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cook1e

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  1. cook1e's post in Where to find new ragexe version? was marked as the answer   
    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/
  2. cook1e's post in party name is not displayed was marked as the answer   
    https://github.com/rathena/rathena/blob/master/conf/battle/party.conf#L58
  3. cook1e's post in How to remove soul linker in job changer was marked as the answer   
    //===== 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; }  
  4. cook1e's post in R>Expanded Barter Shop was marked as the answer   
    Barter Shop commit: https://github.com/rathena/rathena/commit/e40da669ed8bb3f06a503e954be51c726a249c33

    Examples of how to use Barter Shop: https://github.com/rathena/rathena/blob/master/npc/re/merchants/barters/quests_17_1.yml

     
    his file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Barter Database ########################################################################### # # Barter Settings # ########################################################################### # - Name NPC name. # Map Map name. (Default: not on a map) # X Map x coordinate. (Default: 0) # Y Map y coordinate. (Default: 0) # Direction Direction the NPC is looking. (Default: North) # Sprite Sprite name of the NPC. (Default: FakeNpc) # Items: List of sold items. # - Index Index of the item inside the shop. (0-...) # Maximum index depends on client. # Item Aegis name of the item. # Stock Amount of item in stock. 0 means unlimited. (Default: 0) # Zeny Cost of them item in Zeny. (Default: 0) # RequiredItems: List of required items (Optional) # - Index Index of the required item. (0-4) # Item Aegis name of required item. # Amount Amount of required item. (Default: 1) # Refine Refine level of required item. (Default: 0) ###########################################################################  
     
  5. cook1e's post in heleader vip was marked as the answer   
    - 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  
  6. cook1e's post in R> VIP item healer was marked as the answer   
    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; }  
  7. cook1e's post in petrifying script was marked as the answer   
    You have some SC_ from Hercules and they don't exist on rAthena...
     
    sc_start SC_ATTHASTE_POTION1,1800000,4; sc_start SC_ATTHASTE_POTION2,1800000,6; sc_start SC_PLUSATTACKPOWER,60000,20; sc_start SC_PLUSMAGICPOWER,60000,20; sc_start SC_MOVHASTE_INFINITY,5000,0; sc_start SC_GENTLETOUCH_REVITALIZE,240000,3;

    If you are getting petrified is because they don't exist and the server turns NULL SC_ to Stone_Curse
  8. cook1e's post in How to set kill quest? was marked as the answer   
    You can make a quest like Elysium said or use this one.
     
    new_1-3,100,35,4 script Newbie Guide 418,{ mes "==^741188Equipment Guide^000000=="; mes "Hello welcome to our server,"; mes "i am here to guide all new"; mes "player that have joined our server"; mes "to craft your starting gear"; next; switch(select("- Tell me more:- Craft Beginner Equipment:- Exit")) { case 1: mes "==^741188Equipment Guide^000000=="; mes "As you may or my not knowing"; mes "that equipment will not drop by"; mes "monster, but player can still"; mes "obtain offical equipment from"; mes "merchat class equipment crafting"; mes "or from offical quest"; next; mes "==^741188Equipment Guide^000000=="; mes "This server does not follow"; mes "offical equipment drop"; mes "but each server custom "; mes "equipment will have it's own"; mes "speciality"; end; case 2: mes "==^741188Equipment Guide^000000=="; mes "To craft your starting gear"; mes "which is Beginner Dagger"; mes "firstly i will need you to"; mes "hunt 50 poring, i will reward"; mes "you with 1 Common Blue Print"; mes "Common Blue Print are use to craft"; mes "Common equipment"; next; menu "Take this quest",Acc,"No Thanks",Den; Acc: if(dagger) { mes "You already have this hunting quest."; close; } mes "==^741188Equipment Guide^000000=="; mes "Now please help me hunt 50 poring"; set dagger, 1; end; Den: mes "==^741188Equipment Guide^000000=="; mes "Sure just come back to me when you change your mind"; end; case 3: mes "==^741188Equipment Guide^000000=="; mes "Very well, come to me if you need guide"; close; } end; OnNPCKillEvent: if(!dagger) end; if(killedrid == .mob_id) { poring_count++; dispbottom "You have killed "+poring_count+"/"+.kill_amount+"] "+getmonsterinfo(.mob_id, MOB_NAME)+"."; } if(poring_count >= .kill_amount) { poring_count = 0; for(.@i = 0; .@i < getarraysize(.reward); .@i += 2) { getitem .reward[.@i],.reward[.@i+1]; } } end; OnInit: setarray .reward,501,1,502,1; // add rewards here .mob_id = 1002; // monster id .kill_amount = 50; // amount of porings needed end; }  
  9. cook1e's post in is it possible to get refine() in another item slot was marked as the answer   
    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  
  10. cook1e's post in recompile error was marked as the answer   
    Update your rAthena, several fixes have been added.

    If your emulator still don't have custom changes do a git pull if you have custom changes then do them manually https://github.com/rathena/rathena/commits/master
  11. cook1e's post in Mapflag NoSiegfried was marked as the answer   
    Try this.

    1. go to src/map/map.hpp and find MF_MAX

    above add this MF_NOTOKEN,
     
    2. go to src/map/script_constant.hpp and find export_constant(MF_SKILL_DURATION);

    below add this export_constant(MF_NOTOKEN);

    3. go to src/map/pc.cpp and find
     
    bool pc_revive_item(struct map_session_data *sd) { nullpo_retr(false, sd); if (!pc_isdead(sd) || sd->respawn_tid != INVALID_TIMER) return false; if (sd->sc.data[SC_HELLPOWER]) // Cannot resurrect while under the effect of SC_HELLPOWER. return false; int16 item_position = itemdb_group_item_exists_pc(sd, IG_TOKEN_OF_SIEGFRIED); uint8 hp = 100, sp = 100; if (item_position < 0) { if (sd->sc.data[SC_LIGHT_OF_REGENE]) { hp = sd->sc.data[SC_LIGHT_OF_REGENE]->val2; sp = 0; } else return false; } if (!status_revive(&sd->bl, hp, sp)) return false; if (item_position < 0) status_change_end(&sd->bl, SC_LIGHT_OF_REGENE, INVALID_TIMER); else pc_delitem(sd, item_position, 1, 0, 1, LOG_TYPE_CONSUME); clif_skill_nodamage(&sd->bl, &sd->bl, ALL_RESURRECTION, 4, 1); return true; }
    and change to

     
    bool pc_revive_item(struct map_session_data *sd) { nullpo_retr(false, sd); int16 m = 0; struct map_data *mapdata = map_getmapdata(m); if (!pc_isdead(sd) || sd->respawn_tid != INVALID_TIMER) return false; if (sd->sc.data[SC_HELLPOWER]) // Cannot resurrect while under the effect of SC_HELLPOWER. return false; if(map_getmapflag(sd->bl.m, MF_NOTOKEN)) return false; int16 item_position = itemdb_group_item_exists_pc(sd, IG_TOKEN_OF_SIEGFRIED); uint8 hp = 100, sp = 100; if (item_position < 0) { if (sd->sc.data[SC_LIGHT_OF_REGENE]) { hp = sd->sc.data[SC_LIGHT_OF_REGENE]->val2; sp = 0; } else return false; } if (!status_revive(&sd->bl, hp, sp)) return false; if (item_position < 0) status_change_end(&sd->bl, SC_LIGHT_OF_REGENE, INVALID_TIMER); else pc_delitem(sd, item_position, 1, 0, 1, LOG_TYPE_CONSUME); clif_skill_nodamage(&sd->bl, &sd->bl, ALL_RESURRECTION, 4, 1); return true; }
    Not tested, let me know if it works.
  12. cook1e's post in How to set kill quest? was marked as the answer   
    You can make a quest like Elysium said or use this one.
     
    new_1-3,100,35,4 script Newbie Guide 418,{ mes "==^741188Equipment Guide^000000=="; mes "Hello welcome to our server,"; mes "i am here to guide all new"; mes "player that have joined our server"; mes "to craft your starting gear"; next; switch(select("- Tell me more:- Craft Beginner Equipment:- Exit")) { case 1: mes "==^741188Equipment Guide^000000=="; mes "As you may or my not knowing"; mes "that equipment will not drop by"; mes "monster, but player can still"; mes "obtain offical equipment from"; mes "merchat class equipment crafting"; mes "or from offical quest"; next; mes "==^741188Equipment Guide^000000=="; mes "This server does not follow"; mes "offical equipment drop"; mes "but each server custom "; mes "equipment will have it's own"; mes "speciality"; end; case 2: mes "==^741188Equipment Guide^000000=="; mes "To craft your starting gear"; mes "which is Beginner Dagger"; mes "firstly i will need you to"; mes "hunt 50 poring, i will reward"; mes "you with 1 Common Blue Print"; mes "Common Blue Print are use to craft"; mes "Common equipment"; next; menu "Take this quest",Acc,"No Thanks",Den; Acc: if(dagger) { mes "You already have this hunting quest."; close; } mes "==^741188Equipment Guide^000000=="; mes "Now please help me hunt 50 poring"; set dagger, 1; end; Den: mes "==^741188Equipment Guide^000000=="; mes "Sure just come back to me when you change your mind"; end; case 3: mes "==^741188Equipment Guide^000000=="; mes "Very well, come to me if you need guide"; close; } end; OnNPCKillEvent: if(!dagger) end; if(killedrid == .mob_id) { poring_count++; dispbottom "You have killed "+poring_count+"/"+.kill_amount+"] "+getmonsterinfo(.mob_id, MOB_NAME)+"."; } if(poring_count >= .kill_amount) { poring_count = 0; for(.@i = 0; .@i < getarraysize(.reward); .@i += 2) { getitem .reward[.@i],.reward[.@i+1]; } } end; OnInit: setarray .reward,501,1,502,1; // add rewards here .mob_id = 1002; // monster id .kill_amount = 50; // amount of porings needed end; }  
  13. cook1e's post in Reset last warp map and coordinates OnPCLogOutEvent was marked as the answer   
    This?
     
    - script remove#var -1,{ OnPCLogoutEvent: if(lastwarp$ != "") lastwarp$ = ""; if(lastwarpx != 0) lastwarpx = 0; if(lastwarpy != 0) lastwarpy = 0; end; }  
  14. cook1e's post in Custom Creatin Book was marked as the answer   
    In your grf find bookitemnametable.txt
    add book id.
    ID#

    for example

    The new book id is 11065

    add 11065# in bookitemnametable.txt

    then create in your grf data/book/11065.txt

    and add your book info in this new .txt

     
  15. cook1e's post in How to modify consumption sp of a card effect. was marked as the answer   
    Clone the skill Teleport
    or simply add this script to Creamy Card

     
    itemheal 0,-50; Teleport SP 10 + 50 of itemheal = 60.
  16. cook1e's post in [Resolved] where can i find the old album of cards was marked as the answer   
    https://github.com/rathena/rathena/blob/master/db/pre-re/item_group_db.yml#L4784
  17. cook1e's post in NPC Custom was marked as the answer   
    https://github.com/rathena/rathena/wiki/scripting
    https://github.com/rathena/rathena/wiki/Adding-a-Script
    https://github.com/rathena/rathena/blob/master/doc/script_commands.txt

    https://github.com/rathena/rathena/tree/master/npc/custom
  18. cook1e's post in Warp NPC Require Item was marked as the answer   
    //===== rAthena Script ======================================= //= Warper //===== Description: ========================================= //= A complete - but very condensed - warper script. //===== Additional Comments: ================================= //= 1.0 Initial script By [Euphy]. //= 1.1 Added missing duplicates and fixed coordinates. //= Some coordinates written by [Tekno-Kanix] and [ToastOfDoom]. //= 1.2 Added new episodes and simplified functions. //= 1.3 Added Renewal checks and Instances menu. //= Aligned coordinates with @go. //= 1.4 Added new Guild Dungeons. //= 1.4a Slight edits. //= 1.4b Added Wolfchev's Laboratory warp. //= 1.5 Added Lasagna ,Para Market ,WOE TE ,Instances and settings [sader1992]. //= 1.5a Fix Bifrost Tower //============================================================ - script Warper -1,{ function Go; function Disp; function Pick; function Restrict; // -------------------------------------------------- // Main Menu: // -------------------------------------------------- menu "Last Warp ^777777["+lastwarp$+"]^000000",-, " ~ Towns",Towns, " ~ Fields",Fields, " ~ Dungeons",Dungeons, " ~ Guild Castles",Castles, " ~ Guild Dungeons",Guild_Dungeons, " ~ Instances",Instances, " ~ Special Areas",Special; if (lastwarp$ == "") message strcharinfo(0),"You haven't warped anywhere yet."; else { if(countitem(40004) < 1) { mes "To use my service you need " +getitemname(40004); close; } warp lastwarp$,lastwarpx,lastwarpy; } end; // ------------------- Functions ------------------- // * Go("<map>",<x>,<y>); // ~ Warps directly to a map. // // * Disp("<Menu Option>",<first option>,<last option>); // * Pick("<map_prefix>"{,<index offset>}); // ~ Dynamic menu and map selection (auto-numbered). // ~ Fields and Dungeons must use Disp and Pick Functions. // // * Disp("<Option 1>:<Option 2>:<etc.>"); // * Pick("","<map1>","<map2>","<etc.>"); // ~ Manual menu and map selection (listed). // // * Restrict("<RE | Pre-RE>"{,<menu option numbers>}); // ~ Only allows map for Renewal or Pre-Renewal modes. // If menu option numbers are given, only those maps // will be restricted (i.e. not for "Go"). // // Other notes: // ~ Array @c[] holds all (x,y) coordinates. // ~ Use @c[2] EXCEPT when maps begin dynamically // at 0: use @c[0] and Pick() offset 1. // -------------------------------------------------- function Go { if(countitem(40004) < 1) { mes "To use my service you need " +getitemname(40004); close; } set lastwarp$, getarg(0); set lastwarpx, getarg(1,0); set lastwarpy, getarg(2,0); warp getarg(0),getarg(1,0),getarg(2,0); end; } function Disp { if (getargcount() < 3) set @menu$, getarg(0); else { set @menu$,""; for (set .@i,getarg(1); .@i<=getarg(2); set .@i,.@i+1) set @menu$, @menu$+getarg(0)+" "+.@i+":"; } return; } function Pick { set .@warp_block,@warp_block; set @warp_block,0; if((@f && .OnlyFirstFld) || (@d && .OnlyFirstDun)){ set .@select,1; if(.@warp_block){ while(.@warp_block & (1<<.@select)){ .@select += 1; } } }else{ set .@select, select(@menu$); } if (getarg(0) == "") { set .@i, .@select; set .@map$, getarg(.@i); } else { set .@i, .@select-getarg(1,0); set .@map$, getarg(0)+((.@i<10)?"0":"")+.@i; } if (.@warp_block & (1<<.@select)) { message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal."; end; } set .@x, @c[.@i*2]; set .@y, @c[.@i*2+1]; deletearray @c[0],getarraysize(@c); @f = false; @d = false; Go(.@map$,.@x,.@y); } function Restrict { if ((getarg(0) == "RE" && !checkre(0)) || (getarg(0) == "Pre-RE" && checkre(0))) { if (getarg(1,0)) { set @warp_block,0; for (set .@i,1; .@i<getargcount(); set .@i,.@i+1) set @warp_block, @warp_block | (1<<getarg(.@i)); } else { message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal."; end; } } return; } // -------------------------------------------------- Towns: // -------------------------------------------------- menu "Prontera",T1, "Alberta",T2, "Aldebaran",T3, "Amatsu",T4, "Ayothaya",T5, "Brasilis",T6, "Comodo",T7, "Dewata",T8, "Eclage",T9, "Einbech",T10, "Einbroch",T11, "El Dicastes",T12, "Geffen",T13, "Kunlun",T14, "Hugel",T15, "Izlude",T16, "Jawaii",T17, "Lasagna",T18, "Lighthalzen",T19, "Luoyang",T20, "Lutie",T21, "Malangdo",T22, "Malaya",T23, "Manuk",T24, "Midgarts Expedition Camp",T25, "Mora",T26, "Morocc",T27, "Moscovia",T28, "Nameless Island",T29, "Niflheim",T30, "Payon",T31, "Rachel",T32, "Splendide",T33, "Thor Camp",T34, "Umbala",T35, "Veins",T36, "Juno",T37; T1: if (countitem(40004) < 0) { message strcharinfo(0),"You need 1 Warp Ticket to warp here."; close; } else { delitem 40004,1; Go("prontera",155,180); } T2: Go("alberta",28,234); T3: Go("aldebaran",140,131); T4: Go("amatsu",198,84); T5: Go("ayothaya",208,166); T6: Restrict("RE"); Go("brasilis",196,217); T7: Go("comodo",209,143); T8: Restrict("RE"); Go("dewata",200,180); T9: Restrict("RE"); Go("ecl_in01",48,53); T10: Go("einbech",63,35); T11: Go("einbroch",64,200); T12: Restrict("RE"); Go("dicastes01",198,187); T13: Go("geffen",119,59); T14: Go("gonryun",160,120); T15: Go("hugel",96,145); T16: Go("izlude",128,(checkre(3)?146:114)); T17: Go("jawaii",251,132); T18: Restrict("RE"); Go("lasagna",193,182); T19: Go("lighthalzen",158,92); T20: Go("louyang",217,100); T21: Go("xmas",147,134); T22: Restrict("RE"); Go("malangdo",140,114); T23: Restrict("RE"); Go("malaya",231,200); T24: Go("manuk",282,138); T25: Go("mid_camp",210,288); T26: Restrict("RE"); Go("mora",55,146); T27: Go("morocc",156,93); T28: Go("moscovia",223,184); T29: Go("nameless_n",256,215); T30: Go("niflheim",202,174); T31: Go("payon",179,100); T32: Go("rachel",130,110); T33: Go("splendide",201,147); T34: Go("thor_camp",246,68); T35: Go("umbala",97,153); T36: Go("veins",216,123); T37: Go("yuno",157,51); // -------------------------------------------------- Fields: // -------------------------------------------------- @f = true; menu "Amatsu Fields",F1, "Ayothaya Fields",F2, "Bifrost Fields", F3, "Brasilis Fields",F4, "Comodo Fields",F5, "Dewata Fields",F6, "Eclage Fields",F7, "Einbroch Fields",F8, "El Dicastes Fields",F9, "Geffen Fields",F10, "Kunlun Fields",F11, "Hugel Fields",F12, "Lasagna Fields",F13, "Lighthalzen Fields",F14, "Luoyang Field",F15, "Lutie Field",F16, "Malaya Fields",F17, "Manuk Fields",F18, "Mjolnir Fields",F19, "Moscovia Fields",F20, "Niflheim Fields",F21, "Payon Forests",F22, "Prontera Fields",F23, "Rachel Fields",F24, "Sograt Deserts",F25, "Splendide Fields",F26, "Umbala Fields",F27, "Veins Fields",F28, "Juno Fields",F29; F1: setarray @c[2],190,197; Disp("Amatsu Field",1,1); Pick("ama_fild"); F2: setarray @c[2],173,134,212,150; Disp("Ayothaya Field",1,2); Pick("ayo_fild"); F3: Restrict("RE"); setarray @c[2],193,220,220,187; Disp("Bifrost Field",1,2); Pick("bif_fild"); F4: Restrict("RE"); setarray @c[2],74,32; Disp("Brasilis Field",1,1); Pick("bra_fild"); F5: Restrict("Pre-RE",5); setarray @c[2],180,178,231,160,191,172,228,194,224,203,190,223,234,177,194,175,172,172; Disp("Comodo Field",1,9); Pick("cmd_fild"); F6: Restrict("RE"); setarray @c[2],371,212; Disp("Dewata Field",1,1); Pick("dew_fild"); F7: Restrict("RE"); setarray @c[2],97,314; Disp("Eclage Field",1,1); Pick("ecl_fild"); F8: Restrict("Pre-RE",2,10); setarray @c[2],142,225,182,141,187,228,185,173,216,173,195,148,272,220,173,214,207,174,196,200; Disp("Einbroch Field",1,10); Pick("ein_fild"); F9: Restrict("RE"); setarray @c[2],143,132,143,217; Disp("El Dicastes Field",1,2); Pick("dic_fild"); F10: Restrict("Pre-RE",13,15); setarray @c[0],46,199,213,204,195,212,257,192,188,171,166,263,248,158,195,191,186,183,221,117,178,218,136,328,240,181,235,235,211,185; Disp("Geffen Field",0,14); Pick("gef_fild",1); F11: setarray @c[2],220,227; Disp("Kunlun Field",1,1); Pick("gon_fild"); F12: Restrict("Pre-RE",3,7); setarray @c[2],268,101,222,193,232,185,252,189,196,106,216,220,227,197; Disp("Hugel Field",1,7); Pick("hu_fild"); F13: Restrict("RE"); setarray @c[2],344,371,20,98; Disp("Lasagna Field",1,2); Pick("lasa_fild"); F14: setarray @c[2],240,179,185,235,240,226; Disp("Lighthalzen Field",1,3); Pick("lhz_fild"); F15: setarray @c[2],229,187; Disp("Luoyang Field",1,1); Pick("lou_fild"); F16: setarray @c[2],115,145; Disp("Lutie Field",1,1); Pick("xmas_fild"); F17: Restrict("RE"); setarray @c[2],40,272,207,180; Disp("Malaya Field",1,2); Pick("ma_fild"); F18: setarray @c[2],35,236,35,262,84,365; Disp("Manuk Field",1,3); Pick("man_fild"); F19: setarray @c[2],204,120,175,193,208,213,179,180,181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208; Disp("Mjolnir Field",1,12); Pick("mjolnir_"); F20: setarray @c[2],82,104,131,147; Disp("Moscovia Field",1,2); Pick("mosk_fild"); F21: setarray @c[2],215,229,167,234; Disp("Niflheim Field",1,2); Pick("nif_fild"); F22: Restrict("Pre-RE",5,11); setarray @c[2],158,206,151,219,205,148,186,247,134,204,193,235,200,177,137,189,201,224,160,205,194,150; Disp("Payon Forest",1,11); Pick("pay_fild"); F23: setarray @c[0],208,227,190,206,240,206,190,143,307,252,239,213,185,188,193,194,187,218,210,183,195,149,198,164; Disp("Prontera Field",0,11); Pick("prt_fild",1); F24: Restrict("Pre-RE",2,7,9,10,11,13); setarray @c[2],192,162,235,166,202,206,202,208,225,202,202,214,263,196,217,201,87,121,277,181,221,185,175,200,174,197; Disp("Rachel Field",1,13); Pick("ra_fild"); F25: if(.Satan_Morocc){ setarray @c[2],219,205,177,206,194,182,224,170,198,216,156,187,185,263,206,228,208,238,209,223,85,97,207,202,31,195,38,195; Disp("Sograt Desert 1:Sograt Desert 2:Sograt Desert 3:Sograt Desert 7:Sograt Desert 11:Sograt Desert 12:Sograt Desert 13:Sograt Desert 16:Sograt Desert 17:Sograt Desert 18:Sograt Desert 19:Sograt Desert 20:Sograt Desert 21:Sograt Desert 22"); Pick("","moc_fild01","moc_fild02","moc_fild03","moc_fild07","moc_fild11","moc_fild12","moc_fild13","moc_fild16","moc_fild17","moc_fild18","moc_fild19","moc_fild20","moc_fild21","moc_fild22"); }else{ setarray @c[2],219,205,177,206,194,182,146,297,204,197,275,302,224,170,139,123,101,110,341,39,198,216,156,187,185,263,223,222,170,257,206,228,208,238,209,223,85,97; Disp("Sograt Desert",1,19); Pick("moc_fild"); } F26: setarray @c[2],175,186,236,184,188,204; Disp("Splendide Field",1,3); Pick("spl_fild"); F27: setarray @c[2],217,206,223,221,237,215,202,197; Disp("Umbala Field",1,4); Pick("um_fild"); F28: Restrict("Pre-RE",5); setarray @c[2],186,175,196,370,222,45,51,250,202,324,150,223,149,307; Disp("Veins Field",1,7); Pick("ve_fild"); F29: Restrict("Pre-RE",5,10); setarray @c[2],189,224,192,207,221,157,226,199,223,177,187,232,231,174,196,203,183,214,200,124,195,226,210,304; Disp("Juno Field",1,12); Pick("yuno_fild"); // -------------------------------------------------- Dungeons: // -------------------------------------------------- @d = true; menu "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3, "Ayothaya Dungeon",D4, "Beach Dungeon",D5, "Bifrost Tower",D42, "Bio Labs",D6, "Brasilis Dungeon",D7, "Byalan Dungeon",D8, "Clock Tower",D9, "Coal Mines",D10, "Culvert",D11, "Cursed Abbey",D12, "Dewata Dungeon",D13, "Einbroch Dungeon",D14, "Gefenia",D15, "Geffen Dungeon",D16, "Glast Heim",D17, "Kunlun Dungeon",D18, "Hidden Dungeon",D19, "Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22, "Lasagna Dungeon",D23, "Luoyang Dungeon",D24, "Magma Dungeon",D25, "Malangdo Dungeon",D26, "Moscovia Dungeon",D27, "Nidhogg's Dungeon",D28, "Odin Temple",D29, "Orc Dungeon",D30, "Payon Dungeon",D31, "Pyramids",D32, "Rachel Sanctuary",D33, "Scaraba Hole",D34, "Sphinx",D35, "Sunken Ship",D36, "Thanatos Tower",D37, "Thor Volcano",D38, "Toy Factory",D39, "Turtle Dungeon",D40, "Umbala Dungeon",D41; D1: setarray @c[2],261,272,275,270,116,27; Disp("Abyss Lakes",1,3); Pick("abyss_"); D2: setarray @c[2],228,11,34,41,119,14; Disp("Amatsu Dungeon",1,3); Pick("ama_dun"); D3: setarray @c[2],35,262,168,170; Disp("Anthell",1,2); Pick("anthell"); D4: setarray @c[2],275,19,24,26; Disp("Ancient Shrine Maze:Inside Ancient Shrine"); Pick("ayo_dun"); D5: setarray @c[2],266,67,255,244,23,260; Disp("Beach Dungeon",1,3); Pick("","beach_dun","beach_dun2","beach_dun3"); D6: Restrict("RE",4); setarray @c[2],150,288,150,18,140,134,244,52; Disp("Bio Lab",1,4); Pick("lhz_dun"); D7: Restrict("RE"); setarray @c[2],87,47,262,262; Disp("Brasilis Dungeon",1,2); Pick("bra_dun"); D8: Restrict("RE",6); setarray @c[0],168,168,253,252,236,204,32,63,26,27,141,187; Disp("Byalan Dungeon",1,6); Pick("iz_dun",1); D9: setarray @c[2],199,159,148,283,65,147,56,155,297,25,127,169,277,178,268,74; Disp("Clock Tower 1:Clock Tower 2:Clock Tower 3:Clock Tower 4:Basement 1:Basement 2:Basement 3:Basement 4"); Pick("","c_tower1","c_tower2","c_tower3","c_tower4","alde_dun01","alde_dun02","alde_dun03","alde_dun04"); D10: setarray @c[2],52,17,381,343,302,262; Disp("Coal Mines",1,3); Pick("mjo_dun"); D11: setarray @c[2],131,247,19,19,180,169,100,92; Disp("Culvert",1,4); Pick("","prt_sewb1","prt_sewb2","prt_sewb3","prt_sewb4"); D12: setarray @c[2],51,14,150,11,120,10; Disp("Cursed Abbey",1,3); Pick("abbey"); D13: Restrict("RE"); setarray @c[2],285,160,299,29; Disp("Dewata Dungeon",1,2); Pick("dew_dun"); D14: setarray @c[2],22,14,292,290; Disp("Einbroch Dungeon",1,2); Pick("ein_dun"); D15: setarray @c[2],40,103,203,34,266,168,130,272; Disp("Gefenia",1,4); Pick("gefenia",0); D16: setarray @c[0],104,99,115,236,106,132,203,200; Disp("Geffen Dungeon",1,4); Pick("gef_dun",1); D17: setarray @c[2],370,304,199,29,104,25,150,15,157,287,147,15,258,255,108,291,171,283,68,277,156,7,12,7,133,271,224,274,14,70,150,14; Disp("Entrance:Castle 1:Castle 2:Chivalry 1:Chivalry 2:Churchyard:Culvert 1:Culvert 2:Culvert 3:Culvert 4:St. Abbey:Staircase Dungeon:Underground Cave 1:Underground Cave 2:Underground Prison 1:Underground Prison 2"); Pick("","glast_01","gl_cas01","gl_cas02","gl_knt01","gl_knt02","gl_chyard","gl_sew01","gl_sew02","gl_sew03","gl_sew04","gl_church","gl_step","gl_dun01","gl_dun02","gl_prison","gl_prison1"); D18: setarray @c[2],153,53,28,113,68,16; Disp("Kunlun Dungeon",1,3); Pick("gon_dun"); D19: setarray @c[2],176,7,93,20,23,8; Disp("Hidden Dungeon",1,3); Pick("prt_maze"); D20: setarray @c[2],157,14,151,155,149,22,33,158; Disp("Ice Dungeon",1,4); Pick("ice_dun"); D21: setarray @c[2],140,51,53,247,37,63,150,285; Disp("Entrance:Juperos 1:Juperos 2:Core"); Pick("","jupe_cave","juperos_01","juperos_02","jupe_core"); D22: setarray @c[2],28,226,41,198; Disp("Kiel Dungeon",1,2); Pick("kh_dun"); D23: Restrict("RE"); setarray @c[2],24,143,22,171,190,18; Disp("Lasagna Dungeon",1,3); Pick("lasa_dun"); D24: setarray @c[2],218,196,282,20,165,38; Disp("The Royal Tomb:Inside the Royal Tomb:Suei Long Gon"); Pick("lou_dun"); D25: setarray @c[2],126,68,47,30; Disp("Magma Dungeon",1,2); Pick("mag_dun"); D26: Restrict("RE"); setarray @c[2],33,230; Disp("Malangdo Dungeon",1,1); Pick("mal_dun"); D27: setarray @c[2],189,48,165,30,32,135; Disp("Moscovia Dungeon",1,3); Pick("mosk_dun"); D28: setarray @c[2],61,239,60,271; Disp("Nidhogg's Dungeon",1,2); Pick("nyd_dun"); D29: setarray @c[2],298,167,224,149,266,280; Disp("Odin Temple",1,3); Pick("odin_tem"); D30: setarray @c[2],32,170,21,185; Disp("Orc Dungeon",1,2); Pick("orcsdun"); D31: setarray @c[0],21,183,19,33,19,63,155,159,201,204; Disp("Payon Dungeon",1,5); Pick("pay_dun",1); D32: Restrict("RE",7,8); setarray @c[2],192,9,10,192,100,92,181,11,94,96,192,8,94,96,192,8; Disp("Pyramids 1:Pyramids 2:Pyramids 3:Pyramids 4:Basement 1:Basement 2:Basement 1 - Nightmare Mode:Basement 2 - Nightmare Mode"); Pick("","moc_pryd01","moc_pryd02","moc_pryd03","moc_pryd04","moc_pryd05","moc_pryd06","moc_prydn1","moc_prydn2"); D33: setarray @c[2],140,11,32,21,8,149,204,218,150,9; Disp("Rachel Sanctuary",1,5); Pick("ra_san"); D34: Restrict("RE"); setarray @c[2],364,44,101,141; Disp("Scaraba Hole",1,2); Pick("dic_dun"); D35: setarray @c[2],288,9,149,81,210,54,10,222,100,99; Disp("Sphinx",1,5); Pick("","in_sphinx1","in_sphinx2","in_sphinx3","in_sphinx4","in_sphinx5"); D36: setarray @c[2],69,24,102,27; Disp("Sunken Ship",1,2); Pick("treasure"); D37: setarray @c[2],150,39,150,136,220,158,59,143,62,11,89,221,35,166,93,148,29,107,159,138,19,20,130,52; Disp("Thanatos Tower",1,12); Pick("tha_t"); D38: setarray @c[2],21,228,75,205,34,272; Disp("Thor Volcano",1,3); Pick("thor_v"); D39: setarray @c[2],205,15,129,133; Disp("Toy Factory",1,2); Pick("xmas_dun"); D40: setarray @c[2],154,49,148,261,132,189,100,192; Disp("Entrance:Turtle Dungeon 1:Turtle Dungeon 2:Turtle Dungeon 3"); Pick("tur_dun"); D41: Restrict("Pre-RE",1,2); setarray @c[2],42,31,48,30,204,78; Disp("Carpenter's Shop in the Tree:Passage to a Foreign World:Hvergermil's Fountain"); Pick("","um_dun01","um_dun02","yggdrasil01"); D42: Restrict("RE"); setarray @c[2],57,13,64,88,45,14,26,23; Disp("Bifrost Tower",1,4); Pick("ecl_tdun"); // -------------------------------------------------- Castles: // -------------------------------------------------- menu "[FE] Aldebaran Castles",C1, "[FE] Geffen Castles",C2, "[FE] Payon Castles",C3, "[FE] Prontera Castles",C4, "[SE] Arunafeltz Castles",C5, "[SE] Schwarzwald Castles",C6, "[TE] Aldebaran Castles",C7, "[TE] Prontera Castles",C8; C1: setarray @c[2],48,83,95,249,142,85,239,242,264,90; Disp("Neuschwanstein:Hohenschwangau:Nuenberg:Wuerzburg:Rothenburg"); Pick("","alde_gld","alde_gld","alde_gld","alde_gld","alde_gld"); C2: setarray @c[2],214,75,308,240,143,240,193,278,305,87; Disp("Repherion:Eeyolbriggar:Yesnelph:Bergel:Mersetzdeitz"); Pick("","gef_fild13","gef_fild13","gef_fild13","gef_fild13","gef_fild13"); C3: setarray @c[2],121,233,295,116,317,293,140,160,204,266; Disp("Bright Arbor:Scarlet Palace:Holy Shadow:Sacred Altar:Bamboo Grove Hill"); Pick("","pay_gld","pay_gld","pay_gld","pay_gld","pay_gld"); C4: setarray @c[2],134,65,240,128,153,137,111,240,208,240; Disp("Kriemhild:Swanhild:Fadhgridh:Skoegul:Gondul"); Pick("","prt_gld","prt_gld","prt_gld","prt_gld","prt_gld"); C5: setarray @c[2],158,272,83,47,68,155,299,345,292,107; Disp("Mardol:Cyr:Horn:Gefn:Banadis"); Pick("","aru_gld","aru_gld","aru_gld","aru_gld","aru_gld"); C6: setarray @c[2],293,100,288,252,97,196,137,90,71,315; Disp("Himinn:Andlangr:Viblainn:Hljod:Skidbladnir"); Pick("","sch_gld","sch_gld","sch_gld","sch_gld","sch_gld"); C7: Restrict("RE"); setarray @c[2],48,83,95,249,142,85,239,242,264,90; Disp("Kafragarten 1:Kafragarten 2:Kafragarten 3:Kafragarten 4:Kafragarten 5"); Pick("","te_alde_gld","te_alde_gld","te_alde_gld","te_alde_gld","te_alde_gld"); C8: Restrict("RE"); setarray @c[2],134,65,240,128,153,137,111,240,208,240; Disp("Gloria 1:Gloria 2:Gloria 3:Gloria 4:Gloria 5"); Pick("","te_prt_gld","te_prt_gld","te_prt_gld","te_prt_gld","te_prt_gld"); // -------------------------------------------------- Guild_Dungeons: // -------------------------------------------------- menu "Baldur",G1, "Luina",G2, "Valkyrie",G3, "Britoniah",G4, "Arunafeltz",G5, "Schwarzwald",G6, "Kafragarten",G7, "Gloria",G8; G1: Restrict("RE",2,3); setarray @c[2],119,93,119,93,120,130; Disp("Baldur F1:Baldur F2:Hall of Abyss"); Pick("","gld_dun01","gld_dun01_2","gld2_pay"); G2: Restrict("RE",2,3); setarray @c[2],39,161,39,161,147,155; Disp("Luina F1:Luina F2:Hall of Abyss"); Pick("","gld_dun02","gld_dun02_2","gld2_ald"); G3: Restrict("RE",2,3); setarray @c[2],50,44,50,44,140,132; Disp("Valkyrie F1:Valkyrie F2:Hall of Abyss"); Pick("","gld_dun03","gld_dun03_2","gld2_prt"); G4: Restrict("RE",2,3); setarray @c[2],116,45,116,45,152,118; Disp("Britoniah F1:Britoniah F2:Hall of Abyss"); Pick("","gld_dun04","gld_dun04_2","gld2_gef"); G5: Go("arug_dun01",199,195); G6: Go("schg_dun01",200,124); G7: Restrict("RE"); Go("teg_dun01",42,36); G8: Restrict("RE"); Go("teg_dun02",26,160); // -------------------------------------------------- Instances: // -------------------------------------------------- menu "Bakonawa Lake",I1, "Bangungot Hospital 2F",I2, "Buwaya Cave",I3, "Devil Tower",I4, "Eclage Interior",I5, "Endless Tower",I6, "Faceworms Nest",I7, "Geffen Magic Tournament",I8, "Ghost Palace",I9, "Hazy Forest",I10, "Horror Toy Factory",I11, "Malangdo Culvert",I12, "Nidhoggur's Nest",I13, "Octopus Cave",I14, "Old Glast Heim",I15, "Orc's Memory",I16, "Sarah and Fenrir",I17, "Sara Memory",I18, "Sealed Shrine",I19, "Wolfchev's Laboratory",I20; I1: Restrict("RE"); Go("ma_scene01",172,175); I2: Restrict("RE"); Go("ma_dun01",151,8); I3: Restrict("RE"); Go("ma_fild02",316,317); I4: Restrict("RE"); Go("dali02",137,115); I5: Restrict("RE"); Go("ecl_hub01",129,12); I6: Go("e_tower",72,112); I7: Restrict("RE"); Go("dali",85,64); I8: Restrict("RE"); Go("dali",94,141); I9: Restrict("RE"); Go("dali02",46,128); I10: Restrict("RE"); Go("bif_fild01",161,334); I11: Restrict("RE"); Go("xmas",234,298); I12: Restrict("RE"); Go("mal_in01",164,21); I13: Go("nyd_dun02",95,193); I14: Restrict("RE"); Go("mal_dun01",152,230); I15: Restrict("RE"); Go("glast_01",204,268); I16: Go("gef_fild10",240,198); I17: Restrict("RE"); Go("dali02",92,141); I18: Restrict("RE"); Go("dali",133,108); I19: Go("monk_test",306,143); I20: Restrict("RE"); Go("lhz_dun04",148,269); // -------------------------------------------------- Special: // -------------------------------------------------- menu "Auction Hall",S1, "Battlegrounds",S2, "Casino",S3, "Dimensional Rift",S4, "Eden Group Headquarters",S5, "Kunlun Arena",S6, "Izlude Arena",S7, "Monster Race Arena",S8, "Para Market",S9, "Turbo Track",S10; S1: Go("auction_01",22,68); S2: Go("bat_room",154,150); S3: Go("cmd_in02",179,129); S4: Restrict("RE"); Go("dali",113,82); S5: Restrict("RE"); Go("moc_para01",31,14); S6: Go("gon_test",48,10); S7: Go("arena_room",100,88); S8: Go("p_track01",62,41); S9: Restrict("RE"); Go("paramk",97,17); S10: Go("turbo_room",99,114); OnInit: .Satan_Morocc = true; // false will enable moc_fild 4,5,6,8,9,10,14,15 while disable moc_fild 20,21,22 Default is true. .OnlyFirstFld = false; // true will teleport to the first level of the Fields Default is false. .OnlyFirstDun = false; // true will teleport to the first level of the Dungeons Default is false. } // -------------------------------------------------- // Duplicates: // -------------------------------------------------- neko_isle,77,122,4 duplicate(Warper) Warper#mora 811 //alb2trea,57,70,6 duplicate(Warper) Warper#tre 811 //alberta,28,240,4 duplicate(Warper) Warper#alb 811 //aldebaran,145,118,4 duplicate(Warper) Warper#alde 811 //amatsu,203,87,4 duplicate(Warper) Warper#ama 811 //ayothaya,209,169,6 duplicate(Warper) Warper#ayo 811 //comodo,194,158,4 duplicate(Warper) Warper#com 811 //einbech,59,38,6 duplicate(Warper) Warper#einbe 811 //einbroch,69,202,4 duplicate(Warper) Warper#einbr 811 //gef_fild10,71,339,4 duplicate(Warper) Warper#orc 811 //geffen,124,72,4 duplicate(Warper) Warper#gef 811 //glast_01,372,308,4 duplicate(Warper) Warper#glh 811 //gonryun,162,122,4 duplicate(Warper) Warper#gon 811 //hugel,101,151,4 duplicate(Warper) Warper#hug 811 //izlu2dun,110,92,4 duplicate(Warper) Warper#izd 811 //izlude,134,150,4 duplicate(Warper) Warper#izl 811 //Pre-RE: (132,120) //jawaii,253,138,4 duplicate(Warper) Warper#jaw 811 //lighthalzen,162,102,4 duplicate(Warper) Warper#lhz 811 //louyang,208,103,6 duplicate(Warper) Warper#lou 811 //manuk,274,146,6 duplicate(Warper) Warper#man 811 //mid_camp,216,288,4 duplicate(Warper) Warper#mid 811 //mjolnir_02,85,364,4 duplicate(Warper) Warper#mjo 811 //moc_ruins,64,164,4 duplicate(Warper) Warper#moc 811 //morocc,159,97,4 duplicate(Warper) Warper#mor 811 //moscovia,229,191,4 duplicate(Warper) Warper#mos 811 //nameless_n,259,213,4 duplicate(Warper) Warper#nam 811 //niflheim,205,179,4 duplicate(Warper) Warper#nif 811 //pay_arche,42,134,4 duplicate(Warper) Warper#arc 811 //payon,182,108,4 duplicate(Warper) Warper#pay 811 //prontera,159,192,4 duplicate(Warper) Warper#prt 811 //prt_fild05,279,223,6 duplicate(Warper) Warper#cul 811 //rachel,135,116,4 duplicate(Warper) Warper#rac 811 //splendide,205,153,4 duplicate(Warper) Warper#spl 811 //thor_camp,249,76,4 duplicate(Warper) Warper#thor 811 //umbala,106,150,3 duplicate(Warper) Warper#umb 811 //veins,214,123,4 duplicate(Warper) Warper#ve 811 //xmas,150,136,6 duplicate(Warper) Warper#xmas 811 //yuno,162,47,4 duplicate(Warper) Warper#yuno 811 // -------------------------------------------------- // Duplicates (Renewal): // -------------------------------------------------- //brasilis,201,222,4 duplicate(Warper) Warper#bra 811 //dewata,204,186,6 duplicate(Warper) Warper#dew 811 //dicastes01,194,194,6 duplicate(Warper) Warper#dic 811 //ecl_in01,51,60,4 duplicate(Warper) Warper#ecl 811 //lasagna,196,187,4 duplicate(Warper) Warper#las 811 //malangdo,134,117,6 duplicate(Warper) Warper#mal 811 //malaya,231,204,4 duplicate(Warper) Warper#ma 811  
  19. cook1e's post in How to add/change the size effect on pet was marked as the answer   
    Go in your RO Folder/System and find monster_size_effect_sak_new(you probably have it with another name) here you can change monsters size
  20. cook1e's post in Can't connect with 20180621 client was marked as the answer   
    If this work let me know.
     
    Go to src/config/packets.hpp and comment these lines with //.
     
    Original.
     
    #define PACKET_OBFUSCATION // Define these inside src/custom/defines_pre.hpp or src/custom/defines_post.hpp //#define PACKET_OBFUSCATION_KEY1 <key1> //#define PACKET_OBFUSCATION_KEY2 <key2> //#define PACKET_OBFUSCATION_KEY3 <key3> /// Comment this to disable warnings for missing client side encryption #define PACKET_OBFUSCATION_WARN  
    Commented.
     
    //#define PACKET_OBFUSCATION // Define these inside src/custom/defines_pre.hpp or src/custom/defines_post.hpp //#define PACKET_OBFUSCATION_KEY1 <key1> //#define PACKET_OBFUSCATION_KEY2 <key2> //#define PACKET_OBFUSCATION_KEY3 <key3> /// Comment this to disable warnings for missing client side encryption //#define PACKET_OBFUSCATION_WARN
    Apply this patch with Nemo to your client. Disable Packet Encryption

    Don't forget to recompile.



     
     
  21. cook1e's post in how to add custom monster into custom map was marked as the answer   
    Let me know how it went.

    /npc/custom/custom_mob.txt // create custom_mob.txt as a clean .txt file
    // format "map",x,y%TAB%monster%TAB%Monster Name%TAB%,MonsterID,amount custom_map,0,0 monster Poring 1002,30
    and 

    /npc/scripts_custom.conf
    npc: npc/custom/custom_mob.txt add this line
  22. cook1e's post in Restricting server to a Ragnarok Episode was marked as the answer   
    rAthena doesn't have an option to choose episode.
    You have to change mobs/db/npc, etc... on your own

    The only thing that can help you is looking for the changelogs in the official servers and wiki and make those changes manually.
  23. cook1e's post in HEP WANTED, AGAIN XD was marked as the answer   
    You have a shop NPC that is using Item ID 80 and this ID don't exist.
  24. cook1e's post in R > Custom Healer Npc was marked as the answer   
    prontera,155,173,5 script Healer 123,{ .@Price = 1000; // Zeny Cost mes "[Healer]"; mes "Hello " + strcharinfo(0) + "."; mes "What you want?"; next; switch(select("Free Healer:Paid Healer")) { case 1: mes "[Healer]"; mes "You only will get Heal."; switch(select("Yes, please.:No, thanks.")) { case 1: specialeffect2 EF_HEAL2; percentheal 100,100; close; case 2: mes "As you wish."; close; } case 2: mes "[Healer]"; mes "Paid Healer will give you Heal + Buffs."; switch(select("Yes, please.:No, thanks.")) { case 1: if (Zeny < .@Price) end; specialeffect2 EF_HEAL2; percentheal 100,100; specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10; Zeny -= .@Price; close; case 2: mes "As you wish."; close; } } }  
  25. cook1e's post in H - Allow Stalker to Copy Sacrifice was marked as the answer   
    - Id: 368 Name: PA_SACRIFICE Description: Martyr's Reckoning MaxLevel: 5 Type: Weapon TargetType: Self DamageFlags: NoDamage: true IgnoreAtkCard: true IgnoreDefense: true IgnoreFlee: true Flags: IgnoreAutoGuard: true IgnoreCicada: true Hit: Single HitCount: 1 CastCancel: true CopyFlags: Skill: Plagiarism: true Reproduce: true Requires: SpCost: 100 this?
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