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drupi

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Posts posted by drupi

  1. 3 hours ago, Haziel said:

    Short answer: yes.
    Long answer: get player variables:
     

    
    Zeny        - Amount of Zeny.
    Hp          - Current amount of hit points.
    MaxHp       - Maximum amount of hit points.
    Sp          - Current spell points.
    MaxSp       - Maximum amount of spell points.
    StatusPoint - Amount of status points remaining.
    SkillPoint  - Amount of skill points remaining.
    BaseLevel   - Character's base level.
    JobLevel    - Character's job level.
    BaseExp     - Amount of base experience points.
    JobExp      - Amount of job experience points.
    NextBaseExp - Amount of base experience points needed to reach the next level.
    NextJobExp  - Amount of job experience points needed to reach the next level.
    Weight      - Amount of weight the character currently carries.
    MaxWeight   - Maximum weight the character can carry.
    Sex         - 0 if female, 1 if male.
    Class       - Character's job.
    Upper       - 0 if the character is a normal class, 1 if advanced, 2 if baby.
    BaseClass   - The character's 1-1 'normal' job, regardless of Upper value.
                  For example, this will return Job_Acolyte for Acolyte, Priest/Monk,
                  High Priest/Champion, and Arch Bishop/Sura. If the character has not
                  reached a 1-1 class, it will return Job_Novice.
    BaseJob     - The character's 'normal' job, regardless of Upper value.
                  For example, this will return Job_Acolyte for Acolyte,
                  Baby Acolyte, and High Acolyte.
    Karma       - The character's karma. Karma system is not fully functional, but
                  this doesn't mean this doesn't work at all. Not tested.
    Manner      - The character's manner rating. Becomes negative if the player
                  utters words forbidden through the use of 'manner.txt' client-side
    file.

    Check player level, calculate the amount of exp for next level, calculate how many points is 25%, give experience.

    bonusEXP = (BaseExp+NextBaseExp)*.25;

    BaseExp=BaseEXP+bonusEXP;

     

    *not the actual code but should give you the idea on how to implement this.

    • Upvote 1
  2. have you tried putting checkpoints on your script?

    *pseudocode*

    script{
    
    #checkpoint =0;
    
    if (checkpoint==0)
    
    {
    
    //do something
    
    //since this part of the script is done,
    
    checkpoint+=;
    
    }
    
    if(checkpoint==1)
    
    {
    
    //do something
    
    //since this part of the script is done,
    
    checkpoint+=;
    
    }
    
    }

    this way, if your server is done with a part of the script, after you reset your server, the script will resume to the last part it has completed.

  3. //===== rAthena Script =======================================
    //= Job Master
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.3
    //===== Compatible With: ===================================== 
    //= rAthena SVN r16114+
    //===== Description: =========================================
    //= A fully functional job changer.
    //===== Additional Comments: =================================  
    //= 1.1 Fixed reset on Baby job change. [Euphy]
    //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
    //= 1.3 Kagerou/Oboro added. [Euphy]
    //============================================================
    
    payon,166,97,6	script	Job Master	113,{
    function Job_Menu; function A_An;
    
    	mes "[Job Master]";
    	if (Class > 4049) {
    		mes "No more jobs are available.";
    		close; }
    	if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
    		mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
    		close; }
    	if (.SkillPointCheck && SkillPoint) {
    		mes "Please use all your skill points before proceeding.";
    		close; }
    
    	set .@eac, eaclass();
    	set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
    	if (.@i > 6 && .@i < 22) {
    		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
    			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
    			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
    			close; }
    		if (Class > 21) {
    			mes "Switch to third class?";
    			next;
    			Job_Menu(roclass(.@eac|EAJL_THIRD));
    			close; }
    		while(1) {
    			mes "Select an option.";
    			next;
    			set .@i, select(" ~ ^0055FFRebirth^000000: ~ ^777777Cancel^000000");
    			if (.@i==3) close;
    			mes "[Job Master]";
    			mes "Are you sure?";
    			next;
    			Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
    			mes "[Job Master]"; } }
    	set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
    	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
    	if (Class == Job_Ninja) setarray .@exp[0],.@j1,70;
    	if (.@exp[0] && .ThirdClass) {
    		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
    			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
    			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
    			close; }
    		mes "Switch to "+jobname(.@exp[0])+"?";
    		next;
    		Job_Menu(.@exp[0]);
    		close; }
    	if (.@eac&EAJL_2)
    		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
    			mes "No more jobs are available.";
    			close; }
    	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
    		if (JobLevel < .JobReq[0])
    			mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
    		else if (Class == 4001 && .LastJob && lastJob) {
    			mes "Switch classes now?";
    			next;
    			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); }
    		else switch(Class) {
    			case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
    			case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
    			case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
    			default: mes "An error has occurred."; break; }
    		close; }
    	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
    		mes "No more jobs are available.";
    	else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
    		mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
    	else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
    		mes "Switch classes now?";
    		next;
    		Job_Menu(lastJob+4001); }
    	else Job_Menu(.@j1,.@j2);
    	close;
    
    function Job_Menu {
    	while(1) {
    		if (getargcount() > 1) {
    			mes "Select a job.";
    			set .@menu$,"";
    			for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
    				set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
    			set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
    			next;
    			set .@i, getarg(select(.@menu$)-1,0);
    			if (!.@i) close;
    			if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
    				mes "[Job Master]";
    				mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
    				close; }
    			mes "[Job Master]";
    			mes "Are you sure?";
    			next; }
    		else set .@i, getarg(0);
    		if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000")==1) {
    			mes "[Job Master]";
    			mes "You are now "+A_An(jobname(.@i))+"!";
    			if (.@i==4001 && .LastJob) set lastJob, Class;
    			jobchange .@i;
    			if (.@i==4001 || .@i==4023) resetlvl(1);
    			//set StatusPoint,StatusPoint + 4891;
    			specialeffect2 338; specialeffect2 432;
    			if (.Platinum) callsub Get_Platinum;
    			close; }
    		if (getargcount() == 1) return;
    		mes "[Job Master]"; }
    	end; }
    
    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); }
    
    Get_Platinum:
    	skill 142,1,0;
    	switch(BaseClass) {
    		case 0: if (Class !=23) skill 143,1,0; break;
    		case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
    		case 2: skill 157,1,0; break;
    		case 3: skill 147,1,0; skill 148,1,0; break;
    		case 4: skill 156,1,0; break;
    		case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
    		case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
    		default: break; }
    	switch(roclass(eaclass()&EAJ_UPPERMASK)) {
    		case 7: skill 1001,1,0; break;
    		case 8: skill 1014,1,0; break;
    		case 9: skill 1006,1,0; break;
    		case 10: skill 1012,1,0; skill 1013,1,0; break;
    		case 11: skill 1009,1,0; break;
    		case 12: skill 1003,1,0; skill 1004,1,0; break;
    		case 14: skill 1002,1,0; break;
    		case 15: skill 1015,1,0; skill 1016,1,0; break;
    		case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
    		case 17: skill 1005,1,0; break;
    		case 18: skill 238,1,0; break;
    		case 19: skill 1010,1,0; break;
    		case 20: skill 1011,1,0; break;
    		default: break; }
    	return;
    
    OnInit:
    	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
    	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
    	set .ThirdClass,0;		// Enable third classes? (1: yes / 0: no)
    	set .SNovice,45;		// Minimum base level to turn into Super Novice
    	set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)
    	set .SkillPointCheck,0;		// Force player to use up all skill points? (1: yes / 0: no)
    	set .Platinum,1;		// Get platinum skills automatically? (1: yes / 0: no)
    	end;
    }

     

    Here's a working job changer. Credits to Euphy in making this script :)

  4. Hi.

    I'm thinking of creating an event that simulates what happens on Thanatos Tower but modified in a way that the entire server should participate in order to clear it. Of course, if cleared, everyone who participated will receive a form of reward

    1. is this a good idea?

    if yes, 2. has this been done before?

    if no, 3. where do we start? 

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