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fireicesurfer

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Posts posted by fireicesurfer

  1. 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";
    		}
    	 }
     }

     

  2. 14 hours ago, Patskie said:
    
    OnPCDieEvent:
    	if (@die % 2) end;
    	warp "SavePoint", 0, 0;
    	@die++;
    	end;

     

    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. 

     

  3. On 4/26/2020 at 2:43 AM, Emistry said:
    
    -	script	Sample	-1,{
    	OnInit:
    		setarray .@map_list$,
    			"prtg_cas01", "gefg_cas01", "payg_cas01", "aldeg_cas01",
    			"prtg_cas02", "gefg_cas02", "payg_cas02", "aldeg_cas02",
    			"prtg_cas03", "gefg_cas03", "payg_cas03", "aldeg_cas03",
    			"prtg_cas04", "gefg_cas04", "payg_cas04", "aldeg_cas04",
    			"prtg_cas05", "gefg_cas05", "payg_cas05", "aldeg_cas05";
    		for (.@i = 0; .@i < .@size; .@i++)
    			setmapflag .@map_list$[.@i], mf_loadevent;
    		end;
    		
    	OnPCLoadMapEvent:
    		if (getmercinfo(0) > 0 && getmapflag(strcharinfo(3), mf_gvg_castle)) {
    			mes "Mercenary aren't allowed in woe.";
    			sleep 3000;
    			warp "SavePoint", 0, 0;
    		}
    		end;
    }

    for your warpers and other NPC, add these line.

    
    		if (getmercinfo(0)) {
    			mes "Mercenary aren't allowed in woe.";
    			close;
    		}

     

    Hello. Its not warping out character

     

    image.png

    image.png

  4. 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;
    }
    

     

  5. 10 minutes ago, drakulya said:

    @fireicesurfer Hi my friend! You can relax, there is no problem.

    As I've said previously, since you're using a local package with its own predefined database, the package creator created 3 accounts with sample characters (admin, player1 and player2) (See 1, 2 and 3)

    When you create your own account, the account begins in blank for you to create your first character. (see 4 and 5)

    1-Database account evidence (image shows 3 previously created users and passwords):

    image.thumb.png.fcd0d51893461c4963d40e249a217297.png

    2-Login in the admin account evidence (image shows 1 character named AdminUserPRE):

    image.thumb.png.df23a70df4b739d1b34a3137abb6ccb7.png

    3-Login in the player and player2 accounts evidences (image shows 1 character named UserPreRE for first player acc and User2PRERE for the player2 acc):

    image.thumb.png.99c3e52b76887ee4ac28912353eb8c27.png

    image.thumb.png.5435c397f546fc4dd6eef4fd412c315f.png

    4-Creating your own account (image demonstrates a sample account creation with _M or _F, but you can also create your acc directly on your database):

    image.thumb.png.12c2c79160bee869ddcac8c45dd59b3f.png

    5-Your account begins in blank as it should be (image shows the character selection screen in blank).

    image.thumb.png.2a7e9bbf276ef9c87a9a16b972d1d189.png

     

    I think its Solved, but the final word must be yours. If you have any questions, just ask. I am happy to help you. I will wait your positioning about this topic. /no1

    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!

    • Love 1
  6. On 4/22/2020 at 2:49 AM, drakulya said:

    @fireicesurfer Oh yes! I understand. I'll install it here and check the possibility, i'll edit this post as soon as possible with the definitive answer for you.

    yes please thank you!

    On 4/22/2020 at 2:49 AM, drakulya said:

    @fireicesurfer Oh yes! I understand. I'll install it here and check the possibility, i'll edit this post as soon as possible with the definitive answer for you.

    //Edit.

    @fireicesurfer could you provide the link of the "local ragnarok package" you're using? i've tried one here, but the accounts are being created in the right way.

    https://drive.google.com/drive/folders/1SCn4pLzR167eSE_F-g1t9gBafyi8vFgn

     

    • Upvote 1
  7. Just now, drakulya said:

    @fireicesurfer Hello my friend, how is it going?

    Are you Sure this is happening? /hmm

    Are you using one of those "5min full server RO package - ready to run" with its default database and predefined user accounts or did you create your own database and installation from point zero?

    im using offline package. Im just trying to learn things. how do I remove this please?

  8. 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

    image.png.d082cd1702cc7a0e2ac74a805d07c2da.png

    / 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
  9. On 4/21/2020 at 1:40 PM, Gerzzie said:

    Execute this one.

      Hide contents

            create table pvpladder (
                    char_id int(11) not null default '0' primary key,
                    name varchar(30) not null default '',
                    streaks smallint(6) unsigned not null default '0',
                    kills smallint(6) unsigned not null default '0',
                    deaths smallint(6) unsigned not null default '0',
                    streaktime datetime
            ) engine = myisam;
           
            create table ownladder (
                    guild_id int(11) not null default '0' primary key,
                    name varchar(24) not null default '',
                    currentown smallint(6) unsigned not null default '0',
                    highestown smallint(6) unsigned not null default '0',
                    owntime datetime
            ) engine = myisam;

     

    where do I find the execute button?

    is this the right directory? rathena pre renewal?

    image.thumb.png.46b116fa0f0c6c40d0c52847e9de858d.png

     

    It worked! thanks bro. bless you.. now where do I put the wave files? what folder or path? 

    image.png.b53637d9e12d8d16f17e212b5c49ffd6.png

     

    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?

     

  10. 13 hours ago, drakulya said:

    @fireicesurfer Hello my friend!

    I hope you're doing well.

    So, i'm not an expert but after searching this message on Google, seems you have an instalation problem with the XDebug component. I hope someone else with more knowledge on this subject will help you better sooner.

    If there's no problem to you, you can test the provided solution by yourself in the meanwhile.

     

     

    thanks for the answer. I appreciate it. It helped me alot !

    • Love 1
  11. On 4/21/2020 at 6:48 AM, OptimusM said:

    actually u can manage your sql by phpmyadmin, so, technically yes, u can do that by phpmyadmin

    whats the easiest way please. How to paste it in sql queries? where can i find that?

    On 4/21/2020 at 8:20 AM, Chaos92 said:

    if you have phpmyadmin.. it has query tab so paste it in 'ragnarok' database and execute.

     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?

    image.png.48eed61c41a06a5ca1f106c1acab05aa.png

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