Mhalicot
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Everything posted by Mhalicot
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@offtopic You guys don't know the meaning of +1 don't you? That means you will give +1 Reputation on the post/topic. as I can see that 3 of you gave a +1 to Mr DP but you ddnt gave him reputation. @TS Real +1 for this I want to suggest. Can you make it like cashshop interface? see attachment.
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that's using blessed ores not blacksmith's blessing
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Eto mga alam kong alternative GRF tools ~ GRF Extractor ~ GRF Suite ~ GRF Tool ~ Grfyy ~ GRF Builder
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^ You dont have to add a script on that item. just edit your refine.txt and add item checker on the script countitem(6635) a example on line: if(getequippercentrefinery(.@part) <= rand(100) && !countitem(6635)) { <-- add item check failedrefitem .@part; mes "[" + getarg(0) + "]"; emotion (!rand(5))?e_cash:e_omg; set .@lose,rand(1,3); if (.@lose == 1) { mes "OH! MY GOD!"; mes "Damn it! Not again!"; mes "I'm terribly sorry, but you know practice does make perfect."; mes "Um, right? Heh heh..."; } else if(.@lose == 2) { mes "Nooooooo!"; mes "It broke!"; mes "I-I'm sorry!"; } else { mes "Crap!"; mes "It couldn't take"; mes "much more tempering!"; mes "Sorry about this..."; } close; } mes "["+getarg(0)+"]"; successrefitem .@part; if(countitem(6635)) delitem 6635,1; <-- Delete item emotion e_heh;
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try put the callfunc inside { OnEquip_Script }
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more details please.
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delete mo lang yung sprite ng thief mo para gamitin nya yung nasa data.grf
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try mo mag install ng vs2012 malay mo gumana
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^ Script Update //===== rAthena Script =======================================//= All-in-One NPC//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.7//===== Description: =========================================//= A compilation of commonly-used NPC scripts.//== Includes job changer, stylist, refiner, card remover,//== coin exchanger, rentals, resetter, platinum skills,//== sex changer, identifier, healer, buffer, and repairman.//============================================================prontera,148,174,6 script All-in-One NPC 953,{function Get_Platinum; function Equip_Menu; function Cm; if (getarraysize(.OnClick)) { if (.OnClick[0]) repairall; } mes .n$; set .@time, gettime(3); mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!"; mes "What can I do for you?"; emotion e_ho; next; disable_items; switch(select(.menu$)) { case 1: function Job_Menu; function A_An; mes .n$; if (Class > 4049) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } if (Class > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); if (.@i==3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70; if (.@exp[0] && .ThirdClass) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } mes "Switch to "+jobname(.@exp[0])+"?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class."; else if (Class == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); default: mes "An error has occurred."; break; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; close; } mes .n$; mes "Are you sure?"; next; } else set .@i, getarg(0); if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { mes .n$; mes "You are now "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 338; specialeffect2 432; if (.Platinum == 1) Get_Platinum; close; } if (getargcount() == 1) return; mes .n$; } end; } function Get_Platinum { skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0);} case 2: mes .n$; mes "Select an option."; next; setarray .@Look[1],7,1,6; set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color"); set .@Revert, getlook(.@Look[.@s]); set .@Style,1; mes .n$; mes "How does this look?"; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1); break; case 2: set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]); break; case 3: next; mes .n$; mes "Choose a style between 1 - "+.Styles[.@s]+"."; input .@Style,0,.Styles[.@s]; if (!.@Style) set .@Style, rand(1,.Styles[.@s]); next; mes .n$; mes "How does this look?"; break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } close; case 3: function Refine_Item; if (.EnrichedRefine) { mes .n$; mes "Select an option."; next; if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) { mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],7619,7620,7620,7620,7620; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; if(select(" ~ Refine item (1 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2) close; Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1); close; } } mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],985,1010,1011,984,984; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(20-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) { case 1: Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 2: input .@Refines; if (.@Refines+getequiprefinerycnt(@i) > 20 || .@Refines < 1) { mes .n$; mes "Invalid number ("+.@Refines+")."; } else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 3: if (.@SafeCount < 1) { mes .n$; mes "The item has already reached the safe limit."; } else Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 4: close; } function Equip_Menu { setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear"; set .@menu$,""; for (set .@i,1; .@i <= 20; set .@i,.@i+1) { if (getequipisequiped(.@i)) set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]"; set .@menu$, .@menu$+":"; } set @i, select(.@menu$); if (!getequipisequiped(@i)) { mes .n$; mes "Nothing is equipped there!"; close; } if (getarg(0)) { if (!getequipisenableref(@i)) { mes .n$; mes getequipname(@i)+" cannot be refined."; close; } if (getequiprefinerycnt(@i) >= 20 ) { mes .n$; mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; close; } } return; } function Refine_Item { mes .n$; set .@price, getarg(0)*getarg(2); mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny."; if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) { mes "Come back when you have the required materials."; close; } if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) mes "The item will be refined above the safe limit. It may downgraded the refine."; next; if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2) close; mes .n$; set .@j, getarg(0); while(.@j) { delitem getarg(1),1; set Zeny, Zeny-getarg(2); if (getarg(4,0)) { if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" downgraded while refining."; downrefitem @i; close; } } else { if (getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" downgraded while refining."; downrefitem @i; close; } } successrefitem @i; set .@j, .@j-1; } mes "All done!"; close; } function Cm { set .@str$, getarg(0); for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3) set .@str$, insertchar(.@str$,",",.@i); return .@str$; } case 4: mes .n$; if (.Prices[0]) mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards."; mes "Please select an equipment."; next; Equip_Menu(0); mes .n$; if (Zeny < .Prices[0]) { mes "You don't have enough Zeny."; close; } set .@j,getequipcardcnt(@i); if (!.@j) { mes "There are no cards compounded to "+getequipname(@i)+"."; close; } if (!checkweight(4001,(.@j+1))) { mes "You're carrying too many items!"; close; } mes "Item: "+getequipname(@i); for(set .@i,0; .@i<.@j; set .@i,.@i+1) mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i)); next; if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2) close; set Zeny, Zeny-.Prices[0]; successremovecards @i; mes .n$; mes "Cards successfully removed!"; close; case 5: mes .n$; mes "Coins are worth "+Cm(.Coin[1])+" Zeny each."; next; switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) { case 1: mes .n$; mes "How many coins do you want?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (.@coins*.Coin[1] > Zeny) { mes "You don't have enough Zeny."; close; } if (!checkweight(.Coin[0],.@coins)) { mes "You don't have enough inventory space."; close; } set Zeny, Zeny-(.Coin[1]*.@coins); getitem .Coin[0], .@coins; mes "Purchased "+Cm(.@coins)+" coins."; close; case 2: mes .n$; mes "How many coins do you want to trade in?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (countitem(.Coin[0]) < .@coins) { mes "You don't have that many coins!"; close; } if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { mes "You have too much Zeny!"; close; } delitem .Coin[0], .@coins; set Zeny, Zeny+(.Coin[1]*.@coins); mes "Exchanged "+Cm(.@coins)+" coins."; close; case 3: close; } case 6: if (Zeny < .Prices[2]) { mes .n$; mes "It costs "+Cm(.Prices[2])+" Zeny to rent."; close; } if (ismounting()) { mes .n$; mes "You must first remove your mount."; close; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) { if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) { mes .n$; mes "Please select an option."; next; if(select(" ~ Falcon: ~ Warg") == 1) setfalcon; else getitem 6124,1; } else getitem 6124,1; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) { if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) { mes .n$; mes "Please select an option."; next; if(select(" ~ Cart: ~ Mado")==1) setcart; else setmadogear; } else setcart; } else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart; else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon; else if (!checkriding() && getskilllv("KN_RIDING")) { if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon; else setriding; } else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear; else { mes .n$; mes "You do not meet requirements to rent."; close; } set Zeny, Zeny-.Prices[2]; specialeffect2 EF_TEIHIT3; mes .n$; mes "Here you go."; emotion e_no1; close; case 7: mes .n$; if (.Prices[1]) mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills."; mes "Please select an option."; next; set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel"); if (.@i == 3) close; mes .n$; if (Zeny < .Prices[1]) { mes "You don't have enough Zeny."; close; } set Zeny, Zeny-.Prices[1]; if (.@i == 1) { resetstatus; mes "Stats reset!"; } else { resetskill; mes "Skills reset!"; } close; case 8: Get_Platinum; specialeffect2 EF_BLUECASTING; mes .n$; mes "Platinum skills received!"; close; case 9: set .@Var$, ".SexChange"+((Sex)?"F":"M"); if (getarraysize(getd(.@Var$))) { mes .n$; mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:"; for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) { mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]")); if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]")) set .@nreq,1; } if (.@nreq) close; next; } mes .n$; mes "Do you really want to change sex?"; next; if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) { if (getarraysize(getd(.@Var$))) { for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]"); } changesex; } close; case 10: setarray .@Total[0],0,0; getinventorylist; mes .n$; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) { if (@inventorylist_identify[.@i]) continue; if (Zeny < .Prices[3]) { if (!.@Total[0]) { mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item."; close; } break; } set Zeny, Zeny-.Prices[3]; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3]; } if (!.@Total[0]) { mes "No items identified."; close; } specialeffect2 EF_REFINEOK; mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+"."; close; }OnInit:// --------------------- Config --------------------- setarray .MainMenu$[0], // Set menu options! "Change Jobs", // [1] "Stylist", // [2] "Refiner", // [4] "Remove Cards", // [8] "Exchange Coins", // [16] "Rentals", // [32] "Reset Stats/Skills", // [64] "Platinum Skills", // [128] "Change Sex", // [256] "Identify All"; // [512] set .@MenuOption,1|2|4|8|16|32|64|128|256|512; setarray .OnClick[0],1,1,1; // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no) setarray .Styles[1], // Maximum dye, hair style, and hair color getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color"); setarray .Coin[0],674,1000000; // Coin item ID, coin price setarray .Prices[0],50000,10000,0,100; // Zeny to remove cards [0], reset [1], rent [2], identify [3] setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .ThirdClass,1; // Enable third classes? (1: yes / 0: no) set .SNovice,45; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) set .EnrichedRefine,1; // Allow enriched refiner option? (1: yes / 0: no) setarray .RP[0],2000,50,200,5000,20000; // Zeny for armor, lv1, lv2, lv3, lv4 refines setarray .SexChangeF[0],2213,1,1558,1,7152,50; // Items to turn into Female (ID,Count) setarray .SexChangeM[0],5016,1,2241,1,1017,50; // Items to turn into Male (ID,Count) set .n$, "[All-in-One NPC]"; // NPC Name// -------------------------------------------------- set .menu$,""; for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) { if (.@MenuOption & (1<<.@i)) set .menu$, .menu$+" ~ "+.MainMenu$[.@i]; set .menu$, .menu$+":"; } end;}
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try this SC_CASH_PLUSEXPSC_CASH_PLUSONLYJOBEXP
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use the script on the link that I already provide then apply the solution in that script.. or use this //===== rAthena Script =======================================//= All-in-One NPC//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.7//===== Description: =========================================//= A compilation of commonly-used NPC scripts.//== Includes job changer, stylist, refiner, card remover,//== coin exchanger, rentals, resetter, platinum skills,//== sex changer, identifier, healer, buffer, and repairman.//============================================================prontera,148,174,6 script All-in-One NPC 953,{function Get_Platinum; function Equip_Menu; function Cm; if (getarraysize(.OnClick)) { if (.OnClick[0]) repairall; } mes .n$; set .@time, gettime(3); mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!"; mes "What can I do for you?"; emotion e_ho; next; disable_items; switch(select(.menu$)) { case 1: function Job_Menu; function A_An; mes .n$; if (Class > 4049) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } if (Class > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); if (.@i==3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70; if (.@exp[0] && .ThirdClass) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel; mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; close; } mes "Switch to "+jobname(.@exp[0])+"?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class."; else if (Class == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); default: mes "An error has occurred."; break; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; close; } mes .n$; mes "Are you sure?"; next; } else set .@i, getarg(0); if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { mes .n$; mes "You are now "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 338; specialeffect2 432; if (.Platinum == 1) Get_Platinum; close; } if (getargcount() == 1) return; mes .n$; } end; } function Get_Platinum { skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0);} case 2: mes .n$; mes "Select an option."; next; setarray .@Look[1],7,1,6; set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color"); set .@Revert, getlook(.@Look[.@s]); set .@Style,1; mes .n$; mes "How does this look?"; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1); break; case 2: set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]); break; case 3: next; mes .n$; mes "Choose a style between 1 - "+.Styles[.@s]+"."; input .@Style,0,.Styles[.@s]; if (!.@Style) set .@Style, rand(1,.Styles[.@s]); next; mes .n$; mes "How does this look?"; break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } close; case 3: function Refine_Item; if (.EnrichedRefine) { mes .n$; mes "Select an option."; next; if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) { mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],7619,7620,7620,7620,7620; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; if(select(" ~ Refine item (1 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2) close; Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1); close; } } mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],985,1010,1011,984,984; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(20-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) { case 1: Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 2: input .@Refines; if (.@Refines+getequiprefinerycnt(@i) > 20 || .@Refines < 1) { mes .n$; mes "Invalid number ("+.@Refines+")."; } else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 3: if (.@SafeCount < 1) { mes .n$; mes "The item has already reached the safe limit."; } else Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 4: close; } function Equip_Menu { setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear"; set .@menu$,""; for (set .@i,1; .@i <= 20; set .@i,.@i+1) { if (getequipisequiped(.@i)) set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]"; set .@menu$, .@menu$+":"; } set @i, select(.@menu$); if (!getequipisequiped(@i)) { mes .n$; mes "Nothing is equipped there!"; close; } if (getarg(0)) { if (!getequipisenableref(@i)) { mes .n$; mes getequipname(@i)+" cannot be refined."; close; } if (getequiprefinerycnt(@i) >= 20 ) { mes .n$; mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; close; } } return; } function Refine_Item { mes .n$; set .@price, getarg(0)*getarg(2); mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny."; if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) { mes "Come back when you have the required materials."; close; } if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) mes "The item will be refined above the safe limit. It may downgraded the refine."; next; if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2) close; mes .n$; set .@j, getarg(0); while(.@j) { delitem getarg(1),1; set Zeny, Zeny-getarg(2); if (getarg(4,0)) { if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" downgraded while refining."; downrefitem @i; close; } } else { if (getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" downgraded while refining."; downrefitem @i; close; } } successrefitem @i; set .@j, .@j-1; } mes "All done!"; close; } function Cm { set .@str$, getarg(0); for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3) set .@str$, insertchar(.@str$,",",.@i); return .@str$; } case 4: mes .n$; if (.Prices[0]) mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards."; mes "Please select an equipment."; next; Equip_Menu(0); mes .n$; if (Zeny < .Prices[0]) { mes "You don't have enough Zeny."; close; } set .@j,getequipcardcnt(@i); if (!.@j) { mes "There are no cards compounded to "+getequipname(@i)+"."; close; } if (!checkweight(4001,(.@j+1))) { mes "You're carrying too many items!"; close; } mes "Item: "+getequipname(@i); for(set .@i,0; .@i<.@j; set .@i,.@i+1) mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i)); next; if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2) close; set Zeny, Zeny-.Prices[0]; successremovecards @i; mes .n$; mes "Cards successfully removed!"; close; case 5: mes .n$; mes "Coins are worth "+Cm(.Coin[1])+" Zeny each."; next; switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) { case 1: mes .n$; mes "How many coins do you want?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (.@coins*.Coin[1] > Zeny) { mes "You don't have enough Zeny."; close; } if (!checkweight(.Coin[0],.@coins)) { mes "You don't have enough inventory space."; close; } set Zeny, Zeny-(.Coin[1]*.@coins); getitem .Coin[0], .@coins; mes "Purchased "+Cm(.@coins)+" coins."; close; case 2: mes .n$; mes "How many coins do you want to trade in?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (countitem(.Coin[0]) < .@coins) { mes "You don't have that many coins!"; close; } if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { mes "You have too much Zeny!"; close; } delitem .Coin[0], .@coins; set Zeny, Zeny+(.Coin[1]*.@coins); mes "Exchanged "+Cm(.@coins)+" coins."; close; case 3: close; } case 6: if (Zeny < .Prices[2]) { mes .n$; mes "It costs "+Cm(.Prices[2])+" Zeny to rent."; close; } if (ismounting()) { mes .n$; mes "You must first remove your mount."; close; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) { if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) { mes .n$; mes "Please select an option."; next; if(select(" ~ Falcon: ~ Warg") == 1) setfalcon; else getitem 6124,1; } else getitem 6124,1; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) { if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) { mes .n$; mes "Please select an option."; next; if(select(" ~ Cart: ~ Mado")==1) setcart; else setmadogear; } else setcart; } else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart; else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon; else if (!checkriding() && getskilllv("KN_RIDING")) { if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon; else setriding; } else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear; else { mes .n$; mes "You do not meet requirements to rent."; close; } set Zeny, Zeny-.Prices[2]; specialeffect2 EF_TEIHIT3; mes .n$; mes "Here you go."; emotion e_no1; close; case 7: mes .n$; if (.Prices[1]) mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills."; mes "Please select an option."; next; set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel"); if (.@i == 3) close; mes .n$; if (Zeny < .Prices[1]) { mes "You don't have enough Zeny."; close; } set Zeny, Zeny-.Prices[1]; if (.@i == 1) { resetstatus; mes "Stats reset!"; } else { resetskill; mes "Skills reset!"; } close; case 8: Get_Platinum; specialeffect2 EF_BLUECASTING; mes .n$; mes "Platinum skills received!"; close; case 9: set .@Var$, ".SexChange"+((Sex)?"F":"M"); if (getarraysize(getd(.@Var$))) { mes .n$; mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:"; for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) { mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]")); if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]")) set .@nreq,1; } if (.@nreq) close; next; } mes .n$; mes "Do you really want to change sex?"; next; if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) { if (getarraysize(getd(.@Var$))) { for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]"); } changesex; } close; case 10: setarray .@Total[0],0,0; getinventorylist; mes .n$; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) { if (@inventorylist_identify[.@i]) continue; if (Zeny < .Prices[3]) { if (!.@Total[0]) { mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item."; close; } break; } set Zeny, Zeny-.Prices[3]; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3]; } if (!.@Total[0]) { mes "No items identified."; close; } specialeffect2 EF_REFINEOK; mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+"."; close; }OnInit:// --------------------- Config --------------------- setarray .MainMenu$[0], // Set menu options! "Change Jobs", // [1] "Stylist", // [2] "Refiner", // [4] "Remove Cards", // [8] "Exchange Coins", // [16] "Rentals", // [32] "Reset Stats/Skills", // [64] "Platinum Skills", // [128] "Change Sex", // [256] "Identify All"; // [512] set .@MenuOption,1|2|4|8|16|32|64|128|256|512; setarray .OnClick[0],1,1,1; // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no) setarray .Styles[1], // Maximum dye, hair style, and hair color getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color"); setarray .Coin[0],674,1000000; // Coin item ID, coin price setarray .Prices[0],50000,10000,0,100; // Zeny to remove cards [0], reset [1], rent [2], identify [3] setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .ThirdClass,1; // Enable third classes? (1: yes / 0: no) set .SNovice,45; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) set .EnrichedRefine,1; // Allow enriched refiner option? (1: yes / 0: no) setarray .RP[0],2000,50,200,5000,20000; // Zeny for armor, lv1, lv2, lv3, lv4 refines setarray .SexChangeF[0],2213,1,1558,1,7152,50; // Items to turn into Female (ID,Count) setarray .SexChangeM[0],5016,1,2241,1,1017,50; // Items to turn into Male (ID,Count) set .n$, "[All-in-One NPC]"; // NPC Name// -------------------------------------------------- set .menu$,""; for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) { if (.@MenuOption & (1<<.@i)) set .menu$, .menu$+" ~ "+.MainMenu$[.@i]; set .menu$, .menu$+":"; } end;}
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di ako gumagamit ng grf edtor, grf builder lang
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Hard to find the key words haha ^ no problem.
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^ haha, di din ako gumagamit ng antivirus or deepfreez firewall lang gamit ko hehe..
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^ LOL you don't have to google it, you can see at the upper right of this forum the search function
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For the available buffs, kindly look at const.txt OnPCBaseLvUpEvent: specialeffect2 EF_BLESSING; sc_start SC_BLESSING,60000,10; specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,60000,10; specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,60000,10; specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,60000,10; specialeffect2 EF_GLORIA; sc_start SC_GLORIA,60000,10; specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,60000,10; specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,60000,10;end;
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haha, and ingat sa pag download at pag browse ng kung anu-ano baka ma virus
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SAME topic: http://herc.ws/board/topic/3176-how-to-fix-this-all-in-one-npc-by-euphy/ Please use search before creating a topic find this if (.Platinum) Get_Platinum; close; replace with if (.Platinum) function Get_Platinum; close;
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every changes, mag save ka ng restoration point.. para di mo na kailangan mag reformat in case..
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^Welcome Back I knew you will never give up
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^ don't think so but havnt try it yet, since it is still on script_commands.txt and found in some script like npc/battleground/flavius/flavius02.txt bat_b02,1,4,3 script cell#bat_b02_a CLEAR_NPC,{OnRed: setcell "bat_b02",62,149,60,151,cell_basilica,1; setcell "bat_b02",62,149,60,151,cell_walkable,0; and in src/map/map.c case CELL_BASILICA: map->list[m].cell[j].basilica = flag; break; case CELL_LANDPROTECTOR: map->list[m].cell[j].landprotector = flag; break; I assumed that it still exist..
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to be clear in if you only have time to read script_command.txt *setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;Each map cell has several 'flags' that specify the properties of that cell.These include terrain properties (walkability, shootability, presence of water), skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...).Each of these can be 'on' or 'off'. Together they define a cell's behavior.This command lets you alter these flags for all map cells in the specified (x1,y1)-(x2,y2) rectangle. 'type' defines which flag to modify. Possible options include cell_walkable,cell_shootable, cell_basilica. For a full list, see const.txt.'flag' can be 0 or 1 (0:clear flag, 1:set flag). Example: setcell "arena",0,0,300,300,cell_basilica,1; setcell "arena",140,140,160,160,cell_basilica,0; setcell "arena",135,135,165,165,cell_walkable,0; setcell "arena",140,140,160,160,cell_walkable,1;This will add a makeshift ring into the center of the map. The ring will be surrounded by a 5-cell wide 'gap' to prevent interference from outside, and the rest of the map will be marked as 'basilica', preventing observers from casting any offensive skills or fighting among themselves. Note that the wall will not be shown nor known client-side, which may cause movement problems.Another example:OnBarricadeDeploy: setcell "schg_cas05",114,51,125,51,cell_walkable,0; end;OnBarricadeBreak: setcell "schg_cas05",114,51,125,51,cell_walkable,1; end;This could be a part of the WoE:SE script, where attackers are not allowedto proceed until all barricades are destroyed. This script would place andremove a nonwalkable row of cells after the barricade mobs. meaning it is available
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I think you did not follow this instruction carefully.. http://herc.ws/wiki/Custom_Mobs and you miss this note on mob_avail.txt
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gumamit ka ng TortoiseSVN .. after installation, rightclick mo kahit saan, tapos piliin mo SVN Checkout tapos, dun sa URL of repository: type mo https://github.com/HerculesWS/Hercules tapos dun sa Checkout directory: type mo kung saan mo gusto ilagay yung hercules, example D:Program Files (x86)GravityHercules tapos click mo OK, then antayin mo lang matapos. pag complete na. Open mo sa loob ng folder yung trunk, then compile mo na yung server mo. tapos ka na..