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GM Winter

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Everything posted by GM Winter

  1. Guild Emblem not showing - General Support - rAthena try this
  2. hello everyone i would like to ask how to update your current ragnarok database because some of the new players creating there accounts are not entering my sql data "Char" thanks in advance
  3. o my haha thanks
  4. try this MVP Invasion every hour. - Script Requests - rAthena
  5. GM Winter

    H>whosell

    Hello Mam/Sir i would like to ask a help in @whosell Script im Getting this error heres the Script : /*========================================== * @whosell command *------------------------------------------*/ ACMD_FUNC(whosell) { struct map_session_data *pl_sd, *b_sd[MAX_SEARCH]; struct s_mapiterator* iter; struct item_data *item_array[MAX_SEARCH]; int total[MAX_SEARCH], amount[MAX_SEARCH]; unsigned int MinPrice[MAX_SEARCH], MaxPrice[MAX_SEARCH]; char output[256]; int i, j, count = 1; char item_name[100]; int minprice = 0; if (!message || !*message || ( sscanf(message, "\"%99[^\"]\" %11d", item_name, &minprice) < 1 && sscanf(message, "%99s %11d", item_name, &minprice) < 1) ) { clif_displaymessage(fd, "Please, enter Item name or its ID (usage: @whosell <item name or ID> {<min price>})."); return -1; } if ((item_array[0] = itemdb_searchname(item_name)) == NULL && (item_array[0] = itemdb_exists(atoi(item_name))) == NULL) count = itemdb_searchname_array(item_array, MAX_SEARCH, message); if (count < 1) { // No items found clif_displaymessage(fd, msg_txt(sd,19)); return -1; } if (count > MAX_SEARCH) count = MAX_SEARCH; // Preparing Search Recorders for (i = 0; i < MAX_SEARCH; i++) { total = amount = MaxPrice = 0; MinPrice = battle_config.vending_max_value + 1; b_sd = NULL; } iter = mapit_getallusers(); for (pl_sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); pl_sd = (TBL_PC*)mapit_next(iter)) { if (!pl_sd->vender_id) continue; for (i = 0; i < pl_sd->vend_num; i++) { // Searching in the Vending List for (j = 0; j < count; j++) { // Compares with each search result if (pl_sd->status.cart[pl_sd->vending.index].nameid != item_array[j]->nameid) continue; if (pl_sd->vending.value < minprice) continue; amount[j] += pl_sd->vending.amount; total[j]++; if (pl_sd->vending.value < MinPrice[j]) { // Best Price MinPrice[j] = pl_sd->vending.value; b_sd[j] = pl_sd; } if (pl_sd->vending.value > MaxPrice[j]) MaxPrice[j] = pl_sd->vending.value; } } } mapit_free(iter); for (i = 0; i < count; i++) { if (total > 0 && b_sd != NULL) { sprintf(output, "[%d] The best price found for '%s' is %u sold by '%s' at %s <%d,%d>. Max Price %u. Item found in %d shops, %d pieces for sale.", item_array->nameid, item_array->jname, MinPrice, b_sd->status.name, map[b_sd->bl.m].name, b_sd->bl.x, b_sd->bl.y, MaxPrice, total, amount); if (sd->bl.m == b_sd->bl.m) clif_viewpoint(sd, 1, 1, b_sd->bl.x, b_sd->bl.y, i, 0xFFFFFF); } else sprintf(output, "[%d] '%s' is not being sold at the moment...", item_array->nameid, item_array->jname); clif_displaymessage(sd->fd, output); } return 0; }
  6. GM Winter

    @whosell

    hello why did im getting this error thanks in advance [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/thor/WhoSell.txt', line '4'. Stopping... * w1=ACMD_FUNC(whosell) * w2= * w3= * w4=
  7. thanks i will try this later
  8. hello sir emistry is it possible to duplicate this npc but theres a new items inside? in my case im trying to make to different npc and same script using your quest npc but even a change the requirements and item in the second npc the 1st npc quest is still appering in the second npc i would like to ask if i can use the same script in different contents thanks in advance
  9. Hello i would like to ask how to set this floating rate every day and every 1pm-2pm and every 7pm to 8pm - script FloatingRates -1,{ OnInit: //add any other HOURS OnClock0000: if((gettime(4) == 6 || gettime(4) == 7)) { // Saturday, Sunday //------------------- atcommand "@reloadbattleconf"; //Base exp setbattleflag("base_exp_rate",1200); //Job exp setbattleflag("job_exp_rate",1200); //Drops setbattleflag("item_rate_common",600); setbattleflag("item_rate_heal",600); setbattleflag("item_rate_use",600); setbattleflag("item_rate_equip",600); //setbattleflag("item_rate_card",400); //setbattleflag("item_rate_common_boss",1); //setbattleflag("item_rate_heal_boss",1); //setbattleflag("item_rate_use_boss",1); //setbattleflag("item_rate_equip_boss",1); //setbattleflag("item_rate_card_boss",1); //setbattleflag("item_rate_common_mvp",1); //setbattleflag("item_rate_heal_mvp",1); //setbattleflag("item_rate_use_mvp",1); //setbattleflag("item_rate_equip_mvp",1); //setbattleflag("item_rate_card_mvp",1); //setbattleflag("item_rate_mvp",1); //setbattleflag("item_rate_adddrop",1); //setbattleflag("item_rate_treasure",1); //setbattleflag("item_rate_equip",1); // Apply new rates to configs set above //we don't change card drops rate, because these values won't change them anyway announce "Floating Rates every Saturday & Sunday Enjoy!",bc_all,0xFFFF00; announce "Increased Base and Job EXP by 200%.",bc_all,0xFFFF00; announce "Increased Normal Drops by 100%.",bc_all,0xFFFF00; announce "Card rates are fixed in 0.04%.",bc_all,0xFFFF00; end; OnClock0001: //OnMon: if((gettime(4) == 1)) { // Monday announce "Double Experience & Drop rates already finish!",bc_blue|bc_all; atcommand "@reloadbattleconf"; end; } } }
  10. hello master i have a problem in this script hope you can help me 1st sometimes when the guild recall in the map both guilds are in the same sides 2nd i want to remove the debuffs script 3rd the event ends even there are still guild members alive thankyou in your time masters // Automated GvG Event 2.0 Beta version // Event runs every hour via OnMinute timer. // Feel free to edit as you wish // By : Mabuhay // Free release // Dont remove credit // Updated to v 2.0 /* - Added gepard support and check to every members - More flexible options - Can set cash, members, timer, and winpoints if gm starts the command. New mechanics. - When using @gvgeventjoin, all your members must be around you by 5x5 cell. NOTE: item rewards are only to be set here in script because adding them in the GM option would be quite troublesome for me */ // - script gvg_event -1,{ OnInit: // How many guild members are required? .membercount = 1; // registration timer in mins. .timer = 3; // how much points to win? Points is earned per kill .win_points = 2; // item reward // <item_id>, <amount> setarray .item, 12987, 5, // how much cash points earned // set to 0 to disable .cash = 0; .size = getarraysize(.item); bindatcmd "start", strnpcinfo(0)+"::OnStartEvent",60,60; bindatcmd "end", strnpcinfo(0)+"::OnEndEvent",60,60; bindatcmd "join", strnpcinfo(0)+"::OnJoinEvent"; end; OnStartEvent: mes "Hi GM, what do you want to do?"; mes "Current settings :"; mes "Member count : "+ $gvgevent_mem; mes "Registration time : "+ $gvgevent_time; mes "Win points : "+ $gvgevent_winpts; mes "Cashpoint reward : "+ $gvgevent_cash; next; switch(select("Start Event:Set Mem Count:Set Reg timer:Set Win Points:Set Cashpoint Reward")) { case 1: mes "Starting event.."; close2; break; case 2: mes "Enter member count value"; mes "current : "+ $gvgevent_mem; next; input .@amt, 1; mes "Do you want to set member count to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_mem = .@amt; end; case 3: mes "Enter registration time value"; mes "current : "+ $gvgevent_time; next; input .@amt, 1; mes "Do you want to set registration time to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_time = .@amt; end; case 4: mes "Enter win points value"; mes "current : "+ $gvgevent_winpts; next; input .@amt, 1; mes "Do you want to set win points to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_winpts = .@amt; end; case 5: mes "To disable, set to zero (0)"; mes "current : "+ $gvgevent_cash; next; input .@amt; mes "Do you want to set cashpoints to "+ .@amt +"?"; next; select("Yes"); mes "Done!"; close2; $gvgevent_cash = .@amt; end; } OnMinute00: // runs every hour.. if ( .start ) end; .start = 1; .@m = $gvgevent_mem; gvgoff "guild_vs1"; for ( .@j = 1; .@j < 9; .@j++ ) enablenpc "#bari0"+.@j; setwall "guild_vs1", 12, 48, 4, DIR_NORTH, 0, "wonderwall_1"; setwall "guild_vs1", 87, 48, 4, DIR_NORTH, 0, "wonderwall_2"; for ( .@i = $gvgevent_time; .@i > 0; .@i-- ) { if ( .start < 2 ) { announce "<"+.@m+"v"+.@m+" Guild Event> Event start in "+.@i+" min(s) until slots are taken. Register now! ", bc_all; announce "you should have a guild to join the event, type @join if you want to join", bc_all; sleep 60000; } } if ( !.slot1 || !.slot2 ) { announce "<"+.@m+"v"+.@m+" Guild Event> Event is cancelled. Not enough participants.", bc_all; donpcevent strnpcinfo(0)+"::OnEndEvent"; end; } announce "<"+.@m+"v"+.@m+" Guild Event> Guild ["+getguildname(.slot1)+"] vs Guild ["+getguildname(.slot2)+"].", bc_all; end; OnJoinEvent: .@GID = getcharid(2); if (.@GID == 0) { mes "Sorry, you are not in a guild."; close; } if ( !.start ) { mes "Event has not started."; close; } else if ( .start == 2 ) { mes "Event is still on-going."; close; } else { if ( .slot1 && .slot2 ) { mes "All slots has been taken."; close; } if ( !.slot1 ) .@slot = 1; else if ( !.slot2) .@slot = 2; if ( .slot1 == .@GID ) { mes "You're guild has already registered."; close; } getmapxy(.@map$, .@x, .@y, BL_PC); getareaunits(BL_PC,.@map$,.@x+5,.@y+5,.@x-5,.@y-5,.@char_name$[0]); freeloop(true); for(.@i=0;.@i<getarraysize(.@char_name$);.@i++) if ( getcharid(2, .@char_name$[.@i] ) == .@GID ) { if ( .gepard ) { query_sql("SELECT `last_unique_id` FROM `login` WHERE `account_id` = '"+ getcharid(3, .@char_name$[.@i] ) +"'", .@unique_id$); .@gvg_gepard$[.@gsize++] = .@unique_id$; if ( countinarray( .@gvg_gepard$[0], .@unique_id$ ) > 1 ) .@duplicate++; } .@current_mem++; .@aid[.@size++] = convertpcinfo(.@char_name$[.@i], CPC_ACCOUNT); .@validmem$[.@size2++] = .@char_name$[.@i]; } freeloop(false); if ( .@current_mem < $gvgevent_mem ) { mes "You need at least "+$gvgevent_mem+" guild members around you"+(.gepard ? " with unique gepard id":"")+"."; close; } if ( .@current_mem > $gvgevent_mem ) { mes "You need only need "+$gvgevent_mem+" guild members around you"+(.gepard ? " with unique gepard id":"")+"."; close; } if ( .gepard && .@duplicate ) { mes "Gepard ID duplicate detected."; mes "A member around you is using dual account."; close; } mes "Participating members are :"; for ( .@i = 0; .@i < .@size2; .@i++) mes "~ "+ .@validmem$[.@i]; next; mes "Are you ready ?"; next; select("Yes"); switch ( .@slot ) { case 1: .slot1 = .@GID; break; case 2: .slot2 = .@GID; break; } for ( .@j = 0; .@j < .@size; .@j++ ) { attachrid(.@aid[.@j]); .@gid = getcharid(2); sc_end SC_ALL; // remove all status buffs percentheal 100,100; // heals before warp warp "guild_vs1", ( .slot1 == .@gid ) ? 7 : 92, 50; } detachrid; if ( .slot1 && .slot2 ) { .start = 2; awake strnpcinfo(0); sleep 3000; mapannounce "guild_vs1", "Get ready !~", bc_blue; sleep 2000; for ( .@i = 20; .@i > 0; --.@i ) { mapannounce "guild_vs1", .@i +" !~", bc_blue; sleep 1000; } mapannounce "guild_vs1", "Start !~", bc_blue; gvgon "guild_vs1"; for ( .@j = 1; .@j < 9; .@j++ ) disablenpc "#bari0"+.@j; delwall "wonderwall_1"; delwall "wonderwall_2"; } } end; OnPCKillEvent: if ( .start && strcharinfo(3) == "guild_vs1" ) { .@GID = getcharid(2); if ( .@GID == .slot1 ) .guild1_score++; else if ( .@GID == .slot2 ) .guild2_score++; mapannounce "guild_vs1", strcharinfo(0) +" of Guild ["+getguildname(.@GID)+"] has pawned "+ rid2name(killedrid), bc_blue; mapannounce "guild_vs1", "Guild ["+getguildname(.slot1)+"] - "+.guild1_score+" || Guild ["+getguildname(.slot2)+"] - "+.guild2_score+"", bc_blue; if ( .guild1_score == $gvgevent_winpts || .guild2_score == $gvgevent_winpts ) { gvgoff "guild_vs1"; if ( .guild1_score > .guild2_score ) { .winner = .slot1; .loser = .slot2; } else { .winner = .slot2; .loser = .slot1; } .@m = $gvgevent_mem; announce "<"+.@m+"v"+.@m+" Guild Event> Guild ["+getguildname(.winner)+"] is victorious against Guild ["+getguildname(.loser)+"] !", bc_all; mapannounce "guild_vs1", "Rewards will be delivered in few seconds before warping out.", bc_blue; sleep 8000; // 8 sec pause so participating members can re-warp if dead getmapunits(BL_PC, "guild_vs1", .@aid[0]); for(.@i=0;.@i<getarraysize(.@aid);.@i++) { attachrid(.@aid[.@i]); if ( getcharid(2) == .winner ) { // if winner for ( .@j = 0; .@j < .size; .@j+=2 ) getitem .item[.@j], .item[.@j+1]; if ( $gvgevent_cash ) { #CASHPOINTS += $gvgevent_cash; dispbottom "You have gained "+$gvgevent_cash+" cashpoints. Total : "+ #CASHPOINTS; } } else if ( getcharid(2) == .loser ) { // if loser dispbottom "Thank you for participating GvG Event."; } } detachrid; sleep 2000; // 2 sec pause.. donpcevent strnpcinfo(0)+"::OnEndEvent"; end; } attachrid( killedrid ); .@GID = getcharid(2); if ( .@GID == .slot1 || .@GID == .slot2 ) { dispbottom "You will be warped back to the battle area in few secs."; sleep2 4000; // return to battle in 5 sec warp "guild_vs1", (.@GID == .slot1) ? 7:(.@GID == .slot2) ? 92:50, 50; sleep2 1000; // heal in 1 sec percentheal 100,100; } } end; OnEndEvent: if ( !.start ) end; .start = .slot1 = .slot2 = .loser = .winner = .guild1_score = .guild2_score = false; mapwarp "guild_vs1", "prontera", 150, 180; end; } // Barricades guild_vs1,12,48,0 script #bari01 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,12,49,0 script #bari02 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,12,50,0 script #bari03 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,12,51,0 script #bari04 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,48,0 script #bari05 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,49,0 script #bari06 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,50,0 script #bari07 1906,{ end; OnInit: disablenpc strnpcinfo(0); } guild_vs1,87,51,0 script #bari08 1906,{ end; OnInit: disablenpc strnpcinfo(0); }
  11. i will try this thanks anyway
  12. hello everybody i would like to ask for help i already disable the expanded class here because my server only 1-1 2-2 job i already disable the expanded class "ninja ' super novice 'taekwon and gunslinger but it still appearing in the job selection heres the script of Euphy //===== 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( 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 ) return false; // Already Rebirthed 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 deletearray .@job_opt[0],getarraysize(.@job_opt); .@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.c // 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)); } // 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 { .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ 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_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] 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] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = false; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = false; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = false; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = false; // 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_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; }
  13. hello master after killing the player its not warping in prontera or not exiting the map can someone help me heres the script and the error - script LMS#disable -1,{ OnInit: disablenpc "Mr. Banker"; disablenpc "All Job Manager"; end; } - script LMS -1,{ OnClock000: OnClock0300: OnClock0600: OnClock0900: OnClock1200: OnClock1500: OnClock1821: OnClock2100:// Edit this to what ever you want. note : OnClock0000 is 12 midnight and OnClock1200 is 12 Noon goto startlmsevent; startlmsevent: announce "Mr. Manager: The Last Man Standing event will be starting shortly.",0; sleep 10000; announce "Mr. Manager: Those who want to play, please proceed to Prontera and Register.",0; sleep 10000; announce "Mr. Manager: After 1 Minute the Registration will close.",0; sleep 10000; announce "Mr. Manager: Please go to Prontera and Register now if you want to join.",0; enablenpc "All Job Manager"; initnpctimer; end; OnTimer30000: announce "Mr. Manager: Last 30 seconds.",0; sleep 5000; announce "Mr. Manager: If you want to join please Register in Prontera.",0; end; OnTimer50000: announce "Mr. Manager: Last 10 seconds.",0; end; OnTimer55000: announce "Mr. Manager: 5.",0; end; OnTimer56000: announce "Mr. Manager: 4.",0; end; OnTimer57000: announce "Mr. Manager: 3.",0; end; OnTimer58000: announce "Mr. Manager: 2.",0; end; OnTimer59000: announce "Mr. Manager: 1.",0; end; OnTimer60000: announce "Mr. Manager: Time's up.",0; end; OnTimer61000: disablenpc "All Job Manager"; donpcevent "Mr. Banker::OnEnable"; stopnpctimer; end; } //---------All Job Registration--------------- prontera,153,193,5 script All Job Manager 106,{ mes "[Mr. Manager]"; mes "Hello What can I do for you?"; next; menu "Register",-,"What is LMS?",what,"Leave",leave; next; mes "[Mr. Manager]"; mes "Thankyou for registering Mr. " + strcharinfo(0) + ", Have fun!"; warp "guild_vs1-1",50,50; end; what: mes "[Mr. Manager]"; mes "LMS is also known as Last Man Standing Event"; next; mes "[Mr. Manager]"; mes "LMS is also like a PvP."; mes "The only difference is at LMS you will get 10 PC Point if you are the Last Man Standing at the arena."; next; mes "[Mr. Manager]"; mes "That's all"; close; leave: mes "[Mr. Manager]"; mes "I hope you will register next time"; close; } //-------------------------- //-------------------------- guild_vs1-1,50,50,6 script Mr. Banker 56,{ mes "[banker]"; mes "Congrats. You've won."; next; announce "Mr. Manager: We have a winner! well done "+strcharinfo(0)+".",0; getitem 7227,1; // Change This item id to what ever you want . item id,amount dispbottom "+1 TCG"; mes "You will return now"; warp "prontera",155,182; disablenpc "Mr. Banker"; close; end; OnEnable: pvpoff "guild_vs1-1"; mapannounce "guild_vs1-1","Mr. Manager:The Last Man Standing Event will start shortly",0; sleep 10000; mapannounce "guild_vs1-1","Mr. Manager:But before we start this is just a few reminders..",0; sleep 10000; mapannounce "guild_vs1-1","Mr. Manager:Using Cloaking , Hiding is strictly not allowed..",0; sleep 10000; mapannounce "guild_vs1-1","Mr. Manager: Only the Last Man Standing will win this event!!",0; sleep 10000; mapannounce "guild_vs1-1","Mr. Manager: What are we waiting for?..Let's Get Ready to Rumble!!...",0; sleep 10000; goto L_Start; end; L_Start: if(getmapusers("guild_vs1-1") == 1) goto L_Champ; if(getmapusers("guild_vs1-1") == 0) goto L_None; if(getmapusers("guild_vs1-1") > 1) { mapannounce "guild_vs1-1","Mr. Manager: Get ready at the count of 5 we will start!....",0; sleep 10000; mapannounce "guild_vs1-1","Mr. Manager: 5",0; sleep 5000; mapannounce "guild_vs1-1","Mr. Manager: 4",0; sleep 4000; mapannounce "guild_vs1-1","Mr. Manager: 3",0; sleep 3000; mapannounce "guild_vs1-1","Mr. Manager: 2",0; sleep 2000; mapannounce "guild_vs1-1","Mr. Manager: 1",0; sleep 1000; pvpon "guild_vs1-1"; goto timer; end; } timer: initnpctimer; end; OnTimer1000: end; OnTimer1100: if(getmapusers("guild_vs1-1") == 1) goto L_Champ; if(getmapusers("guild_vs1-1") > 2) goto timer; if(getmapusers("guild_vs1-1") == 2) goto champ; stopnpctimer; end; champ: announce "Mr. Manager: Last 2 Brave warriors are still alive!",0; sleep 10000; if(getmapusers("guild_vs1-1") == 1) goto L_Champ; if(getmapusers("guild_vs1-1") > 1) goto timer; end; L_Champ: mapannounce "guild_vs1-1","Mr. Banker: Please talk to me to get your prize..",0; pvpoff "guild_vs1-1"; enablenpc "Mr. Banker"; end; L_None: disablenpc "Banker"; pvpoff "guild_vs1-1"; end; } //----- Die = warp prt ----- - script Kill_warp -1,{ OnPCDieEvent: getmapxy(.@map$,.@x,.@y,0); if(.@map$=="guild_vs1-1") { set #kill_point, 0; announce ""+strcharinfo(0)+" died, and out of the game!.",bc_all; warp "prontera",156,195; end; } OnPCKillEvent: getmapxy(.@map$,.@x,.@y,0); if(.@map$=="guild_vs1-1") { set #kill_point,#kill_point+1; if ( #kill_point % 4 == 0) { announce ""+strcharinfo(0)+" have made 4 Consecutive Kills!!He will be granted an item",bc_all; //getitem 7539, 20; end; } } } // == Mapflags guild_vs1-1 mapflag nowarp guild_vs1-1 mapflag nowarpto guild_vs1-1 mapflag noteleport guild_vs1-1 mapflag nosave guild_vs1-1 mapflag nomemo guild_vs1-1 mapflag nobranch guild_vs1-1 mapflag pvp_noparty guild_vs1-1 mapflag restricted 1
  14. i copy it all maybe the original script is error , do you have some somple koe script?
  15. hello masters can someone help me im always getting this error when im trying to start th event [Error]: npc_event: event not found [KoE::OnCommand] Heres the Script - script KoE -1,{ OnInit: disablenpc "The King#KoE"; disablenpc "Exit#KoE"; end; OnWhisperGlobal: if ( getgmlevel() < 99 ) end; else if ( compare ( @whispervar0$, "on" ) ) goto L_start; else if ( compare ( @whispervar0$, "off" ) ) goto L_end; else end; L_end: announce "The King of Emperium Hill is over!", 0; set .koe_start, 0; enablenpc "Exit#KoE"; disablenpc "The King#KoE"; killmonsterall "guild_vs1"; end; L_start: announce "The King of Emperium Hill has begun!", 0; set .koe_start, 1; enablenpc "The King#KoE"; disablenpc "Exit#KoE"; set $koegid, 0; donpcevent "::OnRevKoE"; maprespawnguildid "guild_vs1", $koegid, 6; monster "guild_vs1",49,49,"EMPERIUM",1288,1,"KoE::OnEmpDead"; end; OnEmpDead: set $koegid, getcharid(2); announce "The current King of Emperium Hill is the [" + strcharinfo(2) + "] guild.", 0; donpcevent "::OnRevKoE"; maprespawnguildid "guild_vs1", $koegid, 6; sleep 500; if ( .koe_start ) monster "guild_vs1",49,49,"EMPERIUM",1288,1,"KoE::OnEmpDead"; end; } // KoE Entrance prontera,155,191,4 script The King#KoE 58,{ mes "[The King]"; if ( getcharid(2) == 0 ) { mes "You must have a guild to participate in the ^FF0000King of Emperium Hill Tournament^000000."; close; } mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; switch( rand(1,4) ){ case 1: warp "guild_vs1", 50, 88; end; case 2: warp "guild_vs1", 88, 50; end; case 3: warp "guild_vs1", 50, 11; end; case 4: warp "guild_vs1", 11, 50; end; } } // KoE Exit guild_vs1,49,56,5 script Exit#KoE 51,{ mes "[Exit]"; mes "See ya."; if ( getcharid(2) == $koegid ) getitem 501, 1; // configure prize here next; warp "Save",0,0; close; } // Flags guild_vs1,49,38,4 script King of Emperium Hill#1::koe_flag 722,{ set .@gid, $koegid; if ( .@gid == 0 ) end; mes "[King of Emperium Hill]"; mes "The Current King of Emperium Hill is the ["+ getguildname(.@gid) +"] guild."; close; OnRevKoE: flagemblem $koegid; end; } guild_vs1,61,49,6 duplicate(koe_flag) King of Emperium Hill#2 722 guild_vs1,38,49,2 duplicate(koe_flag) King of Emperium Hill#3 722 guild_vs1,49,61,0 duplicate(koe_flag) King of Emperium Hill#4 722 guild_vs1 mapflag gvg guild_vs1 mapflag nobranch guild_vs1 mapflag nomemo guild_vs1 mapflag nopenalty guild_vs1 mapflag noreturn guild_vs1 mapflag nosave SavePoint guild_vs1 mapflag noteleport guild_vs1 mapflag gvg_noparty guild_vs1 mapflag nowarp guild_vs1 mapflag nowarpto
  16. [Error]: npc_event: event not found [LMS:startlmsevent]
  17. is there anyway i can manually start this event?
  18. example i will make the chance 100% sure then they only can get 20 coins per day thank you i will try it later
  19. okay maybe tomorrow i will try thank you sir
  20. i already edit there points to 0 but when im in game the old points still remain
  21. thats the problem there's no error in my map server im just curious everytime i click the npc to reset it im stock cant move
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