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Alayne

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Alayne last won the day on February 17 2020

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  1. Sorry for the long delay without answer ^^' To change the reward, change '$shardIds[0]' to any item id you want to get. If you want to add points (ie: CASHPOINT), change the getitem line to '#CASHPOINTS += .@amount' or sthg like that, according to the points you want to change
  2. @wakefield21 as I said to someone else, I don't have a server anymore (nor prod nor test). But I'll try to help you fix the release if you want ^^ For Maugre, what's the exact message? Cause I can't find the one you're telling me about. The closest one would be 'Sorry, but no Hall are available right now.', and if that's this one, it explains you that you need to clear the dungeon's map from its monsters before registering it.
  3. @vulcan1991 well it's been a while since a looked at this script. As far as I can say, replace in the file the warp definition by this: // 1@new 1@new,135,355,0 script ECwarp::ECwarp_1 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),184,393; end; } 1@new,223,355,0 script ECwarp::ECwarp_2 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),270,393; end; } 1@new,309,355,0 script ECwarp::ECwarp_3 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),354,393; end; } 1@new,393,355,0 script ECwarp::ECwarp_4 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),96,309; end; } 1@new,135,271,0 script ECwarp::ECwarp_5 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),184,309; end; } 1@new,223,271,0 script ECwarp::ECwarp_6 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),270,309; end; } 1@new,309,271,0 script ECwarp::ECwarp_7 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),354,309; end; } 1@new,393,271,0 script ECwarp::ECwarp_8 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),96,221; end; } 1@new,135,183,0 script ECwarp::ECwarp_9 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),184,221; end; } 1@new,223,183,0 script ECwarp::ECwarp_10 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),270,221; end; } 1@new,309,183,0 script ECwarp::ECwarp_11 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),354,221; end; } 1@new,393,183,0 script ECwarp::ECwarp_12 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),96,137; end; } 1@new,135,99,0 script ECwarp::ECwarp_13 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),184,137; end; } 1@new,223,99,0 script ECwarp::ECwarp_14 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),270,137; end; } 1@new,309,99,0 script ECwarp::ECwarp_15 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),354,137; end; } 1@new,393,99,0 script ECwarp::ECwarp_16 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),96,51; end; } 1@new,135,13,0 script ECwarp::ECwarp_17 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),184,51; end; } 1@new,223,13,0 script ECwarp::ECwarp_18 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),270,51; end; } 1@new,309,13,0 script ECwarp::ECwarp_19 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("1@new"),354,51; end; } 1@new,393,13,0 script ECwarp::ECwarp_20 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),96,393; end; } // 2@new 2@new,135,355,0 script ECwarp::ECwarp_21 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),184,393; end; } 2@new,223,355,0 script ECwarp::ECwarp_22 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),270,393; end; } 2@new,309,355,0 script ECwarp::ECwarp_23 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),354,393; end; } 2@new,393,355,0 script ECwarp::ECwarp_24 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),96,309; end; } 2@new,135,271,0 script ECwarp::ECwarp_25 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),184,309; end; } 2@new,223,271,0 script ECwarp::ECwarp_26 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),270,309; end; } 2@new,309,271,0 script ECwarp::ECwarp_27 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),354,309; end; } 2@new,393,271,0 script ECwarp::ECwarp_28 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),96,221; end; } 2@new,135,183,0 script ECwarp::ECwarp_29 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),184,221; end; } 2@new,223,183,0 script ECwarp::ECwarp_30 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),270,221; end; } 2@new,309,183,0 script ECwarp::ECwarp_31 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),354,221; end; } 2@new,393,183,0 script ECwarp::ECwarp_32 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),96,137; end; } ECwarp 2@new,135,99,0 script ECwarp::ECwarp_33 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),184,137; end; } 2@new,223,99,0 script ECwarp::ECwarp_34 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),270,137; end; } 2@new,309,99,0 script ECwarp::ECwarp_35 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),354,137; end; } 2@new,393,99,0 script ECwarp::ECwarp_36 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),96,51; end; } 2@new,135,13,0 script ECwarp::ECwarp_37 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),184,51; end; } 2@new,223,13,0 script ECwarp::ECwarp_38 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),270,51; end; } 2@new,309,13,0 script ECwarp::ECwarp_39 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("2@new"),354,51; end; } 2@new,393,13,0 script ECwarp::ECwarp_40 45,1,1,{ end; OnECInstanceInit: disablenpc strnpcinfo(0); end; OnTouch: if('give_ash) getitem 'EC_AshID,1; warp instance_mapname("3@new"),96,393; end; OnEnableAshtimer: set 'give_ash,1; sleep2 60000; set 'give_ash,0; end; } // 3@new 3@new,135,355,0 script ECwarp::ECwarp_41 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),184,393; end; } 3@new,223,355,0 script ECwarp::ECwarp_42 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),270,393; end; } 3@new,309,355,0 script ECwarp::ECwarp_43 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),354,393; end; } 3@new,393,355,0 script ECwarp::ECwarp_44 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),96,309; end; } 3@new,135,271,0 script ECwarp::ECwarp_45 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),184,309; end; } 3@new,223,271,0 script ECwarp::ECwarp_46 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),270,309; end; } 3@new,309,271,0 script ECwarp::ECwarp_47 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),354,309; end; } 3@new,393,271,0 script ECwarp::ECwarp_48 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),96,221; end; } 3@new,135,183,0 script ECwarp::ECwarp_49 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),184,221; end; } 3@new,223,183,0 script ECwarp::ECwarp_50 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),270,221; end; } 3@new,309,183,0 script ECwarp::ECwarp_51 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),354,221; end; } 3@new,393,183,0 script ECwarp::ECwarp_52 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),96,137; end; } 3@new,135,99,0 script ECwarp::ECwarp_53 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),184,137; end; } 3@new,223,99,0 script ECwarp::ECwarp_54 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),270,137; end; } 3@new,309,99,0 script ECwarp::ECwarp_55 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),354,137; end; } 3@new,393,99,0 script ECwarp::ECwarp_56 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),96,51; end; } 3@new,135,13,0 script ECwarp::ECwarp_57 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),184,51; end; } 3@new,223,13,0 script ECwarp::ECwarp_58 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),270,51; end; } 3@new,309,13,0 script ECwarp::ECwarp_59 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("3@new"),354,51; end; } 3@new,393,13,0 script ECwarp::ECwarp_60 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),96,393; end; } // 4@new 4@new,135,355,0 script ECwarp::ECwarp_61 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),184,393; end; } 4@new,223,355,0 script ECwarp::ECwarp_62 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),270,393; end; } 4@new,309,355,0 script ECwarp::ECwarp_63 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),354,393; end; } 4@new,393,355,0 script ECwarp::ECwarp_64 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),96,309; end; } 4@new,135,271,0 script ECwarp::ECwarp_65 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),184,309; end; } 4@new,223,271,0 script ECwarp::ECwarp_66 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),270,309; end; } 4@new,309,271,0 script ECwarp::ECwarp_67 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),354,309; end; } 4@new,393,271,0 script ECwarp::ECwarp_68 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),96,221; end; } 4@new,135,183,0 script ECwarp::ECwarp_69 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),184,221; end; } 4@new,223,183,0 script ECwarp::ECwarp_70 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),270,221; end; } 4@new,309,183,0 script ECwarp::ECwarp_71 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),354,221; end; } 4@new,393,183,0 script ECwarp::ECwarp_72 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),96,137; end; } 4@new,135,99,0 script ECwarp::ECwarp_73 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),184,137; end; } 4@new,223,99,0 script ECwarp::ECwarp_74 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),270,137; end; } 4@new,309,99,0 script ECwarp::ECwarp_75 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("4@new"),354,137; end; } 4@new,393,99,0 script ECwarp::ECwarp_76 45,1,1,{ end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(3)); end; OnTouch: warp instance_mapname("5@new"),156,65; end; } Can't test it thought, sorry but I don't owned a test server anymore ^^'
  4. Well check the map before giving them the rewards ^^ Just replace last_map_name by the base name of the last map of the instance for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 ) { if (attachrid(.@partymemberaid[.@i]) && strcharinfo(3) == instance_mapname(last_map_name)) { callfunc("AddPointsFixed", getcharid(3), 1 * $difficulty_level); set AARENA, AARENA + 1; warp "valkyrie",49,48; } } @vulcan1991, for all rewards in instance you might want to give only to leader, check after the attachrid function if the attach char is team leader by using getpartyleader function. For instance: if (attachrid(.@partymemberaid[.@i]) && getcharid(0) == getpartyleader(getcharid(1)) @wakefield21 yeah YP was a big project I was really loving, but was still missing some works to do. What are you missing as an example? Cause as far as I remember (it's been a while), the content was ready and shared @Serken, sorry don't get it. Can you explain a bit more? Do you mean that there's monsters on the map? or that the map is allready owned by someone else? @Strand, my bad, I missed the event that I merged on another file (and that I...don't get anymore, I'm affraid...) On the YCSpawn.txt file, add a OnPCLoadMapEvent. Compare strcharinfo(3) to .ycMaps$ by looping over the array. If a map matches, add a dispbottom message saying anything you want to the player ^^ To everybody, sorry for the long delay between answers. I'm currently working on a new project, and I'm, as usual, lacking time ^^'
  5. Hi! 

    How to add instance Sky Fortress 

    i already follow and add those to things on instace,mobdb,mobskill.

    no npc found on skyfortress area in dimensional map..T_T

  6. I think you're lacking the instance_db declaration.
  7. Hey Alayne, can i ask for the db/pre/instance_db.txt
    https://rathena.org/board/topic/113687-quests-games-instance-astral-temple/
    for the Astral Temple?

    1. Alayne

      Alayne

      Hi there,

       

      Everything's available on my git.

      Here's the file you're looking for

      https://github.com/Nyliar/RagnarokContent/blob/master/Instance/Customs/Rathena/db/instance_db.txt

       

      Have fun

  8. Well yes, but as said, i'm not on win so...
  9. Oh nice! Never seen this mapflag, I could have looked for a really long time XD Gonna give it a try, thanks.
  10. Can you try installing the 2010 redist? Seen somewhere that this one's needed, but really not sure ^^'
  11. Hom never encountered that cause I'm running on linux, but I'd put a bet on redistributable missing on your window system. Can you check you have them installed? And if so, which versions?
  12. Hi peoples, Honestly I don't where to put this question, as it touches script, maps, source (probably, somewhere) so I put it here by default...Sorry if that's not the right place. I'm currently installing a system that changes day and night through script. The whole thing is working perfectly fine, except for thing. I duplicated some maps (prontera, izlude...) for lore reason, and want to route players to normal or duplicate map according to daytime. But right now, if the routing works well, the night mode isn't applied on duplicate, while it is on all other maps. The duplicates are made through resnametable. Any idea about what could cause that issue to happen? Thanks for your help peoples!
  13. Wel remove the requirementItemId part, add a variable "zenyCost", and when the check is made for item, check for zenies.
  14. Can try it now, but something like that should be what you're expecting for. //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_UPPER ) return false; // Already Rebirthed if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation deletearray .@job_opt[0],getarraysize(.@job_opt); .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.c // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { if( .@class == Job_Novice_High) { if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided { next; mes .NPCName$; mes "You'll need a " + getitemname(.rebirthRequiredItemId[Class - 7]) + "."; if(countitem(.rebirthRequiredItemId[Class - 7]) > 0) { mes "I can see you have it with you. Good."; delitem .rebirthRequiredItemId[Class - 7], 1; } else { mes "Come back with it before asking for Rebirth."; close; } } } Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if (.@eac&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = true; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } setarray .rebirthRequiredItemId[0],512,513,512,513,512,513,512,513,512,513,512,513,512,513; //requirement for knight, wizard...Change ids to desired item end; }
  15. You need to change the range used for random. So this if ( rand( 100 ) <= 90 ) { Needs to become this if ( rand( 1000 ) <= 1 ) { //0.1% or if ( rand( 10000 ) <= 1 ) { //0.001%
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