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Nasterro

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  1. //===== eAthena Script =======================================
    //= Euphy's Quest Shop
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.4a - eAthena
    //===== Description: =========================================
    //= A dynamic quest shop based on Lunar's, with easier config.
    //= Includes support for multiple shops & cashpoints.
    //= Item Preview script by ToastOfDoom.
    //============================================================
    					
    ra_temple,89,152,6	script	Quest Shop	998,{
    function Add; function Chk; function Slot; function A_An;
    
    	if(.Shops$ != "") set .@i,1;
    	else {
    		set .@menu$,"";
    		for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1)
    			set .@menu$, .@menu$+.Shops$[.@i]+":";
    		set .@i, select(.@menu$); }
    	dispbottom "Select one item at a time.";
    	callshop "qshop"+.@i,1;
    	npcshopattach "qshop"+.@i;
    	end;
    
    function Add {
    	if (getitemname(getarg(1))=="null") {
    		debugmes "Quest reward #"+getarg(1)+" invalid (skipped)."; return; }
    	for(set .@n,5; .@n<127; set .@n,.@n+2) {
    		if (!getarg(.@n,0)) break;
    		if (getitemname(getarg(.@n))=="null") {
    			debugmes "Quest requirement #"+getarg(.@n)+" invalid (skipped)."; return; } }
    	for(set .@i,2; .@i<.@n; set .@i,.@i+1)
    		set getd(".q_"+getarg(1)+"["+(.@i-2)+"]"), getarg(.@i);
    	npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
    	sleep 1;
    	return; }
    function Chk {
    	if (getarg(0)<getarg(1)) { set @qe0,1; return "^FF0000"; }
    	else return "^00FF00"; }
    function Slot {
    	set .@s$,getitemname(getarg(0));
    	switch(.ShowSlot){
    		case 1: if (!getitemslots(getarg(0))) return .@s$;
    		case 2: if (getiteminfo(getarg(0),11)>0) return .@s$+" ["+getitemslots(getarg(0))+"]";
    		default: return .@s$; } }
    function A_An {
    	setarray .@A$[0],"a","e","i","o","u";
    	set .@B$, "_"+getarg(0);
    	for(set .@i,0; .@i<5; set .@i,.@i+1)
    		if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
    	return "a "+getarg(0); }
    
    OnBuyItem:
    	set .@q[0],@bought_nameid;
    	copyarray .@q[1],getd(".q_"+@bought_nameid+"[0]"),getarraysize(getd(".q_"+@bought_nameid+"[0]"));
    	if (!.@q[1]) { message strcharinfo(0),"An error has occurred."; end; }
    	mes "[Quest Shop]";
    	mes "Reward: ^0055FF"+((.@q[1]>1)?.@q[1]+"x ":"")+Slot(.@q[0])+"^000000";
    	mes "Requirements:";
    	if (.@q[2]) mes " > "+Chk(Zeny,.@q[2])+.@q[2]+" Zeny^000000";
    	if (.@q[3]) mes " > "+Chk(getd(.Points$[0]),.@q[3])+.@q[3]+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+.@q[3]+")^000000";
    	if (.@q[4]) for(set .@i,4; .@i<getarraysize(.@q); set .@i,.@i+2)
    		mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1])+((.DisplayID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+.@q[.@i+1]+")^000000";
    	next;
    	set @qe1, getiteminfo(.@q[0],5); set @qe2, getiteminfo(.@q[0],11);
    	addtimer 1000, strnpcinfo(1)+"::OnEnd";
    	while(1){
    		switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((((@qe1&1) || (@qe1&256) || (@qe1&512)) && @qe2>0 && !@qe6)?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) {
    			case 1:
    				if (@qe0) { 
    					mes "[Quest Shop]";
    					mes "You're missing one or more quest requirements.";
    					close; }
    				if (!checkweight(.@q[0],.@q[1])) {
    					mes "[Quest Shop]";
    					mes "^FF0000You need "+(((.@q[1]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000";
    					close; }
    				if (.@q[2]) set Zeny, Zeny-.@q[2];
    				if (.@q[3]) setd .Points$[0], getd(.Points$[0])-.@q[3];
    				if (.@q[4]) for(set .@i,4; .@i<getarraysize(.@q); set .@i,.@i+2)
    					delitem .@q[.@i],.@q[.@i+1];
    				getitem .@q[0],.@q[1];
    				if (.Announce) announce strcharinfo(0)+" has created "+A_An(getitemname(.@q[0]))+"!",0;
    				specialeffect2 699;
    				close;
    			case 2:
    				set @qe3, getlook(3); set @qe4, getlook(4); set @qe5, getlook(5);
    				if (@qe1&1) atcommand "@changelook 3 "+@qe2;
    				if (@qe1&256) atcommand "@changelook 1 "+@qe2;
    				if (@qe1&512) atcommand "@changelook 2 "+@qe2;
    				set @qe6,1;
    				break;
    			case 3:
    				close; } }
    OnEnd:
    	if (@qe6) { atcommand "@changelook 3 "+@qe3; atcommand "@changelook 1 "+@qe4; atcommand "@changelook 2 "+@qe5; }
    	for(set .@i,0; .@i<7; set .@i,.@i+1) setd "@qe"+.@i,0;
    	end;
    OnInit:
    // --------------------- Config ---------------------
    // Custom points, if needed: "<variable>","<name to display>"
    	setarray .Points$[0],"#CASHPOINTS","Cash Points";
    
    	set .Announce,1;	// Announce quest completion? (1: yes / 0: no)
    	set .ShowSlot,1;	// Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
    	set .DisplayID,0;	// Show item IDs? (1: yes / 0: no)
    	set .ShowZeny,0;	// Show Zeny cost, if any? (1: yes / 0: no)
    
    // Shop categories, if needed: "<Shop 1>","<Shop 2>"{,...};
    // Duplicate dummy data for any additional shops (bottom of script).
    // If no categories, use the second line instead (remove //).
    
    	setarray .Shops$[1],"Headgears","Weapons","Other";
    	// set .Shops$,"n/a";
    
    // Add(<shop number>,<reward ID>,<reward amount>,<Zeny cost>,<point cost>,
    //     <required item ID>,<required item amount>{,...});
    // Shop number corresponds with order above (default is 1).
    // Note: Do NOT use a reward item more than once!
    
    	Add(1,19801,1,0,0,2226,50,7063,500,7006,500,1006,700,982,15,969,100);
    	Add(1,19885,1,0,0,2226,50,7063,500,7006,500,1006,700,975,15,969,100);
    	Add(1,19839,1,0,0,2226,50,7063,500,7006,500,1006,700,978,15,969,100);
    	Add(1,19890,1,0,0,2226,50,7063,500,7006,500,1006,700,982,15,969,100);
    	Add(1,19816,1,0,0,2226,50,7063,500,7006,500,1006,700,983,15,969,100);
    	Add(1,19857,1,0,0,2226,50,7063,500,7006,500,1006,700,980,15,969,100);
    	Add(1,19855,1,0,0,2226,50,7063,500,7006,500,1006,700,983,15,969,100);
    	Add(1,19850,1,0,0,2226,50,7063,500,7006,500,1006,700,980,15,969,100);
    	Add(1,19825,1,0,0,2226,50,7063,500,7006,500,1006,700,978,15,969,100);
    	Add(1,19830,1,0,0,2226,50,7063,500,7006,500,1006,700,978,15,969,100);
    	Add(1,19815,1,0,0,2226,50,7063,500,7006,500,1006,700,983,15,969,100);
    	Add(1,19819,1,0,0,2226,50,7063,500,7006,500,1006,700,983,15,969,100);
    	Add(1,19884,1,0,0,2226,50,7063,500,7006,500,1006,700,978,15,969,100);
    	Add(1,19834,1,0,0,4174,3,7063,600,7006,700,1006,700,969,50);
    	Add(1,19868,1,0,0,4001,3,7063,600,7006,700,1006,700,969,50);
    	Add(1,19838,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19882,1,0,0,925,700,916,700,7063,600,7104,500,976,10,969,50);
    	Add(1,19888,1,0,0,925,700,916,700,7063,600,7104,500,976,10,969,50);
    	Add(1,19810,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19828,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19856,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19849,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19851,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19879,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19883,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19889,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    	Add(1,19862,1,0,0,955,500,1068,500,7063,700,1006,700,969,100);
    
    	Add(2,1224,1,0,0,7297,30,969,10,999,50,714,10);
    	Add(2,1225,1,0,0,7292,30,969,10,999,50,714,10);
    
    	Add(3,531,1,3,0,512,1,713,1);
    	Add(3,532,1,3,0,513,1,713,1);
    	Add(3,533,1,3,0,514,1,713,1);
    	Add(3,534,1,3,0,515,1,713,1);
    
    // --------------------------------------------------
    	for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1)
    		npcshopdelitem "qshop"+.@i,909;
    	end;
    }
    
    // -------- Dummy data (duplicate as needed) --------
    -	shop	qshop1	-1,909:-1
    -	shop	qshop2	-1,909:-1
    -	shop	qshop3	-1,909:-1
    

    how to make duplicate ?? cant help me ??? i already follow you script .. but i see have bug and error .. cant fix ??

  2. 
    
    //==============================================================================//
    //= 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"; },{},{}
    
    
    -    script    ClassHelper    -1,{
    OnPCLoginEvent:
    
    // -- Configuration Option
    set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
    set .InfoMenu,1;                    // Classes Informations Option [ 0 - Disable / 1 - Enable ]
    set .1stClassMenu,1;                // First Job Class Option [ 0 - Disable / 1 - Enable ]
    set .2ndClassMenu,1;                // Second Job Class Option [ 0 - Disable / 1 - Enable ]
    set .High1stClassMenu,1;            // High 1st Class Option [ 0 - Disable / 1 - Enable ]
    set .Trans2ndClassMenu,1;            // Transcendent Class Option [ 0 - Disable / 1 - Enable ]
    set .Trans3rdClassMenu,1;            // 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,1;            // 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;
    
    }
    

    hello ... how to make blvl jlvl and skill? can you help fix this script? ? blvl 500 jlvl 120 skill FULL ..

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