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Söel

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Posts posted by Söel


  1. help...
     
    hexed 2015-09-16aRagexe
    clientinfo

     

    <?xml version="1.0" encoding="euc-kr" ?>
    <clientinfo>
    	<servicetype>brazil</servicetype>
    	<servertype>primary</servertype>
    	<extendedslot />
    	<passwordencrypt />
    	<passwordencrypt2 />
    	<connection>
    		<display>ragnaYOUNG</display>
    		<desc> Uma nova historia a cada dia! </desc>
    		<balloon>Vote diariamente em noss Servidor!</balloon>
    		<address>127.0.0.1</address>
    		<port>6900</port>
    		<version>31</version>		
    		<registrationweb></registrationweb>
    		<aid>
    			<admin>2000000</admin>
    			<admin>2000001</admin>
    			<admin>2000002</admin>
    			<admin>2000003</admin>
    			<admin>2000004</admin>
    			<admin>2000005</admin>
    			<admin>2000006</admin>
    			<admin>2000007</admin>
    			<admin>2000008</admin>
    			<admin>2000009</admin>
    			<admin>2000010</admin>
    		</aid>
    		<loading>
    			<image>loading00.jpg</image>
    			<image>loading01.jpg</image>
    			<image>loading02.jpg</image>
    			<image>loading03.jpg</image>
    			<image>loading04.jpg</image>
    			<image>loading05.jpg</image>
    			<image>loading06.jpg</image>
    			<image>loading07.jpg</image>
    			<image>loading08.jpg</image>
    			<image>loading09.jpg</image>
    			<image>loading10.jpg</image>
    			<image>loading11.jpg</image>
    			<image>loading12.jpg</image>
    		</loading>
    	</connection>
    </clientinfo>

     


     
    8jwNGR0.jpg


  2.  

     

    missing all the files , but I could reset, now I have another doubt in my client the alt+q was separated from alt+a, and prefer to be alone together in alt+q, you know how to fix this?
     
    UgKOBVR.jpg

     

    Its new client feature. No idea if you can fix it D:

     

    Oh.. ok, thanks for the support.


  3. missing all the files , but I could reset, now I have another doubt in my client the alt+q was separated from alt+a, and prefer to be alone together in alt+q, you know how to fix this?

     

    UgKOBVR.jpg


  4. let me understand it, are you trying to use the female hair into a male character? do you want a female head into a male body? if "yes" then I don't know if its possible without editing the .act file

     

     

    The hair are in the correct locations, Male is ³² and Female is ¿©, you ta confusing things not?


  5. is your custom grf being loaded first than any other grf in data.ini? it seems a bit weird since the client should crash instead of displaying a file it doesn't have, also if you can check in phpmyadmin if your char really have hstyle 35, and try another sprite number as well!

     

    [Data]1=ryoungcolor2.grf << (hair style)2=ryoungcolor.grf3=newprontera.grf4=data.grf

    The hair is also correct in PMA, could be due to the pallets? I use the Kamishi paid.


  6. ³² is female and your character is male

     

    Directory:  /data/sprite/Àΰ£Á·/¸Ó¸®Åë/¿©Female heads (described as per the iRO "Features>Characters" page) FILENAME	DESCRIPTION1_¿©.spr	"Archer" hair2_¿©.spr	"Novice" hair3_¿©.spr	"Merchant" hair4_¿©.spr	"Swordsman" hair5_¿©.spr	"Acolyte" hair6_¿©.spr	"Thief" hair7_¿©.spr	"Magician" hair8_¿©.spr	No class; long in back, short bangs9_¿©.spr	"Alchemist" ahir10_¿©.spr	"Assassin" hair11_¿©.spr	No class; short, bowl cut12_¿©.spr	"Priest" hair13_¿©.spr	"Monk" hair14_¿©.spr	"Dancer" hair15_¿©.spr	"Knight" hair16_¿©.spr	"Hunter" hair17_¿©.spr	"Blacksmith" hair18_¿©.spr	"Wizard" hair19_¿©.spr	"Sage hair"20_¿©.spr	No class; hair spreads out at tip21_¿©.spr	No class; Short curled bangs with side hair22_¿©.spr	No class; Wild hair, goes outward23_¿©.spr	No class; Short hair, curles on each sideDirectory:  /data/sprite/Àΰ£Á·/¸Ó¸®Åë/³²Male heads (described as per the iRO "Features>Characters" page) FILENAME	DESCRIPTION1_³².spr	"Swordsman" hair2_³².spr	"Novice" hair (Ewww, kill it!)3_³².spr	"Merchant" hair4_³².spr	"Acolyte" hair5_³².spr	"Archer" hair6_³².spr	"Thief" hair7_³².spr	"Magician" hair8_³².spr	"Knight" hair9_³².spr	No class; short, curls up on the side10_³².spr	"Priest" hair11_³².spr	No class; short, feathered hair w/ giant forehead12_³².spr	"Sage" hair13_³².spr	?? (Unused mystery head with a beard)14_³².spr	"Bard" hair15_³².spr	"Assassin" hair16_³².spr	"Hunter" hair17_³².spr	"Blacksmith" hair18_³².spr	"Wizard" hair19_³².spr	"Monk" hair20_³².spr	No class; short hair with long bangs21_³².spr	No class; Wild hair, flys out in all directions22_³².spr	No class; Messy, short hair23_³².spr	No class; Messy bowl cut

  7. I'm trying to add new hair on the server however I am not succeeding, someone can help me with this?

     

    // Valid range of dyes and styles on the client.min_hair_style: 0max_hair_style: 102min_hair_color: 0max_hair_color: 10000min_cloth_color: 0 max_cloth_color: 10000

     

    post-4958-0-67512700-1427759045_thumb.jpg


  8. I'm trying to create a custom cloak, however the image of the item does not appear ...

     

    {	Id: 23003	AegisName: "[Visual]_Asas_de_Borboleta_Azul"	Name: "[Visual] Asas de Borboleta Azul"	Type: 5	Buy: 10	Weight: 1	Def: 2	Slots: 2	Job: 0xFFFFFFFF	Upper: 7	Gender: 2	Loc: 8192	EquipLv: 1	Refine: 1	View: 1638	Trade: {		nodrop: true		noselltonpc: true		nomail: true	}	Script: <" bonus bUnbreakableHelm,0; ">},

     

    (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(2^19)  524288 = Shadow Shoes(2^20) 1048576 = Shadow Accessory 2(2^21) 2097152 = Shadow Accessory 1

     

    post-4958-0-07332200-1427750205_thumb.jpgpost-4958-0-44641700-1427750220_thumb.jpg


  9. Hi dears,
     

     

    I have a modification of command @reloadscript that was performed by Shiraz, a member of brAthena community would like the help of you to be leaving the command compatible with Hercules.
     
    Simple modification where you can choose to recharge only NPCs, or NPCs and mobs. Useful for those who do not want to relive MvPs after using the command.
     
    @reloadscript: reloads scripts not mob ;@reloadscript mobscript: reloads all scripts;

     

    Modification
    Index: src/map/atcommand.c===================================================================--- src/map/atcommand.c	(revision 1514)+++ src/map/atcommand.c	(working copy)@@ -3702,6 +3702,7 @@  *------------------------------------------*/ ACMD_FUNC(reloadscript) {+	char arg[12]; 	nullpo_retr(-1, sd); 	//atcommand_broadcast( fd, sd, "@broadcast", "Server is reloading scripts..." ); 	//atcommand_broadcast( fd, sd, "@broadcast", "You will feel a bit of lag at this point !" );@@ -3709,7 +3710,8 @@ 	flush_fifos(); 	map_reloadnpc(true); // reload config files seeking for npcs 	script_reload();-	npc_reload();+	snprintf(arg, sizeof(arg), "%s", message);+	npc_reload(arg);  	clif_displaymessage(fd, msg_txt(100)); // Scripts have been reloaded. Index: src/map/npc.c===================================================================--- src/map/npc.c	(revision 1514)+++ src/map/npc.c	(working copy)@@ -3635,7 +3635,7 @@ }  //Clear then reload npcs files-int npc_reload(void) {+int npc_reload(char arg[]) { 	struct npc_src_list *nsl; 	int m, i; 	int npc_new_min = npc_id;@@ -3662,13 +3662,14 @@ 				npc_unload((struct npc_data *)bl, false); 			break; 		case BL_MOB:-			unit_free(bl,CLR_OUTSIGHT);+			if(!strcmp(arg, "mobscript"))+				unit_free(bl,CLR_OUTSIGHT); 			break; 		} 	} 	mapit_free(iter); -	if(battle_config.dynamic_mobs)+	if(battle_config.dynamic_mobs && !strcmp(arg, "mobscript")) 	{// dynamic check by [random] 		for (m = 0; m < map_num; m++) { 			for (i = 0; i < MAX_MOB_LIST_PER_MAP; i++) {@@ -3695,7 +3696,9 @@  	//TODO: the following code is copy-pasted from do_init_npc(); clean it up 	// Reloading npcs now-	for (nsl = npc_src_files; nsl; nsl = nsl->next) {+	for (nsl = npc_src_files; nsl; nsl = nsl->next){+		if(strstr(nsl->name, "npc/monstros/") && strcmp(arg, "mobscript"))+			continue; 		ShowStatus("Carregando arquivo de NPC: %s"CL_CLL"r", nsl->name); 		npc_parsesrcfile(nsl->name,false); 	}@@ -3706,7 +3709,7 @@ 		"t-'"CL_WHITE"%d"CL_RESET"' Monstrosn" 		"t-'"CL_WHITE"%d"CL_RESET"' Monstros em cachen" 		"t-'"CL_WHITE"%d"CL_RESET"' Monstros fora de cachen",-		npc_id - npc_new_min, npc_warp, npc_shop, npc_script, npc_mob, npc_cache_mob, npc_delay_mob);+		npc_id - npc_new_min, npc_warp, npc_shop, npc_script, (!strcmp(arg, "mobscript")?npc_mob:0), (!strcmp(arg, "mobscript")?npc_cache_mob:0), npc_delay_mob);  	do_final_instance(); 	Index: src/map/npc.h===================================================================--- src/map/npc.h	(revision 1514)+++ src/map/npc.h	(working copy)@@ -154,7 +154,7 @@ int npc_remove_map(struct npc_data* nd); void npc_unload_duplicates (struct npc_data* nd); int npc_unload(struct npc_data* nd, bool single);-int npc_reload(void);+int npc_reload(char arg[]); void npc_read_event_script(void); int npc_script_event(struct map_session_data* sd, enum npce_event type); 

     

  10. Change all Case to case

     

    solves one and another one appears haha

    [Error]: script error in file 'npc/pre-re/custom/auto_job.txt' line 377 column 3    parse_line: expect command, missing function name or calling undeclared function   374:                 jobchange getarg(0);   375:                 set BaseLevel,getarg(1);   376:                 set JobLevel,getarg(2);*  377:                 ResetSkill;        ~~~~~~~~~~~~~~~~^   378:                 ResetStatus;   379:                 set SkillPoint,98;   380:                 percentheal 100,100;

    @Edit

     

    Solved!

    Thanks man :)


  11. help with this here ...

     

    error

    [Error]: script error in file 'npc/pre-re/custom/auto_job.txt' line 115 column 4    parse_line: expect command, missing function name or calling undeclared function   112:   113: // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;   114:*  115:                         Case 1: callsub Job_Changing,1,255,120,120,"All";        ~~~~~~~~~~~~~~~~~~~~~~~~^   116:                         Case 2: callsub Job_Changing,2,255,120,120,"All";   117:                         Case 3: callsub Job_Changing,3,255,120,120,"All";   118:                         Case 4: callsub Job_Changing,4,255,120,120,"All";

     

    npc

     

    //==============================================================================////= 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.//==============================================================================//// OnPCLoginEvent:// -- 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"; },{},{}prontera,148,176,4	script	Class Helper	779,{// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,0;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,0;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,0;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]if( ClassHelper == 1 || #ClassHelper == 1 ) end;Main_Menu:	mes .npcname$;	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,1,255,120,120,"All";			Case 2:	callsub Job_Changing,2,255,120,120,"All";			Case 3:	callsub Job_Changing,3,255,120,120,"All";			Case 4:	callsub Job_Changing,4,255,120,120,"All";			Case 5:	callsub Job_Changing,5,255,120,120,"All";			Case 6:	callsub Job_Changing,6,255,120,120,"All";			Case 7:	goto Main_Menu;		}HighFirstJob_Classes:	mes .npcname$;	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";	next;	switch(select("^76EE00High Swordman^000000",				"^76EE00High Magician^000000",				"^76EE00High Archer^000000",				"^76EE00High Acolyte^000000",				"^76EE00High Merchant^000000",				"^76EE00High Thief^000000",				"^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;				Case 1:	callsub Job_Changing,4002,255,120,120,"All";			Case 2:	callsub Job_Changing,4003,255,120,120,"All";			Case 3:	callsub Job_Changing,4004,255,120,120,"All";			Case 4:	callsub Job_Changing,4005,255,120,120,"All";			Case 5:	callsub Job_Changing,4006,255,120,120,"All";			Case 6:	callsub Job_Changing,4007,255,120,120,"All";			Case 7:	goto Main_Menu;		}		SecondJob_Classes:	mes .npcname$;	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,7,255,120,110,"Self";			Case 2:	callsub Job_Changing,8,255,120,110,"Self";			Case 3:	callsub Job_Changing,9,255,120,110,"Self";			Case 4:	callsub Job_Changing,10,255,120,110,"Self";			Case 5:	callsub Job_Changing,11,255,120,110,"Self";			Case 6:	callsub Job_Changing,12,255,120,110,"Self";			Case 7:	callsub Job_Changing,14,255,120,110,"Self";			Case 8:	callsub Job_Changing,15,255,120,110,"Self";			Case 9:	callsub Job_Changing,16,255,120,110,"Self";			Case 10:	callsub Job_Changing,17,255,120,110,"Self";			Case 11:	callsub Job_Changing,18,255,120,110,"Self";			Case 12:	callsub Job_Changing,20,255,120,110,"Self";			Case 13:	callsub Job_Changing,19,255,120,110,"Self";			Case 14:	goto Main_Menu;		}TransSecondJob_Classes:	mes .npcname$;	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";	next;	switch(select("^76EE00Lord Knight^000000",				"^76EE00High Priest^000000",				"^76EE00High Wizard^000000",				"^76EE00Whitesmith^000000",				"^76EE00Sniper^000000",				"^76EE00Assassin Cross^000000",				"^76EE00Paladin^000000",				"^76EE00Champion^000000",				"^76EE00Professor^000000",				"^76EE00Stalker^000000",				"^76EE00Creator^000000",				( Sex == 0 )?"":"^76EE00Gypsy^000000",						( Sex == 1 )?"":"^76EE00Clowm^000000",					"^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;							Case 1:	callsub Job_Changing,4008,255,120,170,"Self";			Case 2:	callsub Job_Changing,4009,255,120,170,"Self";			Case 3:	callsub Job_Changing,4010,255,120,170,"Self";			Case 4:	callsub Job_Changing,4011,255,120,170,"Self";			Case 5:	callsub Job_Changing,4012,255,120,170,"Self";			Case 6:	callsub Job_Changing,4013,255,120,170,"Self";			Case 7:	callsub Job_Changing,4015,255,120,170,"Self";			Case 8:	callsub Job_Changing,4016,255,120,170,"Self";			Case 9:	callsub Job_Changing,4017,255,120,170,"Self";			Case 10:	callsub Job_Changing,4018,255,120,170,"Self";			Case 11:	callsub Job_Changing,4019,255,120,170,"Self";			Case 12:	callsub Job_Changing,4021,255,120,170,"Self";			Case 13:	callsub Job_Changing,4020,255,120,170,"Self";			Case 14:	goto Main_Menu;		}TransThirdJob_Classes:	mes .npcname$;	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,4060,99,70,200,"All";			Case 2:	callsub Job_Changing,4061,99,70,200,"All";			Case 3:	callsub Job_Changing,4062,99,70,200,"All";			Case 4:	callsub Job_Changing,4063,99,70,200,"All";			Case 5:	callsub Job_Changing,4064,99,70,200,"All";			Case 6:	callsub Job_Changing,4065,99,70,200,"All";			Case 7:	callsub Job_Changing,4073,99,70,200,"All";			Case 8:	callsub Job_Changing,4074,99,70,200,"All";			Case 9:	callsub Job_Changing,4076,99,70,200,"All";			Case 10:	callsub Job_Changing,4075,70,70,200,"All";			Case 11:	callsub Job_Changing,4077,70,70,200,"All";			Case 12:	callsub Job_Changing,4078,70,70,200,"All";			Case 13:	callsub Job_Changing,4079,70,70,200,"All";			Case 14:	goto Main_Menu;		}				ExpandedJob_Classes:	mes .npcname$;	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";	next;	switch(select("^76EE00Super Novice^000000",				"^76EE00Gunslinger^000000",				"^76EE00Ninja^000000",				"^76EE00Star Gladiator^000000",				"^76EE00Soul Linker^000000",				"^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;				Case 1:	callsub Job_Changing,23,255,120,170,"All";			Case 2:	callsub Job_Changing,24,255,120,170,"All";			Case 3:	callsub Job_Changing,25,255,120,170,"All";			Case 4:	callsub Job_Changing,4047,255,120,170,"All";			Case 5:	callsub Job_Changing,4049,255,120,170,"All";			Case 6:	goto Main_Menu;		}BabyJob_Classes:	mes .npcname$;	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,4024,255,50,60,"Self";			Case 2:	callsub Job_Changing,4025,255,50,60,"Self";			Case 3:	callsub Job_Changing,4026,255,50,60,"Self";			Case 4:	callsub Job_Changing,4027,255,50,60,"Self";			Case 5:	callsub Job_Changing,4028,255,50,60,"Self";			Case 6:	callsub Job_Changing,4029,255,50,60,"Self";			Case 7:	callsub Job_Changing,4030,255,50,110,"Self";			Case 8:	callsub Job_Changing,4031,255,50,110,"Self";			Case 9:	callsub Job_Changing,4032,255,50,110,"Self";			Case 10:	callsub Job_Changing,4033,255,50,110,"Self";			Case 11:	callsub Job_Changing,4034,255,50,110,"Self";			Case 12:	callsub Job_Changing,4035,255,50,110,"Self";			Case 13:	callsub Job_Changing,4037,255,50,110,"Self";			Case 14:	callsub Job_Changing,4038,255,50,110,"Self";			Case 15:	callsub Job_Changing,4039,255,50,110,"Self";			Case 16:	callsub Job_Changing,4040,255,50,110,"Self";			Case 17:	callsub Job_Changing,4041,255,50,110,"Self";			Case 18:	callsub Job_Changing,4043,255,50,110,"Self";			Case 19:	callsub Job_Changing,4042,255,50,110,"Self";			Case 20:	callsub Job_Changing,4045,255,50,110,"Self";			Case 21:	goto Main_Menu;		}		BabyThirdJob_Classes:	mes .npcname$;	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";	next;	switch(select("^76EE00Baby Rune Knight^000000",				"^76EE00Baby Warlock^000000",				"^76EE00Baby Ranger^000000",				"^76EE00Baby Arch Bishop^000000",				"^76EE00Baby Mechanic^000000",				"^76EE00Baby Guillotine Cross^000000",				"^76EE00Baby Royal Guard^000000",				"^76EE00Baby Sorcerer^000000",				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",						( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",					"^76EE00Baby Shura^000000",				"^76EE00Baby Genetic^000000",				"^76EE00Baby Shadow Chaser^000000",				"^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;							Case 1:	callsub Job_Changing,4096,99,70,200,"All";			Case 2:	callsub Job_Changing,4097,99,70,200,"All";			Case 3:	callsub Job_Changing,4098,99,70,200,"All";			Case 4:	callsub Job_Changing,4099,99,70,200,"All";			Case 5:	callsub Job_Changing,4100,99,70,200,"All";			Case 6:	callsub Job_Changing,4101,99,70,200,"All";			Case 7:	callsub Job_Changing,4102,99,70,200,"All";			Case 8:	callsub Job_Changing,4103,99,70,200,"All";			Case 9:	callsub Job_Changing,4105,99,70,200,"All";			Case 10:	callsub Job_Changing,4104,99,70,200,"All";			Case 11:	callsub Job_Changing,4106,99,70,200,"All";			Case 12:	callsub Job_Changing,4107,99,70,200,"All";			Case 13:	callsub Job_Changing,4108,99,70,200,"All";			Case 14:	goto Main_Menu;		}Job_Changing:		mes .npcname$;		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,98;		percentheal 100,100;		if ( .Based == 0 ){	set #ClassHelper,1;	}		if ( .Based == 1 ){	set ClassHelper,1;	}	 //warp "new_1-1",53,106;	 //save "prontera",156,191;		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 "Auto Job Changer",0;end;} 

    auto_job.txt


  12. Help with this error here, as set up just right and is giving this error syntax.

     

     

    erro

    [Error]: db/item_db2.conf:604 - syntax error [Error]: can't read db/item_db2.conf

     
    item_db2

    {	Id: 24000	AegisName: "Aura_do_Guardião_Sombrio"	Name: "Aura do Guardião Sombrio"	Type: 5	Buy: 10	Weight: 10	Def: 2	Slots: 2	Job: 0xFFFFFFFF	Upper: 7	Gender: 2	Loc: 512	EquipLv: 1	Refine: 1	View: 1600	Trade: {		nodrop: true		noselltonpc: true		nomail: true	}	Script: <"		bonus bAllStats,5;		bonus2 bSubRace,7,5;	">},

    post-4958-0-49030100-1426020859_thumb.jpg

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