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Kuya Jeo

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Everything posted by Kuya Jeo

  1. Just give me time to do it, but they must register 1st in the guild manager before proceeding
  2. Update your kRO, maybe you have outdated GRF, i had this issues before in 1@lhz, since that map is renewal, i just update my kRO then no more error EDIT : F***CK misunderstood haha, this script is very bad coded
  3. No!!!! me too i just came back again 3 days ago
  4. I see, i thought that i need some items haha, mislead too.. but thank you for that fixed Edit : maybe they can use mine if they want to use items rather than card
  5. Here, i already fixed it for you. You can set the ITEM to summon You can set how many items need to summon Script Link : http://pastebin.com/xTXM1u3m Edit : Next time put some description if what will be the problems so that we can fix it immediately, its hard to debug script without knowing the bugs/errors
  6. Ang bait talaga ni sir @Zhao Chow, meron din ba kayo free flux cp design sir? We have free release na fluxcp "Blue Magic" tignan mu n lng sa may download merun dn thor patcher n dn un
  7. thank you so much.. done..
  8. Use sql query, make sure your server is OFF UPDATE `char` SET `last_map` = 'prontera' , `last_x` = 95 , `last_y` = 65 , `hair` = 0 , `hair_color` = 0 , `clothes_color` = 0;
  9. Find my page @ facebook ( https://facebook.com/plugandplayPH ) nagbibigay kami ng free installation or guide for newbies
  10. Kuya Jeo

    X item

    Did you check your iteminfo.lua or iteminfo.lub? wrong identifiedResourceName or maybe you dont have the bmp file under the item folder (Texture/À¯ÀúÀÎÅÍÆäÀ̽º/item)
  11. try this, i dont know if it will work if (skill == AS_SONICBLOW) if( sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 != SL_HUNTER ) pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  12. Yes. Anything to do with Job_Bard/Dancer line is not triggering as it should. Using latest git? I think latest has alot of bugs
  13. Guild Storage NPC Features : 1. Set your Guild Storage Password 2. Set your Verification Question ( You can only set 4 questions ) 3. Set who can use the Guild Storage ( All Members or Guild Leader Only ) 4. Bindcommand @gstorage / @guildstorage Note : Report if bug/s occur and DO NOT REMOVE SCRIPT OWNER HEADER Script Link : Link Here Database Link : Link Here
  14. Anyone Guys? I think i need to divert the trunk to the old one
  15. Added : Damage is abnormal, Test Character has only 1 all stats, i used AD then my damage is 4k+? damage should be less than 5 i think since test char only has 1 all stats
  16. Hmm... I tried to used acid demo to my test character, when i equipped items that has bonus bVit, acid demo showing "MISS" and Acid Bottles was deducting, bonus bVit,10; ( AD : miss ) bonus bVit,15; ( AD : miss ) bonus bVit,30; (AD : miss ), im using the latest git Edit : i tried to use random bonus bVit sometimes miss sometimes not
  17. putting some mapflag? like this.. maybe try it, put it after the npc script mapname<tab>mapflag<tab>loadevent
  18. It's a long long time, now im back, of course to help our community OT : i have a problem with the new trunk in the github... im using vs c++ 2010. I downloaded the 2015 community version but i got alot of errors installing it..
  19. I miss u all guys <3

  20. Have atleast 500$ to make it all good
  21. Change your IP into (80.67.189.192) in login-server.conf / inter-server.conf / char-server.conf / map-server.conf under conf folder 127.0.0.1 is for localhost (offline server) and same in the username and pass on it userid: ragnarok ( the 1st account in your login table in dbase ) passwd: ragnarok ( the 1st account in your login table in dbase )
  22. Im back... Vacation is over kakaka!!

  23. announce strcharinfo(0)+" said "+@message$+".",0,0xFFFF00; or announce .@name$ +" said "+@message$+".",0,0xFFFF00;
  24. Kuya Jeo

    Rental Items

    try to remove this line in clif.c /// Notification about the remaining time of a rental item (ZC_CASH_TIME_COUNTER). /// 0298 <name id>.W <seconds>.L void clif_rental_time(int fd, int nameid, int seconds) { // '<ItemName>' item will disappear in <seconds/60> minutes. WFIFOHEAD(fd,packet_len(0x298)); WFIFOW(fd,0) = 0x298; WFIFOW(fd,2) = nameid; WFIFOL(fd,4) = seconds; WFIFOSET(fd,packet_len(0x298)); } I don't know if it will works, try it
  25. Geez, thanks! Very much appreciated! here you go - script Instant Job FAKE_NPC,{ OnPCLoginEvent: // -- Configuration Option set .npcname$,"[ ^0000FF Class Helper ^000000 ]"; set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ] set .1stClassMenu,1; // First Job Class Option [ 0 - Disable / 1 - Enable ] set .2ndClassMenu,1; // Second Job Class Option [ 0 - Disable / 1 - Enable ] set .High1stClassMenu,1; // High 1st Class Option [ 0 - Disable / 1 - Enable ] set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ] set .Trans3rdClassMenu,1; // Third Job Class Option [ 0 - Disable / 1 - Enable ] set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ] set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ] set .Baby3rdClassMenu,1; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ] set .Allskills,1; // Complete Skills Option [ 0 - Disable / 1 - Enable ] // -- Usable for Only 1 Time set .Based,1; // [ 0 - Account Based / 1 - Character Based ] if( ClassHelper == 1 || #ClassHelper == 1 ) end; Main_Menu: mes .npcname$; 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$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4008,99,70,130,"All"; case 2: callsub Job_Changing,4009,99,70,130,"All"; case 3: callsub Job_Changing,4010,99,70,130,"All"; case 4: callsub Job_Changing,4011,99,70,130,"All"; case 5: callsub Job_Changing,4012,99,70,130,"All"; case 6: callsub Job_Changing,4013,99,70,130,"All"; case 7: callsub Job_Changing,4015,99,70,130,"All"; case 8: callsub Job_Changing,4016,99,70,130,"All"; case 9: callsub Job_Changing,4017,99,70,130,"All"; case 10: callsub Job_Changing,4018,99,70,130,"All"; case 11: callsub Job_Changing,4019,99,70,130,"All"; case 12: callsub Job_Changing,4021,99,70,130,"All"; case 13: callsub Job_Changing,4020,99,70,130,"All"; case 14: goto Main_Menu; } TransThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Rune Knight^000000", "^76EE00Warlock^000000", "^76EE00Ranger^000000", "^76EE00Arch Bishop^000000", "^76EE00Mechanic^000000", "^76EE00Guillotine Cross^000000", "^76EE00Royal Guard^000000", "^76EE00Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Wanderer^000000", ( Sex == 1 )?"":"^76EE00Minstrel^000000", "^76EE00Shura^000000", "^76EE00Genetic^000000", "^76EE00Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4060,99,70,200,"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$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,99,99,110,"All"; case 2: callsub Job_Changing,24,99,50,600,"All"; case 3: callsub Job_Changing,25,99,50,60,"All"; case 4: callsub Job_Changing,4046,99,50,60,"All"; case 5: callsub Job_Changing,4047,99,50,110,"All"; case 6: callsub Job_Changing,4049,99,50,110,"All"; case 7: goto Main_Menu; } BabyJob_Classes: mes .npcname$; 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$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,99,70,200,"All"; case 2: callsub Job_Changing,4097,99,70,200,"All"; case 3: callsub Job_Changing,4098,99,70,200,"All"; case 4: callsub Job_Changing,4099,99,70,200,"All"; case 5: callsub Job_Changing,4100,99,70,200,"All"; case 6: callsub Job_Changing,4101,99,70,200,"All"; case 7: callsub Job_Changing,4102,99,70,200,"All"; case 8: callsub Job_Changing,4103,99,70,200,"All"; case 9: callsub Job_Changing,4105,99,70,200,"All"; case 10: callsub Job_Changing,4104,99,70,200,"All"; case 11: callsub Job_Changing,4106,99,70,200,"All"; case 12: callsub Job_Changing,4107,99,70,200,"All"; case 13: callsub Job_Changing,4108,99,70,200,"All"; case 14: goto Main_Menu; } Job_Changing: mes .npcname$; 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,getarg(3); if ( .Allskills == 1 ){ atcommand "@allskills"; set SkillPoint,0; } percentheal 100,100; if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; Classes_info: mes .npcname$; mes "=====[^76EE00 Swordman Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Archer Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Mage Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Thief Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Acolyte Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Merchant Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Super Novice ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Gunslinger ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Ninja ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Taekwon ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. "; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Star Gladiator ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Soul Linker ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability."; mes " ^FF0000________________________________^000000"; next; goto Main_Menu; }
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