[Recruitment] ElariaRO is looking for Staff Member

  • Thread starter Thread starter Aurela
  • Start date Start date
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Aurela

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Hello everyone,
 ​
ElariaRO is currently looking for professional staff member.​
 ​
First of all let me give you some information about our server and the Team itself.
 ​
ElariaRO offers that classic Ragnarok experience but with new features,
cool events and more surprises in store that new or old players will enjoy!
The GM Team consists of experienced script writers, graphic designer,​
visual artist and dedicated Game Masters with years of experience.
ElariaRO is definitely a server worth looking into!
 ​


The server has been launched on 1 April 2014.
We try to keep things as close to offical as we can but also bring neat new updates and features to keep the playerbase entertained.

You can find every other server information you want to know here:

http://forum.ratemyserver.net/low-rates/elariaro-3-lr-pre-renewal-server-on-rms-7x7x5x-fair-gameplay-!/msg172462/#msg172462

Here is some feedback of our players where you can see that we're doing our best:

http://ratemyserver.net/index.php?page=serverstat&serid=17128&itv=6&url_sname=ElariaRO&page_num=1

__________________________________________________________________________________________________


What we are looking for?

- Event GM

- Support GM

- Source &/or Client Developer [exigent]

What we expect from you?

- Good english knowledge (best would be german too, but that's not neccessary)

- Professionality, faith and humor

- Being able to work on our project
(if you do not have enough time to work on something at the moment, cause of real life we totally understand it since we do take care of real life too, but please inform us if you are/get busy)

What we offer you?

- No empty promisses

- No corruption

- Fun on the project

- Fun with the ElariaRO Team

But mostly we offer you to work on something that makes people happy and make them enjoy something good.

What do we pay? 

Actually our team works for some Cash Points except for our Maper and our Spriter who get a bit real money if they did something.

Yes, people who are working with us do not charge tons of money and we are thankful for this, cause of that we're able to buy better things for the server and the community. 

Where you have to apply? 

Simply write me a Message with the position you'd like to apply for and some information about yourself/your work.

__________________________________________________________________________________________________

Are you interested in being a part of us?​
Join us now and enjoy a wonderful Team behind ElariaRO!
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Hello Aurela, I find very interesting the specs of the server, and wanted to do an apply after all  c:
I started on this awesome game on 2003, on the official hispanic version. I'm from Chile, South America.
My interests on this game grow to the point of wonder how it works and what I can to make even a better experience, so:
 
May I apply for the Scripter or Support GM?
I really like to help other players when they have doubts, and if I can provide some useful information, I always cooperate.
 
In other hand, being Scripter also is my favorite rol, I'm scripter since, like, 5 years, and I don't stop learning codes
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Here are some of my codes, since I'm from Chile, they are in spanish, but I'm good at english too, as you can see c:
 

//===================================================//===== HALTER LEAD QUEST (QUEST DE MONTURA) =====//================= VERSI�N 1.1 =====================//===== Comentarios: =============================//[V1.0] - A�n el hacer las riendas no summonea =// monstruos. =//[V1.0] - Las patas del Peco de Verack no se =// mueven. =// Nada hecho para solucionar ese error. =//[V1.0] - Quest entretenida, a�n faltan varios =// cambios. =//[V1.1] - Repetible por Personaje. =//===================================================//=========== www.temptation-ro.com =============//===================================================//=========================================//======= PRIMERA PARTE: VERACK =======//=========================================pay_fild08.gat,108,244,6 script Verack 875,{//====== VARIABLES ======set .@npc1$,"[Verack]";set .@pj$,"["+strcharinfo(0)+"]";getmapxy .@map$,.@x,.@y,1,"Verack";getmapxy .@mapp$,.@xp,.@yp,0;if (HaLe == 3){ //==== REQUIERE HALE IGUAL A 3 ==== mes .@npc1$; mes "¡Veo que al fin convenciste a Aleos!"; mes "¡Ahora a lo nuestro!"; emotion e_heh; next; mes .@npc1$; mes "Qué extraño, mi Peco Peco está inusualmente cansado.."; mes "No podremos competir así, qué mala suerte."; mes "Qué le pasará..."; emotion e_hmm; close;}if (HaLe == 2){ //==== REQUIERE HALE IGUAL A 2 ==== mes .@npc1$; mes "Te tomas tu tiempo, ¿no?"; mes "¡Vamos, apresúrate en conseguir tu montura!"; close;}if (HaLe == 1){ //==== REQUIERE HALE IGUAL A 1 ==== mes .@npc1$; mes "¡¿Aún no tienes tu montura?!"; mes "¡Consigue la tuya rápido para que podamos competir!"; emotion e_heh; close;}//====================================//====== PARTE 1: CARRERA ======//==================================== mes .@npc1$; mes "¡Hagamos una carrera!"; emotion e_gg; next; npcspeed 120; npcwalkto .@xp-1,244; sleep2 2000; npcwalkto .@xp,244; npctalk "¡3!"; sleep2 1000; npctalk "¡2!"; sleep2 1000; npctalk "¡1!"; sleep2 1000; npctalk "¡Ya!"; npcwalkto .@xp+7,244; sleep2 900; next; mes .@npc1$; emotion e_hmm; mes "¿Qué? ¿Acaso no vienes?"; next; npcwalkto .@xp+2,.@yp; sleep2 2000; mes .@npc1$; mes "¡¿No tienes montura?!"; emotion e_omg; mes "Drama, dramón.."; next;//====================================================//====== PARTE 2: C�MO CONSEGUIR LA MONTURA ======//==================================================== mes .@pj$; mes "¿Sabes cómo conseguir una?"; mes "¡Muéstrame!"; emotion e_sob,1; next; mes .@npc1$; mes "¡Claro! Yo, el gran ^0080C0Verack^000000, sé todo lo relacionado con monturas."; mes "No serán comunes, pero tampoco son imposibles de conseguir."; emotion e_heh; next; mes .@npc1$; mes "Verás, un amigo mío confecciona ^FF0000el ítem^000000 necesario para poder invocar a lo que será tu eterno compañero en el futuro."; next; mes .@npc1$; mes "Se llama ^FF0000Aleos^000000."; mes "Conociéndolo, seguro estará vagando por Morroc, especialmente alrededor de la ^0080C0Sphinx^000000, le gusta investigar a su manera.. lo que sea que esté investigando."; next; mes .@npc1$; mes "Ve con él, te dirá cómo hacer ^FF0000el ítem^000000."; set HaLe,1; //==== VARIABLE HALTER LEAD IGUALADA A 1 ==== close2; movenpc "Verack",108,244,6; end;}//=========================================//======= SEGUNDA PARTE: ALEOS =======//=========================================moc_fild19.gat,83,95,3 script Aleos 530,{//====== VARIABLES ======set .@npc2$,"[Aleos]";set .@pj$,"["+strcharinfo(0)+"]";if (HaLe == 3){ //==== REQUIERE HALE IGUAL A 3 ==== mes .@npc2$; cutin "jpn_sabik01",2; mes "Creí que sería suficiente con que te hiciera las ^0080C0Reins of Mount^000000."; mes "Ve a molestar a otro lado, estoy ocupado."; emotion e_an; close2; cutin "",255; end;}//===================================//===== PARTE 6: HALTER LEAD =====//===================================if (HaLe == 2){ //==== REQUIERE HALE IGUAL A 2 ==== if (countitem(1019) >= 50 && countitem(919) >= 50 && countitem(1950) >= 4 && Zeny >= 200000){ mes .@pj$; mes "Tengo una pregunta sobre la cantidad de ítems que-"; next; mes .@npc2$; cutin "jpn_sabik01",2; mes "Veo que tienes todo."; mes "Entonces, ¿procedo a hacer las riendas?"; emotion e_sigh; emotion e_omg,1; next; specialeffect 12; emotion e_sigh; sleep2 800; specialeffect 244; sleep2 800; specialeffect 261; emotion e_yawn; sleep2 800; specialeffect 804; sleep2 2500; mes .@npc2$; mes "Veamos si resultó.."; emotion e_sigh; next; delitem 1019,50; delitem 919,50; delitem 1950,4; set Zeny,Zeny-200000; getitem 12622,1; set HaLe,3; //==== VARIABLE HALTER LEAD IGUALADA A 3 ==== mes .@npc2$; mes "Tuviste suerte, generalmente cuando hago las riendas, llegan varios monstruos para evitarlo."; mes "Por eso el terremoto, creí que iba a llegar algún monstruo gigante a atacarte."; emotion e_heh; next; mes .@npc2$; mes "Listo, ¿ahora puedes dejar de molestarme?"; emotion e_sigh; close2; cutin "",255; end; }//============================//===== PARTE 5: ÍTEMS =====//============================ mes .@pj$; mes "Tengo una pregunta sobre la cantidad de ítems que me pediste."; next; switch(select("Preguntar sobre los troncos:Preguntar sobre los cueros de animal:Preguntar sobre las cuerdas:Preguntar sobre el Zeny")){ case 1: if (countitem(1019) >= 50){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Con esa cantidad de troncos es suficiente."; close2; cutin "",255; end; } if (countitem(1019) < 50 && countitem(1019) >= 25){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Aún necesitas unos cuantos más."; close2; cutin "",255; end; } if (countitem(1019) < 25 && countitem(1019) >= 1){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Te faltan muchos todavía, con esa cantidad es imposible que haga la montura."; close2; cutin "",255; end; } mes .@npc2$; cutin "jpn_sabik01",2; mes "Por lo que veo, o no tienes troncos, o no son los que necesito."; close2; cutin "",255; end; case 2: if (countitem(919) >= 50){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Con esa cantidad de cuero de animal es suficiente."; close2; cutin "",255; end; } if (countitem(919) < 50 && countitem(919) >= 25){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Aún necesitas unos cuantos más."; close2; cutin "",255; end; } if (countitem(919) < 25 && countitem(919) >= 1){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Te faltan muchos todavía, con esa cantidad es imposible que haga la montura."; close2; cutin "",255; end; } mes .@npc2$; cutin "jpn_sabik01",2; mes "Aún no consigues ningún cuero de animal."; close2; cutin "",255; end; case 3: if (countitem(1950) >= 4){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Con la cantidad de cuerda que tienes es suficiente."; close2; cutin "",255; end; } if (countitem(1950) < 4 && countitem(1950) >= 2){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Te faltan unos pocos metros más de cuerda."; close2; cutin "",255; end; } if (countitem(1950) < 2 && countitem(1950) >= 1){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Aún no es suficiente cuerda."; close2; cutin "",255; end; } mes .@npc2$; cutin "jpn_sabik01",2; mes "Veo que aún no tienes la cuerda que necesito."; mes "^FF0000Es normal, con nada extra^000000."; close2; cutin "",255; end; case 4: if (Zeny >= 200000){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Ya tienes el Zeny que requiero."; close2; cutin "",255; end; } if (Zeny < 200000 && Zeny >= 100000){ mes .@npc2$; cutin "jpn_sabik01",2; mes "¿Qué?"; mes "Apenas superas la mitad de lo que necesito."; emotion e_sigh; close2; cutin "",255; end; } if (Zeny < 100000 && Zeny >= 1){ mes .@npc2$; cutin "jpn_sabik01",2; mes "He visto a personas pobres, y a ti."; mes "Si no entendiste, no, aún no tienes ni la mitad del Zeny que te pedí."; emotion e_heh; close2; cutin "",255; end; } mes .@npc2$; cutin "jpn_sabik01",2; mes "Vienes sin nada a preguntarme cuánto Zeny te falta, ¿acaso te burlas de mí?"; emotion e_bzz; close2; cutin "",255; end; }} mes .@npc2$; cutin "jpn_sabik01",2; mes "Como sea.."; emotion e_sigh;//=================================//===== PARTE 3: REVELACIÓN =====//================================= if (HaLe == 1){ //==== REQUIERE HALE IGUAL A 1 ==== next; switch(select("^0080C0Verack^000000 me dijo que hablara contigo")){ case 1: mes .@npc2$; mes "¿Ah? ¿Qué?"; mes "¿Quién es ^0080C0Verack^000000?"; emotion e_what; next; if (select("Un Crusader desanimado:Un Priest enérgico:Un Knight enérgico") == 3) set .@halter_l,.@halter_l+1; mes .@npc2$; mes "Refréscame la memoria, y ¿a qué se dedica esta persona?"; emotion e_what; next; if (select("A difundir el terror por Niflheim:A hacer carreras en su montura:A perder el tiempo") == 2) set .@halter_l,.@halter_l+1; mes .@npc2$; mes "Hmm.."; emotion e_hmm; sleep2 1500; mes "Hmmmmmmm.."; emotion e_hmm; sleep2 1500; mes "Hmmmmmmmmmmmmm.."; emotion e_hmm; sleep2 1500; next; mes .@pj$; cutin "",255; mes "^0080C0¡Debo decirle algo rápido, ¿pero qué?!"; mes "¡Tiene que ver con montura!^000000"; if (select("Unripe Apple:Rainbow Carrot:Halter Lead:Blue Crystal") == 3) set .@halter_l,.@halter_l+1; emotion e_hmm; next; if (.@halter_l == 3){ mes .@npc2$; cutin "jpn_sabik01",2; mes "Bueno, una última pregunta:"; mes "¿Para qué te envió ^0080C0Verack^000000 conmigo?"; next; cutin "",255; mes .@pj$; mes "Me dijo que tú te dedicabas a la investigación, y que básicamente sabes cómo conseguir una montura."; next; mes .@npc2$; cutin "jpn_sabik01",2; mes "¿Que me dedico a la investigación?"; mes "¿Es que acaso él le va contando mi vida a cualquiera que se cruce por su camino?"; emotion e_sigh; emotion e_swt,1; next; mes .@npc2$; mes "Qué se le hará.. Parte de lo que te dijo es cierto."; mes "Me dedico a investigar y descubrir nuevas formas de transporte."; next; mes .@npc2$; mes "Entonces.. estás interesado en mi último descubrimiento, las ^FF0000Reins of Mount^000000, más conocidas como ^0080C0Halter Lead^000000.. *^0000A0sigh^000000*"; mes "Te lo advierto, no son fáciles de hacer, ni menos, gratis."; emotion e_sigh; next; mes .@npc2$; mes "Aun sabiendo lo anterior, ¿sigues interesado en obtener una?"; emotion e_yawn; next; switch(select("Ahora que lo pienso, olvídalo:¡Sí, por supuesto!")){ case 1: mes .@npc2$; mes "Predecible.."; mes "¿En qué estaba?"; emotion e_sigh; close2; cutin "",255; end; case 2: mes .@npc2$; mes "Qué fastidio.."; mes "Bueno, te diré los materiales que necesito para confeccionar las riendas."; emotion e_sigh; next;// =============================================// ===== PARTE 4: BUSCAR LOS ÍTEMS =====// ============================================= set HaLe,2; //==== VARIABLE HALTER LEAD IGUALADA A 2 ==== mes .@npc2$; mes "^FF0000Primero^000000:"; mes "Necesitaré troncos normales, bastantes."; mes "Son para hacer parte de lo que es el asiento y donde pondrás tus pies."; next; mes .@npc2$; mes "^FF0000Segundo^000000:"; mes "También es requerido el cuero de animal. Una gran cantidad de éste también."; mes "Lo usaré para hacer el asiento en sí.";// Ya sabes, donde ir� tu trasero."; emotion e_sigh; next; mes .@npc2$; mes "^FF0000Tercero^000000:"; mes "Requiero además, cuerda, no mucha ni muy poca. Son la parte esencial de la montura."; mes "He visto a ^0080C0Dancers^000000 usarlo como arma."; emotion e_sigh; next; mes .@npc2$; mes "^FF0000Cuarto^000000:"; mes "Por último, dame 200.000 Zeny."; mes "Tengo que vivir de algo después de todo."; emotion e_gg; close2; cutin "",255; end; } } mes .@npc2$; mes "Es mal visto el hacer perder el tiempo a los demás..."; mes "Hmm, en qué estaba yo.."; emotion e_sigh; close2; cutin "",255; end; } } close2; cutin "",255; end;}
I have another works, this one is a Halter Lead Quest on a server I worked for.

Currently I'm working as a hobbie on a Warper NPC, and was also working on a new system of mining.

This is what I have done so far with the warp NPC:

// [======================================================================]// [==== Warper Script ===================================================]// [= Transportes Poring =================================================]// [==== Por: ============================================================]// [= Echoes @ http://herc.ws/board/ =================================]// [==== Descripción: ====================================================]// [= NPC Warper, transporta a todas las ciudades y mazmorras versión ====]// [= pre-renewal. Además tiene la opción Otros sitios. ==================]// [= Transporta a mazmorras (sin MvP) con su posición de aparición ======]// [= idéntica a la de los warps correspondientes, o según quest. ========]// [==== Versiones: ======================================================]// [= V0.1: Versión de desarrollo. Teletransporta a Ciudades, Mazmorras, =]// [= 'Otros Sitios'. ====================================================]// [======================================================================]- script Transportes Poring#00::TP 501,{ set .npc$,"[^0055ffNoah^000000]"; set .pj$,"^00aa00"+strcharinfo(0)+"^000000"; cutin "jpn_noah01",2; mes .npc$; mes "Hola "+.pj$+", soy la encargada del servicio de teletransportación."; mes "¿Adónde deseas ir?"; next; switch(select("^0055ffÚltimo destino^000000 [ ^00007f"+ulmapa$+"^000000 ]:^ffaa00Ciudades^000000:^ff0000Mazmorras^000000:Otros sitios")){ case 1: if(umapa$ == ""){ mes .npc$; mes "Aún no te he teletransportado a ningún sitio."; emotion 4; close2; cutin "",255; end; } callfunc "efectowarp"; warp ""+umapa$+".gat",warpmapx,warpmapy; close; case 2: // Case: setarray .ciudades$[0], "Prontera", // 1 "Alberta", // 2 "Aldebaran", // 3 "Amatsu", // 4 "Ayothaya", // 5 "Brasilis", // 6 "Comodo", // 7 "Dewata", // 8 "El Dicastes", // 9 "Einbroch", // 10 "Geffen", // 11 "Gonryun", // 12 "Hugel", // 13 "Izlude", // 14 "Jawaii", // 15 "Juno", // 16 "Lighthalzen", // 17 "Louyang", // 18 "Lutie", // 19 "Malangdo", // 20 "Malaya", // 21 "Manuk", // 22 "Mora", // 23 "Morroc", // 24 "Moscovia", // 25 "Payon", // 26 "Rachel", // 27 "Splendide", // 28 "Umbala", // 29 "Veins"; // 30 for(set .@i,0; .@i<getarraysize(.ciudades$); set .@i,.@i+1){ set .@t_city$,.@t_city$ + .ciudades$[.@i] + ":"; } set .@tt_city,select(.@t_city$)-1; switch(.@tt_city){ case 0: /*Prontera*/ callfunc "efectowarp"; warp "prontera.gat",156,186; set ulmapa$,"Prontera"; break; case 1: /*Alberta*/ callfunc "efectowarp"; warp "alberta.gat",34,234; set ulmapa$,"Alberta"; break; case 2: /*Aldebaran*/ callfunc "efectowarp"; warp "aldebaran.gat",140,114; set ulmapa$,"Aldebaran"; break; case 3: /*Amatsu*/ callfunc "efectowarp"; warp "amatsu.gat",110,148; set ulmapa$,"Amatsu"; break; case 4: /*Ayothaya*/ callfunc "efectowarp"; warp "ayothaya.gat",208,187; set ulmapa$,"Ayothaya"; break; case 5: /*Brasilis*/ callfunc "efectowarp"; warp "brasilis.gat",195,212; set ulmapa$,"Brasilis"; break; case 6: /*Comodo*/ callfunc "efectowarp"; warp "comodo.gat",198,137; set ulmapa$,"Comodo"; break; case 7: /*Dewata*/ callfunc "efectowarp"; warp "dewata.gat",200,178; set ulmapa$,"Dewata"; break; case 8: /*El Dicastes*/ callfunc "efectowarp"; warp "dicastes01.gat",198,187; set ulmapa$,"El Dicastes"; break; case 9: /*Einbroch*/ callfunc "efectowarp"; warp "einbroch.gat",232,200; set ulmapa$,"Einbroch"; break; case 10: /*Geffen*/ callfunc "efectowarp"; warp "geffen.gat",120,70; set ulmapa$,"Geffen"; break; case 11: /*Gonryun*/ callfunc "efectowarp"; warp "gonryun.gat",161,115; set ulmapa$,"Gonryun"; break; case 12: /*Hugel*/ callfunc "efectowarp"; warp "hugel.gat",96,147; set ulmapa$,"Hugel"; break; case 13: /*Izlude*/ callfunc "efectowarp"; warp "izlude.gat",127,143; set ulmapa$,"Izlude"; break; case 14: /*Jawaii*/ callfunc "efectowarp"; warp "jawaii.gat",117,181; set ulmapa$,"Jawaii"; break; case 15: /*Juno*/ callfunc "efectowarp"; warp "yuno.gat",158,124; set ulmapa$,"Juno"; break; case 16: /*Lighthalzen*/ callfunc "efectowarp"; warp "lighthalzen.gat",158,76; set ulmapa$,"Lighthalzen"; break; case 17: /*Louyang*/ callfunc "efectowarp"; warp "louyang.gat",217,102; set ulmapa$,"Louyang"; break; case 18: /*Lutie*/ callfunc "efectowarp"; warp "xmas.gat",148,117; set ulmapa$,"Lutie"; break; case 19: /*Malangdo*/ callfunc "efectowarp"; warp "malangdo.gat",160,127; set ulmapa$,"Malangdo"; break; case 20: /*Malaya*/ callfunc "efectowarp"; warp "malaya.gat",211,202; set ulmapa$,"Malaya"; break; case 21: /*Manuk*/ callfunc "efectowarp"; warp "manuk.gat",278,132; set ulmapa$,"Manuk"; break; case 22: /*Mora*/ callfunc "efectowarp"; warp "mora.gat",111,107; set ulmapa$,"Mora"; break; case 23: /*Morroc*/ callfunc "efectowarp"; warp "morocc.gat",159,92; set ulmapa$,"Morroc"; break; case 24: /*Moscovia*/ callfunc "efectowarp"; warp "moscovia.gat",223,191; set ulmapa$,"Moscovia"; break; case 25: /*Payon*/ callfunc "efectowarp"; warp "payon.gat",156,88; set ulmapa$,"Payon"; break; case 26: /*Rachel*/ callfunc "efectowarp"; warp "rachel.gat",118,137; set ulmapa$,"Rachel"; break; case 27: /*Splendide*/ callfunc "efectowarp"; warp "splendide.gat",199,148; set ulmapa$,"Splendide"; break; case 28: /*Umbala*/ callfunc "efectowarp"; warp "umbala.gat",95,152; set ulmapa$,"Umbala"; break; case 29: /*Veins*/ callfunc "efectowarp"; warp "veins.gat",205,118; set ulmapa$,"Veins"; break; } callfunc "UltimoWarp"; break; case 3: // Case: setarray .mazmorras$[0], "Abyss Lake Undergroud Cave", // 1 "Amatsu Dungeon", // 2 "Ant Hell", // 3 "Ayothaya Ancient Shrine", // 4 "Beach Dungeon", // 5 "Bio Laboratory", // 6 "Brasilis Dungeon", // 7 "Byalan Island", // 8 "Clock Tower"; // 9 /*"Cursed Abbey", // 10 "Dewata Dungeon", // 11 "Einbroch Mine", // 12 "Geffen Dungeon", // 13 "Geffenia", // 14 "Glast Heim", // 15 "Gonryun Dungeon", // 16 "Ice Cave", // 17 "Juperos Ruins", // 18 "Kiel Robot Factory", // 19 "Labyrinth Forest", // 20 "Malangdo Dungeon", // 21 "Mjolnir Dead Pit", // 22 "Moscovia Dungeon", // 23 "Nidhogg's Dungeon", // 24 "Nogg Road", // 25 "Odin Temple", // 26 "Orc Dungeon", // 27 "Payon Cave", // 28 "Prontera Culvert", // 29 "Pyramid", // 30 "Rachel Sanctuary", // 31 "The Royal Tomb", // 32 "Scaraba Hole Dungeon", // 33 "Sphinx", // 34 "Sunken Ship", // 35 "Thanatos Tower", // 36 "Thor Volcano", // 37 "Toy Factory", // 38 "Turtle Island", // 39 "Umbala Dungeon"; // 40*/ for(set .@i,0; .@i<getarraysize(.mazmorras$); set .@i,.@i+1){ set .@t_maz$,.@t_maz$ + .mazmorras$[.@i] + ":"; } set .@tt_maz,select(.@t_maz$)-1; switch(.@tt_maz){ case 0: /*Abyss Lake Undergroud Cave*/ switch(select("Nivel #1:Nivel #2")){ case 1: callfunc "efectowarp"; warp "abyss_01.gat",260,268; set ulmapa$,"Abyss Lake N#1"; break; case 2: callfunc "efectowarp"; warp "abyss_02.gat",271,270; set ulmapa$,"Abyss Lake N#2"; break; } callfunc "UltimoWarp"; break; case 1: /*Amatsu Dungeon*/ switch(select("Nivel #1:Nivel #2")){ case 1: callfunc "efectowarp"; warp "ama_dun01.gat",229,10; set ulmapa$,"Amatsu Dungeon N#1"; break; case 2: callfunc "efectowarp"; warp "ama_dun02.gat",33,40; set ulmapa$,"Amatsu Dungeon N#2"; break; } callfunc "UltimoWarp"; break; case 2: /*Ant Hell*/ callfunc "efectowarp"; warp "anthell01.gat",35,262; set ulmapa$,"Ant Hell N#1"; callfunc "UltimoWarp"; break; case 3: /*Ayothaya Ancient Shrine*/ callfunc "efectowarp"; warp "ayo_dun01.gat",275,18; set ulmapa$,"Ancient Shrine N#1"; callfunc "UltimoWarp"; break; case 4: /*Beach Dungeon*/ switch(select("Ruande, the North Cave:Mao, the East Cave")){ case 1: callfunc "efectowarp"; warp "beach_dun2.gat",154,25; set ulmapa$,"Ruande (North Cave)"; break; case 2: callfunc "efectowarp"; warp "beach_dun3.gat",23,260; set ulmapa$,"Mao (East Cave)"; break; } callfunc "UltimoWarp"; break; case 5: /*Bio Laboratory*/ callfunc "efectowarp"; warp "lhz_dun01.gat",150,288; set ulmapa$,"Bio Laboratory N#1"; callfunc "UltimoWarp"; break; case 6: /*Brasilis Dungeon*/ callfunc "efectowarp"; warp "bra_dun01.gat",87,47; set ulmapa$,"Brasilis Dungeon N#1"; callfunc "UltimoWarp"; break; case 7: /*Byalan Island*/ switch(select("Nivel #1:Nivel #2:Nivel #3:Nivel #4:Nivel #5")){ case 1: callfunc "efectowarp"; warp "iz_dun00.gat",168,168; set ulmapa$,"Byalan Island N#1"; break; case 2: callfunc "efectowarp"; set .@b_r2,rand(2); if(.@b_r2 == 0) warp "iz_dun01.gat",41,37; else warp "iz_dun01.gat",253,252; set ulmapa$,"Byalan Island N#2"; break; case 3: callfunc "efectowarp"; warp "iz_dun02.gat",236,204; set ulmapa$,"Byalan Island N#3"; break; case 4: callfunc "efectowarp"; warp "iz_dun03.gat",32,63; set ulmapa$,"Byalan Isalnd N#4"; break; case 5: callfunc "efectowarp"; warp "iz_dun04.gat",26,27; set ulmapa$,"Byalan Island N#5"; break; } callfunc "UltimoWarp"; break; case 8: /*Clock Tower*/ switch(select("Nivel #1:Nivel #2:Nivel #3:Nivel #4:Sótano #1:Sótano #2:Sótano #3:Sótano #4")){ case 1: callfunc "efectowarp"; warp "c_tower1.gat",199,159; set ulmapa$,"Clock Tower N#1"; break; case 2: callfunc "efectowarp"; warp "c_tower2.gat",268,26; set ulmapa$,"Clock Tower N#2"; break; case 3: callfunc "efectowarp"; warp "c_tower3.gat",65,147; set ulmapa$,"Clock Tower N#3"; break; case 4: callfunc "efectowarp"; warp "c_tower4.gat",185,44; set ulmapa$,"Clock Tower N#4"; break; case 5: callfunc "efectowarp"; warp "alde_dun01.gat",297,25; set ulmapa$,"Clock Tower B#1"; break; case 6: callfunc "efectowarp"; warp "alde_dun02.gat",43,24; set ulmapa$,"Clock Tower B#2"; break; case 7: callfunc "efectowarp"; warp "alde_dun03.gat",18,267; set ulmapa$,"Clock Tower B#3"; break; case 8: callfunc "efectowarp"; warp "alde_dun04.gat",79,267; set ulmapa$,"Clock Tower B#4"; break; } callfunc "UltimoWarp"; break; } break; case 4: mes .npc$; mes "Aún no está disponible."; close2; cutin "",255; end; }}//=========================//== Función Último Warp ==//=========================function script UltimoWarp { getmapxy(umapa$,warpmapx,warpmapy,0,strcharinfo(0)); end;}//==================================//== Efecto de Teletransportación ==//==================================function script efectowarp { emotion 12; specialeffect2 316; sleep2 2000; specialeffect2 317; sleep2 300; return;}//================//== Duplicados ==//================prontera.gat,152,191,6 duplicate(TP) Transportes Poring#01 501alberta.gat,37,229,2 duplicate(TP) Transportes Poring#02 501aldebaran.gat,145,116,4 duplicate(TP) Transportes Poring#03 501amatsu.gat,104,153,6 duplicate(TP) Transportes Poring#04 501ayothaya.gat,203,192,6 duplicate(TP) Transportes Poring#05 501brasilis.gat,191,210,7 duplicate(TP) Transportes Poring#06 501comodo.gat,191,141,6 duplicate(TP) Transportes Poring#07 501dewata.gat,197,184,6 duplicate(TP) Transportes Poring#08 501dicastes01.gat,194,192,6 duplicate(TP) Transportes Poring#09 501einbroch.gat,228,206,6 duplicate(TP) Transportes Poring#10 501geffen.gat,116,74,6 duplicate(TP) Transportes Poring#11 501gonryun.gat,156,122,6 duplicate(TP) Transportes Poring#12 501hugel.gat,92,154,6 duplicate(TP) Transportes Poring#13 501izlude.gat,124,150,6 duplicate(TP) Transportes Poring#14 501jawaii.gat,122,184,4 duplicate(TP) Transportes Poring#15 501lighthalzen.gat,153,81,6 duplicate(TP) Transportes Poring#16 501louyang.gat,212,106,6 duplicate(TP) Transportes Poring#17 501xmas.gat,142,123,6 duplicate(TP) Transportes Poring#18 501yuno.gat,152,129,6 duplicate(TP) Transportes Poring#19 501malangdo.gat,154,138,6 duplicate(TP) Transportes Poring#20 501malaya.gat,218,209,4 duplicate(TP) Transportes Poring#21 501manuk.gat,273,137,6 duplicate(TP) Transportes Poring#22 501mora.gat,109,115,6 duplicate(TP) Transportes Poring#23 501morocc.gat,156,97,6 duplicate(TP) Transportes Poring#24 501moscovia.gat,218,197,6 duplicate(TP) Transportes Poring#25 501payon.gat,152,95,6 duplicate(TP) Transportes Poring#26 501rachel.gat,118,146,5 duplicate(TP) Transportes Poring#27 501splendide.gat,200,153,4 duplicate(TP) Transportes Poring#28 501umbala.gat,91,156,6 duplicate(TP) Transportes Poring#29 501veins.gat,207,124,4 duplicate(TP) Transportes Poring#30 501



C:

Waiting for your answer
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Hola Echoes!

I'll PM you and give you my skype in case you have it so we can talk a bit more
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Greetings,

Administrator Aurela from ElariaRO

 
Updated: Not looking for scripters anymore. Every other position is still available.

 
Updated: Not looking for Support/Event GM's anymore. Every other position listed there is still available.

 
Updated: Looking for Support/Event GM again such as Client/Source Developer.

 
Updated: Looking for Support/Event GM again such as Client/Source Developer.
was für client  sachen willste den gemacht haben? kannst mich ja mal im Skype adden , nightfire0110

English:

what kind of client stuff you wana have done?  add me to skype ^^

 
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