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Eross

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Posts posted by Eross

  1. Hi ! I would like to request for a Shop NPC that only offers limited stock of items. I tried using marketshop but there are some missing functions like the following:

    1. NPC should announce or shout the name of buyer

    2. Stocks of items shouldnt refill again on server reload or script reload

     

     

    Thanks ^_^

  2. On 2/3/2025 at 3:14 AM, rokimoki said:

    Okay, I will investigate.

    As far as I can see you modified the code to adap something I bet, mine is working good. I found a bug but that zenyDonated didn't reset properly, I'm fixing this but, when I reach donation everything works good.

     

    Everything works like a charm. I upload just in case you have a wrong version.

    EDIT: Fixed some issue about zeny limit aim update. Now should work like a charm xd.

    EDIT2: I realized that zeny changes may be affected if you configure short period of time between rates updates, for every hour is fine atm but... to improve the script we should get online people zeny, and offline people zeny, but, I won't for now, so consider the script finished, unless we find further bugs, which I hope not.

     

    super_floating_rates.txt 7.52 kB · 7 downloads

    Hi its working fine now ! Question, is there a difference in online player zeny to offline tho ?? Will this affect the npc script ??? 

  3. Hi ! Does anyone have this script ? the quest warper from rathena has no Fields option. I tried adding but got sooooo many bugs and errors. Can you help me please ? The script file is from rAthena/npc/custom/etc/quest_warper.txt

    //===== rAthena Script ============================================
    //= Quest Warper Script
    //===== By: =======================================================
    //= DZeroX, Darkchild, Neouni
    //===== Current Version: ==========================================
    //= 2.3
    //===== Compatible With: ==========================================
    //= rAthena Project
    //===== Description: ==============================================
    //= Warper that works only after locations are unlocked.
    //===== Additional Comments: ======================================
    //= 1.0 - NPCs created
    //= 1.1 - Add Dungeons by sturm
    //= 1.2 - Add All char in account unlocked by ace_killer
    //= 1.3 - Add new 7 towns and 7 dungeons by escoteiro
    // - Correct bug jawaii town by escoteiro
    // - Remove some excessive warpras by escoteiro
    //= 1.4 - Rewrite of the Warpa system [Neouni]
    // - Corrected some bugs caused by autoconverting the old script
    //= 1.4a - Rewrite of menu to be custom for each player [Neouni]
    // - Dungeon listing rewrite
    // - Town listing rewrite
    // - GameMaster can Customise Main menu
    //= 1.4b - Pricing round [Neouni]
    // - GM menu added for pricing
    // - Town Warp pricing tags added
    // - Dungeon Warp pricing tags added
    //= 1.5 - storage functions pricing [Neouni]
    // - storage pricing added
    // - kafra points setting added
    // - kafra storage code security added
    // - Healing scripts pricing added
    // - Heal Part script added
    //= 1.6 - Dungeon warp [Neouni] (beta only)
    // - added option to add a extra fee for going down deeper into dungeon
    // partly by rebuilding the dungeon warping into variable menu's
    //= 1.6a - a lot of fixes for beta release [Neouni] (public release)
    // - fixed syntax problems
    // - fixed missing pyramid gats in @DGat$ array
    // - removed the culver level 5 that didn't exist
    //= 1.7 - Readability of Dungeon menu building increased [Neouni]
    // - Thanatos Tower & Luoyang Dungeon added
    //= 1.8 - changed around unlock variables [Neouni]
    // - Moved warp variables to mark what you have unlocked to an binary array in login based permanent variable
    // (warp variables are saved in login database, so all charservers have these unlocked)
    // - Town Warp unlock array max 21/(unknown max) items used instead of max account #variables 32 !
    // - Dungeon Warp unlock array 28/(unknown max) items used instead of max account #variables 32 !
    // - (max login ##variables = 16, i used 3)
    // - old variables are cleared on next save
    // - Extra Variable clear added for every character, just in case (request by Terces)
    //= 1.8a - Show amount of users on map [Neouni]
    //= 1.8b - Small typo fixed in stampcard script [Neouni]
    //= 1.9 - Making it more edit friendly [Neouni]
    // - Made Dungeon warp arrays more readable & editable (QWS_Darray)
    // - Made town warp arrays more readable & editable (QWS_Tarray)
    //= 2.0 - Special Warp menu added [Neouni]
    // - when all towns and dungeons are collected a new option on the main menu will show
    // - it will only show when you setup the mapname of the warp !
    //= 2.0a - Dungeon Level Limit & Split dungeon fees
    // - Limits dungeon based on Depth, access special setup menu thru GM-Menu
    // - Dungeon fees split up based on  Basic , Advanced & Overseas
    // - Old Dungeon fee system removed, all dungeon fees now set to 0
    //= 2.0b - Special warpname menu option name bug fixed
    //= 2.1 - Updated names to fall within retrictions. [L0ne_W0lf]
    //= 2.2 - #kafra_code is now stored as is. [brianluau]
    //= 2.3 - Added new town maps, cleanup, and removed pre-1.8 backwards fix. [Euphy]
    //=================================================================
    
    //========================Function=&=Script========================
    
    function	script	Q_Warpra	{
    	mes "[Warpra]";
    	mes "Hello,";
    	mes "I can warp you to any town or dungeon, but you need to unlock them first by visiting us.";
    	mes "What do you need?";
    	
    	if(getarg(0) == 0) callfunc "QWS_MMarray",0;
    	if(getarg(0) == 1) callfunc "QWS_MMarray",1;
    	
    	set @MMenu,select(@Mmenulist$[0],@Mmenulist$[1],@Mmenulist$[2],@Mmenulist$[3],@Mmenulist$[4],@Mmenulist$[5],@Mmenulist$[6],@Mmenulist$[7],@Mmenulist$[8],@Mmenulist$[9],@Mmenulist$[10],@Mmenulist$[11]);
    
    	switch(@Mmenuref[@MMenu-1]+1){
    	case 1: goto GM_Menu;
    	case 2:
    		warp $QW_SP_WarpMap$, $QW_SP_WarpX, $QW_SP_WarpY;
    		close2;
    		debugmes "Please check your special warp menu settings on the Warpra.";
    		end;
    	case 3: goto L_town;
    	case 4: goto L_dungeon;
    	case 5: goto L_FewWarps;
    	case 6: goto L_NoUnlock;
    	case 7: goto L_heal_Full;
    	case 8: goto L_heal_Part;
    	case 9: goto L_Storage;
    	case 10: goto L_GStorage;
    	case 11:
    	default:
    		goto L_end;
    	}
    
    //=====================GM-Menu=Functions===========================
    
    GM_Menu:
    	next;
    	mes "Town warping = "+(($QW_TW_OFF)?"^FF0000 Off":"^00FF00 On")+"^000000";
    	mes "Dungeon warping = "+(($QW_DW_OFF)?"^FF0000 Off":"^00FF00 On")+"^000000";
    	mes "Dungeon Depth limit is "+(($QW_DL)?"^00FF00 On":"^FF0000 Off")+"^000000";
    	mes "If on Dungeon Depth limit is set to ^0000FF"+$QW_DDL+"^000000";
    	mes "Show Map Users = "+(($QW_MapUserShow)?"^00FF00 On":"^FF0000 Off")+"^000000";
    
    	if ($QW_HF) mes "Healing full = ^00FF00 On ^000000";
    	if ($QW_HP) mes "Healing partly = ^00FF00 On ^000000";
    	if (!$QW_HF && !$QW_HP) mes "Healing = ^FF0000 Off ^000000";
    
    	mes "Storage = "+(($QW_Stor)?"^00FF00 On":"^FF0000 Off")+"^000000";
    	mes "Guild Storage = "+(($QW_GStor)?"^00FF00 On":"^FF0000 Off")+"^000000";
    	mes "Kafra points collect = "+(($QW_KPoint)?"^00FF00 On":"^FF0000 Off")+"^000000";
    
    	switch(select("Town Warping","Dungeon Warping","Dungeon Level Limit","Show Map Users","Healing full","Healing partly","Storage","Guild Storage","Kafra points collect","Set Prices","Special Warp","Exit")) {
    	case 1: set $QW_TW_OFF,($QW_TW_OFF)?0:1; goto GM_Menu;
    	case 2: set $QW_DW_OFF,($QW_DW_OFF)?0:1; goto GM_Menu;
    	case 3: goto DungeonLevelLimit;
    	case 4: set $QW_MapUserShow,($QW_MapUserShow)?0:1; goto GM_Menu;
    	case 5:
    		if ($QW_HF == 0) {
    			set $QW_HF,1;
    			set $QW_HP,0;
    		}
    		else set $QW_HF,0;
    		goto GM_Menu;
    	case 6:
    		if ($QW_HP == 0) {
    			set $QW_HP,1;
    			set $QW_HF,0;
    		}
    		else set $QW_HP,0;
    		goto GM_Menu;
    	case 7: set $QW_Stor,($QW_Stor)?0:1; goto GM_Menu;
    	case 8: set $QW_GStor,($QW_GStor)?0:1; goto GM_Menu;
    	case 9: set $QW_KPoint,($QW_KPoint)?0:1; goto GM_Menu;
    	case 10: goto Setprice;
    	case 11: goto SpecialWarpMenu;
    	default:
    		close;
    		end;
    	}
    
    //======================GM-Menu=Pricing============================
    
    Setprice:
    	if ($QW_DW_FEE != 0) set $QW_DW_FEE,0;
    	next;
    	mes "Scroll through the list to see all the options.";
    
    	mes "Basic - Warps are = "+(($QW_BW_PRICE)?"^00FF00"+$QW_BW_PRICE:"^FF0000Free")+"^000000";
    	mes "Advanced - Warps are = "+(($QW_AW_PRICE)?"^00FF00"+$QW_AW_PRICE:"^FF0000Free")+"^000000";
    	mes "Overseas - Warps are = "+(($QW_OW_PRICE)?"^00FF00"+$QW_OW_PRICE:"^FF0000Free")+"^000000";
    
    	mes "Basic Dungeon level warp fee = "+(($QW_BW_FEE)?"^00FF00"+$QW_BW_FEE:"^FF0000NO")+"^000000 zeny per level";
    	mes "Advanced Dungeon level warp fee = "+(($QW_AW_FEE)?"^00FF00"+$QW_AW_FEE:"^FF0000NO")+"^000000 zeny per level";
    	mes "Overseas Dungeon level warp fee = "+(($QW_OW_FEE)?"^00FF00"+$QW_OW_FEE:"^FF0000NO")+"^000000 zeny per level";
    
    	mes "Full Healing = "+(($QW_HF_PRICE)?"^00FF00"+$QW_HF_PRICE:"^FF0000Free")+"^000000";
    	mes "^FF0000HP ^000000Part Healing = "+(($QW_HP_H_PRICE)?"^00FF00"+$QW_HP_H_PRICE+"^000000 a point":"^FF0000Free^000000");
    	mes "^FF0000SP ^000000Part Healing = "+(($QW_HP_S_PRICE)?"^00FF00"+$QW_HP_S_PRICE+"^000000 a point":"^FF0000Free^000000");
    
    	if ($QW_S_PRICE && $QW_S_PRICE != 60) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
    	if (!$QW_S_PRICE) mes "Storage = ^FF0000 Free ^000000";
    	if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
    	mes "Guild Storage = "+(($QW_GS_PRICE)?"^00FF00"+$QW_GS_PRICE:"^FF0000Free")+"^000000";
    	
    	switch(select("Basic - Warps","Advanced - Warps","Overseas - Warps","Basic Dungeon warp fee","Advanced Dungeon warp fee","Overseas Dungeon warp fee","Full Healing","Part Healing","Storage","Guild Storage","Back","Exit")) {
    	case 1:
    		next;
    		mes "Basic - Warps are = "+(($QW_BW_PRICE)?"^00FF00"+$QW_BW_PRICE:"^FF0000Free")+"^000000";
    		mes "Basic - Warps are starter towns and related dungeons.";
    		input $QW_BW_PRICE;
    		goto Setprice;
    	case 2:
    		next;
    		mes "Advanced - Warps are = "+(($QW_AW_PRICE)?"^00FF00"+$QW_AW_PRICE:"^FF0000Free")+"^000000";
    		mes "Advanced - Warps are towns and dungeons on the same island but not close to any starter town.";
    		input $QW_AW_PRICE;
    		goto Setprice;
    	case 3:
    		next;
    		mes "Overseas - Warps are = "+(($QW_OW_PRICE)?"^00FF00"+$QW_OW_PRICE:"^FF0000Free")+"^000000";
    		mes "Overseas - Warps are towns and dungeons overseas reachable by boat from Alberta.";
    		input $QW_OW_PRICE;
    		goto Setprice;
    	case 4:
    		next;
    		mes "Basic Dungeon level warp fee = "+(($QW_BW_FEE)?"^00FF00"+$QW_BW_FEE:"^FF0000NO")+"^000000 zeny per level";
    		mes "Basic - Warps are starter town related dungeons.";
    		mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee.";
    		mes "These costs are on top of the regular Warp costs.";
    		input $QW_BW_FEE;
    		goto Setprice;
    	case 5:
    		next;
    		mes "Advanced Dungeon level warp fee = "+(($QW_AW_FEE)?"^00FF00"+$QW_AW_FEE:"^FF0000NO")+"^000000 zeny per level";
    		mes "Advanced - Warps are dungeons not close to any starter town.";
    		mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee.";
    		mes "These costs are on top of the regular Warp costs.";
    		input $QW_AW_FEE;
    		goto Setprice;
    	case 6:
    		next;
    		mes "Overseas Dungeon level warp fee = "+(($QW_OW_FEE)?"^00FF00"+$QW_OW_FEE:"^FF0000NO")+"^000000 zeny per level";
    		mes "Overseas - Warps are dungeons related to towns overseas reachable by boat from Alberta.";
    		mes "Dungeon warp fees are calculated by maps away from entrance of the dungeon times Dungeon warp fee.";
    		mes "These costs are on top of the regular Warp costs.";
    		input $QW_OW_FEE;
    		goto Setprice;
    	case 7:
    		next;
    		mes "Full Healing = "+(($QW_HF_PRICE)?"^00FF00"+$QW_HF_PRICE:"^FF0000Free")+"^000000";
    		mes "Instant full healing 1 price.";
    		input $QW_HF_PRICE;
    		goto Setprice;
    	case 8:
    		next;
    		mes "^FF0000HP ^000000Part Healing = "+(($QW_HP_H_PRICE)?"^00FF00"+$QW_HP_H_PRICE+"^000000 a point":"^FF0000Free^000000");
    		mes "^FF0000SP ^000000Part Healing = "+(($QW_HP_S_PRICE)?"^00FF00"+$QW_HP_S_PRICE+"^000000 a point":"^FF0000Free^000000");
    		mes "Healing price per 1 HP.";
    		mes "Healing price per 1 SP.";
    		mes "2 inputs, first HP then SP.";
    		input $QW_HP_H_PRICE;
    		input $QW_HP_S_PRICE;
    		goto Setprice;
    	case 9:
    		next;
    		if ($QW_S_PRICE && $QW_S_PRICE != 60) mes "Storage = ^00FF00 "+$QW_S_PRICE+" ^000000";
    		if (!$QW_S_PRICE) mes "Storage = ^FF0000 Free ^000000";
    		if ($QW_S_PRICE == 60) mes "Storage = ^0000FF Kafra Mode ^000000";
    		mes "Storage cost, if set to 60 Kafra pricing will be handled.";
    		input $QW_S_PRICE;
    		goto Setprice;
    	case 10:
    		next;
    		mes "Guild Storage = "+(($QW_GS_PRICE)?"^00FF00"+$QW_GS_PRICE:"^FF0000Free")+"^000000";
    		mes "Guild Storage, free on Guild Kafras.";
    		input $QW_GS_PRICE;
    		goto Setprice;
    	case 11:
    		goto GM_Menu;
    	default:
    		close;
    		end;
    	}
    
    //======================Special=Warp=Menu==========================
    
    SpecialWarpMenu:
    	if ($QW_SP_Warpname$ == "") set $QW_SP_Warpname$,"Special Warp";
    	next;
    	mes "Scroll down to see all the information";
    	mes "The Special warp menu option will show in the main menu when all towns & dungeons are unlocked";
    	mes "And when the map for special warping has been set";
    	mes "menu option name set to ^0000FF"+$QW_SP_Warpname$+"^000000";
    	if ($QW_SP_WarpMap$ == "") mes "map is currently ^FF0000not^000000 set, and Special warp menu is off";
    	if ($QW_SP_WarpMap$ != "") mes "map is currently set to ^0000FF"+$QW_SP_WarpMap$+"^000000 and Special Warp menu is on";
    	mes "coords are set to ^0000FF"+$QW_SP_WarpX+","+$QW_SP_WarpY+"^000000";
    	switch(select("Set Special Warp name to show in menu", "Set WarpMap","Set Coords","Go Back to GM_Menu","Exit")){
    	case 1:
    		next;
    		mes "Set the name to show in the menu as option.";
    		input $QW_SP_Warpname$;
    		goto SpecialWarpMenu;
    	case 2:
    		next;
    		mes "Set the map in the ^0000FFmapname^000000 format.";
    		mes "When this warpmap is set the option for players will show once they meet the requirements.";
    		mes "To disable Special Warp Menu option, clear this!";
    		input $QW_SP_WarpMap$;
    		goto SpecialWarpMenu;
    	case 3:
    		next;
    		mes "First input = Xcoord";
    		mes "Second input = Ycoord";
    		input $QW_SP_WarpX;
    		input $QW_SP_WarpY;
    		goto SpecialWarpMenu;
    	case 4:
    		goto GM_Menu;
    	default:
    		close;
    		end;
    	}
    
    //======================Dungeon=Level=Limit========================
    
    DungeonLevelLimit:
    	next;
    	mes "Dungeon Depth limit is "+(($QW_DL)?"^00FF00On":"^FF0000Off")+"^000000";
    	mes "If^00FF00 On ^000000Dungeon Depth limit is set to ^0000FF"+$QW_DDL+"^000000";
    
    	switch(select("Toggle Dungeon Depth Limit","Set Dungeon Depth Limit","Go Back to GM_Menu","Exit")){
    	case 1: set $QW_DL,($QW_DL)?0:1; goto DungeonLevelLimit;
    	case 2:
    		next;
    		mes "Set limit of Dungeon Depth 0 = entrance";
    		mes "Depth 1 is a map connected to 0 and so on";
    		mes "Shortest Route to map counts as depth";
    		input $QW_DDL;
    		goto DungeonLevelLimit;
    	case 3: goto GM_Menu;
    	default:
    		close;
    		end;
    	}
    
    //===========================Towns=================================
    
    L_town:
    	callfunc "QWS_Tarray";
    	freeloop(1);
    	set .@menu$,"";
    	for(set .@i,0; .@i<35; set .@i,.@i+1)	// Expected maximum is 35
    		set .@menu$,.@menu$+@Tmenulist$[.@i]+":";
    	freeloop(0);
    	set @TWMenu,select(.@menu$);
    
    	if (@Tmenuref[@TWMenu-1] == 57005) goto L_end; // 57005='dead' in hex
    
    	if(Zeny<@pTprice[@Tmenuref[@TWMenu-1]]) callsub L_Short_on_zeny,0;
    	set Zeny, Zeny-@pTprice[@Tmenuref[@TWMenu-1]];
    	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@pTprice[@Tmenuref[@TWMenu-1]]/16);
    	warp @pTmap$[@Tmenuref[@TWMenu-1]],@pTXcoords[@Tmenuref[@TWMenu-1]],@pTYcoords[@Tmenuref[@TWMenu-1]];
    	close2;
    	set Zeny, Zeny+@pTprice[@Tmenuref[@TWMenu-1]];
    	end;
    
    //=========================Dungeons================================
    
    L_dungeon:
    	callfunc "QWS_Darray";
    	freeloop(1);
    	set .@menu$,"";
    	for(set .@i,0; .@i<35; set .@i,.@i+1)	// Expected maximum is 35
    		set .@menu$,.@menu$+@Dmenulist$[.@i]+":";
    	freeloop(0);
    	set @DWMenu,select(.@menu$);
    
    	if (@Dmenuref[@DWMenu-1] == 57005) goto L_end; // 57005='dead' in hex
    	set @DwarpMenu, (@Dmenuref[@DWMenu-1]);
    	callfunc "QWS_DLarray";
    
    	next;
    	mes "[Warpra]";
    	mes "Please select where you want to go:";
    	freeloop(1);
    	set .@menu$,"";
    	for(set .@i,0; .@i<18; set .@i,.@i+1)	// Expected maximum is 18
    		set .@menu$,.@menu$+@DWLmenulist$[.@i]+":";
    	freeloop(0);
    	set @DWLMenu,select(.@menu$);
    
    	if (@DWLmenuref[@DWLMenu-1] == 57005) goto L_end; // 57005='dead' in hex
    
    	set @Darrayref, @DWLmenuref[@DWLMenu-1];
    	set @warpprice, @pDprice[@Dmenuref[@DWMenu-1]]+(getd(@pDfee$[@Dmenuref[@DWMenu-1]])*(@DDepth[@Darrayref]));
    
    	if(Zeny<@warpprice) callsub L_Short_on_zeny,1;
    	set Zeny, Zeny-(@warpprice);
    	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@warpprice/16);
    	warp @DGat$[@Darrayref],@DXcoords[@Darrayref],@DYcoords[@Darrayref];
    	close2;
    	set Zeny, Zeny+@pTprice[@Tmenuref[@DWMenu-1]];
    	end;
    
    //=============================Healing=============================
    
    L_heal_Full:
    	set @healfee, $QW_HF_PRICE;
    	if(Zeny<@healfee) callsub L_Short_on_zeny,4;
    	set Zeny, Zeny-@healfee;
    	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@healfee/500);
    	next;
    	mes "[Warpra]";
    	mes "Close this window and I will heal you.";
    	close2;
    	percentheal 100,100;
    	end;
    
    L_heal_Part:
    	set @healchoice,select("Full heal","Health Points only","Skill Points only","Exit");
    	if (@healchoice == 1) callsub PHeal,1,1;
    	if (@healchoice == 2) callsub PHeal,1,0;
    	if (@healchoice == 3) callsub PHeal,0,1;
    	goto L_end;
    	
    PHeal:
    	next;
    	set @Hp, MaxHp-Hp;
    	set @Sp, MaxSp-Sp;
    	set @HpPrice, @hp*$QW_HP_H_PRICE;
    	set @SpPrice, @sp*$QW_HP_S_PRICE;
    	mes "[Warpra]";
    	if(getarg(0) == 1) mes ""+@HpPrice+" Zeny for "+@Hp+" health points";
    	if(getarg(1) == 1) mes ""+@SpPrice+" Zeny for "+@Sp+" skill points";
    	set @total, @HpPrice+@SpPrice;
    	mes "for a total of "+@total+" zeny";
        	if (select("Heal me","Let me see the choices again")==2) goto L_heal_Part;
        	
        	if(getarg(0) == 1)set @HpPrice, (MaxHp-Hp)*$QW_HP_H_PRICE;
    	if(getarg(1) == 1)set @SpPrice, (MaxSp-Sp)*$QW_HP_S_PRICE;
    	set @healfee, @HpPrice+@SpPrice;
    	if (getarg(0) == 1)&&(getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_Short_Both;
    	if (getarg(0) == 1)&&(Zeny<@healfee) goto Zeny_short_HP;
    	if (getarg(1) == 1)&&(Zeny<@healfee) goto Zeny_short_SP;
    	set Zeny, Zeny-@healfee;
    	if (getarg(0) == 1)&&(getarg(1) == 1) percentheal 100,100;
    	if (getarg(0) == 1) percentheal 100,0;
    	if (getarg(1) == 1) percentheal 0,100;
    	close;
    	end;
    
    Zeny_Short_Both:
    	mes "[Warpra]";
    	mes "Choose another option, you can afford both.";
    	mes "I can heal as much as you can afford, too.";
    	if (select("OK","Exit") == 2) goto L_end;
    	goto PHeal;
    
    Zeny_short_HP:
    	mes "[Warpra]";
    	mes "Do you want me to partly heal your HP?";
    	if (select("Yes","No") == 2) goto L_end;
    	set @Hp, Zeny/$QW_HP_H_PRICE;
        	set @HpPrice, @Hp*$QW_HP_H_PRICE;
        	if (@Hp == 1) mes "You're not worth the effort.";
        	if (@Hp == 1) goto L_end;
        	set Zeny, Zeny-@HpPrice;
    	heal @Hp,0;
    	close;
    	end;
    
    Zeny_short_SP:
    	mes "[Warpra]";
    	mes "Do you want me to partly heal your SP?";
    	if (select("Yes","No") == 2) goto L_end;
    	set @Sp, Zeny/$QW_HP_S_PRICE;
        	set @SpPrice, @Sp*$QW_HP_S_PRICE;
        	if (@Sp == 1) mes "You're not worth the effort.";
        	if (@Sp == 1) goto L_end;
        	set Zeny, Zeny-@SpPrice;
    	heal 0,@Sp;
    	close;
    	end;
    
    //=============================Storage=============================
    
    L_Storage:
    	next;
    	if(!callfunc("F_CanOpenStorage")) goto L_StorageJBlow;
    	set @fee, $QW_S_PRICE;
    	if ($QW_S_PRICE == 60)&&(BaseJob == Job_Novice) set @fee, 30;
    	if ($QW_S_PRICE == 60)&&(BaseJob != Job_Novice) set @fee, 60;
    	if(Zeny<@fee) callsub L_Short_on_zeny,2;
    	set Zeny, Zeny-@fee;
    	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@fee/5);
    
    	mes "[Warpra]";
    	if(#kafra_code) {
    		mes "Enter your storage password:";
    		set @code_,0;
    		input @code_;
    		if(@code_ != #kafra_code) {
    			dispbottom "Wrong storage password.";
    			close;
    		}
    		set @kafcode_try,0;
    		set @code_,0;
    	}
    	mes "Close this window and I will open your storage.";
    	close2;
    	openstorage;
    	end;
    
    L_StorageJBlow:
    	mes "[Warpra]";
    	mes "I am sorry but you have to be at least Novice level 6 if you want to use the storage.";
    	return;
    
    L_GStorage:
    	if (!@GID) {
    		next;
    		mes "[Warpra]";
    		mes "You are not a part of a guild I can't help you.";
    		close;
    		end;
    	}
    	if (Zeny<$QW_GS_PRICE) callsub L_Short_on_zeny,3;
    	set Zeny, Zeny-$QW_GS_PRICE;
    	if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + ($QW_GS_PRICE/5);
    	next;
    	mes "[Warpra]";
    	mes "Close this window and I will open the ^5533FF" + GetGuildName(@GID) + "^000000 storage.";
    	close2;
    	guildopenstorage;
    	end;
    	
    L_end:
    	close;
    	end;
    
    //============================Few=Warp=============================
    L_FewWarps:
    	next;
    	mes "[Warpra]";
    	mes "You need to unlock locations before they come available to you.";
    	mes "To unlock a location talk to my colleagues all over the world.";
    	mes "Each account has its own stamp card.";
    	mes "Want me to check what stamps you have collected so far?";
    	if (select("Yes","No")==1) callsub stampcard;
    	close;
    	end;
    
    //============================No=Unlock============================
    L_NoUnlock:
    	next;
    	mes "[Warpra]";
    	mes "I don't unlock this location, my assistant deeper in the dungeon will unlock this place.";
    	close;
    	end;
    	
    //=========================Short=On=Zeny===========================
    L_Short_on_zeny:
    	next;
    	switch(getarg(0)) {
    	case 0: mes "You don't seem to have "+@pTprice[@Tmenuref[@TWMenu-1]]+" zeny to pay for the warp to "+@pTmenuitems$[@Tmenuref[@TWMenu-1]]+"."; break;
    	case 1: mes "You don't seem to have "+@warpprice+" zeny to pay for the warp to "+@DLevelName$[@DWLmenuref[@DWLMenu-1]]+" at "+@pDmenuitems$[@Dmenuref[@DWMenu-1]]+"."; break;
    	case 2: mes "You don't seem to have "+@fee+" zeny to pay the storage fee."; break;
    	case 3: mes "You don't seem to have "+$QW_GS_PRICE+" zeny to pay the guild storage fee."; break;
    	case 4: mes "You don't seem to have "+@healfee+" zeny to pay for your healing."; break;
    	}
    	close;
    	end;
    	
    //===========================Stamp=Card============================
    stampcard:
    // Counting of the amount of places you have unlocked
    	next;
    	mes "Let me check what Towns you have.";
    	callfunc "QWS_TownStamps";
    	mes "You collected^00FF00 "+@Tstamp+" of "+@MaxTstamp+" ^000000Towns.";
    	if (@Tstamp == 15) {
    		mes "They say there is an island you can only get to when married...";
    		emotion ET_SMILE;
    	}
    	next;
    	mes "Let me check what dungeons you have.";
    	callfunc "QWS_DungeonStamps";
    	mes "You collected^00FF00 "+@Dstamp+" of "+@MaxDstamp+" ^000000Dungeons.";
    	mes "To unlock a dungeon, search for my colleagues.";
    	mes "You can usually find them near the middle or end of the dungeon.";
    	return;
    }
    
    function	script	QWS_TownStamps	{
    	set @Tstamp,0;
    	set @MaxTstamp,30; //maximum number of towns
    	set @binvalue,1;
    	set @Tstamploop,0;
    	do {
    		if ((@binvalue & ##QWS_T_Unlock) == @binvalue) set @Tstamp,@Tstamp+1;
    		set @binvalue, @binvalue *2;
    		set @Tstamploop, @Tstamploop + 1;
    	} while (@Tstamploop < @MaxTstamp);
    	return;
    }
    
    function	script	QWS_DungeonStamps	{
    	set @Dstamp,0;
    	set @MaxDstamp,29; //maximum number of dungeons
    	set @binvalue,1;
    	set @Dstamploop,0;
    	do {
    		if ((@binvalue & ##QWS_D_Unlock) == @binvalue) set @Dstamp,@Dstamp+1;
    		set @binvalue, @binvalue *2;
    		set @Dstamploop, @Dstamploop + 1;
    	} while (@Dstamploop < @MaxDstamp);
    	return;
    }
    
    //======================Main=Menu=Array============================
    
    function	script	QWS_MMarray	{
    
    	// Currently 9 items
    	setarray @pMmenuitems$[0], "GameMaster Menu", $QW_SP_Warpname$, "Warp to Towns", "Warp to Dungeons", "Why so few warps?", "Why don't you unlock this location?", "Heal", "Heal", "Storage", "Guild Storage", "Cancel";
    	set @Mi,0; // loop counter
    	set @Mj,0; // menu line counter
    
    //----------------GameMaster-Menu
    	if (getgmlevel()>= 80) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Special-Warp
    	callfunc "QWS_TownStamps";
    	callfunc "QWS_DungeonStamps";
    	if (@Tstamp == @MaxTstamp)&&(@Dstamp == @MaxDstamp)&&($QW_SP_WarpMap$ != "") {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Town-Warp
    	if ($QW_TW_OFF == 0) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Dungeon-Warp
    	if ($QW_DW_OFF == 0) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Why-So-Few-Warps
    	set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    	set @Mmenuref[@Mj],@Mi;
    	set @Mj,@Mj+1;
    	set @Mi,@Mi+1;
    //----------------No-Unlock
    	if (getarg(0) == 1) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Healfull
    	if ($QW_HF == 1) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Healpart
    	if ($QW_HP == 1) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Storage
    	if ($QW_Stor == 1) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------GuildStorage
    	if ($QW_GStor == 1) {
    		set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    		set @Mmenuref[@Mj],@Mi;
    		set @Mj,@Mj+1;
    	}
    	set @Mi,@Mi+1;
    //----------------Cancel
    	set @Mmenulist$[@Mj],@pMmenuitems$[@Mi];
    	set @Mmenuref[@Mj],@Mi;
    	return;
    }
    
    //======================Town=Menu=Array============================
    // Adding a town:
    //	setarray @pTmenuitems$[@Ti], "Prontera";// Name of Town shown in Town select Menu
    //	setarray @pTprice[@Ti], $QW_BW_PRICE;	// Warp prices: Basic ($QW_BW_PRICE), Advanced ($QW_AW_PRICE), Overseas ($QW_OW_PRICE)
    //
    //	setarray @pTmap$[@Ti], "prontera";	// Map name
    //	setarray @pTXcoords[@Ti], 156;		// X warp coords
    //	setarray @pTYcoords[@Ti], 187;		// Y warp coords
    //
    //	QWS_Make_Town_Menu 0;	// Use a free number (last used is 30, Eclage)
    //
    // Adding a warpra:
    //	map,x,y,facing	script	Warpra#example	113,{
    //		callfunc "QWS_Town_Warpra",<town number>,"Your Town";
    //		close;
    //	}
    //	Town number is the same as "QWS_Make_Town_Menu".
    //==================================================================
    
    function	script	QWS_Tarray	{
    	function QWS_Make_Town_Menu;
    
    	set @Ti,0; // loop counter
    	set @Tj,0; // menu lines counter
    
    //----------------Prontera
    	setarray @pTmenuitems$[@Ti], "Prontera";
    	setarray @pTprice[@Ti], $QW_BW_PRICE;
    
    	setarray @pTmap$[@Ti], "prontera";
    	setarray @pTXcoords[@Ti], 156;
    	setarray @pTYcoords[@Ti], 187;
    
    	QWS_Make_Town_Menu 0;
    //----------------Alberta
    	setarray @pTmenuitems$[@Ti], "Alberta";
    	setarray @pTprice[@Ti], $QW_BW_PRICE;
    
    	setarray @pTmap$[@Ti], "alberta";
    	setarray @pTXcoords[@Ti], 27;
    	setarray @pTYcoords[@Ti], 236;
    
    	QWS_Make_Town_Menu 1;
    //----------------Aldebaran
    	setarray @pTmenuitems$[@Ti], "Aldebaran";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "aldebaran";
    	setarray @pTXcoords[@Ti], 145;
    	setarray @pTYcoords[@Ti], 120;
    
    	QWS_Make_Town_Menu 2;
    //----------------Amatsu:
    	setarray @pTmenuitems$[@Ti], "Amatsu";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "amatsu";
    	setarray @pTXcoords[@Ti], 197;
    	setarray @pTYcoords[@Ti], 86;
    
    	QWS_Make_Town_Menu 3;
    //----------------Ayothaya:
    	setarray @pTmenuitems$[@Ti], "Ayothaya";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "ayothaya";
    	setarray @pTXcoords[@Ti], 150;
    	setarray @pTYcoords[@Ti], 57;
    
    	QWS_Make_Town_Menu 4;
    //----------------Brasilis:
    	setarray @pTmenuitems$[@Ti], "Brasilis";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "brasilis";
    	setarray @pTXcoords[@Ti], 195;
    	setarray @pTYcoords[@Ti], 220;
    
    	QWS_Make_Town_Menu 21;
    //----------------Comodo:
    	setarray @pTmenuitems$[@Ti], "Comodo";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "comodo";
    	setarray @pTXcoords[@Ti], 188;
    	setarray @pTYcoords[@Ti], 161;
    
    	QWS_Make_Town_Menu 5;
    //----------------Dewata:
    	setarray @pTmenuitems$[@Ti], "Dewata";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "dewata";
    	setarray @pTXcoords[@Ti], 199;
    	setarray @pTYcoords[@Ti], 179;
    
    	QWS_Make_Town_Menu 29;
    //----------------Eclage:
    	setarray @pTmenuitems$[@Ti], "Eclage";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "eclage";
    	setarray @pTXcoords[@Ti], 111;
    	setarray @pTYcoords[@Ti], 39;
    
    	QWS_Make_Town_Menu 30;
    //----------------Einbech:
    	setarray @pTmenuitems$[@Ti], "Einbech";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "einbech";
    	setarray @pTXcoords[@Ti], 172;
    	setarray @pTYcoords[@Ti], 126;
    
    	QWS_Make_Town_Menu 6;
    //----------------Einbroch:
    	setarray @pTmenuitems$[@Ti], "Einbroch";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "einbroch";
    	setarray @pTXcoords[@Ti], 230;
    	setarray @pTYcoords[@Ti], 191;
    
    	QWS_Make_Town_Menu 7;
    //----------------El Dicastes:
    	setarray @pTmenuitems$[@Ti], "El Dicastes";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "dicastes01";
    	setarray @pTXcoords[@Ti], 197;
    	setarray @pTYcoords[@Ti], 187;
    
    	QWS_Make_Town_Menu 22;
    //----------------Geffen:
    	setarray @pTmenuitems$[@Ti], "Geffen";
    	setarray @pTprice[@Ti], $QW_BW_PRICE;
    
    	setarray @pTmap$[@Ti], "geffen";
    	setarray @pTXcoords[@Ti], 119;
    	setarray @pTYcoords[@Ti], 66;
    
    	QWS_Make_Town_Menu 8;
    //----------------Kunlun:
    	setarray @pTmenuitems$[@Ti], "Kunlun";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "gonryun";
    	setarray @pTXcoords[@Ti], 150;
    	setarray @pTYcoords[@Ti], 130;
    
    	QWS_Make_Town_Menu 9;
    //----------------Hugel:
    	setarray @pTmenuitems$[@Ti], "Hugel";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "hugel";
    	setarray @pTXcoords[@Ti], 95;
    	setarray @pTYcoords[@Ti], 121;
    
    	QWS_Make_Town_Menu 10;
    //----------------Izlude:
    	setarray @pTmenuitems$[@Ti], "Izlude";
    	setarray @pTprice[@Ti], $QW_BW_PRICE;
    
    	setarray @pTmap$[@Ti], "izlude";
    	setarray @pTXcoords[@Ti], 128;
    	setarray @pTYcoords[@Ti], 111;
    
    	QWS_Make_Town_Menu 11;
    //----------------Jawaii:
    	setarray @pTmenuitems$[@Ti], "Jawaii";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "jawaii";
    	setarray @pTXcoords[@Ti], 243;
    	setarray @pTYcoords[@Ti], 115;
    
    	QWS_Make_Town_Menu 12;
    //----------------Lighthalzen:
    	setarray @pTmenuitems$[@Ti], "Lighthalzen";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "lighthalzen";
    	setarray @pTXcoords[@Ti], 158;
    	setarray @pTYcoords[@Ti], 110;
    
    	QWS_Make_Town_Menu 13;
    //----------------Luoyang:
    	setarray @pTmenuitems$[@Ti], "Luoyang";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "louyang";
    	setarray @pTXcoords[@Ti], 210;
    	setarray @pTYcoords[@Ti], 108;
    
    	QWS_Make_Town_Menu 14;
    //----------------Lutie
    	setarray @pTmenuitems$[@Ti], "Lutie";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "xmas";
    	setarray @pTXcoords[@Ti], 148;
    	setarray @pTYcoords[@Ti], 131;
    
    	QWS_Make_Town_Menu 15;
    //----------------Manuk
    	setarray @pTmenuitems$[@Ti], "Manuk";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "manuk";
    	setarray @pTXcoords[@Ti], 260;
    	setarray @pTYcoords[@Ti], 175;
    
    	QWS_Make_Town_Menu 23;
    //----------------Mora
    	setarray @pTmenuitems$[@Ti], "Mora";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "mora";
    	setarray @pTXcoords[@Ti], 111;
    	setarray @pTYcoords[@Ti], 97;
    
    	QWS_Make_Town_Menu 24;
    //----------------Morocc:
    	setarray @pTmenuitems$[@Ti], "Morocc";
    	setarray @pTprice[@Ti], $QW_BW_PRICE;
    
    	setarray @pTmap$[@Ti], "morocc";
    	setarray @pTXcoords[@Ti], 159;
    	setarray @pTYcoords[@Ti], 93;
    
    	QWS_Make_Town_Menu 16;
    //----------------Moscovia
    	setarray @pTmenuitems$[@Ti], "Moscovia";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "moscovia";
    	setarray @pTXcoords[@Ti], 219;
    	setarray @pTYcoords[@Ti], 193;
    
    	QWS_Make_Town_Menu 25;
    //----------------Niflheim:
    	setarray @pTmenuitems$[@Ti], "Niflheim";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "niflheim";
    	setarray @pTXcoords[@Ti], 195;
    	setarray @pTYcoords[@Ti], 186;
    
    	QWS_Make_Town_Menu 17;
    //----------------Payon:
    	setarray @pTmenuitems$[@Ti], "Payon";
    	setarray @pTprice[@Ti], $QW_BW_PRICE;
    
    	setarray @pTmap$[@Ti], "payon";
    	setarray @pTXcoords[@Ti], 152;
    	setarray @pTYcoords[@Ti], 75;
    
    	QWS_Make_Town_Menu 18;
    //----------------Rachel
    	setarray @pTmenuitems$[@Ti], "Rachel";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "rachel";
    	setarray @pTXcoords[@Ti], 130;
    	setarray @pTYcoords[@Ti], 111;
    
    	QWS_Make_Town_Menu 26;
    //----------------Splendide
    	setarray @pTmenuitems$[@Ti], "Splendide";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "splendide";
    	setarray @pTXcoords[@Ti], 200;
    	setarray @pTYcoords[@Ti], 153;
    
    	QWS_Make_Town_Menu 27;
    //----------------Umbala:
    	setarray @pTmenuitems$[@Ti], "Umbala";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "umbala";
    	setarray @pTXcoords[@Ti], 130;
    	setarray @pTYcoords[@Ti], 130;
    
    	QWS_Make_Town_Menu 19;
    //----------------Veins
    	setarray @pTmenuitems$[@Ti], "Veins";
    	setarray @pTprice[@Ti], $QW_OW_PRICE;
    
    	setarray @pTmap$[@Ti], "veins";
    	setarray @pTXcoords[@Ti], 216;
    	setarray @pTYcoords[@Ti], 123;
    
    	QWS_Make_Town_Menu 28;
    //----------------Juno:
    	setarray @pTmenuitems$[@Ti], "Juno";
    	setarray @pTprice[@Ti], $QW_AW_PRICE;
    
    	setarray @pTmap$[@Ti], "yuno";
    	setarray @pTXcoords[@Ti], 160;
    	setarray @pTYcoords[@Ti], 168;
    
    	QWS_Make_Town_Menu 20;
    //----------------Cancel
    	setarray @pTmenuitems$[@Ti], "Cancel";
    	setarray @pTprice[@Ti], 0;
    
    	set @Tmenulist$[@Tj],@pTmenuitems$[@Ti];
    	set @Tmenuref[@Tj],57005; // 57005='dead' in hex
    	return;
    
    
    //----------------Make Town Menu Function
    
    function	QWS_Make_Town_Menu	{
    	set @temptownmenubin,1;
    	if (getarg(0) == 0) goto menu_item;
    	set @templooptownmenu,0;
    	do {
    		set @temptownmenubin, @temptownmenubin * 2;
    		set @templooptownmenu, @templooptownmenu + 1;
    		}while (getarg(0) > @templooptownmenu);
    // check marker and make menu item
    menu_item:
    	if ((@temptownmenubin & ##QWS_T_Unlock) != @temptownmenubin) {
    		set @Ti,@Ti+1;
    		return;
    	}
    	if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" -> "+@pTprice[@Ti];
    	if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 0) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti];
    	if (@pTprice[@Ti] != 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]"+" -> "+@pTprice[@Ti];
    	if (@pTprice[@Ti] == 0)&&($QW_MapUserShow == 1) set @Tmenulist$[@Tj], @pTmenuitems$[@Ti]+" ["+getmapusers(@pTmap$[@Ti])+"]";
    	set @Tmenuref[@Tj],@Ti;
    	set @Tj,@Tj+1;
    	set @Ti,@Ti+1;
    	return;
    }
    }
    
    //====================Dungeon=Menu=Arrays==========================
    // Adding a dungeon:
    //	setarray @pDmenuitems$[@Di], "Abyss Lake";	// Name of Dungeon shown in Dungeon select Menu
    //	setarray @pDprice[@Di], $QW_AW_PRICE;		// Warp prices: Basic ($QW_BW_PRICE), Advanced ($QW_AW_PRICE), Overseas ($QW_OW_PRICE)
    //	setarray @pDfee$[@Di], "$QW_AW_FEE";		// Identifier for fee caluclation: Basic ("$QW_BW_FEE"), Advanced ("$QW_AW_FEE"), Overseas ("$QW_OW_FEE")
    //	setarray @DLevels[@Di], 3;			// Number of levels in dungeon
    //
    //	setarray @DGat$[@Dref], "abyss_01", "abyss_02", "abyss_03";	// Map names of dungeon levels
    //	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";	// Name of dungeon levels shown in Menu
    //	setarray @DXcoords[@Dref], 265, 275, 116;			// X warp coords
    //	setarray @DYcoords[@Dref], 273, 270, 27;			// Y warp coords
    //	setarray @DDepth[@Dref], 0, 1, 2;				// Relative depth to entrance, to calculate extra warp fee
    //
    //	QWS_Make_Dungeon_Menu 0;	// Use a free number (last used is 28, Kiel Dungeon)
    //
    // Adding a warpra:
    //	map,x,y,facing	script	Warpra Helper#example	112,{
    //		callfunc "QWS_Dungeon_Warpra",<dungeon number>,"Your Dungeon";
    //		close;
    //	}
    //	Dungeon number is the same as "QWS_Make_Dungeon_Menu".
    //==================================================================
    
    function	script	QWS_Darray	{
    	function QWS_Make_Dungeon_Menu;
    
    	set @Di,0;
    	set @Dj,0;
    	set @Dref,0;
    
    //----------------ABYSS LAKE
    	setarray @pDmenuitems$[@Di], "Abyss Lake";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 3;
    
    	setarray @DGat$[@Dref], "abyss_01", "abyss_02", "abyss_03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 265, 275, 116;
    	setarray @DYcoords[@Dref], 273, 270, 27;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 0;
    
    //----------------AMATSU DUNGEON
    	setarray @pDmenuitems$[@Di], "Amatsu Dungeon";
    	setarray @pDprice[@Di], $QW_OW_PRICE;
    	setarray @pDfee$[@Di], "$QW_OW_FEE";
    	setarray @DLevels[@Di], 3;
    
    	setarray @DGat$[@Dref], "ama_dun01", "ama_dun02", "ama_dun03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 227, 32, 119;
    	setarray @DYcoords[@Dref], 10, 43, 15;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 1;
    
    //----------------ANT HELL
    	setarray @pDmenuitems$[@Di], "Ant Hell Dungeon"; 
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[2], 2;
    
    	setarray @DGat$[@Dref], "anthell01", "anthell02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 32, 34;
    	setarray @DYcoords[@Dref], 262, 263;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 2;
    
    //----------------AYOTHAYA
    	setarray @pDmenuitems$[@Di], "Ayothaya Dungeon";
    	setarray @pDprice[@Di], $QW_OW_PRICE;
    	setarray @pDfee$[@Di], "$QW_OW_FEE";
    	setarray @DLevels[3], 2;
    
    	setarray @DGat$[@Dref], "ayo_dun01", "ayo_dun02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 275, 150;
    	setarray @DYcoords[@Dref], 17, 13;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 3;
    
    //----------------BYALAN
    	setarray @pDmenuitems$[@Di], "Byalan Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[4], 5;
    
    	setarray @DGat$[@Dref], "iz_dun00", "iz_dun01", "iz_dun02", "iz_dun03", "iz_dun04";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
    	setarray @DXcoords[@Dref], 168, 41, 236, 32, 26;
    	setarray @DYcoords[@Dref], 168, 37, 204, 63, 27;
    	setarray @DDepth[@Dref], 0, 1, 2, 3, 4;
    
    	QWS_Make_Dungeon_Menu 4;
    
    //----------------CLOCK TOWER
    	setarray @pDmenuitems$[@Di], "Clock Tower Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[5], 8;
    
    	setarray @DGat$[@Dref], "c_tower1", "c_tower2", "c_tower3", "c_tower4", "alde_dun01", "alde_dun02", "alde_dun03", "alde_dun04";
    	setarray @DLevelName$[@Dref], "Clock Tower Level 1", "Clock Tower Level 2", "Clock Tower Level 3", "Clock Tower Level 4", "Basement 1F", "Basement 2F", "Basement 3F", "Basement 4F";
    	setarray @DXcoords[@Dref], 200, 268, 64, 32, 197, 262, 276, 122;
    	setarray @DYcoords[@Dref], 163, 26, 148, 63, 25, 41, 53, 125;
    	setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2, 3, 4;
    
    	QWS_Make_Dungeon_Menu 5;
    
    //----------------COAL MINE
    	setarray @pDmenuitems$[@Di], "Coal Mine Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[6], 3;
    
    	setarray @DGat$[@Dref], "mjo_dun01", "mjo_dun02", "mjo_dun03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 52, 381, 302;
    	setarray @DYcoords[@Dref], 17, 343, 261;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 6;
    
    //----------------CULVERT
    	setarray @pDmenuitems$[@Di], "Culvert Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[7], 4;
    
    	setarray @DGat$[@Dref], "prt_sewb1", "prt_sewb2", "prt_sewb3", "prt_sewb4";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
    	setarray @DXcoords[@Dref], 132, 19, 180, 100;
    	setarray @DYcoords[@Dref], 248, 19, 169, 92;
    	setarray @DDepth[@Dref], 0, 1, 2, 3;
    
    	QWS_Make_Dungeon_Menu 7;
    
    //----------------EINBECH DUNGEON
    	setarray @pDmenuitems$[@Di], "Einbech Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[8], 2;
    
    	setarray @DGat$[@Dref], "ein_dun01", "ein_dun02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 22, 292;
    	setarray @DYcoords[@Dref], 14, 290;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 8;
    
    //----------------GEFENIA DUNGEON
    	setarray @pDmenuitems$[@Di], "Gefenia Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[9], 4;
    
    	setarray @DGat$[@Dref], "gefenia01", "gefenia02", "gefenia03", "gefenia04";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
    	setarray @DXcoords[@Dref], 59, 201, 264, 33;
    	setarray @DYcoords[@Dref], 167, 35, 236, 270;
    	setarray @DDepth[@Dref], 0, 1, 2, 3;
    
    	QWS_Make_Dungeon_Menu 9;
    
    //----------------GEFFEN DUNGEON
    	setarray @pDmenuitems$[@Di], "Geffen Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 4;
    
    	setarray @DGat$[@Dref], "gef_dun00", "gef_dun01", "gef_dun02", "gef_dun03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4";
    	setarray @DXcoords[@Dref], 104, 115, 106, 203;
    	setarray @DYcoords[@Dref], 100, 236, 132, 200;
    	setarray @DDepth[@Dref], 0, 1, 2, 3;
    
    	QWS_Make_Dungeon_Menu 10;
    
    //----------------GLAST HEIM
    	setarray @pDmenuitems$[@Di], "Glast Heim Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 17;
    
    	setarray @DGat$[@Dref], "glast_01", "gl_church", "gl_chyard", "gl_in01", "gl_cas01", "gl_cas02", "gl_knt01", "gl_knt02", "gl_prison", "gl_prison1", "gl_step", "gl_sew01", "gl_sew02", "gl_sew03", "gl_sew04", "gl_dun01", "gl_dun02";
    	setarray @DLevelName$[@Dref], "Glast Heim Entrance", "St. Abbey", "Churchyard", "Inside Glast Heim", "Castle 1", "Castle 2", "Chivalry 1", "Chivalry 2", "Prison 1", "Prison 2", "Steps", "Sewers 1", "Sewers 2", "Sewers 3", "Sewers 4", "Lowest Cave 1", "Lowest Cave 2";
    	setarray @DXcoords[@Dref], 370, 156, 147, 121, 199, 104, 150, 157, 14, 150, 117, 258, 108, 171, 68, 133, 224;
    	setarray @DYcoords[@Dref], 300, 8, 15, 59, 29, 25, 10, 287, 70, 14, 124, 255, 291, 273, 277, 271, 274;
    	setarray @DDepth[@Dref], 0, 1, 2, 1, 1, 2, 1, 2, 2, 3, 1, 4, 2, 3, 4, 5, 6;
    
    	QWS_Make_Dungeon_Menu 11;
    
    //----------------KUNLUN DUNGEON
    	setarray @pDmenuitems$[@Di], "Kunlun Dungeon";
    	setarray @pDprice[@Di], $QW_OW_PRICE;
    	setarray @pDfee$[@Di], "$QW_OW_FEE";
    	setarray @DLevels[@Di], 3;
    
    	setarray @DGat$[@Dref], "gon_dun01", "gon_dun02", "gon_dun03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 143, 17, 68;
    	setarray @DYcoords[@Dref], 59, 114, 9;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 12;
    
    //----------------HIDDEN DUNGEON
    	setarray @pDmenuitems$[@Di], "Hidden Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 3;
    
    	setarray @DGat$[@Dref], "prt_maze01", "prt_maze02", "prt_maze03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 176, 94, 23;
    	setarray @DYcoords[@Dref], 6, 19, 8;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 13;
    
    //----------------JUPEROS CAVE
    	setarray @pDmenuitems$[@Di], "Juperos Cave";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "juperos_01", "juperos_02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 53, 36;
    	setarray @DYcoords[@Dref], 247, 60;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 14;
    
    //----------------KIEL DUNGEON
    	setarray @pDmenuitems$[@Di], "Kiel Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "kh_dun01", "kh_dun02";
    	setarray @DLevelName$[@Dref], "1st Floor", "2nd Floor";
    	setarray @DXcoords[@Dref], 63, 42;
    	setarray @DYcoords[@Dref], 10, 197;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 28;
    
    //----------------LIGHTHALZEN BIO LAB
    	setarray @pDmenuitems$[@Di], "Lighthalzen Bio Lab";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 3;
    
    	setarray @DGat$[@Dref], "lhz_dun01", "lhz_dun02", "lhz_dun03";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 150, 150, 140;
    	setarray @DYcoords[@Dref], 287, 18, 137;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 15;
    
    //----------------LOUYANG DUNGEON
    	setarray @pDmenuitems$[@Di], "Luoyang Dungeon";
    	setarray @pDprice[@Di], $QW_OW_PRICE;
    	setarray @pDfee$[@Di], "$QW_OW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "lou_dun02", "lou_dun03";
    	setarray @DLevelName$[@Dref], "Royal Tomb Level 1", "Royal Tomb Level 2";
    	setarray @DXcoords[@Dref], 282, 165;
    	setarray @DYcoords[@Dref], 20, 38;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 16;
    
    //----------------MAGMA DUNGEON
    	setarray @pDmenuitems$[@Di], "Magma Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "mag_dun01", "mag_dun02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 126, 47;
    	setarray @DYcoords[@Dref], 69, 32;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 17;
    
    //----------------ODIN TEMPLE
    	setarray @pDmenuitems$[@Di], "Odin Temple";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 1;
    
    	setarray @DGat$[@Dref], "odin_tem01";
    	setarray @DLevelName$[@Dref], "Level 1";
    	setarray @DXcoords[@Dref], 96;
    	setarray @DYcoords[@Dref], 145;
    	setarray @DDepth[@Dref], 0;
    
    	QWS_Make_Dungeon_Menu 18;
    
    //----------------ORC DUNGEON
    	setarray @pDmenuitems$[@Di], "Orc Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "orcsdun01", "orcsdun02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 32, 21;
    	setarray @DYcoords[@Dref], 169, 185;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 19;
    
    //----------------PAYON DUNGEON
    	setarray @pDmenuitems$[@Di], "Payon Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 5;
    
    	setarray @DGat$[@Dref], "pay_dun00", "pay_dun01", "pay_dun02", "pay_dun03", "pay_dun04";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
    	setarray @DXcoords[@Dref], 22, 19, 19, 155, 201;
    	setarray @DYcoords[@Dref], 180, 33, 63, 159, 204;
    	setarray @DDepth[@Dref], 0, 1, 2, 3, 4;
    
    	QWS_Make_Dungeon_Menu 20;
    
    //----------------PYRAMIDS
    	setarray @pDmenuitems$[@Di], "Pyramids Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 6;
    
    	setarray @DGat$[@Dref], "moc_pryd01", "moc_pryd02", "moc_pryd03", "moc_pryd04", "moc_pryd05", "moc_pryd06";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Basement 1", "Basement 2";
    	setarray @DXcoords[@Dref], 192, 10, 100, 181, 94, 192;
    	setarray @DYcoords[@Dref], 9, 192, 92, 11, 96, 8;
    	setarray @DDepth[@Dref], 0, 1, 2, 3, 1, 2;
    
    	QWS_Make_Dungeon_Menu 21;
    
    //----------------SPHINX
    	setarray @pDmenuitems$[@Di], "Sphinx Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 5;
    
    	setarray @DGat$[@Dref], "in_sphinx1", "in_sphinx2", "in_sphinx3", "in_sphinx4", "in_sphinx5";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5";
    	setarray @DXcoords[@Dref], 192, 149, 210, 10, 100;
    	setarray @DYcoords[@Dref], 9, 81, 54, 222, 99;
    	setarray @DDepth[@Dref], 0, 1, 2, 3, 4;
    
    	QWS_Make_Dungeon_Menu 22;
    
    //----------------SUNKEN SHIP
    	setarray @pDmenuitems$[@Di], "Sunken Ship Dungeon";
    	setarray @pDprice[@Di], $QW_BW_PRICE;
    	setarray @pDfee$[@Di], "$QW_BW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "treasure01", "treasure02";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2";
    	setarray @DXcoords[@Dref], 69, 102;
    	setarray @DYcoords[@Dref], 24, 27;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 23;
    
    //----------------THANATOS TOWER
    	setarray @pDmenuitems$[@Di], "Thanatos Tower";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 13;
    
    	setarray @DGat$[@Dref], "tha_t01", "tha_t02", "tha_t03", "tha_t04", "tha_t05", "tha_t06", "tha_t07", "tha_t08", "tha_t09", "tha_t10", "tha_t11", "tha_t12", "thana_boss";
    	setarray @DLevelName$[@Dref], "Level 1", "Level 2", "Level 3", "Level 4", "Level 5", "Level 6", "Level 7", "Level 8", "Level 9", "Level 10", "Level 11", "Level 12", "Thanatos Boss";
    	setarray @DXcoords[@Dref], 150, 150, 220, 59, 62, 206, 35, 105, 88, 168, 90, 129, 85;
    	setarray @DYcoords[@Dref], 35, 136, 158, 143, 11, 8, 166, 44, 145, 138, 36, 83, 76;
    	setarray @DDepth[@Dref], 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12;
    
    	QWS_Make_Dungeon_Menu 24;
    
    //----------------TOY FACTORY
    	setarray @pDmenuitems$[@Di], "Toy Factory Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 2;
    
    	setarray @DGat$[@Dref], "xmas_dun01", "xmas_dun02";
    	setarray @DLevelName$[@Dref], "Factory Warehouse", "Classifying Room";
    	setarray @DXcoords[@Dref], 205, 129;
    	setarray @DYcoords[@Dref], 16, 133;
    	setarray @DDepth[@Dref], 0, 1;
    
    	QWS_Make_Dungeon_Menu 25;
    
    //----------------TURTLE ISTLAND
    	setarray @pDmenuitems$[@Di], "Turtle Island Dungeon";
    	setarray @pDprice[@Di], $QW_AW_PRICE;
    	setarray @pDfee$[@Di], "$QW_AW_FEE";
    	setarray @DLevels[@Di], 4;
    
    	setarray @DGat$[@Dref], "tur_dun01", "tur_dun02", "tur_dun03", "tur_dun04";
    	setarray @DLevelName$[@Dref], "Outside", "Level 1", "Level 2", "Level 3";
    	setarray @DXcoords[@Dref], 161, 148, 132, 100;
    	setarray @DYcoords[@Dref], 34, 256, 190, 192;
    	setarray @DDepth[@Dref], 0, 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 26;
    
    //----------------UMBALA
    	setarray @pDmenuitems$[@Di], "Umbala Dungeon";
    	setarray @pDprice[@Di], $QW_OW_PRICE;
    	setarray @pDfee$[@Di], "$QW_OW_FEE";
    	setarray @DLevels[@Di], 3;
    
    	setarray @DGat$[@Dref], "um_dun01", "um_dun02", "yggdrasil01";
    	setarray @DLevelName$[@Dref], "Carpenter's Shop in The Tree", "Passage to a Foreign World", "Hvergelmir's Fountain";
    	setarray @DXcoords[@Dref], 205, 48, 40;
    	setarray @DYcoords[@Dref], 26, 30, 63;
    	setarray @DDepth[@Dref], 0, 1, 2;
    
    	QWS_Make_Dungeon_Menu 27;
    
    //----------------Cancel
    	setarray @pDmenuitems$[@Di], "Cancel";
    	setarray @pDprice[@Di], 0;
    
    	set @Dmenulist$[@Dj],@pDmenuitems$[@Di];
    	set @Dmenuref[@Dj],57005; // 57005='dead' in hex
    	return;
    
    
    //----------------Make Dungeon Menu Function
    
    function	QWS_Make_Dungeon_Menu	{
    	set @tempdungeonmenubin,1;
    	if (getarg(0) == 0) goto menu_item;
    	set @temploopdungeonmenu,0;
    	do {
    		set @tempdungeonmenubin, @tempdungeonmenubin * 2;
    		set @temploopdungeonmenu, @temploopdungeonmenu + 1;
    		}while (getarg(0) > @temploopdungeonmenu);
    // check marker and make menu item
    menu_item:
    	if ((@tempdungeonmenubin & ##QWS_D_Unlock) != @tempdungeonmenubin) {
    		setarray @DLocRef[@Di], @Dref;
    		set @Dref, @Dref+@DLevels[@Di];
    		set @Di,@Di+1;
    		return;
    	}
    	if ($QW_MapUserShow == 1) {
    		set @tempmapusers,0;
    		set @mapusersloop,0;
    		do {
    			set @tempmapusers,(getmapusers(@DGat$[@Dref+@mapusersloop]) + @tempmapusers);
    			set @mapusersloop, (@mapusersloop + 1);
    		} while (@DLevels[@Di] > @mapusersloop);
    		if (@pDprice[@Di] != 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" ["+@tempmapusers+"] -> "+@pDprice[@Di];
    		if (@pDprice[@Di] == 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" ["+@tempmapusers+"]";
    		set @Dmenuref[@Dj],@Di;
    		set @Dj,@Dj+1;
    		setarray @DLocRef[@Di], @Dref;
    		set @Dref, @Dref+@DLevels[@Di];
    		set @Di,@Di+1;
    		return;
    	}
    	if (@pDprice[@Di] != 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di]+" -> "+@pDprice[@Di];
    	if (@pDprice[@Di] == 0) set @Dmenulist$[@Dj], @pDmenuitems$[@Di];
    	set @Dmenuref[@Dj],@Di;
    	set @Dj,@Dj+1;
    	setarray @DLocRef[@Di], @Dref;
    	set @Dref, @Dref+@DLevels[@Di];
    	set @Di,@Di+1;
    	return;
    }
    }
    
    function	script	QWS_DLarray	{
    //----------------Start building Menu
    	set @DWref,@DLocRef[@DwarpMenu]; // reference to the arrays with leveldata
    	set @DWi,0;  // loop counter
    	set @DWj,0; // menu lines counter
    	cleararray @DWLmenulist$[0],"",20; // Clearing the array to get rid off ghost items in menu
    	do {
    		if ($QW_DL == 0)||($QW_DDL >= @DDepth[@DWref]) {
    			set @warpprice, (@pDprice[@DwarpMenu]+ (getd(@pDfee$[@DwarpMenu])*@DDepth[@DWref]));
    			if (@warpprice != 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" -> "+@warpprice;
    			if (@warpprice == 0)&&($QW_MapUserShow == 0) set @DWLmenulist$[@DWj], @DLevelName$[@DWref];
    			if (@warpprice != 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"] -> "+@warpprice;
    			if (@warpprice == 0)&&($QW_MapUserShow == 1) set @DWLmenulist$[@DWj], @DLevelName$[@DWref]+" ["+getmapusers(@DGat$[@DWref])+"]";
    			set @DWLmenuref[@DWj],@DWref;
    			set @DWj,@DWj+1;
    		}
    		set @DWref, @DWref+1;
    		set @DWi,@DWi+1;
    	} while (@DWi < @DLevels[@DwarpMenu]);
    	set @DWLmenulist$[@DWj], "Exit";
    	set @DWLmenuref[@DWj],57005; // 57005='dead' in hex
    	return;
    }
    
    //================Dungeon=Warpras=That=Only=Unlock=================
    
    function	script	QWS_Dungeon_Warpra	{
    	function QWS_D_getbin;
    	function QWS_D_setbin;
    	
    	if ((QWS_D_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
    		mes "[Warpra]";
    		mes getarg(1)+" unlocked!";
    		QWS_D_setbin(getarg(0));
    		return;
    	} else if (QWS_D_getbin(getarg(0)) == 1) {
    		mes "[Warpra]";
    		mes "Sorry, I can only unlock this location.";
    	} else
    		debugmes "QWS_Dungeon_Warpra error, improper syntax?";
    	return;
    
    
    function	QWS_D_setbin	{
    	set @tempsetbindata,1;
    	if (getarg(0) == 0) goto binset;
    	set @temploopsetbin,0;
    	do {
    		set @tempsetbindata, @tempsetbindata * 2;
    		set @temploopsetbin, @temploopsetbin + 1;
    	} while (getarg(0) > @temploopsetbin);
    binset:
    	set ##QWS_D_Unlock,(##QWS_D_Unlock | @tempsetbindata);
    	return;
    }
    
    function	QWS_D_getbin	{
    	set @tempgetbindata,1;
    	if (getarg(0) == 0) goto binget;
    	set @temploopgetbin,0;
    	do {
    		set @tempgetbindata, @tempgetbindata * 2;
    		set @temploopgetbin, @temploopgetbin + 1;
    	} while (getarg(0) > @temploopgetbin);
    binget:
    	if ((@tempgetbindata & ##QWS_D_Unlock) == @tempgetbindata) return 1;
    	return 0;
    }
    }
    
    //==========================Town=Warpras===========================
    
    function	script	QWS_Town_Warpra	{
    	function QWS_T_getbin;
    	function QWS_T_setbin;
    	
    	if ((QWS_T_getbin(getarg(0)) == 0) && (getarg(1) != "")) {
    		mes "[Warpra]";
    		mes getarg(1)+" unlocked!";
    		QWS_T_setbin(getarg(0));
    		return;
    	} else if (QWS_T_getbin(getarg(0)) == 1) {
    		callfunc "Q_Warpra",0;
    	} else
    		debugmes "QWS_Town_Warpra error, improper syntax ?";
    	return;
    
    function	QWS_T_setbin	{
    	set @tempsetbindata,1;
    	if (getarg(0) == 0) goto binset;
    	set @temploopsetbin,0;
    	do {
    		set @tempsetbindata, @tempsetbindata * 2;
    		set @temploopsetbin, @temploopsetbin + 1;
    	} while (getarg(0) > @temploopsetbin);
    binset:
    	set ##QWS_T_Unlock,(##QWS_T_Unlock | @tempsetbindata);
    	return;
    }
    
    function	QWS_T_getbin	{
    	set @tempgetbindata,1;
    	if (getarg(0) == 0) goto binget;
    	set @temploopgetbin,0;
    	do {
    		set @tempgetbindata, @tempgetbindata * 2;
    		set @temploopgetbin, @temploopgetbin + 1;
    	} while (getarg(0) > @temploopgetbin);
    binget:
    	if ((@tempgetbindata & ##QWS_T_Unlock) == @tempgetbindata) return 1;
    	return 0;
    }
    }
    //============================Warpras==============================
    
    -	script	Warpra#0	-1,{ callfunc "Q_Warpra",1; }
    alb2trea,73,101,4	duplicate(Warpra#0)	Warpra#1	113
    ama_fild01,178,325,1	duplicate(Warpra#0)	Warpra#2	113
    gef_fild10,71,339,4	duplicate(Warpra#0)	Warpra#3	113
    izlu2dun,104,82,4	duplicate(Warpra#0)	Warpra#4	113
    mjolnir_02,85,363,4	duplicate(Warpra#0)	Warpra#5	113
    moc_fild04,207,331,4	duplicate(Warpra#0)	Warpra#6	113
    moc_fild19,106,97,4	duplicate(Warpra#0)	Warpra#7	113
    moc_ruins,64,166,4	duplicate(Warpra#0)	Warpra#8	113
    niflheim,197,192,3	duplicate(Warpra#0)	Warpra#9	113
    pay_arche,39,135,4	duplicate(Warpra#0)	Warpra#10	113
    prt_fild05,273,215,4	duplicate(Warpra#0)	Warpra#11	113
    tur_dun01,148,239,4	duplicate(Warpra#0)	Warpra#12	113
    valkyrie,48,35,8	duplicate(Warpra#0)	Warpra#13	113
    yuno_fild03,37,135,4	duplicate(Warpra#0)	Warpra#14	113
    
    alberta,32,240,4	script	Warpra#15	113,{ callfunc "QWS_Town_Warpra",1,"Alberta Town"; close; }
    aldebaran,146,118,4	script	Warpra#16	113,{ callfunc "QWS_Town_Warpra",2,"Aldebaran Town"; close; }
    ayothaya,216,171,5	script	Warpra#17	113,{ callfunc "QWS_Town_Warpra",4,"Ayothaya Town"; close; }
    amatsu,193,81,1	script	Warpra#18	113,{ callfunc "QWS_Town_Warpra",3,"Amatsu Town"; close; }
    comodo,195,158,4	script	Warpra#19	113,{ callfunc "QWS_Town_Warpra",5,"Comodo Town"; close; }
    einbroch,229,196,5	script	Warpra#20	113,{ callfunc "QWS_Town_Warpra",7,"Einbroch Town"; close; }
    einbech,173,131,5	script	Warpra#21	113,{ callfunc "QWS_Town_Warpra",6,"Einbech Town"; close; }
    geffen,116,66,4	script	Warpra#22	113,{ callfunc "QWS_Town_Warpra",8,"Geffen Town"; close; }
    gonryun,152,130,4	script	Warpra#23	113,{ callfunc "QWS_Town_Warpra",9,"Kunlun Town"; close; }
    hugel,90,127,5	script	Warpra#24	113,{ callfunc "QWS_Town_Warpra",10,"Hugel Town"; close; }
    jawaii,107,182,5	script	Warpra#25	113,{ callfunc "QWS_Town_Warpra",12,"Jawaii Town"; close; }
    izlude,132,116,4	script	Warpra#26	113,{ callfunc "QWS_Town_Warpra",11,"Izlude Town"; close; }
    lighthalzen,153,100,5	script	Warpra#27	113,{ callfunc "QWS_Town_Warpra",13,"Lighthalzen Town"; close; }
    louyang,211,106,4	script	Warpra#28	113,{ callfunc "QWS_Town_Warpra",14,"Luoyang Town"; close; }
    morocc,157,95,4	script	Warpra#29	113,{ callfunc "QWS_Town_Warpra",16,"Morocc Town"; close; }
    nif_fild01,319,77,1	script	Warpra#30	113,{ callfunc "QWS_Town_Warpra",17,"Niflheim Town"; close; }
    payon,183,110,4	script	Warpra#31	113,{ callfunc "QWS_Town_Warpra",18,"Payon Town"; close; }
    prontera,147,172,5	script	Warpra#32	113,{ callfunc "QWS_Town_Warpra",0,"Prontera Town"; close; }
    umbala,133,130,4	script	Warpra#33	113,{ callfunc "QWS_Town_Warpra",19,"Umbala Town"; close; }
    xmas,151,136,4	script	Warpra#34	113,{ callfunc "QWS_Town_Warpra",15,"Lutie Town"; close; }
    yuno,138,162,4	script	Warpra#35	113,{ callfunc "QWS_Town_Warpra",20,"Juno Town"; close; }
    brasilis,201,222,4	script	Warpra#36	113,{ callfunc "QWS_Town_Warpra",21,"Brasilis Town"; close; }
    dicastes01,194,194,6	script	Warpra#37	113,{ callfunc "QWS_Town_Warpra",22,"El Dicastes Town"; close; }
    manuk,262,177,4	script	Warpra#38	113,{ callfunc "QWS_Town_Warpra",23,"Manuk Town"; close; }
    mora,110,100,4	script	Warpra#39	113,{ callfunc "QWS_Town_Warpra",24,"Mora Town"; close; }
    moscovia,216,196,6	script	Warpra#40	113,{ callfunc "QWS_Town_Warpra",25,"Moscovia Town"; close; }
    rachel,135,116,4	script	Warpra#41	113,{ callfunc "QWS_Town_Warpra",26,"Rachel Town"; close; }
    splendide,205,153,4	script	Warpra#42	113,{ callfunc "QWS_Town_Warpra",27,"Splendide Town"; close; }
    veins,214,123,4	script	Warpra#43	113,{ callfunc "QWS_Town_Warpra",28,"Veins Town"; close; }
    dewata,194,178,6	script	Warpra#44	113,{ callfunc "QWS_Town_Warpra",29,"Dewata Town"; close; }
    eclage,107,37,4	script	Warpra#45	113,{ callfunc "QWS_Town_Warpra",30,"Eclage Town"; close; }
    
    abyss_02,274,266,1	script	Warpra Helper#0	112,{ callfunc "QWS_Dungeon_Warpra",0,"Abyss Lake"; close; }
    ama_dun02,192,118,5	script	Warpra Helper#1	112,{ callfunc "QWS_Dungeon_Warpra",1,"Amatsu Dungeon"; close; }
    anthell02,170,165,3	script	Warpra Helper#2	112,{ callfunc "QWS_Dungeon_Warpra",2,"Ant Hell Dungeon"; close; }
    ayo_dun02,258,193,5	script	Warpra Helper#3	112,{ callfunc "QWS_Dungeon_Warpra",3,"Ayothaya Dungeon"; close; }
    ein_dun02,292,282,1	script	Warpra Helper#4	112,{ callfunc "QWS_Dungeon_Warpra",8,"Einbech Dungeon"; close; }
    iz_dun03,202,47,2	script	Warpra Helper#5	112,{ callfunc "QWS_Dungeon_Warpra",4,"Byalan Dungeon"; close; }
    c_tower3,129,106,4	script	Warpra Helper#6	112,{ callfunc "QWS_Dungeon_Warpra",5,"Clock Tower Dungeon"; close; }
    mjo_dun02,39,25,4	script	Warpra Helper#7	112,{ callfunc "QWS_Dungeon_Warpra",6,"Coal Mine Dungeon"; close; }
    prt_sewb2,176,30,3	script	Warpra Helper#8	112,{ callfunc "QWS_Dungeon_Warpra",7,"Culvert Dungeon"; close; }
    gefenia03,137,34,0	script	Warpra Helper#9	112,{ callfunc "QWS_Dungeon_Warpra",9,"Gefenia Dungeon"; close; }
    gef_dun02,218,61,2	script	Warpra Helper#10	112,{ callfunc "QWS_Dungeon_Warpra",10,"Gefen Dungeon"; close; }
    glast_01,371,308,3	script	Warpra Helper#11	112,{ callfunc "QWS_Dungeon_Warpra",11,"Glast Heim Dungeon"; close; }
    gon_dun01,167,273,4	script	Warpra Helper#12	112,{ callfunc "QWS_Dungeon_Warpra",12,"Kunlun Dungeon"; close; }
    juperos_02,127,154,5	script	Warpra Helper#13	112,{ callfunc "QWS_Dungeon_Warpra",14,"Juperos Cave"; close; }
    kh_dun01,14,224,3	script	Warpra Helper#14	112,{ callfunc "QWS_Dungeon_Warpra",28,"Kiel Dungeon"; close; }
    lhz_dun02,156,151,5	script	Warpra Helper#15	112,{ callfunc "QWS_Dungeon_Warpra",15,"Lighthalzen Bio Lab"; close; }
    lou_dun02,168,264,4	script	Warpra Helper#16	112,{ callfunc "QWS_Dungeon_Warpra",16,"Luoyang Dungeon"; close; }
    mag_dun02,46,41,3	script	Warpra Helper#17	112,{ callfunc "QWS_Dungeon_Warpra",17,"Magma Dungeon"; close; }
    odin_tem01,115,148,3	script	Warpra Helper#18	112,{ callfunc "QWS_Dungeon_Warpra",18,"Odin Temple"; close; }
    orcsdun01,185,11,3	script	Warpra Helper#19	112,{ callfunc "QWS_Dungeon_Warpra",19,"Orc Dungeon"; close; }
    pay_dun03,162,143,3	script	Warpra Helper#20	112,{ callfunc "QWS_Dungeon_Warpra",20,"Payon Dungeon"; close; }
    moc_pryd02,101,95,3	script	Warpra Helper#21	112,{ callfunc "QWS_Dungeon_Warpra",21,"Pyramides Dungeon"; close; }
    in_sphinx2,274,268,1	script	Warpra Helper#22	112,{ callfunc "QWS_Dungeon_Warpra",22,"Sphinx Dungeon"; close; }
    tha_t07,111,162,3	script	Warpra Helper#23	112,{ callfunc "QWS_Dungeon_Warpra",24,"Thanatos Tower"; close; }
    treasure02,104,40,3	script	Warpra Helper#24	112,{ callfunc "QWS_Dungeon_Warpra",23,"Sunken Ship Dungeon"; close; }
    xmas_dun02,124,131,3	script	Warpra Helper#25	112,{ callfunc "QWS_Dungeon_Warpra",25,"Toy Factory Dungeon"; close; }
    um_dun02,44,28,3	script	Warpra Helper#26	112,{ callfunc "QWS_Dungeon_Warpra",27,"Umbala Dungeon"; close; }
    tur_dun02,162,23,3	script	Warpra Helper#27	112,{ callfunc "QWS_Dungeon_Warpra",26,"Turtle Island Dungeon"; close; }
    prt_maze02,102,69,4	script	Warpra Helper#28	112,{ callfunc "QWS_Dungeon_Warpra",13,"Hidden Dungeon"; close; }

     

  4. Hi ! im currently using mapflag pvp_nocalcrank .. I want to have a timer upon player death, 30 seconds I think, if the timer runs out that player will be warp to savepoint unless he/she got resurected ... Thank you !

  5. On 2/1/2025 at 6:47 AM, rokimoki said:

    I tested but... test it before going production, read careful OnInit configurations. Need to be tested, event end and come back to normal, starting and reloading every 60 minutes its ok.

    EDIT: Updated script.

    EDIT 2: I don't know exactly when update the zeny aim limit, but should work good.

     

     

    super_floating_rates.txt 7.98 kB · 2 downloads

    Hello ! sorry for late response. I tried it thankyou for your efforts .. Just had an error and the npc got stucked after i donated aim limit. 

     

    image.png.54dc5ac9fe2203f9b91101574c7c9b77.pngimage.png.0047b438f3f53d441a67457c59c09c14.png

  6. 2 hours ago, rokimoki said:

    Okay sorry so, 3x base rate.

    Event from 5 to 10.

    But if event is not active changing rates even each hour, but, why? I don't understand this part. And how much random from 3 to 5 or what?

    When the event is not active the rates should be in normal only ..while the event is active,rates will change every 60minutes.. The even will last for 3 or 5 hours only. After the event, rates will return to the server's normal rates.. Sorry I have bad english

  7. 2 hours ago, rokimoki said:

    Okay sorry so, 3x base rate.

    Event from 5 to 10.

    But if event is not active changing rates even each hour, but, why? I don't understand this part. And how much random from 3 to 5 or what?

    When the event is not active the rates should be in normal only ..while the event is active,rates will change every 60minutes.. The even will last for 3 or 5 hours only. After the event, rates will return to the server's normal rates.. Sorry I have bad english

  8. 8 hours ago, rokimoki said:

    Okay I'm working on the script.

    - I configured something like 20% of total server zeny for zeny target. You can configure how much %.

    There are some ambiguity, I need more detailed data in this:

    - How much rate to increase? when to recover base rate?
    - If every 60 minutes rates change, why doing a event donation?

     

    Hi ! reagarding how much rate, this event will range from 5x to 10x .. The reason why it has donation is because the rates are much higher than my official default rate of x3 only

  9. 1 hour ago, rokimoki said:

    You can describe the script you really want and may be easier than digest other script or easier to adapt the script, because I dont really understand what you really want.

    Hi! Okay 😄 Thank You ! 

    The idea is there is an NPC that collects all players zeny donation and when the target amount has reached the rates will change like floating rates event every 60minutes for let's say 3 hours event period ..

    - NPC will only allow players to donate a minimum of 10,000z (Donation will grant agi and bless buff 3minutes buff for 10,000 and +1 minute for every 10,000z additional.) maximum donation is 80,000z only

    - Regardless the time the event has started, the rates should change every 60minutes.

    - Announcement when the target amount has reaced, everytime rates changes, 10minutes before the event ends and when the event ends

    - A cooldown of about 24hours after the event so players cant abuse the npc

    - While the event is active, players can check the remaining time on npc or using @command

    - This does not include droprates, only base and job exp.

    - The target donation will increase everytime an event ends, I dont think if it is possible to base the target amount from the current server total zeny ? IDK but that would be really good. The more zeny the server, the higher the target donation quota.

     

    That's all @rokimoki Thank You !

     

  10. On 1/30/2025 at 6:46 AM, rokimoki said:

    You posted two floating rate scripts, do you need help on both? or...?

    Hi, i just saw this script ..and realized that my first script is stucked, just noticed that this one has more potential .. i dont know, but I badly need help sir 😢

     

    I actually created one but im not confident and I think it has a lot of bugs

  11. Hi ! I just want to ask if there is an hourly points system like this that wont hault even if I reloadscript ??? Also I tried adding gepard settings ...I dont know if my modification is right. I dont know who is the author of this script, a friend just gave this to me ... Thankyou !

     

    Quote

    -    script    hangoutpoints    FAKE_NPC,{
     
    OnInit:
        set .Gepard,0;
        announce "[Hang Out Reward System]: Hang out reward system has been reloaded, please relog again to get more points.", bc_all;
     
        .point_name$ = "Hango Out Points";
        .point_amt = 1;    // Normal points gained.
        .dlimit = 900;    // Stop points if afk greater then in seconds. 600s = 10 minutes //43200
        .enable = 1;
        .level = 30;
        .online_time = 1800; // One hour = 3600 seconds
     
        bindatcmd "hoinfo", "hangoutpoints::OnAtcommand", 0, 100;
        bindatcmd "hopoints", "hangoutpoints::OnCheckPoints", 0, 100;
        end;
     
    OnPCLoginEvent:
        /*if (.Gepard == 1) {    //GEPARD SHIELD ID CHECKER
            query_sql("SELECT last_unique_id FROM `login` WHERE account_id = "+getcharid(3)+"", .@UniqueId$);
            query_sql("SELECT account_id FROM `login` WHERE last_unique_id = '"+.@UniqueId$+"'", .@CuentaId);
            set .@error,getcharid(3,strcharinfo(0));
            
            for(set .@i ,0;.@i<getarraysize(.@CuentaId);set .@i,.@i+1) {
                if(attachrid(.@CuentaId[.@i])) {
                    if (.@CuentaId == 2000001) {
                        set .@j,0;
                    } 
                    else {
                            set .@j,.@j+1;
                    }
                }    
            }
            detachrid;
        
            attachrid .@error;
            if(.@j > 1) {
                #acctick += @idle_time; // Add idle time
                #idle = 1;        
                dispbottom "The hang out reward system haulted because you were loggedin with same Gepard ID.";
                end;
            }
        }*/        
        if (BaseLevel >= .level)
        {
            #idle = 0;
            @backup_time = 0;
     
            if (!#acctick || #acctick > .online_time)
                #acctick = gettimetick(2) + .online_time;
            else
                #acctick += gettimetick(2);
     
            while(.enable)
            {
                @idle_time = checkidle();
     
                if (checkvending() >= 1 || @idle_time >= .dlimit) //  checkchatting() == 1 ||
                {
                    #acctick += @idle_time; // Add idle time
                    #idle = 1;
                    dispbottom "The hang out reward system haulted because you were vending, chatting, or idle.";
                }
                else
                {
                    sleep2 1000;
     
                    @backup_time = .@time_left = #acctick - gettimetick(2);
     
                    if (.@time_left <= 0) {
                    
                        if (vip_status(1)) {
                            #HANGOUTPOINTS += .point_amt + 1;
                            #acctick = gettimetick(2) + .online_time;
                             dispbottom "[Hang Out Reward System]: Gained " + .point_amt + " " + .point_name$ + " +1 " + .point_name$ + " [Vip Bonus]. Stay online and gain more points.";

                        }
                        else {
                        #HANGOUTPOINTS += .point_amt;
                        #acctick = gettimetick(2) + .online_time;
                        dispbottom "[Hang Out Reward System]: Gained " + .point_amt + " " + .point_name$ + ". Total " + #HANGOUTPOINTS + " Hang out Points. Stay online to gain more points.";
                        }
                    }
                    else
                    {
                        .@time_left = .online_time - .@time_left;
                        .@Time$ = "";
                        .@Minutes = .@time_left / 60;
                        .@time_left -= (.@Minutes * 60);
     
                        if (.@Minutes > 1)
                            .@Time$ += .@Minutes + " minutes, ";
                        else if (.@Minutes > 0)
                            .@Time$ += .@Minutes + " minute, ";
     
                        if (.@time_left > 1 || .@time_left == 0)
                            .@Time$ += .@time_left + " seconds";
                        else if (.@time_left == 1)
                            .@Time$ += .@time_left + " second";
     
                        if (.@Minutes == 15 && .@time_left == 0 || .@Minutes == 30 && .@time_left == 0 || .@Minutes == 45 && .@time_left == 0)
                            dispbottom "[Hang Out Reward System]: You spend a total of [" + .@Time$ + "] playing.";
                    }
                }
     
                if (#idle)
                    break;
            }
        }
        end;
     
    OnPCLogoutEvent:
        // BackUP online time
        if (BaseLevel >= .level)
        {
            if (@backup_time)
                #acctick = @backup_time;
        }
        end;
    OnCheckPoints: 
        dispbottom "[Hang Out Reward System]: You have a total of ["+ #HANGOUTPOINTS +"] Hang Out Points.",0xRRGGBB;
        end;
    OnAtcommand:
        if (BaseLevel >= .level)
        {
            if (#idle)
            {
                .@Time$ = "";
                .@Minutes = @idle_time / 60;
                .@time_left = @idle_time - (.@Minutes * 60);
     
                if (.@Minutes > 1)
                    .@Time$ += .@Minutes + " minutes, ";
                else if (.@Minutes > 0)
                    .@Time$ += .@Minutes + " minute, ";
     
                if (.@time_left > 1 || .@time_left == 0)
                    .@Time$ += .@time_left + " seconds";
                else if (.@time_left == 1)
                    .@Time$ += .@time_left + " second";
     
                //dispbottom "[Hang Out Reward System]: You been idle for " + .@Time$ + ". Please relog again.",0xRRGGBB;
                dispbottom "[Hang Out Reward System]: You've been idle/vending/chatting or logged in dual account. Please relog again.",0xRRGGBB;
            }
            else
            {
                .@time_left = @backup_time;
                .@Time$ = "";
                .@Minutes = .@time_left / 60;
                .@time_left -= (.@Minutes * 60);
     
                if (.@Minutes > 1)
                    .@Time$ += .@Minutes + " minutes, ";
                else if (.@Minutes > 0)
                    .@Time$ += .@Minutes + " minute, ";
     
                if (.@time_left > 1 || .@time_left == 0)
                    .@Time$ += .@time_left + " seconds";
                else if (.@time_left == 1)
                    .@Time$ += .@time_left + " second";
     
                dispbottom "[Hang Out Reward System]: You have [" + .@Time$ + "] left in able to gain a hang out points.",0xRRGGBB;
            }
        }
        end;
    }
     

     

  12. Hi can anyone help me make this script work ? Actually its working but when the event starts the rates turn to zero. Also some modification that for every 60minutes the rates will change and announcement when the event is over.

    Thank You ! Script credits to @Emistry

    prontera,155,181,5  script  Sample  4_F_KAFRA1,{
        mes "Donate zeny boost EXP?";
        mes "Required Donation: "+F_InsertComma($DONATE_EXP_ZENY_AIM)+"z";
        mes " ";
        mes "Current Donation: "+F_InsertComma($DONATE_EXP_ZENY)+"z";
        mes "Current Rate: "+F_InsertComma($DONATE_EXP_RATE)+"X";
        if (select("Continue", "Cancel") == 1) {
            if ($DONATE_EXP_DURATION > .@gettimetick) {
                mes "EXP bonus already started, you cant donate now.";
            }
            else {
                input .@zeny, 0, Zeny;
                if (.@zeny > 0) {
                    Zeny -= .@zeny;
                    $DONATE_EXP_ZENY += .@zeny;
                    mes "You donated "+F_InsertComma(.@zeny)+"z";
                    
                    if ($DONATE_EXP_ZENY >= $DONATE_EXP_ZENY_AIM && $DONATE_EXP_ZENY_AIM > 0) {
                        $DONATE_EXP_RATE = rand(.rate_range[0], .rate_range[1]);
                        $DONATE_EXP_DURATION = gettimetick(2) + .duration;
                        
                        callsub(L_rate, $DONATE_EXP_RATE);
                        donpcevent strnpcinfo(3)+"::OnStart";
                    }
                }
            }
        }
        close;
     
        OnInit:
            setarray .zeny_range, 
                5000000, // minimum
                1000000, // increasing rate
                2000000000; // max donate amount
            
            .duration = (5 * 60 * 60); // 5 hours
            setarray .rate_range, 6, 10; // 6~10x exp boost
            
            .base_exp_rate = getbattleflag("base_exp_rate");
            .job_exp_rate = getbattleflag("job_exp_rate");
            
            if ($DONATE_EXP_ZENY_AIM < .zeny_range[0])
                $DONATE_EXP_ZENY_AIM = .zeny_range[0];
            if ($DONATE_EXP_ZENY_AIM > .zeny_range[2] && .zeny_range[1] > 0)
                $DONATE_EXP_ZENY_AIM = .zeny_range[2];
            if ($DONATE_EXP_RATE < 1) 
                $DONATE_EXP_RATE = 1;
            if ($DONATE_EXP_DURATION > gettimetick(2)) {
                callsub(L_rate, $DONATE_EXP_RATE);
                initnpctimer;
            }
            end;
        
        OnTimer60000:
        OnStart:
            stopnpctimer;
            if ($DONATE_EXP_DURATION > gettimetick(2)) {
                initnpctimer;
            }
            else if ($DONATE_EXP_DURATION && $DONATE_EXP_DURATION < .@gettimetick) {
                $DONATE_EXP_DURATION = 0;
                $DONATE_EXP_RATE = 1;
                $DONATE_EXP_ZENY_AIM += .zeny_range[1];
                if ($DONATE_EXP_ZENY_AIM > .zeny_range[2] && .zeny_range[1] > 0)
                    $DONATE_EXP_ZENY_AIM = .zeny_range[2];
                callsub(L_rate, $DONATE_EXP_RATE);
            }
            end;
        
        L_rate:
            .@base_exp_rate = ( .@rate * .base_exp_rate );
            .@job_exp_rate = ( .@rate * .job_exp_rate );
           
            setbattleflag("base_exp_rate",.@base_exp_rate);
            setbattleflag("job_exp_rate",.@job_exp_rate);
            atcommand "@reloadmobdb";
            
            announce "Current rates are: "+.@base_exp_rate+"x "+.@job_exp_rate+"x ", bc_all, 0xFF6060;
            return;
    }

     

  13. Hi guys, I need help for my ongoing scripting. 

    This NPC will require players to donate zeny and reach the asking global donation target. when they reach it the server will change its rates to floating rates of EXP: 5x~8x and DROP: 1x~1.5x .. My problem here is im stuck in the initiation and timer of this script. 

    This event should run for about 3 hours and every 60minutes the rates will change ... Also, there will be an announcement when the event is done. 

    Your help will be well appreciated guys .. Thank You !!

    valk_hall,97,92,6	script	Global Exp Amplifier#EventFloatingRates	10308,{
    	mes .npc$;
    	mes "Current funds collected:";
    	mes "~ [^0000ff" + callfunc("F_InsertComma",$collected_funds) + "^000000] Zeny";
    	mes "Target global funds:";
    	mes "~ [^0000ff" + callfunc("F_InsertComma",.target_funds) + "^000000] Zeny";
    	mes ""+callfunc("F_InsertComma",$donation_missing)+" more Zeny to reach target the funds.";
    	next;
    	switch (select("Donate Zeny", "Cancel")) {
    		case 1:
    			mes .npc$;
    			mes "Please input your desired amount.";
    			next;
    			input .@donation;			
    			if (.@donation < 1) {
    				mes .npc$;
    				mes "Input number greater than 0.";
    				end;		
    			}
    			if (.@donation < .min_donation_zeny) {
    				mes .npc$;
    				mes "Minimum donation amount is "+callfunc("F_InsertComma",.min_donation_zeny)+".";
    				end;		
    			}
    			switch(select("Change Amount:Confirm")) {
    				case 1:
    					.@donation = 0;
    					next;
    					goto Change_Amount;
    					end;
    				case 2:
    					if (Zeny < .@donation) {
    						mes .npc$;
    						mes "Sorry, but you don't have enough";
    						mes "zeny to donate.";
    						end;
    					}
    					if (.@donation > $donation_missing) {
    						mes .npc$;
    						mes "The amount you entered will exceed on remaining balance.";
    						mes "Remaining Balance: "+callfunc("F_InsertComma",$donation_missing)+" Zeny";
    						mes "^ff0000*Please input exact amount next time*.";
    						end;
    					}	
    					mes .npc$;
    					mes "Zeny has been succesfully transfered.";
    					Zeny -= .@donation;
    					$collected_funds += .@donation;
    					$donation_missing -= .@donation;	
    
    					if ($collected_funds >= .target_funds) {
    						$collected_funds = 0;	
    						announce ""+.npc$+": We reached our target funds! Activating Floating Rates Event...",bc_all,0xFF6060;					
    	
    						donpcevent strnpcinfo(3)+"::OnStart";
    					}
    					end;
    			}
    	}
    	
    OnStart:
    
    
    OnInit:
    	.npc$ = "[Global Exp Amplifier]";
    	.target_funds = 1000000;
    	.min_donation_zeny = 10000;
    	$donation_missing = .target_funds - $collected_funds;
    							 
    	
    }

     

  14. Hi guys, I need help for my ongoing scripting. 

    This NPC will require players to donate zeny and reach the asking global donation target. when they reach it the server will change its rates to floating rates of EXP: 5x~8x and DROP: 1x~1.5x .. My problem here is im stuck in the initiation and timer of this script. 

    This event should run for about 3 hours and every 60minutes the rates will change ... Also, there will be an announcement when the event is done. 

    Your help will be well appreciated guys .. Thank You !!

    valk_hall,97,92,6	script	Global Exp Amplifier#EventFloatingRates	10308,{
    	mes .npc$;
    	mes "Current funds collected:";
    	mes "~ [^0000ff" + callfunc("F_InsertComma",$collected_funds) + "^000000] Zeny";
    	mes "Target global funds:";
    	mes "~ [^0000ff" + callfunc("F_InsertComma",.target_funds) + "^000000] Zeny";
    	mes ""+callfunc("F_InsertComma",$donation_missing)+" more Zeny to reach target the funds.";
    	next;
    	switch (select("Donate Zeny", "Cancel")) {
    		case 1:
    			mes .npc$;
    			mes "Please input your desired amount.";
    			next;
    			input .@donation;			
    			if (.@donation < 1) {
    				mes .npc$;
    				mes "Input number greater than 0.";
    				end;		
    			}
    			if (.@donation < .min_donation_zeny) {
    				mes .npc$;
    				mes "Minimum donation amount is "+callfunc("F_InsertComma",.min_donation_zeny)+".";
    				end;		
    			}
    			switch(select("Change Amount:Confirm")) {
    				case 1:
    					.@donation = 0;
    					next;
    					goto Change_Amount;
    					end;
    				case 2:
    					if (Zeny < .@donation) {
    						mes .npc$;
    						mes "Sorry, but you don't have enough";
    						mes "zeny to donate.";
    						end;
    					}
    					if (.@donation > $donation_missing) {
    						mes .npc$;
    						mes "The amount you entered will exceed on remaining balance.";
    						mes "Remaining Balance: "+callfunc("F_InsertComma",$donation_missing)+" Zeny";
    						mes "^ff0000*Please input exact amount next time*.";
    						end;
    					}	
    					mes .npc$;
    					mes "Zeny has been succesfully transfered.";
    					Zeny -= .@donation;
    					$collected_funds += .@donation;
    					$donation_missing -= .@donation;	
    
    					if ($collected_funds >= .target_funds) {
    						$collected_funds = 0;	
    						announce ""+.npc$+": We reached our target funds! Activating Floating Rates Event...",bc_all,0xFF6060;					
    	
    						donpcevent strnpcinfo(3)+"::OnStart";
    					}
    					end;
    			}
    	}
    	
    OnStart:
    
    
    OnInit:
    	.npc$ = "[Global Exp Amplifier]";
    	.target_funds = 1000000;
    	.min_donation_zeny = 10000;
    	$donation_missing = .target_funds - $collected_funds;
    							 
    	
    }

     

  15. 1 hour ago, rokimoki said:

    Character variables are attached to a player, so, how is it possible to modify value if I cant attach a player on OnClock0600? Well I can do a trick getting players online attaching and detaching, but solution is just by sql, and that table is managed by char_server so they have to relog to get sql changes. Just relog at 6am, I dont think is a big deal xd. If you were online and log after 6am you get changes applied.

    but if you dont want to use char_server table, we can create a new table for this script

    I understand sir thanks to your efforts !!!!

  16. Hello can I ask for help .. Im giving platinum skills but requires fee .. and will only give 1 at a time .. Can you help me make my script shorter and simplier with same mechanics ? Thank you !

    valk_hall,132,138,4	script	Platinum Skill NPC	533,{
    OnInit:
    	//acolyte
    	.holylight = "100000";
    	.redemptio = "100000";
    	.spiritbstmnt = "100000";
    	.excruciatingpalm = "100000";
    	//swordsman
    	.hprecovery = "100000";
    	.fatalblow = "100000";
    	.autoberserk = "100000";
    	.chargeattack = "100000";
    	.shrink = "100000";
    	//mage
    	.energycoat = "100000";
    	.sightblaster = "100000";
    	.elemconv = "100000";
    	.elementalchange = "250000";
    	//merchant
    	.crazyuproar = "100000";
    	.changecart = "100000";
    	.cartrevo = "100000";
    	.cartdeco = "100000";
    	.greed = "100000";
    	.dubious = "100000";
    	.bioethics = "100000";
    	//thief
    	.backslide = "100000";
    	.pickstone = "100000";
    	.throwstone = "100000";
    	.sprinklesand = "100000";
    	.venomknife = "100000";
    	.sonicacceleration = "100000";
    	.closeconfine = "100000";
    	//archer
    	.arrowcrafting = "100000";
    	.arrowrepel = "100000";
    	.phantasmicarrow = "100000";
    	.pangvoice = "100000";
    	.winkofcharm = "100000";
    
    	
    
    
    	if (BaseJob == Job_Priest || BaseJob == Job_Monk || BaseClass == Job_Acolyte) goto acolyte;
    	if (BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseClass == Job_Swordman) goto swordsman;
    	if (BaseJob == Job_Wizard || BaseJob == Job_Sage || BaseClass == Job_Mage) goto mage;
    	if (BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || BaseClass == Job_Merchant) goto merchant;
    	if (BaseJob == Job_Assassin || BaseJob == Job_Rogue || BaseClass == Job_Thief) goto thief;
    	if (BaseJob == Job_Hunter || BaseJob == Job_Bard || BaseJob_Dancer || BaseClass == Job_Archer) goto archer;
    	else mes "You dont have business here."; end;
    
    acolyte:
    	switch(select("Holy Light:Redemptio:Spiritual Bestowment:Excruciating Palm")) {
    	case 1:
    		if (getskilllv("AL_HOLYLIGHT") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.holylight+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Holy Light",learn_holylight,"Cancel",cancel;
    	learn_holylight:
    		if (Zeny >= .holylight && JobLevel > 29) {
    			Zeny -= .holylight;
    			skill "AL_HOLYLIGHT",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    
    	case 2:
    		if (Class != 8 && Class != 4009 ) {
    			mes "You are not a Priest or High Priest yet.";
    			end;
    		}
    		if (getskilllv("PR_REDEMPTIO") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.redemptio+" Zeny";
    		next;	
    		menu "Learn Redemptio",learn_redemptio,"Cancel",cancel;
    	learn_redemptio:
    		if (Zeny >= .redemptio && JobLevel > 29) {
    			Zeny -= .redemptio;
    			skill "PR_REDEMPTIO",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 3:
    		if (Class != 15 && Class != 4016 ) {
    			mes "You are not a Monk or Champion yet.";
    			end;
    		}
    		if (getskilllv("MO_KITRANSLATION") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.spiritbstmnt+" Zeny";
    		next;	
    		menu "Learn Spiritual Bestowment",learn_spiritbstmnt;
    	learn_spiritbstmnt:
    		if (Zeny >= .spiritbstmnt) {
    			Zeny -= .spiritbstmnt;
    			skill "MO_KITRANSLATION",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 4:
    		if (Class != 15 && Class != 4016 ) {
    			mes "You are not a Monk or Champion yet.";
    			end;
    		}
    		if (getskilllv("MO_BALKYOUNG") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.xcruciatingpalm+" Zeny";
    		next;	
    		menu "Learn Excruciating Palm",learn_excruciatingpalm;
    	learn_excruciatingpalm:
    		if (Zeny >= .excruciatingpalm) {
    			Zeny -= .excruciatingpalm;
    			skill "MO_BALKYOUNG",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	}
    //==========================================================
    swordsman:
    	switch(select("HP Recovery:Fatal Blow:Auto Berserk:Charge Attack:Shrink")) {
    	case 1:
    		if (getskilllv("SM_MOVINGRECOVERY") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.hprecovery+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Hp Recovery",learn_hprecovery;
    	learn_hprecovery:
    		if (Zeny >= .hprecovery && JobLevel > 29) {
    			Zeny -= .hprecovery;
    			skill "SM_MOVINGRECOVERY",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 2:
    		if (getskilllv("SM_FATALBLOW") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.fatalblow+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Fatal Blow",learn_fatalblow;
    	learn_fatalblow:
    		if (Zeny >= .fatalblow && JobLevel > 29) {
    			Zeny -= .fatalblow;
    			skill "SM_FATALBLOW",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 3:
    		if (getskilllv("SM_AUTOBERSERK") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.autoberserk+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Auto Berserk",learn_autoberserk;
    	learn_autoberserk:
    		if (Zeny >= .autoberserk && JobLevel > 29) {
    			Zeny -= .autoberserk;
    			skill "SM_AUTOBERSERK",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    
    	case 4:
    		if (Class != 7 && Class != 4008 ) {
    			mes "You are not a Knight or Lord Knight yet.";
    			end;
    		}
    		if (getskilllv("KN_CHARGEATK") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.chargeattack+" Zeny";
    		next;	
    		menu "Learn Charge Attack",learn_chargeattack;
    	learn_chargeattack:
    		if (Zeny >= .chargeattack && JobLevel > 29) {
    			Zeny -= .chargeattack;
    			skill "KN_CHARGEATK",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 5:
    		if (Class != 14 && Class != 4015 ) {
    			mes "You are not a Crusader or Paladin yet.";
    			end;
    		}
    		if (getskilllv("CR_SHRINK") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.shrink+" Zeny";
    		next;	
    		menu "Learn Shrink",learn_shrink;
    	learn_shrink:
    		if (Zeny >= .shrink) {
    			Zeny -= .shrink;
    			skill "CR_SHRINK",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	}
    //==========================================================
    mage:
    	switch(select("Energy Coat:Sight Blaster:Create Elemental Converter:Elemental Change")) {
    	case 1:
    		if (getskilllv("MG_ENERGYCOAT") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.energycoat+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Energy Coat",learn_energycoat;
    	learn_energycoat:
    		if (Zeny >= .energycoat && JobLevel > 29) {
    			Zeny -= .energycoat;
    			skill "MG_ENERGYCOAT",1,SKILL_PERM;			
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}		
    	case 2:
    		if (Class != 9 && Class != 4010 ) {
    			mes "You are not a Wizard or High Wizard yet.";
    			end;
    		}
    		if (getskilllv("WZ_SIGHTBLASTER") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.sightblaster+" Zeny";
    		next;	
    		menu "Learn Sight Blaster",learn_sightblaster;
    	learn_sightblaster:
    		if (Zeny >= .sightblaster) {
    			Zeny -= .sightblaster;
    			skill "WZ_SIGHTBLASTER",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 3:
    		if (Class != 16 && Class != 4017 ) {
    			mes "You are not a Sage or Professor yet.";
    			end;
    		}
    		if (getskilllv("SA_CREATECON") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.elemconv+" Zeny";
    		next;	
    		menu "Learn Create Elemental Converter",learn_elemconv;
    	learn_elemconv:
    		if (Zeny >= .elemconv) {
    			Zeny -= .elemconv;
    			skill "SA_CREATECON",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 4:
    		if (Class != 16 && Class != 4017 ) {
    			mes "You are not a Sage or Professor yet.";
    			end;
    		}
    		if (getskilllv("SA_ELEMENTWATER") == 1 && getskilllv("SA_ELEMENTGROUND") == 1 && getskilllv("SA_ELEMENTFIRE") == 1 && getskilllv("SA_ELEMENTWIND") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.elementalchange+" Zeny";
    		next;	
    		menu "Learn Elemental Change",learn_elementalchange;
    	learn_elementalchange:
    		if (Zeny >= .elementalchange) {
    			Zeny -= .elementalchange;
    			skill "SA_ELEMENTWATER",1,SKILL_PERM;		
    			skill "SA_ELEMENTGROUND",1,SKILL_PERM;		
    			skill "SA_ELEMENTFIRE",1,SKILL_PERM;		
    			skill "SA_ELEMENTWIND",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	}
    //==========================================================
    merchant:
    	switch(select("Crazy Uproar:Change Cart:Cart Revo:Greed:Dubious Salesmanship:Bioethics:Plant Cultivation")) {
    	case 1:
    		if (getskilllv("MC_LOUD") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.crazyuproar+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Crazy Uproar",learn_crazyuproar;
    	learn_crazyuproar:
    		if (Zeny >= .crazyuproar && JobLevel > 29) {
    			Zeny -= .crazyuproar;
    			skill "MC_LOUD",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}	
    	case 2:
    		if (getskilllv("MC_CHANGECART") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.changecart+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Change Cart",learn_changecart;
    	learn_changecart:
    		if (Zeny >= .changecart && JobLevel > 29) {
    			Zeny -= .changecart;
    			skill "MC_CHANGECART",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 3:
    		if (getskilllv("MC_CARTREVOLUTION") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.cartrevo+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Cart Revo",learn_cartrevo;
    	learn_cartrevo:
    		if (Zeny >= .cartrevo && JobLevel > 29) {
    			Zeny -= .cartrevo;
    			skill "MC_CARTREVOLUTION",1,SKILL_PERM;	
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	
    	case 4:
    		if (Class != 10 && Class != 4011 ) {
    			mes "You are not a Blacksmith or Whitesmith yet.";
    			end;
    		}
    		if (getskilllv("BS_GREED") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.greed+" Zeny";
    		next;	
    		menu "Learn Greed",learn_greed;
    	learn_greed:
    		if (Zeny >= .greed) {
    			Zeny -= .greed;
    			skill "BS_GREED",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 5:
    		if (Class != 10 && Class != 4011 ) {
    			mes "You are not a Blacksmith or Whitesmith yet.";
    			end;
    		}
    		if (getskilllv("BS_UNFAIRLYTRICK") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.dubious+" Zeny";
    		next;	
    		menu "Learn Dubious Salesmanship",learn_dubious;
    	learn_dubious:
    		if (Zeny >= .dubious) {
    			Zeny -= .dubious;
    			skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;	
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 6:
    		if (Class != 18 && Class != 4019 ) {
    			mes "You are not a Alchemist or Creator yet.";
    			end;
    		}
    		if (getskilllv("AM_BIOETHICS") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.bioethics+" Zeny";
    		next;	
    		menu "Learn Bioethics",learn_bioethics;
    	learn_bioethics:
    		if (Zeny >= .bioethics) {
    			Zeny -= .bioethics;
    			skill "AM_BIOETHICS",1,SKILL_PERM;
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 7:
    		if (Class != 18 && Class != 4019 ) {
    			mes "You are not a Alchemist or Creator yet.";
    			end;
    		}
    		if (getskilllv("CR_CULTIVATION") == 2) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		//mes "You need "+.bioethics+" Zeny";
    		next;	
    		menu "Learn Plant Cultivation",learn_plantcultivation;
    	learn_plantcultivation:
    		//if (Zeny >= .bioethics) {
    			//Zeny -= .bioethics;
    			skill "CR_CULTIVATION",2,SKILL_PERM;
    			end;
    		//}
    		//else {
    			//mes "You need to reach my requirements.";
    			//end;
    		//}		
    	}	
    //==========================================================
    thief:
    	switch(select("Back Slide:Pick Stone:Throw Stone:Sprinkle Sand:Venom Knife:Sonic Acceleration:Close Confine")) {
    	case 1:
    		if (getskilllv("TF_BACKSLIDING") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.backslide+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Back Slide",learn_backslide;
    	learn_backslide:
    		if (Zeny >= .backslide && JobLevel > 29) {
    			Zeny -= .backslide;
    			skill "TF_BACKSLIDING",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}	
    	case 2:
    		if (getskilllv("TF_PICKSTONE") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.pickstone+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Pick Stone",learn_pickstone;
    	learn_pickstone:
    		if (Zeny >= .pickstone && JobLevel > 29) {
    			Zeny -= .pickstone;
    			skill "TF_PICKSTONE",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 3:
    		if (getskilllv("TF_THROWSTONE") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.throwstone+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Throw Stone",learn_throwstone;
    	learn_throwstone:
    		if (Zeny >= .throwstone && JobLevel > 29) {
    			Zeny -= .throwstone;
    			skill "TF_THROWSTONE",1,SKILL_PERM;	
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 4:
    		if (getskilllv("TF_SPRINKLESAND") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.sprinklesand+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Sprinkle Sand",learn_sprinklesand;
    	learn_sprinklesand:
    		if (Zeny >= .sprinklesand && JobLevel > 29) {
    			Zeny -= .sprinklesand;
    			skill "TF_SPRINKLESAND",1,SKILL_PERM;
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 5:
    		if (Class != 12 && Class != 4013 ) {
    			mes "You are not a Assassin or Assassin Cross yet.";
    			end;
    		}
    		if (getskilllv("AS_VENOMKNIFE") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.venomknife+" Zeny";
    		next;	
    		menu "Learn Venom Knife",learn_venomknife;
    	learn_venomknife:
    		if (Zeny >= .venomknife) {
    			Zeny -= .venomknife;
    			skill "AS_VENOMKNIFE",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}	
    	case 6:
    		if (Class != 12 && Class != 4013 ) {
    			mes "You are not a Assassin or Assassin Cross yet.";
    			end;
    		}
    		if (getskilllv("AS_SONICACCEL") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.sonicacceleration+" Zeny";
    		next;	
    		menu "Learn Sonic Acceleration",learn_sonicacceleration;
    	learn_sonicacceleration:
    		if (Zeny >= .sonicacceleration) {
    			Zeny -= .sonicacceleration;
    			skill "AS_SONICACCEL",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}	
    	case 7:
    		if (Class != 17 && Class != 4018 ) {
    			mes "You are not a Rogue or Stalker yet.";
    			end;
    		}
    		if (getskilllv("RG_CLOSECONFINE") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.closeconfine+" Zeny";
    		next;	
    		menu "Learn Close Confine",learn_closeconfine;
    	learn_closeconfine:
    		if (Zeny >= .closeconfine) {
    			Zeny -= .closeconfine;
    			skill "RG_CLOSECONFINE",1,SKILL_PERM;	
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}			
    	}			
    //==========================================================
    archer:
    	switch(select("Arrow Crafting:Arrow Repel:Phantasmic Arrow:Pang Voice:Wink of Charm")) {
    	case 1:
    		if (getskilllv("AC_MAKINGARROW") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.arrowcrafting+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Arrow Crafting",learn_arrowcrafting;
    	learn_arrowcrafting:
    		if (Zeny >= .arrowcrafting && JobLevel > 29) {
    			Zeny -= .arrowcrafting;
    			skill "AC_MAKINGARROW",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}	
    	case 2:
    		if (getskilllv("AC_CHARGEARROW") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.arrowrepel+" Zeny";
    		mes "and atleast job level 30";
    		next;	
    		menu "Learn Arrow Repel",learn_arrowrepel;
    	learn_arrowrepel:
    		if (Zeny >= .arrowrepel && JobLevel > 29) {
    			Zeny -= .arrowrepel;
    			skill "AC_CHARGEARROW",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    
    	case 3:
    		if (Class != 11 && Class != 4012 ) {
    			mes "You are not a Hunter or Sniper yet.";
    			end;
    		}
    		if (getskilllv("HT_PHANTASMIC") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.phantasmicarrow+" Zeny";
    		next;	
    		menu "Learn Phantasmic Arrow",learn_phantasmicarrow;
    	learn_phantasmicarrow:
    		if (Zeny >= .phantasmicarrow) {
    			Zeny -= .phantasmicarrow;
    			skill "HT_PHANTASMIC",1,SKILL_PERM;	
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}		
    	case 4:
    		if (Class != 19 && Class != 4020 ) {
    			mes "You are not a Bard or Clown yet.";
    			end;
    		}
    		if (getskilllv("BA_PANGVOICE") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.pangvoice+" Zeny";
    		next;	
    		menu "Learn Pang Voice",learn_pangvoice;
    	learn_pangvoice:
    		if (Zeny >= .pangvoice) {
    			Zeny -= .pangvoice;
    			skill "BA_PANGVOICE",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}
    	case 5:
    		if (Class != 20 && Class != 4021 ) {
    			mes "You are not a Dancer or Gypsy yet.";
    			end;
    		}
    		if (getskilllv("DC_WINKCHARM") == 1) {
    		mes "You have already learned this skill"; 
    		end;
    		}
    		mes "You need "+.winkofcharm+" Zeny";
    		next;	
    		menu "Learn Wink of Charm",learn_winkofcharm;
    	learn_winkofcharm:
    		if (Zeny >= .winkofcharm) {
    			Zeny -= .winkofcharm;
    			skill "DC_WINKCHARM",1,SKILL_PERM;		
    			end;
    		}
    		else {
    			mes "You need to reach my requirements.";
    			end;
    		}		
    			
    	}		
    cancel:
    	end;
    }

     

  17. Hi ! I would like to request for a zeny shop that has limit.

    1. Players can only buy maximum of 3 quantity daily. This will apply for each of players. 

    2. The shop will reset every 6AM and allow players to have a 3x purchase again.

    3. Has a ordinary shop like tool dealer looks. 

     

    Is it possible ? Please help. I will greatly appreciate your efforts . Thankyou !!

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