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Gouki

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Posts posted by Gouki

  1. On 9/13/2020 at 1:57 AM, Emistry said:

    you can try this

    
    for(set .@c, 0; .@c < $@top; set .@c, .@c+1) {
            setd "$topmvp" + .@c, 0;
            setd "$topmvp" + .@c + "$", "";
    }
    dispbottom "MVP Ranking has been Reset.";
    query_sql("DELETE FROM `char_reg_num` WHERE `key` = 'MvP'");
    close2;
    addrid(0);
    MvP = 0;
    end;

     

    Works like a charm, thank you @Emistry, do you mind helping me add set #Mission_Points,1, on every mvp kill? this won't be affected by the reset. just points to purchase from my hunting shop.

  2. Hi,

    This script works perfectly well, kudos to the owner of this script, I forgot who I apologize but just wondering if we can make the Default prize  on random as well?
    For example:
    Set default prize on random of red, yellow, white potion. instead of 1 default prize of red potion only.

    Gotta make     setarray .@Default[0],19578,1;  random, not just the 19578.

    function	script	Get_MysteryBox	{
    	set .@Total,7;
    	//<%>,<ItemID>,<Amount>
    	setarray .@P1[0],50,19543,1;
    	setarray .@P2[0],90,19525,1;
    	setarray .@P3[0],90,31171,1;
    	setarray .@P4[0],90,19620,1;
    	setarray .@P5[0],90,19527,1;
    	setarray .@P6[0],90,19733,1;
    	setarray .@P7[0],90,20057,1;
    	setarray .@Default[0],19578,1;
    	set .@i, rand(1,.@Total);
    	if (rand(1,100) > getd(".@P"+.@i+"[0]"))
    	{
    		for(set .@j,0; .@j<getarraysize(.@Default); set .@j,.@j+2)
    		{
    			getitem .@Default[.@j], .@Default[.@j+1];
    			if(!.@k[0])
    				setarray .@k[0], .@Default[.@j], .@Default[.@j+1];
    		}
    	}
    	else{
    		for(set .@j,1; .@j<getarraysize(getd(".@P"+.@i)); set .@j,.@j+2)
    		{
    			getitem getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]");
    			if (!.@k[0])
    			{
    				set .@gz,.@i;
    				setarray .@k[0], getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]");
    				break;
    			}
    		}
    	}
    	if(1<=.@gz&&.@gz<=1)
    		announce "Congratulations! "+strcharinfo(0)+" just received "+getitemname(.@k[0])+" x "+.@k[1]+" from the Mystery Costume Box!",0;
    	specialeffect2 248;
    	close;
    }

     

  3. Hi guys!

    Just checking if there is a free script that has these functions?

    Able to input Party name A and Party Name B Manually (For recall)
    Able to recall party A and B, manually (or automatic, as long as party name input is manual)
    Able to start match manually (with gates)
    choose which party is winner + announce (then warps all players back to save)

    maybe my requirements are very detailed. I checked annierurus pt vs pt and it is automated and by pub.
    any close to this is welcome, maybe I can just add the other features.

    thanks!
     

  4. 10 hours ago, Poring King said:

    You need to put the css on first line to backup the original css on 2nd line .

     

    i think you are doing line 1 is the original then your line 2 is your custom csS . Thats why nothing happen

     

    Hi, what do you mean by putting it on the 1st line to back up the original css?

    can you please expound more? your theory seems very interesting.

  5. 11 hours ago, Chaos92 said:

    html site : install it in public_html directory.
    flux site : install it in public_html/account directory.

    It might because of bootstrap css OR https issue as a reason of wrong path directory since I saw u have https:// there.

    but then when I tried bootstrap or default themes, they are all perfect. I think https:// is not an issue since prior to moving, I have this https:// already and its perfectly fine.

     

  6. Hi, I do have an html site so I need my root folder for that, so I transferred my flux to a folder inside public_html, however, after installation, everything works fine, registration and stuff. but the stylesheet or css (just whats on my mind) is not applying to it. I checked bootstrap and default, both works fine. any reason or fix to this issue?

    url/account is where my flux is installed..

    image.thumb.png.575238555f25428e79f8aa55f59aace0.png
     

  7. Hi everyone,

    Just wondering what makes your VPS accept or allow more players while not having lags or issues on your server?
    Mainly what do you focus on upgrading on your VPS?

    more vCores? more Ram?  more Storage? Bandwidth? 
    would there be a link or actual explanation if how many players can be catered on specific VPS settings?

  8. Hi I'm using @Poring King's MVP Ranking, and using a quick resetter by ,I think, Emistry.

    just wanting to seek help if I could also reset player's @mvptotal (thinking this is the one that adds personal point to from every mvp kill).
    currently the resetter works fine for the ranking ladder. However, it doesn't reset the players mvp point, so whenever they kill another MVP, they end up adding from their previous total points.
     

    //================================================Name======================================================
    									// MVP Rank (Official Release Name)
    //===============================================Version====================================================
    //												  1.0 
    //===============================================Author=====================================================
    //					 ____ _____  ______  __ __   __  _______    __   _____ __   __  _______
    //					|  __ \ _  \|  __  \|  |  \ |  |/  ___  \  |  | /  /  |  \ |  |/  ___  \
    //					| |__| | \  \ |__|  |  |   \|  |  |  _\_/  |  |/  /|  |   \|  |  |  _\_/
    //					|   __/   | |      /|  |       |  | |_  \  |     | |  |    |  |  | |_  \
    //					|  |\  \_/  /  |\  \|  |  |\   |   \_/  |  |  |\  \|  |  |\   |   \_/  |
    //					|__| \_____/|__| \__\__|__| \__|\______/   |__| \__\__|__| \__|\______/
    //----------------------------------------Script Last Update 2020-------------------------------------------
    //==============================================Changelog===================================================
    									// 1.0 *
    									//		- Initial Release
    //==========================================================================================================
    -	script	Rank MvP	-1,{
    OnInit: // Script Configuration
    		setarray .mobid[0],1511,1647,1785,1630,1399,1039,1874,2068,1272,1719,1046,1389,1112,1115,1957,1418,1871,1252,1768,1086,1688,1646,
    						1373,1147,1059,1150,1956,2022,1087,1190,1038,1157,1159,1502,1623,1650,1583,1708,1312,1751,1685,1648,1917,1658; // MvP Ids
    		set .a, 0; // Broadcast who killed the MvP and wich MvP and wick Map [0 Off - 1 On]
    		set $@top, 10; // Max. Top Rank (Hihgly recommended between 5~10, more maybe bug the server (limited variables)
    		end;
    
    OnNPCKillEvent: // Script execution
    			for (set .@c, 0; .@c < getarraysize(.mobid); set .@c, .@c + 1)
    				if (killedrid == .mobid[.@c])
    					set .@s, 1; // If a MvP
    			if (!.@s) end;
    			if (.a) // If announce On
    				announce "The user [" +strcharinfo(0) +"] has killed a [" +getmonsterinfo(killedrid,0) +"] in the map [" +strcharinfo(3) +"]",bc_blue|bc_all;
    			set MvP, MvP + 1;
    			callfunc ("MvPRank",MvP,strcharinfo(0));
    			end;
    			} // End Script
    
    
    
    //-------------------------------------------------------------------------------------------------------------------------------------------------
    prontera,123,69,4	script	MVP Ranking	416,{
    mes "[^0000FFMvP ^FF0000Rank ^0000FFTop ^FF0000" +$@top +"^000000]";
    for (set .@c, 0; .@c < $@top; set .@c, .@c + 1)
    	mes "Top ^FF0000" +(.@c + 1) +"^000000 ^0000FF" +getd("$topmvp" +.@c +"$") +"^000000 with ^FF0000" +getd("$topmvp" +.@c) +"^000000 MvP killed.";
    close;
    OnInit:
    	waitingroom "MVP Top 10",0;
    	end;
    }
    
    function	script	MvPRank	{
    set @mvptotal, getarg(0);
    set @nomb$, getarg(1);
    for (set .@c, 0; .@c < $@top; set .@c, .@c + 1) {
    	if (@mvptotal >= getd("$topmvp" +.@c)) {
    		if (strcharinfo(0) == getd("$topmvp" +.@c +"$")) {
    			setd "$topmvp" +.@c, @mvptotal;
    			setd "$topmvp" +.@c +"$", @nomb$;
    			return;
    		} else {
    			if (getd("$topmvp" +(.@c + 1) +"$") == "") {
    				setd "$topmvp" +.@c, @mvptotal;
    				setd "$topmvp" +.@c +"$", @nomb$;
    				return;
    			} else {
    				setd "$topmvp" +(.@c + 1), getd("$topmvp" +.@c);
    				setd "$topmvp" +(.@c + 1) +"$", getd("$topmvp$" +.@c);
    				setd "$topmvp" +.@c, @mvptotal;
    				setd "$topmvp" +.@c +"$", @nomb$;
    				return;
    			} // End if
    		} // End if
    	} // End if
    } // End loop
    return;
    } // End function
    
    
    
    prontera,123,66,4	script	MVP Resetter	757,{
    mes "[MVP Rank Resetter]";
    mes "Are you sure you want to reset the MVP Ranks for this month?";
    next;
    switch(select("Yes:No:")){
    case 1: goto yesMVPcheck;
    case 2: goto noMVPrank;
    }
    
    yesMVPcheck:
    for(set .@c, 0; .@c < $@top; set .@c, .@c+1) {
            setd "$topmvp" + .@c, 0;
            setd "$topmvp" + .@c + "$", "";
    }
    dispbottom "MVP Ranking has been Reset.";
    end;
    
    noMVPrank:
    mes "[MVP Rank Resetter]";
    mes "Come back again.";
    close;
    
    OnInit:
    waitingroom "MVP Rank Resetter",0;
    end;
    }
    }



     

  9. On 5/30/2020 at 10:54 PM, glemor123 said:

    How to disable "send a mail". It is using rodex. Thank you!

    image.png.fcaf76a26ab0d59a9c35ecc2103a9393.png

    agree with this part. you may hide the button via diff. however rodex can still be used with the above screenshot.

     

    disregard above. just modified my mail.cpp instead

    hey, have you found a way to disable rodex or a work around? can you please share what you did? thanks!

  10. 18 hours ago, TheKingDino said:

    This request is kind of confusing. Do you want the player's characters to be deleted(outside Prontera)? Or do you just want all the NPCs?

    There is a way to do both. You may want a way to automate it if you're deleting a lot of characters. But there's a column named "last_map" within your char table. You could hit the last_map button above it and it'll sort the rows then manually delete every character that isn't on "prontera"

    yup characters, ahh yea, that's a way by sorting the database. okay thank you so much!

  11. Hi, this jobchange script is a bit technical, I just want to add a "set instantjobchange,1;" after the actual jobchange.

    can you guys please help me point the right place where to add?


     

    //===== 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|EAJL_THIRD) )
    		return false; // Already Rebirthed/ Third Class
    	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
    	.@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	{
    	.@previous_class = Class;
    	.@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 (.@previous_class != Class) {
    		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 || eaclass(.@class) == -1 ) {
    		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_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]
    			case Job_Gunslinger:
    				getitem 13101,1; break;	//	Six Shooter [2]
    			case Job_Ninja:
    				getitem 13010,1; break;	//	Asura [2]
    		}
    	}
    	return;
    }
    
    OnInit:
    	// Initialisation, do not edit these
    	.NPCName$ = "[Job Master]";
    	
    	// Settings
    	.ThirdClass = true;			// Enable third classes?
    	.RebirthClass = true;			// Enable rebirth classes?
    	.SecondExpanded = true;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    	.BabyNovice = true;	// Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    	.BabyClass = true;				// Enable Baby classes?
    	.BabyThird = true;				// Enable Baby third classes?
    	.BabyExpanded = true;			// Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    	.BabySummoner = true;			// 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 = false;			// 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;
    }

     

  12. 4 hours ago, behemothcze said:
    
    //================================================================//
    //	Happy Hour Script
    //	Created by PottScilgrim
    //================================================================//
    -	script	HappyHourScript	-1,{ 
    
    //================================================================//
    //	Hourly Triggers
    //================================================================//
    OnInit:
    OnClock0100:
    OnClock0800:
    OnClock1300:
    OnClock2000:
    	setbattleflag "base_exp_rate",2200,true;
    	setbattleflag "job_exp_rate",2200,true;
    	setbattleflag "item_rate_common_boss",1500,true;
    	setbattleflag "item_rate_common_mvp",1500,true;
    	setbattleflag "item_rate_heal_boss",1500,true;
    	setbattleflag "item_rate_heal_mvp",1500,true;
    	setbattleflag "item_rate_use_boss",450,true;
    	setbattleflag "item_rate_use_mvp",400,true;
    	setbattleflag "item_rate_equip_boss",450,true;
    	setbattleflag "item_rate_equip_mvp",450,true;
    	setbattleflag "item_rate_card_boss",100,true;
    	setbattleflag "item_rate_heal",1500,true;
    	setbattleflag "item_rate_use",450,true;
    	setbattleflag "item_rate_equip",2000,true;
    	setbattleflag "item_rate_card",1000,true;
    	announce "[EVENT]: Happy hour has now begun, exp rates are now 22x Drop Rates are Doubled!",bc_all,0xc4ff5e;
    	end;
    
    OnClock0400:
    OnClock1100:
    OnClock1600:
    OnClock2300:
    	setbattleflag "base_exp_rate",1500,true;
    	setbattleflag "job_exp_rate",1500,true;
    	setbattleflag "item_rate_common_boss",1000,true;
    	setbattleflag "item_rate_common_mvp",1000,true;
    	setbattleflag "item_rate_heal_boss",1000,true;
    	setbattleflag "item_rate_heal_mvp",1000,true;
    	setbattleflag "item_rate_use_boss",300,true;
    	setbattleflag "item_rate_use_mvp",200,true;
    	setbattleflag "item_rate_equip_boss",3000,true;
    	setbattleflag "item_rate_equip_mvp",300,true;
    	setbattleflag "item_rate_card_boss",100,true;
    	setbattleflag "item_rate_heal",1000,true;
    	setbattleflag "item_rate_use",300,true;
    	setbattleflag "item_rate_equip",1000,true;
    	setbattleflag "item_rate_card",500,true;	
    	announce "[EVENT]: Happy hour has ended, exp rates have returned to normal",bc_all,0xc4ff5e;
    	end;
    }

     

    Awesome! thank you so much!

     

  13. new_1-1,133,113, 3	script	Welcome to RO	811,3,20,{
    end; // If you don't like that NPC can't be clicked.
    OnTouch:
    				if( #newbie == 1) end;
    				set #newbie,1;
    				getitem 30000,1;
    				getitem 30001,1;
    				getitem 30002,1;
    				getitem 30003,1;
    				getitem 30004,1;
    				getitem 30114,1;
    				rentitem 20512,604800;
    				sc_start SC_BLESSING,10000,10;	 specialeffect2 EF_BLESSING;
    				sc_start SC_INCREASEAGI,10000,10;  specialeffect2 EF_INCAGILITY;
    				mes "[RO]";
    				mes "Welcome to RO!";
    				mes "Here's your one time free newbie set.";
    				mes "RoK on!";
    				end;
    OnInit:
    set .message$, "WELCOME TO RO!     ";
    
    while (1) {
    	set .message$, delchar(.message$+charat(.message$,0),0);
    	delwaitingroom;
    	waitingroom .message$, 0;
    	sleep 200;
    }
    }

    Here's the final script that I've merged, thank you so much @Poring King

  14. 9 minutes ago, Penicilina said:

    From the documentation, pasted only parts referring to the discussed topic:

    <map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>,{<code>}

    A '-1' Sprite ID will make the NPC invisible (and unclickable).

    TriggerX and triggerY, if given, will define an area, centered on NPC and
    spanning triggerX cells in every direction across X and triggerY in every
    direction across Y. Walking into that area will trigger the NPC. If no
    'OnTouch:' special label is present in the NPC code, the execution will start
    from the beginning of the script, otherwise, it will start from the 'OnTouch:'
    label. Monsters can also trigger the NPC, though the label 'OnTouchNPC:' is
    used in this case.

    Thus, taking @Poring King's first example, you would declare the NPC like this I think

    
    prontera,0,0,3	script	TouchMe	-1,11,11{

    hmm, alright I'll try this out later on, understanding OnTouch over OnTouchNPC is that Monsters can't touch, OnTouchNPC, is that right?

    will update later how it goes..

  15. 8 minutes ago, Poring King said:

    You can also add a different tweek you can use on
     

    
    -    script    freebies    -1,{
    
    OnPCLoginEvent:
    				if( #newbie == 1) end;
    				set #newbie,1;
    				getitem 7227,1;
    				dispbottom "Welcome to our server!";
    				end;
    }

     

    This is definitely an option, thanks!

    But, how about the script triggers whenever you cross a certain cell? do you happen to know how others do that? 

  16. @Poring King I modified your script, not sure if this script means once per account only. correct if I'm wrong thank you!
     

    prontera,0,0,3	script	TouchMe	-1,{
    
    OnTouch:
    		if(#newbie != 0){
    		getitem 7227,1;
    		set #newbie,1;
    		mes "[Ragnarok Online]";
    		mes "Welcome to Ragnarok Online!";
    		}else{
    		mes "[Ragnarok Online]";
    		mes "Welcome to Ragnarok Online!";
    		}
    }

     

    If I add coordinates, to the X and Y of Prontera, would that mean if a character passed through that cell this will be triggered? If that's not it, the initial plan would be like a checkpoint if they passed through those or that cell the script will be triggered. I think the initial script is if the player lands on a certain map?

    prontera,0,0,3	script	TouchMe	-1,{
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