Jump to content

Checkmate

Members
  • Posts

    554
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Checkmate

  1. This is maybe the one im looking for but its ok since this was basic.. Wonder if this script can detect also the timer when those mvp will be alive.. i mean the exact time.. Thx *Edit* @hendra814 its not working well... MVP did not show exactly whether MVP is Alive or Dead.. It show only like in the picture..
  2. I think you need to add the needed item into this file item_trade.txt which is located in here rathena/db/re/item_trade.txt. From that you need to put like this at bottom of it : By using this detail : // Item Trade Restrictions Database // Defines special trade rules for individual items. // // Structure of Database: // Item ID, TradeMask,Group Level Override // // Legend for 'TradeMask' field (bitmask): // 1 - item can't be dropped // 2 - item can't be traded (nor vended) // 4 - wedded partner can override restriction 2 // 8 - item can't be sold to npcs // 16 - item can't be placed in the cart // 32 - item can't be placed in the storage // 64 - item can't be placed in the guild storage // 128 - item can't be attached to mail // 256 - item can't be auctioned Example of mine was : 5610,499,100 // Event_Skull_Redemmer 5421,499,100 // Event_Skull_Redemmer 5664,499,100 // Event_Skull_Redemmer 5788,499,100 // Event_Skull_Redemmer 5596,499,100 // Event_Skull_Redemmer 5100,499,100 // Event_Skull_Redemmer 5767,499,100 // Event_Skull_Redemmer 5130,499,100 // Event_Skull_Redemmer Which state 5610(ID Item),499(Total Value To Make It Restricted),100(GM Level that can bypass all this restriction)
  3. Greetings.. As per title say,is there any chances that someone can share or help to create npc or script that can show timer of mvp when it gonna respawn after being killed. thx
  4. Owh so there's was an problem when disabling this too eh... Okay2. i got the answer it.. Thx sir
  5. //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_UPPER ) 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)); } 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$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Supber Baby can both be selected in one of the first class // changes. That's why the Levelrequirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "Unknow Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ 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 = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } Greetings all... just wanna ask.. How to remove job change directly?? Cause some player were having probs on accidently press directly jobchange without reborn. Like shown in the picture..
  6. Hye there... Owh its you Alayne.. hahah nice script you have thx for help recently.

    1. Alayne

      Alayne

      your welcome ^^

  7. Is there anyone have script which has mvp warper that have special time appearing on it... Example mvp warper that only alppear on sunday and saturday only for certain time, the after that the npc was dissapear... And also with the value like zeny or cash piint or item to enter it.. Thx
  8. Ermmm really.. cuz im not try it yet.. im just change it and afraid if i was mess up.. so im asking for the help in here... well if that so im gonna try tonight.. thx @Alayne
  9. //Farm Zone NPC prontera,157,184,5 script Farm Zone 10018 ,{ function RandomizeItem; while( 1 ){ mes "How can i help you ?"; switch( select( "Information:Farm Items" )){ Case 1: mes "This is a Farm Zone."; mes "You are able to Hunt Monster inside this Room."; mes "Every Monster will award you random items."; next; mes "But there is some Condition.."; mes "You can only go in ^FF0000once every "+.RoomCleanMin+" minutes for 1 times.^000000"; mes "And Maximum of ^FF0000"+.MaxPlayers+" Players per "+.RoomCleanMin+" Minutes.^000000"; mes "Maximum Hunting Limit ^FF0000"+.MaxItemLimit+"^000000"; next; mes "There will be a ^FF0000Room Cleaning^000000 from time to time..."; mes "All players will be kicked out, it is your bad luck if you meet this."; mes "Delay will still apply even though you just go in for 1 Seconds.."; next; break; Case 2: if( #HuntRoomDelay > gettimetick(2) ){ set .last,#HuntRoomDelay - gettimetick(2); set .@min, .last % ( 24 * 3600 ) % 3600 / (60); mes "Wait for ^FF0000"+.@min+" Minutes^000000."; close; }else if( getarraysize( .Hunter ) >= .MaxPlayers ){ mes "Currently the Room is Full. Please try again later."; close; }else{ warp .Map$,0,0; set .Hunter[getarraysize( .Hunter )],strcharinfo(0); set #HuntRoomDelay,gettimetick(2) + ( .DelayHour * 3600 ); set #FarmHunt,0; end; } } } OnInit: // Maximum Player can join per X Minutes. set .MaxPlayers,5; // Adding X Hour of Delay before can go in again. set .DelayHour,12; // Maximum Hunt Limit per round inside the Zone. set .MaxItemLimit,50; // Map that will be used in thos Zone. set .Map$,"payon"; // Clear Map Every X Minutes. set .RoomCleanMin,5; // Mapflag Initialization setmapflag .Map$,mf_nogo; setmapflag .Map$,mf_nomobloot; setmapflag .Map$,mf_nomvploot; setmapflag .Map$,mf_nowarpto; setmapflag .Map$,mf_nochat; setmapflag .Map$,mf_novending; setmapflag .Map$,mf_nocommand,60; setmapflag .Map$,mf_nogo; setmapflag .Map$,mf_nojobexp; setmapflag .Map$,mf_nobaseexp; while( 1 ){ killmonster .Map$,"All"; mapwarp .Map$,"prontera",155,181; monster .Map$,0,0,"[ Farm Zone ] Resident",-1,80,strnpcinfo(0)+"::OnNormalKill"; monster .Map$,0,0,"[ Farm Zone ] Guardian",-3,5,strnpcinfo(0)+"::OnBossKill"; deletearray .Hunter,getarraysize( .Hunter ); announce "[ Farm Zone ] : Farming Zone has been Cleaned up, another 5 Players may go in now.",bc_blue; sleep ( .RoomCleanMin * 60000 ); mapannounce .Map$,"[ Farm Zone ] : Room Clean Up now...All Users will be warped Out.",0; killmonster .Map$,"All"; sleep 3000; } end; OnNormalKill: RandomizeItem( 0,rand(1,5) ); monster .Map$,0,0,"--ja--",-1,1,strnpcinfo(0)+"::OnNormalKill"; end; OnBossKill: RandomizeItem( 1,rand(1,3) ); monster .Map$,0,0,"--ja--",-3,1,strnpcinfo(0)+"::OnBossKill"; end; // Function that used to Generate Random Items function RandomizeItem { set #FarmHunt,#FarmHunt + getarg(1); // Normal Monster in Zone Drops Lists if( getarg(0) == 0 ) setarray .ItemList[0],14534,12040; // Normal Boss in Zone Drops Lists if( getarg(0) == 1 ) setarray .ItemList[0],14536,12267,12266,14601; for( set .@i,1; .@i <= getarg(1); set .@i,.@i + 1 ){ getitem .ItemList[ rand( getarraysize( .ItemList ) ) ],1; } deletearray .ItemList,getarraysize( .ItemList ); dispbottom "[ Farm Zone ] : Farmed "+#FarmHunt+" / "+.MaxItemLimit+" Items"; if( #FarmHunt >= .MaxItemLimit ){ message strcharinfo(0),"Limit Reach , you may join again later."; sleep2 2000; warp "prontera",155,181; } return; } } Greetings all... I want to make this script being able to use every 12 hours.Wonder how change it?..? Anyone can help me on this?..?
  10. Yup.. already found it and actually it was so easy... Thx cuz highlight this... all was inside our database,..
  11. Hi all... As state above, i would like to ask how to do that.. I want to reset all item in database but want to left an account only... Is there any cmd or anything that i can run in my database query to make this thing work?..? And is there any consequences if we doing this?..?
  12. Again thx so much.. **btw for the Morse Cave instance,can show me full link like others instance.So i can download a rar file which is include all pressequite to play. Thx**
  13. Do you mind to show me where to get it.. sorry maybe it sound weird but 1 left ro for 4 years and lot things to remember and searchign back again Done it was already in client only to enable and add a liltle bit.. Thx for da script bro
  14. Guys.. Where can i find King Poring monster act and spr and all neccessary to make this instacnes work?
  15. Owh.. I thougt cuz it was my problem.. Thx.. extra [ <--- okay2 thx for clarification sir.
  16. Sir... Im trying to use your script but something error shown up.. It show error on those line.
  17. I dont think so.there lot of work to do. Why dont you just use mysql instead?
  18. Its really feel man when i can buy Mavic Pro Platinum..
    Time to get the greatest picture ever 

  19. Really?..? PVP room? Maybe you can try @warp prt_in 56,138.. There's npc right there to go to normal pvp map.. Very2 old school... :-)
  20. Erin hello still online on RO?

    1. EriN_KillerSoul

      EriN_KillerSoul

      Ya....wow last year punya message...haha

  21. Salam bro.. dulu sy ad guna jgk scgp ni pastu pindah ke Flux.. Sgcp x berapa lengkap dan ader bnyk error... Cuba ubah satu2 kat bhgian config dgn berpandukan kat sini... StarGamesControlPanel Kalau x jadi jgk mohon pm.. Org malaysia jgk..
  22. Hello... Remember me?..?
    You still active dont you... 

    I was accidently looking that you were hosting server for ragnarok right?..?

    Well is that sound nice.. What about NickyZai??..?

    1. mrlongshen

      mrlongshen

      Hi there. Almost forgot. Huhu. Nickyzai was closed their hosting. 

    2. Checkmate

      Checkmate

      Ya.. it seem... hurmmm how you doin now?..? did you open any server tou?

    3. mrlongshen

      mrlongshen

      Open and closing ro server haha. Tired. No partner to start. No idea. 

  23. Wow... Its really Wow... Even tough this game was old since i was 12years old and now i married already... xD I cant believe i still looking into this to play sometime... Well this remind me alot when all these was start in 2009ish while Sakray and Offline Mode by Indonesia Server... Well thx for you cuz this can help me refresh back again the memory.. _ Thx Bro.. Very2 Appreciate Those
×
×
  • Create New...