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Kuya Jeo

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Everything posted by Kuya Jeo

  1. Update your kRO, maybe you have outdated GRF, i had this issues before in 1@lhz, since that map is renewal, i just update my kRO then no more error EDIT : F***CK misunderstood haha, this script is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
  2. No!!!! me too i just came back again 3 days ago
  3. 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
  4. 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
  5. 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
  6. thank you so much.. done..
  7. 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;
  8. Find my page @ facebook ( https://facebook.com/plugandplayPH ) nagbibigay kami ng free installation or guide for newbies
  9. 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)
  10. 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.
  11. 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
  12. 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
  13. Anyone Guys? I think i need to divert the trunk to the old one
  14. 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
  15. 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
  16. putting some mapflag? like this.. maybe try it, put it after the npc script mapname<tab>mapflag<tab>loadevent
  17. 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..
  18. I miss u all guys <3

  19. Have atleast 500$ to make it all good
  20. 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 )
  21. Im back... Vacation is over kakaka!!

  22. announce strcharinfo(0)+" said "+@message$+".",0,0xFFFF00; or announce .@name$ +" said "+@message$+".",0,0xFFFF00;
  23. 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
  24. 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; }
  25. @@Caves i will fix the Job Changer Script you posted later, just give me sometime to do it
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