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Forshaken

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Posts posted by Forshaken

  1. 19 hours ago, Theesco said:

    - script Skills_KG -1,{

     

    OnPCUseSkillEvent:

    // ====================== Susanoo ======================

     

     if(lskillid == 157) {

      if(getequipcardid(EQI_HEAD_MID,0) == 30094 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1482; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30098 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1482; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30095 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1483; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30099 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1483; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30096 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1484; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30100 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1484; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30135 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1484; }

      if(getequipcardid(EQI_HEAD_MID,0) == 30136 ) { set @visu,getlook(LOOK_HEAD_MID); setlook LOOK_HEAD_MID,1484; }

      AddTimer 30000, "FOME_SHARSKILL2::OnHPSHARSKILL22";

      end;

     }

     

    A script corresponde??

    Use this mod of easycore to get the skill name of a skill.

     

  2. On 8/11/2020 at 1:05 PM, Elijah23 said:

    Updated one

    Didn't know that kRO might have changed the drop effect until someone asked me to create a plugin.

    20200401 Ragexe shows a different drop effect + (do-re-mi?) sound

    Drop Effect as of 20200401
    1 = Blue
    2 = Yellow
    3 = Purple
    4 = Green
    5 = Red
    
    White is missing?
    Orange was turned into red?
    Added sound effect for the pillar effect.

    I attached my latest video for this.

    is this possible on 20180621exe?

  3. On 5/21/2022 at 11:50 AM, kalabasa said:

    i

    i got compile errors. im going to re-apply again and send it to you

    here it is

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    C2065    'mob_db_data': undeclared identifier    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4169    
    Error    C2660    'status_damage': function does not take 6 arguments    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\map.cpp    2046    
    Error    C2660    'status_damage': function does not take 6 arguments    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\atcommand.cpp    10502    
    Error    C2660    'status_damage': function does not take 6 arguments    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\atcommand.cpp    4114    
    Error    C2059    syntax error: '}'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\clif.cpp    4825    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4186    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4185    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4184    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4180    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4179    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4178    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4177    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4176    
    Error    C2027    use of undefined type 'mob_clone_spawn_market::mob_db'    map-server    c:\users\user\documents\ra pre-re\rathena\src\map\mob.cpp    4164    
     

    Are you using latest rA version?

  4. On 5/11/2022 at 2:57 AM, Gidz Cross said:

    How do you encounter the memory leak? Is it by @mapexit when marketclones still active? If thats the case i would say its normal. Try on your local. Set @market then @mapexit. You will see the memory leak.

    To fix i guess you need to properly shutdown your server by using @kickall then followed by @mapexit.

    yes this is the exact way to reproduce the memory leak. if it is normal then i would say ignore that part on my post.

  5. 22 hours ago, AsurielRO said:

    Anyone can help or share a script to me that have a tier on each choices.

    Something like this :

    first tier will be for 1st mvp map, after beating that mvp the warper will close the first tier option and open the second tier for 2nd mvp map will be open and so on.

    You can use the OnTouch event script then just disable it upon defeating the monster on the first map then enable the next OnTouch event script going to the next map.

  6. On 9/25/2021 at 12:01 PM, Easycore said:

    New Version:
    Working on latest Git: 6672bf

    • Refactored 'item_vending.txt' to YAML Format 'item_vending_db.yml'.
    • Fixed an issue regarding bound items in the buyer's inventory.
    • Added a config to enable/disable buying with bounded items.
    • Prevent buying if seller has the Max Item in the inventory (30,000 ea).
    • Added GetComma for a better visualization of the amount of zeny received (Vending Report).
    • Code clean-up.

    Status: Pending Approval.

    Waiting for approval ❤️

    @Easycore I suggest to post it on your website sir ? for your free release.

  7. 4 minutes ago, Eross said:

    Hi ! can anyone edit my this script .. I made a share exp for event MOTD . but I need to check if the member is on the same map with the mob killer because every time I kill a monster an exp applies on members wherever they are. Thanks a lot guys 

    OnNPCKillEvent:
    	query_sql ("SELECT `exp` FROM `party` WHERE `party_id` = "+ getcharid(1), .@exp);
    	if(killedrid!=$MobTypeLow && killedrid!=$MobTypeMid && killedrid!=$MobTypeHard ) { end; }
    	.@map$ = strcharinfo(3);
    	.mobid = killedrid;
    	if (.@exp) {addrid(2,0,getcharid(1));}
    	dispbottom "[Monster of the Day]: Experience Gained Base:"+strmobinfo(6,.mobid)+" Job:"+strmobinfo(7,.mobid)+"";
    	set BaseExp,(BaseExp+strmobinfo(6,.mobid));
    	set JobExp,(JobExp+strmobinfo(7,.mobid));
    	end;

     

    What is your basis then?
    - Location of party leader ?
    - Specific location chosen by you?

  8. On 9/13/2021 at 6:23 PM, exyoupjkbrxd said:

    Hello everyone, I'm trying to make a script for a NPC to change the player's rates with SC_EXPBOOST and SC_ITEMBOOST. I'm new to scripting and there might be a better way to make what I want but it works and I'm happy that I was able to make it work.

     

    I've got a menu working

     

    	mes "[Rate Professor]";
    	mes "You can change the rate you are using.";
    	mes "Your current rate is ^777777"+rate$+"/"+rate$+"/"+drop$+"^000000";
    	mes "Please select the rate you want:";
    
    // --------------------------------------------------
    //	Main Menu:
    // --------------------------------------------------
    
    menu	"Change Exp Rates",EXPMenu,
        	"Change Drop Rate",DROPMenu,
    		"Cancel",Cancel;
    
    // --------------------------------------------------
    	EXPMenu:
    // --------------------------------------------------
    
    menu	" 1x/1x EXP",e1x,
        	" 2x/2x EXP",e2x;
    
    // --------------------------------------------------
    	DROPMenu:
    // --------------------------------------------------
    
    menu	" 1x DROP",d1x,
        	" 2x DROP",d2x;

    The Change Exp Rates works with those lines :

    e1x: sc_end SC_EXPBOOST; set rate$ , "1x";end;
    e2x: sc_end SC_EXPBOOST; sc_start SC_EXPBOOST,-1,100; set rate$ , "2x";end;

    If the player select 1x, the script will remove the SC_EXPBOOST and set the variable rate$ to x1, which is shown in the NPC's message. I've got it working till 20x and I don't have any problem changing rates, removing the buff, login out/login in.

    But whenever I try to change the drop rate with :

    d1x: sc_end SC_ITEMBOOST; set drop$ , "1x";end;
    d2x: sc_end SC_ITEMBOOST; sc_start SC_ITEMBOOST,-1,100; set drop$ , "2x";end;

    I get an error:

    [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/custom/Rate Changer.txt', line '101'. Stopping...
     * w1=d1x: sc_end SC_ITEMBOOST; set drop$ , "1x";end;
     * w2=
     * w3=
     * w4=

     

    When the "d1x" line (or any other line like those) are included in the script, the NPC is not spawn in the world. When I comment them out, the NPC spawn without any issue. I try to find a way to make it work but I couldn't and I don't really understand the error message. Never got that error when I was writing the EXP part. Something else that I try was to put the effect from the bubble gum item (ID:12210 = sc_start SC_ITEMBOOST,1800000,200;) in the script but I still got the same error but with the bubble gum script.

    If someone could tell me where the error is or what I'm doing wrong it would be greatly appreciated.

    Thank you

    can you paste your whole script here

  9. On 9/14/2021 at 6:12 PM, powkda said:

    Good afternoon, I got the dice event here, but it's giving the following error on the following line:

    You have been issued a warning. Before you can post again, you must acknowledge the warning.
     .@size = getmapunits(BL_PC,.@players,"quiz_02");

    how could I reverse this error?

    try using getmapusers instead of getmapunits

  10. 14 hours ago, Eross said:

    Hi ! Is there way to change the script for EXP rings ??? The original script is adding EXP to the monster killer ..How about for leeching characters , While wearing this also adds exp while being leeched by other player.. Can you help me guys .. Thanks a lot

    image.png.8bd74b7bd367ecf150fbac2c2562f4eb.pngimage.png.6d331bc1f016bd163f7a8ffb2a6541f3.png

    Navigate Beholder Ring in db/pre-re/item_db.txt then simply change the exp bonus value of beholder ring from that file.

  11. //==============================================================================//
    //= Script Release : Job Changer + Max Leveler  [ Version 1.5 ]
    //==================================By==========================================//
    //= ManiacSociety
    //==============================================================================//
    //= Idea Came From : ManiacSociety
    //= Helper : Emistry & Kenpachi
    //==============================================================================//
    //= D E S C R I P T I O N S
    //==============================================================================//
    // -- 1. Character can choose a Job which he like to be.
    // -- 2. This NPC only have 1 Time Usage.
    //         If it is set to Account Based then that account can use 1 times.
    //         If it is set to Character Based then all new character can use 1 times.
    // -- 3. Complete skills / Skill Points will be given if it is set to be.
    // -- 4. Base Level and Job Level will be given upon Job Change.
    //==============================================================================//
    //= V E R S I O N S
    //==============================================================================//
    // -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings
    // -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes.                            
    // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations.            
    // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts.                            
    // -- [ 1.1 ] : Added New Job Change Option.                                    
    // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer.                        
    //==============================================================================//
    //= R U L E S
    //==============================================================================//
    // -- 1. Do not use for exchanging purpose.                                        
    // -- 2. Do not claim it as yours.                                                
    // -- 3. Do not change or remove the credits.
    // -- 4. Do not sell the script in order to get paid.
    // -- 5. Do not re-sharing upon modified without permission.
    //==============================================================================//
    
    
    new_1-1,57,124,1    script    Instant Job Master    651,{
    if (#FreeInstaJob == 1) {
            mes "[Starter NPC]";
            mes "You can only use my services";
            mes "once per account, sorry.";
            close; 
    }
    if (BaseClass == Job_Novice) goto Main_Menu;
    
    // -- Configuration Option
    set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
    set .InfoMenu,0;                    // Classes Informations Option [ 0 - Disable / 1 - Enable ]
    set .1stClassMenu,0;                // First Job Class Option [ 0 - Disable / 1 - Enable ]
    set .2ndClassMenu,0;                // Second Job Class Option [ 0 - Disable / 1 - Enable ]
    set .High1stClassMenu,0;            // High 1st Class Option [ 0 - Disable / 1 - Enable ]
    set .Trans2ndClassMenu,1;            // Transcendent Class Option [ 0 - Disable / 1 - Enable ]
    set .Trans3rdClassMenu,0;            // Third Job Class Option [ 0 - Disable / 1 - Enable ]
    set .ExpandedClassMenu,1;            // Expanded Class Option [ 0 - Disable / 1 - Enable ]
    set .BabyClassMenu,0;                // Baby Job Class Option [ 0 - Disable / 1 - Enable ]
    set .Baby3rdClassMenu,0;            // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
    set .allskills,1;                    // Complete Skills Option [ 0 - Disable / 1 - Enable ]
    
    
    Main_Menu:
        mes "[Instant Job Master]";
        mes "Nice to meet you "+ strcharinfo ( 0 ) +", my name is Instant Job Master";
        mes "Welcome to ^E066FFScarsRO!^000000";
        next;
        switch(select(( .InfoMenu == 0 )?"":"Classes Information",
                    ( .1stClassMenu == 0 )?"":"First Job Classes",
                    ( .2ndClassMenu == 0 )?"":"Second Job Classes",    
                    ( .High1stClassMenu == 0 )?"":"High First Job Classes",    
                    ( .Trans2ndClassMenu == 1 )?"":"Transcendent Job Classes",    
                    ( .Trans3rdClassMenu == 0 )?"":"Third Job Classes",        
                    ( .ExpandedClassMenu == 0 )?"":"Expanded Job Classes",    
                    ( .BabyClassMenu == 0 )?"":"Baby Normal Job Classes",        
                    ( .Baby3rdClassMenu == 0 )?"":"^Baby Third Job Classes",        
                    "^FF0000Sorry, i admire nobody....^000000")) {
    
                        Case 1: goto Classes_info;
                        Case 2:    goto FirstJob_Classes;
                        Case 3:    goto SecondJob_Classes;
                        Case 4:    goto HighFirstJob_Classes;
                        Case 5:    goto TransSecondJob_Classes;
                        Case 6:    goto TransThirdJob_Classes;
                        Case 7:    goto ExpandedJob_Classes;
                        Case 8:    goto BabyJob_Classes;
                        Case 9:    goto BabyThirdJob_Classes;
                        Case 10:    close;
                }
        
    FirstJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("Swordman",
                    "Magician",
                    "Archer",
                    "Acolyte",
                    "Merchant",
                    "Thief",
                    "Back")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;    
    
                Case 1:    callsub Job_Changing,1,99,50,60,"All";
                Case 2:    callsub Job_Changing,2,99,50,60,"All";
                Case 3:    callsub Job_Changing,3,99,50,60,"All";
                Case 4:    callsub Job_Changing,4,99,50,60,"All";
                Case 5:    callsub Job_Changing,5,99,50,60,"All";
                Case 6:    callsub Job_Changing,6,99,50,60,"All";
                Case 7:    goto Main_Menu;
            }
    
    HighFirstJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("High Swordman",
                    "High Magician",
                    "High Archer",
                    "High Acolyte",
                    "High Merchant",
                    "High Thief",
                    "Back")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;    
    
                Case 1:    callsub Job_Changing,4002,99,50,60,"All";
                Case 2:    callsub Job_Changing,4003,99,50,60,"All";
                Case 3:    callsub Job_Changing,4004,99,50,60,"All";
                Case 4:    callsub Job_Changing,4005,99,50,60,"All";
                Case 5:    callsub Job_Changing,4006,99,50,60,"All";
                Case 6:    callsub Job_Changing,4007,99,50,60,"All";
                Case 7:    goto Main_Menu;
            }
            
    SecondJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("Knight",
                    "Priest",
                    "Wizard",
                    "Blacksmith",
                    "Hunter",
                    "Assassin",
                    "Crusader",
                    "Monk",
                    "Sage",
                    "Rogue",
                    "Alchemist",
                    ( Sex == 0 )?"":"Dancer",        
                    ( Sex == 1 )?"":"Bard",    
                    "Back")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;    
                
                Case 1:    callsub Job_Changing,7,99,50,110,"All";
                Case 2:    callsub Job_Changing,8,99,50,110,"All";
                Case 3:    callsub Job_Changing,9,99,50,110,"All";
                Case 4:    callsub Job_Changing,10,99,50,110,"All";
                Case 5:    callsub Job_Changing,11,99,50,110,"All";
                Case 6:    callsub Job_Changing,12,99,50,110,"All";
                Case 7:    callsub Job_Changing,14,99,50,110,"All";
                Case 8:    callsub Job_Changing,15,99,50,110,"All";
                Case 9:    callsub Job_Changing,16,99,50,110,"All";
                Case 10:    callsub Job_Changing,17,99,50,110,"All";
                Case 11:    callsub Job_Changing,18,99,50,110,"All";
                Case 12:    callsub Job_Changing,20,99,50,110,"All";
                Case 13:    callsub Job_Changing,19,99,50,110,"All";
                Case 14:    goto Main_Menu;
            }
    
    TransSecondJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("Lord Knight",
                    "High Priest",
                    "High Wizard",
                    "Whitesmith",
                    "Sniper",
                    "Assassin Cross",
                    "Paladin",
                    "Champion",
                    "Professor",
                    "Stalker",
                    "Creator",
                    ( Sex == 0 )?"":"Gypsy",        
                    ( Sex == 1 )?"":"Clowm",    
                    "Back")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;    
                
                Case 1:    callsub Job_Changing,4008,99,70,127,"All";
                Case 2:    callsub Job_Changing,4009,99,70,127,"All";
                Case 3:    callsub Job_Changing,4010,99,70,127,"All";
                Case 4:    callsub Job_Changing,4011,99,70,127,"All";
                Case 5:    callsub Job_Changing,4012,99,70,127,"All";
                Case 6:    callsub Job_Changing,4013,99,70,127,"All";
                Case 7:    callsub Job_Changing,4015,99,70,127,"All";
                Case 8:    callsub Job_Changing,4016,99,70,127,"All";
                Case 9:    callsub Job_Changing,4017,99,70,127,"All";
                Case 10:    callsub Job_Changing,4018,99,70,127,"All";
                Case 11:    callsub Job_Changing,4019,99,70,127,"All";
                Case 12:    callsub Job_Changing,4021,99,70,127,"All";
                Case 13:    callsub Job_Changing,4020,99,70,127,"All";
                Case 14:    goto Main_Menu;
            }
    
                    
    ExpandedJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("Super Novice",
                    "Back")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;    
    
                Case 1:    callsub Job_Changing,23,255,120,110,"All";
                Case 2:    callsub Job_Changing,24,255,120,600,"All";
                Case 3:    callsub Job_Changing,25,255,120,60,"All";
                Case 4:    callsub Job_Changing,4046,255,120,60,"All";
                Case 5:    callsub Job_Changing,4047,255,120,110,"All";
                Case 6:    callsub Job_Changing,4049,255,120,110,"All";
                Case 7:    goto Main_Menu;
            }
    
    
    Job_Changing:
            mes .npcname$;
            mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
            if (compare(getarg(4),"All")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;    }
            if (compare(getarg(4),"Map")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;    }
            if (compare(getarg(4),"Area")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;    }
            if (compare(getarg(4),"Self")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;    }
            jobchange getarg(0);
            set BaseLevel,getarg(1);
            set JobLevel,getarg(2);
            ResetSkill;
            ResetStatus;
            set SkillPoint,getarg(3);
            if ( .allskills == 1 ){
            atcommand "@allskills";
            set SkillPoint,0;
            }
           set #FreeInstaJob,1;
            percentheal 100,100;
            close;
        
    Classes_info:
        mes .npcname$;
        mes "=====[^76EE00 Swordman Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Archer Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Mage Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Thief Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Acolyte Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Merchant Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Super Novice ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Gunslinger ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Ninja ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Taekwon ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Star Gladiator ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Soul Linker ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
        mes " ^FF0000________________________________^000000";
        next;
        goto Main_Menu;
        
    OnInit:
    waitingroom " Instant Job Master",0;
    end;
    
    }

     

  12. 9 hours ago, Eross said:

    Hi guys ! Ive created a simple script that will dispel a player on map load. But the problem is my only plan is to dispel players who enter the portal or who uses warps (priest), so inshort it has to be a different map to trigger the dispel and not by Teleport skill.. How to make teleport skip the dispel ?? thankyou ..

    OnPCLoadMapEvent:
    //for( set .i,0; .i < getarraysize( .Maps$ ); set .i,.i + 1 )
    	//if( strcharinfo(3) == .Maps$[.i] )
    		//sc_end sc_spirit;
    		sc_end sc_gospel;
    		sc_end SC_POEMBRAGI;
    		sc_end SC_APPLEIDUN;
    		sc_end SC_ASSNCROS;
    		sc_end SC_WHISTLE;
    		//sc_end 37; // holy weapon
    		//sc_end 38; // holy armor
    		sc_end 187; // increase all stat
    		sc_end 194; // increase hit
    		sc_end 196; // increase flee
    		sc_end 198; // max hp increase
    		sc_end 199; // max sp increase
    		sc_end 200; // attach strength
    		sc_end 202; // increase def	
    		sc_end 214; // SC_SCRESIST
    		sc_end 175; // POEMBRAGI
    		sc_end 181; // SERVICE4U
    		//specialeffect2 235;
    		end;

     

    try to indicate inside the txt file of the the script the loadevent mapflag. You have to put it after the script just like how we do on the other mapflags or try to set an array to blocklist some maps to your list. 
    ex.
    prontera mapflag loadevent

  13. On 9/6/2021 at 9:51 PM, Froost said:

    the funny thing is that you don't even need a source for this, the client already supports all of this, just add the numbers.

    care to share how we can do this? as far as i know you can only use that effects on top of the player.

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