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qtdan

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  1. //===== rAthena Script ======================================= //= saders All in one Random Option Script //= Free Script!!!! //===== By: ================================================== //= sader1992 //= https://sader1992.com/ //= https://rathena.org/board/profile/30766-sader1992/ //= https://sader1992.com/?page=item&item=54 //= For more , check out here > //= https://sader1992.com/?page=ra_services //= https://sader1992.com/?page=store //= https://rathena.org/board/profile/30766-sader1992/content/?type=downloads_file //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //https://rathena.org/board/files/file/4309-all-in-one-random-options-script/ //https://github.com/sader1992/sader_scripts //===== Update Log: ========================================= //= Version 1.0 Creating the script. //===== Description: ========================================= //= This is a Highly Custumizable random option script //= you can reuse the script by just creating a new file with different setting!. //= read and understand the settings. //============================================================ prt_in,30,108,5 script Random Option 10434,{ disable_items; function rnd; switch(select("Insert Random Options:Allowed Items List")){ case 1: mes "You must equip the item to appear here!"; for(.@i=0;.@i<EQI_MAX;.@i++){ if(getequipisequiped(.@i)) { .@m1$ += (inarray(.item_list,getequipid(.@i)) != -1?"^11AD09":"^F73831") + F_getpositionname(.@i) + "-[" + getequipname(.@i) + "]^000000"; .@exist = true; } .@m1$ += ":"; } if(!.@exist){ mes "You have to equip the item you want to insert the random options into!."; end; } .@eq = select(.@m1$) -1; clear; .@id = getequipid(.@eq); if(inarray(.item_list,.@id) == -1){ mes "Sorry , I cannot deal with this item!"; end; } .@gid = .it[.@id]; if(!.@gid){ mes "Something went wrong!"; end; } if(!getequiprandomoption(.@eq,0,ROA_ID)){ .@zeny = .nz[.@gid]; .@cashpoint = .nk[.@gid]; .@costumpoint = .nc[.@gid]; copyarray(.@item,getd(".ni_" + .@gid),getarraysize(getd(".ni_" + .@gid))); copyarray(.@amount,getd(".na_" + .@gid),getarraysize(getd(".na_" + .@gid))); }else{ if(!.g_reroll[.@gid]){ mes "Sorry , i cannot reroll the random options in this item!"; end; } .@zeny = .rz[.@gid]; .@cashpoint = .rk[.@gid]; .@costumpoint = .rc[.@gid]; copyarray(.@item,getd(".ri_" + .@gid),getarraysize(getd(".ri_" + .@gid))); copyarray(.@amount,getd(".ra_" + .@gid),getarraysize(getd(".ra_" + .@gid))); } mes "Selected Item [" + getequipname(.@eq) + "]"; mes "==== Cost ===="; if(.@zeny) mes "Zeny: " + .@zeny; if(.@cashpoint) mes "CashPoint: " + .@cashpoint; if(.@costumpoint) mes .CustomPointsName$ + ": " + .@costumpoint; for(.@i=0;.@i<getarraysize(.@item);.@i++){ mes "(" + .@amount[.@i] + "pcs.) " + getitemname(.@item[.@i]) + " (" + .@item[.@i] + ")"; } if(!.KeepItemData){ mes "^E01E00You will loss all the refine and cards in the item if you continue.^000000"; } mes "Would you like to continue?"; if(select("Yes:No") == 2){ clear; mes "Ok, see you next time!"; end; } clear; if(Zeny < .@zeny){ mes "You don't have " + .@zeny + " Zeny"; .@close = true; } if(#CASHPOINTS < .@cashpoint){ mes "You don't have " + .@cashpoint + " CashPoints"; .@close = true; } if(getd(.CustomPointsVariable$) < .@costumpoint){ mes "You don't have " + .@costumpoint + " " + .CustomPointsName$; .@close = true; } for(.@i=0;.@i<getarraysize(.@item);.@i++){ if(countitem(.@item[.@i]) < .@amount[.@i]){ mes "You don't have (" + .@amount[.@i] + ") " + getitemname(.@item[.@i]); .@close = true; } } if(.@close) end; .@r = getequiprefinerycnt(.@eq); for(.@i=0;.@i<4;.@i++){ if(getequipcardid(.@eq,.@i)){ setd ".@c" + .@i,getequipcardid(.@eq,.@i); .@re[getarraysize(.@re)] = true; } } copyarray(.@opt_id,getd(".ro_id_" + .@gid + "_0"),getarraysize(getd(".ro_id_" + .@gid + "_0"))); copyarray(.@opt_mn,getd(".ro_mn_" + .@gid + "_0"),getarraysize(getd(".ro_mn_" + .@gid + "_0"))); copyarray(.@opt_mx,getd(".ro_mx_" + .@gid + "_0"),getarraysize(getd(".ro_mx_" + .@gid + "_0"))); for(.@i=1;.@i<6;.@i++){ copyarray(getd(".@opt_id" + .@i),getd(".ro_id_" + .@gid + "_" + .@i),getarraysize(getd(".ro_id_" + .@gid + "_" + .@i))); copyarray(getd(".@opt_mn" + .@i),getd(".ro_mn_" + .@gid + "_" + .@i),getarraysize(getd(".ro_mn_" + .@gid + "_" + .@i))); copyarray(getd(".@opt_mx" + .@i),getd(".ro_mx_" + .@gid + "_" + .@i),getarraysize(getd(".ro_mx_" + .@gid + "_" + .@i))); } for(.@i=1;.@i<6;.@i++){ if(rand(100) > getd(".s_" + .@i + "[" + .@gid + "]")) break; if(getd(".ro_id_" + .@gid + "_" + .@i)){ if(!getarraysize(getd(".@opt_id" + .@i))) break; .@ndx = rand(getarraysize(getd(".@opt_id" + .@i))); .@result_id = getd(".@opt_id" + .@i + "[" + .@ndx + "]"); .@result_vl = rnd(getd(".@opt_mn" + .@i + "[" + .@ndx + "]"),getd(".@opt_mx" + .@i + "[" + .@ndx + "]")); deletearray(getd(".@opt_id" + .@i + "[" + .@ndx + "]"),1); deletearray(getd(".@opt_mn" + .@i + "[" + .@ndx + "]"),1); deletearray(getd(".@opt_mx" + .@i + "[" + .@ndx + "]"),1); }else{ if(!.@opt_id) break; .@ndx = rand(getarraysize(.@opt_id)); .@result_id = .@opt_id[.@ndx]; .@result_vl = rnd(.@opt_mn[.@ndx],.@opt_mx[.@ndx]); if(!.g_reuse[.@gid]){ deletearray(.@opt_id[.@ndx],1); deletearray(.@opt_mn[.@ndx],1); deletearray(.@opt_mx[.@ndx],1); } } if(.ex[.@result_id]){ for(.@i2=0;.@i2<getarraysize(.@r_id);.@i2++){ if(.ex[.@result_id] == .ex[.@r_id[.@i2]]){ .@reject = true; } } } if(!.@reject){ .@s1 = getarraysize(.@r_id); .@r_id[.@s1] = .@result_id; .@r_v[.@s1] = .@result_vl; }else{ .@i--; .@failsafe++; if(.@failsafe > 50){ mes "Something went wrong , The server admin need to make sure that the config is done correctly!"; end; } } } if(Zeny < .@zeny) end; if(#CASHPOINTS < .@cashpoint) end; if(getd(.CustomPointsVariable$) < .@costumpoint) end; for(.@i=0;.@i<getarraysize(.@item);.@i++){ if(countitem(.@item[.@i]) < .@amount[.@i]){ end; } } // anti-hack if (callfunc("F_IsEquipIDHack", .@eq, .@id) || callfunc("F_IsEquipCardHack", .@eq, .@c0, .@c1, .@c2, .@c3)) { // anti-hack emotion ET_FRET; mes "Item Switch detected!"; end; } Zeny -= .@zeny; #CASHPOINTS-= .@cashpoint; setd(.CustomPointsVariable$,getd(.CustomPointsVariable$) - .@costumpoint); for(.@i=0;.@i<getarraysize(.@item);.@i++){ delitem(.@item[.@i],.@amount[.@i]); } if(!.@r_id){ specialeffect2 EF_REFINEOK; mes "Look Like you didn't get any random option, your luck is really bad!"; end; } delequip(.@eq); specialeffect2 EF_REFINEOK; if(.KeepItemData) getitem3(.@id,1,1,.@r,0,.@c0,.@c1,.@c2,.@c3,.@r_id,.@r_v,.@null); else getitem3(.@id,1,1,0,0,0,0,0,0,.@r_id,.@r_v,.@null); equip(.@id); mes "Done!"; end; case 2: mes "The list of the allowed items in this npc!"; for(.@i=0;.@i<getarraysize(.item_list);.@i++){ mes "<ITEM>" + getitemname(.item_list[.@i]) + "[" + getitemslots(.item_list[.@i]) + "]<INFO>" + .item_list[.@i] + "</INFO></ITEM>"; if(.@i >= 10 && !(.@i%10)) next; } end; } end; function rnd { if(.HardBalance){ return rand(getarg(0),rand(getarg(0)+1,getarg(1))); } return rand(getarg(0),getarg(1)); } function AddGroup { .@id = getarg(0); for(.@i=1;.@i<getargcount();.@i++){ .it[getarg(.@i)] = .@id; .item_list[getarraysize(.item_list)] = getarg(.@i); } return; } function AddGroupOption { .@id = getarg(0); .g_reroll[.@id] = getarg(1); .g_reuse[.@id] = getarg(2); return; } function AddGroupCost { .@id = getarg(0); .nz[.@id] = getarg(1); .nk[.@id] = getarg(2); .nc[.@id] = getarg(3); for(.@i=4;.@i<getargcount();.@i+=2){ .@s = getarraysize(getd(".ni_" + .@id)); setd(".ni_" + .@id + "[" + .@s + "]",getarg(.@i)); setd(".na_" + .@id + "[" + .@s + "]",getarg(.@i+1)); } return; } function AddGroupReRollCost { .@id = getarg(0); .rz[.@id] = getarg(1); .rk[.@id] = getarg(2); .rc[.@id] = getarg(3); for(.@i=4;.@i<getargcount();.@i+=2){ .@s = getarraysize(getd(".ri_" + .@id)); setd(".ri_" + .@id + "[" + .@s + "]",getarg(.@i)); setd(".ra_" + .@id + "[" + .@s + "]",getarg(.@i+1)); } return; } function AddGroupChance { .@id = getarg(0); .s_1[.@id] = getarg(1); .s_2[.@id] = getarg(2); .s_3[.@id] = getarg(3); .s_4[.@id] = getarg(4); .s_5[.@id] = getarg(5); return; } function AddOpt { .@id = getarg(0); .@loc = getarg(1); .@s = getarraysize(getd(".ro_id_" + .@id + "_" + .@loc)); setd(".ro_id_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(2)); setd(".ro_mn_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(3)); setd(".ro_mx_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(4)); return; } function AddExclusiveOpt { .@s1 = getarraysize(.exv); .exv[.@s1] = true; for(.@i=0;.@i<getargcount();.@i++){ .ex[getarg(.@i)] = .@s1; } return; } OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. // BAAL HELM ====================================================================== //Creating Group id 1 , with Hat items inside. AddGroup(1,50001); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,0,0,0,70501,1,677,50); //Group id 1 ReRoll Cost AddGroupReRollCost(1,0,0,0,70501,1,677,50); //Group id 1 Chances. AddGroupChance(1,100,100,100,0,0); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,1,RDMOPT_VAR_STRAMOUNT,1,5); AddOpt(1,1,RDMOPT_VAR_INTAMOUNT,1,5); AddOpt(1,1,RDMOPT_VAR_VITAMOUNT,1,5); AddOpt(1,1,RDMOPT_VAR_LUKAMOUNT,1,5); AddOpt(1,1,RDMOPT_VAR_AGIAMOUNT,1,5); AddOpt(1,1,RDMOPT_VAR_DEXAMOUNT,1,5); AddOpt(1,2,RDMOPT_VAR_MAXHPPERCENT,1,5); AddOpt(1,2,RDMOPT_VAR_MAXSPPERCENT,1,5); AddOpt(1,2,RDMOPT_VAR_ATKPERCENT,1,5); AddOpt(1,2,RDMOPT_VAR_MAGICATKPERCENT,1,5); AddOpt(1,2,RDMOPT_VAR_MDEFPOWER,1,5); AddOpt(1,2,RDMOPT_VAR_ITEMDEFPOWER,1,5); AddOpt(1,2,RDMOPT_VAR_HITSUCCESSVALUE,1,5); AddOpt(1,2,RDMOPT_VAR_CRITICALSUCCESSVALUE,1,5); AddOpt(1,3,RDMOPT_VAR_SPIRALPIERCE,8,12); AddOpt(1,3,RDMOPT_VAR_BOWLINGBASH,8,12); AddOpt(1,3,RDMOPT_VAR_SACRIFICE,8,12); AddOpt(1,3,RDMOPT_VAR_SHIELDCHAIN,8,12); AddOpt(1,3,RDMOPT_VAR_FIREBOLT,8,12); AddOpt(1,3,RDMOPT_VAR_COLDBOLT,8,12); AddOpt(1,3,RDMOPT_VAR_LIGHTNINGBOLT,8,12); AddOpt(1,3,RDMOPT_VAR_STORMGUST,8,12); AddOpt(1,3,RDMOPT_VAR_METEOR,8,12); AddOpt(1,3,RDMOPT_VAR_DOUBLE,8,12); AddOpt(1,3,RDMOPT_VAR_SHARPSHOOTING,8,12); AddOpt(1,3,RDMOPT_VAR_ARROWVULCAN,8,12); AddOpt(1,3,RDMOPT_VAR_ACIDDEMONSTRATION,8,12); AddOpt(1,3,RDMOPT_VAR_DEMONSTRATION,8,12); AddOpt(1,3,RDMOPT_VAR_CARTTERMINATION,8,12); AddOpt(1,3,RDMOPT_VAR_SONICBLOW,8,12); AddOpt(1,3,RDMOPT_VAR_BREAKER,8,12); AddOpt(1,3,RDMOPT_VAR_TURNUNDEAD,8,12); AddOpt(1,3,RDMOPT_VAR_HOLYLIGHT,8,12); AddOpt(1,3,RDMOPT_VAR_EXTREMITYFIST,8,12); AddOpt(1,3,RDMOPT_VAR_FINGEROFFENSIVE,8,12); AddOpt(1,3,RDMOPT_VAR_JUMPKICK,8,12); AddOpt(1,3,RDMOPT_VAR_SMA,8,12); AddOpt(1,3,RDMOPT_VAR_ISSEN,8,12); AddOpt(1,3,RDMOPT_VAR_HYOUSENSOU,8,12); AddOpt(1,3,RDMOPT_VAR_DESPERADO,8,12); AddOpt(1,3,RDMOPT_VAR_RAPIDSHOWER,8,12); // SKULL BEANIE HELM ====================================================================== //Creating Group id 2 , with Hat items inside. AddGroup(2,50002); //Group id 2 Options AddGroupOption(2,true,false); //Group id 2 Cost AddGroupCost(2,0,0,0,70502,1,677,50); //Group id 2 ReRoll Cost AddGroupReRollCost(2,0,0,0,70502,1,677,50); //Group id 2 Chances. AddGroupChance(2,100,100,100,0,0); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(2,1,RDMOPT_VAR_STRAMOUNT,1,5); AddOpt(2,1,RDMOPT_VAR_INTAMOUNT,1,5); AddOpt(2,1,RDMOPT_VAR_VITAMOUNT,1,5); AddOpt(2,1,RDMOPT_VAR_LUKAMOUNT,1,5); AddOpt(2,1,RDMOPT_VAR_AGIAMOUNT,1,5); AddOpt(2,1,RDMOPT_VAR_DEXAMOUNT,1,5); AddOpt(2,2,RDMOPT_VAR_MAXHPPERCENT,1,5); AddOpt(2,2,RDMOPT_VAR_MAXSPPERCENT,1,5); AddOpt(2,2,RDMOPT_VAR_ATKPERCENT,1,5); AddOpt(2,2,RDMOPT_VAR_MAGICATKPERCENT,1,5); AddOpt(2,2,RDMOPT_VAR_MDEFPOWER,1,5); AddOpt(2,2,RDMOPT_VAR_ITEMDEFPOWER,1,5); AddOpt(2,2,RDMOPT_VAR_HITSUCCESSVALUE,1,5); AddOpt(2,2,RDMOPT_VAR_CRITICALSUCCESSVALUE,1,5); AddOpt(2,3,RDMOPT_VAR_SPIRALPIERCE,8,12); AddOpt(2,3,RDMOPT_VAR_BOWLINGBASH,8,12); AddOpt(2,3,RDMOPT_VAR_SACRIFICE,8,12); AddOpt(2,3,RDMOPT_VAR_SHIELDCHAIN,8,12); AddOpt(2,3,RDMOPT_VAR_FIREBOLT,8,12); AddOpt(2,3,RDMOPT_VAR_COLDBOLT,8,12); AddOpt(2,3,RDMOPT_VAR_LIGHTNINGBOLT,8,12); AddOpt(2,3,RDMOPT_VAR_STORMGUST,8,12); AddOpt(2,3,RDMOPT_VAR_METEOR,8,12); AddOpt(2,3,RDMOPT_VAR_DOUBLE,8,12); AddOpt(2,3,RDMOPT_VAR_SHARPSHOOTING,8,12); AddOpt(2,3,RDMOPT_VAR_ARROWVULCAN,8,12); AddOpt(2,3,RDMOPT_VAR_ACIDDEMONSTRATION,8,12); AddOpt(2,3,RDMOPT_VAR_DEMONSTRATION,8,12); AddOpt(2,3,RDMOPT_VAR_CARTTERMINATION,8,12); AddOpt(2,3,RDMOPT_VAR_SONICBLOW,8,12); AddOpt(2,3,RDMOPT_VAR_BREAKER,8,12); AddOpt(2,3,RDMOPT_VAR_TURNUNDEAD,8,12); AddOpt(2,3,RDMOPT_VAR_HOLYLIGHT,8,12); AddOpt(2,3,RDMOPT_VAR_EXTREMITYFIST,8,12); AddOpt(2,3,RDMOPT_VAR_FINGEROFFENSIVE,8,12); AddOpt(2,3,RDMOPT_VAR_JUMPKICK,8,12); AddOpt(2,3,RDMOPT_VAR_SMA,8,12); AddOpt(2,3,RDMOPT_VAR_ISSEN,8,12); AddOpt(2,3,RDMOPT_VAR_HYOUSENSOU,8,12); AddOpt(2,3,RDMOPT_VAR_DESPERADO,8,12); AddOpt(2,3,RDMOPT_VAR_RAPIDSHOWER,8,12); // DROOPING MAYA HAT ====================================================================== //Creating Group id 3 , with Hat items inside. AddGroup(3,50004); //Group id 3 Options AddGroupOption(3,true,false); //Group id 3 Cost AddGroupCost(3,0,0,0,70503,1,677,50); //Group id 3 ReRoll Cost AddGroupReRollCost(3,0,0,0,70503,1,677,50); //Group id 3 Chances. AddGroupChance(3,100,100,100,0,0); //Group id 3 Random Option List. location 0 mean all the slot locations AddOpt(3,1,RDMOPT_VAR_STRAMOUNT,1,5); AddOpt(3,1,RDMOPT_VAR_INTAMOUNT,1,5); AddOpt(3,1,RDMOPT_VAR_VITAMOUNT,1,5); AddOpt(3,1,RDMOPT_VAR_LUKAMOUNT,1,5); AddOpt(3,1,RDMOPT_VAR_AGIAMOUNT,1,5); AddOpt(3,1,RDMOPT_VAR_DEXAMOUNT,1,5); AddOpt(3,2,RDMOPT_VAR_MAXHPPERCENT,1,5); AddOpt(3,2,RDMOPT_VAR_MAXSPPERCENT,1,5); AddOpt(3,2,RDMOPT_VAR_ATKPERCENT,1,5); AddOpt(3,2,RDMOPT_VAR_MAGICATKPERCENT,1,5); AddOpt(3,2,RDMOPT_VAR_MDEFPOWER,1,5); AddOpt(3,2,RDMOPT_VAR_ITEMDEFPOWER,1,5); AddOpt(3,2,RDMOPT_VAR_HITSUCCESSVALUE,1,5); AddOpt(3,2,RDMOPT_VAR_CRITICALSUCCESSVALUE,1,5); AddOpt(3,3,RDMOPT_VAR_SPIRALPIERCE,8,12); AddOpt(3,3,RDMOPT_VAR_BOWLINGBASH,8,12); AddOpt(3,3,RDMOPT_VAR_SACRIFICE,8,12); AddOpt(3,3,RDMOPT_VAR_SHIELDCHAIN,8,12); AddOpt(3,3,RDMOPT_VAR_FIREBOLT,8,12); AddOpt(3,3,RDMOPT_VAR_COLDBOLT,8,12); AddOpt(3,3,RDMOPT_VAR_LIGHTNINGBOLT,8,12); AddOpt(3,3,RDMOPT_VAR_STORMGUST,8,12); AddOpt(3,3,RDMOPT_VAR_METEOR,8,12); AddOpt(3,3,RDMOPT_VAR_DOUBLE,8,12); AddOpt(3,3,RDMOPT_VAR_SHARPSHOOTING,8,12); AddOpt(3,3,RDMOPT_VAR_ARROWVULCAN,8,12); AddOpt(3,3,RDMOPT_VAR_ACIDDEMONSTRATION,8,12); AddOpt(3,3,RDMOPT_VAR_DEMONSTRATION,8,12); AddOpt(3,3,RDMOPT_VAR_CARTTERMINATION,8,12); AddOpt(3,3,RDMOPT_VAR_SONICBLOW,8,12); AddOpt(3,3,RDMOPT_VAR_BREAKER,8,12); AddOpt(3,3,RDMOPT_VAR_TURNUNDEAD,8,12); AddOpt(3,3,RDMOPT_VAR_HOLYLIGHT,8,12); AddOpt(3,3,RDMOPT_VAR_EXTREMITYFIST,8,12); AddOpt(3,3,RDMOPT_VAR_FINGEROFFENSIVE,8,12); AddOpt(3,3,RDMOPT_VAR_JUMPKICK,8,12); AddOpt(3,3,RDMOPT_VAR_SMA,8,12); AddOpt(3,3,RDMOPT_VAR_ISSEN,8,12); AddOpt(3,3,RDMOPT_VAR_HYOUSENSOU,8,12); AddOpt(3,3,RDMOPT_VAR_DESPERADO,8,12); AddOpt(3,3,RDMOPT_VAR_RAPIDSHOWER,8,12); // DROOPING GARM HAT ====================================================================== //Creating Group id 4 , with Hat items inside. AddGroup(4,50005); //Group id 4 Options AddGroupOption(4,true,false); //Group id 4 Cost AddGroupCost(4,0,0,0,70504,1,677,50); //Group id 4 ReRoll Cost AddGroupReRollCost(4,0,0,0,70504,1,677,50); //Group id 4 Chances. AddGroupChance(4,100,100,100,0,0); //Group id 4 Random Option List. location 0 mean all the slot locations AddOpt(4,1,RDMOPT_VAR_STRAMOUNT,1,5); AddOpt(4,1,RDMOPT_VAR_INTAMOUNT,1,5); AddOpt(4,1,RDMOPT_VAR_VITAMOUNT,1,5); AddOpt(4,1,RDMOPT_VAR_LUKAMOUNT,1,5); AddOpt(4,1,RDMOPT_VAR_AGIAMOUNT,1,5); AddOpt(4,1,RDMOPT_VAR_DEXAMOUNT,1,5); AddOpt(4,2,RDMOPT_VAR_MAXHPPERCENT,1,5); AddOpt(4,2,RDMOPT_VAR_MAXSPPERCENT,1,5); AddOpt(4,2,RDMOPT_VAR_ATKPERCENT,1,5); AddOpt(4,2,RDMOPT_VAR_MAGICATKPERCENT,1,5); AddOpt(4,2,RDMOPT_VAR_MDEFPOWER,1,5); AddOpt(4,2,RDMOPT_VAR_ITEMDEFPOWER,1,5); AddOpt(4,2,RDMOPT_VAR_HITSUCCESSVALUE,1,5); AddOpt(4,2,RDMOPT_VAR_CRITICALSUCCESSVALUE,1,5); AddOpt(4,3,RDMOPT_VAR_SPIRALPIERCE,8,12); AddOpt(4,3,RDMOPT_VAR_BOWLINGBASH,8,12); AddOpt(4,3,RDMOPT_VAR_SACRIFICE,8,12); AddOpt(4,3,RDMOPT_VAR_SHIELDCHAIN,8,12); AddOpt(4,3,RDMOPT_VAR_FIREBOLT,8,12); AddOpt(4,3,RDMOPT_VAR_COLDBOLT,8,12); AddOpt(4,3,RDMOPT_VAR_LIGHTNINGBOLT,8,12); AddOpt(4,3,RDMOPT_VAR_STORMGUST,8,12); AddOpt(4,3,RDMOPT_VAR_METEOR,8,12); AddOpt(4,3,RDMOPT_VAR_DOUBLE,8,12); AddOpt(4,3,RDMOPT_VAR_SHARPSHOOTING,8,12); AddOpt(4,3,RDMOPT_VAR_ARROWVULCAN,8,12); AddOpt(4,3,RDMOPT_VAR_ACIDDEMONSTRATION,8,12); AddOpt(4,3,RDMOPT_VAR_DEMONSTRATION,8,12); AddOpt(4,3,RDMOPT_VAR_CARTTERMINATION,8,12); AddOpt(4,3,RDMOPT_VAR_SONICBLOW,8,12); AddOpt(4,3,RDMOPT_VAR_BREAKER,8,12); AddOpt(4,3,RDMOPT_VAR_TURNUNDEAD,8,12); AddOpt(4,3,RDMOPT_VAR_HOLYLIGHT,8,12); AddOpt(4,3,RDMOPT_VAR_EXTREMITYFIST,8,12); AddOpt(4,3,RDMOPT_VAR_FINGEROFFENSIVE,8,12); AddOpt(4,3,RDMOPT_VAR_JUMPKICK,8,12); AddOpt(4,3,RDMOPT_VAR_SMA,8,12); AddOpt(4,3,RDMOPT_VAR_ISSEN,8,12); AddOpt(4,3,RDMOPT_VAR_HYOUSENSOU,8,12); AddOpt(4,3,RDMOPT_VAR_DESPERADO,8,12); AddOpt(4,3,RDMOPT_VAR_RAPIDSHOWER,8,12); // Greate E. HAT ====================================================================== //Creating Group id 5 , with Hat items inside. AddGroup(11,50047); //Group id 11 Options AddGroupOption(11,true,false); //Group id 11 Cost AddGroupCost(11,0,0,0,70511,1,677,50); //Group id 11 ReRoll Cost AddGroupReRollCost(11,0,0,0,70511,1,677,50); //Group id 11 Chances. AddGroupChance(11,100,100,100,0,0); //Group id 4 Random Option List. location 0 mean all the slot locations AddOpt(11,1,RDMOPT_VAR_STRAMOUNT,1,5); AddOpt(11,1,RDMOPT_VAR_INTAMOUNT,1,5); AddOpt(11,1,RDMOPT_VAR_VITAMOUNT,1,5); AddOpt(11,1,RDMOPT_VAR_LUKAMOUNT,1,5); AddOpt(11,1,RDMOPT_VAR_AGIAMOUNT,1,5); AddOpt(11,1,RDMOPT_VAR_DEXAMOUNT,1,5); AddOpt(11,2,RDMOPT_VAR_MAXHPPERCENT,1,5); AddOpt(11,2,RDMOPT_VAR_MAXSPPERCENT,1,5); AddOpt(11,2,RDMOPT_VAR_ATKPERCENT,1,5); AddOpt(11,2,RDMOPT_VAR_MAGICATKPERCENT,1,5); AddOpt(11,2,RDMOPT_VAR_MDEFPOWER,1,5); AddOpt(11,2,RDMOPT_VAR_ITEMDEFPOWER,1,5); AddOpt(11,2,RDMOPT_VAR_HITSUCCESSVALUE,1,5); AddOpt(11,2,RDMOPT_VAR_CRITICALSUCCESSVALUE,1,5); AddOpt(11,3,RDMOPT_VAR_SPIRALPIERCE,8,12); AddOpt(11,3,RDMOPT_VAR_BOWLINGBASH,8,12); AddOpt(11,3,RDMOPT_VAR_SACRIFICE,8,12); AddOpt(11,3,RDMOPT_VAR_SHIELDCHAIN,8,12); AddOpt(11,3,RDMOPT_VAR_FIREBOLT,8,12); AddOpt(11,3,RDMOPT_VAR_COLDBOLT,8,12); AddOpt(11,3,RDMOPT_VAR_LIGHTNINGBOLT,8,12); AddOpt(11,3,RDMOPT_VAR_STORMGUST,8,12); AddOpt(11,3,RDMOPT_VAR_METEOR,8,12); AddOpt(11,3,RDMOPT_VAR_DOUBLE,8,12); AddOpt(11,3,RDMOPT_VAR_SHARPSHOOTING,8,12); AddOpt(11,3,RDMOPT_VAR_ARROWVULCAN,8,12); AddOpt(11,3,RDMOPT_VAR_ACIDDEMONSTRATION,8,12); AddOpt(11,3,RDMOPT_VAR_DEMONSTRATION,8,12); AddOpt(11,3,RDMOPT_VAR_CARTTERMINATION,8,12); AddOpt(11,3,RDMOPT_VAR_SONICBLOW,8,12); AddOpt(11,3,RDMOPT_VAR_BREAKER,8,12); AddOpt(11,3,RDMOPT_VAR_TURNUNDEAD,8,12); AddOpt(11,3,RDMOPT_VAR_HOLYLIGHT,8,12); AddOpt(11,3,RDMOPT_VAR_EXTREMITYFIST,8,12); AddOpt(11,3,RDMOPT_VAR_FINGEROFFENSIVE,8,12); AddOpt(11,3,RDMOPT_VAR_JUMPKICK,8,12); AddOpt(11,3,RDMOPT_VAR_SMA,8,12); AddOpt(11,3,RDMOPT_VAR_ISSEN,8,12); AddOpt(11,3,RDMOPT_VAR_HYOUSENSOU,8,12); AddOpt(11,3,RDMOPT_VAR_DESPERADO,8,12); AddOpt(11,3,RDMOPT_VAR_RAPIDSHOWER,8,12); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end; } Hello @sader1992 is it possible to make in 1 group with different cost per item instead i'm making lots of groups? Thanksss
  2. //===== rAthena Script ======================================= //= saders All in one Random Option Script //= Free Script!!!! //===== By: ================================================== //= sader1992 //= https://sader1992.com/ //= https://rathena.org/board/profile/30766-sader1992/ //= https://sader1992.com/?page=item&item=54 //= For more , check out here > //= https://sader1992.com/?page=ra_services //= https://sader1992.com/?page=store //= https://rathena.org/board/profile/30766-sader1992/content/?type=downloads_file //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //https://rathena.org/board/files/file/4309-all-in-one-random-options-script/ //https://github.com/sader1992/sader_scripts //===== Update Log: ========================================= //= Version 1.0 Creating the script. //===== Description: ========================================= //= This is a Highly Custumizable random option script //= you can reuse the script by just creating a new file with different setting!. //= read and understand the settings. //============================================================ payon_in01,57,67,5 script Random Option 10434,{ disable_items; function rnd; switch(select("Insert Random Options:Allowed Items List")){ case 1: mes "You must equip the item to appear here!"; for(.@i=0;.@i<EQI_MAX;.@i++){ if(getequipisequiped(.@i)) { .@m1$ += (inarray(.item_list,getequipid(.@i)) != -1?"^11AD09":"^F73831") + F_getpositionname(.@i) + "-[" + getequipname(.@i) + "]^000000"; .@exist = true; } .@m1$ += ":"; } if(!.@exist){ mes "You have to equip the item you want to insert the random options into!."; end; } .@eq = select(.@m1$) -1; clear; .@id = getequipid(.@eq); if(inarray(.item_list,.@id) == -1){ mes "Sorry , I cannot deal with this item!"; end; } .@gid = .it[.@id]; if(!.@gid){ mes "Something went wrong!"; end; } if(!getequiprandomoption(.@eq,0,ROA_ID)){ .@zeny = .nz[.@gid]; .@cashpoint = .nk[.@gid]; .@costumpoint = .nc[.@gid]; copyarray(.@item,getd(".ni_" + .@gid),getarraysize(getd(".ni_" + .@gid))); copyarray(.@amount,getd(".na_" + .@gid),getarraysize(getd(".na_" + .@gid))); }else{ if(!.g_reroll[.@gid]){ mes "Sorry , i cannot reroll the random options in this item!"; end; } .@zeny = .rz[.@gid]; .@cashpoint = .rk[.@gid]; .@costumpoint = .rc[.@gid]; copyarray(.@item,getd(".ri_" + .@gid),getarraysize(getd(".ri_" + .@gid))); copyarray(.@amount,getd(".ra_" + .@gid),getarraysize(getd(".ra_" + .@gid))); } mes "Selected Item [" + getequipname(.@eq) + "]"; mes "==== Cost ===="; if(.@zeny) mes "Zeny: " + .@zeny; if(.@cashpoint) mes "CashPoint: " + .@cashpoint; if(.@costumpoint) mes .CustomPointsName$ + ": " + .@costumpoint; for(.@i=0;.@i<getarraysize(.@item);.@i++){ mes "(" + .@amount[.@i] + "pcs.) " + getitemname(.@item[.@i]) + " (" + .@item[.@i] + ")"; } if(!.KeepItemData){ mes "^E01E00You will loss all the refine and cards in the item if you continue.^000000"; } mes "Would you like to continue?"; if(select("Yes:No") == 2){ clear; mes "Ok, see you next time!"; end; } clear; if(Zeny < .@zeny){ mes "You don't have " + .@zeny + " Zeny"; .@close = true; } if(#CASHPOINTS < .@cashpoint){ mes "You don't have " + .@cashpoint + " CashPoints"; .@close = true; } if(getd(.CustomPointsVariable$) < .@costumpoint){ mes "You don't have " + .@costumpoint + " " + .CustomPointsName$; .@close = true; } for(.@i=0;.@i<getarraysize(.@item);.@i++){ if(countitem(.@item[.@i]) < .@amount[.@i]){ mes "You don't have (" + .@amount[.@i] + ") " + getitemname(.@item[.@i]); .@close = true; } } if(.@close) end; .@r = getequiprefinerycnt(.@eq); for(.@i=0;.@i<4;.@i++){ if(getequipcardid(.@eq,.@i)){ setd ".@c" + .@i,getequipcardid(.@eq,.@i); .@re[getarraysize(.@re)] = true; } } copyarray(.@opt_id,getd(".ro_id_" + .@gid + "_0"),getarraysize(getd(".ro_id_" + .@gid + "_0"))); copyarray(.@opt_mn,getd(".ro_mn_" + .@gid + "_0"),getarraysize(getd(".ro_mn_" + .@gid + "_0"))); copyarray(.@opt_mx,getd(".ro_mx_" + .@gid + "_0"),getarraysize(getd(".ro_mx_" + .@gid + "_0"))); for(.@i=1;.@i<6;.@i++){ copyarray(getd(".@opt_id" + .@i),getd(".ro_id_" + .@gid + "_" + .@i),getarraysize(getd(".ro_id_" + .@gid + "_" + .@i))); copyarray(getd(".@opt_mn" + .@i),getd(".ro_mn_" + .@gid + "_" + .@i),getarraysize(getd(".ro_mn_" + .@gid + "_" + .@i))); copyarray(getd(".@opt_mx" + .@i),getd(".ro_mx_" + .@gid + "_" + .@i),getarraysize(getd(".ro_mx_" + .@gid + "_" + .@i))); } for(.@i=1;.@i<6;.@i++){ if(rand(100) > getd(".s_" + .@i + "[" + .@gid + "]")) break; if(getd(".ro_id_" + .@gid + "_" + .@i)){ if(!getarraysize(getd(".@opt_id" + .@i))) break; .@ndx = rand(getarraysize(getd(".@opt_id" + .@i))); .@result_id = getd(".@opt_id" + .@i + "[" + .@ndx + "]"); .@result_vl = rnd(getd(".@opt_mn" + .@i + "[" + .@ndx + "]"),getd(".@opt_mx" + .@i + "[" + .@ndx + "]")); deletearray(getd(".@opt_id" + .@i + "[" + .@ndx + "]"),1); deletearray(getd(".@opt_mn" + .@i + "[" + .@ndx + "]"),1); deletearray(getd(".@opt_mx" + .@i + "[" + .@ndx + "]"),1); }else{ if(!.@opt_id) break; .@ndx = rand(getarraysize(.@opt_id)); .@result_id = .@opt_id[.@ndx]; .@result_vl = rnd(.@opt_mn[.@ndx],.@opt_mx[.@ndx]); if(!.g_reuse[.@gid]){ deletearray(.@opt_id[.@ndx],1); deletearray(.@opt_mn[.@ndx],1); deletearray(.@opt_mx[.@ndx],1); } } if(.ex[.@result_id]){ for(.@i2=0;.@i2<getarraysize(.@r_id);.@i2++){ if(.ex[.@result_id] == .ex[.@r_id[.@i2]]){ .@reject = true; } } } if(!.@reject){ .@s1 = getarraysize(.@r_id); .@r_id[.@s1] = .@result_id; .@r_v[.@s1] = .@result_vl; }else{ .@i--; .@failsafe++; if(.@failsafe > 50){ mes "Something went wrong , The server admin need to make sure that the config is done correctly!"; end; } } } if(Zeny < .@zeny) end; if(#CASHPOINTS < .@cashpoint) end; if(getd(.CustomPointsVariable$) < .@costumpoint) end; for(.@i=0;.@i<getarraysize(.@item);.@i++){ if(countitem(.@item[.@i]) < .@amount[.@i]){ end; } } // anti-hack if (callfunc("F_IsEquipIDHack", .@eq, .@id) || callfunc("F_IsEquipCardHack", .@eq, .@c0, .@c1, .@c2, .@c3)) { // anti-hack emotion ET_FRET; mes "Item Switch detected!"; end; } Zeny -= .@zeny; #CASHPOINTS-= .@cashpoint; setd(.CustomPointsVariable$,getd(.CustomPointsVariable$) - .@costumpoint); for(.@i=0;.@i<getarraysize(.@item);.@i++){ delitem(.@item[.@i],.@amount[.@i]); } if(!.@r_id){ specialeffect2 EF_REFINEOK; mes "Look Like you didn't get any random option, your luck is really bad!"; end; } delequip(.@eq); specialeffect2 EF_REFINEOK; if(.KeepItemData) getitem3(.@id,1,1,.@r,0,.@c0,.@c1,.@c2,.@c3,.@r_id,.@r_v,.@null); else getitem3(.@id,1,1,0,0,0,0,0,0,.@r_id,.@r_v,.@null); equip(.@id); mes "Done!"; end; case 2: mes "The list of the allowed items in this npc!"; for(.@i=0;.@i<getarraysize(.item_list);.@i++){ mes "<ITEM>" + getitemname(.item_list[.@i]) + "[" + getitemslots(.item_list[.@i]) + "]<INFO>" + .item_list[.@i] + "</INFO></ITEM>"; if(.@i >= 10 && !(.@i%10)) next; } end; } end; function rnd { if(.HardBalance){ return rand(getarg(0),rand(getarg(0)+1,getarg(1))); } return rand(getarg(0),getarg(1)); } function AddGroup { .@id = getarg(0); for(.@i=1;.@i<getargcount();.@i++){ .it[getarg(.@i)] = .@id; .item_list[getarraysize(.item_list)] = getarg(.@i); } return; } function AddGroupOption { .@id = getarg(0); .g_reroll[.@id] = getarg(1); .g_reuse[.@id] = getarg(2); return; } function AddGroupCost { .@id = getarg(0); .nz[.@id] = getarg(1); .nk[.@id] = getarg(2); .nc[.@id] = getarg(3); for(.@i=4;.@i<getargcount();.@i+=2){ .@s = getarraysize(getd(".ni_" + .@id)); setd(".ni_" + .@id + "[" + .@s + "]",getarg(.@i)); setd(".na_" + .@id + "[" + .@s + "]",getarg(.@i+1)); } return; } function AddGroupReRollCost { .@id = getarg(0); .rz[.@id] = getarg(1); .rk[.@id] = getarg(2); .rc[.@id] = getarg(3); for(.@i=4;.@i<getargcount();.@i+=2){ .@s = getarraysize(getd(".ri_" + .@id)); setd(".ri_" + .@id + "[" + .@s + "]",getarg(.@i)); setd(".ra_" + .@id + "[" + .@s + "]",getarg(.@i+1)); } return; } function AddGroupChance { .@id = getarg(0); .s_1[.@id] = getarg(1); .s_2[.@id] = getarg(2); .s_3[.@id] = getarg(3); .s_4[.@id] = getarg(4); .s_5[.@id] = getarg(5); return; } function AddOpt { .@id = getarg(0); .@loc = getarg(1); .@s = getarraysize(getd(".ro_id_" + .@id + "_" + .@loc)); setd(".ro_id_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(2)); setd(".ro_mn_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(3)); setd(".ro_mx_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(4)); return; } function AddExclusiveOpt { .@s1 = getarraysize(.exv); .exv[.@s1] = true; for(.@i=0;.@i<getargcount();.@i++){ .ex[getarg(.@i)] = .@s1; } return; } OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. //Creating Group id 1 , with Hat items inside. AddGroup(1,50001,50002,50004,50005,50006,50007,50008,50009,50010,50011,50014,50015); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,0,0,0,677,50); //Group id 1 ReRoll Cost AddGroupReRollCost(1,0,0,0,677,50); //Group id 1 Chances. AddGroupChance(1,100,100,0,0,0); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,1,RDMOPT_VAR_STRAMOUNT,5,10); AddOpt(1,1,RDMOPT_VAR_INTAMOUNT,5,10); AddOpt(1,1,RDMOPT_VAR_VITAMOUNT,5,10); AddOpt(1,1,RDMOPT_VAR_LUKAMOUNT,5,10); AddOpt(1,1,RDMOPT_VAR_AGIAMOUNT,5,10); AddOpt(1,1,RDMOPT_VAR_DEXAMOUNT,5,10); AddOpt(1,2,RDMOPT_VAR_MAXHPPERCENT,5,10); AddOpt(1,2,RDMOPT_VAR_MAXSPPERCENT,5,10); AddOpt(1,2,RDMOPT_VAR_ATKPERCENT,5,10); AddOpt(1,2,RDMOPT_VAR_MAGICATKPERCENT,5,10); AddOpt(1,2,RDMOPT_VAR_MDEFPOWER,5,10); AddOpt(1,2,RDMOPT_VAR_ITEMDEFPOWER,5,10); AddOpt(1,2,RDMOPT_VAR_HITSUCCESSVALUE,5,10); AddOpt(1,2,RDMOPT_VAR_CRITICALSUCCESSVALUE,5,10); //those enchantment you wont get unless in slot 5 AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WATER_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WIND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_POISON_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET,1,100); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end; } Can someone help me to add a requirment that the same item. Example to add Option in item 30002 you need another 30002 to proceed adding option same item requirment is need specially the item requirments from the script it self right now! TIA ♥
  3. is there a way i can make normal mobs x2 stats and x5 their hp and the mvp mobs will be x10 stats and x10 hp?
  4. Damnnn it works thanks a lot man.
  5. Already done that. Just the cancel is my issue.
  6. /** * Extended Vending system [Lilith] **/ int skill_vending(struct map_session_data *sd, t_itemid nameid) { struct item_data *item; char output[1024]; nullpo_ret(sd); if (!pc_can_give_items(sd) || (item = itemdb_search(nameid)) == NULL) { sd->state.prevend = 0; sd->vend_loot = 0; sd->state.workinprogress = WIP_DISABLE_NONE; clif_skill_fail(sd, MC_VENDING, USESKILL_FAIL_LEVEL, 0); } else { sd->vend_loot = nameid; sd->state.prevend = 1; clif_openvendingreq(sd, 2 + sd->vend_lvl); sprintf(output, msg_txt(sd, 1594), item->ename.c_str()); clif_messagecolor(&sd->bl, color_table[COLOR_CYAN], output, false, SELF); } return 0; } how do you guys solve this part when canceling the vending it still go for vending and the currency becomes unknown item. if (!pc_can_give_items(sd) || (item = itemdb_search(nameid)) == NULL) {
  7. Is there an update code for this? I test this on latest rA it cancels the vending when u press cancel but when u try to ok the map disconnects.
  8. Hello @sader1992 I'm using your All in one Random Option Script. I encounter an error. I think when the random goes to the minimum value of the option it will error. //===== rAthena Script ======================================= //= saders All in one Random Option Script //= Free Script!!!! //===== By: ================================================== //= sader1992 //= https://sader1992.com/ //= https://rathena.org/board/profile/30766-sader1992/ //= https://sader1992.com/?page=item&item=54 //= For more , check out here > //= https://sader1992.com/?page=ra_services //= https://sader1992.com/?page=store //= https://rathena.org/board/profile/30766-sader1992/content/?type=downloads_file //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //https://rathena.org/board/files/file/4309-all-in-one-random-options-script/ //https://github.com/sader1992/sader_scripts //===== Update Log: ========================================= //= Version 1.0 Creating the script. //===== Description: ========================================= //= This is a Highly Custumizable random option script //= you can reuse the script by just creating a new file with different setting!. //= read and understand the settings. //============================================================ prontera,108,172,5 script Random Option 10434,{ disable_items; function rnd; switch(select("Insert Random Options:Allowed Items List")){ case 1: mes "You must equip the item to appear here!"; for(.@i=0;.@i<EQI_MAX;.@i++){ if(getequipisequiped(.@i)) { .@m1$ += (inarray(.item_list,getequipid(.@i)) != -1?"^11AD09":"^F73831") + F_getpositionname(.@i) + "-[" + getequipname(.@i) + "]^000000"; .@exist = true; } .@m1$ += ":"; } if(!.@exist){ mes "You have to equip the item you want to insert the random options into!."; end; } .@eq = select(.@m1$) -1; clear; .@id = getequipid(.@eq); if(inarray(.item_list,.@id) == -1){ mes "Sorry , I cannot deal with this item!"; end; } .@gid = .it[.@id]; if(!.@gid){ mes "Something went wrong!"; end; } if(!getequiprandomoption(.@eq,0,ROA_ID)){ .@zeny = .nz[.@gid]; .@cashpoint = .nk[.@gid]; .@costumpoint = .nc[.@gid]; copyarray(.@item,getd(".ni_" + .@gid),getarraysize(getd(".ni_" + .@gid))); copyarray(.@amount,getd(".na_" + .@gid),getarraysize(getd(".na_" + .@gid))); }else{ if(!.g_reroll[.@gid]){ mes "Sorry , i cannot reroll the random options in this item!"; end; } .@zeny = .rz[.@gid]; .@cashpoint = .rk[.@gid]; .@costumpoint = .rc[.@gid]; copyarray(.@item,getd(".ri_" + .@gid),getarraysize(getd(".ri_" + .@gid))); copyarray(.@amount,getd(".ra_" + .@gid),getarraysize(getd(".ra_" + .@gid))); } mes "Selected Item [" + getequipname(.@eq) + "]"; mes "==== Cost ===="; if(.@zeny) mes "Zeny: " + .@zeny; if(.@cashpoint) mes "CashPoint: " + .@cashpoint; if(.@costumpoint) mes .CustomPointsName$ + ": " + .@costumpoint; for(.@i=0;.@i<getarraysize(.@item);.@i++){ mes "(" + .@amount[.@i] + "pcs.) " + getitemname(.@item[.@i]) + " (" + .@item[.@i] + ")"; } if(!.KeepItemData){ mes "^E01E00You will loss all the refine and cards in the item if you continue.^000000"; } mes "Would you like to continue?"; if(select("Yes:No") == 2){ clear; mes "Ok, see you next time!"; end; } clear; if(Zeny < .@zeny){ mes "You don't have " + .@zeny + " Zeny"; .@close = true; } if(#CASHPOINTS < .@cashpoint){ mes "You don't have " + .@cashpoint + " CashPoints"; .@close = true; } if(getd(.CustomPointsVariable$) < .@costumpoint){ mes "You don't have " + .@costumpoint + " " + .CustomPointsName$; .@close = true; } for(.@i=0;.@i<getarraysize(.@item);.@i++){ if(countitem(.@item[.@i]) < .@amount[.@i]){ mes "You don't have (" + .@amount[.@i] + ") " + getitemname(.@item[.@i]); .@close = true; } } if(.@close) end; .@r = getequiprefinerycnt(.@eq); for(.@i=0;.@i<4;.@i++){ if(getequipcardid(.@eq,.@i)){ setd ".@c" + .@i,getequipcardid(.@eq,.@i); .@re[getarraysize(.@re)] = true; } } copyarray(.@opt_id,getd(".ro_id_" + .@gid + "_0"),getarraysize(getd(".ro_id_" + .@gid + "_0"))); copyarray(.@opt_mn,getd(".ro_mn_" + .@gid + "_0"),getarraysize(getd(".ro_mn_" + .@gid + "_0"))); copyarray(.@opt_mx,getd(".ro_mx_" + .@gid + "_0"),getarraysize(getd(".ro_mx_" + .@gid + "_0"))); for(.@i=1;.@i<6;.@i++){ copyarray(getd(".@opt_id" + .@i),getd(".ro_id_" + .@gid + "_" + .@i),getarraysize(getd(".ro_id_" + .@gid + "_" + .@i))); copyarray(getd(".@opt_mn" + .@i),getd(".ro_mn_" + .@gid + "_" + .@i),getarraysize(getd(".ro_mn_" + .@gid + "_" + .@i))); copyarray(getd(".@opt_mx" + .@i),getd(".ro_mx_" + .@gid + "_" + .@i),getarraysize(getd(".ro_mx_" + .@gid + "_" + .@i))); } for(.@i=1;.@i<6;.@i++){ if(rand(100) > getd(".s_" + .@i + "[" + .@gid + "]")) break; if(getd(".ro_id_" + .@gid + "_" + .@i)){ if(!getarraysize(getd(".@opt_id" + .@i))) break; .@ndx = rand(getarraysize(getd(".@opt_id" + .@i))); .@result_id = getd(".@opt_id" + .@i + "[" + .@ndx + "]"); .@result_vl = rnd(getd(".@opt_mn" + .@i + "[" + .@ndx + "]"),getd(".@opt_mx" + .@i + "[" + .@ndx + "]")); deletearray(getd(".@opt_id" + .@i + "[" + .@ndx + "]"),1); deletearray(getd(".@opt_mn" + .@i + "[" + .@ndx + "]"),1); deletearray(getd(".@opt_mx" + .@i + "[" + .@ndx + "]"),1); }else{ if(!.@opt_id) break; .@ndx = rand(getarraysize(.@opt_id)); .@result_id = .@opt_id[.@ndx]; .@result_vl = rnd(.@opt_mn[.@ndx],.@opt_mx[.@ndx]); if(!.g_reuse[.@gid]){ deletearray(.@opt_id[.@ndx],1); deletearray(.@opt_mn[.@ndx],1); deletearray(.@opt_mx[.@ndx],1); } } if(.ex[.@result_id]){ for(.@i2=0;.@i2<getarraysize(.@r_id);.@i2++){ if(.ex[.@result_id] == .ex[.@r_id[.@i2]]){ .@reject = true; } } } if(!.@reject){ .@s1 = getarraysize(.@r_id); .@r_id[.@s1] = .@result_id; .@r_v[.@s1] = .@result_vl; }else{ .@i--; .@failsafe++; if(.@failsafe > 50){ mes "Something went wrong , The server admin need to make sure that the config is done correctly!"; end; } } } if(Zeny < .@zeny) end; if(#CASHPOINTS < .@cashpoint) end; if(getd(.CustomPointsVariable$) < .@costumpoint) end; for(.@i=0;.@i<getarraysize(.@item);.@i++){ if(countitem(.@item[.@i]) < .@amount[.@i]){ end; } } // anti-hack if (callfunc("F_IsEquipIDHack", .@eq, .@id) || callfunc("F_IsEquipCardHack", .@eq, .@c0, .@c1, .@c2, .@c3)) { // anti-hack emotion ET_FRET; mes "Item Switch detected!"; end; } Zeny -= .@zeny; #CASHPOINTS-= .@cashpoint; setd(.CustomPointsVariable$,getd(.CustomPointsVariable$) - .@costumpoint); for(.@i=0;.@i<getarraysize(.@item);.@i++){ delitem(.@item[.@i],.@amount[.@i]); } if(!.@r_id){ specialeffect2 EF_REFINEOK; mes "Look Like you didn't get any random option, your luck is really bad!"; end; } delequip(.@eq); specialeffect2 EF_REFINEOK; if(.KeepItemData) getitem3(.@id,1,1,.@r,0,.@c0,.@c1,.@c2,.@c3,.@r_id,.@r_v,.@null); else getitem3(.@id,1,1,0,0,0,0,0,0,.@r_id,.@r_v,.@null); equip(.@id); mes "Done!"; end; case 2: mes "The list of the allowed items in this npc!"; for(.@i=0;.@i<getarraysize(.item_list);.@i++){ mes "<ITEM>" + getitemname(.item_list[.@i]) + "[" + getitemslots(.item_list[.@i]) + "]<INFO>" + .item_list[.@i] + "</INFO></ITEM>"; if(.@i >= 10 && !(.@i%10)) next; } end; } end; function rnd { if(.HardBalance){ return rand(getarg(0),rand(getarg(0),getarg(1))); } return rand(getarg(0),getarg(1)); } function AddGroup { .@id = getarg(0); for(.@i=1;.@i<getargcount();.@i++){ .it[getarg(.@i)] = .@id; .item_list[getarraysize(.item_list)] = getarg(.@i); } return; } function AddGroupOption { .@id = getarg(0); .g_reroll[.@id] = getarg(1); .g_reuse[.@id] = getarg(2); return; } function AddGroupCost { .@id = getarg(0); .nz[.@id] = getarg(1); .nk[.@id] = getarg(2); .nc[.@id] = getarg(3); for(.@i=4;.@i<getargcount();.@i+=2){ .@s = getarraysize(getd(".ni_" + .@id)); setd(".ni_" + .@id + "[" + .@s + "]",getarg(.@i)); setd(".na_" + .@id + "[" + .@s + "]",getarg(.@i+1)); } return; } function AddGroupReRollCost { .@id = getarg(0); .rz[.@id] = getarg(1); .rk[.@id] = getarg(2); .rc[.@id] = getarg(3); for(.@i=4;.@i<getargcount();.@i+=2){ .@s = getarraysize(getd(".ri_" + .@id)); setd(".ri_" + .@id + "[" + .@s + "]",getarg(.@i)); setd(".ra_" + .@id + "[" + .@s + "]",getarg(.@i+1)); } return; } function AddGroupChance { .@id = getarg(0); .s_1[.@id] = getarg(1); .s_2[.@id] = getarg(2); .s_3[.@id] = getarg(3); .s_4[.@id] = getarg(4); .s_5[.@id] = getarg(5); return; } function AddOpt { .@id = getarg(0); .@loc = getarg(1); .@s = getarraysize(getd(".ro_id_" + .@id + "_" + .@loc)); setd(".ro_id_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(2)); setd(".ro_mn_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(3)); setd(".ro_mx_" + .@id + "_" + .@loc + "[" + .@s + "]",getarg(4)); return; } function AddExclusiveOpt { .@s1 = getarraysize(.exv); .exv[.@s1] = true; for(.@i=0;.@i<getargcount();.@i++){ .ex[getarg(.@i)] = .@s1; } return; } OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. //Creating Group id 1 , with Hat items inside. AddGroup(1,50001,50002,50004,50005,50006,50007,50008,50009,50010,50011,50014,50015); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,0,0,0,677,50); //Group id 1 ReRoll Cost AddGroupReRollCost(1,0,0,0,677,50); //Group id 1 Chances. AddGroupChance(1,100,100,0,0,0); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,1,RDMOPT_VAR_STRAMOUNT,5,10); AddOpt(1,1,RDMOPT_VAR_INTAMOUNT,5,10); //AddOpt(1,0,RDMOPT_VAR_VITAMOUNT,5,10); //AddOpt(1,0,RDMOPT_VAR_LUKAMOUNT,5,10); //AddOpt(1,0,RDMOPT_VAR_AGIAMOUNT,5,10); //AddOpt(1,0,RDMOPT_VAR_DEXAMOUNT,5,10); AddOpt(1,2,RDMOPT_VAR_MAXHPPERCENT,5,10); AddOpt(1,2,RDMOPT_VAR_MAXSPPERCENT,5,10); //those enchantment you wont get unless in slot 5 AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WATER_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WIND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_POISON_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET,1,100); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end; }
  9. Looking for Level 999 EXP & Stats Generator, Thanksss
  10. @nobc = No Broadcast command DIsabling Broadcast such as the Dota Announce when you want to. but not affecting the GM shouts, all NPC broadcast will be disabled by the use who use @nobc Thankss ~
  11. - script Fishing Chest -1,{ set #fishc,0; //Fishing rod set .@Rod,2764; //Fishing Lure set .@Lure,2775; //Fishing Muffler set .@Muffler,2550; //Fishing Boots set .@Boots,2443; //Auto-Fish set .@Auto,1; //Auto-Fish on Fail set .@AutoFail,1; Fish: if (isequipped(.@Muffler)) && (isequipped(.@Boots)) { if( #fishc >= 30000) end; } else { if( #fishc >= 15000) end; } if (isequipped(.@Rod)) && (isequipped(.@Lure)){ specialeffect EF_BUBBLE,"Fishing Hole"; //soundeffect "fishingrod.wav",0; set #fishc,#fishc+1; set .@fcast,10; if (isequipped(.@Muffler)) && (isequipped(.@Boots)) { set .@fcast,.@fcast - 8; dispbottom "[Fishing] Casting... "+#fishc+"/30000"; } else { dispbottom "[Fishing] Casting... "+#fishc+"/15000"; } progressbar "ffffff",.@fcast; if (rand(1,20) == 2){ getitem 12103,1; //Bloody Branch specialeffect2 EF_TEMP_OK; //soundeffectall "success.wav",0,strcharinfo(3); //mapannounce strcharinfo(3),strcharinfo(0)+" has caught a Blue Fish!",bc_map,"0xff77ff"; if(.@Auto==1){ goto Fish;}else{ end;} } if (rand(1,6) == 1) ||(rand(1,6) == 3) || (rand(1,6) == 6){ setarray .@Catch[0],579,908,909,963,956,6049,918,960,910,938,624;// List of Junk/Other set .@CatchRand,.@Catch[rand(getarraysize(.@Catch))]; getitem .@CatchRand,1; } else { dispbottom "[Fishing] Nothing was caught..."; if(.@AutoFail == 1){ goto Fish;} else{ end;} } if (rand(1,100) == 3){ //setarray .@Rare[0],7179,7179,7179; //set .@RareCatch, .@Rare[rand(getarraysize(.@Rare))]; //getitem .@RareCatch,1; //Reward set #EventP,#EventP+10; message strcharinfo(0),"[Fishing]: you've gained 10 event points."; //mapannounce strcharinfo(3),strcharinfo(0)+" has caught a "+getitemname(.@RareCatch)+"!",bc_map,"0x33CC00"; } if(.@Auto == 1){ goto Fish;} else{ end;} } else { dispbottom "[Fishing] You need a Rod and Lure."; end; } } maintown,93,305,3 duplicate(Fishing Chest) Fishing Chest#1 10005 maintown,93,310,3 duplicate(Fishing Chest) Fishing Chest#2 10005 maintown,93,315,3 duplicate(Fishing Chest) Fishing Chest#3 10005 can someone add gepard check on this script that no one dual can fishing. TIA ♥
  12. //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //= 2.0 Added 4th class [Lemongrass] //============================================================ maintown,223,223,3 script Job Master 10300,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to fourth class. // Note: This does not include the level checks. function Can_Change_Fourth { // To change to fourth class you need to be: // * Transcendent Third Class if( !.FourthClass ) return false; // Fourth job change disabled if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) ) return false; // Not Transcendent Third Class if( eaclass()&EAJL_FOURTH ) return false; // Already Fourth Class if( roclass(eaclass()|EAJL_FOURTH) < 0 ) return false; // Job has no Fourth Class return true; } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&(EAJL_UPPER|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation .@eac = eaclass(); .@fourth_possible = Can_Change_Fourth(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if( .@fourth_possible ) { // Fourth Job change (displayed below rebirth) Require_Level(.Req_Fourth[0], .Req_Fourth[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_FOURTH)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_FOURTH ) { // Fourth Class Items getitem 490087,1; // Hourglass Necklace } else if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if (.@eac&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .FourthClass = false; // Enable fourth classes? .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Fourth[0],200,70; // Minimum base level, job level to change to fourth class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } how can i remove soul linker here?
  13. @M a p l e how about card base or specific item ? if (Megingard == )
  14. @Normynator having this error on latest git.
  15. @Rynbef how to do this on latest git? *10 the mobs and mvp stats? including HP and damage?
  16. @Froost can i get a copy too?
  17. prontera,124,201,1 script trialNPC 4_F_JOB_BLACKSMITH,{ .@item = 7179; //Set Item Here .@item_amount = 1; //Set Item Amount Here .@loop = 20; //Set How Many Times it will drop getmapxy .@map$,.@x,.@y, 1;// XY npc sample for ( .@i = -10; .@i <= 10; .@i++ )// x for ( .@j = -10; .@j <= 10; .@j++ )// y if ( checkcell( .@map$, (.@x+.@i), (.@y+.@j), cell_chkpass ) ) {// can pass .@cell_x[.@size] = .@x+.@i; .@cell_y[.@size] = .@y+.@j; .@size++; } for (.@i = 0; .@i <= .@loop; .@i++) { sleep 500; .@r = rand( .@size );// random index makeitem .@item,.@item_amount,.@map$,.@cell_x[.@r],.@cell_y[.@r]; } } just like this from herc. prontera,124,201,1 script trialNPC 4_F_JOB_BLACKSMITH,{ .@item = 501; //Set Item Here .@itemeffect = 3; //Set Drop Effect Here (1-5) .@item_amount = 1; //Set Item Amount Here .@loop = 100; //Set How Many Times it will drop getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(0)); setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 1); //Set shadow effect on for the said item setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, .@itemeffect); //Set the drop effect based on the config for (.@i = 0; .@i <= .@loop; .@i++) { makeitem(.@item, .@item_amount,.@mapname$, .@mapx + 1, .@mapy + 1); } setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 0); //Set shadow effect off for the said item (to bring it back again to normal) setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, 0); //Set drop effect off for the said item (to bring it back again to normal) close; }
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