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karazu

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Everything posted by karazu

  1. [SQL]: DB error - Table 'main.global_reg_value' doesn't exist[Debug]: at script.c:14946 - DELETE FROM `global_reg_value` WHERE `str` = 'pl_pkcount' Do u have the table? EDIT: I only have global_acc_reg_num_dband thisglobal_acc_reg_str_db
  2. Can we request a Plugin for this one?
  3. Please make one. +1 for the IDEA btw
  4. Hello Litro, Thank you for the reply, is that the only conflict within my problem? EDIT: there are some folders that needs some tweaks, I guess I will just stay renewal to avoid much conflicts since pre renewal only have max def 127 and renewal mob has deff more than it What is going to happen btw if that is the case? ERROR? EDIT: I Test it, it really shows a lot of error.
  5. Facebook https://www.facebook.com/AdminKuro?fref=ts&ref=br_tf
  6. I want to use the RENEWAL files like itemdb, skills, scripts and etc but want to use the pre renewal damage formula. Is it possible? I am running a server with renewal mechanics but up to TRANS JOB only, I have notice that the HP formula in renewal makes the Hit Points so high but the damage of the Trans skills are way to low. So is it possible to keep the Renewal Mechanic but just use the Pre-Renewal (damage) formula? /// leave this line to enable renewal specific support such as renewal formulas#define RENEWAL I am afraid to disable that one since it may affect the files that will be used Example Instead if renewal database, it will now use the pre renewal database.
  7. Omg! I did not notice this one. Thank you very much for this one. +1 for both of you
  8. I know this is an OLD bug, but is there any other way to implement this system even just via script? Like the script of the item will check the gender of the wearer, if the Character is MALE (cannot equip) while if its female u can equip. ======================================================= Question 2. How about if you wear this item it will automatically removed the PECO or CART. -Because I am planning to make an item that if you will wear this item, u are not allowed to have a CART or a PECO? ======================================================= Question 3. How about (via script) Is it also possible to check that if the wearer is MALE it has different effect if the wearer is FEMALE? SAMPLE MALE: chance to cast heal FEMALE: chance to cast blessing
  9. Plugin seems to be possible for it now (have few bugs on my plugin, that I would be able to solve in my upcoming days) Please work on it please!
  10. Try to check if your client reads data folder first, if that is the case please delete the DATA folder, delete the clientinfo.xml in the data folder or patch ur client not to read data folder first. Check if its works
  11. karazu

    renewal.h

    What are the skills that is/are affected in this btw? #define RENEWAL_LVDMG
  12. http://herc.ws/wiki/Custom_Mobs
  13. Sorry solve { name: "Towns" disabled_skills: { AM_CANNIBALIZE: "PLAYER" AM_SPHEREMINE: "PLAYER" CR_CULTIVATION: "PLAYER" BS_GREED: "PLAYER" SC_MANHOLE: "PLAYER" WM_POEMOFNETHERWORLD: "PLAYER" GN_WALLOFTHORN: "PLAYER" } disabled_items: { Greed_Scroll: true Velum_Jamadhar: true Velum_Scare: true Velum_Buster: true Velum_Guillotine: true Velum_Spear: true Velum_Glaive: true Velum_Bible: true Velum_Encyclopedia: true Velum_Claw: true Velum_Arc_Wand: true Velum_Damascus: true Velum_Stunner: true Velum_Flail: true Velum_Arbalest: true Velum_CrossBow: true Velum_Claymore: true Velum_Katzbalger: true Siege_Arrow_A: true Siege_Arrow_S: true Siege_Greave: true Siege_Boots: true Siege_Shoes: true Siege_Manteau: true Siege_Muffler: true Siege_White_Potion: true Siege_Blue_Potion: true Woe_Violet_Potion: true Woe_White_Potion: true Woe_Blue_Potion: true Siege_Plate: true Siege_Suits: true Siege_Robe: true }}
  14. How can we enable this items outside the PVP and WOE AREA?
  15. Maybe because u are zooming in that much. How about try to default the camera zoom and angle?
  16. Thank you very for updating the script. I will test it now.
  17. Can someone tell me why this script is not working? Even if I will make it as Character base or Account Base the NPC will still not detect any Level 1 characters. //==============================================================================////= 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::OnMenu"; },{},{}- script ClassHelper -1,{OnInit:// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1; // First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1; // Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,1; // High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,1; // Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,1; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1; // [ 0 - Account Based / 1 - Character Based ]end;OnMenu: if( ClassHelper == 1 || #ClassHelper == 1 ) end; mes .npcname$; 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,1,174,50,60,"All"; case 2: callsub Job_Changing,2,174,50,60,"All"; case 3: callsub Job_Changing,3,174,50,60,"All"; case 4: callsub Job_Changing,4,174,50,60,"All"; case 5: callsub Job_Changing,5,174,50,60,"All"; case 6: callsub Job_Changing,6,174,50,60,"All"; case 7: goto OnMenu; }HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4002,174,50,60,"All"; case 2: callsub Job_Changing,4003,174,50,60,"All"; case 3: callsub Job_Changing,4004,174,50,60,"All"; case 4: callsub Job_Changing,4005,174,50,60,"All"; case 5: callsub Job_Changing,4006,174,50,60,"All"; case 6: callsub Job_Changing,4007,174,50,60,"All"; case 7: goto OnMenu; } SecondJob_Classes: mes .npcname$; 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,7,174,50,110,"All"; case 2: callsub Job_Changing,8,174,50,110,"All"; case 3: callsub Job_Changing,9,174,50,110,"All"; case 4: callsub Job_Changing,10,174,50,110,"All"; case 5: callsub Job_Changing,11,174,50,110,"All"; case 6: callsub Job_Changing,12,174,50,110,"All"; case 7: callsub Job_Changing,14,174,50,110,"All"; case 8: callsub Job_Changing,15,174,50,110,"All"; case 9: callsub Job_Changing,16,174,50,110,"All"; case 10: callsub Job_Changing,17,174,50,110,"All"; case 11: callsub Job_Changing,18,174,50,110,"All"; case 12: callsub Job_Changing,20,174,50,110,"All"; case 13: callsub Job_Changing,19,174,50,110,"All"; case 14: goto OnMenu; }TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4008,174,70,130,"All"; case 2: callsub Job_Changing,4009,174,70,130,"All"; case 3: callsub Job_Changing,4010,174,70,130,"All"; case 4: callsub Job_Changing,4011,174,70,130,"All"; case 5: callsub Job_Changing,4012,174,70,130,"All"; case 6: callsub Job_Changing,4013,174,70,130,"All"; case 7: callsub Job_Changing,4015,174,70,130,"All"; case 8: callsub Job_Changing,4016,174,70,130,"All"; case 9: callsub Job_Changing,4017,174,70,130,"All"; case 10: callsub Job_Changing,4018,174,70,130,"All"; case 11: callsub Job_Changing,4019,174,70,130,"All"; case 12: callsub Job_Changing,4021,174,70,130,"All"; case 13: callsub Job_Changing,4020,174,70,130,"All"; case 14: goto OnMenu; }TransThirdJob_Classes: mes .npcname$; 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 OnMenu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", ( Sex == 0 )?"":"^76EE00Kagerou^000000", ( Sex == 1 )?"":"^76EE00Oboro^000000", "^76EE00Extended Super Novice^000000", "^76EE00Rebellion^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,174,99,110,"All"; case 2: callsub Job_Changing,24,174,50,600,"All"; case 3: callsub Job_Changing,25,174,50,60,"All"; case 4: callsub Job_Changing,4046,174,50,60,"All"; case 5: callsub Job_Changing,4047,174,50,110,"All"; case 6: callsub Job_Changing,4049,174,50,110,"All"; case 7: callsub Job_Changing,4212,174,100,130,"All"; case 8: callsub Job_Changing,4211,174,100,130,"All"; case 9: callsub Job_Changing,4190,174,100,130,"All"; case 10: callsub Job_Changing,4215,174,100,130,"All"; case 11: goto OnMenu; }BabyJob_Classes: mes .npcname$; 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,4024,174,50,60,"All"; case 2: callsub Job_Changing,4025,174,50,60,"All"; case 3: callsub Job_Changing,4026,174,50,60,"All"; case 4: callsub Job_Changing,4027,174,50,60,"All"; case 5: callsub Job_Changing,4028,174,50,60,"All"; case 6: callsub Job_Changing,4029,174,50,60,"All"; case 7: callsub Job_Changing,4030,174,50,110,"All"; case 8: callsub Job_Changing,4031,174,50,110,"All"; case 9: callsub Job_Changing,4032,174,50,110,"All"; case 10: callsub Job_Changing,4033,174,50,110,"All"; case 11: callsub Job_Changing,4034,174,50,110,"All"; case 12: callsub Job_Changing,4035,174,50,110,"All"; case 13: callsub Job_Changing,4037,174,50,110,"All"; case 14: callsub Job_Changing,4038,174,50,110,"All"; case 15: callsub Job_Changing,4039,174,50,110,"All"; case 16: callsub Job_Changing,4040,174,50,110,"All"; case 17: callsub Job_Changing,4041,174,50,110,"All"; case 18: callsub Job_Changing,4043,174,50,110,"All"; case 19: callsub Job_Changing,4042,174,50,110,"All"; case 20: callsub Job_Changing,4045,174,50,110,"All"; case 21: goto OnMenu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,174,70,210,"All"; case 2: callsub Job_Changing,4097,174,70,210,"All"; case 3: callsub Job_Changing,4098,174,70,210,"All"; case 4: callsub Job_Changing,4099,174,70,210,"All"; case 5: callsub Job_Changing,4100,174,70,210,"All"; case 6: callsub Job_Changing,4101,174,70,210,"All"; case 7: callsub Job_Changing,4102,174,70,210,"All"; case 8: callsub Job_Changing,4103,174,70,210,"All"; case 9: callsub Job_Changing,4105,174,70,210,"All"; case 10: callsub Job_Changing,4104,174,70,210,"All"; case 11: callsub Job_Changing,4106,174,70,210,"All"; case 12: callsub Job_Changing,4107,174,70,210,"All"; case 13: callsub Job_Changing,4108,174,70,210,"All"; case 14: goto OnMenu; }Job_Changing: mes .npcname$; 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; } delitem 20401,1; dispbottom "Congratulation! Thank you for choosing a Class!."; dispbottom "Please make your base level 175 to get out of this area.."; close; 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 OnMenu;}
  18. I dont think Shadow system is supported in 2012 clients, I used it once but in 2013 client
  19. Thank you very much for the answer.
  20. How can we adjust the zeny that can be gained via killing monsters?
  21. My SRC folder is updated but I am still getting this error [Warning]: HPM:plugin_load: failed to load 'plugins/HPMHooking_char.so', skippin
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