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bysqk

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  1. //==============================================================================////= 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,150,150,4	script	Class Helper	779,{// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,1;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,1;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,1;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,1;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,1;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]if( ClassHelper == 1 || #ClassHelper == 1 ) end;Main_Menu:	mes .npcname$;	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,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;	}	 //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;}
    

    Thank you! I'll try it out


  2. 2013 kRO with lite, pre and re patched, but I'm still missing alot of .rsw.. especiall gvg maps and pvp maps that are duplicates, example: guild_vs1-1 guild_vs1-2 ordeal_1-1 ordeal_1-2 . Maybe something to do with rnt in map_cache?


  3. Hi!

    I am in need of an npc script that provides heal,identify,repair,bless&agi,removes negative statuses. No menus, just one click and execute. 

    It's going to be a dog.. and it will bark right after.. 


  4. If you disable all of renewal then renewal items will not exist so they become apples to prevent clients from crashing.

    I see. Will the client read pre re item_db.txt automatically? Or is there another step I need to take in order for it to read pre re item_db.txt again?

    Thanks for the reply!


  5.  

     

    For starters, do you want a renewal server at all?

     

    If you want pre-renewal, find renewal.h in src/config and change:

    //quick option to disable all renewal option, used by ./configure//#define PRERE
    To:
    //quick option to disable all renewal option, used by ./configure#define PRERE
    I think this is actually what you want because you said 2nd job server. Or do you want some renewal mechanics?

    we don't have #define PRERE

     

    Instead on renewal.h

    find

    //#define DISABLE_RENEWAL 

    and uncomment it

    #define DISABLE_RENEWAL

    and recompile, That will disable renewal system, 

     

    or

    while compiling

     

    ./configure --disable-renewalmake all

    will do the same.

    So I uncommented disable_renewal and stats work but I have apples now

    Did I do something wrong? Or did disabling renewal messed up my item_db too?

    If it does, is it possible to still use the item_db2 on the renewal folder but keep the server pre renewal? thanks!


  6.  

     Also, I can't seem to find the value for maxjoblevel in statpoint.txt.. 

     

    Check the table structure:

    //Experience tables format://Max Level,Class list,Type (0 - Base Exp; 1 - Job Exp),Exp for Lv 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98// Supports baselevel up to 1000 and joblevel up to 255 (except Novice/High Novice)

    Oh, FOUND it. Sorry. Thank you! 

     

    I'm still having that statpoints problem.. at 197str, it requires 98statuspoints per 1str..


  7. Hi, few question!

     

    Any changes in my "RO" server folder, how do I "upload" them to my host? I am using trinitynetwork.

     

    Will "uploading" my RO folder patch the new files through the patcher?

     

    I downloaded post-7497-0-53021500-1414064776_thumb.png to change my buttons and some korean stuff, but it's not working, what are the steps needed in order for the folder to work?

    (It's in a data folder)

     

    Sorry for the lack of proper terminology, and thank you!


  8. Hi! Just a few issues..

     

    How do I change how much stat points I'm going to use for each stat? Is there a default value? Cause at level 255, I couldn't get 1 stat to get over 200+ because the statpoint/stat was at 98ish or something. I also can't figure out where to adjust max joblevel, I'm only getting to 70 for trans.. 

     

    I also want to adjust each card drop rate for specific monsters & mvps!

    Normal cards at 100%

    MVPs (Except Kiel,TGK & Dev) at 10%

    Kiel TGK and Dev at 3%

    Thanatos and LHZ MVPs at 1.5%

     

    Something like that! 

    Thanks a bunch!

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