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Posted (edited)

Please Help me, everytime I use the 3rd job changer and everytime I try to ride a mount in the rental NPC I get a "script: buildin_atcommand: failed to execute command" error. Here is the picture:1-1.jpg

Please Help me fix this. Thanks in advance!

Edited by makraiz123

5 answers to this question

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Posted

breeder:

dicastes01,201,194,4 script Breeder 468,{

mes "[universal Rental Npc]";

mes "Hi, here you can rent Carts, Falcons or Pecopecos.";

next;

switch(select("Cart:Falcon:Peco:Warg:Mado:Gryphon:Dragon")) {

case 1:

if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) {

setcart;

close;

} else {

mes "[universal Rental 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 "[universal Rental Npc]";

mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

close;

}

case 3:

if (checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class == 4060 || Class == 4054 || Class == 4066 || Class == 4073) {

atcommand "@mount";

close;

} else {

mes "[universal Rental Npc]";

mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

close;

}

case 4: //ward

if (BaseJob != Job_Archer && BaseClass == Job_Archer && countitem(6124) == 0) {

getitem 6124,1;

close;

} else {

mes "[universal Rental Npc]";

mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

close;

}

case 5: // mado

if (BaseJob != Job_Merchant && BaseClass == Job_Merchant && checkriding() == 0 && getskilllv("NC_MADOLICENCE")>0 && Class == 4064 || Class == 4058) {

atcommand "@mount";

close;

}

case 6: // dragon

if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("RK_DRAGONTRAINING")>0) {

atcommand strcharinfo(0)+":@mount";

close;

}

case7: // gryphon

if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class == 4073 || Class == 4066) {

setriding;

close;

}

else {

mes "[universal Rental Npc]";

mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";

close;

}

}

}

3rd job changer:

dicastes01,199,190,3 script Class Master 588,{

mes "^ff0000[Job Master]^000000";

if(Class >= 4054 && Class <= 4085) goto L_max;

if(SkillPoint != 0) goto L_stats;

if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third;

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("No","Yes") == 2){

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){

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("No","Yes")==2){

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(checkfalcon() || checkcart() || checkriding()) goto L_remove;

if((Class >=Job_Knight) && (Class <=Job_Crusader2)){

mes "Choose your next step";

if(select("Reborn")==1){

if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;

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;

close;

}

switch(Class){

case Job_Knight:

set @target_job, 4054;

break;

case Job_Priest:

set @target_job, 4057;

break;

case Job_Blacksmith:

set @target_job, 4058;

break;

case Job_Assassin:

set @target_job, 4059;

break;

case Job_Wizard:

set @target_job, 4055;

break;

case Job_Hunter:

set @target_job, 4056;

break;

}

mes "Are you sure you want to change to " + JobName(@target_job) + "?";

if(select("No","Yes")==2){

if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;

callfunc "Job_Change", @target_job;

}

close;

}

mes "I'm sorry, there are no further classes for your job.";

close;

}

L_Third:

if(checkfalcon() || checkcart() || checkriding()) goto L_remove;

mes "Are you sure you want to change to 3rd Class?";

if(select("Yes","No")==1){

if(BaseLevel < 99 || JobLevel < 70) goto L_cantCh;

switch(Class){

case Job_Lord_Knight:

set @target_job,4060;

break;

case Job_High_Priest:

set @target_job,4063;

break;

case Job_Whitesmith:

set @target_job,4064;

break;

case Job_Assassin_Cross:

set @target_job,4065;

break;

case Job_High_Wizard:

set @target_job,4061;

break;

case Job_Sniper:

set @target_job,4062;

break;

case Job_Paladin:

set @target_job,4073;

break;

case Job_Champion:

set @target_job,4077;

break;

case Job_Creator:

set @target_job,4078;

break;

case Job_Stalker:

set @target_job,4079;

break;

case Job_Professor:

set @target_job,4074;

break;

case Job_Clown:

set @target_job,4075;

break;

case Job_Gypsy:

set @target_job,4076;

break;

}

mes "Are you sure you want to change to " + JobName(@target_job) + "?";

if(select("No","Yes") == 2){

atcommand strcharinfo(0)+":@job "+@target_job;

specialeffect2 381;

close;

}

}

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;

if (BaseClass==Job_Knight) goto L_sKnigh;

if (BaseClass==Job_Crusader) goto L_sCrusader;

if (BaseClass==Job_Assassin) goto L_sAssassin;

if (BaseClass==Job_Rogue) goto L_sRogue;

if (BaseClass==Job_Wizard) goto L_sWizard;

if (BaseClass==Job_Sage) goto L_sSage;

if (BaseClass==Job_Hunter) goto L_sHunter;

if (BaseClass==Job_Bard) goto L_sBard;

if (BaseClass==Job_Dancer) goto L_sDancer;

if (BaseClass==Job_BlackSmith) goto L_sBlackSmith;

if (BaseClass==Job_Priest) goto L_sPriest;

if (BaseClass==Job_Monk) goto L_sMonk;

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_sKnight:

skill 1001,1,0;

close;

L_sCrusader:

skill 1002,1,0;

close;

L_sAssassin:

skill 1003,1,0;

skill 1004,1,0;

close;

L_sRogue:

skill 1005,1,0;

close;

L_sWizard:

skill 1006,1,0;

close;

L_sSage:

skill 1007,1,0;

close;

L_sHunter:

skill 1009,1,0;

close;

L_sBard:

skill 1010,1,0;

close;

L_sDancer:

skill 1011,1,0;

close;

L_sBlackSmith:

skill 1012,1,0;

skill 1013,1,0;

close;

L_sPriest:

skill 1014,1,0;

close;

L_sMonk:

skill 1015,1,0;

skill 1016,1,0;

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_max:

mes "I'm sorry, there are no further classes for your job.";

close;

L_stats:

mes "I'm sorry, please use up all your skill points before changing jobs";

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 between 2nd and advance Class (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;

}

Thank you for your reply :)

Posted

Your breeder

atcommand strcharinfo(0)+":@mount";

try using

atcommand "@mount";

Your 3rd job changer

atcommand strcharinfo(0)+":@job "+@target_job;

try using

atcommand "@job "+@target_job;

I don't think it is needed to attach the character name anymore because it is already attach to the npc. :)

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