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lilyuuki

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Posts posted by lilyuuki

  1. Please Help me with my script

    it Said "Missing 1 Right Curlys at Line 179"

    prontera,150,183,5 script Freebies 435,{
    if( !#Freebies ) {
    set #Freebies,1;
    mes "^FF3355Welcome Razer Ragnarok^000000";
    mes "Enjoy your Stay!!";
    mes "Visit Forum for Updates";
    mes "^FF3355razerro.myvnc.com/forum^000000";
    mes "Join our group in FACEBOOK";
    mes "^FF3355just search RazerRO^000000";
    mes "this are your free items..";
    if ((Class == Job_Priest) && (Class == Job_High_Priest) && (Class == Job_Baby_Priest) && (Class == Job_Archbishop)) {
    getitem2 2251,1,1,0,0,0,0,0,0;
    getitem2 2226,1,1,4,0,4003,0,0,0;
    getitem2 2140,1,1,4,0,0,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 1624,1,1,8,0,0,0,0,0;
    getitem2 2281,1,1,0,0,0,0,0,0;
    getitem2 2623,1,1,0,0,4022,0,0,0;
    getitem2 2623,1,1,0,0,4022,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if((Class == Job_Blacksmith) && (Class == Job_Whitesmith) && (Job_Baby_Blacksmith) && (Job_Baby_Mechanic)) {
    getitem2 5017,1,1,4,0,0,0,0,0;
    getitem2 2315,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2140,1,1,4,0,0,0,0,0;
    getitem2 1521,1,1,8,0,0,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Hunter && (Class == Job_Sniper) && (Class == Job_Baby_Hunter) && (Class == Job_Ranger)) {
    getitem2 2285,1,1,4,0,0,0,0,0;
    getitem2 2367,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4102,0,0,0;
    getitem2 1705,1,1,8,0,0,0,0,0
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Knight) && (Class == Job_Lord_Knight) && (Class == Job_Baby_Knight) && (Class == Job_Rune_Knight)) {
    getitem2 2229,1,1,4,0,0,0,0,0;
    getitem2 2342,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2106,1,1,4,0,0,0,0,0;
    getitem2 1408,1,1,8,0,0,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 5014,1,1,0,0,0,0,0,0;
    getitem2 2266,1,1,0,0,0,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if (Class == Job_Wizard) && (Class == Job_High_Wizard) && (Class == Job_Baby_Wizard) && (Class == Job_Warlock)) {
    getitem2 2311,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2285,1,1,4,0,0,0,0,0;
    getitem2 1624,1,1,8,0,0,0,0,0;
    getitem2 2281,1,1,0,0,0,0,0,0
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Assasin) && (Class == Job_Assasin_Cross) && (Class == Guillotine_Cross)) {
    getitem2 5017,1,1,4,0,0,0,0,0;
    getitem2 2315,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2140,1,1,4,0,0,0,0,0;
    getitem2 1521,1,1,8,0,0,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if (Class == Job_Alchemist) && (Class == Job_Creator) && (Job_Baby_Alchemist) && (Job_Genetic)) {
    getitem2 5017,1,1,4,0,0,0,0,0;
    getitem2 2315,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2140,1,1,4,0,0,0,0,0;
    getitem2 1208,1,1,8,0,0,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Crusader) && (Class == Job_Paladin) && (Job_Royal_Guard)) {
    getitem2 2229,1,1,4,0,0,0,0,0;
    getitem2 2342,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2106,1,1,4,0,0,0,0,0;
    getitem2 1408,1,1,8,0,0,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 5014,1,1,0,0,0,0,0,0;
    getitem2 2266,1,1,0,0,0,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Rogue) && (Class == Job_Stalker) && (Class == Job_Baby_Rogue) && (Class == Job_Shadow_Chaser)) {
    getitem2 5017,1,1,4,0,0,0,0,0;
    getitem2 2315,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2140,1,1,4,0,0,0,0,0;
    getitem2 1208,1,1,8,0,0,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    getitem2 2690,1,1,0,0,4079,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Sage) && (Class == Job_Professor) && (Class == Job_Baby_Sage) && (Class == Job_Sorcerer)) {
    getitem2 2311,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2285,1,1,4,0,0,0,0,0;
    getitem2 1624,1,1,8,0,0,0,0,0;
    getitem2 2281,1,1,0,0,0,0,0,0
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Monk) && (Class == Job_Champion) && (Job_Baby_Monk) && (Job_Sura)) {
    getitem2 2285,1,1,0,0,0,0,0,0;
    getitem2 2226,1,1,4,0,4003,0,0,0;
    getitem2 2140,1,1,4,0,0,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 1802,1,1,8,0,0,0,0,0;
    getitem2 2281,1,1,0,0,0,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Bard) && (Class == Job_Clown) && (Class == Job_Baby_Bard) && (Class == Job_Minstrel)) {
    getitem2 2311,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2285,1,1,4,0,0,0,0,0;
    getitem2 1902,1,1,8,0,0,0,0,0;
    getitem2 2281,1,1,0,0,0,0,0,0
    set Zeny, Zeny + 1000000;
    close;
    }
    if ((Class == Job_Dancer) && (Class == Job_Gypsy) && (Class == Job_Baby_Dancer) && (Class == Job_Wanderer)) {
    getitem2 2311,1,1,4,0,4003,0,0,0;
    getitem2 2424,1,1,4,0,4097,0,0,0;
    getitem2 2528,1,1,4,0,4133,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2624,1,1,0,0,4064,0,0,0;
    getitem2 2285,1,1,4,0,0,0,0,0;
    getitem2 1951,1,1,8,0,0,0,0,0;
    getitem2 2281,1,1,0,0,0,0,0,0
    set Zeny, Zeny + 1000000;
    close;
    } else {
    mes "You have claim the Reward already.";
    close;
    }
    OnInit:
    waitingroom "Freebies Here",0;
    end;
    }
    

  2. @ainna

    i dont know what to modify.. im using rathena - Revision 16434.. i want to disable the renewal.. so no renewal defense formula and i use the pre-re itemdb.txt but still it gives me negative defense

  3. This my Setting

    // Max armor def/mdef
    // NOTE: This setting have no effect if server is run on Renewal Mode (RRMODE)
    // NOTE: does not affects skills and status effects like Mental Strength
    // If weapon_defense_type is non-zero, it won't apply to max def.
    // If magic_defense_type is non-zero, it won't apply to max mdef.
    max_def: 500

    // Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,
    // the remaining is converted to vit def/int mdef using this multiplier
    // (eg: if set to 10, every armor point above the max becomes 10 vit defense points)
    over_def_bonus: 1

    But Still when i reach 100 defense it turns negative

    please help me

  4. i have the same problem to.. i dont want to use the renewal defense formunal because my server is only in 99/70 and no 3rd class.. so i want to use the item_db of the renewal, and no renewal formula on defense.. if i reach 100 def.. it turns negative

    This my Setting

    // Max armor def/mdef
    // NOTE: This setting have no effect if server is run on Renewal Mode (RRMODE)
    // NOTE: does not affects skills and status effects like Mental Strength
    // If weapon_defense_type is non-zero, it won't apply to max def.
    // If magic_defense_type is non-zero, it won't apply to max mdef.
    max_def: 500

    // Def to Def2 conversion bonus. If the armor def/mdef exceeds max_def,
    // the remaining is converted to vit def/int mdef using this multiplier
    // (eg: if set to 10, every armor point above the max becomes 10 vit defense points)
    over_def_bonus: 1

    still become negative when i reach the defense of 100

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