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ScarrFace

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Posts posted by ScarrFace

  1. NPC will spawn in random maps and if you find him/her click the npc pub with random set of letters or numbers like in the image below.

    you need to type the correct combination to crack the pub

    TIA! who can help me to have this kind of event npc.

    CTP.jpg

  2. 20 hours ago, BeWan said:

    to solve your error you need to declare setdir first in src/script.

     

    BUILDIN_FUNC(setdir) {
        TBL_PC *sd;
        if ( script_hasdata(st,4) ) {
            if ( data_isstring( script_getdata(st,4) ) )
                sd = map_nick2sd( script_getstr(st,4),false );
            else
                sd = map_id2sd( script_getnum(st,4) );
        } else
            sd = map_id2sd(st->rid);
        if ( sd ) {
            int value = 0;
            if ( script_hasdata(st,3) ) {
                value = script_getnum(st,3);
                if ( value < 0 || value > 2 )
                    value = 0;
            }
            pc_setdir( sd, script_getnum(st,2), value );
            clif_changed_dir( &sd->bl, AREA );
        }
        return SCRIPT_CMD_SUCCESS;
    }

    BUILDIN_FUNC(checkdir) {
        TBL_PC *sd;
        if ( script_hasdata(st,3) ) {
            if ( data_isstring( script_getdata(st,3) ) )
                sd = map_nick2sd( script_getstr(st,3),false );
            else
                sd = map_id2sd( script_getnum(st,3) );
        } else
            sd = map_id2sd(st->rid);
        if ( sd ) {
            int value = 0;
            if ( script_hasdata(st,2) )
                value = script_getnum(st,2);
            script_pushint( st, value > 0 ? sd->head_dir : sd->ud.dir );
        }
        return SCRIPT_CMD_SUCCESS;
    }

    thank you so much!

  3. any char face forward script or src working on latest version?

     

    -	script	kdjhfksdjf	-1,{
    OnPCLoginEvent:
    	setdir DIR_SOUTH;
    	end;
    }

    this is not working and if i use this i got error.

    Quote

    parse_line: expect command, missing function name or calling undeclared function
    *    4 :        's'etdir DIR_SOUTH;

    how to fix that ? or anyone can recommend new script or src side? thank you 

  4. Hello @Mabuhay can you add disguise event and cluckers on your event manager with modification?

    if i use @eventjoin and warp in designated map, the event will not start if the participant is 1 player only.

    + the disguise event support of rand function when it comes to showing monster like rand(first id, last id) - to avoid easy win.

    TIA!!!

  5. Anyone can help me about my problem? TIA

    Royal Guard Suit and mount working perfectly
    but when it comes to Rune knight and get a mount nothing happen

     

  6. On 11/19/2019 at 12:22 PM, Mael said:
    
    //===== 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;
    }

     

    how to add npc script on that? thanks

  7. 1. i will cast devo to my party member and defender on

    2. enemy player hit my pt member - " works fine "

    3. but when i cast my devo skill again to my pt member the defender reduce damage gone but the icon defender skill and the effect of slow still there

     

    anyone can help me to fix this? Thank you!

  8. thank you. but can i request it will create own table like "reward_table" and all recorded in the table when player claim the reward this is IP based or account based.

    sorry for asking too much. newbie on developing

    On 11/12/2019 at 5:24 AM, crazyarashi said:
    
    prontera,123,123,1	script	Reward NPC	123,{
    	.@unique_id$ = get_unique_id();
    	if($reward_status > 0 || $reward_count < 1){
    		mes "[ Reward NPC ]";
    		mes "Sorry, but the first 50 rewards are out. Better luck next time.";
    		close;
    	}
    	if(getd("$ID_" + .@unique_id$) > 0 || #NPCREWARD > 0){
    		mes "[ Reward NPC ]";
    		mes "You have already claimed your reward.";
    		close;
    	}
    	mes "[ Reward NPC ]";
    	mes "Here's your reward. Have a nice day!";
    	setd "$ID_" + .@unique_id$,1;
    	#NPCREWARD = 1;
    	$reward_count -= 1;
    	for(.@i = 0; .@i < getarraysize(.rewards); .@i += 2)
    		getitem .rewards[.@i],.rewards[.@i+1];
    	if($reward_count == 0)
    		$reward_status = 1;
    	end;
    	
    OnInit:
    	.reward_count = 50;
    	if($reward_status == 0 && $reward_count == 0)
    		$reward_count = .reward_count;
    	setarray .rewards,501,10,502,10;
    	while($reward_count > 0){
    		delwaitingroom;
    		waitingroom "Rewards left - " + $reward_count, 0;
    		sleep 10000;
    	}
    	end;
    }

     

    hello how to reset this?

  9. 56 minutes ago, crazyarashi said:
    
    prontera,123,123,1	script	Reward NPC	123,{
    	.@unique_id$ = get_unique_id();
    	if($reward_status > 0 || $reward_count < 1){
    		mes "[ Reward NPC ]";
    		mes "Sorry, but the first 50 rewards are out. Better luck next time.";
    		close;
    	}
    	if(getd("$ID_" + .@unique_id$) > 0 || #NPCREWARD > 0){
    		mes "[ Reward NPC ]";
    		mes "You have already claimed your reward.";
    		close;
    	}
    	mes "[ Reward NPC ]";
    	mes "Here's your reward. Have a nice day!";
    	setd "$ID_" + .@unique_id$,1;
    	#NPCREWARD = 1;
    	$reward_count -= 1;
    	for(.@i = 0; .@i < getarraysize(.rewards); .@i += 2)
    		getitem .rewards[.@i],.rewards[.@i+1];
    	if($reward_count == 0)
    		$reward_status = 1;
    	end;
    	
    OnInit:
    	.reward_count = 50;
    	if($reward_status == 0 && $reward_count == 0)
    		$reward_count = .reward_count;
    	setarray .rewards,501,10,502,10;
    	while($reward_count > 0){
    		delwaitingroom;
    		waitingroom "Rewards left - " + $reward_count, 0;
    		sleep 10000;
    	}
    	end;
    }

     

    it work. thank you so much

     

    can you give me ip based and account based? please? thank you in advance. 

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