karazu
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Thank you for ur help. Please close this one Dastgir already told me the correct one.
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The Item { Id: 20401 AegisName: "JobClassTicket" Name: "JobClassTicket" Type: 11 Buy: 10 Weight: 10 Script: <" doevent "ClassHelper::OnPCLoginEvent"; ">}, The Error [Error]: npc_event: event not found [ClassHelper::OnPCLoginEvent][Error]: npc_event: event not found [ClassHelper::OnPCLoginEvent] The Script //==============================================================================////= 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"; },{},{}- script ClassHelper -1,{//OnPCLoginEvent:// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1; // First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1; // Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,1; // High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,1; // Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,1; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1; // [ 0 - Account Based / 1 - Character Based ]if( ClassHelper == 1 || #ClassHelper == 1 ) end;Main_Menu: mes .npcname$; mes "PLEASE CHOOSE YOUR JOB..."; mes " ^FF0000________________________________^000000"; mes "What do u want to be?"; 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,4060,174,70,210,"All"; case 2: callsub Job_Changing,4061,174,70,210,"All"; case 3: callsub Job_Changing,4062,174,70,210,"All"; case 4: callsub Job_Changing,4063,174,70,210,"All"; case 5: callsub Job_Changing,4064,174,70,210,"All"; case 6: callsub Job_Changing,4065,174,70,210,"All"; case 7: callsub Job_Changing,4073,174,70,210,"All"; case 8: callsub Job_Changing,4074,174,70,210,"All"; case 9: callsub Job_Changing,4076,174,70,210,"All"; case 10: callsub Job_Changing,4075,174,70,210,"All"; case 11: callsub Job_Changing,4077,174,70,210,"All"; case 12: callsub Job_Changing,4078,174,70,210,"All"; case 13: callsub Job_Changing,4079,174,70,210,"All"; case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", ( Sex == 0 )?"":"^76EE00Kagerou^000000", ( Sex == 1 )?"":"^76EE00Oboro^000000", "^76EE00Extended Super Novice^000000", "^76EE00Rebellion^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,174,99,110,"All"; case 2: callsub Job_Changing,24,174,50,600,"All"; case 3: callsub Job_Changing,25,174,50,60,"All"; case 4: callsub Job_Changing,4046,174,50,60,"All"; case 5: callsub Job_Changing,4047,174,50,110,"All"; case 6: callsub Job_Changing,4049,174,50,110,"All"; case 7: callsub Job_Changing,4212,174,100,130,"All"; case 8: callsub Job_Changing,4211,174,100,130,"All"; case 9: callsub Job_Changing,4190,174,100,130,"All"; case 10: callsub Job_Changing,4215,174,100,130,"All"; case 11: goto Main_Menu; }BabyJob_Classes: mes .npcname$; 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$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,99,70,210,"All"; case 2: callsub Job_Changing,4097,99,70,210,"All"; case 3: callsub Job_Changing,4098,99,70,210,"All"; case 4: callsub Job_Changing,4099,99,70,210,"All"; case 5: callsub Job_Changing,4100,99,70,210,"All"; case 6: callsub Job_Changing,4101,99,70,210,"All"; case 7: callsub Job_Changing,4102,99,70,210,"All"; case 8: callsub Job_Changing,4103,99,70,210,"All"; case 9: callsub Job_Changing,4105,99,70,210,"All"; case 10: callsub Job_Changing,4104,99,70,210,"All"; case 11: callsub Job_Changing,4106,99,70,210,"All"; case 12: callsub Job_Changing,4107,99,70,210,"All"; case 13: callsub Job_Changing,4108,99,70,210,"All"; case 14: goto Main_Menu; }Job_Changing: mes .npcname$; 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); 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;}
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I am using 64bit OS Windows 8 and everything works fine..
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Can someone convert this into plugins please?
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#include <stdio.h>#include <stdlib.h>#include <string.h>#include <math.h>#include "../common/HPMi.h"#include "../map/clif.h"#include "../map/atcommand.h"#include "../map/script.h"#include "../map/pc.h"#include "../common/HPMDataCheck.h"HPExport struct hplugin_info pinfo ={ "@dance", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1b", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};ACMD(dance){int msg;msg = rand()%9;switch(msg){ case 0: case 1: case 3: case 5: case 7: case 9: clif->specialeffect(&sd->bl, 400, ALL_CLIENT); if (msg==0 || msg==1) {clif->specialeffect(&sd->bl, 413, ALL_CLIENT);} else if(msg==3){clif->specialeffect(&sd->bl, 415, ALL_CLIENT);} else if(msg==5){clif->specialeffect(&sd->bl, 458, ALL_CLIENT);} else if(msg==7){clif->specialeffect(&sd->bl, 501, ALL_CLIENT);} else{clif->specialeffect(&sd->bl, 550, ALL_CLIENT);} break; case 2: case 4: case 6: case 8: clif->specialeffect(&sd->bl, 300, ALL_CLIENT); if (msg==2){clif->specialeffect(&sd->bl, 414, ALL_CLIENT);} else if (msg==4){ clif->specialeffect(&sd->bl, 426, ALL_CLIENT); } else if (msg==6){ clif->specialeffect(&sd->bl, 466, ALL_CLIENT); } else { clif->specialeffect(&sd->bl, 540, ALL_CLIENT); } }return true;}/* Server Startup */HPExport void plugin_init (void){ clif = GET_SYMBOL("clif"); atcommand = GET_SYMBOL("atcommand"); script = GET_SYMBOL("script"); skill = GET_SYMBOL("skill"); addAtcommand("dance",dance);} Try it.. working. Thank you very much!
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Thank you very much!
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please update this
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Please close this.
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I want to make my Costumes slotted can anyone tell me how to make the cards can be slot to those items? It seems to be that in http://herc.ws/wiki/Custom_Items it was not specified I am looking for the exact CODE { Id: 4403 AegisName: "Kiel_Card" Name: "Kiel-D-01 Card" Type: 6 Buy: 20 Weight: 10 Loc: 769 <-------------- Loc for Costumes Script: <" bonus bDelayrate,-30; ">}, I think I got it now.. Addition hahah
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please share
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Nice Sword
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Introducing rAthena to Hercules database converters.
karazu replied to jaBote's topic in Repository News
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update ur lua/lua files.
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Any update about rebellion skills?
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how about make it as a shield type?
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Edit the weapons location. (2^0) 1 = Lower headgear(2^1) 2 = Right hand(2^2) 4 = Mantle(2^3) 8 = Accessory 1(2^4) 16 = Armor(2^5) 32 = Left hand(2^6) 64 = Shoes(2^7) 128 = Accessory 2(2^8) 256 = Upper headgear(2^9) 512 = Middle headgear(2^10) 1024 = Costume Top Headgear(2^11) 2048 = Costume Mid Headgear(2^12) 4096 = Costume Low Headgear(2^13) 8192 = Costume Garment/Robe(2^15) 32768 = Arrow (arrow-type items only)(2^16) 65536 = Shadow Armor(2^17) 131072 = Shadow Weapon(2^18) 262144 = Shadow Shield(2^18) 524288 = Shadow Shoes(2^20) 1048576 = Shadow Accessory 2(2^21) 2097152 = Shadow Accessory 1
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Use 20130807 its very stable. 2014 clients are not stable
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Mobs folder
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Thanks for the file, Earth was missing in my collection too. NO problem, and sorry for the spelling, it should be "no" and not "not".. Thank you again about this one
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example po etong hercules cap http://herc.ws/board/files/file/104-hercules-cap/ ilalagay ko po sya sa server ko pano ko po ito malalagay? un po ahh eto tol.. http://rathena.org/board/topic/70005-guide-adding-custom-item-renewal/ sana makatulong yan sayo.. why Rathena kong meron naman legit for Hercules.. but then again both works fine http://herc.ws/wiki/Custom_Items
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Ganito po pano mag lagay. http://herc.ws/wiki/Custom_Mobs
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Update: why there is not EARTH? Update: Here is the missing sprite. Earth Target.rar
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Try this: OnEquipScript: <" { atcommand "@aura999"; } ">OnUnequipScript: <" { atcommand "@aura 0"; } "> This works. Thank you