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cook1e

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cook1e last won the day on June 21 2022

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  1. - script buff_cmd -1,{ OnInit: bindatcmd "buffs", strnpcinfo(0)+"::OnCommand"; end; OnCommand: if(getgroupid() <= 7) { message strcharinfo(0),"Falha, você não possui VIP."; end; } // This will bestow the effect of Level 10 Blessing. skilleffect 74,0; sc_start SC_MAGNIFICAT,360000,5; skilleffect 75,0; sc_start SC_GLORIA,360000,5; skilleffect 66,0; sc_start SC_IMPOSITIO,360000,5; skilleffect 67,0; sc_start SC_SUFFRAGIUM,360000,3; skilleffect 34,0; sc_start SC_BLESSING,360000,10; skilleffect 29,0; sc_start SC_INCREASEAGI,360000,10; skilleffect 357,0; sc_start SC_CONCENTRATION,360000,5; skilleffect 155,0; sc_start SC_LOUD,360000,1; sc_start SC_ASPDPOTION2,360000,0; sc_start SC_STRFood,360000,10; sc_start SC_AGIFood,360000,10; sc_start SC_VITFood,360000,10; sc_start SC_INTFood,360000,10; sc_start SC_DEXFood,360000,10; sc_start SC_LUKFood,360000,10; sc_start SC_HitFood,1200000,30; sc_start SC_FleeFood,1200000,30; sc_start SC_BATKFood,1200000,10; sc_start SC_MATKFood,120000,10; }
  2. If it isn't available here http://nemo.herc.ws/clients/ You'll have to pay 4144 or someone who can decrypt RO exes. You can contact 4144 here http://nemo.herc.ws/contacts/
  3. https://rathena.org/board/files/file/4415-hide-announcementsbroadcasts-command-blockbc/
  4. This should fix the warnings. if( md->spawn->state.boss ) { char message[128]; sprintf(message, "[MVP Spawn]: %s has been spawned on %s map.", md->name, map_mapid2mapname(md->spawn->m)); clif_broadcast(&md->bl, message, (int)strlen(message) + 1, BC_DEFAULT, ALL_CLIENT); }
  5. //===== rAthena Script ======================================= //= Find the gm event (hide and seek) //===== By: ================================================== //= Mastagoon //===== Description: ========================================= //= The npc (GM sprite) will teleport to a random location on //= the map, and will open a waiting room. The first player to //= join that waiting room will win the round. //===== Current Version: ===================================== //= 1.0 //= 1.0.1 Fixed a typo that prevented automatic event start (credit to AinsLord) //===== Featuers: ============================================ //= Can set the number of rounds, map, item&zeny rewards. //= the event can start manually or automatically. //= There is another version of this script compatiable with //= Stolao's event manager. You can DM me if you want that file. //============================================================ freya,209,214,5 script GM Pritong Kandule#findgm 871,{ if(.status < 2) { mes "["+.npcName+"]"; mes "When the event begins, i will teleport to a random location on this map."; mes "And you need to find me to win!"; close; } end; OnInit: //SETTINGS .rounds = 10; // for how many rounds should the event last? setarray .map$,"freya","prontera","payon"; // the event where the gm will hide .itemReward = 1; setarray .rewards[0],6242,1; // [itemId, itemAmount, {....}] .zenyReward = 0; .zenyAmount = 1000; .debugMode = 0; .npcName$ = "GM Pritong Kandule"; .countdown = 3; // the time between event announcements and when the event actually starts. .automatic = 1; // automatic event or does it need a gm to run it manually? .runEvery = 1; // (ignore if manual) run the event ever X hours .offset = 1; // (ignore if manual) sometimes, you might have another event/announcement at the same time as the event announcement. you can set an offset (announce X minutes after event time.) // Do not edit the code below. if(.countdown < 0) .countdown = 1; if(.rounds < 1) .rounds = 1; if(.winnersPerRound < 1) .winnersPerRound = 1; for(.@i = 0; .@i < getarraysize(.rewards); .@i = .@i+2) { if(getitemname(.rewards[.@i]) == "null") { debugmes "[Find GM]: Invalid item id provided "+.rewards[.@i]+" removing item from the rewards list.."; deletearray .rewards[.@i],2; .@i -= 2; } } .status = 0; bindatcmd("eventstart", strnpcinfo(3)+"::OnEventAnnounce",60,99); strnpcinfo(3); end; OnMinute00: if(.status || !.automatic || gettime(DT_HOUR) % .runEvery != 0 || agitcheck() || agitcheck2() || agitcheck3()) end; sleep .offset * 1000 * 60; .rand_map$ = .map$[rand(getarraysize(.map$))]; OnEventAnnounce: .status = 1; .rand_map$ = .map$[rand(getarraysize(.map$))]; for(.@i = .countdown; .@i > 0; .@i--) { announce "[Find "+.npcName$+"] : The event will begin in "+callfunc("F_InsertPlural",.@i,"minute")+"!",bc_all|bc_blue; sleep .debugMode ? 5000 : 60000; } announce "[Find "+.npcName$+"] : The event has now begun!",bc_all|bc_blue; OnEventStart: sleep 2000; npctalk "I will now teleport to a random location"; sleep 2000; npctalk "You must find me to win the event!"; sleep 2000; npctalk "This event will last for "+callfunc("F_InsertPlural",.rounds,"round"); sleep 2000; npctalk "Goodluck!"; donpcevent strnpcinfo(3)+"::OnRoundStart"; .status = 2; .round = 1; end; OnRoundStart: initnpctimer; do { .@x = rand(0,450); .@y = rand(0,450); } while (!checkcell(.rand_map$,.@x,.@y,cell_chkpass)); unitwarp getnpcid(0),.rand_map$,.@x,.@y; debugmes "[Event]: npc is at: "+.@x+" & "+.@y; announce "[Find "+.npcName$+"] :"+.npcName$+" is hiding in a random place in "+.rand_map$+", Find him now!",bc_all|bc_blue; delwaitingroom; waitingroom "Here!", 2, strnpcinfo(3)+"::OnRoundEnd",1; .status = 2; end; OnRoundEnd: if(.status != 2) end; .status = 1; //#TODO the winner should be already attached here no? getwaitingroomusers strnpcinfo(3); for(.@i = 0; .@i < getarraysize(.@waitingroom_users); .@i++) { if(.@waitingroom_users[.@i] > 0) { .@winner = .@waitingroom_users[.@i]; } } if(!attachrid(.@winner)) { .status = 2; end; } specialeffect2 EF_SPHERE; announce .npcName$+": I've been found by "+strcharinfo(0)+"!",bc_all|bc_blue; if(.itemReward) { for(.@i = 0; .@i < getarraysize(.rewards); .@i = .@i +2) { getitem .rewards[.@i],.rewards[.@i+1]; } } if(.zenyReward) { Zeny += .zenyAmount; dispbottom "You've gained "+.zenyAmount+" zeny for winning a round in the event."; } sleep 1000; if(.round >= .rounds) { donpcevent strnpcinfo(3)+"::OnEventEnd"; end; } .round++; donpcevent strnpcinfo(3)+"::OnRoundStart"; end; OnEventEnd: .status = 0; announce "[Find "+.npcName$+"]: The event is over! thank you for participating.",bc_all|bc_blue; unitwarp getnpcid(0),.rand_map$,195,58; delwaitingroom; sleep 5000; end; OnTimer1800000: if(.status) { stopnpctimer; donpcevent strnpcinfo(3)+"::OnEventEnd"; } end; }
  6. It is working, you need to uncomment this line. https://github.com/rathena/rathena/blob/master/src/config/core.hpp#L50
  7. - script Healer -1,{ percentheal 100,100; if(vip_status(VIP_STATUS_ACTIVE)) { specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10; } end; } prontera,162,193,4 duplicate(Healer) Healer#prt 909
  8. //===== 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] //= 2.0 Added 4th class [Lemongrass] //============================================================ maintown,223,223,3 script Job Master 10300,{ 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 fourth class. // Note: This does not include the level checks. function Can_Change_Fourth { // To change to fourth class you need to be: // * Transcendent Third Class if( !.FourthClass ) return false; // Fourth job change disabled if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) ) return false; // Not Transcendent Third Class if( eaclass()&EAJL_FOURTH ) return false; // Already Fourth Class if( roclass(eaclass()|EAJL_FOURTH) < 0 ) return false; // Job has no Fourth Class return true; } // 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(); .@fourth_possible = Can_Change_Fourth(); .@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( .@fourth_possible ) { // Fourth Job change (displayed below rebirth) Require_Level(.Req_Fourth[0], .Req_Fourth[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_FOURTH)); } 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$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth if (.@to_cls == Job_Soul_Linker) { clear; mes .NPCName$; mes "You can't change into Soul Linker."; close; } 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_FOURTH ) { // Fourth Class Items getitem 490087,1; // Hourglass Necklace } else 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 .FourthClass = false; // Enable fourth classes? .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = false; // 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 = false; // Enable Baby third classes? .BabyExpanded = true; // 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 = false; // 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_Fourth[0],200,70; // Minimum base level, job level to change to fourth 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; } May not be the correct way of doing it, but here it is. I just added this in the function Job_Change. if (.@to_cls == Job_Soul_Linker) { clear; mes .NPCName$; mes "You can't change into Soul Linker."; close; }
  9. https://github.com/rathena/rathena/blob/master/conf/battle/party.conf#L58
  10. prontera,100,200,3 script VIPBuffer 78,{ specialeffect2 EF_HEAL2; percentheal 100,100; specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10; if ( countitem(.VIP_item) || rentalcountitem(.VIP_item) ) { specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10; specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3; specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5; specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5; specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5; specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5; sc_start SC_CP_ARMOR,600000,5; sc_start SC_CP_SHIELD,600000,5; sc_start SC_CP_HELM,600000,5; specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5; sc_start SC_ADRENALINE2,600000,1; specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5; specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5; specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10; sc_start SC_KAUPE,600000,3; sc_start SC_KAITE,600000,7; sc_start SC_STRFOOD,600000,5; sc_start SC_AGIFOOD,600000,5; sc_start SC_VITFOOD,600000,5; sc_start SC_INTFOOD,600000,5; sc_start SC_DEXFOOD,600000,5; sc_start SC_LUKFOOD,600000,5; switch ( CLASS ) { case 18: case 4019: case 4071: case 4078: skilleffect "SL_ALCHEMIST",0; sc_start4 SC_SPIRIT,9999999,5,455,0,0; break; case 15: case 4016: case 4070: case 4077: skilleffect "SL_MONK",0; sc_start4 SC_SPIRIT,9999999,5,447,0,0; break; case 4047: skilleffect "SL_STAR",0; sc_start4 SC_SPIRIT,9999999,5,448,0,0; break; case 16: case 4017: case 4067: case 4074: skilleffect "SL_SAGE",0; sc_start4 SC_SPIRIT,9999999,5,449,0,0; break; case 14: case 4015: case 4066: case 4073: skilleffect "SL_CRUSADER",0; sc_start4 SC_SPIRIT,9999999,5,450,0,0; break; case 23: case 4190: skilleffect "SL_SUPERNOVICE",0; sc_start4 SC_SPIRIT,9999999,5,451,0,0; break; case 7: case 4008: case 4054: case 4060: skilleffect "SL_KNIGHT",0; sc_start4 SC_SPIRIT,9999999,5,452,0,0; break; case 9: case 4010: case 4055: case 4061: skilleffect "SL_WIZARD",0; sc_start4 SC_SPIRIT,9999999,5,453,0,0; break; case 8: case 4009: case 4057: case 4063: skilleffect "SL_PRIEST",0; sc_start4 SC_SPIRIT,9999999,5,454,0,0; break; case 19: case 20: case 4020: case 4021: case 4068: case 4069: case 4075: case 4076: skilleffect "SL_BARDDANCER",0; sc_start4 SC_SPIRIT,9999999,5,455,0,0; break; case 17: case 4018: case 4072: case 4079: skilleffect "SL_ROGUE",0; sc_start4 SC_SPIRIT,9999999,5,456,0,0; break; case 12: case 4013: case 4059: case 4065: skilleffect "SL_ASSASIN",0; sc_start4 SC_SPIRIT,9999999,5,457,0,0; break; case 10: case 4011: skilleffect "SL_BLACKSMITH",0; sc_start4 SC_SPIRIT,9999999,5,458,0,0; break; case 11: case 4012: case 4056: case 4062: skilleffect "SL_HUNTER",0; sc_start4 SC_SPIRIT,9999999,5,460,0,0; break; case 4049: skilleffect "SL_SOULLINKER",0; sc_start4 SC_SPIRIT,9999999,5,461,0,0; break; default: break; } } end; OnInit: .VIP_item = 3000; //itemId end; }
  11. Go to src/map/battle.hpp and look for #include "map.hpp" //ELE_MAX and below this line add #include "mapreg.hpp" And that should fix your problem.
  12. You should put the error this code is giving you, no one will help you without it
  13. https://github.com/rathena/rathena/blob/master/doc/script_commands.txt#L2778 EQI_COMPOUND_ON (-1) - Item slot that calls this script (In context of item script) - exclusive to getequipid EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
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