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[SOLVED]all in one npc problem


louigui0224

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i have a problem with this script i dont know why.help me please.

here's the script

prontera,114,100,4 script All in One NPC 100,{
mes "[All in One NPC]";
mes "Please select:";
next;
switch(select("Job Master:Rental:Reset:Platinum Skills")) {
 case 1:
  callfunc "jobmaster";
  break;
 case 2:
  callfunc "rental";
  break;
 case 3:
  callfunc "reset";
  break;
 case 4:
  callfunc "platinum";
  break;
}
}
function script jobmaster {
mes "^ff0000[All in One NPC]^000000";
if(Class >= Job_Rune_Knight) goto L_noReq;

if(SkillPoint != 0)
{
 mes "I'm sorry, please use up all your skill points before changing jobs";
 mes "Please come again soon!";
 close;
}

if(JobLevel < 10) goto L_LvError;
switch(Class){
case Job_Novice_High:
case Job_Baby:
case Job_Novice:
 skill 142,1,0;
 skill 143,1,0;
 mes "Welcome, please select the job you wish to change into";
 if(lastJob != 0 && Class == Job_Novice_High){
  switch(lastJob){
  case Job_Knight:
  case Job_Crusader:
set @target_job, Job_Swordman_High;
break;
  case Job_Monk:
  case Job_Priest:
set @target_job, Job_Acolyte_High;
break;
  case Job_Alchemist:
  case Job_Blacksmith:
set @target_job, Job_Merchant_High;
break;
  case Job_Rogue:
  case Job_Assassin:
set @target_job, Job_Thief_High;
break;
  case Job_Wizard:
  case Job_Sage:
set @target_job, Job_Mage_High;
break;
  case Job_Hunter:
  case Job_Bard:
  case Job_Dancer:
set @target_job, Job_Archer_High;
break;
  }
 } else {
  switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
  "Super Novice","Taekwon","Gunslinger","Ninja")){
  case 7:
if(Class == Job_Novice_High) goto L_noReq;
if($@JC_SupNovM > BaseLevel) goto L_BvError;
if(Upper == 2)
set @target_job, Job_Super_Baby;
else
set @target_job, Job_SuperNovice;
break;
  case 8:
if(Class == Job_Novice_High) goto L_noReq;
if(Upper == 2) goto L_noReq;
set @target_job, Job_Taekwon;
break;
  case 9:
  case 10:
if(Class == Job_Novice_High || Upper == 2) goto L_noReq;
set @target_job, @menu + 15;
break;
  default:
set @target_job, @menu;
if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
break;
  }
 }
 mes "Are you sure you want to change to " + JobName(@target_job) + "?";
 if(select("Yes","No") == 1){
  callfunc "Job_Change", @target_job;
  if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
callfunc "F_ClearJobVar";
  } else {
if($@JC_Plat) goto L_GivePlat;
  }
 }
 close;
 break;
default:
 if(JobLevel < $@JC_MinimumJB) goto L_LvError;
 deletearray @job_opt, getarraysize(@job_opt);
 if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){
  if(lastJob != 0 && Class >= Job_Swordman_High){ // lastJob could have been set before changing back to non-trans
set @target_job, lastJob + 4001;
  } else {
switch(Class){
case Job_Swordman_High:
case Job_Baby_Swordman:
case Job_Swordman:
 set @job_opt[0], Job_Knight;
 set @job_opt[1], Job_Crusader;
 break;
case Job_Mage_High:
case Job_Baby_Mage:
case Job_Mage:
 set @job_opt[0], Job_Wizard;
 set @job_opt[1], Job_Sage;
 break;
case Job_Archer_High:
case Job_Baby_Archer:
case Job_Archer:
 set @job_opt[0], Job_Hunter;
 if(Sex == 0)
 set @job_opt[1], Job_Dancer;
 else
 set @job_opt[1], Job_Bard;
 break;
case Job_Acolyte_High:
case Job_Baby_Acolyte:
case Job_Acolyte:
 set @job_opt[0], Job_Priest;
 set @job_opt[1], Job_Monk;
 break;
case Job_Merchant_High:
case Job_Baby_Merchant:
case Job_Merchant:
 set @job_opt[0], Job_Blacksmith;
 set @job_opt[1], Job_Alchemist;
 break;
case Job_Thief_High:
case Job_Baby_Thief:
case Job_Thief:
 set @job_opt[0], Job_Assassin;
 set @job_opt[1], Job_Rogue;
 break;
default:
 set @job_opt[0], Job_Star_Gladiator;
 set @job_opt[1], Job_Soul_Linker;
 break;
}
mes "Welcome, please select the job you wish to change into";
set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];
if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
  }
  mes "Are you sure you want to change to " + JobName(@target_job) + "?";
  if(select("Yes","No")==1){
callfunc "Job_Change", @target_job;
if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
 callfunc "F_ClearJobVar";
} else {
 if($@JC_Plat) goto L_GivePlat;
}
  }
  close;
 }

 if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
 if(checkfalcon() || checkcart() || checkriding()) goto L_remove;

 if((Class >= Job_Knight) && (Class <= Job_Crusader2)){
  mes "Would you like to be reborn or change to 3rd class?";
  switch(select("I want to be reborn!", "I want to change to 3rd class!", "Cancel"))
  {
  case 1:
mes "Are you sure you want to be reborn?";
if(select("Yes", "No")==1){
 set lastJob, Class;
 if(Class == Job_Knight2){
  set lastJob, Job_Knight;
 } else {
  if(Class == Job_Crusader2){
   set lastJob, Job_Crusader;
  }
 }
 jobchange Job_Novice_High;
 resetlvl(1);
 skill 142,1,0;
 skill 143,1,0;
}
break;
  case 2:
goto L_Third;
  }
  close;
 }
 if (Class >= Job_Lord_Knight && Class <= Job_Paladin2)
 {
  if(JobLevel < 50) goto L_cantCh;
  goto L_Third;
 }
}
mes "I'm sorry, there are no further classes for your job.";
close;
L_Third:
set @target_job, roclass(eaclass() | EAJL_THIRD);
mes "Are you sure you want to change to " + JobName(@target_job) + "?";
if(select("Yes", "No")==1){
 callfunc "Job_Change", @target_job;
}
close;
L_GivePlat:
if (BaseClass==Job_SuperNovice) goto L_sSuperN;
if (BaseClass==Job_Swordman) goto L_sSword;
if (BaseClass==Job_Mage) goto L_sMage;
if (BaseClass==Job_Archer) goto L_sArcher;
if (BaseClass==Job_Acolyte) goto L_sAcolyte;
if (BaseClass==Job_Merchant) goto L_sMerchant;
if (BaseClass==Job_Thief) goto L_sThief;
close;
L_sSuperN:
skill 142,1,0;
close;
L_sSword:
skill 142,1,0;
skill 144,1,0;
skill 145,1,0;
skill 146,1,0;
close;
L_sMage:
skill 142,1,0;
skill 157,1,0;
close;
L_sArcher:
skill 142,1,0;
skill 147,1,0;
skill 148,1,0;
close;
L_sAcolyte:
skill 142,1,0;
skill 156,1,0;
close;
L_sMerchant:
skill 142,1,0;
skill 153,1,0;
skill 154,1,0;
skill 155,1,0;
close;
L_sThief:
skill 142,1,0;
skill 149,1,0;
skill 150,1,0;
skill 151,1,0;
skill 152,1,0;
close;
L_cantCh:
mes "I'm sorry, you do not meet the requirements to change";
mes "Please come again soon!";
close;
L_LvError:
mes "I'm sorry, you do not seem to have enough Job Levels";
mes "Please come again soon!";
close;
L_BvError:
mes "I'm sorry, you do not seem to have enough Base Levels";
mes "Please come again soon!";
close;
L_noReq:
mes "I'm sorry, you do not meet the requirements to change";
mes "Please come again soon!";
close;
L_remove:
mes "Please remove your cart,falcon or peco";
mes "Please come again soon!";
close;
OnInit:
// Variable Setup
set $@JC_MinimumJB, 40; //Minimum job level for changing to 2nd classes (Default : 40)
set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)
set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45)
end;
}
function script rental {
mes "[All in One NPC]";
mes "Hi, here you can rent Carts, Falcons or Pecopecos.";
next;
switch(select("Cart:Falcon:Peco")) {
case 1:
 if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) {
  setcart;
  close;
 } else {
  mes "[All in One NPC]";
  mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";
  close;
 }
case 2:
 if(BaseJob != Job_Archer && BaseClass == Job_Archer && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) {
  setfalcon;
  close;
 } else {
  mes "[All in One NPC]";
  mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";
  close;
 }
case 3:
 if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0) {
  setriding;
  close;
 } else {
  mes "[All in One NPC]";
  mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";
  close;
 }
}
}

function script reset {
set .rskill,5000; // Set value in zeny for skill reset here
set .rstat,5000; // Set value in zeny for stat reset here
set .rboth,9000; // Set value for "package deal" (i.e.: reseting both) here.
mes "[All in One NPC]";
mes "I am a All in One NPC.";
mes "Reset Stats: "+ .rstat +"z";
mes "Reset Skills: "+ .rskill +"z";
mes "Reset Both: "+ .rboth +"z";
mes "Please select the service you want:";
next;
switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Quit")) {
case 1:
 mes "[All in One NPC]";
 if (Zeny < .rskill) {
  mes "Sorry, you don't have enough Zeny.";
  close;
 }
 mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
 set Zeny,Zeny-.rskill;
 ResetSkill;
 close;
case 2:
 mes "[All in One NPC]";
 if (Zeny < .rstat) {
  mes "Sorry, you don't have enough Zeny.";
  close;
 }
 mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
 set Zeny,Zeny-.rstat;
 ResetStatus;
 close;
case 3:
 mes "[All in One NPC]";
 if (Zeny < .rboth) {
  mes "Sorry, you don't have enough Zeny.";
  close;
 }
 mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
 set Zeny,Zeny-.rboth;
 ResetSkill;
 ResetStatus;
 close;
case 4:
 mes "Come again soon!";
 close;
}
}
function script platinum {
mes "[All in One NPC]";
mes "I can give you the special skills available to your job.";
mes "Would you like these skills now?";
next;
if (select("Yes Please:No thanks") == 2) {
 mes "[All in One NPC]";
 mes "Have a nice day... >.>";
 close;
}
skill 142,1,0; // First Aid
if (BaseClass == Job_Novice) {
 skill 143,1,0; // Play Dead
} else if (BaseClass == Job_Swordman) {
 skill 144,1,0; // Moving HP-Recovery
 skill 145,1,0; // Fatal Blow
 skill 146,1,0; // Auto Berserk
} else if (BaseClass == Job_Mage) {
 skill 157,1,0; // Energy Coat
} else if (BaseClass == Job_Archer) {
 skill 147,1,0; // Arrow Crafting
 skill 148,1,0; // Arrow Repel
} else if (BaseClass == Job_Merchant) {
 skill 153,1,0; // Cart Revolution
 skill 154,1,0; // Change Cart
 skill 155,1,0; // Crazy Uproar
} else if (BaseClass == Job_Thief) {
 skill 149,1,0; // Sand Attack
 skill 150,1,0; // Back Slide
 skill 151,1,0; // Find Stone
 skill 152,1,0; // Stone Fling
} else if (BaseClass == Job_Acolyte) {
 skill 156,1,0; // Holy Light
}
if (Class == Job_Knight || Class == Job_Lord_Knight) {
 skill 1001,1,0; // Charge Attack
} else if (Class == Job_Crusader || Class == Job_Paladin) {
 skill 1002,1,0; // Shrink
} else if (Class == Job_Wizard || Class == Job_High_Wizard) {
 skill 1006,1,0; // Sight Blaster
} else if (Class == Job_Sage || Class == Job_Professor) {
 skill 1007,1,0; // Create Elemental Converter
 skill 1008,1,0; // Elemental Change Water
 skill 1017,1,0; // Elemental Change Earth
 skill 1018,1,0; // Elemental Change Fire
 skill 1019,1,0; // Elemental Change Wind
} else if (Class == Job_Hunter || Class == Job_Sniper) {
 skill 1009,1,0; // Phantasmic Arrow
} else if (Class == Job_Bard || Class == Job_Clown) {
 skill 1010,1,0; // Pang Voice
} else if (Class == Job_Dancer || Class == Job_Gypsy) {
 skill 1011,1,0; // Wink of Charm
} else if (Class == Job_Blacksmith || Class == Job_Whitesmith) {
 skill 1012,1,0; // Unfair Trick
 skill 1013,1,0; // Greed
} else if (Class == Job_Alchemist || Class == Job_Creator) {
 skill 238,1,0; // Bioethics
} else if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
 skill 1003,1,0; // Sonic Acceleration
 skill 1004,1,0; // Throw Venom Knife
} else if (Class == Job_Rogue || Class == Job_Stalker) {
 skill 1005,1,0; // Close Confine
} else if (Class == Job_Priest || Class == Job_High_Priest) {
 skill 1014,1,0; // Redemptio
} else if (Class == Job_Monk || Class == Job_Champion) {
 skill 1015,1,0; // Ki Translation
 skill 1016,1,0; // Ki Explosion
}
mes "[All in One NPC]";
mes "There you go!";
close;
}

 

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Edited by louigui0224
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prontera,173,184,1[TAB]script[Tab]Equipment NPC[TAB]953,{

Put your tabs in.....

I know I used a different one than you, but you need to tabs in the same spot

Edited by srhmike
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now the problem is the map server says function not found..

 

what about this one i saw euphy's script but the thing is it has a 3rd job change, i want it to be just trans anyway to do it??

//===== rAthena Script =======================================
//= All-in-One NPC
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.8
//===== Description: =========================================
//= A compilation of commonly-used NPC scripts.
//== Includes job changer, stylist, refiner, card remover,
//== coin exchanger, rentals, resetter, platinum skills,
//== sex changer, identifier, healer, buffer, and repairman.
//============================================================

prontera,148,174,6	script	All-in-One NPC	953,{
function Get_Platinum; function Equip_Menu; function Cm;

	if (getarraysize(.OnClick)) {
		if (.OnClick[0]) {
			specialeffect2 EF_HEAL2;
			percentheal 100,100;
		}
		if (.OnClick[1]) {
			specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
			specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
		}
		if (.OnClick[2])
			repairall;
	}
	mes .n$;
	set .@time, gettime(3);
	mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!";
	mes "What can I do for you?";
	emotion e_ho;
	next;
	disable_items;
	switch(select(.menu$)) {
	case 1:
		function Job_Menu; function A_An;
		mes .n$;
		if (Class > 4049) {
			mes "No more jobs are available.";
			close;
		}
		if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
			mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
			close;
		}
		if (.SkillPointCheck && SkillPoint) {
			mes "Please use all your skill points before proceeding.";
			close;
		}
		set .@eac, eaclass();
		set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
		if (.@i > 6 && .@i < 22) {
			if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
				set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
				mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
				close;
			}
			if (Class > 21) {
				mes "Switch to third class?";
				next;
				Job_Menu(roclass(.@eac|EAJL_THIRD));
				close;
			}
			while(1) {
				mes "Select an option.";
				next;
				set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
				if (.@i==3) close;
				mes .n$;
				mes "Are you sure?";
				next;
				Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
				mes .n$;
			}
		}
		set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
		if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
		if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70;
		if (.@exp[0] && .SecondExpanded) {
			if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
				set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
				mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
				close;
			}
			mes "Switch to "+jobname(.@exp[0])+"?";
			next;
			Job_Menu(.@exp[0]);
			close;
		}
		if (.@eac&EAJL_2)
			if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
				mes "No more jobs are available.";
				close;
			}
		if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
			if (JobLevel < .JobReq[0])
				mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
			else if (Class == 4001 && .LastJob && lastJob) {
				mes "Switch classes now?";
				next;
				Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
			} else switch(Class) {
				case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
				case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
				case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
				default: mes "An error has occurred."; break;
			}
			close;
		}
		if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
			mes "No more jobs are available.";
		else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
			mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
		else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
			mes "Switch classes now?";
			next;
			Job_Menu(lastJob+4001);
		} else
			Job_Menu(.@j1,.@j2);
		close;
		function Job_Menu {
			while(1) {
				if (getargcount() > 1) {
					mes "Select a job.";
					set .@menu$,"";
					for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
						set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
					set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
					next;
					set .@i, getarg(select(.@menu$)-1,0);
					if (!.@i) close;
					if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
						mes .n$;
						mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
						close;
					}
					mes .n$;
					mes "Are you sure?";
					next;
				} else
					set .@i, getarg(0);
				if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
					mes .n$;
					mes "You are now "+A_An(jobname(.@i))+"!";
					if (.@i==4001 && .LastJob) set lastJob, Class;
					jobchange .@i;
					if (.@i==4001 || .@i==4023)
						resetlvl(1);
					specialeffect2 EF_ANGEL2;
					specialeffect2 EF_ELECTRIC;
					if (.Platinum)
						Get_Platinum;
					close;
				}
				if (getargcount() == 1) return;
				mes .n$;
			}
			end;
		}
		function Get_Platinum {
			skill 142,1,0;
			switch(BaseClass) {
				case 0: if (Class !=23) skill 143,1,0; break;
				case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
				case 2: skill 157,1,0; break;
				case 3: skill 147,1,0; skill 148,1,0; break;
				case 4: skill 156,1,0; break;
				case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
				case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
				default: break;
			}
			switch(BaseJob) {
				case 7: skill 1001,1,0; break;
				case 8: skill 1014,1,0; break;
				case 9: skill 1006,1,0; break;
				case 10: skill 1012,1,0; skill 1013,1,0; break;
				case 11: skill 1009,1,0; break;
				case 12: skill 1003,1,0; skill 1004,1,0; break;
				case 14: skill 1002,1,0; break;
				case 15: skill 1015,1,0; skill 1016,1,0; break;
				case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
				case 17: skill 1005,1,0; break;
				case 18: skill 238,1,0; break;
				case 19: skill 1010,1,0; break;
				case 20: skill 1011,1,0; break;
				default: break;
			}
			return;
		}
		function A_An {
			setarray .@A$[0],"a","e","i","o","u";
			set .@B$, "_"+getarg(0);
			for(set .@i,0; .@i<5; set .@i,.@i+1)
				if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
			return "a "+getarg(0);
		}
	case 2:
		mes .n$;
		mes "Select an option.";
		next;
		setarray .@Look[1],7,1,6;
		set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color");
		set .@Revert, getlook(.@Look[.@s]);
		set .@Style,1;
		mes .n$;
		mes "How does this look?";
		while(1) {
			setlook .@Look[.@s], .@Style;
			message strcharinfo(0),"This is style #"+.@Style+".";
			set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)";
			switch(select(.@menu$)) {
			case 1:
				set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1);
				break;
			case 2:
				set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]);
				break;
			case 3:
				next;
				mes .n$;
				mes "Choose a style between 1 - "+.Styles[.@s]+".";
				input .@Style,0,.Styles[.@s];
				if (!.@Style)
					set .@Style, rand(1,.Styles[.@s]);
				next;
				mes .n$;
				mes "How does this look?";
				break;
			case 4:
				set .@Style, .@Revert;
				setlook .@Look[.@s], .@Revert;
				break;
			}
		}
		close;
	case 3:
		function Refine_Item;
		if (.EnrichedRefine) {
			mes .n$;
			mes "Select an option.";
			next;
			if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) {
				mes .n$;
				mes "What do you want to refine?";
				next;
				Equip_Menu(1);
				setarray .@Materials[0],7619,7620,7620,7620,7620;
				setarray .@Safe[0],4,7,6,5,4;
				set .@WLv, getequipweaponlv(@i);
				mes .n$;
				mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);
				next;
				if(select(" ~ Refine item (2 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2)
					close;
				Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1);
				close;
			}
		}
		mes .n$;
		mes "What do you want to refine?";
		next;
		Equip_Menu(1);
		setarray .@Materials[0],985,1010,1011,984,984;
		setarray .@Safe[0],4,7,6,5,4;
		set .@WLv, getequipweaponlv(@i);
		set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i);
		mes .n$;
		mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);
		next;
		switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(10-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) {
		case 1:
			Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);
			close;
		case 2:
			input .@Refines;
			if (.@Refines+getequiprefinerycnt(@i) > 10 || .@Refines < 1) {
				mes .n$;
				mes "Invalid number ("+.@Refines+").";
			} else
				Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);
			close;
		case 3:
			if (.@SafeCount < 1) {
				mes .n$;
				mes "The item has already reached the safe limit.";
			} else
				Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);
			close;
		case 4:
			close;
		}
		function Equip_Menu {
			setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear";
			set .@menu$,"";
			for (set .@i,1; .@i <= 10; set .@i,.@i+1) {
				if (getequipisequiped(.@i))
					set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]";
				set .@menu$, .@menu$+":";
			}
			set @i, select(.@menu$);
			if (!getequipisequiped(@i)) {
				mes .n$;
				mes "Nothing is equipped there!";
				close;
			}
			if (getarg(0)) {
				if (!getequipisenableref(@i)) {
					mes .n$;
					mes getequipname(@i)+" cannot be refined.";
					close;
				}
				if (getequiprefinerycnt(@i) >= 10 ) {
					mes .n$;
					mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further.";
					close;
				}
			}
			return;
		}
		function Refine_Item {
			mes .n$;
			set .@price, getarg(0)*getarg(2);
			mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny.";
			if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) {
				mes "Come back when you have the required materials.";
				close;
			}
			if (getequiprefinerycnt(@i)+getarg(0) > getarg(3))
				mes "The item will be refined above the safe limit. It may break.";
			next;
			if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2)
				close;
			mes .n$;
			set .@j, getarg(0);
			while(.@j) {
				delitem getarg(1),1;
				set Zeny, Zeny-getarg(2);
				if (getarg(4,0)) {
					if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) {
						mes getequipname(@i)+" broke while refining.";
						failedrefitem @i;
						close;
					}
				} else {
					if (getequippercentrefinery(@i) <= rand(100)) {
						mes getequipname(@i)+" broke while refining.";
						failedrefitem @i;
						close;
					}
				}
				successrefitem @i;
				set .@j, .@j-1;
			}
			mes "All done!";
			close;
		}
		function Cm {
			set .@str$, getarg(0);
			for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)
				set .@str$, insertchar(.@str$,",",.@i);
			return .@str$;
		}
	case 4:
		mes .n$;
		if (.Prices[0])
			mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards.";
		mes "Please select an equipment.";
		next;
		Equip_Menu(0);
		mes .n$;
		if (Zeny < .Prices[0]) {
			mes "You don't have enough Zeny.";
			close;
		}
		set .@j,getequipcardcnt(@i);
		if (!.@j) {
			mes "There are no cards compounded to "+getequipname(@i)+".";
			close;
		}
		if (!checkweight(4001,(.@j+1))) {
			mes "You're carrying too many items!";
			close;
		}
		mes "Item: "+getequipname(@i);
		for(set .@i,0; .@i<.@j; set .@i,.@i+1)
			mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i));
		next;
		if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2)
			close;
		set Zeny, Zeny-.Prices[0];
		successremovecards @i;
		mes .n$;
		mes "Cards successfully removed!";
		close;
	case 5:
		mes .n$;
		mes "Coins are worth "+Cm(.Coin[1])+" Zeny each.";
		next;
		switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) {
		case 1:
			mes .n$;
			mes "How many coins do you want?";
			next;
			input .@coins,0,(1000000000/.Coin[1]);
			mes .n$;
			if (.@coins*.Coin[1] > Zeny) {
				mes "You don't have enough Zeny.";
				close;
			}
			if (!checkweight(.Coin[0],.@coins)) {
				mes "You don't have enough inventory space.";
				close;
			}
			set Zeny, Zeny-(.Coin[1]*.@coins);
			getitem .Coin[0], .@coins;
			mes "Purchased "+Cm(.@coins)+" coins.";
			close;
		case 2:
			mes .n$;
			mes "How many coins do you want to trade in?";
			next;
			input .@coins,0,(1000000000/.Coin[1]);
			mes .n$;
			if (countitem(.Coin[0]) < .@coins) {
				mes "You don't have that many coins!";
				close;
			}
			if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) {
				mes "You have too much Zeny!";
				close;
			}
			delitem .Coin[0], .@coins;
			set Zeny, Zeny+(.Coin[1]*.@coins);
			mes "Exchanged "+Cm(.@coins)+" coins.";
			close;
		case 3:
			close;
		}
	case 6:
		if (Zeny < .Prices[2]) {
			mes .n$;
			mes "It costs "+Cm(.Prices[2])+" Zeny to rent.";
			close;
		}
		if (ismounting()) {
			mes .n$;
			mes "You must first remove your mount.";
			close;
		} else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) {
			if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) {
				mes .n$;
				mes "Please select an option.";
				next;
				if(select(" ~ Falcon: ~ Warg") == 1) setfalcon;
				else getitem 6124,1;
			} else getitem 6124,1;
		} else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) {
			if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) {
				mes .n$;
				mes "Please select an option.";
				next;
				if(select(" ~ Cart: ~ Mado")==1) setcart;
				else setmadogear;
			} else setcart;
		} else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart;
		else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon;
		else if (!checkriding() && getskilllv("KN_RIDING")) {
			if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon;
			else setriding;
		} else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear;
		else {
			mes .n$;
			mes "You do not meet requirements to rent.";
			close;
		}
		set Zeny, Zeny-.Prices[2];
		specialeffect2 EF_TEIHIT3;
		mes .n$;
		mes "Here you go.";
		emotion e_no1;
		close;
	case 7:
		mes .n$;
		if (.Prices[1])
			mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills.";
		mes "Please select an option.";
		next;
		set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel");
		if (.@i == 3)
			close;
		mes .n$;
		if (Zeny < .Prices[1]) {
			mes "You don't have enough Zeny.";
			close;
		}
		set Zeny, Zeny-.Prices[1];
		if (.@i == 1) {
			resetstatus;
			mes "Stats reset!";
		} else {
			resetskill;
			mes "Skills reset!";
		}
		close;
	case 8:
		Get_Platinum;
		specialeffect2 EF_BLUECASTING;
		mes .n$;
		mes "Platinum skills received!";
		close;
	case 9:
		set .@Var$, ".SexChange"+((Sex)?"F":"M");
		if (getarraysize(getd(.@Var$))) {
			mes .n$;
			mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:";
			for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) {
				mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]"));
				if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]"))
					set .@nreq,1;
			}
			if (.@nreq)
				close;
			next;
		}
		mes .n$;
		mes "Do you really want to change sex?";
		next;
		if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) {
			if (getarraysize(getd(.@Var$))) {
				for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2)
					delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]");
			}
			changesex;
		}
		close;
	case 10:
		setarray .@Total[0],0,0;
		getinventorylist;
		mes .n$;
		for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) {
			if (@inventorylist_identify[.@i]) continue;
			if (Zeny < .Prices[3]) {
				if (!.@Total[0]) {
					mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item.";
					close;
				}
				break;
			}
			set Zeny, Zeny-.Prices[3];
			delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;
			getitem @inventorylist_id[.@i],1;
			setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3];
		}
		if (!.@Total[0]) {
			mes "No items identified.";
			close;
		}
		specialeffect2 EF_REFINEOK;
		mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+".";
		close;
	}
OnInit:

// --------------------- Config ---------------------
	setarray .MainMenu$[0],	// Set menu options!
		"Change Jobs",		// [1]
		"Stylist",		// [2]
		"Refiner",		// [4]
		"Remove Cards",		// [8]
		"Exchange Coins",	// [16]
		"Rentals",		// [32]
		"Reset Stats/Skills",	// [64]
		"Platinum Skills",	// [128]
		"Change Sex",		// [256]
		"Identify All";		// [512]

	set .@MenuOption,1|2|4|8|16|32|64|128|256|512;

	setarray .OnClick[0],1,1,1;		// When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no)
	setarray .Styles[1],			// Maximum dye, hair style, and hair color
		getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color");
	setarray .Coin[0],674,1000000;	// Coin item ID, coin price
	setarray .Prices[0],50000,10000,0,100;	// Zeny to remove cards [0], reset [1], rent [2], identify [3]

	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	set .ThirdClass,1;			// Enable third classes? (1: yes / 0: no)
	set .SecondExpanded,1;			// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	set .SNovice,45;			// Minimum base level to turn into Super Novice
	set .LastJob,1;				// Enforce linear class changes? (1: yes / 0: no)
	set .SkillPointCheck,0;		// Force player to use up all skill points? (1: yes / 0: no)
	set .Platinum,1;			// Get platinum skills automatically? (1: yes / 0: no)

	set .EnrichedRefine,1;					// Allow enriched refiner option? (1: yes / 0: no)
	setarray .RP[0],2000,50,200,5000,20000;	// Zeny for armor, lv1, lv2, lv3, lv4 refines

	setarray .SexChangeF[0],2213,1,1558,1,7152,50;	// Items to turn into Female (ID,Count)
	setarray .SexChangeM[0],5016,1,2241,1,1017,50;	// Items to turn into Male (ID,Count)

	set .n$, "[All-in-One NPC]";	// NPC Name

// --------------------------------------------------
	set .menu$,"";
	for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) {
		if (.@MenuOption & (1<<.@i))
			set .menu$, .menu$+" ~ "+.MainMenu$[.@i];
		set .menu$, .menu$+":";
	}
	end;
}

 

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What function?

set .ThirdClass,1;			// Enable third classes? (1: yes / 0: no)

Change that to 0

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so much thank you sir, but i have another question dont worry this would be the last, what if i want to remove the refine and exchange coins option how to remove it?

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setarray .MainMenu$[0],	// Set menu options!
		"Change Jobs",		// [1]
		"Stylist",		// [2]
		"Refiner",		// [4]
		"Remove Cards",		// [8]
		"Exchange Coins",	// [16]
		"Rentals",		// [32]
		"Reset Stats/Skills",	// [64]
		"Platinum Skills",	// [128]
		"Change Sex",		// [256]
		"Identify All";		// [512]

	set .@MenuOption,1|2|4|8|16|32|64|128|256|512;

at the bottom where it says .@MenuOption

Remove 4 and 16.  Remove the extra | so they arent doubled

 

Edited by srhmike
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thank you so much buddy, now im just thinking beause i tried to put money on jobchange and resetter but its not working, can u help me with that also? 500k for jobchange and 500k for reset stats and skill.

 

Fixed and thank you

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setarray .Prices[0],50000,10000,0,100;	// Zeny to remove cards [0], reset [1], rent [2], identify [3]

the one that says 10000, change that to your price

 

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@srhmike all done sir it's already fixed now im having a problem with this other script

Daily reward.

- script dailyreward -1,{
OnPCLoginEvent:
if( #Daily != gettime(5) ){
dispbottom "Gained Daily Items ...";
getitem 7539,20;
set #Daily,gettime(5);
}
end;
}

 

Monthly Reward.

prontera,103,77,5	script	Monthly	Reward	757,{
// January ~ December Item Lists
setarray .ItemID[0],7539,7539,7539,7539,7539,7539,7539,7539,7539,7539,7539,7539;
setarray .Amount[0],100,120,130,140,150,160,170,180,190,200,210,20;
if( #MonthlyReward != gettime(6) ){
getitem .ItemID[gettime(6)],.Amount[gettime(6)];
set #MonthlyReward,gettime(6);
mes "You have grant an item for this month.";
}else{
mes "You cant take a reward again this month.";
}
close;
}
  1
 Quote

on the consol putty it sayd npc error unknown sy

erver.bmp

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on daily reward you need your tabs in.

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i already did that but nothing change sir.

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- script dailyreward -1,{

needs to be 

-	script	dailyreward	-1,{

 

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thank you so much @srhmike it's working now, what about the monthly rewward?? do you know how to fix that?

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Screenshot the error so  i can see the whole error.  In the picture i can only see the daily reward error.

Its missing a } somewhere.

 

is 

1
 Quote

in the script?

Edited by srhmike
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@srhmike the only problem is missing 1 right curlys at the file of that monthly and then line"15"..that's the error.

Edited by louigui0224
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Well, count to line 15 in the script.

Remove the 

On 1/24/2017 at 8:26 PM, srhmike said:

1

Quote

Thats your line 15.

Its not really hard to troubleshoot if you just actually read the error code.

Line 15 means the 15th line in the script.

everything after the last curly needs to be deleted.

// Line 1 prontera,103,77,5	script	Monthly	Reward	757,{
// Line 2 January ~ December Item Lists
//Line 3 setarray .ItemID[0],7539,7539,7539,7539,7539,7539,7539,7539,7539,7539,7539,7539;
//Line 4 setarray .Amount[0],100,120,130,140,150,160,170,180,190,200,210,20;
//Line 5 if( #MonthlyReward != gettime(6) ){
//Line 6 getitem .ItemID[gettime(6)],.Amount[gettime(6)];
//Line 7 set #MonthlyReward,gettime(6);
//Line 8 mes "You have grant an item for this month.";
//Line 9 }else{
//Line 10 mes "You cant take a reward again this month.";
//Line 11 }
//Line 12 close;
//Line 13 }
//Line 14  1
//Line 15  Quote

 

Edited by srhmike
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i already tried to delete the last line but it says the line 14 is now havign a problem.could you just please give me the exact correct script please plase...

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If you would just follow my directions and learn how to fix the errors you are getting you be a lot better off.  I'm done spoon feeding.

prontera,103,77,5	script	Monthly	Reward	757,{
// January ~ December Item Lists
setarray .ItemID[0],7539,7539,7539,7539,7539,7539,7539,7539,7539,7539,7539,7539;
setarray .Amount[0],100,120,130,140,150,160,170,180,190,200,210,20;
if( #MonthlyReward != gettime(6) ){
getitem .ItemID[gettime(6)],.Amount[gettime(6)];
set #MonthlyReward,gettime(6);
mes "You have grant an item for this month.";
}else{
mes "You cant take a reward again this month.";
}
close;
}

Notice how I removed line 14 and 15?  Because they aren't apart of the script.  Line 14 and 15 were user error.  

Happy ragnaroking, I'm out. 

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im sorry that you get frustrated on me but im just sying that i already did what you said, i removed the last 2 parts of the line but the server keeps on sending an error says that the line 14 has a prob..

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hmm wonder what the error says?  care to share?

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here sir...

bg.jpg

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Get rid  of the   tab between monthly reward and put a space.  

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Already solved sir. thank you i will just review the script guide in the files thanks...

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