; mes "[" + strcharinfo(0) + "]"; mes "..."; unittalk getcharid(3), "" + strcharinfo(0) + " : ..."; next; mes "[Sakray]"; mes "Heh heh... I will keep watching you until the day comes when you are old enough."; npctalk "Sakray: Heh heh... I will keep watching you until the day comes when you are old enough."; next; mes "[Sakray]"; mes "I am willing to hunt you later for Thanatos."; npctalk "Sakray: I am willing to hunt you later for Thanatos."; cutin "",255; next; mes "[Sakray]"; mes "Farewell then."; npctalk "Sakray: Farewell then."; close2; donpcevent instance_npcname("#tb") + "::OnStart"; end; } [email protected],196,46,1 script #tb CLEAR_NPC,{ end; OnStart: disablenpc instance_npcname("Sakray#dk"); disablenpc instance_npcname("Thanatos Magic Trace#dk3"); enablenpc instance_npcname("#tb"); enablenpc instance_npcname("#sv"); enablenpc instance_npcname("#tv"); initnpctimer; end; OnTimer3000: npctalk "Voice of Princess Tiara : What can I do for you?"; end; OnTimer8000: npctalk "Voice of Sakray : I will always stand by you. Please rest beside me.", instance_npcname("#sv"); end; OnTimer13000: npctalk "Thanatos Magic Trace: Sakray, do not forget the covenant of blood between us.", instance_npcname("#tv"); end; OnTimer17000: npctalk "Thanatos Magic Trace: Your soul is mine until you find the blood that satisfies me...", instance_npcname("#tv"); end; OnTimer22000: npctalk "Voice of Sakray : Rest in the shadow with me.", instance_npcname("#sv"); end; OnTimer25000: npctalk "Voice of Sakray : In the dark forever...", instance_npcname("#sv"); end; OnTimer28500: disablenpc instance_npcname("#tb"); disablenpc instance_npcname("#sv"); disablenpc instance_npcname("#tv"); mapannounce 'map_spa$, "It is time to leave the Ghost Palace.", bc_map,0xFFFF00; enablenpc instance_npcname("Way out of Palace"); enablenpc instance_npcname("King#dk11"); end; } [email protected],195,41,1 duplicate(Lurid Royal Guard#dk) Thanatos Magic Trace#dk3 CLEAR_NPC [email protected],198,43,1 duplicate(Lurid Royal Guard#dk) #sv CLEAR_NPC [email protected],196,41,1 duplicate(Lurid Royal Guard#dk) #tv CLEAR_NPC [email protected],204,29,1 script King#dk11 4_M_RUSKING,{ disable_items; mes "[King]"; mes "Hey there, are you alive?"; mes "I did not expect to meet someone who is still alive."; next; mes "[King]"; mes "Do you possibly have the ^006400Gray Shard^000000?"; mes "Can you give it to me?"; mes "The memories of the faithful royal guard"; mes "and the memories of everyone he loved"; mes "are contained inside of these shards."; next; mes "[King]"; mes "Will you give the ^006400Gray Shard^000000 to me?"; mes "The guilt is eating my soul."; mes "My soul is stuck within the Ghost Palace."; next; mes "[King]"; mes "I am collecting Sakray's abandoned memories from these shards."; next; mes "[King]"; mes "If you give any ^006400Gray Shard^000000s to me, I can make equipment for you."; next; mes "[King]"; mes "The cursed knight..."; mes "Please help me save the soul of Sakray."; next; setarray [email protected]_name$[0], "Thanatos Sword", "Thanatos Great Sword", "Thanatos Spear", "Thanatos Long Spear", "Thanatos Staff", "Thanatos Two-handed Staff", "Thanatos Bow", "Thanatos Dagger", "Thanatos Katar", "Thanatos Knuckle", "Thanatos Hammer", "Thanatos Axe", "Thanatos Violin", "Thanatos Whip", "Gray Shield", "Gray Armor", "Gray Robe", "Gray Cloak", "Gray Shoes", "Gray Helmet"; setarray [email protected]_list[0],13441,21009,1438,1496,1669,2023,18119,13093,28000,1836,16028,28100,1933,1988,2187,15090,15091,20721,22033,18820; for ( [email protected] = 0; [email protected] < 20; [email protected]++ ) [email protected]$ += [email protected]_name$[[email protected]] + ":"; [email protected]$ += "Cancel"; while(true) { [email protected] = select([email protected]$) - 1; if ([email protected] == 20) { mes "[King]"; mes "Someday, Sakray will"; mes "get out of this curse for sure."; mes "I believe"; mes "^006400Gray Shard^000000s are the only method"; mes "to save him...."; close; } [email protected] = ( [email protected] > 13 ? 200 : 200 ); mes "[King]"; mes "To make a ^FF0000" + [email protected]_name$[[email protected]] + "^000000"; mes "I need " + [email protected] + " ^006400Gray Shard^000000."; next; if (select( "Cancel", "Hand over " + [email protected] + " Gray Shard." ) == 1) { mes "[King]"; mes "Someday, Sakray will"; mes "get out of this curse for sure."; next; continue; } if (countitem(6672) < [email protected]) { mes "[King]"; mes "You do not have enough ^006400Gray Shard^000000"; mes "to make a ^FF0000" + [email protected]_name$[[email protected]] + "^000000."; mes "I need " + [email protected] + " ^006400Gray Shard^000000."; next; continue; } mes "[King]"; mes "I will make a ^FF0000" + [email protected]_name$[[email protected]] + "^000000"; mes "with " + [email protected] + " ^006400Gray Shard^000000."; next; mes "You see a light through the folded hands of the king and it gradually takes on a shape."; next; mes "[King]"; mes "All right, it is done."; mes "Take this ^FF0000" + [email protected]_name$[[email protected]] + "^000000"; mes "to confront Sakray and Thanatos."; next; mes "[King]"; mes "The power requires a sacrifice."; mes "Please be careful..."; delitem 6672,[email protected];// Gray Shard getitem [email protected]_list[[email protected]],1; close; } } [email protected],210,28,0 script Way out of Palace WARPNPC,2,2,{ end; OnTouch_: mes "It is time to leave the Ghost Palace."; mes "Everything is now complete"; mes "and will vanish.."; close2; if (isbegin_quest(1263) == 2) getitem 6672,1;// Gray Shard else { setquest 1263;// Cursed Swordman completequest 1263; getexp 900000,500000; getitem 6672,2;// Gray Shard } warp "prontera",178,149; end; } [email protected],41,217,0 warp The second floor of Palace 2,2,[email protected],114,120 [email protected],117,137,0 warp 3rd floor in the palace 2,2,[email protected],60,43 [email protected],54,28,0 warp 4th floor in the palace 2,2,[email protected],218,186 [email protected],178,186,0 warp 5th floor of Palace 2,2,[email protected],186,57
  2. Hello, I have a problem in making doram race character. I configured my server having a Doram in Pre-renewal server. However, when trying to create a new character it said that the character creation is denied. So how to make Doram can be made in character creation? Thanks in advance.
  3. Thanks it works like a magic.. can I ask one more favor? How to make player could inflict a certain negative status when using the skill? ex: Rogue use backstab may inflict stun.
  4. Hello, I'm sorry I ask a newbie question. I tried editing itemsthat would have different effects based on the class using this item. However, when I tried to implement it. The server notified that there is a wrong effect. I beg if there are friends here who can provide solutions for this script? Thank you in advance. 20507,C_Poring_Bag,Costume Poring Bag,4,0,,0,,0,,0,0xFFFFFFFF,63,2,8192,,1,0,16,{ if(BaseJob==Job_Rogue) bonus2 bSkillAtk,"RG_RAID",25; bonus2 bSkillAtk,"RG_BACKSTAP",25; bonus5 bAutoSpell,"NPC_WIDESTONE",1,70,BF_WEAPON,0; else if(BaseJob==Job_Knight) bonus bAspdRate,10; bonus bCritical,15; bonus2 bSkillAtk,"KN_PIERCE",30; bonus2 bSkillAtk,"KN_BRANDISHSPEAR",30; bonus2 bSkillAtk,"KN_SPEARSTAB",30; bonus2 bSkillAtk,"KN_SPEARBOOMERANG",30; else if(BaseJob==Job_Crusader) bonus2 bSkillAtk,"CR_GRANDCROSS",30; bonus2 bSkillAtk,"CR_SHIELDBOOMERANG",10; bonus2 bSubClass,Class_Boss,25; bonus2 bSubSize,Size_Large,25; else if(BaseJob==Job_Monk) bonus3 bAutoSpell,"MO_CALLSPIRITS",1,20; bonus bHit,30; bonus bAspdRate,5; bonus2 bSkillAtk,"MO_COMBOFINISH",40; bonus2 bSkillCooldown,"MO_EXTREMITYFIST",20000; else if(BaseJob==Job_Priest) bonus bMaxSPrate,25; bonus2 bSkillAtk,"PR_MAGNUS",30; bonus2 bVariableCastrate,"PR_MAGNUS",-30; bonus bMatkRate,20; skill "ALL_ODINS_POWER",1; else if(BaseJob==Job_Hunter) bonus bCritical,15; bonus2 bSkillAtk,"HT_BLITZBEAT",30; bonus3 bAutoSpell,"HT_BLITZBEAT",5,500; bonus bLongAtkRate,10; else if(BaseJob==Job_Bard) bonus bLongAtkRate,10; bonus2 bSkillAtk,"BA_MUSICALSTRIKE",300; bonus4 bAutoSpellOnSkill,"BA_MUSICALSTRIKE","BA_PANGVOICE",1,1000; else if(BaseJob==Job_Dancer) bonus bLongAtkRate,10; bonus2 bSkillAtk,"DC_THROWARROW",300; bonus4 bAutoSpellOnSkill,"DC_THROWARROW","DC_WINKCHARM",1,1000; else if(BaseJob==Job_Wizard) bonus2 bSkillAtk,"WZ_EARTHSPIKE",40; bonus2 bVariableCastrate,"WZ_EARTHSPIKE",-25; bonus4 bAutoSpellOnSkill,"WZ_HEAVENDRIVE","WZ_EARTHSPIKE",5,2500; bonus2 bSubEle,Ele_Neutral,15; else if(BaseJob==Job_Sage) bonus2 bSkillAtk,"MG_THUNDERSTORM",40; bonus2 bVariableCastrate,"MG_THUNDERSTORM",-10; bonus bLongAtkDef,15; bonus2 bSkillAtk,"MG_NAPALMBEAT",40; else if(BaseJob==Job_Blacksmith) bonus bSplashRange,1; bonus bBaseAtk,50; bonus2 bSubEle,Ele_Neutral,15; bonus2 bSubEle,Ele_Fire,15; bonus2 bSkillAtk,"MC_MAMMONITE",20; else if(BaseJob==Job_Alchemist) bonus2 bSkillAtk,"AM_ACIDTERROR",20; bonus2 bSkillAtk,"AM_DEMONSTRATION",20; bonus2 bAddMonsterDropItem,929,2500; else if(BaseJob==Job_Assassin) bonus bAspdRate,5; bonus bCritAtkRate,20; bonus2 bIgnoreDefClassRate,Class_Normal,25; bonus2 bSkillAtk,"AS_SPLASHER",25; },{},{}
  5. Hello, Just cut to the chase. I have a problem with the fluxcp. Before, everything runs smoothly. However, when I changed the 'ServerName' => 'FluxRO', in the server.php. The control panel/website always show Install and Update panel. My question is how to resolve this matter, I mean how to make it show the normal flux cp control panel?
  6. Hi, I have a problem in adding item script. I intend to make a certain item could kill the user for certain chance ( for event purpose ). 12233,Kvass,Kvass,0,20,,200,,,,,0xFFFFFFFF,7,2,,,,,,{ skilleffect "AC_CONCENTRATION",0; atcommand "@kill",50; },{},{} I want to make this Kvass could instakill the user for 50% chance. I hope someone can help, thanks anyway
  7. Hello, just jump into it. I intended to add new staff/admin account so I also edited the clientinfo.xml hoping that the sprite would occur. However it does not. So I hope my rathena fellows can find out what wrong with my clientinfo.xml. Thanks. <?xml version="1.0" encoding="euc-kr" ?> <clientinfo> <desc>Ragnarok Client Information</desc> <servicetype>korea</servicetype> <servertype>primary</servertype> <connection> <display>Ragnarok</display> <address>127.0.0.0</address> <port>6900</port> <version>55</version> <langtype>0</langtype> <registrationweb>www.ragnarok.com</registrationweb> <yellow> <admin>2000000</admin> <admin>2000001</admin> <admin>2000002</admin> <admin>2000003</admin> <admin>2000004</admin> <admin>2000005</admin> <admin>2000006</admin> <admin>2000007</admin> <admin>2000008</admin> <admin>2000009</admin> </yellow> <loading> <image>loading00.jpg</image> <image>loading01.jpg</image> <image>loading02.jpg</image> <image>loading03.jpg</image> <image>loading04.jpg</image> <image>loading05.jpg</image> <image>loading06.jpg</image> </loading> </connection> </clientinfo>
  8. Hello, I have a problem with my server since I can't use every MAGIC GEAR oriented skill even though I had fulfilled every requirement for the skill. For example, I tried to use KNUCKLE BOOTS in MADO mode but it says that the skill cannot be used without MADO gear.. -__-. I hope someone can explain to me what happened here. I would be grateful
  9. How to disable certain class from this jobmaster script, for example, soul linker? since when I edit the menu, the taekwon still can access the soul linker option. I would be grateful if someone can help me. //===== 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.c // 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_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] 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] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // 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; }
  10. it means, if I want to make it 20%, it would be like this, if (rand(1,10) >=8) ? thanks for your respond..