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nanakiwurtz

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Everything posted by nanakiwurtz

  1. Hello, will it use the 'official but weird' language, or use the more natural language Because I remember there were some official translations which are quite weird to read, but it's 'official'.
  2. Have you matched your client version with your mmo.h and recompile?
  3. //===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 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. //============================================================ prontera,153,193,6 script Job Master 123,{ function Job_Menu; mes "[Job Master]"; if (Class > Job_Soul_Linker) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } .@eac = eaclass(); .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class); if (.@i >= Job_Knight && .@i <= Job_Crusader2) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { .@blvl = .Rebirth[0] - BaseLevel; .@jlvl = .Rebirth[1] - JobLevel; mes "You need " + ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") + ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue."; close; } if (Class > Job_Crusader2) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; .@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000"); if (.@i == 3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } .@j1 = roclass(.@eac|EAJL_2_1); .@j2 = roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0], .@j1, 70; if (.@exp[0] && .SecondExpanded) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { .@blvl = .Rebirth[0] - BaseLevel; .@jlvl = .@exp[1] - JobLevel; mes "You need " + ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") + ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue."; close; } mes "Switch to " + jobname(.@exp[0]) + "?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class."; else if (Class == Job_Novice_High && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else { switch(Class) { case Job_Novice: Job_Menu( Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby ); break; case Job_Novice_High: Job_Menu( Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High ); break; case Job_Baby: Job_Menu( Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby ); break; default: mes "An error has occurred."; break; } } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob + Job_Novice_High); } else Job_Menu(.@j1, .@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < getargcount(); .@i++) .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":"; .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; next; .@i = getarg(select(.@menu$) - 1, 0); if (!.@i) close; if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + "."; close; } mes "[Job Master]"; mes "Are you sure?"; next; } else .@i = getarg(0); if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) { mes "[Job Master]"; if (.@i == Job_Novice_High && Zeny<500000) { mes "You need 500,000 Zeny to Rebirth!"; close; } mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!"; if (.@i == Job_Novice_High && .LastJob) lastJob = Class; jobchange .@i; if (.@i == Job_Novice_High) { resetlvl(1); zeny -= 500000; } else if (.@i == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Job Master]"; } end; } Get_Platinum: skill "NV_FIRSTAID",1,SKILL_PERM; switch (BaseClass) { case Job_Novice: if (Class != Job_SuperNovice) skill "NV_TRICKDEAD",1,SKILL_PERM; break; case Job_Swordman: skill "SM_MOVINGRECOVERY",1,SKILL_PERM; skill "SM_FATALBLOW",1,SKILL_PERM; skill "SM_AUTOBERSERK",1,SKILL_PERM; break; case Job_Mage: skill "MG_ENERGYCOAT",1,SKILL_PERM; break; case Job_Archer: skill "AC_MAKINGARROW",1,SKILL_PERM; skill "AC_CHARGEARROW",1,SKILL_PERM; break; case Job_Acolyte: skill "AL_HOLYLIGHT",1,SKILL_PERM; break; case Job_Merchant: skill "MC_CARTREVOLUTION",1,SKILL_PERM; skill "MC_CHANGECART",1,SKILL_PERM; skill "MC_LOUD",1,SKILL_PERM; break; case Job_Thief: skill "TF_SPRINKLESAND",1,SKILL_PERM; skill "TF_BACKSLIDING",1,SKILL_PERM; skill "TF_PICKSTONE",1,SKILL_PERM; skill "TF_THROWSTONE",1,SKILL_PERM; break; default: break; } switch (BaseJob) { case Job_Knight: skill "KN_CHARGEATK",1,SKILL_PERM; break; case Job_Priest: skill "PR_REDEMPTIO",1,SKILL_PERM; break; case Job_Wizard: skill "WZ_SIGHTBLASTER",1,SKILL_PERM; break; case Job_Blacksmith: skill "BS_UNFAIRLYTRICK",1,SKILL_PERM; skill "BS_GREED",1,SKILL_PERM; break; case Job_Hunter: skill "HT_PHANTASMIC",1,SKILL_PERM; break; case Job_Assassin: skill "AS_SONICACCEL",1,SKILL_PERM; skill "AS_VENOMKNIFE",1,SKILL_PERM; break; case Job_Crusader: skill "CR_SHRINK",1,SKILL_PERM; break; case Job_Monk: skill "MO_KITRANSLATION",1,SKILL_PERM; skill "MO_BALKYOUNG",1,SKILL_PERM; break; case Job_Sage: skill "SA_CREATECON",1,SKILL_PERM; skill "SA_ELEMENTWATER",1,SKILL_PERM; skill "SA_ELEMENTGROUND",1,SKILL_PERM; skill "SA_ELEMENTFIRE",1,SKILL_PERM; skill "SA_ELEMENTWIND",1,SKILL_PERM; break; case Job_Rogue: skill "RG_CLOSECONFINE",1,SKILL_PERM; break; case Job_Alchemist: skill "AM_BIOETHICS",1,SKILL_PERM; break; case Job_Bard: skill "BA_PANGVOICE",1,SKILL_PERM; break; case Job_Dancer: skill "DC_WINKCHARM",1,SKILL_PERM; break; default: break; } return; OnInit: setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class .ThirdClass = 0; // Enable third classes? (1: yes / 0: no) .SecondExpanded = 0; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) .SNovice = 45; // Minimum base level to turn into Super Novice .LastJob = 1; // Enforce linear class changes? (1: yes / 0: no) .SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no) .Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end; } Untested
  4. GitHub Commit Art Visualization Just follow these 5 easy steps: 1. Click this link 2. Wait until it fully loads (see the bottom orange progress bar), there will be 3 menu on upper left. 3. On menu #1 = Disable the 'Layer repos' 4. On menu #2 = Disable the 'Layer statistics of repos' 5. On menu #3 = Press the 'Run' button and enjoy the show! Keep forward rAthena~ And thanks for all contributions so far (both on GitHub & Forum)
  5. Hello, if you feel that this is a server-side bug, please post your report here --> https://github.com/rathena/rathena/issues And also, please put your current Git Commit Hash
  6. I never heard about that, @Digos. I wonder what's the relation between Harmony and graphical lag Maybe the no delay or something? I don't know
  7. - script Rank MvP#1 -1,{ OnInit: query_sql "CREATE TABLE IF NOT EXISTS `mvprank` (`id` INT( 11 ) UNSIGNED NOT NULL DEFAULT '0',`name` VARCHAR( 23 ) CHARACTER SET latin1 COLLATE latin1_swedish_ci NOT NULL ,`mvpkills` BIGINT UNSIGNED NOT NULL ,UNIQUE (`id`)) ENGINE = MYISAM"; $a = 1; $topmvp = 5; setarray $mvpid[0],1511,1251,1734,1647,1651,1785,1873,1388,1630,1399,1039,1874,2068,1272,1719,1046,1389,1885,1876,1112,1115,1957,1418,1871,1252,1768,1086,1688,1646,1373,1147,1492,1059,1150,1956,2022,1087,1190,1038,1157,1159,1502,1623,1650,1583,1779,1708,1312,1751,1685,1648,1649,1917,1658,1832,1916,2000,2001,2002,2004,2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016,2021,2024,2025,2026,2027,2028,2032; end; OnNPCKillEvent: for (.@i = 0; .@i < getarraysize($mvpid); .@i++) { if (killedrid == $mvpid[.@i]) { if ($a) announce strcharinfo(0)+" got +1 Point on MVP Rank!",bc_blue|bc_all; query_sql("INSERT INTO `mvprank` SET `id`='"+getcharid(0)+"',`name`='"+strcharinfo(0)+"',`mvpkills`='1' ON DUPLICATE KEY UPDATE `mvpkills`=`mvpkills`+'1'"); } } end; }
  8. After attachrid getd("$online_aid"+ .@i );
  9. Currently there is no way to auto cast skills when hit by magical attack.
  10. Have you recheck your password? And don't use a too long password for both Cora and your SQL account.
  11. Have you tried to turn off (simplify) the in game effect on WOE time?
  12. Yep I get that thing too when I recompile my server, even from the fresh clone...
  13. http://irowiki.org/wiki/Stats
  14. I guess that's because of rounding, since it doesn't support fraction numbers (1.20, 3,33, etc) so it's rounded down.
  15. prontera,150,175,6 script UnitCT 55,{ monster ("this",150,160,"testo",1002,1); .@GID = $@mobid[0]; unitwalk .@GID,150,150; sleep2 10000; unitkill .@GID; end; }
  16. Hi, if you feel that this is a server-side bug, please post it here --> https://github.com/rathena/rathena/issues And also please use a proper git hash commit
  17. Looks good, it even has roBrowser on it's product list
  18. Or maybe you have connection problem? Try to delete your patcher's .dat file to repatch from 0 if you want.
  19. Hello, if you feel that this is a server-side bug, please post your report here --> https://github.com/rathena/rathena/issues And also please use proper git commit hash
  20. Hello, if you feel that it's a bug on server side, you can post your report here --> https://github.com/rathena/rathena/issues
  21. case 4: // Convert Badges mes "[Erundek]"; mes "[So you want to convert your badges to War Badge, huh?]"; next; menu "Bravery Badges to War Badge",bbadge,"Valor Badges to War Badge",vbadge; bbadge: mes "Input the number of badges you want to convert:"; next; input .@bdg; if (.@bdg >= countitem(7828)) { getitem 7773, .@bdg; delitem 7828, .@bdg; mes "Done!"; } else { mes "You have insufficient badges"; } close; vbadge: mes "Input the number of badges you want to convert:"; next; input .@bdg; if (.@bdg >= countitem(7829)) { getitem 7773, .@bdg; delitem 7829, .@bdg; mes "Done!"; } else { mes "You have insufficient badges"; } close;
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