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Cyborg

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Posts posted by Cyborg

  1. how to fix this timer because it doesn't work the time in the game is always at zero can you help me for this so that it works

    ma_in01,49,99,3	script	Fallen Hero#main	651,{
    	cutin "3rd_rune_knight",2;
    	.Fneed_minute = 480;
    	.@remain = (.Fneed_minute - #daily_minute_count);
    	mes "[ ^0000FFFallen Hero^000000 ]";
    	if (.@remain > 60) {
    	mes "You Have ^FF0000"+#daily_minute_count+"^000000 "+ ( ( #daily_minute_count < .Fneed_minute )?" hours left to get your reward.":"Completed" );
    	if ( #daily_minute_count < .Fneed_minute ) {
    	close2;
    	cutin "",255;
    	end;
    	} else
    	next;
    	if(gettimetick(2) - #lastpickfallen > (60 * 60 * 24)) {
    	cutin "3rd_rune_knight",2;
    	mes "[ ^0000FFFallen Hero^000000 ]";
    	mes "Hello "+strcharinfo(0)+" ";
    	mes "Get free items every day.";
    	mes "Let's hope that this day will get something";
    	next;
    	mes "[ ^0000FFFallen Hero^000000 ]";
    	mes "Random Item";
    	mes "For Today...";
    	if (rand(100) < 10) setarray .@i[0],6232,6228,13710,12916,5184,5199,5209,5762,5467; // 10% chance
    	else if (rand(100) < 20) setarray .@i[0],12884,12885,12886,12887,35078; // 20% chance
    	else setarray .@i[0],13698,13697,14175,14587,12920,12921,14192,16504,12922,7776,12412,35111; // 70% chance
    	set FHitem,.@i[rand(getarraysize(.@i))];
    	getitem FHitem,1;
    	announce strcharinfo(0)+" has obtained "+getitemname(FHitem)+" from our Fallen Hero!",bc_all,0x00FFFF,FW_NORMAL,15;
    	mes "You get "+getitemname(FHitem)+"";
    	
    	
    	
    		set #lastpickfallen,gettimetick(2);
    		next;
    		mes "[ ^0000FFFallen Hero^000000 ]";
    		mes "To come back to win new";
    		close2;
    		cutin "",255;
    	}
    		else if (.@remain > 0) {
    	mes "[ ^0000FFFallen Hero^000000 ]";
    	cutin "3rd_rune_knight",2;
    	mes "You have ^FF0000"+.@remain+"^000000 minute left to get your reward.";
    	close2;
    	cutin "",255;
    	}
    }
    }

    4mbMmTS.jpg

  2. 12 hours ago, Cyborg said:
    case Job_Novice:
        // First job change
        Job_Options(.@job_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(.@job_opt, Job_Baby);
        break;

    how can I put him to disable?

  3. //===== 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)) {
    		.@blvl = getarg(0) - BaseLevel;
    		.@jlvl = 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 " +
    			((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
    				((.@jlvl > 0) ? "and " : "") : "") +
    			((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^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|EAJL_THIRD) )
    		return false; // Already Rebirthed/ Third Class
    	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 ^ff0000" +
    			((checkfalcon()) ? "falcon" : "") +
    			((checkcart()) ? "cart" : "") +
    			((checkriding()) ? "Peco" : "") +
    			((ismounting()) ? "mount" : "") +
    			"^000000 before proceeding.";
    		close;
    	}
    	return;
    }
    function	Check_SkillPoints	{
    	if (.SkillPointCheck && SkillPoint) {
    		mes "Please use all your ^ff0000skill points^000000 before proceeding.";
    		close;
    	}
    	return;
    }
    
    // addJobOptions is essentially the same like
    // setarray .@array[getarraysize(.@array)],opt1,opt2,...;
    // It's just easier to read, since we're using it very often
    function	Job_Options	{
    	.@argcount = getargcount();
    	.@arr_size = getarraysize(getarg(0));
    	for( .@i = 1; .@i < .@argcount; .@i++) {
    		setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    	}
    }
    
    // Begin of the NPC
    	mes .NPCName$;
    	Check_Riding();
    	Check_SkillPoints();
    
    	// initialisation
    	.@eac = eaclass();
    	.@third_possible = Can_Change_Third();
    	.@rebirth_possible = Can_Rebirth();
    	.@first_eac = .@eac&EAJ_BASEMASK;
    	.@second_eac = .@eac&EAJ_UPPERMASK;
    	// Note: These are already set in pc.cpp
    	// BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
    	// BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
    	//dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
    		
    	// From here on the jobmaster checks the current class
    	// and fills the the array `.@job_opt` with possible
    	// job options for the player.
    	
    	if( .@rebirth_possible ) {
    		// Rebirth option (displayed on the top of the menu)
    		Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
    		Job_Options(.@job_opt, Job_Novice_High);
    	}
    	if( .@third_possible ) {
    		// Third Job change (displayed below rebirth)
    		Require_Level(.Req_Third[0], .Req_Third[1]);
    		Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
    	}
    	 
    	if (.SecondExpanded && 
    	   (.@eac&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(.@eac) || (.BabyClass && .BabyExpanded) ) {
    			// .BabyClass & .BabyExpanded must be enabled if the is a baby
    			Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
    			Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
    		}
    	}
    	
    	if (.SecondExpanded && 
    		((.@eac&(~EAJL_BABY)) == EAJ_NINJA || 		// is (Baby) Ninja
    		(.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) {	// is (Baby) Gunslinger
    		// (Baby) Ninja to (Baby) Kagerou / Oboro
    		// (Baby) Gunslinger to (Baby) Rebellion
    		if( !Is_Baby(.@eac) || (.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(.@job_opt, roclass(.@eac|EAJL_2_1));
    		}
    	}
    	
    	// Player is Job_Novice, Job_Novice_High or Job_Baby
    	if (.@first_eac == EAJ_NOVICE && .@second_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(.@job_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(.@job_opt, Job_Baby);
    				break;
    			case Job_Novice_High:
    				// Job change after rebirth
    				if( .LastJob && lastJob )
    					Job_Options(.@job_opt,
    						roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
    				else
    					Job_Options(.@job_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(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
    					Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
    					Job_Baby_Thief);
    				if( .BabyExpanded )
    					Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
    						Job_Baby_Gunslinger, Job_Baby_Ninja);
    				if( .BabySummoner )
    					Job_Options(.@job_opt, Job_Baby_Summoner);
    				break;
    			default:
    				mes "An error has occurred.";
    				close;
    		}
    	} else if( Is_First_Cls(.@eac) || 				// First Class
    			   Is_First_Cls(.@eac&(~EAJL_UPPER)) ||	// Trans. First Cls
    			   (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {	// Baby First Cls
    		// Player is First Class (not Novice)
    		// most jobs should have two options here  (2-1 and 2-2)
    		.@class1 = roclass(.@eac|EAJL_2_1); // 2-1
    		.@class2 = roclass(.@eac|EAJL_2_2); // 2-2
    		// dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
    		if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
    			// Player is rebirth Cls and linear class changes are enforced
    			Require_Level(.Req_Second[0], .Req_Second[1]);
    			Job_Options(.@job_opt, lastJob + Job_Novice_High);
    		} else {
    			// Class is not enforced, player can decide.
    			if( .@class1 > 0 ) { // 2-1
    				Require_Level(.Req_Second[0], .Req_Second[1]);
    				Job_Options(.@job_opt, .@class1);
    			}
    			if( .@class2 > 0 ) { // 2-2
    				Require_Level(.Req_Second[0], .Req_Second[1]);
    				Job_Options(.@job_opt, .@class2);
    			}
    		}
    	}
    	
    	// Displaying the Job Menu defined by .@job_opt.
    	// .@job_opt should not be changed below this line.
    	function Job_Menu;
    	Job_Menu(.@job_opt);
    	close;
    
    // Displays the job menu
    function	Job_Menu	{
    	function Confirm_Change;
    	while(true) {
    			mes "I can train you to get stronger ^008aff"+strcharinfo(0)+"^000000!.";
    			mes "You don't even have to complete a quest!";
    			mes "...";
    			next;
    			mes .NPCName$;
    			mes "Prices:^ff0000$^000000";
    			mes "- First Class = ^ff0000"+.cost[0]+"^000000z";
    			mes "- Second Class = ^ff0000"+.cost[1]+"^000000z";
    			mes "- Third Class = ^ff0000"+.cost[2]+"^000000z";
    			mes "- Rebirth = ^ff0000"+getitemname(.rebirthRequiredItemId[0])+"^000000 & ^ff0000"+.cost[3]+"^000000z.";
    			next;
    	Check_Riding();
    	Check_SkillPoints();
    	// getarg(0) is the .@job_opt array holding all available job changes.
    		.@opt_cnt =  getarraysize(getarg(0));
    		if( .@opt_cnt <= 0 ) {
    			mes .NPCName$;
    			mes "No more jobs are available.";
    			close;
    		}
    
    		.@selected = 0; // Just a single job class given, no select needed
    		if (.@opt_cnt > 1) {
    			// Multiple job classes given. Select one and save it to .@class
    			// After that confirm .@class
    			mes .NPCName$;
    			mes "Select a job.";
    			.@menu$ = "";
    			for (.@i = 0; .@i < .@opt_cnt; .@i++) {
    				if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
    					.@jobname$ = "^0055FFRebirth^000000";
    				else
    					.@jobname$ = jobname(getelementofarray(getarg(0), .@i));
    				.@menu$ = .@menu$ + .bcor$+" " + .@jobname$ + ":";
    			}
    			.@menu$ = .@menu$+ .rcor$+" ^777777Cancel^000000";
    			.@selected = select(.@menu$) - 1;
    			if( .@selected < 0 || .@selected >= .@opt_cnt )
    				close;
    			next;
    
    		}
    		.@class = getelementofarray(getarg(0), .@selected);
    		if ((.@class == Job_Super_Novice || .@class == 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 .NPCName$;
    			mes "A base level of ^ff0000" + .SNovice +
    				"^000000 is required to turn into a ^008aff" + jobname(.@class) + "^000000.";
    			return;
    		}
    		// Confirm the Class
    		Confirm_Change(.@class, .@opt_cnt > 1);
    		next;
    		mes .NPCName$;
    	}
    	return;
    }
    
    
    // Executes the actual jobchange and closes.
    function	Job_Change	{
    
    	.@previous_class = Class;
    	.@to_cls = getarg(0);
    	
    	if ( (.@to_cls >= Job_Swordman && .@to_cls <= Job_Thief) || (.@to_cls >= Job_Gunslinger && .@to_cls <= Job_Ninja) || .@to_cls == Job_Taekwon || (.@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High) || (.@to_cls >= Job_Baby && .@to_cls <= Job_Baby_Thief) || .@to_cls == Job_Baby_Gunslinger || .@to_cls == Job_Baby_Ninja || .@to_cls == Job_Baby_Taekwon )	{
    		.costamount = .cost[0];
    	} else if ( (.@to_cls >= Job_Knight && .@to_cls <= Job_Crusader2) || (.@to_cls >= Job_Lord_Knight && .@to_cls <= Job_Paladin2) || (.@to_cls >= Job_Star_Gladiator && .@to_cls <= Job_Soul_Linker) || (.@to_cls >= Job_Kagerou && .@to_cls <= Job_Rebellion) || .@to_cls == Job_SuperNovice || (.@to_cls >= Job_Baby_Knight && .@to_cls <= Job_Super_Baby) )	{
    		.costamount = .cost[1];
    	} else {
    		.costamount = .cost[2];
    	}
    	if ( (.@to_cls == Job_Novice_High && .LastJob) )  {
    		.costamount = .cost[3];
    	}
    	
    	if ( Zeny < .costamount )	{
    		next;
    		mes .NPCName$;
    		mes "You don't have ^ff0000"+.costamount+"^000000 Zeny!";
    		close;
    	}
    	
    	next;
    	mes .NPCName$;
    	mes "You are now ^008aff" + callfunc("F_InsertArticle", jobname(.@to_cls)) + "^000000!";
    	
    	if (.@to_cls == Job_Novice_High && .LastJob) {
    		lastJob = Class;		// Saves the lastJob for rebirth
    		}
    		Zeny -= .costamount;
    		jobchange .@to_cls;
    	if (.@to_cls == Job_Novice_High)
    		resetlvl(1);
    	else if (.@to_cls == Job_Baby) {
    		resetstatus;
    		resetskill;
    		set SkillPoint,0;
    	}
    	specialeffect2 EF_ANGEL2;
    	specialeffect2 EF_ELECTRIC;
    	if (.@previous_class != Class) {
    		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 .@class
    	.@class = getarg(0, -1);
    	.@back = getarg(1, false);
    	if( .@class < 0 || eaclass(.@class) == -1 ) {
    		mes .NPCName$;
    		mes "Unknown Class Error.";
    		close;
    	}
    	mes .NPCName$;
    	mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
    	.@job_option$ = .bcor$+" Change into ^0055FF"+jobname(.@class)+"^000000 class";
    	if( .@class == Job_Novice_High)
    		.@job_option$ = .bcor$+" ^0055FFRebirth^000000";
    	
    	if (select(.@job_option$+ ":" + 
    			((.@back) ?.rcor$+"^777777Go back^000000" : .rcor$+"^777777Cancel^000000") + "") == 1) {
    		if( .@class == Job_Novice_High)
    		{
    			if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided
    			{
    				if ( Zeny < .cost[3] )	{
    					next;
    					mes .NPCName$;
    					mes "You don't have ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z!";
    					close;
    				}
    				if(countitem(.rebirthRequiredItemId[Class - 7]) > 0)
    				{
    					next;
    					mes .NPCName$;
    					mes "I see if you have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000 + ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z. ^0055FFGood^000000.";
    					delitem .rebirthRequiredItemId[Class - 7], 1;
    					Job_Change(.@class);
    				}
    				else
    				{
    					next;
    					mes .NPCName$;
    					mes "You don't have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000. Come back with it before asking for ^0055FFRebirth^000000.";
    					close;
    				}
    
    			}
    		}
    		Job_Change(.@class);
    	}
    	if (!.@back)
    		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.
    	.@eac = eaclass();
    	if( .@eac&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 ( !(.@eac&EAJL_2) && !(.@eac&EAJL_UPPER) ) {
    		// Not Second Job AND not Rebirth/Third
    		if ( (.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN ) {
    			getitem 1101,1;
    			getitem 2101,1;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MAGE ) {
    			getitem 1601,1;
    			getitem 2101,1;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ARCHER ) {
    			getitem 1701,1;
    			getitem 1750,500;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ACOLYTE ) {
    			getitem 1501,1;
    			getitem 2101,1;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MERCHANT ) {
    			getitem 1301,1;
    			getitem 2101,1;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_THIEF ) {
    			getitem 1201,1;
    			getitem 2101,1;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_GUNSLINGER ) {
    			getitem 13100,1;
    			getitem 13200,500;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_NINJA ) {
    			getitem 13010,1;
    			getitem 2101,1;
    		} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_TAEKWON ) {
    			getitem 2101,1;
    		}
    	}
    	return;
    }
    
    OnInit:
    	// Initialisation, do not edit these
    	.NPCName$ = "^FF7F00[ Job Master ]^000000";
    	.bcor$ = "^008aff[>]^000000 ";		// Option Button Symbol;
    	.rcor$ = "^ff0000[>]^000000 ";		// Cancel button symbol;
    	
    	// Settings
    	.ThirdClass = false;			// Enable third classes?
    	.RebirthClass = false;			// Enable rebirth classes?
    	.SecondExpanded = false;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    	.BabyNovice = false;			// Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    	.BabyClass = false;			// Enable Baby classes?
    	.BabyThird = false;			// Enable Baby third classes?
    	.BabyExpanded = false;			// Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    	.BabySummoner = false;			// Enable Baby Summoner?
    	.LastJob = false;			// Enforce linear class changes?
    	.SkillPointCheck = true;		// Force player to use up all skill points?
    	.Platinum = false;			// 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
    	setarray .cost,				// Cost for Jobchange
    	15000,					// To First Job
    	250000,					// To Second Job
    	1000000,				// To Third Job
    	1285000;				// To Rebirth
    	setarray .rebirthRequiredItemId[0],7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825; // Item Requeriment for Rebirth.
    	
    	// 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;
    }

     

    why did I fake him but he doesn't work in game those ninja job are still there

  4. pa tulog naman po ako

    1: paano po siya malalagyan ng branch shop

    2: saka auto kick out po sa room

    prontera,146,164,6	script	Dead Branch Room	721,{
    setarray $@maps$[1], "ordeal_1-1", "06guild_01", "06guild_02", "06guild_03", "06guild_04", "06guild_05", "06guild_06", "06guild_07", "06guild_08";
    setarray .@price[1], 200, 2000000, 2000000, 2000000, 2000000, 2000000, 2000000, 2000000, 2000000;
    for(set .@b,1; .@b < getarraysize($@maps$); set .@b,.@b + 1) {
    	if(.@b==1){ set .@menu$, .@menu$  + "Public- "+((getmapusers($@maps$[.@b])>=30)?"^CD0000Closed^000000("+getmapusers($@maps$[.@b])+")":"^007700Open^000000("+getmapusers($@maps$[.@b])+") ["+.@price[.@b]+" zeny]")+":"; } else { set .@menu$, .@menu$  + "Private["+(.@b-1)+"]- "+((getmapusers(""+$@maps$[.@b]+"")>=5)?"^CD0000Closed^000000("+getmapusers($@maps$[.@b])+")":"^007700Open^000000("+getmapusers($@maps$[.@b])+") ["+.@price[.@b]+" zeny]")+":"; }
    }
    if(select(.@menu$)) {
    	if(Zeny<.@price[@menu]){mes "I'm sorry but you don't have enough Zeny, please come back later."; close;}
    	if(getmapusers($@maps$[@menu])<=30&&@menu==1){
    		set Zeny,Zeny-.@price[@menu];
    		set $@maps$,$@maps$[@menu];
    		setnpctimer 0; attachnpctimer(strcharinfo(0)); startnpctimer; warp $@maps$[@menu],150,148; end;
    	}
    	if(!getmapusers($@maps$[@menu])){
    		mes "Input a new password.";
    		input($password$[@menu]);
    		set Zeny,Zeny-.@price[@menu];
    		set $@maps$,$@maps$[@menu];
    		next; setnpctimer 0; attachnpctimer(strcharinfo(0)); startnpctimer; warp $@maps$[@menu],50,50; end;
    	}
    	if(getmapusers($@maps$[@menu])<=5&&@menu!=1) {
    		mes "This room is password protected please input the password now.";
    		input(@name$);
    		if(@name$==$password$[@menu]){
    			set Zeny,Zeny-.@price[@menu];
    			set $@maps$,$@maps$[@menu];
    			mes "correct!"; next; setnpctimer 0; attachnpctimer(strcharinfo(0)); startnpctimer; warp $@maps$[@menu],50,50; end;
    		} else {
    			mes "Incorrect!";
    			close;
    		}
    	} else {
    		mes "I'm sorry this room is full.";
    		close;
    	}
    }
    
    OnTimer3600000:
    if(strcharinfo(3)==$@maps$){
    	warp "prontera",156,181;
    	end;
    }

     

  5. 20 hours ago, Virtue said:

    same answer pa din about sa quest. hindi magbabago yun brader, aralin mo paano mo sya makakabitan na ng quest.

     

    Kung updated ung rAthena mo ganito dapat lalabas dyan, no errors same script exactly dun sa binigay ko from above. wala issue sa latest rAthena.

    image.png.a21d94233430838f5269cebed654092c.png

    old pa rin yun rathena ko kaya siguro my error hindi ganyan bale papalitan yun timer nya ibang format

  6. On 12/31/2022 at 4:38 PM, Virtue said:

    duon mo sisimulan buuin ung quest mo brader, hindi pa sya gagana as is if gusto mo ng quest. sinalpak ko as a tip para may starting point sa pag gawa nung requirement. 

     

    itong line na to -> if (gettimetick(2) - credscd < (3600 * 24 * credsdays)) { is ng line mo para sa 24 hour cooldown check. so if mag lalagay ka ng requirement na need mag quest ni magpapapalit sa taas nyan mo sisimulan buuin un condition na yun. then separate pa para sa quest mo. pwedeng separate npc or separate section lang within the same npc.

    meron ako error at paturo na rin saan ko ilalagay yun code para dun sa quest

        parse_callfunc: expected ')' to close argument list
        32 :     if (gettimetick(2) - credscd < (3600 * 24 * credsdays)) {
        33 :             mes .@npcname$;
        34 :             //Basic notification na gamit na ung npc today
        35 :             // -> mes "You've already used your chance today.";
        36 :             //Notification with date and time until next usage
    *   37 :             mes "Exchange again in : "+gettimestr("%m-%d-%Y %I:%M:%S %p",23','.creds);
        38 :             mes "Time left : "+callfunc("Time2Str",.creds);
        39 :             close;
        40 :         }
        41 :         mes .@npcname$;
        42 :         mes "I Can Change Credits to Zeny";

     

  7. Just now, Virtue said:

    duon mo sisimulan buuin ung quest mo brader, hindi pa sya gagana as is if gusto mo ng quest. sinalpak ko as a tip para may starting point sa pag gawa nung requirement. 

     

    itong line na to -> if (gettimetick(2) - credscd < (3600 * 24 * credsdays)) { is ng line mo para sa 24 hour cooldown check. so if mag lalagay ka ng requirement na need mag quest ni magpapapalit sa taas nyan mo sisimulan buuin un condition na yun. then separate pa para sa quest mo. pwedeng separate npc or separate section lang within the same npc.

    okay salamat sa tip try ko nalang ito sa other day kung meron error post ko ulit dito happy new year

  8. 14 hours ago, Virtue said:

    lagyan mo ng conditions at variables ng quest mo. sample sa taas neto

    if(QUEST VARIABLES < 1) {
    mes .@npcname$;
    mes "you need to complete the quest before you can use my services";
    close;
    }
    if (gettimetick(2) - credscd < (3600 * 24 * credsdays)) {
                mes .@npcname$;
                //Basic notification na gamit na ung npc today

    ayan idea, tapos buuin mo na sya gawan mo ng sariling quest either sa same npc or sa ibang npc.

    saan ko part ito ilalagay ito code na ito para iwas error na rin?

  9. On 12/29/2022 at 2:51 PM, Virtue said:

    Try mo to.

    24 Hours cooldown

      Hide contents
    prontera,138,184,5    script    Credit Agent    828,{
    //===== Configure misc details here=====
    set .@npcname$,"^000088[ Mr. Credit ]^000000";
    set .@creditscolor$,"^FF0000Credits^000000";
    set .@zenycolor$,"^0000FFZeny^000000";
    //computation
    //credscd = time script was engaged using gettimetick(2)
    //credsdays = cool down to next usage in days e.g: 1
    set credsdays,1;
    set .creds,credscd + (credsdays * 24 * 3600);
    //conversion amt.
    set .@cnvcz,10000000;
    
    //THIS LINE MAKES THE NPC TOTALLY UNUSABLE BY ANYONE 
    //Kung gusto mo gumana sa gm lagi use the one below instead
    // -> (gettimetick(2) - credscd < (3600 * 24 * credsdays) && getgmlevel() > 90)
    
        if (gettimetick(2) - credscd < (3600 * 24 * credsdays)) {
                mes .@npcname$;
                //Basic notification na gamit na ung npc today
                // -> mes "You've already used your chance today.";
                //Notification with date and time until next usage
                mes "Exchange again in : "+gettimestr("%m-%d-%Y %I:%M:%S %p",23,.creds);
                mes "Time left : "+callfunc("Time2Str",.creds);
                close;
            }
            mes .@npcname$;
            mes "I Can Change Credits to Zeny";
            mes "and Zeny to Credits";
            mes "Remember 1 Credit = ^64000010,000,000z^000000.";
            mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits";
            mes "Exchanging Credits with Max Zeny your Credits will be Wasted";
            mes "So what do you want?";
            next;
            switch(select("~ "+.@creditscolor$+" to "+.@zenycolor$+":~ "+.@zenycolor$+" to "+.@creditscolor$+":~ Nothing")){
                case 1:
                    mes .@npcname$;
                    mes "Are you sure you want to exchange your Credits to Zeny?";
                    next;
                    switch(select("~ Yes:~ No")){
                        case 1:
                            mes .@npcname$;
                            mes "How many Credits do you want to exchange?";
                            next;
                            input .@t;
                            if(countitem(8055) < .@t) goto L_NOCreds;
                            delitem 8055,.@t;
                            set Zeny,Zeny+(.@cnvcz * .@t);
                            set credscd,gettimetick(2);
                            close;
                            
                        case 2:
                            mes .@npcname$;
                            mes "Please use my service next time";
                            close;
                        }
                        
                case 2:
                    mes .@npcname$;
                    mes "Are you sure you want to exchange your Zeny to Credits?";
                    next;
                    switch(select("~ Yes:~ No")){
                        case 1:
                            mes .@npcname$;
                            mes "How many Credits do you want to get?";
                            next;
                            input .@t;
                            if(Zeny < (.@cnvcz * .@t)) goto L_NOZen;
                            set Zeny,Zeny-(.@cnvcz * .@t);
                            getitem 8055,.@t;
                            set credscd,gettimetick(2);
                            close;
                            
                        case 2:
                            mes .@npcname$;
                            mes "Please use my service next time";
                            close;
                        }
                
                case 3:
                    mes .@npcname$;
                    mes "Please use my service next time";
                    close;
            
            }
    
    L_NOCreds:
       mes .@npcname$;
       mes "You don't have enough credits.";
       close;
       
    L_NOZen:
       mes .@npcname$;
       mes "You don't have enough zeny.";
       close;
    
    }

     

     

    12mn reset

     

      Hide contents
    prontera,138,184,5    script    Credit Agent    828,{
    //===== Configure misc details here=====
    set .@npcname$,"^000088[ Mr. Credit ]^000000";
    set .@creditscolor$,"^FF0000Credits^000000";
    set .@zenycolor$,"^0000FFZeny^000000";
    //conversion amt.
    set .@cnvcz,10000000;
    
        if (credscd == gettime(DT_YYYYMMDD)) {
                mes .@npcname$;
                mes "You've already used your chance today.";
                mes "Come back after 12:00mn after reset";
                close;
            }
            mes .@npcname$;
            mes "I Can Change Credits to Zeny";
            mes "and Zeny to Credits";
            mes "Remember 1 Credit = ^64000010,000,000z^000000.";
            mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits";
            mes "Exchanging Credits with Max Zeny your Credits will be Wasted";
            mes "So what do you want?";
            next;
            switch(select("~ "+.@creditscolor$+" to "+.@zenycolor$+":~ "+.@zenycolor$+" to "+.@creditscolor$+":~ Nothing")){
                case 1:
                    mes .@npcname$;
                    mes "Are you sure you want to exchange your Credits to Zeny?";
                    next;
                    switch(select("~ Yes:~ No")){
                        case 1:
                            mes .@npcname$;
                            mes "How many Credits do you want to exchange?";
                            next;
                            input .@t;
                            if(countitem(8055) < .@t) goto L_NOCreds;
                            delitem 8055,.@t;
                            set Zeny,Zeny+(.@cnvcz * .@t);
                            set credscd,gettime(DT_YYYYMMDD);
                            close;
                            
                        case 2:
                            mes .@npcname$;
                            mes "Please use my service next time";
                            close;
                        }
                        
                case 2:
                    mes .@npcname$;
                    mes "Are you sure you want to exchange your Zeny to Credits?";
                    next;
                    switch(select("~ Yes:~ No")){
                        case 1:
                            mes .@npcname$;
                            mes "How many Credits do you want to get?";
                            next;
                            input .@t;
                            if(Zeny < (.@cnvcz * .@t)) goto L_NOZen;
                            set Zeny,Zeny-(.@cnvcz * .@t);
                            getitem 8055,.@t;
                            set credscd,gettime(DT_YYYYMMDD);
                            close;
                            
                        case 2:
                            mes .@npcname$;
                            mes "Please use my service next time";
                            close;
                        }
                
                case 3:
                    mes .@npcname$;
                    mes "Please use my service next time";
                    close;
            
            }
    
    L_NOCreds:
       mes .@npcname$;
       mes "You don't have enough credits.";
       close;
       
    L_NOZen:
       mes .@npcname$;
       mes "You don't have enough zeny.";
       close;
    
    }

     

     

     

    Did not try / test any of the script too time consuming para maghintay ng oras for the conditions, but it should work as intended, post any errors kung meron.

    paano siya lagyan ng requirments po parang quest bago po nila gamit ito?

  10. On 12/22/2022 at 1:27 AM, Diconfrost VaNz said:



    Gumana ba? /heh 

    hindi siya gumana my kailangan bagohin dito tsaka paano dagdag siya code para sa quest?

    if (creds < gettimetick(2)) goto C_creds; {
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Zeny to Credits?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(Zeny < 10000000*.@t) goto L_NOTENOUGH2;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        set Zeny,Zeny-10000000*.@t;
        getitem 8055,.@t;
    	creds = gettimetick(2);
        close; }

     

  11. On 12/17/2022 at 1:44 AM, Diconfrost VaNz said:

    Ano ba gusto mo every exactly 24hours or ung tipong pdeng mgquest at tapusin ung quest ng before 11:59 tpos pagdating ng 12midnight reset na at pwede na ulitin ung quest?

    ang gusto sana kapag ng quest  sila ang cooldown yun timer 24 hour kada palit nila ng credit o zeny sa npc kada character 24 hour saka ulit sila makapag pagpapalit ng credit o zeny sa npc.

     

    On 12/17/2022 at 2:02 AM, Diconfrost VaNz said:

    Not sure pero try mo to /no1 

     

    Use this if you want if this is a quest repeatable every exactly 24hours

    prontera,138,184,5, script Credit Agent 828,{
    
    mes "[^000088 Mr. Credit ^000000]";
    mes "I Can Change Credits to Zeny";
    mes "and Zeny to Credits";
    mes "Remember 1 Credit = ^64000010,000,000z^000000.";
    mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits";
    mes "Exchanging Credits with Max Zeny your Credits will be Wasted";
    mes "So what do you want?";
    
    next;
    menu  "Credits To Zeny",-,"Zeny To Credits",ztc;
    next;
    if (creds < gettimetick(2)) goto C_creds; {
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Credits to Zeny?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(countitem(8055) < .@t) goto L_NOTENOUGH;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        delitem 8055,.@t;
        set Zeny,Zeny+10000000*.@t;
    	creds = gettimetick(2);
        close; }
    ztc:
    next;
    if (creds < gettimetick(2)) goto C_creds; {
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Zeny to Credits?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(Zeny < 10000000*.@t) goto L_NOTENOUGH2;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        set Zeny,Zeny-10000000*.@t;
        getitem 8055,.@t;
    	creds = gettimetick(2);
        close; }
    	
    	
            C_creds:
                mes "[^000088 Mr. Credit ^000000]";
                mes "You have already taken this, get back after 24hours.";
                close;
    
    L_NOTENOUGH:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some credits.";
       close;
    L_NOTENOUGH2:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some Zeny.";
       close;
    
    G_no:
    next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "Please use my service next time";
       close;
    end;
    }

     

    but if you want to make this quest that resets every 12midnight and yes, you can finish the quest around 11:59pm and repeat it again at 12midnight

    prontera,138,184,5, script Credit Agent 828,{
    
    mes "[^000088 Mr. Credit ^000000]";
    mes "I Can Change Credits to Zeny";
    mes "and Zeny to Credits";
    mes "Remember 1 Credit = ^64000010,000,000z^000000.";
    mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits";
    mes "Exchanging Credits with Max Zeny your Credits will be Wasted";
    mes "So what do you want?";
    
    next;
    menu  "Credits To Zeny",-,"Zeny To Credits",ztc;
    next;
    if ( apple_taken == .@today ) goto C_creds; 
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Credits to Zeny?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(countitem(8055) < .@t) goto L_NOTENOUGH;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        delitem 8055,.@t;
        set Zeny,Zeny+10000000*.@t;
    	creds = .@today;
        close; 
    ztc:
    next;
    if ( apple_taken == .@today ) goto C_creds; 
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Zeny to Credits?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(Zeny < 10000000*.@t) goto L_NOTENOUGH2;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        set Zeny,Zeny-10000000*.@t;
        getitem 8055,.@t;
    	creds = .@today;
        close; 
    	
    	
            C_creds:
                mes "[^000088 Mr. Credit ^000000]";
                mes "You have already taken this quest.";
                close;
    
    L_NOTENOUGH:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some credits.";
       close;
    L_NOTENOUGH2:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some Zeny.";
       close;
    
    G_no:
    next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "Please use my service next time";
       close;
    end;
    }

     

    salamat testing ko nalang ito dalawa script kung ano ang maganda

  12. pa tulong naman po ako paano lagyan po ito ng timer na 24 hours kada normal character and quest na rin salamat po sa tutulong.

     

    prontera,138,184,5, script Credit Agent 828,{
    
    mes "[^000088 Mr. Credit ^000000]";
    mes "I Can Change Credits to Zeny";
    mes "and Zeny to Credits";
    mes "Remember 1 Credit = ^64000010,000,000z^000000.";
    mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits";
    mes "Exchanging Credits with Max Zeny your Credits will be Wasted";
    mes "So what do you want?";
    menu  "Credits To Zeny",-,"Zeny To Credits",ztc;
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Credits to Zeny?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(countitem(8055) < .@t) goto L_NOTENOUGH;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        delitem 8055,.@t;
        set Zeny,Zeny+10000000*.@t;
        close;
    ztc:
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Zeny to Credits?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(Zeny < 10000000*.@t) goto L_NOTENOUGH2;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        set Zeny,Zeny-10000000*.@t;
        getitem 8055,.@t;
        close;
    
    L_NOTENOUGH:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some credits.";
       close;
    L_NOTENOUGH2:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some Zeny.";
       close;
    
    G_no:
    next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "Please use my service next time";
       close;
    end;
    }
  13. help me how to input this script for 24 hour timer per character

     

    prontera,138,184,5, script Credit Agent 828,{
    
    mes "[^000088 Mr. Credit ^000000]";
    mes "I Can Change Credits to Zeny";
    mes "and Zeny to Credits";
    mes "Remember 1 Credit = ^64000010,000,000z^000000.";
    mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits";
    mes "Exchanging Credits with Max Zeny your Credits will be Wasted";
    mes "So what do you want?";
    menu  "Credits To Zeny",-,"Zeny To Credits",ztc;
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Credits to Zeny?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(countitem(8055) < .@t) goto L_NOTENOUGH;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        delitem 8055,.@t;
        set Zeny,Zeny+10000000*.@t;
        close;
    ztc:
    next;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Are you sure you want to exchange your Zeny to Credits?";
    menu  "Yes",-,"No",G_no;
    next;
    mes "[^000088 Mr. Credit ^000000";
    mes "How many Credits do you want to exchange?";
    next;
    input .@t;
        if(Zeny < 10000000*.@t) goto L_NOTENOUGH2;
    mes "[^000088 Mr. Credit ^000000]";
    mes "Thanks. . See you again. . . !";
        set Zeny,Zeny-10000000*.@t;
        getitem 8055,.@t;
        close;
    
    L_NOTENOUGH:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some credits.";
       close;
    L_NOTENOUGH2:
       next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "You are lacking some Zeny.";
       close;
    
    G_no:
    next;
       mes "[^000088 ^000088 Mr. Credit ^000000]";
       mes "Please use my service next time";
       close;
    end;
    }

     

  14. paano po ito bagohin na soul link ka ng ibang character na hindi po siya use kailangan mang pa link ka muna sa iba para link ka, pa tulong naman po ako sa encode na ito

    // SOUL LINK SCROLLS //
    20500,Spirit_of_Alchemist,Spirit of Alchemist,2,2,,10,,,,,0x00040000,7,2,,,,,,{ skilleffect "SL_ALCHEMIST",0; sc_start4 SC_SPIRIT,350000,5,445,0,0; },{},{}
    20501,Spirit_of_Monk,Spirit of Monk,2,2,,10,,,,,0x00008000,7,2,,,,,,{ skilleffect "SL_MONK",0; sc_start4 SC_SPIRIT,350000,5,447,0,0; },{},{}
    20502,Spirit_of_Star_Gladiator,Spirit of Star Gladiator,2,2,,10,,,,,0x00400000,7,2,,,,,,{ skilleffect "SL_STAR",0; sc_start4 SC_SPIRIT,350000,5,448,0,0; },{},{}
    20503,Spirit_of_Sage,Spirit of Sage,2,2,,10,,,,,0x00010000,7,2,,,,,,{ skilleffect "SL_SAGE",0; sc_start4 SC_SPIRIT,350000,5,449,0,0; },{},{}
    20504,Spirit_of_Crusader,Spirit of Crusader,2,2,,10,,,,,0x00004000,7,2,,,,,,{ skilleffect "SL_CRUSADER",0; sc_start4 SC_SPIRIT,350000,5,450,0,0; },{},{}
    20505,Spirit_of_Super_Novice,Spirit of Super Novice,2,2,,10,,,,,0x00000001,7,2,,,,,,{ skilleffect "SL_SUPERNOVICE",0; sc_start4 SC_SPIRIT,350000,5,451,0,0; },{},{}
    20506,Spirit_of_Knight,Spirit of Knight,2,2,,10,,,,,0x00000080,7,2,,,,,,{ skilleffect "SL_KNIGHT",0; sc_start4 SC_SPIRIT,350000,5,452,0,0; },{},{}
    20507,Spirit_of_Wizard,Spirit of Wizard,2,2,,10,,,,,0x00000200,7,2,,,,,,{ skilleffect "SL_WIZARD",0; sc_start4 SC_SPIRIT,350000,5,453,0,0; },{},{}
    20508,Spirit_of_Priest,Spirit of Priest,2,2,,10,,,,,0x00000100,7,2,,,,,,{ skilleffect "SL_PRIEST",0; sc_start4 SC_SPIRIT,350000,5,454,0,0; },{},{}
    20509,Spirit_of_Artist,Spirit of Artist,2,2,,10,,,,,0x00080000,7,2,,,,,,{ skilleffect "SL_BARDDANCER",0; sc_start4 SC_SPIRIT,350000,5,455,0,0; },{},{}
    20510,Spirit_of_Rogue,Spirit of Rogue,2,2,,10,,,,,0x00020000,7,2,,,,,,{ skilleffect "SL_ROGUE",0; sc_start4 SC_SPIRIT,350000,5,456,0,0; },{},{}
    20511,Spirit_of_Assassin,Spirit of Assassin,2,2,,10,,,,,0x00001000,7,2,,,,,,{ skilleffect "SL_ASSASIN",0; sc_start4 SC_SPIRIT,350000,5,457,0,0; },{},{}
    20512,Spirit_of_Blacksmith,Spirit of Blacksmith,2,2,,10,,,,,0x00000400,7,2,,,,,,{ skilleffect "SL_BLACKSMITH",0; sc_start4 SC_SPIRIT,350000,5,458,0,0; },{},{}
    20513,Spirit_of_Hunter,Spirit of Hunter,2,2,,10,,,,,0x00000800,7,2,,,,,,{ skilleffect "SL_HUNTER",0; sc_start4 SC_SPIRIT,350000,5,460,0,0; },{},{}
    20514,Spirit_of_Soul_Linker,Spirit of Soul Linker,2,2,,10,,,,,0x00800000,7,2,,,,,,{ skilleffect "SL_SOULLINKER",0; sc_start4 SC_SPIRIT,350000,5,461,0,0; },{},{}

     

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