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khenma

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  1. i got stuck here after changing job....found the following errors.. //===== 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$; mes "You are now "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 338; specialeffect2 432; if (.Platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes .n$; } 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;}
  2. ah ok.... but my way of compiling it is okay.. thanks.. I'll wait.. need to sleep for a couple of hours haha..
  3. hmm i do the same but errors again... 1>------ Build started: Project: autoattack, Configuration: Release Win32 ------1>C:Program FilesMSBuildMicrosoft.Cppv4.0Microsoft.CppBuild.targets(299,5): warning MSB8004: Output Directory does not end with a trailing slash. This build instance will add the slash as it is required to allow proper evaluation of the Output Directory.1> autoattack.c1>..srcpluginsautoattack.c(100): warning C4013: 'ACMD_A' undefined; assuming extern returning int1>..srcpluginsautoattack.c(100): error C2065: 'autoatk' : undeclared identifier1>..srcpluginsautoattack.c(100): warning C4047: 'function' : 'bool (__cdecl *)(const int,map_session_data *,const char *,const char *,AtCommandInfo *)' differs in levels of indirection from 'int'1>..srcpluginsautoattack.c(100): warning C4024: 'function through pointer' : different types for formal and actual parameter 2========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
  4. delete this line if(!target_id) { unit->walktoxy(&sd->bl,sd->bl.x+(rand()%2==0?-1:1)*(rand()%10),sd->bl.y+(rand()%2==0?-1:1)*(rand()%10),0); } then recompile.. is this the same process to this? What i mean is this.. http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC hmm this is much better with pictures.. haha thanks... solved... no more error
  5. khenma

    autopots

    hmm this is much better with pictures.. haha thanks... solved... no more error
  6. yes i modify some files... ill check what i did wrong
  7. khenma

    autopots

    same problem ... then i come up with this after ff ur ins.
  8. Why my client crashed after using @blvl command,, now everytime im logging it... it crashes during loading after selecting charater..
  9. khenma

    autopots

    then i come up with this after ff ur ins. This stills my problem ^ I had already my files into the latest. I changed the platform toolset
  10. khenma

    autopots

    okay thanks,,re-downloading the latest
  11. khenma

    autopots

    okay but which one on the folder im going to use after??? the trunk? or branches
  12. khenma

    autopots

    hmm.... i just downloaded now the revision 13320. Hmmm which one im going to use? in the trunk? or the branches?
  13. Well then,, deleting the tuxedo eliminates the errors since im not concern about the tuxedo in db2. Thanks again Okay, reading now the topic
  14. khenma

    autopots

    ah ok.. get it... The old ones will be deleted then.... Thanks... +1
  15. After deleting the /* and */ from item_db2.conf does it conflict with item_db.conf? cause it exists in the item_db2.conf already.. Form item_db.conf: { Id: 7170 AegisName: "Tuxedo" Name: "Tuxedo" Type: 3 Buy: 43000 Weight: 10}, In item_db2.conf: { Id: 7170 AegisName: "Tuxedo" Name: "Tuxedo" Type: 5 Buy: 43000 Weight: 10 Job: 0xFFFFFFFE Gender: 1 Loc: 16 OnEquipScript: <" sc_start SC_WEDDING,-1,0; "> OnUnequipScript: <" sc_end SC_WEDDING; ">},
  16. igot error in my console when i transfer my custom items from item_db.conf to item_db2.conf.. On my console: Error: db/item_db2.conf:588 - syntax error Error: can't read db/item_db2.conf This is the last part of my db2.conf */// Old Tuxedo and Wedding Dress, will display the outfit when worn.// ==================================================================/*{ Id: 2338 AegisName: "Wedding_Dress" Name: "Wedding Dress" Type: 5 Buy: 43000 Weight: 500 Job: 0xFFFFFFFE Loc: 16 OnEquipScript: <" sc_start SC_WEDDING,-1,0; "> OnUnequipScript: <" sc_end SC_WEDDING; ">},*//*{ Id: 7170 AegisName: "Tuxedo" Name: "Tuxedo" Type: 5 Buy: 43000 Weight: 10 Job: 0xFFFFFFFE Gender: 1 Loc: 16 OnEquipScript: <" sc_start SC_WEDDING,-1,0; "> OnUnequipScript: <" sc_end SC_WEDDING; ">},*/// Custom Items such as wings, etc// ==========================================/*{ Id: 25009 AegisName: "Blue_Animated_Angel_Wings" Name: "Blue Animated Angel Wings" //Black_Deviling_Wings Type: 5 Slots: 4 Job: 0xFFFFFFFF Upper: 63 Gender: 2 Loc: 1 EquipLv: 10 View: 1082},*//*{ Id: 25010 AegisName: "Black_Deviling_Wings" Name: "Black Deviling Wings" Type: 5 Slots: 4 Job: 0xFFFFFFFF Upper: 63 Gender: 2 Loc: 1 EquipLv: 10 View: 1083},/*)
  17. khenma

    autopots

    downloading now.. thanks... do i need to overwrite the files from https://github.com/HerculesWS/Hercules/ to my exisiting Hercules folder that im using??
  18. hmm okay... wow new word to me.. haha sorry im newbie... Inherit??
  19. does it mean that no need to add script on resname,desc,display .txt? only iteminfo and item b2? hmmm imm adding custom items in item db conf.... does it may have conflicts in the future?
  20. okay thanks... hmmm another question.. is there any faster way to add custom items than manually doing it one by one.?
  21. khenma

    autopots

    i think i was updating the tortoise not the server im using TortoiseSVN when i right click the Hercules folder ther is no update menu or something that trigger the update on git i know but on svn i dont know 1. Which is better? TortoiseSVN or TortoiseGit
  22. khenma

    autopots

    downloading updates so hard for the newbie to search haha...
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