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fireicesurfer

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Everything posted by fireicesurfer

  1. Hi! noob question.. How to search for player IP using player name in mysql?
  2. hi master scripters . I need your help please. How do fix this : all Player are instantly warped to save point after 2 deaths on all map. I think the pvp script is affecting all maps. How do we fix this please This is the PVP warper script prontera,163,186,5 script PVP Warper 860,{ if (getmercinfo(0)) { mes "Mercenary aren't allowed in pvp."; close; } for (.@i = 0; .@i < .map_size; .@i++) .@menu$ = .@menu$ + .map_name$[.@i] + "("+getmapusers(.map$[.@i])+" user(s))" + ":"; .@i = select(.@menu$) - 1; mapannounce .map$[.@i], strcharinfo(0)+ " has entered this PVP room.", bc_map; warp .map$[.@i], 0, 0; end; OnPCDieEvent: set @Die,@Die + 1; if( @Die % 2 == 0 ) warp "SavePoint",0,0; end; OnPCKillEvent: if( strcharinfo(3) == "guild_vs3" ) announce strcharinfo(0)+" has killed "+rid2name(killedrid)+" at "+strcharinfo(3)+".",0; end; OnInit: setarray .map_name$, "PVPROOM"; setarray .map$, "guild_vs3"; .map_size = getarraysize(.map_name$); waitingroom "PvP Warper",0; end; } and this is the PVP ladder script //======================================================================================== //Title: Ghost's PvP System (Multi-announcer + Ladder) //Version: 1.4 //Author: Ghost //Created: 12/27/2011 //Released: 01/31/2012 //Compatibility: rAthena | eAthena //Support: TXT & SQL //rAthena Topic: http://rathena.org/board/topic/58222-ghosts-scripts/ //Required File: // SQL Table: http://pastebin.com/dEqrkczy // Wav Files: http://www.mediafire.com/?i3uutvdp00jw4r8 //References: // http://www.wowwiki.com/Defense_of_the_Ancients:_Allstars //Additional Note: // Multiple kill timer is set to Heroes of Newerth's 18 seconds. // KDR Algorithm is originally written by me, Ghost. // If you like this PvP System, say thanks at my rAthena topic. //Glossary: // KDR: Kill Death Ratio // SK: Streak Kill // MK: Multi Kill //Credits: // Thank you to the Athena community. //Changelog: // v1.4 = Removed Loads of frivolous syntax; Optimized bits and bobs. [Skorm] // v1.3 = Fixed .PvPMap$[0] settings [Ghost] // = Added .GMLevel at configuration [Ghost] // = Change SK Hex Color to ^00FF00 for visibility [Ghost] // = Fixed Streak Kill ended broadcast [Ghost] // = Typographical error (Ms. Pudding to Flamboyant) on Announcer Setting corrected [Ghost] // = Changed Top 10 Players ranking from KDR to Kills [Ghost] // v1.2 = Fixed obfuscation at PvP Statistics [Ghost] // v1.1 = KDR Algorithm update for undefined calculation check [Lighta] // = Fixed obfuscation at Nemesis Kill [Lighta] // v1.0 = Initial release //©2011-2012 Ghost //======================================================================================== - script Versus -1,{ OnInit: //--Configuration set .System, 1; //Toggle PvP System (0:Disable|1:Enable) set .ServerType, 1; //Are you using TXT or SQL? (0:TXT|1:SQL) set .GMLevel, 100; //GM levels above or equal this level will be ignored by the system setarray .PvPMap$, "All"; //List all pvp maps here (Index 0:"All" to enable all maps) //PvP Ladder set .Top, 10; //What is the length of the list? set .Reset, 3; //Allow players to reset their PvP statistics? (0:Disable|1:Zeny|2:Cashpoint|3:Skull) set .ZenyFee, 0; //How much zeny you want to charge to reset their pvp stat? set .CashFee, 1000; //How much cashpoint you want to charge to reset their pvp stat? set .SkullFee, 1000; //How much skull you want to charge to reset their pvp stat? set .AnnouncerFee, 2000; //How much cashpoint per announcer? (DotA announcer is set as default) //Reward Setting (Every Kill) set .MaxZeny, 1000000000; //What is the max zeny of the server? set .Zeny, 0; //Earn zeny each kill? (0:Disable) set .Cash, 0; //How much #CASHPOINT every kill? (0:Disable) set .Skull, 1; //Collect player's skull each kill? (0:Disable|1:Enable) setarray .ItemID, 0; //Get items each kill? (0:Disable) setarray .Amount, 0; //How many items per kill? //Penalty Setting set .Feed, 10; //How many kills before feeding is called? (10:Recommended) set .Penalty, 1; //What is the penalty for the feedee? (0:Disable|1:Kill Rollback|2:Server Kick|3:Server Block) set .Kick, 1; //Who to kick? (1:Feedee|2:Feeder|3:Both) set .Rollback, 10; //How many times should the kill count rollback when feeding is called? (10:Recommended) //Announcer Setting set .Broadcast, bc_map; //Where do you want to broadcast? ( bc_all | bc_map ) set .Streak, 1; //Show number of killing streak in broadcast? e.g. Ghost is Beyond Godlike(8) set .Multiple, 1; //Show number of multiple kill in broadcast? e.g. Makizushi just got an Ownage(5) set .Nemesis, 1; //Show number of nemesis in broadcast? e.g. Epoque is owning Jguy(9) set .Feeder, 1; //Show number of feed in broadcast? e.g. Cookies is feeding `KeiKun(10) set .RandKillWord, 1; //Randomize the kill words? e.g. Arcenciel "Kill Word" jTynne (0:Disable|Default:"pwned") setarray .KillWord$, "pwned", "killed", "disintegrated", "neutralized"; //Enable above setting for this to work //Broadcast Color | See HexTable: http://johncfish.com/bggallery/otherchart/hextable.gif set .KColor$, "0xFFFF00"; //Kill Broadcast Color | e.g. Jguy pwned Mercurial set .KSColor$, "0xFFFF00"; //Killing Streak Broadcast Color | e.g. jTynne is on a Killing Spree set .MKColor$, "0x33FF00"; //Multiple Kill Broadcast Color | e.g. Mercurial just got a Double Kill set .ESColor$, "0xFF0000"; //End Streak Broadcast Color | e.g. BrianL just ended Jguy's Killing Spree set .NMColor$, "0x0099FF"; //Nemesis Broadcast Color | e.g. Xazax is owning Cookies set .PBColor$, "0xFF0000"; //Payback Broadcast Color | e.g. Makizushi just have a payback againts lilcooldude69 set .FDColor$, "0xFF00CC"; //Feeder Broadcast Color | e.g. Cookies is feeding Z3R0 //--Warning: Critical Setting | Killing Streaks and Multiple Kills Announcer setarray .KSDotA$, "is on a Killing Spree", "is Dominating", "has a Mega-Kill", "is Unstoppable", "is Wicked Sick", "has a M-m-m-m....Monster Kill", "is Godlike", "is Beyond Godlike"; setarray .KSHoN$, "is a Serial Killer", "is an Ultimate Warrior", "is Legendary", "is on an Onslaught!", "is Savage Sick", "is Dominating", "has a Bloodbath", "is Immortal"; //Took out #9. Champion of Newearth setarray .MKDotA$, "just got a Double Kill", "just got a Triple Kill", "just got an Ultra Kill", "is on a Rampage", "is Owning his enemies"; setarray .MKHoN$, "just got a Double Tap", "just got a Hat Trick", "just got an Quad Kill", "annihilated his enemies", "just got a Genocide"; setarray .ESDotA$, "Killing Spree", "Dominating", "Mega-Kill", "Unstoppable", "Wicked Sick", "Monster Kill", "Godlike", "Beyond Godlike"; setarray .ESHoN$, "Serial Killer", "Ultimate Warrior", "Legendary", "Onslaught", "Savage Sick", "Dominating", "Bloodbath", "Immortal"; //Took out #9. Champion of Newearth setarray .EMDotA$, "Double Kill", "Triple Kill", "Ultra Kill", "Rampage", "Ownage"; setarray .EMHoN$, "Double Tap", "Hat Trick", "Quad Kill", "Annihilation", "Genocide"; //--Warning: Fail Safe | Do Not Touch /* set .System, ( .System < 0 ) ? 0 : .System; set .ServerType, ( .ServerType < 0 ) ? 0 : .ServerType; set .Ladder, ( .Ladder < 0 ) ? 0 : .Ladder; set .Top, ( .Top < 0 ) ? 0 : .Top; //set .GMLevel, ( .GMLevel < 0 ) ? 0 : ( ( .GMLevel > 99 ) ? 99 : .GMLevel ); set .Reset, ( .Reset < 0 ) ? 0 : ( ( .Reset > 3 ) ? 3 : .Reset ); set .ZenyFee, ( .ZenyFee < 0 ) ? 0 : ( ( .ZenyFee > .MaxZeny ) ? .MaxZeny : .ZenyFee ); set .CashFee, ( .CashFee < 0 ) ? 0 : .CashFee; set .SkullFee, ( .SkullFee < 0 ) ? 0 : .SkullFee; set .Zeny, ( .Zeny < 0 ) ? 0 : ( ( .Zeny > .MaxZeny ) ? .MaxZeny : .Zeny ); set .Cash, ( .Cash < 0 ) ? 0 : .Cash; if( .Feed < 1){ set .Feed, 0; } if( .Penalty > 3){ set .Penalty, 3; } if( .Penalty < 1){ set .Penalty, 0; } if( .Rollback < 1){ set .Rollback, 0; } if( .Streak > 1){ set .Streak, 1; } if( .Streak < 1){ set .Streak, 0; } if( .Multiple > 1){ set .Multiple, 1; } if( .Multiple < 1){ set .Multiple, 0; } if( .Nemesis > 1){ set .Nemesis, 1; } if( .Nemesis < 0){ set .Nemesis, 0; } if( .Feeder > 1){ set .Feeder, 1; } if( .Feeder < 1){ set .Feeder, 0; } if( .RandKillWord > 1 ) set .RandKillWord, 1; if( .RandKillWord < 0 ) set .RandKillWord, 0;*/ //SQL Bits query_sql ( "CREATE TABLE IF NOT EXISTS `pvp_rank` ("+ "`char_id` int(11) NOT NULL,"+ "`account_id` int(11) NOT NULL,"+ "`char` varchar(30) NOT NULL,"+ "`kill` int(11) NOT NULL,"+ "`death` int(11) NOT NULL,"+ "`kdr` varchar(30) NOT NULL,"+ "`killingstreak` int(11) NOT NULL,"+ "`multikill` int(11) NOT NULL,"+ "`killingspree` int(11) NOT NULL,"+ "`dominating` int(11) NOT NULL,"+ "`megakill` int(11) NOT NULL,"+ "`unstoppable` int(11) NOT NULL,"+ "`wickedsick` int(11) NOT NULL,"+ "`monsterkill` int(11) NOT NULL,"+ "`godlike` int(11) NOT NULL,"+ "`beyondgodlike` int(11) NOT NULL,"+ "`doublekill` int(11) NOT NULL,"+ "`triplekill` int(11) NOT NULL,"+ "`ultrakill` int(11) NOT NULL,"+ "`rampage` int(11) NOT NULL,"+ "`ownage` int(11) NOT NULL,"+ "`nemesiskill` int(11) NOT NULL,"+ "`feedcount` int(11) NOT NULL,"+ "PRIMARY KEY (`char_id`)"+ ") ENGINE=MyISAM;" ); end; OnPCKillEvent: if( .System ) { if( getgmlevel() >= .GMLevel ) end; if( !compare( .PvPMap$[0], "All" ) ) for( set .@i, 0; .@i < ( getarraysize(.PvPMap$) - 1 ); set .@i, .@i + 1 ) if( strcharinfo(3) != .PvPMap$[.@i] ) end; if( @nm == .Feed && .Penalty ) { dispbottom "Penalized"; callsub OnClearData; setarray .@penalty_cmd$[2], "kick", "block"; switch ( .Penalty ) { case 1: callsub OnRollback; break; default: callsub OnRollback; if( .Kick & 1 ) atcommand "@"+.@penalty_cmd$[.Penalty]+" "+strcharinfo(0); if( .Kick & 2 ) atcommand "@"+.@penalty_cmd$[.Penalty]+" "+rid2name(killedrid); break; } } //Rewards Per-kill. if( @nm < .Feed ) { if( .Zeny && ( ( Zeny + .Zeny ) < .MaxZeny ) ) set Zeny, Zeny + .Zeny; if( .Cash ) dispbottom "[Point System] +1 Cashpoint."; set #CASHPOINT, #CASHPOINT + .Cash; if( .Skull ) getnameditem 7420, rid2name(killedrid); for( set .@i, 0; .@i < getarraysize(.ItemID); set .@i, .@i + 1 ) if(.ItemID) getitem .ItemID[.@i], .Amount[.@i]; } announce strcharinfo(0)+" "+( .RandKillWord ? .KillWord$[ rand( getarraysize( .KillWord$ ) ) ] : "pwned" )+" "+rid2name(killedrid)+"'s head", .Broadcast, .KColor$; set Kill, Kill + 1; if( @ks < 10 ) set @ks, @ks + 1; if( @mk < 6 ) set @mk, @mk + 1; if( !NemesisKilled ) set NemesisKilled, killedrid; if( NemesisKilled == killedrid ) set @nm, @nm + 1; deltimer "Versus::OnMKReset"; addtimer 18000, "Versus::OnMKReset"; callsub OnRecordStreak; dispbottom "KS: "+@ks; callsub OnAnnounce; } end; OnPCDieEvent: if( .System ) { if( getgmlevel() >= .GMLevel || killerrid < 2000000 || killerrid > 3000000 ) end; if( !compare( .PvPMap$[0], "All" ) ) { for(set .@i, 0; .@i < getarraysize(.PvPMap$); set .@i, .@i + 1) if( strcharinfo(3) == .PvPMap$[.@i] ) { set Death, Death + 1; break; } } else set Death, Death + 1; callsub OnDeath; } end; OnPCLogoutEvent: if( .System ) { if( getgmlevel() >= .GMLevel ) end; set NemesisKilled, 0; if( .ServerType && Kill ) query_sql("REPLACE INTO `pvp_rank` (`char_id`, `account_id`, `char`, `kill`, `death`, `kdr`, `killingstreak`, `multikill`, `nemesiskill`, `feedcount`,`killingspree`, `dominating`, `megakill`, `unstoppable`, `wickedsick`, `monsterkill`, `godlike`, `beyondgodlike`, `doublekill`, `triplekill`, `ultrakill`, `rampage`, `ownage`) VALUES ("+getcharid(0)+","+getcharid(3)+", '"+rid2name(getcharid(3))+"', "+Kill+", "+Death+", '"+callfunc("KDR_Calc", Kill, ( !Death ? 1 : Death ))+"', "+KillingStreak+", "+MultiKill+", "+NemesisKill+", "+FeedCount+", "+KillingSpree+", "+Dominating+", "+MegaKill+", "+Unstoppable+", "+WickedSick+", "+MonsterKill+", "+Godlike+", "+BeyondGodlike+", "+DoubleKill+", "+TripleKill+", "+UltraKill+", "+Rampage+", "+Ownage+")"); } end; OnRecordStreak: if( @ks > 2 ) { set KillingStreak, KillingStreak + 1; switch( @ks ) { case 3: set KillingSpree, KillingSpree + 1; break; case 4: set Dominating, Dominating + 1; break; case 5: set MegaKill, MegaKill + 1; break; case 6: set Unstoppable, Unstoppable + 1; break; case 7: set WickedSick, WickedSick + 1; break; case 8: set MonsterKill, MonsterKill + 1; break; case 9: set Godlike, Godlike + 1; break; case 10: set BeyondGodlike, BeyondGodlike + 1; break; default: break; } } if( @mk > 1 ) { set MultiKill, MultiKill + 1; switch( @mk ) { case 2: set DoubleKill, DoubleKill + 1; break; case 3: set TripleKill, TripleKill + 1; break; case 4: set UltraKill, UltraKill + 1; break; case 5: set Rampage, Rampage + 1; break; case 6: set Ownage, Ownage + 1; break; default: break; } } if( @nm > 3 && @nm < .Feed ) set NemesisKill, NemesisKill + 1; if( @nm >= .Feed ) set FeedCount, FeedCount + 1; return; OnAnnounce: if( @ks == 1 && Kill == 1 ) { announce strcharinfo(0)+( !#Announcer ? " drew first blood" : " got bloodlust" ), .Broadcast, .KSColor$; soundeffectall ""+#Announcer+"_KS"+1+".wav", 0, strcharinfo(3); } if( @ks > 2 ) { announce strcharinfo(0)+" "+( !#Announcer ? .KSDotA$[@ks - 3] : .KSHoN$[@ks - 3] )+" "+((.Streak)?"("+@ks+")":"")+"", .Broadcast, .KSColor$; soundeffectall ""+#Announcer+"_KS"+@ks+".wav", 0, strcharinfo(3); } if( @mk > 1 ) { announce strcharinfo(0)+" "+( !#Announcer ? .MKDotA$[@mk - 2] : .MKHoN$[@mk - 2] )+" "+((.Multiple)?"("+@mk+")":"")+"", .Broadcast, .MKColor$; sleep2 1500; soundeffectall ""+#Announcer+"_MK"+@mk+".wav", 0, strcharinfo(3); } if( @nm > 3 && @nm < .Feed ) { announce strcharinfo(0)+" is owning "+rid2name(NemesisKilled)+" "+((.Nemesis)?"("+@nm+")":"")+"", .Broadcast, .NMColor$; sleep2 2000; if( #Announcer > 0 ) { soundeffectall #Announcer+"_Nemesis.wav", 0, strcharinfo(3); } else { soundeffectall "1_Nemesis.wav", 0; } } if( @nm >= .Feed ) { announce rid2name(NemesisKilled)+" is feeding "+strcharinfo(0)+" "+((.Feeder)?"("+@nm+")":"")+"", .Broadcast, .FDColor$; sleep2 1500; soundeffectall "Feeder.wav", 0, strcharinfo(3); } return; OnDeath: if( @ks > 2 ) announce rid2name( killerrid )+" just ended "+strcharinfo(0)+"'s "+( !#Announcer ? .ESDotA$[@ks - 3] : .ESHoN$[@ks - 3] )+" "+((.Streak)?"("+@ks+")":"")+"", .Broadcast, .ESColor$; if( @nm > 3 ) { soundeffectall #Announcer+"_Payback.wav", 0, rid2name(killedrid); announce rid2name( killerrid )+" just got payback against "+strcharinfo(0)+" "+((.Nemesis)?"("+@nm+")":"")+"", .Broadcast, .PBColor$; } callsub OnClearData; return; OnMKReset: set @mk, 0; end; OnClearData: sleep2 1000; set NemesisKilled, 0; set @ks, 0; set @mk, 0; set @nm, 0; return; OnRollback: if( .Zeny ) set Zeny, Zeny - (.Zeny * .Rollback); if( .Cash ) { dispbottom "[Point System] -"+(.Cash * .Rollback)+" Cashpoint."; set #CASHPOINT, #CASHPOINT - ( .Cash * .Rollback ); } if( .Skull ) delitem 7420, .Rollback; for( set .@i, 0; .@i < getarraysize(.ItemID); set .@i, .@i + 1 ) if( .ItemID ) delitem .ItemID[.@i], .Amount[.@i] * .Rollback; set Kill, ( ( Kill - .Rollback ) > 0 ) ? ( Kill - .Rollback ) : 0; set KillingSpree, ( ( KillingSpree - 1 ) > 0 ) ? ( KillingSpree - 1 ) : 0; set Dominating, ( ( Dominating - 1 ) > 0 ) ? ( Dominating - 1 ) : 0; set MegaKill, ( ( MegaKill - 1 ) > 0 ) ? ( MegaKill - 1 ) : 0; set Unstoppable, ( ( Unstoppable - 1 ) > 0 ) ? ( Unstoppable - 1 ) : 0; set WickedSick, ( ( WickedSick - 1 ) > 0 ) ? ( WickedSick - 1 ) : 0; set MonsterKill, ( ( MonsterKill - 1 ) > 0 ) ? ( MonsterKill - 1 ) : 0; set Godlike, ( ( Godlike - 1 ) > 0 ) ? ( Godlike - 1 ) : 0; set BeyondGodlike, ( ( BeyondGodlike - 1 ) > 0 ) ? ( BeyondGodlike - 1 ) : 0; set DoubleKill, ( ( DoubleKill - 1 ) > 0 ) ? ( DoubleKill - 1 ) : 0; set TripleKill, ( ( TripleKill - 1 ) > 0 ) ? ( TripleKill - 1 ) : 0; set UltraKill, ( ( UltraKill - 1 ) > 0 ) ? ( UltraKill - 1 ) : 0; set Rampage, ( ( Rampage - 1 ) > 0 ) ? ( Rampage - 1 ) : 0; set Ownage, ( ( Ownage - 1 ) > 0 ) ? ( Ownage - 1 ) : 0; set NemesisKill, ( ( NemesisKill - (.Rollback - 3) ) > 0 ) ? ( NemesisKill - (.Rollback - 3) ) : 0; announce "[Anti-Feed] Your kill count has been rollbacked "+.Rollback+" times.",bc_self,0xFF0000; return; //Added Functions function broadcast { return ( ( getarg(0) ) ? bc_all : bc_map ); } } morocc,162,107,3 script Loki 467,{ mes "[Loki]"; mes "What can I do for you today?"; switch( select( "Player Ranking:My PvP Statistic:Announcer Setting" ) ) { case 1: //Player Ranking next; if( getvariableofnpc(.ServerType, "Versus") ) { mes "[Top "+getvariableofnpc(.Top, "Versus")+" PvP Players]"; mes "^0000FFKill^000000 | ^FF0000Death^000000 | ^FF22FFKDR^000000 | ^00FF00SK^000000 | ^666666MK^000000"; query_sql "SELECT `char`, `kill`, `death`, `kdr`, `killingstreak`, `multikill` FROM `pvp_rank` ORDER BY `pvp_rank`.`kill` DESC LIMIT "+getvariableofnpc(.Top, "Versus")+"", .@char$, .@kill, .@death, .@kdr$, .@sk, .@mk; for(set .@i, 0; .@i < getarraysize(.@char$); set .@i, .@i + 1){ mes .@i+1+". "+.@char$[.@i]+" ^0000FF"+.@kill[.@i]+"^000000 ^FF0000"+.@death[.@i]+"^000000 ^FF22FF"+.@kdr$[.@i]+"^000000 ^00FF00"+.@sk[.@i]+"^000000 ^666666"+.@mk[.@i]+"^000000 "; } close; } else { mes "Top "+getvariableofnpc(.Top, "Versus")+" ranking is not yet implemented for this server type."; } case 2: //PvP Statistic next; mes strcharinfo(0)+"'s PvP Statistic"; mes "^666666Kill:^000000 "+Kill+" ^666666Death:^000000 "+Death+" ^666666KDR:^000000 "+callfunc("KDR_Calc", Kill, ( !Death ? 1 : Death ))+"^000000"; mes "^666666Killing Streak:^000000 "+KillingStreak+" ^666666Multi-Kills:^000000 "+MultiKill+""; switch(select("Killing Streak:Multi-Kill Streak:Nemesis Streak:"+(getvariableofnpc(.Reset, "Versus")?"Reset":"")+"")){ case 1: //Killing Streak next; setarray .LSDotA$[0], ""+KillingSpree+"", ""+Dominating+"", ""+MegaKill+"", ""+Unstoppable+"", ""+WickedSick+"", ""+MonsterKill+"", ""+Godlike+"", ""+BeyondGodlike+""; mes "Killing Streak Stats"; switch(#Announcer){ case 0: for(set .@i, 0; .@i < getarraysize(.LSDotA$); set .@i, .@i + 1){ mes "^666666"+getvariableofnpc(.ESDotA$[.@i], "Versus")+"^000000: "+ .LSDotA$[.@i]; } close; default: for(set .@i, 0; .@i < getarraysize(.LSDotA$); set .@i, .@i + 1){ mes "^666666"+getvariableofnpc(.ESHoN$[.@i], "Versus")+"^000000: "+ .LSDotA$[.@i]; } close; } close; case 2: //Multi-Kill next; setarray .LMDotA$[0], ""+DoubleKill+"", ""+TripleKill+"", ""+UltraKill+"", ""+Rampage+"", ""+Ownage+""; mes "Multi-Kill Stats"; switch(#Announcer){ case 0: for(set .@i, 0; .@i < getarraysize(.LMDotA$); set .@i, .@i + 1){ mes "^666666"+getvariableofnpc(.EMDotA$[.@i], "Versus")+"^000000: "+ .LMDotA$[.@i]; } close; default: for(set .@i, 0; .@i < getarraysize(.LMDotA$); set .@i, .@i + 1){ mes "^666666"+getvariableofnpc(.EMHoN$[.@i], "Versus")+"^000000: "+ .LMDotA$[.@i]; } close; } case 3: //Nemesis next; mes "Nemesis Stat"; mes "^666666Nemesis Kill^000000: "+NemesisKill; mes "^666666Feed Count^000000: "+FeedCount; close; case 4: //Reset Stat next; set .Reset, getvariableofnpc(.Reset, "Versus"); set .ZenyFee, getvariableofnpc(.ZenyFee, "Versus"); set .CashFee, getvariableofnpc(.CashFee, "Versus"); set .SkullFee, getvariableofnpc(.SkullFee, "Versus"); mes "[Loki]"; mes "Are you sure you want to reset your PvP Statistics?"; if(.Reset == 1){ mes "^FF0000Reset Fee:^000000 "+.ZenyFee+" Zeny."; } if(.Reset == 2){ mes "^FF0000Reset Fee:^000000 "+.CashFee+" Cashpoints."; } if(.Reset == 3){ mes "^FF0000Reset Fee:^000000 "+.SkullFee+" Skulls."; } switch(select("No:Yes")) { case 1: close; case 2: switch(.Reset) { case 0: break; case 1: if(Zeny < .ZenyFee) { next; mes "[Loki]"; mes "You don't have enough Zeny."; close; } set Zeny, Zeny - .ZenyFee; break; case 2: if(#CASHPOINTS < .CashFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .CashFee; break; case 3: if(countitem(7420) < .SkullFee) { next; mes "[Loki]"; mes "You don't have enough Skull."; close; } delitem 7420, .SkullFee; break; default: break; } if( getvariableofnpc(.ServerType, "Versus") ) { query_sql "DELETE FROM `pvp_rank` WHERE `pvp_rank`.`char_id` = "+getcharid(0)+""; } callsub OnPvPReset; announce "[Loki] Your PvP Statistic has been reset.",bc_self,0xFF0000; close; } close; } close; case 3: //Announcer Setting next; mes "[Loki]"; mes "What kind of announcer you want to use?"; if( getvariableofnpc( .AnnouncerFee, "Versus" ) ) set .AnnouncerFee, getvariableofnpc(.AnnouncerFee, "Versus"); L_Announce: switch(select(""+((#Announcer == 0)?"^FF0000DotA^000000":"DotA")+":"+((#Announcer == 1)?"^FF0000HoN^000000":"HoN")+":"+((#Announcer == 2)?"^FF0000Ms. Pudding^000000":"Ms. Pudding")+":"+((#Announcer == 3)?"^FF0000Flamboyant^000000":"Flamboyant")+":"+((#Announcer == 4)?"^FF0000English^000000":"English")+":"+((#Announcer == 5)?"^FF0000Balls of Steel^000000":"Balls of Steel")+":"+((#Announcer == 6)?"^FF0000BreakyCPK^000000":"BreakyCPK")+"")) { case 1: //DotA if(#Announcer == 0){ goto L_Announce; } soundeffect "0_KS1.wav", 0; set #Announcer, 0; announce "[Loki] DotA announcer has been configured to your account.",bc_self,0xFF0000; close; case 2: //HoN if(#Announcer == 1){ goto L_Announce; } if((.AnnouncerFee) && (!#Hon)) { next; mes "[Loki]"; mes "Do you want to purchase HoN announcer for "+.AnnouncerFee+" Cashpoints?"; switch(select("No:Yes")) { case 1: close; case 2: if(#CASHPOINTS < .AnnouncerFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .AnnouncerFee; set #Hon, 1; } } soundeffect "1_KS1.wav", 0; set #Announcer, 1; announce "[Loki] HoN announcer has been configured to your account.",bc_self,0xFF0000; close; case 3: //Ms. Pudding if(#Announcer == 2){ goto L_Announce; } if((.AnnouncerFee) && (!#MsPudding)) { next; mes "[Loki]"; mes "Do you want to purchase Ms. Pudding announcer for "+.AnnouncerFee+" Cashpoints?"; switch(select("No:Yes")){ case 1: close; case 2: if(#CASHPOINTS < .AnnouncerFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .AnnouncerFee; set #MsPudding, 1; } } soundeffect "2_KS1.wav", 0; set #Announcer, 2; announce "[Loki] Ms. Pudding announcer has been configured to your account.",bc_self,0xFF0000; close; case 4: //Flamboyant if(#Announcer == 3){ goto L_Announce; } if((.AnnouncerFee) && (!#Flamboyant)) { next; mes "[Loki]"; mes "Do you want to purchase Flamboyant announcer for "+.AnnouncerFee+" Cashpoints?"; switch(select("No:Yes")) { case 1: close; case 2: if(#CASHPOINTS < .AnnouncerFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .AnnouncerFee; set #Flamboyant, 1; } } soundeffect "3_KS1.wav", 0; set #Announcer, 3; announce "[Loki] Flamboyant announcer has been configured to your account.",bc_self,0xFF0000; close; case 5: //English if(#Announcer == 4){ goto L_Announce; } if((.AnnouncerFee) && (!#English)) { next; mes "[Loki]"; mes "Do you want to purchase English announcer for "+.AnnouncerFee+" Cashpoints?"; switch(select("No:Yes")) { case 1: close; case 2: if(#CASHPOINTS < .AnnouncerFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .AnnouncerFee; set #English, 1; } } soundeffect "4_KS1.wav", 0; set #Announcer, 4; announce "[Loki] English announcer has been configured to your account.",bc_self,0xFF0000; close; case 6: //Balls of Steel if(#Announcer == 5){ goto L_Announce; } if((.AnnouncerFee) && (!#BallsofSteel)) { next; mes "[Loki]"; mes "Do you want to purchase Balls of Steel announcer for "+.AnnouncerFee+" Cashpoints?"; switch(select("No:Yes")) { case 1: close; case 2: if(#CASHPOINTS < .AnnouncerFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .AnnouncerFee; set #BallsofSteel, 1; } } soundeffect "5_KS1.wav", 0; set #Announcer, 5; announce "[Loki] Balls of Steel announcer has been configured to your account.",bc_self,0xFF0000; close; case 7: //BreakyCPK if(#Announcer == 6){ goto L_Announce; } if((.AnnouncerFee) && (!#BreakyCPK)) { next; mes "[Loki]"; mes "Do you want to purchase BreakyCPK announcer for "+.AnnouncerFee+" Cashpoints?"; switch(select("No:Yes")) { case 1: close; case 2: if(#CASHPOINTS < .AnnouncerFee) { next; mes "[Loki]"; mes "You don't have enough Cashpoints."; close; } set #CASHPOINTS, #CASHPOINTS - .AnnouncerFee; set #BreakyCPK, 1; } } soundeffect "6_KS1.wav", 0; set #Announcer, 6; announce "[Loki] BreakyCPK announcer has been configured to your account.",bc_self,0xFF0000; close; default: close; } end; } close; OnPvPReset: set Kill, 0; set Death, 0; set KillingStreak, 0; set MultiKill, 0; set KillingSpree, 0; set Dominating, 0; set MegaKill, 0; set Unstoppable, 0; set WickedSick, 0; set MonsterKill, 0; set Godlike, 0; set BeyondGodlike, 0; set DoubleKill, 0; set TripleKill, 0; set UltraKill, 0; set Rampage, 0; set Ownage, 0; set NemesisKill, 0; set FeedCount, 0; return; } //Ghost's KDR Algorithm function script KDR_Calc { if(!getarg(1)) { debugmes "Error in KDR function, getarg(1) invalid value"; return 0; } // [Lighta] if(getarg(0) >= getarg(1)) { if(getarg(1)) { set .@i, getarg(0)/getarg(1); if((getarg(0)%getarg(1)) == 0) { return .@i+".00"; } set .@j, (getarg(0)%getarg(1))*100/getarg(1); return .@i+"."+.@j; } else { return getarg(0)+".00"; } } if( getarg(0) < getarg(1) ) { if( getarg(0) ) { set .@i, (getarg(0)*10)/getarg(1); set .@j, ((getarg(0)*10)%getarg(1))*10/getarg(1); return "0."+.@i +.@j; } else { return "0.00"; } } }
  3. i mean, i want to turn it off. because the pvp script is affecting all maps. everybody warps out back to savepoint after 2 deaths. very annoying when partying. cant resurrect because they are teleported to savepoint.
  4. Hello master scripers. How to fix this please. Player can only be ressurected once because once they die from monsters twice, it automaticaly warped them from savepoint. It acts like the pvp. But im on dungeons ?
  5. Hello! i need help please. master scripters please. character return to save point when die 2 times. on all map how to change this please
  6. Hello! I need help masters scripters please How to make clone not take damage from players?
  7. How to make this usable please? Something like neuralizer 6320,Premium_Reset_Stone,Premium Reset Stone,3,20,,0,,,,,,,,,,,,,{},{},{}
  8. please i need help. master scripters to disable mercenary homunculus on pvp warper and woe please
  9. hello. i need help on izlude map. I cant walk to some tiles. issue: some unwalkable really messed up How to fix it please. ] im using 2019rathena T_T
  10. there is no option in job master. huhu please help me master scripters //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_UPPER ) return false; // Already Rebirthed if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation deletearray .@job_opt[0],getarraysize(.@job_opt); .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth ("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob) &EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second [1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second [1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname (getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if (.@eac&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two- Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = false; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = false; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = false; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = true; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; }
  11. Thank you Will that stop spawn from abracadabra?
  12. I want to remove some monster to make a classic server. How do I do that? and where to find it? I did put //baphomet on mob_db but it gave me lots of errors, Please help me thank you
  13. I tried to make test_M then password after that, those characters appeared out of nowhere. but when I try to create a more personalized username, its all clean. Thank you much!!!!! bless you!
  14. yes please thank you! https://drive.google.com/drive/folders/1SCn4pLzR167eSE_F-g1t9gBafyi8vFgn
  15. im using offline package. Im just trying to learn things. how do I remove this please?
  16. Hi guys! how do you take this off? its always providing default character with default name on it even with NEWLY CREATED ACCOUNTS How to remove this please.
  17. EDIT: SOLVED Hi guys im having trouble trying to put server name. It wont take effect no matter what I do . I did the one below. But still having this rAthena_RENEWAL_201 / Server name, use alternative character such as ASCII 160 for spaces. // NOTE: Do not use spaces or any of these characters which are not allowed in // Windows filenames \/:*?"<>| // ... or else guild emblems won't work client-side! server_name: testRO
  18. Hello guys. I need your expert advice on this error please How do we fixed these error when mercenary use a skill?
  19. where do I find the execute button? is this the right directory? rathena pre renewal? It worked! thanks bro. bless you.. now where do I put the wave files? what folder or path? Hi guys. I need expert advice. Im new to this DOTA PVP system. I was able to make it work thanks for this forum. The only thing that confuses me is how pvp ladder works. Where do I see the pvp rankings?
  20. thanks for the answer. I appreciate it. It helped me alot !
  21. whats the easiest way please. How to paste it in sql queries? where can i find that? Am I doing it right? and where do I put the wav files? on what path? Hello master scripters. I would like your professional advice on how to put SQL TABLE for DOTA PVP Am I doing the right thing?
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