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All in ONE NPC (Easy Config)


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//===== 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$;
	set .@time, gettime(3);
	mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!";
	mes "What can I do for you?";
	emotion ET_DELIGHT;
	next;
	disable_items;
	switch(select(.menu$)) {
	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 ET_BEST;
		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;
}

 

Edited by Mael
better a code box
  • Upvote 1
  • Like 1
  • 0
Posted
On 11/19/2019 at 12:22 PM, Mael said:

//===== 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$;
	set .@time, gettime(3);
	mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!";
	mes "What can I do for you?";
	emotion ET_DELIGHT;
	next;
	disable_items;
	switch(select(.menu$)) {
	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 ET_BEST;
		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;
}

 

how to add npc script on that? thanks

  • 0
Posted

Wow Mael, I was looking for something like this.

But to add the npc script, you would need to make a txt file and edit scripts_custom.conf

First, go to file location rAthena\npc\custom

Make a txt document and name it something like "AllInOneNPC.txt"

Copy and paste  Mael's script into the txt,   Save and close

Next we edit scripts_custom.conf


Go to rAthena\Npc <----- to find scripts_custom.conf

Edit and add something like

npc: npc/custom/AllInOneNPC.txt anywhere.

There are some scripts already in there, you can just delete the // to activate them.

 

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