can someone help me with this? or can someone share their compatible hercules version of the disguise race scripts?
this is what i got:
[Error] script:callfunc: function not found! [setlook2]
Debug: Source (NPC): Race Master at prontera 138 195
this is the script T_T
//===== *Athena Script =======================================
//= Disguise Race Script
//===== By: ==================================================
//= KamiShi
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: =====================================
//= *Athena SVN
//===== Description: =========================================
//= Race Master related stuff
//= We use permanent char variables to define races:
//= race_id = 0 // Human
//= race_id = 1 // Dark Elf
//= race_id = 2 // Light Elf
//= race_id = 3 // Merman
//= race_id = 4 // Orc
//= race_id = 5 // Vampire
//= race_id = 6 // Lycan
//= race_id = 7 // Dragoon
//= race_id = 8 // Demon
//= race_id = 9 // Dark Soul
//= race_id = 10 // Light Soul
//= race_id = 11 // Earth Element
//= race_id = 12 // Wind Element
//= race_id = 13 // Water Element
//= race_id = 14 // Fire Element
//= race_id = 15 // Electric Element
//= race_id = 16 // Shadow Element
//= race_id = 17 // Ghost Element
//= race_id = 18 // Poison Element
//= race_id = 19 // Holy Element
//= race_id = 20 // Undead Element
//=========================================================
// You should not use this following NPC if you don't want to
// use the *disguise* system, but the *item* system.
//=========================================================
prontera,138,195,5 script Race Master 897,{
mes "[^008B00Race Master^000000]";
if(race_id)
{
mes "I see that you got a race choose!";
next;
mes "[^008B00Race Master^000000]";
mes "Do you want to become human again?";
next;
switch(select("No:Yes"))
{
case 1:
mes "[^008B00Race Master^000000]";
mes "I'll be here if you change your mind...";
close;
case 2:
mes "[^008B00Race Master^000000]";
mes "Done!";
callfunc "unsetRaceHat";
set race_id,0;
callfunc("resetSavedSets");
callfunc("setlook2", 6, 1);
callfunc("setlook2", 7, 1);
announce "[Race Master]: ["+strcharinfo(0)+"] has became a human again...",bc_all,"0xFFEBCD";
close;
}
}
mes "I can help you to change your Human essence.";
mes "Which race are you interested in?";
next;
switch(select("Earth Element:Wind Element:Water Element:Fire Element:Electric Element:Shadow Element:Ghost Element:Poison Element:Holy Element:Undead Element"))
{
case 1: //Earth
callfunc "BecomeRace", 11;
break;
case 2: //Wind
callfunc "BecomeRace", 12;
break;
case 3: //Water
callfunc "BecomeRace", 13;
break;
case 4: //Fire
callfunc "BecomeRace", 14;
break;
case 5: //Electric
callfunc "BecomeRace", 15;
break;
case 6: //Shadow
callfunc "BecomeRace", 16;
break;
case 7: //Ghost
callfunc "BecomeRace", 17;
break;
case 8: //Poison
callfunc "BecomeRace", 18;
break;
case 9: //Holy
callfunc "BecomeRace", 19;
break;
case 10: //Undead
callfunc "BecomeRace", 20;
break;
}
mes "[^008B00Race Master^000000]";
mes "Now you are a ^008B00"+$RaceNames$[race_id]+"^000000!";
announce "[Race Master]: ["+strcharinfo(0)+"] has became a "+$RaceNames$[race_id]+"",bc_all,"0xFFEBCD";
close;
//=========== *DISGUISE SYSTEM* ==================
//= When the player log in, shows its race's ears.
//================================================
OnPCLoginEvent:
callfunc "setRaceHat";
end;
}
//=========== *DISGUISE SYSTEM* ==================
//==== callfunc ("BecomeRace", <id>); ============
//================================================
function script BecomeRace {
set race_id,getarg(0); // Race ID
callfunc("setlook2", 6, $RacePals[race_id*4+2]); // Number of the first race hair dye
callfunc("setlook2", 7, $RacePals[race_id*4]); // Number of the first race clothes dye
callfunc "setRaceHat";
specialeffect2 248; // Some fancy effect
return;
}
//============= *DISGUISE SYSTEM* ================
//=== Set the hat view ID of a race char =========
//================================================
function script setRaceHat {
set .@off, 0; // Change this value to increase / decrease hat view ID
switch(race_id)
{
case 1: // Dark Elf
setlook2 5,937+.@off;
break;
case 2: // Light Elf
setlook2 5,936+.@off;
break;
case 3: // Merman
setlook2 5,940+.@off;
break;
case 4: // Orc
setlook2 5,941+.@off;
break;
case 5: // Vampire
setlook2 5,938+.@off;
break;
case 6: // Beast
setlook2 4,939+.@off;
break;
case 7: // Dragoon
setlook2 4,942+.@off;
break;
case 8: // Demon
setlook2 5,943+.@off;
break;
case 9: // DarkSoul
setlook2 3,944+.@off;
break;
case 10: // LightSoul
setlook2 3,945+.@off;
break;
case 11: // Earth
setlook2 5,946+.@off;
break;
case 12: // Wind
setlook2 5,947+.@off;
break;
case 13: // Fire
setlook2 5,948+.@off;
break;
case 14: // Water
setlook2 5,949+.@off;
break;
case 15: // Electric
setlook2 5,950+.@off;
break;
case 16: // Shadow
setlook2 4,951+.@off;
break;
case 17: // Ghost
setlook2 4,952+.@off;
break;
case 18: // Holy
setlook2 5,953+.@off;
break;
case 19: // Poison
setlook2 3,954+.@off;
break;
case 20: // Undead
setlook2 3,955+.@off;
break;
default: //Human
break;
}
return;
}
//============= *DISGUISE SYSTEM* ================
//=== Unset the hat view ID of a race char =========
//================================================
function script unsetRaceHat {
switch(race_id)
{
case 1: // Dark Elf
setlook2 5,0;
break;
case 2: // Light Elf
setlook2 5,0;
break;
case 3: // Merman
setlook2 5,0;
break;
case 4: // Orc
setlook2 5,0;
break;
case 5: // Vampire
setlook2 5,0;
break;
case 6: // Beast
setlook2 4,0;
break;
case 7: // Dragoon
setlook2 4,0;
break;
case 8: // Demon
setlook2 5,0;
break;
case 9: // DarkSoul
setlook2 3,0;
break;
case 10: // LightSoul
setlook2 3,0;
break;
case 11: // Earth
setlook2 5,0;
break;
case 12: // Wind
setlook2 5,0;
break;
case 13: // Fire
setlook2 5,0;
break;
case 14: // Water
setlook2 5,0;
break;
case 15: // Electric
setlook2 5,0;
break;
case 16: // Shadow
setlook2 4,0;
break;
case 17: // Ghost
setlook2 4,0;
break;
case 18: // Holy
setlook2 5,0;
break;
case 19: // Poison
setlook2 3,0;
break;
case 20: // Undead
setlook2 3,0;
break;
default: //Human
break;
}
return;
}
kami-shi is super busy as always
can someone help me with this? or can someone share their compatible hercules version of the disguise race scripts?
this is what i got:
[Error] script:callfunc: function not found! [setlook2]
Debug: Source (NPC): Race Master at prontera 138 195
this is the script T_T
//===== *Athena Script ======================================= //= Disguise Race Script //===== By: ================================================== //= KamiShi //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= *Athena SVN //===== Description: ========================================= //= Race Master related stuff //= We use permanent char variables to define races: //= race_id = 0 // Human //= race_id = 1 // Dark Elf //= race_id = 2 // Light Elf //= race_id = 3 // Merman //= race_id = 4 // Orc //= race_id = 5 // Vampire //= race_id = 6 // Lycan //= race_id = 7 // Dragoon //= race_id = 8 // Demon //= race_id = 9 // Dark Soul //= race_id = 10 // Light Soul //= race_id = 11 // Earth Element //= race_id = 12 // Wind Element //= race_id = 13 // Water Element //= race_id = 14 // Fire Element //= race_id = 15 // Electric Element //= race_id = 16 // Shadow Element //= race_id = 17 // Ghost Element //= race_id = 18 // Poison Element //= race_id = 19 // Holy Element //= race_id = 20 // Undead Element //========================================================= // You should not use this following NPC if you don't want to // use the *disguise* system, but the *item* system. //========================================================= prontera,138,195,5 script Race Master 897,{ mes "[^008B00Race Master^000000]"; if(race_id) { mes "I see that you got a race choose!"; next; mes "[^008B00Race Master^000000]"; mes "Do you want to become human again?"; next; switch(select("No:Yes")) { case 1: mes "[^008B00Race Master^000000]"; mes "I'll be here if you change your mind..."; close; case 2: mes "[^008B00Race Master^000000]"; mes "Done!"; callfunc "unsetRaceHat"; set race_id,0; callfunc("resetSavedSets"); callfunc("setlook2", 6, 1); callfunc("setlook2", 7, 1); announce "[Race Master]: ["+strcharinfo(0)+"] has became a human again...",bc_all,"0xFFEBCD"; close; } } mes "I can help you to change your Human essence."; mes "Which race are you interested in?"; next; switch(select("Earth Element:Wind Element:Water Element:Fire Element:Electric Element:Shadow Element:Ghost Element:Poison Element:Holy Element:Undead Element")) { case 1: //Earth callfunc "BecomeRace", 11; break; case 2: //Wind callfunc "BecomeRace", 12; break; case 3: //Water callfunc "BecomeRace", 13; break; case 4: //Fire callfunc "BecomeRace", 14; break; case 5: //Electric callfunc "BecomeRace", 15; break; case 6: //Shadow callfunc "BecomeRace", 16; break; case 7: //Ghost callfunc "BecomeRace", 17; break; case 8: //Poison callfunc "BecomeRace", 18; break; case 9: //Holy callfunc "BecomeRace", 19; break; case 10: //Undead callfunc "BecomeRace", 20; break; } mes "[^008B00Race Master^000000]"; mes "Now you are a ^008B00"+$RaceNames$[race_id]+"^000000!"; announce "[Race Master]: ["+strcharinfo(0)+"] has became a "+$RaceNames$[race_id]+"",bc_all,"0xFFEBCD"; close; //=========== *DISGUISE SYSTEM* ================== //= When the player log in, shows its race's ears. //================================================ OnPCLoginEvent: callfunc "setRaceHat"; end; } //=========== *DISGUISE SYSTEM* ================== //==== callfunc ("BecomeRace", <id>); ============ //================================================ function script BecomeRace { set race_id,getarg(0); // Race ID callfunc("setlook2", 6, $RacePals[race_id*4+2]); // Number of the first race hair dye callfunc("setlook2", 7, $RacePals[race_id*4]); // Number of the first race clothes dye callfunc "setRaceHat"; specialeffect2 248; // Some fancy effect return; } //============= *DISGUISE SYSTEM* ================ //=== Set the hat view ID of a race char ========= //================================================ function script setRaceHat { set .@off, 0; // Change this value to increase / decrease hat view ID switch(race_id) { case 1: // Dark Elf setlook2 5,937+.@off; break; case 2: // Light Elf setlook2 5,936+.@off; break; case 3: // Merman setlook2 5,940+.@off; break; case 4: // Orc setlook2 5,941+.@off; break; case 5: // Vampire setlook2 5,938+.@off; break; case 6: // Beast setlook2 4,939+.@off; break; case 7: // Dragoon setlook2 4,942+.@off; break; case 8: // Demon setlook2 5,943+.@off; break; case 9: // DarkSoul setlook2 3,944+.@off; break; case 10: // LightSoul setlook2 3,945+.@off; break; case 11: // Earth setlook2 5,946+.@off; break; case 12: // Wind setlook2 5,947+.@off; break; case 13: // Fire setlook2 5,948+.@off; break; case 14: // Water setlook2 5,949+.@off; break; case 15: // Electric setlook2 5,950+.@off; break; case 16: // Shadow setlook2 4,951+.@off; break; case 17: // Ghost setlook2 4,952+.@off; break; case 18: // Holy setlook2 5,953+.@off; break; case 19: // Poison setlook2 3,954+.@off; break; case 20: // Undead setlook2 3,955+.@off; break; default: //Human break; } return; } //============= *DISGUISE SYSTEM* ================ //=== Unset the hat view ID of a race char ========= //================================================ function script unsetRaceHat { switch(race_id) { case 1: // Dark Elf setlook2 5,0; break; case 2: // Light Elf setlook2 5,0; break; case 3: // Merman setlook2 5,0; break; case 4: // Orc setlook2 5,0; break; case 5: // Vampire setlook2 5,0; break; case 6: // Beast setlook2 4,0; break; case 7: // Dragoon setlook2 4,0; break; case 8: // Demon setlook2 5,0; break; case 9: // DarkSoul setlook2 3,0; break; case 10: // LightSoul setlook2 3,0; break; case 11: // Earth setlook2 5,0; break; case 12: // Wind setlook2 5,0; break; case 13: // Fire setlook2 5,0; break; case 14: // Water setlook2 5,0; break; case 15: // Electric setlook2 5,0; break; case 16: // Shadow setlook2 4,0; break; case 17: // Ghost setlook2 4,0; break; case 18: // Holy setlook2 5,0; break; case 19: // Poison setlook2 3,0; break; case 20: // Undead setlook2 3,0; break; default: //Human break; } return; }Edited by xlaws27Share this post
Link to post
Share on other sites