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lelouchxv

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Everything posted by lelouchxv

  1. not a answer to your question but i think use this event manager its easier.
  2. @chadness on // 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); Change to : // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief); and next time use codebox
  3. @betlogboi try this [ACCESSORY_IDs.ACCESSORY_C_NUT_CRACKER] = "_C_Nut_Cracker" ACCESSORY_C_NUT_CRACKER = 2093 i think this should fix ur problem
  4. @utofaery Hi! how can i add custom points? Ex. Pvp Points Hourly Points Cash Points
  5. @Emistry can u add Change sex ? and need 1m zeny to change sex
  6. Did you recompile your server after you put back the old maps? i think you need to recompile it
  7. Old Town map or ? all maps of morocc?
  8. @hanxgo 2015-11-04aRagexe.exe try this
  9. @chadnessYou'll try what sir? haha im kinda confused
  10. @sotf how to add Custom points in rewards? Ex. Cashpoints Pvp points Hourly Points
  11. @betlogboi The post have the best answer already you should try this
  12. @Radian I've tested this pallette SirclaRO1.grf 2015-11-04 Client it was working just fine. but on the 2018-06-20 Client This error happened. i dont have a clue
  13. as you can see on the video that i posted on youtube its working but when i reconnect it was saying i dont have the pallette @Radian
  14. @Radian I did but still crashing the client. the hair pallette is working on 1-29th Hair Style But it crashes on 30-84
  15. Should i put no? mine was default yes. EDIT : i've tried to put no but still the same its still auto closing the client when i reconnect @Radian
  16. im having the same problem. did you fix this? @Serken im using 2018-06-20 Client
  17. im using warp patcher i've tried nemo too 4144 fork here is a video For more information >>> Here i can use all of the HAIR COLORS The error >>> but when i reconnect this happens CLIENT USED : 20180620 inputs: $dataINI: data: '444154412e494e4900' display: "DATA.INI" $newItemInfo: data: '53797374656d2f6974656d696e666f2e6c756100' display: "System/iteminfo.lua" $newCheckAtt: data: '53797374656d2f436865636b417474656e64616e63655f454e2e6c756200' display: "System/CheckAttendance_EN.lub" $chatRoomBoxLen: data: '64000000' display: "100" $pmBoxLen: data: '64000000' display: "100" $translationFile: data: '' display: "Inputs/Translations_EN.yml" $newTownInfo: data: '53797374656d2f546f776e696e666f5f454e2e6c756200' display: "System/Towninfo_EN.lub" $newHiddenButtons: data: '' display: "" $ssQuality: data: '64' display: "100" $chatBoxLen: data: '64000000' display: "100" $newPrivAirplane: data: '53797374656d5c50726976617465416972706c616e655f545f454e2e6c756200' display: "System\\PrivateAirplane_T_EN.lub" $npcBoxLength: data: 'b80b0000' display: "3000" $newAchieveList: data: '73797374656d5c616368696576656d656e745f6c6973745f454e2e6c756200' display: "system\\achievement_list_EN.lub" $newPetEvoCln: data: '73797374656d5c50657445766f6c7574696f6e436c6e5f747275655f452e6c756200' display: "system\\PetEvolutionCln_true_E.lub" $newTipBox: data: '53797374656d2f746970626f785f454e2e6c756200' display: "System/tipbox_EN.lub" $viewIDLimit: data: '88130000' display: "5000" $customWindowTitle: data: '536972636c61524f7631202d205b32303138303632305d00' display: "SirclaROv1 - [20180620]" $showFailures: data: '' display: "false" patches: - UnlimitedChatRepeat - MediumCamAngle - Zoom150Percent - RestoreIcon - GRFsFromIni - RestoreLoginWindow - ShowLicense - CustomItemInfoLub - CustomAchieveLub - CustomTownInfoLub - CustomPetEvoClnLub - CustomTipboxLub - CustomCheckAttLub - CustomPrivAirplaneLub - ResizeChatBox - ResizeChatRoomBox - ResizePMBox - ResizeNpcBox - NoGravityAds - NoGravityLogo - ShowCancelBtn - ShowRegisterBtn - MsgStrings - No1and1Arg - EnableWho - EnableShowName - EnableSysMenu - CustomWinTitle - DisConnToLogin - CancelToLogin - NoEarthQuake - NoAutoFollow - NoSwearFilter - SkipServiceSelect - TranslateClient - GuildBrackets - FixChatAt - AlwaysOfficialBG - NoHourly - NoSerialDisplay - NoHelpMsg - CloseCutinOnEsc - RelativeDelay4CharDel - EnableEotFonts - AlwaysAscii - CustomSSQuality - EnableDnsSupport - CallKoreaClientInfo - DataFolderFirst - PlainTextDesc - IncrViewID - IncrMapQuality - HideBuildInfo - NoGMSprite - Allow65kHairs - NoEquipWinTitle - NoFilenameCheck - NoNagle - EnableProxy - NoGNJoyLaunch
  18. Example: If i spend my cash points i will get this another item Ex. Poring Coin Is that possible? Thankyou in advance!
  19. //===== 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); 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 "- Rebirth = ^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 = true; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // 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 // 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; } How can i make this Job master not to cost a fee if you are a VIP or (GROUP ID 5)
  20. // ===== Donation Npc 1.0 ===================== // // ===== Credits : Jhosef and trOn ============ // // ===== Change Logs ========================== // // ============================================ // // ==== NPC Location ========================== // prontera,143,171,5 script Donation NPC 807,{ // === Configuration ========================== // set .gms_level, 99; set .code_length,10; // Length for the Donation Code set .code_length2,3; // Length for the Validation Code set .donate_item, 7179; // Donation Item set .@itemORcash, 0; // 0 for Item or 1 for Cash Point set .@npc_name$, "Donation Npc"; setarray .coupon_code$[0],"A","B","C","D","E","F","G","H","I","J","K","L", "M","N","O","P","Q","R","S","T","U","V","W","X", "Y","Z","0","1","2","3","4","5","6","7","8","9"; setarray .validation_code$[0],"A","B","C","D","E","F","G","H","I","J","K","L", "M","N","O","P","Q","R","S","T","U","V","W","X", "Y","Z","0","1","2","3","4","5","6","7","8","9"; // ==== NPC Talk ============================== // if( getgmlevel() >= .gms_level) goto AdminPanel; if( getgmlevel() < .gms_level) goto PlayerPanel; // ==== Don't Edit This ======================= // set .@stats$,"0"; // ==== Admin Panel =========================== // AdminPanel: mes .@npc_name$; mes "Welcome " + strcharinfo(0) + "."; next; switch(select("Add Donation Code:Player View:Exit")) { case 1: for(set @i, 0; @i < .code_length; set @i, @i+1) { set @random_char, rand(0,(getarraysize(.coupon_code$)-1)); set @new_donation$, @new_donation$ + .coupon_code$[@random_char]; } for(set @i, 0; @i< .code_length2; set @i, @i+1) { set @random_char, rand(0,(getarraysize(.validation_code$)-1)); set @new_validation$, @new_validation$ + .validation_code$[@random_char]; } mes .@npc_name$; mes "Enter Item Amount:"; input @donate_amount; next; mes .@npc_name$; mes "Coupon added."; query_sql "INSERT INTO `donate` (`code`, `item_amount`,`validation_code`,`status`) VALUES ('"+@new_donation$+"', "+@donate_amount+", '"+@new_validation$+"' , '"+.@stats$+"')"; set @new_donation$, ""; set @new_validation$, ""; next; mes "This is the list of code logs"; query_sql "SELECT `code` , `item_amount` , `validation_code` , `status` FROM `donate` ORDER BY `code` DESC", .@codelist$, .@status$, .@validation$; if(.@codelist) { mes .@npcname$; mes "There are no entrys in the Code List."; close; } else { next; mes .@npcname$; mes "The list will spawn at your main chat box."; dispbottom "Codelist | Amount | Validation"; for(set @ei,0; @ei < getarraysize(.@codelist$); set @ei,@ei + 1) { dispbottom ""+.@codelist$[@ei]+" | "+.@status$[@ei]+" | "+.@validation$[@ei]+" "; } } next; close; case 2: goto PlayerPanel; case 3: mes .@npc_name$; mes "Have a nice day."; close; } this npc is for coupon reedemer item (7179) this is where theyh can redeem their PODS. they need to Convert their pods to Cashpoints. but i'll do your suggestion to put my item donations in the cash shop. i just need to fix this npc i'll try this! Thankyou so much!
  21. Do u mean the FluxCP Donation NPC?
  22. // ===== Donation Npc 1.0 ===================== // // ===== Credits : Jhosef and trOn ============ // // ===== Change Logs ========================== // // ============================================ // // ==== NPC Location ========================== // prontera,143,171,5 script Donation NPC 807,{ // === Configuration ========================== // set .gms_level, 99; set .code_length,10; // Length for the Donation Code set .code_length2,3; // Length for the Validation Code set .donate_item, 7179; // Donation Item set .@itemORcash, 0; // 0 for Item or 1 for Cash Point set .@npc_name$, "Donation Npc"; setarray .coupon_code$[0],"A","B","C","D","E","F","G","H","I","J","K","L", "M","N","O","P","Q","R","S","T","U","V","W","X", "Y","Z","0","1","2","3","4","5","6","7","8","9"; setarray .validation_code$[0],"A","B","C","D","E","F","G","H","I","J","K","L", "M","N","O","P","Q","R","S","T","U","V","W","X", "Y","Z","0","1","2","3","4","5","6","7","8","9"; // ==== NPC Talk ============================== // if( getgmlevel() >= .gms_level) goto AdminPanel; if( getgmlevel() < .gms_level) goto PlayerPanel; // ==== Don't Edit This ======================= // set .@stats$,"0"; // ==== Admin Panel =========================== // AdminPanel: mes .@npc_name$; mes "Welcome " + strcharinfo(0) + "."; next; switch(select("Add Donation Code:Player View:Exit")) { case 1: for(set @i, 0; @i < .code_length; set @i, @i+1) { set @random_char, rand(0,(getarraysize(.coupon_code$)-1)); set @new_donation$, @new_donation$ + .coupon_code$[@random_char]; } for(set @i, 0; @i< .code_length2; set @i, @i+1) { set @random_char, rand(0,(getarraysize(.validation_code$)-1)); set @new_validation$, @new_validation$ + .validation_code$[@random_char]; } mes .@npc_name$; mes "Enter Item Amount:"; input @donate_amount; next; mes .@npc_name$; mes "Coupon added."; query_sql "INSERT INTO `donate` (`code`, `item_amount`,`validation_code`,`status`) VALUES ('"+@new_donation$+"', "+@donate_amount+", '"+@new_validation$+"' , '"+.@stats$+"')"; set @new_donation$, ""; set @new_validation$, ""; next; mes "This is the list of code logs"; query_sql "SELECT `code` , `item_amount` , `validation_code` , `status` FROM `donate` ORDER BY `code` DESC", .@codelist$, .@status$, .@validation$; if(.@codelist) { mes .@npcname$; mes "There are no entrys in the Code List."; close; } else { next; mes .@npcname$; mes "The list will spawn at your main chat box."; dispbottom "Codelist | Amount | Validation"; for(set @ei,0; @ei < getarraysize(.@codelist$); set @ei,@ei + 1) { dispbottom ""+.@codelist$[@ei]+" | "+.@status$[@ei]+" | "+.@validation$[@ei]+" "; } } next; close; case 2: goto PlayerPanel; case 3: mes .@npc_name$; mes "Have a nice day."; close; } // ==== Player Panel ========================== // PlayerPanel: mes .@npc_name$; mes "Welcome to the Donation System. How can I help you?"; next; switch(Select("View My Donation Code:Enter My Donation Code:Exit")) { case 1: mes .@npc_name$; mes "Please enter your Validation Code:"; input @my_code$; next; query_sql "SELECT `validation_code` FROM `donate` WHERE `validation_code` = '"+@my_code$+"'", @available_code$; next; if(@my_code$ == @available_code$) { query_sql "SELECT `code` FROM `donate` WHERE `validation_code` = '"+@my_code$+"'", @available_code2$; mes .@npc_name$; mes "Your Donation Code is : [^FF7700" + @available_code2$+ "^000000]."; close2; end; } else { mes .@npc_name$; mes "Your Validation Code is Invalid."; close; } case 2: mes .@npc_name$; mes "Please enter your Donation Code:"; input @donate_code$; next; query_sql "SELECT `code` FROM `donate` WHERE `code` = '"+@donate_code$+"'", @donation_code$; query_sql "SELECT `status` FROM `donate` WHERE `code` = '"+@donate_code$+"'", @donate_status; if(strtoupper(@donate_code$)==@donation_code$ && @donate_status == 0) { if( .itemORcash == 0) { query_sql "SELECT `item_amount` FROM `donate` WHERE `code` = '"+@donate_code$+"'", @Donation_Code$; mes .@npc_name$; mes "You get ^0000FF" + getitemname(.donate_item) + " - " + @Donation_Code$ + " ea.^000000"; query_sql "UPDATE `donate` SET `status`=1 WHERE `code`='"+@donate_code$+"'"; close2; //query_sql "DELETE FROM `donate` WHERE `code`='"+@donate_code$+"'"; getitem .donate_item,@Donation_Code$; end; } else { query_sql "SELECT `item_amount` FROM `donate` WHERE `code` = '"+@donate_code$+"'", @Donation_Code$; mes .@npc_name$; mes "You get ^0000FF" + @Donation_Code$ + " Cash Point.^000000"; query_sql "UPDATE `donate` SET `status`=1 WHERE `code`='"+@donate_code$+"'"; close2; //query_sql "DELETE FROM `donate` WHERE `code`='"+@donate_code$+"'"; set #CASHPOINTS, @Donation_Code$; end; } } else { mes .@npc_name$; mes "This Donation Code doesn't exist."; close; } case 3: mes .@npc_name$; mes "Have a nice day."; close; } // ============================================ // OnInit: query_sql "CREATE TABLE IF NOT EXISTS `donate` (`code` TINYTEXT NOT NULL, `item_amount` INT NOT NULL, `validation_code` TEXT NOT NULL, `status` TEXT NOT NULL, INDEX `code` (`code`(32)) ) ENGINE=MyISAM"; query_sql "CREATE TABLE IF NOT EXISTS `donation` (`name` TEXT NOT NULL, `code` TEXT NOT NULL, `item_amount` INT NOT NULL, `validation_code` TEXT NOT NULL, INDEX `code` (`code`(32)) ) ENGINE=MyISAM"; waitingroom "Donation Reedeem",0; end; } im using this Donation Script when i try to add a code this error pop ups > when i tried to use a donation code this error will pop up in my map server id still get the Proof of donation but when i redeemed it it showing that error anyone who can help? ? sorry for my bad english..
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