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need script for warper and job changer which has 3rd option and also stylist.. also teach me where and how do i do it... many thnx

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Hello! I can give you the ones i use

Job Changer: 

Spoiler

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 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.
//============================================================

prontera,153,193,6    script    Job Master    123,{
function Job_Menu;

    mes "[Job Master]";
    if (Class > Job_Soul_Linker) {
        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;
    }

    .@eac = eaclass();
    .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
    if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
        if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
            .@blvl = .Rebirth[0] - BaseLevel;
            .@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 > Job_Crusader2) {
            mes "Switch to third class?";
            next;
            Job_Menu(roclass(.@eac|EAJL_THIRD));
            close;
        }
        while(1) {
            mes "Select an option.";
            next;
            .@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
            if (.@i == 3)
                close;
            mes "[Job Master]";
            mes "Are you sure?";
            next;
            Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
            mes "[Job Master]";
        }
    }
    .@j1 = roclass(.@eac|EAJL_2_1);
    .@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]) {
            .@blvl = .Rebirth[0] - BaseLevel;
            .@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 == Job_Novice_High && .LastJob && lastJob) {
            mes "Switch classes now?";
            next;
            Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
        } else {
            switch(Class) {
            case Job_Novice:
                Job_Menu(
                    Job_Swordman,
                    Job_Mage,
                    Job_Archer,
                    Job_Acolyte,
                    Job_Merchant,
                    Job_Thief,
                    Job_Super_Novice,
                    Job_Taekwon,
                    Job_Gunslinger,
                    Job_Ninja,
                    Job_Baby
                );
                break;
            case Job_Novice_High:
                Job_Menu(
                    Job_Swordman_High,
                    Job_Mage_High,
                    Job_Archer_High,
                    Job_Acolyte_High,
                    Job_Merchant_High,
                    Job_Thief_High
                );
                break;
            case Job_Baby:
                Job_Menu(
                    Job_Baby_Swordman,
                    Job_Baby_Mage,
                    Job_Baby_Archer,
                    Job_Baby_Acolyte,
                    Job_Baby_Merchant,
                    Job_Baby_Thief,
                    Job_Super_Baby
                );
                break;
            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 + Job_Novice_High);
    } else
        Job_Menu(.@j1, .@j2);
    close;

function Job_Menu {
    while(1) {
        if (getargcount() > 1) {
            mes "Select a job.";
            .@menu$ = "";
            for (.@i = 0; .@i < getargcount(); .@i++)
                .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
            .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
            next;
            .@i = getarg(select(.@menu$) - 1, 0);
            if (!.@i)
                close;
            if ((.@i == Job_Super_Novice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
                mes "[Job Master]";
                mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
                close;
            }
            mes "[Job Master]";
            mes "Are you sure?";
            next;
        } else
            .@i = getarg(0);
        if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
            mes "[Job Master]";
            mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
            if (.@i == Job_Novice_High && .LastJob)
                lastJob = Class;
            jobchange .@i;
            if (.@i == Job_Novice_High)
                resetlvl(1);
            else if (.@i == Job_Baby) {
                resetstatus;
                resetskill;
                set SkillPoint,0;
            }
            specialeffect2 EF_ANGEL2;
            specialeffect2 EF_ELECTRIC;
            if (.Platinum)
                callsub Get_Platinum;
            close;
        }
        if (getargcount() == 1)
            return;
        mes "[Job Master]";
    }
    end;
}

Get_Platinum:
    skill "NV_FIRSTAID",1,SKILL_PERM;
    switch (BaseClass) {
    case Job_Novice:
        if (Class != Job_Super_Novice)
            skill "NV_TRICKDEAD",1,SKILL_PERM;
        break;
    case Job_Swordman:
        skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
        skill "SM_FATALBLOW",1,SKILL_PERM;
        skill "SM_AUTOBERSERK",1,SKILL_PERM;
        break;
    case Job_Mage:
        skill "MG_ENERGYCOAT",1,SKILL_PERM;
        break;
    case Job_Archer:
        skill "AC_MAKINGARROW",1,SKILL_PERM;
        skill "AC_CHARGEARROW",1,SKILL_PERM;
        break;
    case Job_Acolyte:
        skill "AL_HOLYLIGHT",1,SKILL_PERM;
        break;
    case Job_Merchant:
        skill "MC_CARTREVOLUTION",1,SKILL_PERM;
        skill "MC_CHANGECART",1,SKILL_PERM;
        skill "MC_LOUD",1,SKILL_PERM;
        break;
    case Job_Thief:
        skill "TF_SPRINKLESAND",1,SKILL_PERM;
        skill "TF_BACKSLIDING",1,SKILL_PERM;
        skill "TF_PICKSTONE",1,SKILL_PERM;
        skill "TF_THROWSTONE",1,SKILL_PERM;
        break;
    default:
        break;
    }
    switch (BaseJob) {
    case Job_Knight:
        skill "KN_CHARGEATK",1,SKILL_PERM;
        break;
    case Job_Priest:
        skill "PR_REDEMPTIO",1,SKILL_PERM;
        break;
    case Job_Wizard:
        skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
        break;
    case Job_Blacksmith:
        skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
        skill "BS_GREED",1,SKILL_PERM;
        break;
    case Job_Hunter:
        skill "HT_PHANTASMIC",1,SKILL_PERM;
        break;
    case Job_Assassin:
        skill "AS_SONICACCEL",1,SKILL_PERM;
        skill "AS_VENOMKNIFE",1,SKILL_PERM;
        break;
    case Job_Crusader:
        skill "CR_SHRINK",1,SKILL_PERM;
        break;
    case Job_Monk:
        skill "MO_KITRANSLATION",1,SKILL_PERM;
        skill "MO_BALKYOUNG",1,SKILL_PERM;
        break;
    case Job_Sage:
        skill "SA_CREATECON",1,SKILL_PERM;
        skill "SA_ELEMENTWATER",1,SKILL_PERM;
        skill "SA_ELEMENTGROUND",1,SKILL_PERM;
        skill "SA_ELEMENTFIRE",1,SKILL_PERM;
        skill "SA_ELEMENTWIND",1,SKILL_PERM;
        break;
    case Job_Rogue:
        skill "RG_CLOSECONFINE",1,SKILL_PERM;
        break;
    case Job_Alchemist:
        skill "AM_BIOETHICS",1,SKILL_PERM;
        break;
    case Job_Bard:
        skill "BA_PANGVOICE",1,SKILL_PERM;
        break;
    case Job_Dancer:
        skill "DC_WINKCHARM",1,SKILL_PERM;
        break;
    default:
        break;
    }
    return;

OnInit:
    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
    .ThirdClass = 1;            // Enable third classes? (1: yes / 0: no)
    .SecondExpanded = 1;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
    .SNovice = 45;                // Minimum base level to turn into Super Novice
    .LastJob = 1;                // Enforce linear class changes? (1: yes / 0: no)
    .SkillPointCheck = 1;        // Force player to use up all skill points? (1: yes / 0: no)
    .Platinum = 1;                // Get platinum skills automatically? (1: yes / 0: no)
    end;
}
 

warper:

Spoiler

//===== rAthena Script ======================================= 
//= Warper
//===== By: ================================================== 
//= Euphy
//===== Current Version: =====================================
//= 1.4b
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: ========================================= 
//= A complete - but very condensed - warper script.
//= Some coordinates written by Tekno-Kanix and ToastOfDoom.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Added missing duplicates and fixed coordinates.
//= 1.2 Added new episodes and simplified functions.
//= 1.3 Added Renewal checks and Instances menu.
//=     Aligned coordinates with @go.
//= 1.4 Added new Guild Dungeons.
//= 1.4a Slight edits.
//= 1.4b Added Wolfchev's Laboratory warp.
//============================================================

-    script    Warper    -1,{
function Go; function Disp; function Pick; function Restrict;

// --------------------------------------------------
//    Main Menu:
// --------------------------------------------------

menu    "Last Warp ^777777["+lastwarp$+"]^000000",-,
        " ~ Towns",Towns,
        " ~ Fields",Fields,
        " ~ Dungeons",Dungeons,
        " ~ Guild Castles",Castles,
        " ~ Guild Dungeons",Guild_Dungeons,
        " ~ Instances",Instances,
        " ~ Special Areas",Special;

    if (lastwarp$ == "")
        message strcharinfo(0),"You haven't warped anywhere yet.";
    else
        warp lastwarp$,lastwarpx,lastwarpy;
    end;

// ------------------- Functions -------------------
// * Go("<map>",<x>,<y>);
//    ~ Warps directly to a map.
//
// * Disp("<Menu Option>",<first option>,<last option>);
// * Pick("<map_prefix>"{,<index offset>});
//    ~ Dynamic menu and map selection (auto-numbered).
//
// * Disp("<Option 1>:<Option 2>:<etc.>");
// * Pick("","<map1>","<map2>","<etc.>");
//    ~ Manual menu and map selection (listed).
//
// * Restrict("<RE | Pre-RE>"{,<menu option numbers>});
//    ~ Only allows map for Renewal or Pre-Renewal modes.
//     If menu option numbers are given, only those maps
//     will be restricted (i.e. not for "Go").
//
// Other notes:
//   ~ Array @c[] holds all (x,y) coordinates.
//   ~ Use @c[2] EXCEPT when maps begin dynamically
//      at 0: use @c[0] and Pick() offset 1.
// --------------------------------------------------

function Go {
    set lastwarp$, getarg(0);
    set lastwarpx, getarg(1,0);
    set lastwarpy, getarg(2,0);
    warp getarg(0),getarg(1,0),getarg(2,0);
    end;
}
function Disp {
    if (getargcount() < 3)
        set @menu$, getarg(0);
    else {
        set @menu$,"";
        for (set .@i,getarg(1); .@i<=getarg(2); set .@i,.@i+1)
            set @menu$, @menu$+getarg(0)+" "+.@i+":";
    }
    return;
}
function Pick {
    set .@warp_block,@warp_block;
    set @warp_block,0;
    set .@select, select(@menu$);
    if (getarg(0) == "") {
        set .@i, .@select;
        set .@map$, getarg(.@i);
    } else {
        set .@i, .@select-getarg(1,0);
        set .@map$, getarg(0)+((.@i<10)?"0":"")+.@i;
    }
    if (.@warp_block & (1<<.@select)) {
        message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal.";
        end;
    }
    set .@x, @c[.@i*2];
    set .@y, @c[.@i*2+1];
    deletearray @c[0],getarraysize(@c);
    Go(.@map$,.@x,.@y);
}
function Restrict {
    if ((getarg(0) == "RE" && !checkre(0)) || (getarg(0) == "Pre-RE" && checkre(0))) {
        if (getarg(1,0)) {
            set @warp_block,0;
            for (set .@i,1; .@i<getargcount(); set .@i,.@i+1)
                set @warp_block, @warp_block | (1<<getarg(.@i));
        } else {
            message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal.";
            end;
        }
    }
    return;
}

// --------------------------------------------------
    Towns:
// --------------------------------------------------
menu    "Prontera",T1, "Alberta",T2, "Aldebaran",T3, "Amatsu",T4, "Ayothaya",T5,
        "Brasilis",T6, "Comodo",T7, "Dewata",T8, "Eclage",T9, "Einbech",T10, 
        "Einbroch",T11, "El Dicastes",T12, "Geffen",T13, "Gonryun",T14, "Hugel",T15,
        "Izlude",T16, "Jawaii",T17, "Lighthalzen",T18, "Louyang",T19, "Lutie",T20,
        "Malangdo",T21, "Malaya",T22, "Manuk",T23, "Midgarts Expedition Camp",T24,
        "Mora",T25, "Morroc",T26, "Moscovia",T27, "Nameless Island",T28,
        "Niflheim",T29, "Payon",T30, "Rachel",T31, "Splendide",T32, "Thor Camp",T33,
        "Umbala",T34, "Veins",T35, "Yuno",T36;

T1: Go("prontera",155,183);
T2: Go("alberta",28,234);
T3: Go("aldebaran",140,131);
T4: Go("amatsu",198,84);
T5: Go("ayothaya",208,166);
T6: Restrict("RE");
    Go("brasilis",196,217);
T7: Go("comodo",209,143);
T8: Restrict("RE");
    Go("dewata",200,180);
T9: Restrict("RE");
    Go("ecl_in01",48,53);
T10: Go("einbech",63,35);
T11: Go("einbroch",64,200);
T12: Restrict("RE");
     Go("dicastes01",198,187);
T13: Go("geffen",119,59);
T14: Go("gonryun",160,120);
T15: Go("hugel",96,145);
T16: Go("izlude",128,(checkre(3)?146:114));
T17: Go("jawaii",251,132);
T18: Go("lighthalzen",158,92);
T19: Go("louyang",217,100);
T20: Go("xmas",147,134);
T21: Restrict("RE");
     Go("malangdo",140,114);
T22: Restrict("RE");
     Go("malaya",231,200);
T23: Go("manuk",282,138);
T24: Go("mid_camp",210,288);
T25: Restrict("RE");
     Go("mora",55,146);
T26: Go("morocc",156,93);
T27: Go("moscovia",223,184);
T28: Go("nameless_n",256,215);
T29: Go("niflheim",202,174);
T30: Go("payon",179,100);
T31: Go("rachel",130,110);
T32: Go("splendide",201,147);
T33: Go("thor_camp",246,68);
T34: Go("umbala",97,153);
T35: Go("veins",216,123);
T36: Go("yuno",157,51);

// --------------------------------------------------
    Fields:
// --------------------------------------------------
menu    "Amatsu Fields",F1, "Ayothaya Fields",F2, "Bifrost Fields", F3,
        "Brasilis Fields",F4, "Comodo Fields",F5, "Dewata Fields",F6,
        "Eclage Fields",F7, "Einbroch Fields",F8, "El Dicastes Fields",F9,
        "Geffen Fields",F10, "Gonryun Fields",F11, "Hugel Fields",F12,
        "Lighthalzen Fields",F13, "Louyang Field",F14, "Lutie Field",F15,
        "Malaya Fields",F16, "Manuk Fields",F17, "Mjolnir Fields",F18,
        "Moscovia Fields",F19, "Niflheim Fields",F20, "Payon Forests",F21,
        "Prontera Fields",F22, "Rachel Fields",F23, "Sograt Deserts",F24,
        "Splendide Fields",F25, "Umbala Fields",F26, "Veins Fields",F27,
        "Yuno Fields",F28;

F1: setarray @c[2],190,197;
    Disp("Amatsu Field",1,1); Pick("ama_fild");
F2: setarray @c[2],173,134,212,150;
    Disp("Ayothaya Field",1,2); Pick("ayo_fild");
F3: Restrict("RE");
    setarray @c[2],193,220,220,187;
    Disp("Bifrost Field",1,2); Pick("bif_fild");
F4: Restrict("RE");
    setarray @c[2],74,32;
    Disp("Brasilis Field",1,1); Pick("bra_fild");
F5: Restrict("Pre-RE",5);
    setarray @c[2],180,178,231,160,191,172,228,194,224,203,190,223,234,177,194,175,172,172;
    Disp("Comodo Field",1,9); Pick("cmd_fild");
F6: Restrict("RE");
    setarray @c[2],371,212;
    Disp("Dewata Field",1,1); Pick("dew_fild");
F7: Restrict("RE");
    setarray @c[2],97,314;
    Disp("Eclage Field",1,1); Pick("ecl_fild");
F8: Restrict("Pre-RE",2,10);
    setarray @c[2],142,225,182,141,187,228,185,173,216,173,195,148,272,220,173,214,207,174,196,200;
    Disp("Einbroch Field",1,10); Pick("ein_fild");
F9: Restrict("RE");
    setarray @c[2],143,132,143,217;
    Disp("El Dicastes Field",1,2); Pick("dic_fild");
F10: Restrict("Pre-RE",13,15);
     setarray @c[0],46,199,213,204,195,212,257,192,188,171,166,263,248,158,195,191,186,183,221,117,178,218,136,328,240,181,235,235,211,185;
     Disp("Geffen Field",0,14); Pick("gef_fild",1);
F11: setarray @c[2],220,227;
     Disp("Gonryun Field",1,1); Pick("gon_fild");
F12: Restrict("Pre-RE",3,7);
     setarray @c[2],268,101,222,193,232,185,252,189,196,106,216,220,227,197;
     Disp("Hugel Field",1,7); Pick("hu_fild");
F13: setarray @c[2],240,179,185,235,240,226;
     Disp("Lighthalzen Field",1,3); Pick("lhz_fild");
F14: setarray @c[2],229,187;
     Disp("Louyang Field",1,1); Pick("lou_fild");
F15: setarray @c[2],115,145;
     Disp("Lutie Field",1,1); Pick("xmas_fild");
F16: Restrict("RE");
     setarray @c[2],40,272,207,180;
     Disp("Malaya Field",1,2); Pick("ma_fild");
F17: setarray @c[2],35,236,35,262,84,365;
     Disp("Manuk Field",1,3); Pick("man_fild");
F18: setarray @c[2],204,120,175,193,208,213,179,180,181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208;
     Disp("Mjolnir Field",1,12); Pick("mjolnir_");
F19: setarray @c[2],82,104,131,147;
     Disp("Moscovia Field",1,2); Pick("mosk_fild");
F20: setarray @c[2],215,229,167,234;
     Disp("Niflheim Field",1,2); Pick("nif_fild");
F21: Restrict("Pre-RE",5,11);
     setarray @c[2],158,206,151,219,205,148,186,247,134,204,193,235,200,177,137,189,201,224,160,205,194,150;
     Disp("Payon Forest",1,11); Pick("pay_fild");
F22: setarray @c[0],208,227,190,206,240,206,190,143,307,252,239,213,185,188,193,194,187,218,210,183,195,149,198,164;
     Disp("Prontera Field",0,11); Pick("prt_fild",1);
F23: Restrict("Pre-RE",2,7,9,10,11,13);
     setarray @c[2],192,162,235,166,202,206,202,208,225,202,202,214,263,196,217,201,87,121,277,181,221,185,175,200,174,197;
     Disp("Rachel Field",1,13); Pick("ra_fild");
F24: setarray @c[2],219,205,177,206,194,182,224,170,198,216,156,187,185,263,206,228,208,238,209,223,85,97,207,202,31,195,38,195;
     Disp("Sograt Desert 1:Sograt Desert 2:Sograt Desert 3:Sograt Desert 7:Sograt Desert 11:Sograt Desert 12:Sograt Desert 13:Sograt Desert 16:Sograt Desert 17:Sograt Desert 18:Sograt Desert 19:Sograt Desert 20:Sograt Desert 21:Sograt Desert 22");
     Pick("","moc_fild01","moc_fild02","moc_fild03","moc_fild07","moc_fild11","moc_fild12","moc_fild13","moc_fild16","moc_fild17","moc_fild18","moc_fild19","moc_fild20","moc_fild21","moc_fild22");
F25: setarray @c[2],175,186,236,184,188,204;
     Disp("Splendide Field",1,3); Pick("spl_fild");
F26: setarray @c[2],217,206,223,221,237,215,202,197;
     Disp("Umbala Field",1,4); Pick("um_fild");
F27: Restrict("Pre-RE",5);
     setarray @c[2],186,175,196,370,222,45,51,250,202,324,150,223,149,307;
     Disp("Veins Field",1,7); Pick("ve_fild");
F28: Restrict("Pre-RE",5,10);
     setarray @c[2],189,224,192,207,221,157,226,199,223,177,187,232,231,174,196,203,183,214,200,124,195,226,210,304;
     Disp("Yuno Field",1,12); Pick("yuno_fild");

// --------------------------------------------------
    Dungeons:
// --------------------------------------------------
menu    "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3,
        "Ayothaya Dungeon",D4, "Beach Dungeon",D5, "Bifrost Tower",D41,
        "Bio Labs",D6, "Brasilis Dungeon",D7, "Byalan Dungeon",D8, "Clock Tower",D9,
        "Coal Mines",D10, "Culvert",D11, "Cursed Abbey",D12, "Dewata Dungeon",D13,
        "Einbroch Dungeon",D14, "Gefenia",D15, "Geffen Dungeon",D16,
        "Glast Heim",D17, "Gonryun Dungeon",D18, "Hidden Dungeon",D19,
        "Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22, "Louyang Dungeon",D23,
        "Magma Dungeon",D24, "Malangdo Dungeon",D25, "Moscovia Dungeon",D26,
        "Nidhogg's Dungeon",D27, "Odin Temple",D28, "Orc Dungeon",D29,
        "Payon Dungeon",D30, "Pyramids",D31, "Rachel Sanctuary",D32,
        "Scaraba Hole",D33, "Sphinx",D34, "Sunken Ship",D35, "Thanatos Tower",D36,
        "Thor Volcano",D37, "Toy Factory",D38, "Turtle Dungeon",D39, "Umbala Dungeon",D40;

D1: setarray @c[2],261,272,275,270,116,27;
    Disp("Abyss Lakes",1,3); Pick("abyss_");
D2: setarray @c[2],228,11,34,41,119,14;
    Disp("Amatsu Dungeon",1,3); Pick("ama_dun");
D3: setarray @c[2],35,262,168,170;
    Disp("Anthell",1,2); Pick("anthell");
D4: setarray @c[2],275,19,24,26;
    Disp("Ancient Shrine Maze:Inside Ancient Shrine"); Pick("ayo_dun");
D5: setarray @c[2],266,67,255,244,23,260;
    Disp("Beach Dungeon",1,3); Pick("","beach_dun","beach_dun2","beach_dun3");
D6: Restrict("RE",4);
    setarray @c[2],150,288,150,18,140,134,244,52;
    Disp("Bio Lab",1,4); Pick("lhz_dun");
D7: Restrict("RE");
    setarray @c[2],87,47,262,262;
    Disp("Brasilis Dungeon",1,2); Pick("bra_dun");
D8: Restrict("RE",6);
    setarray @c[0],168,168,253,252,236,204,32,63,26,27,141,187;
    Disp("Byalan Dungeon",1,6); Pick("iz_dun",1);
D9: setarray @c[2],199,159,148,283,65,147,56,155,297,25,127,169,277,178,268,74;
    Disp("Clock Tower 1:Clock Tower 2:Clock Tower 3:Clock Tower 4:Basement 1:Basement 2:Basement 3:Basement 4");
    Pick("","c_tower1","c_tower2","c_tower3","c_tower4","alde_dun01","alde_dun02","alde_dun03","alde_dun04");
D10: setarray @c[2],52,17,381,343,302,262;
     Disp("Coal Mines",1,3); Pick("mjo_dun");
D11: setarray @c[2],131,247,19,19,180,169,100,92;
     Disp("Culvert",1,4); Pick("","prt_sewb1","prt_sewb2","prt_sewb3","prt_sewb4");
D12: setarray @c[2],51,14,150,11,120,10;
     Disp("Cursed Abbey",1,3); Pick("abbey");
D13: Restrict("RE");
     setarray @c[2],285,160,299,29;
     Disp("Dewata Dungeon",1,2); Pick("dew_dun");
D14: setarray @c[2],22,14,292,290;
     Disp("Einbroch Dungeon",1,2); Pick("ein_dun");
D15: setarray @c[2],40,103,203,34,266,168,130,272;
     Disp("Gefenia",1,4); Pick("gefenia",0);
D16: setarray @c[0],104,99,115,236,106,132,203,200;
     Disp("Geffen Dungeon",1,4); Pick("gef_dun",1);
D17: setarray @c[2],370,304,199,29,104,25,150,15,157,287,147,15,258,255,108,291,171,283,68,277,156,7,12,7,133,271,224,274,14,70,150,14;
     Disp("Entrance:Castle 1:Castle 2:Chivalry 1:Chivalry 2:Churchyard:Culvert 1:Culvert 2:Culvert 3:Culvert 4:St. Abbey:Staircase Dungeon:Underground Cave 1:Underground Cave 2:Underground Prison 1:Underground Prison 2");
     Pick("","glast_01","gl_cas01","gl_cas02","gl_knt01","gl_knt02","gl_chyard","gl_sew01","gl_sew02","gl_sew03","gl_sew04","gl_church","gl_step","gl_dun01","gl_dun02","gl_prison","gl_prison1");
D18: setarray @c[2],153,53,28,113,68,16;
     Disp("Gonryun Dungeon",1,3); Pick("gon_dun");
D19: setarray @c[2],176,7,93,20,23,8;
     Disp("Hidden Dungeon",1,3); Pick("prt_maze");
D20: setarray @c[2],157,14,151,155,149,22,33,158;
     Disp("Ice Dungeon",1,4); Pick("ice_dun");
D21: setarray @c[2],140,51,53,247,37,63,150,285;
     Disp("Entrance:Juperos 1:Juperos 2:Core");
     Pick("","jupe_cave","juperos_01","juperos_02","jupe_core");
D22: setarray @c[2],28,226,41,198;
     Disp("Kiel Dungeon",1,2); Pick("kh_dun");
D23: setarray @c[2],218,196,282,20,165,38;
     Disp("The Royal Tomb:Inside the Royal Tomb:Suei Long Gon"); Pick("lou_dun");
D24: setarray @c[2],126,68,47,30;
     Disp("Magma Dungeon",1,2); Pick("mag_dun");
D25: Restrict("RE");
     setarray @c[2],33,230;
     Disp("Malangdo Dungeon",1,1); Pick("mal_dun");
D26: setarray @c[2],189,48,165,30,32,135;
     Disp("Moscovia Dungeon",1,3); Pick("mosk_dun");
D27: setarray @c[2],61,239,60,271;
     Disp("Nidhogg's Dungeon",1,2); Pick("nyd_dun");
D28: setarray @c[2],298,167,224,149,266,280;
     Disp("Odin Temple",1,3); Pick("odin_tem");
D29: setarray @c[2],32,170,21,185;
     Disp("Orc Dungeon",1,2); Pick("orcsdun");
D30: setarray @c[0],21,183,19,33,19,63,155,159,201,204;
     Disp("Payon Dungeon",1,5); Pick("pay_dun",1);
D31: Restrict("RE",7,8);
     setarray @c[2],192,9,10,192,100,92,181,11,94,96,192,8,94,96,192,8;
     Disp("Pyramids 1:Pyramids 2:Pyramids 3:Pyramids 4:Basement 1:Basement 2:Basement 1 - Nightmare Mode:Basement 2 - Nightmare Mode");
     Pick("","moc_pryd01","moc_pryd02","moc_pryd03","moc_pryd04","moc_pryd05","moc_pryd06","moc_prydn1","moc_prydn2");
D32: setarray @c[2],140,11,32,21,8,149,204,218,150,9;
     Disp("Rachel Sanctuary",1,5); Pick("ra_san");
D33: Restrict("RE");
     setarray @c[2],364,44,101,141;
     Disp("Scaraba Hole",1,2); Pick("dic_dun");
D34: setarray @c[2],288,9,149,81,210,54,10,222,100,99;
     Disp("Sphinx",1,5); Pick("","in_sphinx1","in_sphinx2","in_sphinx3","in_sphinx4","in_sphinx5");
D35: setarray @c[2],69,24,102,27;
     Disp("Sunken Ship",1,2); Pick("treasure");
D36: setarray @c[2],150,39,150,136,220,158,59,143,62,11,89,221,35,166,93,148,29,107,159,138,19,20,130,52;
     Disp("Thanatos Tower",1,12); Pick("tha_t");
D37: setarray @c[2],21,228,75,205,34,272;
     Disp("Thor Volcano",1,3); Pick("thor_v");
D38: setarray @c[2],205,15,129,133;
     Disp("Toy Factory",1,2); Pick("xmas_dun");
D39: setarray @c[2],154,49,148,261,132,189,100,192;
     Disp("Entrance:Turtle Dungeon 1:Turtle Dungeon 2:Turtle Dungeon 3"); Pick("tur_dun");
D40: Restrict("Pre-RE",1,2);
     setarray @c[2],42,31,48,30,204,78;
     Disp("Carpenter's Shop in the Tree:Passage to a Foreign World:Hvergermil's Fountain");
     Pick("","um_dun01","um_dun02","yggdrasil01");
D41: Restrict("RE");
     setarray @c[2],57,13,64,88,45,14,26,23;
     Disp("Bifrost Tower",1,4); Pick("ecl_tdun");

// --------------------------------------------------
    Castles:
// --------------------------------------------------
menu    "Aldebaran Castles",C1, "Geffen Castles",C2, "Payon Castles",C3,
        "Prontera Castles",C4, "Arunafeltz Castles",C5, "Schwaltzvalt Castles",C6;

C1: setarray @c[2],48,83,95,249,142,85,239,242,264,90;
    Disp("Neuschwanstein:Hohenschwangau:Nuenberg:Wuerzburg:Rothenburg");
    Pick("","alde_gld","alde_gld","alde_gld","alde_gld","alde_gld");
C2: setarray @c[2],214,75,308,240,143,240,193,278,305,87;
    Disp("Repherion:Eeyolbriggar:Yesnelph:Bergel:Mersetzdeitz");
    Pick("","gef_fild13","gef_fild13","gef_fild13","gef_fild13","gef_fild13");
C3: setarray @c[2],121,233,295,116,317,293,140,160,204,266;
    Disp("Bright Arbor:Scarlet Palace:Holy Shadow:Sacred Altar:Bamboo Grove Hill");
    Pick("","pay_gld","pay_gld","pay_gld","pay_gld","pay_gld");
C4: setarray @c[2],134,65,240,128,153,137,111,240,208,240;
    Disp("Kriemhild:Swanhild:Fadhgridh:Skoegul:Gondul");
    Pick("","prt_gld","prt_gld","prt_gld","prt_gld","prt_gld");
C5: setarray @c[2],158,272,83,47,68,155,299,345,292,107;
    Disp("Mardol:Cyr:Horn:Gefn:Banadis");
    Pick("","aru_gld","aru_gld","aru_gld","aru_gld","aru_gld");
C6: setarray @c[2],293,100,288,252,97,196,137,90,71,315;
    Disp("Himinn:Andlangr:Viblainn:Hljod:Skidbladnir");
    Pick("","sch_gld","sch_gld","sch_gld","sch_gld","sch_gld");

// --------------------------------------------------
    Guild_Dungeons:
// --------------------------------------------------
menu    "Baldur",G1, "Luina",G2, "Valkyrie",G3, "Britoniah",G4,
        "Arunafeltz",G5, "Schwaltzvalt",G6;

G1: Restrict("RE",2,3);
    setarray @c[2],119,93,119,93,120,130;
    Disp("Baldur F1:Baldur F2:Hall of Abyss");
    Pick("","gld_dun01","gld_dun01_2","gld2_pay");
G2: Restrict("RE",2,3);
    setarray @c[2],39,161,39,161,147,155;
    Disp("Luina F1:Luina F2:Hall of Abyss");
    Pick("","gld_dun02","gld_dun02_2","gld2_ald");
G3: Restrict("RE",2,3);
    setarray @c[2],50,44,50,44,140,132;
    Disp("Valkyrie F1:Valkyrie F2:Hall of Abyss");
    Pick("","gld_dun03","gld_dun03_2","gld2_prt");
G4: Restrict("RE",2,3);
    setarray @c[2],116,45,116,45,152,118;
    Disp("Britoniah F1:Britoniah F2:Hall of Abyss");
    Pick("","gld_dun04","gld_dun04_2","gld2_gef");
G5: Go("arug_dun01",199,195);
G6: Go("schg_dun01",200,124);

// --------------------------------------------------
    Instances:
// --------------------------------------------------
menu    "Bakonawa Lake",I1, "Bangungot Hospital 2F",I2, "Buwaya Cave",I3,
        "Endless Tower",I4, "Hazy Forest",I5, "Malangdo Culvert",I6, "Nidhoggur's Nest",I7,
        "Octopus Cave",I8, "Old Glast Heim",I9, "Orc's Memory",I10, "Sealed Shrine",I11,
        "Wolfchev's Laboratory",I12;

I1: Restrict("RE");
    Go("ma_scene01",172,175);
I2: Restrict("RE");
    Go("ma_dun01",151,8);
I3: Restrict("RE");
    Go("ma_fild02",316,317);
I4: Go("e_tower",72,112);
I5: Restrict("RE");
    Go("bif_fild01",161,334);
I6: Restrict("RE");
    Go("mal_in01",164,21);
I7: Go("nyd_dun02",95,193);
I8: Restrict("RE");
    Go("mal_dun01",152,230);
I9: Restrict("RE");
    Go("glast_01",204,268);
I10: Go("gef_fild10",240,198);
I11: Go("monk_test",306,143);
I12: Restrict("RE");
    Go("lhz_dun04",148,269);

// --------------------------------------------------
    Special:
// --------------------------------------------------
menu    "Auction Hall",S1, "Battlegrounds",S2,"Casino",S3, "Eden Group Headquarters",S4,
        "Gonryun Arena",S5, "Izlude Arena",S6, "Monster Race Arena",S7, "Turbo Track",S8;

S1: Go("auction_01",22,68);
S2: Go("bat_room",154,150);
S3: Go("cmd_in02",179,129);
S4: Restrict("RE");
    Go("moc_para01",31,14);
S5: Go("gon_test",48,10);
S6: Go("arena_room",100,88);
S7: Go("p_track01",62,41);
S8: Go("turbo_room",99,114);

}
 

Change the npc location, i hope it helps. 

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6 hours ago, JhamBytes said:

need script for warper and job changer which has 3rd option and also stylist.. also teach me where and how do i do it... many thnx

all npc's you asking for is in rathena already

find rAthena/npc/script_custom.conf

uncomment the scripts you want have in server (remove //)

and reloadscript in game

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