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Mael

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Everything posted by Mael

  1. No hay de qué. Igual si tienes más dudas, siempre estoy online revisando estas secciones.
  2. they have already told you what you need for this. Please do not create several topics asking the same. This is the closest to what you need.
  3. Take the izlude map from here. and add it to your master/db/pre-re/map_cache.dat
  4. You don't need to delete anything from the script. Just edit this. // ----------------------------------------------------------- // Reward options. // ----------------------------------------------------------- // [1] Enable rewards. // [2] Mail all rewards. // - If not set, players receive items in their inventory. // - Only ONE item can be sent via mail for PACKETVER < 20150513 while later clients are limited to MAIL_MAX_ITEM (5). // - Note that offline players do NOT receive rewards. // [4] Only reward Guild Masters. // - If not set, all guild members are rewarded. // - If mailing is enabled (option 2), offline Guild Masters WILL receive rewards. // [8] Duplicate IP check. // - Members in a guild with the same IP address are not rewarded. // - If Guild Masters is enabled (option 4), this feature is not used. // ----------------------------------------------------------- // Combine values as needed (e.g. 1|8 = 1+8 = 9). set .Options, 1|8;
  5. <servicetype>korea</servicetype> to <servicetype>america</servicetype> or maybe. <servicetype>brazil</servicetype>
  6. //===== rAthena Script ======================================= //= All-in-One NPC //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.8 //===== Description: ========================================= //= A compilation of commonly-used NPC scripts. //== Includes job changer, stylist, refiner, card remover, //== coin exchanger, rentals, resetter, platinum skills, //== sex changer, identifier, healer, buffer, and repairman. //============================================================ prontera,148,174,6 script All-in-One NPC 953,{ function Get_Platinum; function Equip_Menu; function Cm; if (getarraysize(.OnClick)) { if (.OnClick[0]) { specialeffect2 EF_HEAL2; percentheal 100,100; } if (.OnClick[1]) { specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10; specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10; } if (.OnClick[2]) repairall; } mes .n$; set .@time, gettime(3); mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!"; mes "What can I do for you?"; emotion ET_DELIGHT; next; disable_items; switch(select(.menu$)) { case 1: function Job_Menu; function A_An; mes .n$; if (Class > 4049) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } if (Class > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); if (.@i==3) close; mes .n$; mes "Are you sure?"; next; Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); mes .n$; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70; if (.@exp[0] && .SecondExpanded) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } mes "Switch to "+jobname(.@exp[0])+"?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class."; else if (Class == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); default: mes "An error has occurred."; break; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { mes .n$; mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; close; } mes .n$; mes "Are you sure?"; next; } else set .@i, getarg(0); if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { mes .n$; mes "You are now "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) Get_Platinum; close; } if (getargcount() == 1) return; mes .n$; } end; } function Get_Platinum { skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0); } case 2: mes .n$; mes "Select an option."; next; setarray .@Look[1],7,1,6; set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color"); set .@Revert, getlook(.@Look[.@s]); set .@Style,1; mes .n$; mes "How does this look?"; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1); break; case 2: set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]); break; case 3: next; mes .n$; mes "Choose a style between 1 - "+.Styles[.@s]+"."; input .@Style,0,.Styles[.@s]; if (!.@Style) set .@Style, rand(1,.Styles[.@s]); next; mes .n$; mes "How does this look?"; break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } close; case 3: function Refine_Item; if (.EnrichedRefine) { mes .n$; mes "Select an option."; next; if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) { mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],7619,7620,7620,7620,7620; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; if(select(" ~ Refine item (2 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2) close; Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1); close; } } mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],985,1010,1011,984,984; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(10-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) { case 1: Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 2: input .@Refines; if (.@Refines+getequiprefinerycnt(@i) > 10 || .@Refines < 1) { mes .n$; mes "Invalid number ("+.@Refines+")."; } else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 3: if (.@SafeCount < 1) { mes .n$; mes "The item has already reached the safe limit."; } else Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 4: close; } function Equip_Menu { setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear"; set .@menu$,""; for (set .@i,1; .@i <= 10; set .@i,.@i+1) { if (getequipisequiped(.@i)) set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]"; set .@menu$, .@menu$+":"; } set @i, select(.@menu$); if (!getequipisequiped(@i)) { mes .n$; mes "Nothing is equipped there!"; close; } if (getarg(0)) { if (!getequipisenableref(@i)) { mes .n$; mes getequipname(@i)+" cannot be refined."; close; } if (getequiprefinerycnt(@i) >= 10 ) { mes .n$; mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; close; } } return; } function Refine_Item { mes .n$; set .@price, getarg(0)*getarg(2); mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny."; if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) { mes "Come back when you have the required materials."; close; } if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) mes "The item will be refined above the safe limit. It may break."; next; if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2) close; mes .n$; set .@j, getarg(0); while(.@j) { delitem getarg(1),1; set Zeny, Zeny-getarg(2); if (getarg(4,0)) { if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" broke while refining."; failedrefitem @i; close; } } else { if (getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" broke while refining."; failedrefitem @i; close; } } successrefitem @i; set .@j, .@j-1; } mes "All done!"; close; } function Cm { set .@str$, getarg(0); for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3) set .@str$, insertchar(.@str$,",",.@i); return .@str$; } case 4: mes .n$; if (.Prices[0]) mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards."; mes "Please select an equipment."; next; Equip_Menu(0); mes .n$; if (Zeny < .Prices[0]) { mes "You don't have enough Zeny."; close; } set .@j,getequipcardcnt(@i); if (!.@j) { mes "There are no cards compounded to "+getequipname(@i)+"."; close; } if (!checkweight(4001,(.@j+1))) { mes "You're carrying too many items!"; close; } mes "Item: "+getequipname(@i); for(set .@i,0; .@i<.@j; set .@i,.@i+1) mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i)); next; if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2) close; set Zeny, Zeny-.Prices[0]; successremovecards @i; mes .n$; mes "Cards successfully removed!"; close; case 5: mes .n$; mes "Coins are worth "+Cm(.Coin[1])+" Zeny each."; next; switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) { case 1: mes .n$; mes "How many coins do you want?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (.@coins*.Coin[1] > Zeny) { mes "You don't have enough Zeny."; close; } if (!checkweight(.Coin[0],.@coins)) { mes "You don't have enough inventory space."; close; } set Zeny, Zeny-(.Coin[1]*.@coins); getitem .Coin[0], .@coins; mes "Purchased "+Cm(.@coins)+" coins."; close; case 2: mes .n$; mes "How many coins do you want to trade in?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (countitem(.Coin[0]) < .@coins) { mes "You don't have that many coins!"; close; } if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { mes "You have too much Zeny!"; close; } delitem .Coin[0], .@coins; set Zeny, Zeny+(.Coin[1]*.@coins); mes "Exchanged "+Cm(.@coins)+" coins."; close; case 3: close; } case 6: if (Zeny < .Prices[2]) { mes .n$; mes "It costs "+Cm(.Prices[2])+" Zeny to rent."; close; } if (ismounting()) { mes .n$; mes "You must first remove your mount."; close; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) { if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) { mes .n$; mes "Please select an option."; next; if(select(" ~ Falcon: ~ Warg") == 1) setfalcon; else getitem 6124,1; } else getitem 6124,1; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) { if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) { mes .n$; mes "Please select an option."; next; if(select(" ~ Cart: ~ Mado")==1) setcart; else setmadogear; } else setcart; } else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart; else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon; else if (!checkriding() && getskilllv("KN_RIDING")) { if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon; else setriding; } else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear; else { mes .n$; mes "You do not meet requirements to rent."; close; } set Zeny, Zeny-.Prices[2]; specialeffect2 EF_TEIHIT3; mes .n$; mes "Here you go."; emotion ET_BEST; close; case 7: mes .n$; if (.Prices[1]) mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills."; mes "Please select an option."; next; set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel"); if (.@i == 3) close; mes .n$; if (Zeny < .Prices[1]) { mes "You don't have enough Zeny."; close; } set Zeny, Zeny-.Prices[1]; if (.@i == 1) { resetstatus; mes "Stats reset!"; } else { resetskill; mes "Skills reset!"; } close; case 8: Get_Platinum; specialeffect2 EF_BLUECASTING; mes .n$; mes "Platinum skills received!"; close; case 9: set .@Var$, ".SexChange"+((Sex)?"F":"M"); if (getarraysize(getd(.@Var$))) { mes .n$; mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:"; for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) { mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]")); if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]")) set .@nreq,1; } if (.@nreq) close; next; } mes .n$; mes "Do you really want to change sex?"; next; if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) { if (getarraysize(getd(.@Var$))) { for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]"); } changesex; } close; case 10: setarray .@Total[0],0,0; getinventorylist; mes .n$; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) { if (@inventorylist_identify[.@i]) continue; if (Zeny < .Prices[3]) { if (!.@Total[0]) { mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item."; close; } break; } set Zeny, Zeny-.Prices[3]; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3]; } if (!.@Total[0]) { mes "No items identified."; close; } specialeffect2 EF_REFINEOK; mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+"."; close; } OnInit: // --------------------- Config --------------------- setarray .MainMenu$[0], // Set menu options! "Change Jobs", // [1] "Stylist", // [2] "Refiner", // [4] "Remove Cards", // [8] "Exchange Coins", // [16] "Rentals", // [32] "Reset Stats/Skills", // [64] "Platinum Skills", // [128] "Change Sex", // [256] "Identify All"; // [512] set .@MenuOption,1|2|4|8|16|32|64|128|256|512; setarray .OnClick[0],1,1,1; // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no) setarray .Styles[1], // Maximum dye, hair style, and hair color getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color"); setarray .Coin[0],674,1000000; // Coin item ID, coin price setarray .Prices[0],50000,10000,0,100; // Zeny to remove cards [0], reset [1], rent [2], identify [3] setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .ThirdClass,1; // Enable third classes? (1: yes / 0: no) set .SecondExpanded,1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) set .SNovice,45; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) set .SkillPointCheck,0; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) set .EnrichedRefine,1; // Allow enriched refiner option? (1: yes / 0: no) setarray .RP[0],2000,50,200,5000,20000; // Zeny for armor, lv1, lv2, lv3, lv4 refines setarray .SexChangeF[0],2213,1,1558,1,7152,50; // Items to turn into Female (ID,Count) setarray .SexChangeM[0],5016,1,2241,1,1017,50; // Items to turn into Male (ID,Count) set .n$, "[All-in-One NPC]"; // NPC Name // -------------------------------------------------- set .menu$,""; for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) { if (.@MenuOption & (1<<.@i)) set .menu$, .menu$+" ~ "+.MainMenu$[.@i]; set .menu$, .menu$+":"; } end; }
  7. Great release, many people will be happy for this.
  8. I have not test it. But I think it should work. //===== rAthena Script ======================================= //= All-in-One NPC //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.8 //===== Description: ========================================= //= A compilation of commonly-used NPC scripts. //== Includes job changer, stylist, refiner, card remover, //== coin exchanger, rentals, resetter, platinum skills, //== sex changer, identifier, healer, buffer, and repairman. //============================================================ new_1-2,100,113,6 script All-in-One NPC 403,{ function Get_Platinum; function Cm; if (getarraysize(.OnClick)) { if (.OnClick[0]) { specialeffect2 EF_HEAL2; percentheal 100,100; } if (.OnClick[1]) { specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10; specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10; } if (.OnClick[2]) repairall; } mes .n$; set .@time, gettime(3); mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!"; mes "What can I do for you?"; emotion ET_DELIGHT; next; disable_items; switch(select(.menu$)) { case 1: function Job_Menu; function A_An; mes .n$; if (Class > 4049) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } if (Class > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); if (.@i==3) close; mes .n$; mes "Are you sure?"; next; Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); mes .n$; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70; if (.@exp[0] && .SecondExpanded) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } mes "Switch to "+jobname(.@exp[0])+"?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class."; else if (Class == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); default: mes "An error has occurred."; break; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { mes .n$; mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; close; } mes .n$; mes "Are you sure?"; next; } else set .@i, getarg(0); if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { mes .n$; mes "You are now "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) Get_Platinum; close; } if (getargcount() == 1) return; mes .n$; } end; } function Get_Platinum { skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0); } case 2: Get_Platinum; specialeffect2 EF_BLUECASTING; mes .n$; mes "Platinum skills received!"; close; case 3: if (Zeny < .Prices[2]) { mes .n$; mes "It costs "+Cm(.Prices[2])+" Zeny to rent."; close; } if (ismounting()) { mes .n$; mes "You must first remove your mount."; close; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) { if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) { mes .n$; mes "Please select an option."; next; if(select(" ~ Falcon: ~ Warg") == 1) setfalcon; else getitem 6124,1; } else getitem 6124,1; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) { if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) { mes .n$; mes "Please select an option."; next; if(select(" ~ Cart: ~ Mado")==1) setcart; else setmadogear; } else setcart; } else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart; else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon; else if (!checkriding() && getskilllv("KN_RIDING")) { if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon; else setriding; } else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear; else { mes .n$; mes "You do not meet requirements to rent."; close; } set Zeny, Zeny-.Prices[2]; specialeffect2 EF_TEIHIT3; mes .n$; mes "Here you go."; emotion ET_BEST; close; case 4: mes "[ All Skill Npc ]"; if (JobLevel < 10) { mes "Come back where you're job level is 10."; end; } function Cm { set .@str$, getarg(0); for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3) set .@str$, insertchar(.@str$,",",.@i); return .@str$; } mes "Okay.. I got you here you go..."; atcommand "@skillall "+strcharinfo(0); end; } OnInit: // --------------------- Config --------------------- setarray .MainMenu$[0], // Set menu options! "Change Jobs", // [1] "Platinum Skills", // [2] "Rentals", // [4] "All Skills"; // [8] set .@MenuOption,1|2|4|8; setarray .OnClick[0],1,1,1; // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no) setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .ThirdClass,0; // Enable third classes? (1: yes / 0: no) set .SecondExpanded,1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) set .SNovice,45; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) set .SkillPointCheck,0; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) set .n$, "[All-in-One NPC]"; // NPC Name // -------------------------------------------------- set .menu$,""; for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) { if (.@MenuOption & (1<<.@i)) set .menu$, .menu$+" ~ "+.MainMenu$[.@i]; set .menu$, .menu$+":"; } end; }
  9. Adding a custom weapon depends on the client you are using, what version are you using?
  10. They may have problems with the type of format, they must export it in .bmp They could even export it in Paint for example: the emblem must measure 24x24
  11. Better deactivate the Packet Obfuscation on NEMO. I personally do not use it.
  12. Mael

    Guild Storage

    If you use PRE, you must activate the permission to use the guild storage. https://github.com/rathena/rathena/blob/master/db/pre-re/guild_skill_tree.yml#L122 and line 123
  13. What kind of problems do you have with zackdreaver translations? could you detail them?
  14. well... Ragexe - EXE for kRO main server RagexeRE - EXE for kRO test server If you want to use PRE-RE, just add this to the data that I just shared. https://github.com/zackdreaver/ROenglishPRE
  15. https://rathena.org/board/topic/121239-prize-for-the-first-50/#comment-367696
  16. You may have some problems at the beginning with the client, but all the information to make your client "stable" is in this forum.
  17. @Zeiyan if you want to update in client resources. i recommend this: For data things: https://github.com/llchrisll/ROenglishRE this is the most recommended for rAthena. I have not used the client 2018-06-20 before, i recommend this one 2018-06-21aRagexeRE We are currently using this NEMO for the most updated versions of exe client. In case you want to try that exe client I share a secure diff list. 257 Use Default Web Browser for <URL> 1 Use Tilde for Matk 258 Enable Shortcut All Item 9 Disable 1rag1 type parameters (Recommended) 13 Disable Ragexe Filename Check (Recommended) 16 Disable Swear Filter 19 Enable Title Bar Menu 23 Enable /who command (Recommended) 24 Fix Camera Angles (Recommended) 32 Increase Zoom Out Max 34 Enable /showname (Recommended) 36 Read msgstringtable.txt (Recommended) 38 Remove Gravity Ads (Recommended) 39 Remove Gravity Logo (Recommended) 40 Restore Login Window (Recommended) 41 Disable Nagle Algorithm (Recommended) 44 Translate Client (Recommended) 46 Use Normal Guild Brackets (Recommended) 47 Use Ragnarok Icon 48 Use Plain Text Descriptions (Recommended) 50 Skip License Screen 53 Use Ascii on All LangTypes (Recommended) 61 Disable Packet Encryption 64 @ Bug Fix (Recommended) 65 Load Custom lua file instead of iteminfo*.lub (Recommended) 73 Remove Hourly Announce (Recommended) 75 Enable Flag Emoticons 76 Enforce Official Login Background 84 Remove Serial Display (Recommended) 88 Allow space in guild name 90 Enable DNS Support (Recommended) 91 Disconnect to Login Window 97 Cancel to Login Window (Recommended) 101 Skip Friend list Cheat Check 102 Skip Guild Member Cheat Check 200 Enable Multiple GRFs - Embedded 208 Restore Cash Shop Icon 212 Restore Roulette 213 Disable Help Message on Login (Recommended) 222 Show Replay Button 225 Show Register Button 230 Always load Korea ExternalSettings lua file 239 Ignore /account: command line argument 251 Allow close cutin by pressing esc key 253 Skip some hidden menu icon buttons 256 Use Default Web Browser In Cashshop if you need more help, just keep commenting on this topic ?
  18. I do not know what you're talking about ? i think you're not following the modified script. if you want to choose a rate% just modify this: if ( rand(100) < 50 ) { // 50% chance to get the item
  19. add this to data/luafiles514/luafiles/skillinfoz.zip
  20. prontera,150,150,4 script Quest NPC 1_M_MERCHANT,{ mes "[Quest NPC]"; mes "I have an awesome item list here, you want to take a simple quest?."; next; menu "Nope i dont want!",-, "Yes show me the list.",M_DO; mes "[Quest NPC]"; mes "Ok bye.."; emotion ET_HAH; close; M_DO: mes "[Quest NPC]"; mes "You can select one from the following..."; next; menu "ITEM1",A_ITEM1,"ITEM2",A_ITEM2,"ITEM3",A_ITEM3,"ITEM4",A_ITEM4,"ITEM5",A_ITEM5,"ITEM6",A_ITEM6; // -------------------------------------------------------- A_ITEM1: mes "[Quest NPC]"; mes "You want this gear?"; mes "You need this items before you have mine."; mes "Poring Coins [300 ea]"; mes "Mithril Coins [500 ea]"; mes "Ghostring Card [1 ea]"; next; if(select("Get It:Cancel")==2) goto M_END; if(countitem(7539) < 300 || countitem(674) < 500 || countitem(4047) < 1) { mes "[Quest NPC]"; mes "Not enough coins"; close; } else { mes "[Quest NPC]"; delitem 7539,300; delitem 674,500; delitem 4047,1; progressbar "FFFFFF",2; if ( rand(100) < 50 ) { // 50% chance to get the item specialeffect2 610; mes "Success !"; getitem 999,1; // Item ID Number close; } else { specialeffect2 611; mes "Failed"; close; } // -------------------------------------------------------- A_ITEM2: mes "[Quest NPC]"; mes "You want this gear?"; mes "You need this items before you have mine."; mes "Poring Coins [300 ea]"; mes "Mithril Coins [500 ea]"; mes "Ghostring Card [1 ea]"; next; if(select("Get It:Cancel")==2) goto M_END; if(countitem(7539) < 300 || countitem(674) < 500 || countitem(4047) < 1) { mes "[Quest NPC]"; mes "Not enough coins"; close; } else { mes "[Quest NPC]"; delitem 7539,300; delitem 674,500; delitem 4047,1; progressbar "FFFFFF",2; if ( rand(100) < 50 ) { // 50% chance to get the item specialeffect2 610; mes "Success !"; getitem 999,1; // Item ID Number close; } else { specialeffect2 611; mes "Failed"; close; } // -------------------------------------------------------- A_ITEM3: mes "[Quest NPC]"; mes "You want this gear?"; mes "You need this items before you have mine."; mes "Poring Coins [300 ea]"; mes "Mithril Coins [500 ea]"; mes "Ghostring Card [1 ea]"; next; if(select("Get It:Cancel")==2) goto M_END; if(countitem(7539) < 300 || countitem(674) < 500 || countitem(4047) < 1) { mes "[Quest NPC]"; mes "Not enough coins"; close; } else { mes "[Quest NPC]"; delitem 7539,300; delitem 674,500; delitem 4047,1; progressbar "FFFFFF",2; if ( rand(100) < 50 ) { // 50% chance to get the item specialeffect2 610; mes "Success !"; getitem 999,1; // Item ID Number close; } else { specialeffect2 611; mes "Failed"; close; } // -------------------------------------------------------- A_ITEM4: mes "[Quest NPC]"; mes "You want this gear?"; mes "You need this items before you have mine."; mes "Poring Coins [300 ea]"; mes "Mithril Coins [500 ea]"; mes "Ghostring Card [1 ea]"; next; if(select("Get It:Cancel")==2) goto M_END; if(countitem(7539) < 300 || countitem(674) < 500 || countitem(4047) < 1) { mes "[Quest NPC]"; mes "Not enough coins"; close; } else { mes "[Quest NPC]"; delitem 7539,300; delitem 674,500; delitem 4047,1; progressbar "FFFFFF",2; if ( rand(100) < 50 ) { // 50% chance to get the item specialeffect2 610; mes "Success !"; getitem 999,1; // Item ID Number close; } else { specialeffect2 611; mes "Failed"; close; } // -------------------------------------------------------- A_ITEM5: mes "[Quest NPC]"; mes "You want this gear?"; mes "You need this items before you have mine."; mes "Poring Coins [300 ea]"; mes "Mithril Coins [500 ea]"; mes "Ghostring Card [1 ea]"; next; if(select("Get It:Cancel")==2) goto M_END; if(countitem(7539) < 300 || countitem(674) < 500 || countitem(4047) < 1) { mes "[Quest NPC]"; mes "Not enough coins"; close; } else { mes "[Quest NPC]"; delitem 7539,300; delitem 674,500; delitem 4047,1; progressbar "FFFFFF",2; if ( rand(100) < 50 ) { // 50% chance to get the item specialeffect2 610; mes "Success !"; getitem 999,1; // Item ID Number close; } else { specialeffect2 611; mes "Failed"; close; } // -------------------------------------------------------- A_ITEM6: mes "[Quest NPC]"; mes "You want this gear?"; mes "You need this items before you have mine."; mes "Poring Coins [300 ea]"; mes "Mithril Coins [500 ea]"; mes "Ghostring Card [1 ea]"; next; if(select("Get It:Cancel")==2) goto M_END; if(countitem(7539) < 300 || countitem(674) < 500 || countitem(4047) < 1) { mes "[Quest NPC]"; mes "Not enough coins"; close; } else { mes "[Quest NPC]"; delitem 7539,300; delitem 674,500; delitem 4047,1; progressbar "FFFFFF",2; if ( rand(100) < 50 ) { // 50% chance to get the item specialeffect2 610; mes "Success !"; getitem 999,1; // Item ID Number close; } else { specialeffect2 611; mes "Failed"; close; } M_END: mes "[Quest NPC]"; mes "See you..."; emotion ET_SLEEPY; close; } } } } } } }
  21. Maybe a Content Moderator needs to approve the update of this topic.
  22. Many of the items she exhibits are free... You could create them yourself or request services from an available spriter. Of course, as long as you can't communicate with her.
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