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Sallycantdance

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  1. thank you sir !!!
  2. 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; }
  3. 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
  4. i copy it all maybe the original script is error , do you have some somple koe script?
  5. 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
  6. how to run this manually?
  7. [Error]: npc_event: event not found [LMS:startlmsevent]
  8. is there anyway i can manually start this event?
  9. example i will make the chance 100% sure then they only can get 20 coins per day thank you i will try it later
  10. i will try it later thanks
  11. okay maybe tomorrow i will try thank you sir
  12. i already edit there points to 0 but when im in game the old points still remain
  13. 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
  14. im stock when everytime i click the npc
  15. is this script is npc or just command? can you send me your sample sir? thanks in advance
  16. sir where did you put this script?
  17. thank you sir! amazing!!! sir even if i change it to 0 its not reseting in the main server did i need to restart?
  18. hello maters i would like to ask how to put reset here in this ranking script thanks in advance heres the script //================================================Name====================================================== // MVP Rank (Official Release Name) //===============================================Version==================================================== // 1.0 //===============================================Author===================================================== // ____ _____ ______ __ __ __ _______ __ _____ __ __ _______ // | __ \ _ \| __ \| | \ | |/ ___ \ | | / / | \ | |/ ___ \ // | |__| | \ \ |__| | | \| | | _\_/ | |/ /| | \| | | _\_/ // | __/ | | /| | | | |_ \ | | | | | | | |_ \ // | |\ \_/ / |\ \| | |\ | \_/ | | |\ \| | |\ | \_/ | // |__| \_____/|__| \__\__|__| \__|\______/ |__| \__\__|__| \__|\______/ //----------------------------------------Script Last Update 2020------------------------------------------- //==============================================Changelog=================================================== // 1.0 * // - Initial Release //========================================================================================================== - script Rank MvP -1,{ OnInit: // Script Configuration setarray .mobid[0],1511,1647,1785,1630,1399,1039,1874,2068,1272,1719,1046,1389,1112,1115,1957,1418,1871,1252,1768,1086,1688,1646, 1373,1147,1059,1150,1956,2022,1087,1190,1038,1157,1159,1502,1623,1650,1583,1708,1312,1751,1685,1648,1917,1658; // MvP Ids set .a, 0; // Broadcast who killed the MvP and wich MvP and wick Map [0 Off - 1 On] set $@top, 10; // Max. Top Rank (Hihgly recommended between 5~10, more maybe bug the server (limited variables) end; OnNPCKillEvent: // Script execution for (set .@c, 0; .@c < getarraysize(.mobid); set .@c, .@c + 1) if (killedrid == .mobid[.@c]) set .@s, 1; // If a MvP if (!.@s) end; if (.a) // If announce On announce "The user [" +strcharinfo(0) +"] has killed a [" +getmonsterinfo(killedrid,0) +"] in the map [" +strcharinfo(3) +"]",bc_blue|bc_all; set MvP, MvP + 1; callfunc ("MvPRank",MvP,strcharinfo(0)); end; } // End Script //------------------------------------------------------------------------------------------------------------------------------------------------- prontera,120,105,5 script MVP Ranking NPC 827,{ mes "[^FF0000MvP ^0000FFRank ^00FF00Top ^FF0000" +$@top +"^000000]"; for (set .@c, 0; .@c < $@top; set .@c, .@c + 1) mes "Top ^FF0000" +(.@c + 1) +"^000000 ^0000FF" +getd("$topmvp" +.@c +"$") +"^000000 with ^FF0000" +getd("$topmvp" +.@c) +"^000000 MvP killed."; close; OnInit: waitingroom "MVP Ranking",0; end; } function script MvPRank { set @mvptotal, getarg(0); set @nomb$, getarg(1); for (set .@c, 0; .@c < $@top; set .@c, .@c + 1) { if (@mvptotal >= getd("$topmvp" +.@c)) { if (strcharinfo(0) == getd("$topmvp" +.@c +"$")) { setd "$topmvp" +.@c, @mvptotal; setd "$topmvp" +.@c +"$", @nomb$; return; } else { if (getd("$topmvp" +(.@c + 1) +"$") == "") { setd "$topmvp" +.@c, @mvptotal; setd "$topmvp" +.@c +"$", @nomb$; return; } else { setd "$topmvp" +(.@c + 1), getd("$topmvp" +.@c); setd "$topmvp" +(.@c + 1) +"$", getd("$topmvp$" +.@c); setd "$topmvp" +.@c, @mvptotal; setd "$topmvp" +.@c +"$", @nomb$; return; } // End if } // End if } // End if } // End loop return; } // End function
  19. where exactly there sir?
  20. Hi everyone i would like to know how to reset /blacksmith points "Forger" and /alchemist "brewer" thanks in advance
  21. Edit mo sir clientinfo.xml mo then dapat match yung account number sa GM Account mo <max_guildpositions>30</max_guildpositions> <registrationweb></registrationweb> <aid> <admin>2000000</admin> <admin>2000001</admin> <admin>2000002</admin> </aid> <loading> <image>loading00.jpg</image>
  22. Goodmorning guys i would to ask how to put limit in this pvp script so it wont be abuse by players heres the script: - script asdahjhla -1,{ OnPCKillEvent: if ( inarray(.map$, strcharinfo(3)) != -1 ) { if ( rand(100) <= .chance && killedrid != getcharid(3) ) { getitem 7960, 1; } } end; OnInit: .chance = 100; // chance to get something setarray .map$, "pvp_y_1-2"; // map list } Thanks in advance
  23. thanks but i didnt get it ? thanks men thank you Master
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