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vegavega

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Posts posted by vegavega


  1. Rytech take a look on this bro.. when i log my doram class its suddenly boom server crash disconnect all 

    This a fresh rev of 805 rev thanks



    Rytech take a look on this bro.. when i log my doram class its suddenly boom server crash disconnect all 

    This a fresh rev of 805 rev thanks

    post-12558-0-89059700-1461523396_thumb.jpg

    post-12558-0-72919000-1461523440_thumb.jpg


  2. Thanks a lot or kindly debug this 

     

    //==============================================================================//
    //= Script Release : Job Changer + Max Leveler  [ Version 1.6 ]
    //==================================By==========================================//
    //= ManiacSociety
    //==============================================================================//
    //= Idea Came From : ManiacSociety
    //= Helper : Emistry & Kenpachi
    //==============================================================================//
    //= D E S C R I P T I O N S
    //==============================================================================//
    // -- 1. Character can choose a Job which he like to be.
    // -- 2. This NPC only have 1 Time Usage.
    //		 If it is set to Account Based then that account can use 1 times.
    //		 If it is set to Character Based then all new character can use 1 times.
    // -- 3. Complete skills / Skill Points will be given if it is set to be.
    // -- 4. Base Level and Job Level will be given upon Job Change.
    // -- 5. Allow players to click an items to call out the NPC.
    //==============================================================================//
    //= V E R S I O N S
    //==============================================================================//
    // -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets".
    // -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings
    // -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes.							
    // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations.			
    // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts.							
    // -- [ 1.1 ] : Added New Job Change Option.									
    // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer.						
    //==============================================================================//
    //= R U L E S
    //==============================================================================//
    // -- 1. Do not use for exchanging purpose.										
    // -- 2. Do not claim it as yours.												
    // -- 3. Do not change or remove the credits.
    // -- 4. Do not sell the script in order to get paid.
    // -- 5. Do not re-sharing upon modified without permission.
    //==============================================================================//
    
    // -- Add this at item DB. ( Change it to any items to your like. )
    // -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}
    
    
    prontera,146,149,5	script	FREEBIES INSTANTJOB	718,{
    
    // -- Configuration Option
    set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
    set .InfoMenu,1;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
    set .1stClassMenu,0;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
    set .2ndClassMenu,0;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
    set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
    set .Trans2ndClassMenu,1;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
    set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
    set .ExpandedClassMenu,1;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
    set .BabyClassMenu,1;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]
    set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
    set .Allskills,1;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]
    
    // -- Usable for Only 1 Time
    set .Based,0;						// [ 0 - Account Based  / 1 - Character Based ]
    
    
    if( ClassHelper == 1 || #ClassHelper == 1 )end;
    
    Main_Menu:
    	mes .npcname$;
    	if(#JobIP$ == getcharip()) {
            mes "You can only use this once";
            close;
        }
    	mes "I am the Job Class Helper...";
    	mes "I am here to help you.";
    	mes " ^FF0000________________________________^000000";
    	mes "Do you wish to become Stronger ?";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
    	next;
    	switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
    				( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
    				( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",	
    				( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",	
    				( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",	
    				( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",		
    				( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",	
    				( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",		
    				( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",		
    				"^FF0000Sorry, i admire nobody....^000000")) {
    
    					Case 1: goto Classes_info;
    					Case 2:	goto FirstJob_Classes;
    					Case 3:	goto SecondJob_Classes;
    					Case 4:	goto HighFirstJob_Classes;
    					Case 5:	goto TransSecondJob_Classes;
    					Case 6:	goto TransThirdJob_Classes;
    					Case 7:	goto ExpandedJob_Classes;
    					Case 8:	goto BabyJob_Classes;
    					Case 9:	goto BabyThirdJob_Classes;
    					Case 10:		
    							if ( .Based == 0 ){	set #ClassHelper,1;	}
    							if ( .Based == 1 ){	set ClassHelper,1;	}
    							close;
    			}
    	
    FirstJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Swordman^000000",
    				"^76EE00Magician^000000",
    				"^76EE00Archer^000000",
    				"^76EE00Acolyte^000000",
    				"^76EE00Merchant^000000",
    				"^76EE00Thief^000000",
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    
    			Case 1:	callsub Job_Changing,1,99,50,60,"All";
    			Case 2:	callsub Job_Changing,2,99,50,60,"All";
    			Case 3:	callsub Job_Changing,3,99,50,60,"All";
    			Case 4:	callsub Job_Changing,4,99,50,60,"All";
    			Case 5:	callsub Job_Changing,5,99,50,60,"All";
    			Case 6:	callsub Job_Changing,6,99,50,60,"All";
    			Case 7:	goto Main_Menu;
    		}
    
    HighFirstJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00High Swordman^000000",
    				"^76EE00High Magician^000000",
    				"^76EE00High Archer^000000",
    				"^76EE00High Acolyte^000000",
    				"^76EE00High Merchant^000000",
    				"^76EE00High Thief^000000",
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    
    			Case 1:	callsub Job_Changing,4002,99,50,60,"All";
    			Case 2:	callsub Job_Changing,4003,99,50,60,"All";
    			Case 3:	callsub Job_Changing,4004,99,50,60,"All";
    			Case 4:	callsub Job_Changing,4005,99,50,60,"All";
    			Case 5:	callsub Job_Changing,4006,99,50,60,"All";
    			Case 6:	callsub Job_Changing,4007,99,50,60,"All";
    			Case 7:	goto Main_Menu;
    		}
    		
    SecondJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Knight^000000",
    				"^76EE00Priest^000000",
    				"^76EE00Wizard^000000",
    				"^76EE00Blacksmith^000000",
    				"^76EE00Hunter^000000",
    				"^76EE00Assassin^000000",
    				"^76EE00Crusader^000000",
    				"^76EE00Monk^000000",
    				"^76EE00Sage^000000",
    				"^76EE00Rogue^000000",
    				"^76EE00Alchemist^000000",
    				( Sex == 0 )?"":"^76EE00Dancer^000000",		
    				( Sex == 1 )?"":"^76EE00Bard^000000",	
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    			
    			Case 1:	callsub Job_Changing,7,99,50,110,"All";
    			Case 2:	callsub Job_Changing,8,99,50,110,"All";
    			Case 3:	callsub Job_Changing,9,99,50,110,"All";
    			Case 4:	callsub Job_Changing,10,99,50,110,"All";
    			Case 5:	callsub Job_Changing,11,99,50,110,"All";
    			Case 6:	callsub Job_Changing,12,99,50,110,"All";
    			Case 7:	callsub Job_Changing,14,99,50,110,"All";
    			Case 8:	callsub Job_Changing,15,99,50,110,"All";
    			Case 9:	callsub Job_Changing,16,99,50,110,"All";
    			Case 10:	callsub Job_Changing,17,99,50,110,"All";
    			Case 11:	callsub Job_Changing,18,99,50,110,"All";
    			Case 12:	callsub Job_Changing,20,99,50,110,"All";
    			Case 13:	callsub Job_Changing,19,99,50,110,"All";
    			Case 14:	goto Main_Menu;
    		}
    
    TransSecondJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Lord Knight^000000",
    				"^76EE00High Priest^000000",
    				"^76EE00High Wizard^000000",
    				"^76EE00Whitesmith^000000",
    				"^76EE00Sniper^000000",
    				"^76EE00Assassin Cross^000000",
    				"^76EE00Paladin^000000",
    				"^76EE00Champion^000000",
    				"^76EE00Professor^000000",
    				"^76EE00Stalker^000000",
    				"^76EE00Creator^000000",
    				( Sex == 0 )?"":"^76EE00Gypsy^000000",		
    				( Sex == 1 )?"":"^76EE00Clowm^000000",	
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    			
    			Case 1:	callsub Job_Changing,4008,99,70,130,"All";
    			Case 2:	callsub Job_Changing,4009,99,70,130,"All";
    			Case 3:	callsub Job_Changing,4010,99,70,130,"All";
    			Case 4:	callsub Job_Changing,4011,99,70,130,"All";
    			Case 5:	callsub Job_Changing,4012,99,70,130,"All";
    			Case 6:	callsub Job_Changing,4013,99,70,130,"All";
    			Case 7:	callsub Job_Changing,4015,99,70,130,"All";
    			Case 8:	callsub Job_Changing,4016,99,70,130,"All";
    			Case 9:	callsub Job_Changing,4017,99,70,130,"All";
    			Case 10:	callsub Job_Changing,4018,99,70,130,"All";
    			Case 11:	callsub Job_Changing,4019,99,70,130,"All";
    			Case 12:	callsub Job_Changing,4021,99,70,130,"All";
    			Case 13:	callsub Job_Changing,4020,99,70,130,"All";
    			Case 14:	goto Main_Menu;
    		}
    
    TransThirdJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Rune Knight^000000",
    				"^76EE00Warlock^000000",
    				"^76EE00Ranger^000000",
    				"^76EE00Arch Bishop^000000",
    				"^76EE00Mechanic^000000",
    				"^76EE00Guillotine Cross^000000",
    				"^76EE00Royal Guard^000000",
    				"^76EE00Sorcerer^000000",
    				( Sex == 0 )?"":"^76EE00Wanderer^000000",		
    				( Sex == 1 )?"":"^76EE00Minstrel^000000",	
    				"^76EE00Shura^000000",
    				"^76EE00Genetic^000000",
    				"^76EE00Shadow Chaser^000000",
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    			
    			Case 1:	callsub Job_Changing,4060,99,70,200,"All";
    			Case 2:	callsub Job_Changing,4061,99,70,200,"All";
    			Case 3:	callsub Job_Changing,4062,99,70,200,"All";
    			Case 4:	callsub Job_Changing,4063,99,70,200,"All";
    			Case 5:	callsub Job_Changing,4064,99,70,200,"All";
    			Case 6:	callsub Job_Changing,4065,99,70,200,"All";
    			Case 7:	callsub Job_Changing,4073,99,70,200,"All";
    			Case 8:	callsub Job_Changing,4074,99,70,200,"All";
    			Case 9:	callsub Job_Changing,4076,99,70,200,"All";
    			Case 10:	callsub Job_Changing,4075,70,70,200,"All";
    			Case 11:	callsub Job_Changing,4077,70,70,200,"All";
    			Case 12:	callsub Job_Changing,4078,70,70,200,"All";
    			Case 13:	callsub Job_Changing,4079,70,70,200,"All";
    			Case 14:	goto Main_Menu;
    		}
    				
    ExpandedJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Super Novice^000000",
    				"^76EE00Gunslinger^000000",
    				"^76EE00Ninja^000000",
    				"^76EE00Takewon^000000",
    				"^76EE00Star Gladiator^000000",
    				"^76EE00Soul Linker^000000",
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    
    			Case 1:	callsub Job_Changing,23,99,99,110,"All";
    			Case 2:	callsub Job_Changing,24,99,50,600,"All";
    			Case 3:	callsub Job_Changing,25,99,50,60,"All";
    			Case 4:	callsub Job_Changing,4046,99,50,60,"All";
    			Case 5:	callsub Job_Changing,4047,99,50,110,"All";
    			Case 6:	callsub Job_Changing,4049,99,50,110,"All";
    			Case 7:	goto Main_Menu;
    		}
    
    BabyJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Baby Swordman^000000",
    				"^76EE00Baby Magician^000000",
    				"^76EE00Baby Archer^000000",
    				"^76EE00Baby Acolyte^000000",
    				"^76EE00Baby Merchant^000000",
    				"^76EE00Baby Thief^000000",
    				"^76EE00Baby Knight^000000",
    				"^76EE00Baby Priest^000000",
    				"^76EE00Baby Wizard^000000",
    				"^76EE00Baby Blacksmith^000000",
    				"^76EE00Baby Hunter^000000",
    				"^76EE00Baby Assassin^000000",
    				"^76EE00Baby Crusader^000000",
    				"^76EE00Baby Monk^000000",
    				"^76EE00Baby Sage^000000",
    				"^76EE00Baby Rogue^000000",
    				"^76EE00Baby Alchemist^000000",
    				( Sex == 0 )?"":"^76EE00Baby Dancer^000000",		
    				( Sex == 1 )?"":"^76EE00Baby Bard^000000",	
    				"^76EE00Baby Baby^000000",
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    			
    			Case 1:	callsub Job_Changing,4024,99,50,60,"All";
    			Case 2:	callsub Job_Changing,4025,99,50,60,"All";
    			Case 3:	callsub Job_Changing,4026,99,50,60,"All";
    			Case 4:	callsub Job_Changing,4027,99,50,60,"All";
    			Case 5:	callsub Job_Changing,4028,99,50,60,"All";
    			Case 6:	callsub Job_Changing,4029,99,50,60,"All";
    			Case 7:	callsub Job_Changing,4030,99,50,110,"All";
    			Case 8:	callsub Job_Changing,4031,99,50,110,"All";
    			Case 9:	callsub Job_Changing,4032,99,50,110,"All";
    			Case 10:	callsub Job_Changing,4033,99,50,110,"All";
    			Case 11:	callsub Job_Changing,4034,99,50,110,"All";
    			Case 12:	callsub Job_Changing,4035,99,50,110,"All";
    			Case 13:	callsub Job_Changing,4037,99,50,110,"All";
    			Case 14:	callsub Job_Changing,4038,99,50,110,"All";
    			Case 15:	callsub Job_Changing,4039,99,50,110,"All";
    			Case 16:	callsub Job_Changing,4040,99,50,110,"All";
    			Case 17:	callsub Job_Changing,4041,99,50,110,"All";
    			Case 18:	callsub Job_Changing,4043,99,50,110,"All";
    			Case 19:	callsub Job_Changing,4042,99,50,110,"All";
    			Case 20:	callsub Job_Changing,4045,99,50,110,"All";
    			Case 21:	goto Main_Menu;
    		}
    		
    BabyThirdJob_Classes:
    	mes .npcname$;
    	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    	next;
    	switch(select("^76EE00Baby Rune Knight^000000",
    				"^76EE00Baby Warlock^000000",
    				"^76EE00Baby Ranger^000000",
    				"^76EE00Baby Arch Bishop^000000",
    				"^76EE00Baby Mechanic^000000",
    				"^76EE00Baby Guillotine Cross^000000",
    				"^76EE00Baby Royal Guard^000000",
    				"^76EE00Baby Sorcerer^000000",
    				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",		
    				( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",	
    				"^76EE00Baby Shura^000000",
    				"^76EE00Baby Genetic^000000",
    				"^76EE00Baby Shadow Chaser^000000",
    				"^FF0000Back^000000")) {
    
    // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
    			
    			Case 1:	callsub Job_Changing,4096,99,70,200,"All";
    			Case 2:	callsub Job_Changing,4097,99,70,200,"All";
    			Case 3:	callsub Job_Changing,4098,99,70,200,"All";
    			Case 4:	callsub Job_Changing,4099,99,70,200,"All";
    			Case 5:	callsub Job_Changing,4100,99,70,200,"All";
    			Case 6:	callsub Job_Changing,4101,99,70,200,"All";
    			Case 7:	callsub Job_Changing,4102,99,70,200,"All";
    			Case 8:	callsub Job_Changing,4103,99,70,200,"All";
    			Case 9:	callsub Job_Changing,4105,99,70,200,"All";
    			Case 10:	callsub Job_Changing,4104,99,70,200,"All";
    			Case 11:	callsub Job_Changing,4106,99,70,200,"All";
    			Case 12:	callsub Job_Changing,4107,99,70,200,"All";
    			Case 13:	callsub Job_Changing,4108,99,70,200,"All";
    			Case 14:	goto Main_Menu;
    		}
    
    Job_Changing:
    		mes .npcname$;
    		mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
    		if (compare(getarg(4),"All")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;	}
    		if (compare(getarg(4),"Map")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;	}
    		if (compare(getarg(4),"Area")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;	}
    		if (compare(getarg(4),"Self")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;	}
    		jobchange getarg(0);
    		#JobIP$ = getcharip();
    		set BaseLevel,getarg(1);
            set JobLevel,getarg(2);
    		ResetSkill;
    		ResetStatus;
            set SkillPoint,getarg(3);
    		if ( .Allskills == 1 ){
    		atcommand "@allskills";
            set SkillPoint,0;
    		}
            percentheal 100,100;
    		if ( .Based == 0 ){	set #ClassHelper,1;	}
    		if ( .Based == 1 ){	set ClassHelper,1;	}
    		close;
    	
    Classes_info:
    	mes .npcname$;
    	mes "=====[^76EE00 Swordman Classes ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Archer Classes ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Mage Classes ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Thief Classes ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Merchant Classes ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Super Novice ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Gunslinger ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Ninja ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Taekwon ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Star Gladiator ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	mes .npcname$;
    	mes "=====[^76EE00 Soul Linker ^000000]=====";
    	mes " ^FF0000________________________________^000000";
    	mes "^4EEE94Description :^000000";
    	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
    	mes " ^FF0000________________________________^000000";
    	next;
    	goto Main_Menu;
    
    }
    

    having error on line 65 unmatched () 

    if(#JobIP$ == getcharip()) {



    Solve if anyone want this Here's the link


    http://pastebin.com/Uj7RJVec



    dont have test credit to Rothsen Sanchez Sabas



    Solve Test Working 100%

    here's the Link 

    http://pastebin.com/2E36d6VK

    credit to Rothsen Sanchez Sabas


  3. Quote

     

    Tested First you need to add the patch files by keitenai

     

    // -------------------------------------------------------------------------------
    // 	Script Name : Headgear to Costume converter >> Costume to Headgear converter
    // -------------------------------------------------------------------------------
    // Description :
    // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a
    //   costume item. It will remove any card and refine of the Item.
    // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low)
    //     into its original form. It will not return any card or refine of the item.
    // -------------------------------------------------------------------------------
    -	script	Costume Clown	-1,{
    	mes "[Clown]";
    	mes "Here you can convert your headgears into a Costume Headgear or restore to its Original form.";
    	switch(select("I want to convert my Headgears.:No thanks.")) {
    	case 1:
    			next;
    			mes "Please, select what to convert.";
    			mes "Remember, cards and refine will be removed.";
    			next;
    				setarray .@Position$[1],"Top","Mid","Low";
    				setarray .@Position[1],     1,    9,   10;
    				set .@Menu$,"";
    			for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
    			{
    				if( getequipisequiped(.@Position[.@i]) )
    				set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
    				set .@Menu$, .@Menu$ + ":";
    			}
    			set .@Part, .@Position[ select(.@Menu$) ];
    			if( !getequipisequiped(.@Part) )
    			{
    				mes "[Clown]";
    				mes "Your not wearing anything there...";
    				close;
    			}
    			mes "[Clown]";
    			mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?";
    			next;
    			if( select("Yes, proceed:No, I am sorry.") == 2 )
    			{
    				mes "[Clown]";
    				mes "Need some time to think about it, huh?";
    				mes "Alright, I can understand.";
    				close;
    			}
    					if ( countitem(7227) < 100 ) { // Check the required item
                                    mes "[Clown]";
                                    mes "100TCG is Required...";
                                    close;
                            }
    			a = getequipid(.@Part);
                            delitem 7227,100;	
    
    			costume .@Part; // Convert the Headgear
    			
    			mes "[Clown]";
    			mes "Done, enjoy your costume headgear.";
    			close;
    				
    			mes "[Clown]";
    			mes "Done, enjoy your restored headgear.";
    			close;
    	case 3:
    		mes "[Clown]";
    		mes "Very well. Return at once if you seek my services.";
    		close;
    	}
    }
    // --------------------------------------------------------------------------
    // Use duplicates to put your npc on different cities
    // --------------------------------------------------------------------------
    prontera,140,180,6	duplicate(Costume Clown)	Costume Clown#1	715
    
    Credit to

    keitenai

     

    I already rescript this Edit this part delitem 7227,100; also this for the description 100TCG is Required...

     

     

    http://herc.ws/board/topic/12181-costume-converter/ Apply this patch then edit the script after patching


  4. Weapon Script 

    Weapon Leveling by killing players not working on 3ceam

     

    if there is a modification please kindly assist me please 

     

    here the script

     

    {if(‪#‎Wkills‬ >= 1){ set lvl1,1; } if(#Wkills >= 2000){ set lvl1,0; set lvl2,1;} if(#Wkills >= 4000){ set lvl1,0; set lvl2,0; set lvl3,1;} if(lvl1==1) { bonus2 bSubRace,RC_DemiHuman,15; bonus2 bSkillAtk,62,7; } if(lvl2==1) { bonus2 bSubRace,RC_DemiHuman,20; bonus2 bSkillAtk,62,14; } if(lvl3==1) { bonus2 bSubRace,RC_DemiHuman,25; bonus2 bSkillAtk,62,20; } bonus bStr,20; bonus bDex,12; bonus bAtkRange,2; },{ specialeffect2 348; },{ dispbottom "You have killed "+#Wkills+" players using an Elite weapon."; }

    This is Kill Counting
    Dont have map server error here but the script doesn't work

     



    i already fix this issue ahah ,, sorry

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