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Khazou

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Posts posted by Khazou

  1. Also, the script command, atcommand "@cleanmap" requires an RID to be attached.

    nope not need an rid from my test
    Your script had a map right ?

    Because if it doesn't how did your emulator know that he has to clean a certain map ?

    I think that There is no need to have a RID attached since there is some command that don't require it like doom or raise one. But if you try to make a script without a map attach on I'm pretty sure it won't clean anything and probably pop an error.

  2. how can add the map limit in hr1 auto kick all player inside to map

    If you mean kick player from map after playing 1hour then add:

    OnTimer3600000:
    	mapwarp "guild_vs1","prontera",155,166;
    	end;
    

    But you already have a timer that kick out people:

    OnTimer310000:
        stopnpctimer;
        killmonsterall "guild_vs1";
        sleep2 5000;
        mapannounce "guild_vs1.gat","You'll be warp at prontera in a short while.",16;
        sleep2 10000;
        mapwarp "guild_vs1","prontera",155,166;
        end;
    
  3. Well you only needed to make @reloadbattleconf, you don't need to restart your server and even less to recompile your server :)

    But it's ok if you restarted your server, reloadbattleconf reload your conf/battle/ configuration ( :captainobvious: ), and since when you restart your server it also reload all your configurations x)

     

    @reloadbattleconf is just faster to use

  4. *npcskilleffect <skill id>,<number>,<x>,<y>;
    *npcskilleffect "<skill name>",<number>,<x>,<y>;
    
    This command behaves identically to 'skilleffect', however, the effect will not 
    be centered on the invoking character's sprite, nor on the NPC sprite, if any, 
    but will be centered at map coordinates given on the same map as the invoking 
    character.
    
    

    Put this in a 'freeloop' and you'll have your effect.

     

    Something like this

    freeloop(1);
    while(!.i){
    *npcskilleffect <skill id>,<number>,<x>,<y>;
    *sleep {<milliseconds>};
    }
    

    Sleep:

    *sleep {<milliseconds>};
    *sleep2 {<milliseconds>};
    *awake "<NPC name>";
    
    These commands are used to control the pause of a NPC.
    sleep and sleep2 will pause the script for the given amount of milliseconds.
    Awake is used to cancel a sleep. When awake is called on a NPC it will run as
    if the sleep timer ran out, and thus making the script continue. Sleep and sleep2
    basically do the same, but the main difference is that sleep will not keep the rid,
    while sleep2 does.
    
    Examples:
    	sleep 10000; //pause the script for 10 seconds and ditch the RID (so no player is attached anymore)
    	sleep2 5000; //pause the script for 5 seconds, and continue with the RID attached.
    	awake "NPC"; //Cancels any running sleep timers on the NPC 'NPC'.
    

    Freeloop:

    *freeloop(<toggle>)
    
    Toggling this to enabled (1) allows the script instance to bypass the infinite loop 
    protection, allowing your script to loop as much as it may need. Disabling (0) will
    warn you if an infinite loop is detected.
    
    Example:
    	freeloop(1); // enable script to loop freely
    
    	//Be aware with what you do here.
    	for ( set .@i,0; .@i<.@bigloop; set .@i, .@i+1 ) {
    		dothis;
    		// will sleep the script for 1ms when detect an infinity loop to 
    		// let rAthena do what it need to do (socket, timer, process, etc.)
    	}
    
    	freeloop(0); // disable
    
    	for ( set .@i,0; .@i<.@bigloop; set .@i, .@i+1 ) {
    		dothis;
    		// throw an infinity loop error
    	}
    
    

     

    • Upvote 1
  5. There is no native possibilty to do this ( or i never seen it )

    So you'll need to modify your server's source.

    You can also set a nopvp mapflag on all map where you want to disable pk mode x) (in npc/mapflag/nopvp.txt )

     

    Edit: Or script your own pk mode adding a pvp mapflag on map where you want to use it.

  6. Oh i tough you had Rathena x)

    But like said previously you just need to use:

    atcommand "@cleanmap";

    But i dont know if it will work since there is no RID attached and no map defined on this script.

    I will post an alternative in ~30min, just the time to get out of my bed x)



    Well actualy i don't know how to clean the map x)

    Maybe the killmonster command don't drop any item :unsure:

     

    Edit: But you should take Rathena.

  7. The timer is already added:

    OnMVP_Start:
    		mapannounce .map$,"Begining blablabla";
    		sleep 2000;
    		set .@mobCount,0;
    		initnpctimer; // Start the timer
    		/*
    			Uncomment this command if 'initnpctimer' doesn't clear the last timer.
    			setnpctimer 0;
    		*/
    		monster .map$,0,0,"Angeling",1096,1,"mvp-ss::OnWaveOne";
    		monster .map$,0,0,"Archangeling",1288,1,"mvp-ss::OnWaveOne";
    		monster .map$,0,0,"Ghostring",1120,1,"mvp-ss::OnWaveOne";
    	end;
    

    It's the 'initnpctimer'.

    And this is what is actually doing the script when time is over:

    OnTimer3600000:
    		killmonster .map$,"all"; // kill all monster
    		cleanmap .map$; // Clean items dropped
    		mapannounce "Time Ended"; // Announce the end of the timer
    		sleep 2000;
    		mapwarp .map$,"Prontera",180,180; // Warp everybody out
    	end;
    
  8. It should work correcty, but be careful with the 'initnpctimer' command, im not sure if it will clear the last timer.

    Edit: To run this just make a:

     

     

    donpcevent "mvp-ss::OnMVP_Start";
     

     

    -	script	mvp-ss	-1{
    	// Configuration
    	OnInit:
    		set .map$,"guild_v5";
    	end;
    	
    	// System
    	OnMVP_Start:
    		mapannounce .map$,"Begining blablabla";
    		sleep 2000;
    		set .@mobCount,0;
    		initnpctimer; // Start the timer
    		/*
    			Uncomment this command if 'initnpctimer' doesn't clear the last timer.
    			setnpctimer 0;
    		*/
    		monster .map$,0,0,"Angeling",1096,1,"mvp-ss::OnWaveOne";
    		monster .map$,0,0,"Archangeling",1288,1,"mvp-ss::OnWaveOne";
    		monster .map$,0,0,"Ghostring",1120,1,"mvp-ss::OnWaveOne";
    	end;
    	
    	OnWaveOne:
    		set .@mobCount++;
    		if(.@mobCount == 3){
    			mapannounce .map$,"First wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Maya Purple",1289,1,"mvp-ss::OnWaveTwo";
    			monster .map$,0,0,"Mutant Dragon",1262,1,"mvp-ss::OnWaveTwo";
    			monster .map$,0,0,"Tirfing",1204,1,"mvp-ss::OnWaveTwo";
    		}
    	end;
    	
    	OnWaveTwo:
    		set .@mobCount++;
    		if(.@mobCount == 3){
    			mapannounce .map$,"Second wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Detale",1719,1,"mvp-ss::OnWaveThree";
    			monster .map$,0,0,"Doppelganger",1046,1,"mvp-ss::OnWaveThree";
    			monster .map$,0,0,"Dracula",1389,1,"mvp-ss::OnWaveThree";
    			monster .map$,0,0,"Drake",1112,1,"mvp-ss::OnWaveThree";
    		}
    	end;
    	
    	OnWaveThree:
    		set .@mobCount++;
    		if(.@mobCount == 4){
    			mapannounce .map$,"Third wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Amon Ra",1719,1,"mvp-ss::OnWaveFour";
    			monster .map$,0,0,"Atros",1719,1,"mvp-ss::OnWaveFour";
    			monster .map$,0,0,"Baphomet",1719,1,"mvp-ss::OnWaveFour";
    			monster .map$,0,0,"Dark Lord",1719,1,"mvp-ss::OnWaveFour";
    		}
    	end;
    	
    	
    	OnWaveFour:
    		set .@mobCount++;
    		if(.@mobCount == 4){
    			mapannounce .map$,"Fourth wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Eddga",1115,1,"mvp-ss::OnWaveFive";
    			monster .map$,0,0,"Evil Snake Lord",1418,1,"mvp-ss::OnWaveFive";
    			monster .map$,0,0,"Hatii",1252,1,"mvp-ss::OnWaveFive";
    			monster .map$,0,0,"Golden Thief Bug",1086,1,"mvp-ss::OnWaveFive";
    		}
    	end;
    	
    	OnWaveFive:
    		set .@mobCount++;
    		if(.@mobCount == 4){
    			mapannounce .map$,"Fifth wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Ifrit",1832,1,"mvp-ss::OnWaveSix";
    			monster .map$,0,0,"Incantation Samurai",1492,1,"mvp-ss::OnWaveSix";
    			monster .map$,0,0,"Stormy Knight",1251,1,"mvp-ss::OnWaveSix";
    		}
    	end;
    	
    	OnWaveSix:
    		set .@mobCount++;
    		if(.@mobCount == 3){
    			mapannounce .map$,"Sixth wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Ktullanux",1779,1,"mvp-ss::OnWaveSeven";
    			monster .map$,0,0,"Lady Tanee",1688,1,"mvp-ss::OnWaveSeven";
    			monster .map$,0,0,"Lord of Death",1378,1,"mvp-ss::OnWaveSeven";
    			monster .map$,0,0,"Maya",1147,1,"mvp-ss::OnWaveSeven";
    		}
    	end;
    	
    	OnWaveSeven:
    		set .@mobCount++;
    		if(.@mobCount == 4){
    			mapannounce .map$,"Seventh wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Mistress",1059,1,"mvp-ss::OnWaveEight";
    			monster .map$,0,0,"Moonlight Flower",1150,1,"mvp-ss::OnWaveEight";
    			monster .map$,0,0,"Orc Hero",1087,1,"mvp-ss::OnWaveEight";
    			monster .map$,0,0,"Orc Lord",1190,1,"mvp-ss::OnWaveEight";
    		}
    	end;
    	
    	OnWaveEight:
    		set .@mobCount++;
    		if(.@mobCount == 4){
    			mapannounce .map$,"Eight wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"Osiris",1038,1,"mvp-ss::OnWaveNine";
    			monster .map$,0,0,"Pharaoh",1157,1,"mvp-ss::OnWaveNine";
    			monster .map$,0,0,"Phreeoni",1159,1,"mvp-ss::OnWaveNine";
    		}
    	end;
    	
    	OnWaveNine:
    		set .@mobCount++;
    		if(.@mobCount == 3){
    			mapannounce .map$,"Nineth wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			monster .map$,0,0,"RSX-0806",1623,1,"mvp-ss::OnWaveTen";
    			monster .map$,0,0,"Tao Gunka",1583,1,"mvp-ss::OnWaveTen";
    			monster .map$,0,0,"Turtle General",1312,1,"mvp-ss::OnWaveTen";
    			monster .map$,0,0,"Vesper",1685,1,"mvp-ss::OnWaveTen";
    		}
    	end;
    	
    	OnWaveTen:
    		set .@mobCount++;
    		if(.@mobCount == 4){
    			mapannounce .map$,"Tenth wave ended blablabla";
    			set .@mobCount,0;
    			sleep 2000;
    			mapannounce .map$,"Becareful final wave blablabla";
    			sleep 2000;
    			monster .map$,0,0,"Valkyrie Randgris",1765,1,"mvp-ss::OnWaveFinal";
    			monster .map$,0,0,"Beelzebub",1874,1,"mvp-ss::OnWaveFinal";
    		}
    	end;
    	
    	OnWaveFinal:
    		set .@mobCount++;
    		if(.@mobCount == 2){
    			stopnpctimer;
    			mapannounce .map$,"GG";
    			/*
    				Now do whatever you want with the finalist
    			*/
    		}
    	end;
    	
    	
    	OnTimer3600000:
    		killmonster .map$,"all";
    		cleanmap .map$;
    		mapannounce "Time Ended";
    		sleep 2000;
    		mapwarp .map$,"Prontera",180,180;
    	end;
    }
    
  9. You should read the 'menu' command doc ;)

    *menu "<option_text>",<target_label>{,"<option_text>",<target_label>,...};
    
    This command will create a selectable menu for the invoking character. Only one 
    menu can be on screen at the same time.
    
    Depending on what the player picks from the menu, the script execution will 
    continue from the corresponding label. (it's string-label pairs, not label-
    string)
    
    Options can be grouped together, separated by the character ':'.
    
    	menu "A:B",L_Wrong,"C",L_Right;
    
    It also sets a special temporary character variable @menu, which contains the 
    number of option the player picked. (Numbering of options starts at 1.)
    This number is consistent with empty options and grouped options.
    
           menu "A::B",L_Wrong,"",L_Impossible,"C",L_Right;
        L_Wrong:
           // If they click "A" or "B" they will end up here
    	   // @menu == 1 if "A"
    	   // @menu == 2 will never happen because the option is empty
    	   // @menu == 3 if "B"
    	L_Impossible:
    	   // Empty options are not displayed and therefore can't be selected
    	   // this label will never be reached from the menu command
        L_Right:
           // If they click "C" they will end up here
    	   // @menu == 5
    
    If a label is '-', the script execution will continue right after the menu 
    command if that option is selected, this can be used to save you time, and 
    optimize big scripts.
    
            menu "A::B:",-,"C",L_Right;
            // If they click "A" or "B" they will end up here
    		// @menu == 1 if "A"
    		// @menu == 3 if "B"
        L_Right:
            // If they click "C" they will end up here
    		// @menu == 5
    
    Both these examples will perform the exact same task.
    
    If you give an empty string as a menu item, the item will not display. This
    can effectively be used to script dynamic menus by using empty string for
    entries that should be unavailable at that time.
    
    You can do it by using arrays, but watch carefully - this trick isn't high 
    wizardry, but minor magic at least. You can't expect to easily duplicate it 
    until you understand how it works.
    
    Create a temporary array of strings to contain your menu items, and populate it 
    with the strings that should go into the menu at this execution, making sure not 
    to leave any gaps. Normally, you do it with a loop and an extra counter, like 
    this:
    
    	setarray @possiblemenuitems$[0],<list of potential menu items>;
    	set @j,0; // That's the menu lines counter.
    	
    	// We loop through the list of possible menu items.
    	// @i is our loop counter.
    	for( set @i,0; @i<getarraysize(@possiblemenuitems$) ; set @i,@i+1 )
    	{
    		// That 'condition' is whatever condition that determines whether 
    		// a menu item number @i actually goes into the menu or not.
    		
    		if (<condition>)
    		{
    			// We record the option into the list of options actually available.
    			
    			set @menulist$[@j],@possiblemenuitems$[@i];
    			
    			// We just copied the string, we do need its number for later 
    			// though, so we record it as well.
    			
    			set @menureference[@j],@i;
    			
    			// Since we've just added a menu item into the list, we increment 
    			// the menu lines counter.
    			
    			set @j,@j+1;
    		}
    		
    		// We go on to the next possible menu item.
    	}
    
    This will create you an array @menulist$ which contains the text of all items 
    that should actually go into the menu based on your condition, and an array 
    @menureference, which contains their numbers in the list of possible menu items. 
    (Remember, arrays start with 0.) There's less of them than the possible menu 
    items you've defined, but the menu command can handle the empty lines - only if 
    they are last in the list, and if it's made this way, they are. Now comes a 
    dirty trick:
    
    	// X is whatever the most menu items you expect to handle.
    	menu @menulist$[0],-,@menulist$[1],-,....@menulist$[<X>],-;
    
    This calls up a menu of all your items. Since you didn't copy some of the 
    possible menu items into the list, its end is empty and so no menu items will 
    show up past the end. But this menu call doesn't jump anywhere, it just 
    continues execution right after the menu command. (And it's a good thing it 
    doesn't, cause you can only explicitly define labels to jump to, and how do you 
    know which ones to define if you don't know beforehand which options will end up 
    where in your menu?)
    But how do you figure out which option the user picked? Enter the @menu.
    
    @menu contains the number of option that the user selected from the list, 
    starting with 1 for the first option. You know now which option the user picked 
    and which number in your real list of possible menu items it translated to:
    
        mes "You selected "+@possiblemenuitems$[@menureference[@menu-1]]+"!";
    
    @menu is the number of option the user picked.
    @menu-1 is the array index for the list of actually used menu items that we 
    made.
    @menureference[@menu-1] is the number of the item in the array of possible menu 
    items that we've saved just for this purpose.
    
    And @possiblemenuitems$[@menureference[@menu-1]] is the string that we used to 
    display the menu line the user picked. (Yes, it's a handful, but it works.)
    
    You can set up a bunch of 'if (@menureference[@menu-1]==X) goto Y' statements to 
    route your execution based on the line selected and still generate a different 
    menu every time, which is handy when you want to, for example, make users select 
    items in any specific order before proceeding, or make a randomly shuffled menu.
    
    Kafra code bundled with the standard distribution uses a similar array-based 
    menu technique for teleport lists, but it's much simpler and doesn't use @menu, 
    probably since that wasn't documented anywhere.
    
    See also 'select', which is probably better in this particular case. Instead of 
    menu, you could use 'select' like this:
    
        set @dummy,select(@menulist$[0],@menulist$[1],....@menulist$[<X>]);
        
    For the purposes of the technique described above these two statements are 
    perfectly equivalent.
    
  10. I tryed to build it in a better way.

     

    //===== eAthena Script ================================================================================================================
    //= Poring Summoner
    //===== Created By: ===================================================================================================================
    //= MoonlightRO
    //===== Current Version: ==============================================================================================================
    //= 1.2
    //= 2.0
    //===== Compatible With: ==============================================================================================================
    //= TXT & SQL
    //===== Link: ==============================================================================================================
    //= http://www.eathena.ws/board/index.php?showtopic=236779
    //===== Credits: ==============================================================================================================
    // 1.2 - Myself
    // 2.0 - Khazou
    //===================================================================================================================
    prontera,171,126,6	script	Poring Summoner#Event	49,{
    	if(getgroupid() < 50) {
    		if(!.Event){
    			mes .npc$;
    			mes "There is no Poring Summon Event on now.";
    			}
    			else {
    				mes .npc$;
    				mes "There is a Poring Summon Event on now!";
    				mes "Location: " + .Map$;
    				mes "Special Porings: " + .SpecialCount;
    				mes "Normal Porings: " + .NormalPorings[0];
    			}
    			close;
    	}
    	else {
    		mes .npc$;
    		mes "Hi master !";
    		next;
    		set .@loop,1;
    		while(.@loop){
    			next;
    			mes .npc$;
    			mes "Please customize the Poring Summon Event:";
    			next;
    			switch(select("Item [" + getitemname(.ItemID) + "]:Special Porings [" + .SpecialPorings + "]:Normal Porings [" + .NormalPorings + "]:Start Event:End Event:Leave")) {
    				case 1:
    					mes .npc$;
    					mes "Which item would you like Special Porings to drop?";
    					mes "Please input the item ID:";
    					input .ItemID;
    				break;
    				case 2:
    					mes .npc$;
    					mes "How many Special Porings would you like me to summon?";
    					input .SpecialPorings;
    				break;
    				case 3:
    					mes .npc$;
    					mes "How many Normal Porings would you like me to summon?";
    					input .NormalPorings;
    				break;
    				case 4:
    					mes .npc$;
    					mes "Starting the event now...";
    					donpcevent "Poring Summoner#Event::OnPoringStart";
    				close;
    				case 5:
    					mes .npc$;
    					mes "Ending the event now...";
    					donpcevent "Poring Summoner#Event::OnEndEvent";
    				close;
    				case 6:
    					mes .npc$;
    					mes "Ok, bye.";
    				close;
    			}
    		}
    	}
    	OnPoringStart:
    		set .@rand, rand(1,11);
    		set .Map$,.maplist$[.@rand];
    		set .Event,1;
    		monster .Map$,0,0,"Poring",1002,.SpecialPorings,"Poring Summoner#Event::OnSpecialKill";
    		monster .Map$,0,0,"Poring",1002,.NormalPorings,"Poring Summoner#Event::OnNormalKill";
    		set .SpecialCount,.SpecialPorings;
    		set .NormalCount,.NormalPorings;
    		announce "The Poring Event has begun!",bc_all;
    		announce "Location: " + .Map$,bc_all;
    		announce "Special Porings: " + .SpecialPorings,bc_all;
    		announce "Normal Porings: " + .NormalPorings,bc_all;
    		sleep2 3600000; // 1 hour to clean all area
    		if(.Event){
    		announce "Poring Summoner has ended. No one killed the Porings.",bc_all;
    		killmonster .Map$,"All";
    		set .Event,0;
    		}
    	end;
    
    	OnSpecialKill:
    		set .SpecialCount,.SpecialCount-1;
    		mapannounce .Map$,strcharinfo(0) + " got a " + getitemname(.ItemID) + "!",bc_yellow;
    		getitem .ItemID,1;
    		mapannounce .Map$,"Special Porings: " + .SpecialCount + " || Normal Porings: " + .NormalCount,bc_yellow;
    		if(!.SpecialCount) goto OnEndEvent;
    	end;
    
    	OnNormalKill:
    		set .NormalCount,.NormalCount-1;
    		mapannounce .Map$,"Special Porings: " + .SpecialCount + " || Normal Porings: " + .NormalCount,bc_yellow;
    		if(!.SpecialCount) goto OnEndEvent;
    	end;
    
    	OnEndEvent:
    		if(.Event) announce "The Poring Summon Event is now over!",bc_all;
    		killmonster .Map$,"All";
    		set .Event,0;
    		set .SpecialCount,0;
    		set .NormalCount,0;
    	end;
    
    	OnInit:
    		set .npc$,"[Poring Summoner]";
    		setarray .maplist$[0],"2@shrine","prontlegend","warehouse","comodo","xmas","aldebaran","izlude","payon","geffen","morocc","prontera";
    	end;
    }
    

    Enjoy :)

  11. The exp file is made like that:

    First the level max here 255 so you put "255,", after this number you have to put id of all the jobs you want with this level so for you Gun=24 Ninja=25 SG=4047 so you put those numbers separated by a ":" and then you put the experience table for each level separated by ","

    It gives you that

    99,0:1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:23:26:4046:4048:4049:4050:4051:4052,0,9,16,25,36,77,112,153,200,253,320,385,490,585,700,830,970,1120,1260,1420,1620,1860,1990,2240,2504,2950,3426,3934,4474,6889,7995,9174,10425,11748,13967,15775,17678,19677,21773,30543,34212,38065,42102,46323,53026,58419,64041,69892,75973,102468,115254,128692,142784,157528,178184,196300,215198,234879,255341,330188,365914,403224,442116,482590,536948,585191,635278,687211,740988,925400,1473746,1594058,1718928,1848355,1982340,2230113,2386162,2547417,2713878,3206160,3681024,4022472,4377024,4744680,5125440,5767272,6204000,6655464,7121664,7602600,8109652,8643822,9206127,9797599,10419283,11072238,11757533,12476249,13229476,14018313,14843866,15707247,16609574,17551968,18535552,19561452,20630792,21744696,22904284,24110674,25364977,26668297,28021732,29426368,30883282,32393539,33958189,35578269,37254799,38988782,40781202,42633023,44545189,46518620,48554214,50652844,52815357,55042573,57335285,59694256,62120220,64613880,67175907,69806941,72507587,75278418,78119970,81032746,84017211,87073795,90202891,93404853,96680000,100028610,103450924,106947144,110517434,114161918,117880680,121673767,125541185,129482901,133498844,137588903,141752928,145990732,150302088,154686733,159144364,163674642,168277191,172951600,177697420,182514167,187401324,192358338,197384623,202479560,207642499,212872757,218169621,223532347,228960163,234452268,240007834,245626005,251305900,257046613,262847212,268706744,274624232,280598679,286629065,292714352,298853483,305045382,311288957,317583099,323926685,330318577,336757623,343242660,349772512,356345994,362961909,369619053,376316214,383052171,389825698,396635564,403480532,410359362,417270811,424213634,431186584,438188413,445217874,452273720,459354706,466459588,473587127,480736086,487905232,495093338,502299181,509521545,516759221,524011006,531275705,538552132,545839109,553135467,560440047,567751700,575069288,582391684,589717771,597046446,604376616,611707202,619037136,626365365,633690848,641012559,648329484,655640625,662944998,670241632,677529573,684807881,692075631,699331913,706575834,713806514,721023091,728224718,735410563,742579811,749731663,756865335,763980061,771075089,778149684,785203127,792234715,799243761,806229595,813191563,820129025,827041359,833927958,840788232,847621604,854427516,861205423,867954796,874675123,881365905,888026659,894656917,901256227,907824150,914360262,920864154,927335431,933773713,940178632,946549836,952886985,959189754,965457830,971690914,977888720,984050975,990177418,996267800,1002321886,1008339452,1014320285,1020264186,1026170966,1032040448,1037872466,1043666865,1049423500,1055142238,1060822955,1066465539,1072069886,1077635904,1083163509,1088652627,1094103193,1099515152,1104888457,1110223070,1115518962,1120776112,1125994507,1131174143,1136315022,1141417155,1146480560,1151505263,1156491296,1161438699,1166347518,1171217806,1176049622,1180843032,1185598108,1190314928,1194993575,1199634138,1204236712,1208801396,1213328296,1217817522,1222269189,1226683417,1231060330,1235400057,1239702732,1243968491,1248197476,1252389832,1256545708,1260665257,1264748635,1268796001,1272807518,1276783353,1280723674,1284628654,1288498467,1292333290,1296133304,1299898691,1303629636,1307326326,1310988950,1314617700,1318212769,1321774352,1325302646,1328797850,1332260164,1335689790,1339086931,1342451791,1345784576,1349085494,1352354752,1355592559,1358799125,1361974661,1365119379,1368233491,1371317210,1374370750,1377394325,1380388150,1383352439,1386287408,1389193273,1392070249,1394918553,1397738400,1400530007,1403293591,1406029367,1408737552,1411418361,1414072010,1416698715,1419298692,1421872155,1424419319,1426940398,1429435606,1431905157,1434349263,1436768137,1439161990,1441531034,1443875479,1446195535,1448491412,1450763318,1453011460,1455236046,1457437282,1459615373,1461770523,1463902937,1466012816,1468100363,1470165779,1472209264,1474231016,1476231234,1478210114,1480167853,1482104645,1484020685,1485916165,1487791277,1489646211,1491481157,1493296304,1495091838,1496867946,1498624813,1500362623,1502081558,1503781800,1505463529,1507126924,1508772163,1510399423,1512008880,1513600707,1515175078,1516732165,1518272138,1519795167,1521301420,1522791064,1524264265,1525721187,1527161994,1528586847,1529995908,1531389336,1532767289,1534129924,1535477397,1536809863,1538127475,1539430385,1540718744,1541992701,1543252405,1544498003,1545729641,1546947464,1548151616,1549342238,1550519472,1551683458,1552834334,1553972238,1555097306,1556209673,1557309473,1558396839,1559471902,1560534793,1561585640,1562624572,1563651716,1564667197,1565671140,1566663668,1567644904,1568614969,1569573982,1570522063,1571459329,1572385897,1573301883,1574207401,1575102565,1575987487,1576862278,1577727048,1578581907,1579426962,1580262321,1581088090,1581904373,1582711275,1583508898,1584297344,1585076715,1585847110,1586608628,1587361366,1588105422,1588840892,1589567871,1590286453,1590996731,1591698797,1592392743,1593078658,1593756633,1594426755,1595089112,15957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1650348198,1650350951,1650353671,1650356358,1650359013,1650361636,1650364228,1650366789,1650369319,1650371819,1650374289,1650376729,1650379140,1650381522,1650383875,1650386200,1650388497,1650390766,1650393008,1650395223,1650397412,1650399574,1650401711,1650403822,1650405908,1650407969,1650410005,1650412016,1650414003,1650415966,1650417906,1650419823,1650421717,1650423588,1650425436,1650427262,1650429066
    //For ninja, gun and SG
    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    Edit: thx Slim ^_^

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