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jaBote

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Everything posted by jaBote

  1. Could you please pay attention on what somebody else has already fixed for you and told the exact reason to avoid duplicate topics on the same issue? You've been fixes of the very same issue a total of one, two, three and four times (with this post) I can count, along with some rather detailed explanations on what's wrong and how to fix them. Just use a home setup or an online script checker for knowing the error. On a case error, the console usually tells your fixes right away, saving time both for you (no need to wait or write a post) and us (no need to do again the very same thing for the very same user).
  2. As far as I know, the modifications I provided are not related to definitely close any castles. Just use a WoE setter and open the castles you want.
  3. jaBote

    daily quest

    OMG I haven't seen a more poorly done script in years. For your infinity loop, simply change this: - script DailyQuestItemChanger -1,{ OnInit Start set $QuestItem1, rand(701,1065); set $QuestItem1HM, rand(1,200); set $QuestItem2, rand(701,1065); set $QuestItem2HM, rand(1,150); set $QuestItem3, rand(701,1065); set $QuestItem3HM, rand(1,50); set $DailyQuestsToday,0; OnHour24 set $QuestItem1, rand(701,1065); set $QuestItem1HM, rand(1,200); set $QuestItem2, rand(701,1065); set $QuestItem2HM, rand(1,150); set $QuestItem3, rand(701,1065); set $QuestItem3HM, rand(1,50); set $DailyQuestToday,0; goto Start; end; } To this: To this: - script DailyQuestItemChanger -1,{ OnInit: OnHour24: set $QuestItem1, rand(701,1065); set $QuestItem1HM, rand(1,200); set $QuestItem2, rand(701,1065); set $QuestItem2HM, rand(1,150); set $QuestItem3, rand(701,1065); set $QuestItem3HM, rand(1,50); set $DailyQuestToday,0; end; } I hope this helps you.
  4. Y eso ha sido siempre cierto hasta este mes, que parece que es el primero en que rAthena adelanta a Hercules en cuanto a actividad. Tengo una ligera idea de qué puede estar ocurriendo debido a que me mantengo en contacto con los desarrolladores (son estudiantes en su mayoría y esta es una típica temporada de exámenes en muchos países), aunque veamos si se vuelve a recuperar el ritmo para febrero. P.D.: Los mega commits de Ind deberían valer por lo menos por cuatro o cinco
  5. I don't know about the first issue, but take for sure a solution for your second issue is in the works by our devs.
  6. Somente adicione uma nova <connection> tag no clientinfo.xml
  7. Make the AegisName of the item and the package match, or else show us the error prompted by the console.
  8. Did you reload the map server?
  9. Use db/[re or pre-re]/map_zone_db.conf and add it to the "All" maps zone
  10. jaBote

    Attendance Script

    What is not working there? Script parses without errors according to Haru script checker.
  11. Solve the first two instances of the error first: [Error]: script_add_str: detected possible use of wrong case in a script. Found 'hp', probably meant to be 'Hp' (in 'npccustomAleconROdedicated_npc_2.txt'). [Error]: script_add_str: detected possible use of wrong case in a script. Found 'maxhp', probably meant to be 'MaxHp' (in 'npccustomAleconROdedicated_npc_2.t xt'). Then try to see if that 0/0 error is gone.
  12. I can't understand what you mean? OnMinute01: label is meant to be triggered when the clock finishes its 1st minute of each hour, I mean, when it's XX:01 , for each hour.
  13. Not AFAIK, but you can do some tricks provided you know what is the max value of your scripting vars (I don't know myself). // Let's say you keep your spent zeny in the myspentzeny var#MAX_NUM_VALUE = your maximum number value;OnZenySpent:if (myspentzeny + @recently_spent >= #MAX_NUM_VALUE) { myspentzeny2++; myspentzeny = myspentzeny % #MAX_NUM_VALUE;}dispbottom "You've spent a total of " + myspentzeny2 + myspentzeny + " Zeny."; Perhaps you'll need to saturate #MAX_NUM_VALUE to a value that is all nines so that when you add one you'll make it overflow to 0 but make the carry sum on myspentzeny2. Edit: you can even use an array that handles it so that you'll save all up on the same variable.
  14. I've codeboxed your code. Please codebox it prior to posting since it easens our work. I've changed 4 'Case' to 'case since that's the only script error found there (in addition to missing tabs to separate appropriate parts of the NPC declarations. I won't fix again this kind of errors for you since you've already been explained how to solve them (and console tells you how to fix them yourself anyways). Here's your script: // Settings :// - Only required to edit the ShopSetting() Function// Notes : You may also add / remove Menu ( If any ) // - Shop Currency can be either ItemID or Variable Name, but must write within Quotation Marks ( "" )// Ex. of Variable. -> Zeny , #CASHPOINTS , #KAFRAPOINTS , CustomVariable , #CustomVariable// - ERROR Message are used to show Invalid Settings in your NPC. // Leave this alone...- shop Emistry_Shop -1,512:100 quiz_02,300,237,5 script Sample 757,{function ShopSettings;function ValidateCost;function CurrencyInfo;function ClearData;function ValueConvert;function ErrorNotice; mes "Each Shop from the Menu may purchase using ^FF0000Different Currency^000000.";mes "^00FF00____________________________^000000";mes "So,Which shop you would like to look at it";next;// Menu Selectionselect("Shop 1","Shop 2","Shop 3"); ClearData();ShopSettings( @menu );npcshopitem "Emistry_Shop",512,100;npcshopdelitem "Emistry_Shop",512;for(set .@i,0; .@i < getarraysize( @ItemLists ); set .@i,.@i+1) npcshopadditem "Emistry_Shop",@ItemLists[.@i],@ItemCost[.@i];mes "Okay...wait awhile";mes "^00FF00____________________________^000000";CurrencyInfo( @Currency$ );mes "^00FF00____________________________^000000";callshop "Emistry_Shop",1;npcshopattach "Emistry_Shop";end; function ShopSettings { switch( getarg(0) ){ case 1: // Currency [ Item ID / Variable Name ] set @Currency$,"7179"; // Item ID Lists setarray @ItemLists[0],6153,7227; // Item Price setarray @ItemCost[0],100,1; break; case 2: // Currency [ Item ID / Variable Name ] set @Currency$,"7227"; // Item ID Lists setarray @ItemLists[0],2306,2302,2303,2304,2305,2301; // Item Price setarray @ItemCost[0],2,2,3,4,5,6; break; case 3: // Currency [ Item ID / Variable Name ] set @Currency$,"#CASHPOINTS"; // Item ID Lists setarray @ItemLists[0],2306,2302,2303,2304,2305,2301; // Item Price setarray @ItemCost[0],20,22,34,445,52,641; break; // case 4,5,6.....etc... default: ErrorNotice( "Invalid Menu Selection for Menu "+@menu+"." ); close; } if( @Currency$ == "" ) ErrorNotice( "Invalid Currency Setting in Menu "+@menu+" ." );if( getarraysize( @ItemCost ) != getarraysize( @ItemLists ) || getarraysize( @ItemLists ) != getarraysize( @ItemCost ) ) ErrorNotice( "Missing or Extra Value of Item or Cost Settings in Menu "+@menu+" ." );return;} function ErrorNotice { mes "^FF0000ERROR^000000 - "+getarg(0); mes "^00FF00____________________________^000000"; mes "Inform this Message to ^0000FFGame Staffs^000000 immediately !"; close;} function CurrencyInfo { if( getitemname( atoi( getarg(0) ) ) != "null" ){ mes "Item Currency : ^FF0000"+getitemname( atoi( getarg(0) ) )+"^000000"; mes "Available Amount : ^0000FF"+ValueConvert( countitem( atoi( getarg(0) ) ) )+"^000000"; }else if( getitemname( atoi( getarg(0) ) ) == "null" ){ mes "Variable Currency : ^FF0000"+getarg(0)+"^000000"; mes "Available Amount : ^0000FF"+ValueConvert( getd( getarg(0) ) )+"^000000"; }return;} function ValidateCost { if( getitemname( atoi( getarg(0) ) ) != "null" ){ if( countitem( atoi( getarg(0) ) ) < getarg(1) ) return 1; }else{ if( getd( getarg(0) ) < getarg(1) ) return 1; }return 0;} function ClearData { set @Currency$,""; set @TotalCost,0; deletearray @bought_nameid[0],getarraysize( @bought_nameid ); deletearray @bought_quantity[0],getarraysize( @bought_quantity ); deletearray @ItemLists[0],getarraysize( @ItemLists ); deletearray @ItemCost[0],getarraysize( @ItemCost );return;} function ValueConvert { set .@num, atoi(""+getarg(0)); if ( .@num == 0 || .@num >= 2147483647 ) return getarg(0); set .@l, getstrlen(""+.@num); for ( set .@i,0; .@i < .@l; set .@i, .@i + 1 ) { set .@num$, .@num % pow(10,.@i+1) / pow(10,.@i) + .@num$; if ( (.@i+1) % 3 == 0 && .@i+1 != .@l ) set .@num$, ","+ .@num$; } return .@num$;} OnBuyItem: ShopSettings( @menu ); for(set @i,0; @i < getarraysize( @bought_nameid ); set @i,@i+1) for(set @j,0; @j < getarraysize( @ItemLists ); set @j,@j+1) if( @ItemLists[@j] == @bought_nameid[@i] ) set @TotalCost,@TotalCost + ( @ItemCost[@j] * @bought_quantity[@i] ); mes "^FF0000 BILLING LIST^000000"; mes "^00FF00____________________________^000000"; for( set @i,0; @i < getarraysize( @bought_nameid ); set @i,@i+1 ) mes "^FF0000"+@bought_quantity[@i]+" x ^0000FF"+getitemname( @bought_nameid[@i] )+"^000000"; mes "^00FF00____________________________^000000"; if( getitemname( atoi( @Currency$ ) ) != "null" ) mes "Total Cost : ^0000FF"+ValueConvert( @TotalCost )+" x "+getitemname( atoi( @Currency$ ) )+"^000000"; else if( getitemname( atoi( @Currency$ ) ) == "null" ){ mes "Total Cost : ^0000FF"+ValueConvert( @TotalCost )+" "+@Currency$+"^000000"; } mes "^00FF00____________________________^000000"; if( ValidateCost( @Currency$,@TotalCost ) ){ if( getitemname( atoi( @Currency$ ) ) != "null" ) mes "[ ^FF0000X^000000 ] Insufficient ^0000FF"+getitemname( atoi( @Currency$ ) )+"^000000"; else{ mes "[ ^FF0000X^000000 ] Insufficient ^0000FF"+@Currency$+"^000000"; } }else{ if( select( "^0000FFPurchase^000000:Cancel" ) == 1 ){ if( getitemname( atoi( @Currency$ ) ) != "null" ) delitem atoi( @Currency$ ),@TotalCost; else{ set getd( @Currency$ ),getd( @Currency$ ) - @TotalCost; } for(set @i,0; @i < getarraysize( @bought_nameid ); set @i,@i+1) getitem @bought_nameid[@i],@bought_quantity[@i]; message strcharinfo(0),"Purchased "+getarraysize( @bought_nameid )+" Items."; mes "Thank you for shopping."; } }ClearData();close; }
  15. jaBote

    BG Expansiva

    Você realmente não precisa pagar nada nem avisar a ninguém, mesmo que o desenvolvedor exige que você faça. Mas se não me engano deve dar crédito ao desenvolvedor, se você o usa. http://www.gnu.org/licenses/gpl-faq.pt-br.html
  16. Try to read console errors for next time. These errors pop up because now all reserved words, function names and script commands have to be lowercase in all their letters. -> Replaced all 108 ocurrences of 'Case' to 'case'; -> Replaced 'ResetSkill' to 'resetskill'; -> Replaced 'ResetStatus' to 'resetstatus'. NPC parses now without errors, but I'm not sure if it will work anyways. //==============================================================================////= 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"; },{},{}new_2-2,184,172,3 script ClassHelper 891,{// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,1; // Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1; // [ 0 - Account Based / 1 - Character Based ]if( ClassHelper == 1 || #ClassHelper == 1 ) end;Main_Menu: mes .npcname$; mes "I am the Job Class Helper..."; mes "I am here to help you."; mes " ^FF0000________________________________^000000"; mes "Do you wish to become Stronger ?"; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000", ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000", ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000", ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000", ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000", ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000", ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000", ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000", ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, i admire nobody....^000000")) { case 1: goto Classes_info; case 2: goto FirstJob_Classes; case 3: goto SecondJob_Classes; case 4: goto HighFirstJob_Classes; case 5: goto TransSecondJob_Classes; case 6: goto TransThirdJob_Classes; case 7: goto ExpandedJob_Classes; case 8: goto BabyJob_Classes; case 9: goto BabyThirdJob_Classes; case 10: if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; } FirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Swordman^000000", "^76EE00Magician^000000", "^76EE00Archer^000000", "^76EE00Acolyte^000000", "^76EE00Merchant^000000", "^76EE00Thief^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,1,99,50,60,"All"; case 2: callsub Job_Changing,2,99,50,60,"All"; case 3: callsub Job_Changing,3,99,50,60,"All"; case 4: callsub Job_Changing,4,99,50,60,"All"; case 5: callsub Job_Changing,5,99,50,60,"All"; case 6: callsub Job_Changing,6,99,50,60,"All"; case 7: goto Main_Menu; }HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4002,99,50,60,"All"; case 2: callsub Job_Changing,4003,99,50,60,"All"; case 3: callsub Job_Changing,4004,99,50,60,"All"; case 4: callsub Job_Changing,4005,99,50,60,"All"; case 5: callsub Job_Changing,4006,99,50,60,"All"; case 6: callsub Job_Changing,4007,99,50,60,"All"; case 7: goto Main_Menu; } SecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Knight^000000", "^76EE00Priest^000000", "^76EE00Wizard^000000", "^76EE00Blacksmith^000000", "^76EE00Hunter^000000", "^76EE00Assassin^000000", "^76EE00Crusader^000000", "^76EE00Monk^000000", "^76EE00Sage^000000", "^76EE00Rogue^000000", "^76EE00Alchemist^000000", ( Sex == 0 )?"":"^76EE00Dancer^000000", ( Sex == 1 )?"":"^76EE00Bard^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,7,99,50,110,"All"; case 2: callsub Job_Changing,8,99,50,110,"All"; case 3: callsub Job_Changing,9,99,50,110,"All"; case 4: callsub Job_Changing,10,99,50,110,"All"; case 5: callsub Job_Changing,11,99,50,110,"All"; case 6: callsub Job_Changing,12,99,50,110,"All"; case 7: callsub Job_Changing,14,99,50,110,"All"; case 8: callsub Job_Changing,15,99,50,110,"All"; case 9: callsub Job_Changing,16,99,50,110,"All"; case 10: callsub Job_Changing,17,99,50,110,"All"; case 11: callsub Job_Changing,18,99,50,110,"All"; case 12: callsub Job_Changing,20,99,50,110,"All"; case 13: callsub Job_Changing,19,99,50,110,"All"; case 14: goto Main_Menu; }TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4008,99,70,118,"All"; case 2: callsub Job_Changing,4009,99,70,118,"All"; case 3: callsub Job_Changing,4010,99,70,118,"All"; case 4: callsub Job_Changing,4011,99,70,118,"All"; case 5: callsub Job_Changing,4012,99,70,118,"All"; case 6: callsub Job_Changing,4013,99,70,118,"All"; case 7: callsub Job_Changing,4015,99,70,118,"All"; case 8: callsub Job_Changing,4016,99,70,118,"All"; case 9: callsub Job_Changing,4017,99,70,118,"All"; case 10: callsub Job_Changing,4018,99,70,118,"All"; case 11: callsub Job_Changing,4019,99,70,118,"All"; case 12: callsub Job_Changing,4021,99,70,118,"All"; case 13: callsub Job_Changing,4020,99,70,118,"All"; case 14: goto Main_Menu; }TransThirdJob_Classes: mes .npcname$; 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,4060,150,70,176,"All"; case 2: callsub Job_Changing,4061,150,70,176,"All"; case 3: callsub Job_Changing,4062,150,70,176,"All"; case 4: callsub Job_Changing,4063,150,70,176,"All"; case 5: callsub Job_Changing,4064,150,70,176,"All"; case 6: callsub Job_Changing,4065,150,70,176,"All"; case 7: callsub Job_Changing,4073,150,70,176,"All"; case 8: callsub Job_Changing,4074,150,70,176,"All"; case 9: callsub Job_Changing,4076,150,70,176,"All"; case 10: callsub Job_Changing,4075,150,70,176,"All"; case 11: callsub Job_Changing,4077,150,70,176,"All"; case 12: callsub Job_Changing,4078,150,70,176,"All"; case 13: callsub Job_Changing,4079,150,70,176,"All"; case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,99,99,110,"All"; case 2: callsub Job_Changing,24,99,50,600,"All"; case 3: callsub Job_Changing,25,99,50,60,"All"; case 4: callsub Job_Changing,4046,99,50,60,"All"; case 5: callsub Job_Changing,4047,99,50,110,"All"; case 6: callsub Job_Changing,4049,99,50,110,"All"; case 7: goto Main_Menu; }BabyJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Swordman^000000", "^76EE00Baby Magician^000000", "^76EE00Baby Archer^000000", "^76EE00Baby Acolyte^000000", "^76EE00Baby Merchant^000000", "^76EE00Baby Thief^000000", "^76EE00Baby Knight^000000", "^76EE00Baby Priest^000000", "^76EE00Baby Wizard^000000", "^76EE00Baby Blacksmith^000000", "^76EE00Baby Hunter^000000", "^76EE00Baby Assassin^000000", "^76EE00Baby Crusader^000000", "^76EE00Baby Monk^000000", "^76EE00Baby Sage^000000", "^76EE00Baby Rogue^000000", "^76EE00Baby Alchemist^000000", ( Sex == 0 )?"":"^76EE00Baby Dancer^000000", ( Sex == 1 )?"":"^76EE00Baby Bard^000000", "^76EE00Baby Baby^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4024,99,50,60,"All"; case 2: callsub Job_Changing,4025,99,50,60,"All"; case 3: callsub Job_Changing,4026,99,50,60,"All"; case 4: callsub Job_Changing,4027,99,50,60,"All"; case 5: callsub Job_Changing,4028,99,50,60,"All"; case 6: callsub Job_Changing,4029,99,50,60,"All"; case 7: callsub Job_Changing,4030,99,50,110,"All"; case 8: callsub Job_Changing,4031,99,50,110,"All"; case 9: callsub Job_Changing,4032,99,50,110,"All"; case 10: callsub Job_Changing,4033,99,50,110,"All"; case 11: callsub Job_Changing,4034,99,50,110,"All"; case 12: callsub Job_Changing,4035,99,50,110,"All"; case 13: callsub Job_Changing,4037,99,50,110,"All"; case 14: callsub Job_Changing,4038,99,50,110,"All"; case 15: callsub Job_Changing,4039,99,50,110,"All"; case 16: callsub Job_Changing,4040,99,50,110,"All"; case 17: callsub Job_Changing,4041,99,50,110,"All"; case 18: callsub Job_Changing,4043,99,50,110,"All"; case 19: callsub Job_Changing,4042,99,50,110,"All"; case 20: callsub Job_Changing,4045,99,50,110,"All"; case 21: goto Main_Menu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,150,70,176,"All"; case 2: callsub Job_Changing,4097,150,70,176,"All"; case 3: callsub Job_Changing,4098,150,70,176,"All"; case 4: callsub Job_Changing,4099,150,70,176,"All"; case 5: callsub Job_Changing,4100,150,70,176,"All"; case 6: callsub Job_Changing,4101,150,70,176,"All"; case 7: callsub Job_Changing,4102,150,70,176,"All"; case 8: callsub Job_Changing,4103,150,70,176,"All"; case 9: callsub Job_Changing,4105,150,70,176,"All"; case 10: callsub Job_Changing,4104,150,70,176,"All"; case 11: callsub Job_Changing,4106,150,70,176,"All"; case 12: callsub Job_Changing,4107,150,70,176,"All"; case 13: callsub Job_Changing,4108,150,70,176,"All"; case 14: goto Main_Menu; }Job_Changing: mes .npcname$; 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; } save "prontera",155,180; 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;OnInit:waitingroom " Job Changer",0;end;}
  17. Hi. It seems I can't download the NPC for giving it a peek. Could you please solve it? Thanks! Edit: What? Now I go back to the topic and it works? Witchcraft! I'll give it a peek right now. Thanks!
  18. No tengo ahora mismo ninguna instalación de Ragnarok disponible para probar, pero lo que comentas es bien raro. ¿Seguro que tienes bien los parámetros del waitingroom? En caso de que el NPC aparezca realmente dentro de la sala de chat creo que deberías reportarlo como bug, aunque parece un poco raro que aún no haya visto ningún otro caso similar. ¡Un saludo!
  19. Do you have any other GM or user with access to @mapexit? This sounds to me like it's the same you see when you use that...
  20. Try looking for verus as for the map file names, since that's its name.
  21. In that case try to just not delete that bracket and see if it works.
  22. If I'm not mistaken: 1 minute = 1, and so on for the rest of minutes.
  23. Restricted items are by default consumed but have no effect. You can change it on the item_restricted_consumption_type one in /conf/battle/items.conf. P.S.: I'll take advantage the revival of my suggestion to say BUMP! to it :3
  24. Try recompiling your server (make a backup before doing that just in case).
  25. It's better if you took your calculator (even Windows calc!), copy the number and paste it in decimal, then change representation to hexadecimal. You'll instantly have your bitmask in hexadecimal, making you easier to understand.
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