Jump to content

iraciz

Members
  • Posts

    562
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by iraciz

  1. I have found this code in unit.c  and I was wondering how to apply the delay motion to the mvp and all the other Monsters?

    I want them to Not completely stop by hit lock, But at least!,  make them snipeable without reaching the player too quick.

    In battle/monster.conf  the conf monster_damage_delay_rate: 100  is useless, Since it only is applied to the very first hit.
    So don't give me taht answer, 

    The code bellow I brought has the clue, unfortunately I don't know c+

    what I understood is that, the damage delay is applied, but after that delay there is a timer that make the mobs invincible or immune to this delay, meaning that for a certain period after receiving damage, they will move under attacks towards you without stopping.

    What I want to do, is make this immunity time shorter, because the longer imume to damage induced walk delay, the must cells they snap towards you.

    Damage delay 200 ms, good, and after that,  100 ms ignore the damage delay, So when they are under fire they can aproach you step by step, and not by snaping 4 o 5 cells at a time, but without locking them, you got me?

    can anyone help me to set that?

    /**
     * Applies a walk delay to a unit
     * @param bl: Object to apply walk delay to
     * @param tick: Current tick
     * @param delay: Amount of time to set walk delay
     * @param type: Type of delay
     *	0: Damage induced delay; Do not change previous delay
     *	1: Skill induced delay; Walk delay can only be increased, not decreased
     * @return Success(1); Fail(0);
     */
    int unit_set_walkdelay(struct block_list *bl, t_tick tick, t_tick delay, int type)
    {
    	struct unit_data *ud = unit_bl2ud(bl);
    
    	if (delay <= 0 || !ud)
    		return 0;
    
    	if (type) {
    		//Bosses can ignore skill induced walkdelay (but not damage induced)
    		if(bl->type == BL_MOB && status_has_mode(status_get_status_data(bl),MD_STATUS_IMMUNE))
    			return 0;
    		//Make sure walk delay is not decreased
    		if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
    			return 0;
    	} else {
    		// Don't set walk delays when already trapped.
    		if (!unit_can_move(bl)) {
    			unit_stop_walking(bl,4); //Unit might still be moving even though it can't move
    			return 0;
    		}
    		//Immune to being stopped for double the flinch time
    		if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0)
    			return 0;
    	}
    
    	ud->canmove_tick = tick + delay;
    
    	if (ud->walktimer != INVALID_TIMER) { // Stop walking, if chasing, readjust timers.
    		if (delay == 1) // Minimal delay (walk-delay) disabled. Just stop walking.
    			unit_stop_walking(bl,0);
    		else {
    			// Resume running after can move again [Kevin]
    			if(ud->state.running)
    				add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud);
    			else {
    				unit_stop_walking(bl,4);
    
    				if(ud->target)
    					add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
    			}
    		}
    	}
    
    	return 1;
    }

     

  2. How to reproduce tittle script?

    the script of this item is not in rms

    https://ratemyserver.net/index.php?page=re_item_db&item_id=18940

     

     

    	[18940] = {
    		unidentifiedDisplayName = "Unidentified Hat",
    		unidentifiedResourceName = "캡",
    		unidentifiedDescriptionName = { "Can be identified by using a ^990099Magnifier^000000." },
    		identifiedDisplayName = "Flaming Ten-gallon Hat",
    		identifiedResourceName = "불꽃의텐겔론햇",
    		identifiedDescriptionName = {
    			"A hat with sealed force of false fire god.",
    			"________________________",
    			"Reduces damage taken from ^FF0000Fire^000000 elemental attack by 5%.",
    			"________________________",
    			"Increases damage taken from ^0000BBWater^000000 elemental attack by 5%.",
    			"________________________",
    			"Random chance to inflict ^663399Burning^000000 status on enemy when wearer receiving physical or magical attack.",
    			"________________________",
    			"Random chance to reduce enemy's SP by 30 when wearer receiving physical or magical attack.",
    			"________________________",
    			"When combined with ^990099Shining Trapezohedron^000000:",
    			"Increases physical attack by 9%.",
    			"Increases magical attack by 9%.",
    			"Reduces damage taken from ^FF0000Demihuman^000000 monsters by 5%.",
    			"^0000FFRefine Level +7^000000:",
    			"Reduces damage taken from ^FF0000Demihuman^000000 monsters by 5%.",
    			"________________________",
    			"^663399Indestructible in battle^000000",
    			"________________________",
    			"^0000CCType:^000000 Headgear",
    			"^0000CCDefense:^000000 0",
    			"^0000CCPosition:^000000 Upper",
    			"^0000CCWeight:^000000 100",
    			"^0000CCRefinable:^000000 Yes",
    			"________________________",
    			"^0000CCRequirement:^000000",
    			"Base level 90"
    		},
    		slotCount = 1,
    		ClassNum = 1075
    	},

     

  3. Mobs with corrected sound .acts


    In this File:

    - folder with Malaya monsters act files with sound effects. (finally).

    - folder with Other monsters fix, this contains fixed acts for 30 monsters, Did you know that doppelganger screams when dying? have you ever heard it? I think not. Well here you have it, did i said 30 monsters with corrected sound? Have you ever heard zealotus actions?

    - Fixed Osiris idle snapping frame act.

    Bonus:  folder with female lord knight class act frame  with sounds, weapon attack spear and two handed sword. 

    Please read the readme file, do not reupload this fix in other sites beside this.

     


     

  4. Unfortunately It wont, I tried that exe, with the recommended diff and the problem still.

    could you please? try this last thing?  make 10 sandals using @item sandals 10  (with nothing else in your inventory)  then use the command @dropall and at last spawn 5 tatachos using @monster tatacho 10  please watch their behaviour and tell me if the can still move or the get stuck in ther cell.

    I reported this issue already in github, but is no related to rathena emulator, the client is not sending the correct packet. or even not sendint it.

    anyway, I appreciate your help.

     

  5. 1 hour ago, chatterboy said:

    I dont have error like that, i currently use 2018-06-20aRagexere and using a latest up to date rAthena

    Maybe you have some modification in your SRC or miss config or bad patch of EXE ^_^

    Well,  I'm not the only person experiencing this. I tested in a clean head revision rathena.

    I cosed the issue because it was client related https://github.com/rathena/rathena/issues/4853#event-3333286897

    by the way where did you get 2018-06-20aRagexere? and could you please your diff profile? (patch).

  6. Good day client devs,

    RagexeRe clients are experiencing a missing packet issue when picking up items, this have been occurring since 2018, but never reported before. 

    The behaviour is not normal, and has been tested in different client dates of ragexeRe

    This has been proven with open core, there's a missing packet when picking up items, discarding emulator related issues.

     

    This issue also affect monsters, can exploit aggressive loter monsters such as tatacho.

     

    Please note this and fix 2018-06-20aRagexere client for rathena, most of the 90% users here are using this client.

    The issue is here:
    https://github.com/rathena/rathena/issues/4853

    Now closed because it is related to client and not emulator.

    Iraciz

  7. Hello guys, could you help me to set rewards for the loosing team,  15 valor badges id 7829, here's the script, its really hard for a noob like me.

    //===== rAthena Script =======================================
    //= Battleground: Emperium
    //===== Description: =========================================
    //= A simple battleground script:
    //= Destroy the opponent's Emperium to win the match.
    //===== Changelogs: ==========================================
    //= 1.0 First version, edited. [Euphy] [AnnieRuru]
    //= 1.1 Use up to date battleground script commands [AnnieRuru]
    //= 1.2 Fix player can be kill multiple times within 250ms time frame [AnnieRuru]
    //============================================================
    
    -	script	bg_emp#control	-1,{
    OnInit:
    	.minplayer2start = 5;      // minimum players to start (ex. if 3vs3, set to 3)
    	.eventlasting    = 20*60;  // event duration before auto-reset (20 minutes * seconds)
    	setarray .rewarditem[0],   // rewards for the winning team: <item>,<amount>,...
    		7829, 30;
    	end;
    OnStart:
    	if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start )
    		end;
    
    	// create Battleground and teams
    	.red = waitingroom2bg( "-", 0,0, strnpcinfo(0)+"::OnRedQuit", strnpcinfo(0)+"::OnRedDead", .rednpcname$ );
    	.blue = waitingroom2bg( "-", 0,0, strnpcinfo(0)+"::OnBlueQuit", strnpcinfo(0)+"::OnBlueDead", .bluenpcname$ );
    	delwaitingroom .rednpcname$;
    	delwaitingroom .bluenpcname$;
    	setwall "bat_a01", 164,347, 6, 4, 0, "bg_emp_town_red";
    	setwall "bat_a01", 154,51, 6, 4, 0, "bg_emp_town_blue";
    	bg_warp .red, "bat_a01", 171,346;
    	bg_warp .blue, "bat_a01", 162,50;
    
    	// delay before match begins
    	sleep 6000;
    	mapannounce "bat_a01", "The rules are simple. The first team to break the opponent's Emperium wins!", bc_map;
    	sleep 3000;
    	for ( .@i = 5; .@i > 0; --.@i ) {
    		mapannounce "bat_a01", "["+ .@i +"]", bc_map;
    		sleep 1000;
    	}
    	mapannounce "bat_a01", "Start!", bc_map;
    
    	// spawn Emperiums
    	bg_monster .red,"bat_a01",171,346, "--ja--",1915, strnpcinfo(3)+"::OnRedDown";
    	bg_monster .blue,"bat_a01",162,50, "--ja--",1914, strnpcinfo(3)+"::OnBlueDown";
    	delwall "bg_emp_town_red";
    	delwall "bg_emp_town_blue";
    
    	// match duration
    	sleep .eventlasting * 1000;
    
    	// end match, destroy Battleground, reset NPCs
    	killmonster "bat_a01", strnpcinfo(3)+"::OnRedDown";
    	killmonster "bat_a01", strnpcinfo(3)+"::OnBlueDown";
    	if ( .winside ) {
    		mapannounce "bat_a01", "- "+( (.winside == .red)? "Red" : "Blue" )+" Team is victorious! -", bc_map;
    		bg_get_data .winside, 1;
    		for ( .@i = 0; .@i < $@arenamemberscount; ++.@i )
    			getitem .rewarditem[0], .rewarditem[1], $@arenamembers[.@i];
    	} else
    		mapannounce "bat_a01", "- The match has ended in a draw! -", bc_map;
    	sleep 5000;
    	bg_warp .red, "prontera", 155,182;
    	bg_warp .blue, "prontera", 158,182;
    	bg_destroy .red;
    	bg_destroy .blue;
    	.winside = 0;
    	donpcevent .rednpcname$ +"::OnStart";
    	donpcevent .bluenpcname$ +"::OnStart";
    	end;
    
    // Emperium destroyed
    OnRedDown:  callsub L_EmpDown, "Red", .blue;
    OnBlueDown: callsub L_EmpDown, "Blue", .red;
    L_EmpDown:
    	mapannounce "bat_a01", strcharinfo(0) +" has destroyed "+ getarg(0) +" Team's Emperium.", bc_map;
    	.winside = getarg(1);
    	awake strnpcinfo(0);
    	end;
    
    // "OnDeath" event
    OnRedDead:  callsub L_Dead, 157,347;
    OnBlueDead: callsub L_Dead, 142,51;
    L_Dead:
    	warp "bat_a01", getarg(0), getarg(1);
    	percentheal 100,100;
    	end;
    
    // "OnQuit" event
    OnRedQuit:  callsub L_Quit, .red, "Red";
    OnBlueQuit: callsub L_Quit, .blue, "Blue";
    L_Quit:
    	percentheal 100, 100;
    	if ( !bg_get_data( getarg(0), 0 ) )
    		mapannounce "bat_a01", "All "+ getarg(1) +" team members have quit!", bc_map, 0xff3333;
    	end;
    }
    
    bat_room,138,136,6	script	Red Team#bg_emp	413,{
    	end;
    OnInit:
    	sleep 1;
    	set getvariableofnpc( .rednpcname$, "bg_emp#control" ), strnpcinfo(0);
    OnStart:
    	waitingroom "Red Team", getvariableofnpc( .minplayer2start, "bg_emp#control" ) +1, "bg_emp#control::OnStart", getvariableofnpc( .minplayer2start, "bg_emp#control" );
    	end;
    }
    
    bat_room,144,136,4	script	Blue Team#bg_emp	417,{
    	end;
    OnInit:
    	sleep 1;
    	set getvariableofnpc( .bluenpcname$, "bg_emp#control" ), strnpcinfo(0);
    OnStart:
    	waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "bg_emp#control" ) +1, "bg_emp#control::OnStart", getvariableofnpc( .minplayer2start, "bg_emp#control" );
    	end;
    }
    
    bat_room,141,135,6	script	BG EMP	858,{
    mes "BG EMP 5 VS 5";
    mes "Premio Equipo Ganador:";
    mes "30 <ITEM>Valor Badge<INFO>7828</INFO></ITEM>";
    mes "Premio Equipo Perdedor:";
    mes "15 <ITEM>Valor Badge<INFO>7828</INFO></ITEM>";
    end;
    }
    
    bat_a01	mapflag	battleground
    bat_a01	mapflag	nosave	SavePoint
    bat_a01	mapflag	nowarp
    bat_a01	mapflag	nowarpto
    bat_a01	mapflag	noteleport
    bat_a01	mapflag	nomemo
    bat_a01	mapflag	nopenalty
    bat_a01	mapflag	nobranch
    bat_a01	mapflag	noicewall
    bat_a01	mapflag	hidemobhpbar

     

  8. Good day sir, I wonder if you developed client 20180621RagexeRe and other versions.

    There's a big problem with a missing packet at the moment of picking items from the ground, I invite you to read this issue

    https://github.com/rathena/rathena/issues/4853

    The problem also affecto monsters.

    It will take just 1 minute, I'm telling this because it have been several years with that issue but nobody have the means or give the enough importance to report.

    I really need a clue to solve this, for the good sake of the incoming servers using this client.

    Best Regards and God bless you.

  9. Good day everybody

    is it possible  to change text color inside a menu index if a variable is set? 

    for example:   

    menu
    "^BDBDBD - Amatsu Field ^000000",F1,
    "- Yuno Fields",F29;

    Amatsu locked, This is a default a gray color like not unlocked yet,   how to change the color to black if this variable is set :    #warpamf

    in Few words, I want this text in gray if the map is locked (meaning that not variable set), and black if the map mas unlocked. 

    mobchatfix.png.4c793e2fab1cbe859d0ac4154f5c231d.png

     

    Actually I am implementing an unlocking warper, where you have to bring items one time for a life time selected field or dungeon unlock.  

    Would be even greater if I find a way to change tex colors inside the menu. any idea?

    // --------------------------------------------------
    	Fields:
    // --------------------------------------------------
    @f = true;
    menu
    "- Amatsu Field",F1, 
    "- Ayothaya Fields",AYO,
    "- Brasilis Fields",BRAF,
    "- Comodo Fields",COMO,
    "- Dewata Fields",F6,
    "- Einbroch Fields",EIN, 
    "- El Dicastes Fields",F9,
    "- Geffen Fields",FG,
    "- Gonryun Fields",F11,
    "- Hugel Fields",HUG,
    "- Lighthalzen Fields",LIF,
    "- Louyang Field",F15,
    "- Lutie Field",F16,
    "- Malaya Fields",F17,
    "- Manuk Fields",MAN,
    "- Mjolnir Fields",F19, 
    "- Niflheim Fields",F21,
    "- Payon Forests ",PFT,
    "- Prontera Fields",PF,
    "- Rachel Fields",RAF,
    "- Sograt Deserts ~ ^B43104Morroc Fields^000000",SOG,
    "- Sograt Deserts ~ ^A901DBMorroc Dimensional^000000",MOD,
    "- Splendide Fields",F26,
    "- Umbala Fields",F27, 
    "- Veins Fields",VF,
    "- Yuno Fields",F29;
    
    //-------------------------------------------------AMATSU FIELDS DESBLOQUEABLE-----------------------------------------------------------------------
    F1: setarray @c[2],174,324;
    if(#warpamf ){
    cutin "jpn_mid02",2;
    mes "^0000FFWarp Agent^000000";
    mes "Tienes desbloqueado el Spot de Hydras en Amatsu field:";
    specialeffect 567;
    specialeffect 618;
    npctalk "Warper: Granted Access for "+strcharinfo(0)+".!";
    Disp("- Amatsu Field ~ ^0B6121Hydra Spot^000000 ["+getmapusers("ama_fild01")+"]"); Pick("","ama_fild01");
    end;
    }
    
    if( countitem(748) < 1 ) goto faltarouse;
    npctalk "Requiere 1 Witherless Rose para un desbloqueo permanente.";
    cutin "jpn_mid05",2;
    progressbar "ffff00",1;
    specialeffect 567;
    cutin "jpn_mid05",2;
    npctalk "Vaya! has conseguido la rosa, eres digno merecedor del acceso.!";
    specialeffect 618;
    cutin "warper",2;
    mes "^0000FFAgente Warp^000000";
    mes "Felicidades!.";
    specialeffect2 367;
    specialeffect2 71;
    delitem 748,1;
    getitem 7539,3;
    set #warpamf,1;
    announce "Warper: Felicidades, haz desbloqueado un atajo facil!",bc_yellow|bc_self;
    Disp("- Amatsu Field ~ ^0B6121Hydra Spot^000000 ["+getmapusers("ama_fild01")+"]"); Pick("","ama_fild01");
    end;
    
    faltarouse:
    npctalk "Requiere 1 Witherless Rose";
    mes "^0000FFAgente Warp^000000";
    mes "Me encantaria llevarte, pero necesitas 1 ^FF0000Witherless Rose^000000";
    cutin "",255;
    end;

     

  10. After almost 10 months of  this

    I had found the solution

    SCR/MAP/MOB.CPP

    line 81

    add:  int a = mob_chat_db[id].msg_id;

    example:

    //Dynamic mob chat database
    std::map<short,struct mob_chat> mob_chat_db;
    struct mob_chat *mob_chat(short id) {
        int a = mob_chat_db[id].msg_id;
        return util::map_find( mob_chat_db, id );
    }
     

    Success:

    mobchatfix.png.391c3e3f1c9ee14107f34e6fc4f4820b.png

     

    • Upvote 1
  11. Good day, dear community

    I modified the jobmaster.txt, and added some cutins, illust for my spanish server, Everything looks stable but I have difficulties when closing an illust after hitting the cancel option.

    best.png.c1c85e92429191bd80a6fc7178eda5ca.png

     

    //===== 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,147,195,6	script	Job Master	803,{
    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;
    		cutin "hu_alex04",2;
    		mes .NPCName$;
    		mes "Level requerido:";
    		mes ((getarg(0)>1)? 
    			"^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
    			getarg(1)+"^000000 (^00bb00Job^000000)";
    		mes "Necesitas " +
    			((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 mas niveles base " + 
    				((.@jlvl > 0) ? "y " : "") : "") +
    			((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 mas job levels " : "") +
    			"para continuar.";
    		emotion ET_SCRATCH;
    		sleep2 1000;
    		cutin "",255;
    		emotion ET_ANGER;
    		npctalk "Alexa: Hey "+strcharinfo(0)+"! Recuerda cumplir con los requisitos de nivel antes de cambiar de profesion. No lo olvides.";
    		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) {
    		cutin "hu_alex04",2;
    		mes .NPCName$;
    		mes "Por favor, ocupa todos tus skill points antes de proceder.";
    		emotion ET_SWEAT;
    		close2;
    		emotion ET_ANGER;
    		npctalk "Alexa: Hey "+strcharinfo(0)+"! antes de cambiar de job tienes primero que asignar todos tus skill points ok?. No lo olvides.";
    		cutin "",255;
    		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$;
    	cutin "hu_alex01",2;
    	mes "Buenos dias "+strcharinfo(0)+", veamos en que puedo ayudarte!.";
    	next;
    	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.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 (.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 ) {
    			cutin "hu_alex04",2;
    			mes .NPCName$;
    			mes "No hay mas profesiones disponibles.";
    			sleep2 1000;
    			emotion ET_HNG;
    			npctalk "Alexa: Freyja por favor dame paciencia con estos users...";
    			cutin "",255;
    			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 .NPCName$;
    			mes "Elige una profesion.";
    			cutin "hu_alex01",2;
    			.@menu$ = "";
    			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$;
    		}
    		.@class = getelementofarray(getarg(0), .@selected);
    		if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
    				BaseLevel < .SNovice) {
    			// Special Level Requirement because Super Novice and
    			// Super Baby can both be selected in one of the first class
    			// changes. That's why the Level Requirement is after and not before
    			// the selection.
    			cutin "hu_alex04",2;
    			mes "Necesitas ser de nivel " + .SNovice +
    				" para convertirte en " + jobname(.@class) + ".";
    			emotion ET_SWEAT;
    			close2;
    			cutin "",255;
    			return;
    		}
    		// Confirm the Class
    		Confirm_Change(.@class, .@opt_cnt > 1);
    		next;
    		//mes .NPCName$;
    	}
    	return;
    }
    
    
    // Executes the actual jobchange and closes.
    function	Job_Change	{
    	.@to_cls = getarg(0);
    	next;
    	mes .NPCName$;
    	emotion ET_BEST;
    	mes "Felicidades! Tu nueva profesion es: " + 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();
    	cutin "",255;	
    	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;
    	}
    	cutin "hu_alex03",2;
    	mes "Deseas convertirte en ^0055FF"+jobname(.@class)+"^000000 class?";
    	.@job_option$ = " ~ Cambiar a ^0055FF"+jobname(.@class)+"^000000 class";
    	if( .@class == Job_Novice_High)
    		.@job_option$ = " ~ ^0055FFRenacer^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_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$ = "^0B0B61[Alexa]^000000";
    	
    	// Settings
    	.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 = 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;
    }

     

    The problem is at line 375

        if (!.@back)
        close; // "Cancel" pressed
        return;
    }

    I can't add any script command before close because the npc bug out and then, it will not show the available job menu, any idea how to erase the illust when selecting cancel?

     

     

  12. This script is running every map, not only pvp.. 

    Players are getting points in BG, and WoE maps. Duels, and everywhere. How to change this?

    also @nuke is counting as a kill? why?

    How to disable getting points in other pvp maps? 

     

    Edit:  (temporal solution to avoid running this in bg_maps & town maps)

    //==================================
    OnPCKillEvent:	//-- Adding Stats
    //==================================
    	if( getmapflag( strcharinfo(3),mf_town ) ){
    	end;
    	}
    	
    	if( getmapflag( strcharinfo(3),mf_battleground ) ){
    	end;
    	}

     

×
×
  • Create New...