Jump to content
  • 0
mrlongshen

All in one npc problem

Question

I try to use this script. but when I click on its, my char stuck, because its seem like the black one. cannot moving..

can someone help me ?

 

//===== rAthena Script =======================================//= All-in-One NPC//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.7//===== Description: =========================================//= A compilation of commonly-used NPC scripts.//== Includes job changer, stylist, refiner, card remover,//== coin exchanger, rentals, resetter, platinum skills,//== sex changer, identifier, healer, buffer, and repairman.//============================================================prontera,159,188,4	script	All-in-One NPC	953,{function Get_Platinum; function Equip_Menu; function Cm;	if (getarraysize(.OnClick)) {		if (.OnClick[0]) {			specialeffect2 EF_HEAL2;			percentheal 100,100;		}		if (.OnClick[1]) {			specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;			specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;		}		if (.OnClick[2])			repairall;	}	mes .n$;	set .@time, gettime(3);	mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!";	mes "What can I do for you?";	emotion e_ho;	next;	disable_items;	switch(select(.menu$)) {	case 1:		function Job_Menu; function A_An;		mes .n$;		if (Class > 4049) {			mes "No more jobs are available.";			close;		}		if (checkfalcon() || checkcart() || checkriding() || ismounting()) {			mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";			close;		}		if (.SkillPointCheck && SkillPoint) {			mes "Please use all your skill points before proceeding.";			close;		}		set .@eac, eaclass();		set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);		if (.@i > 6 && .@i < 22) {			if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {				set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;				mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";				close;			}			if (Class > 21) {				mes "Switch to third class?";				next;				Job_Menu(roclass(.@eac|EAJL_THIRD));				close;			}			while(1) {				mes "Select an option.";				next;				set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");				if (.@i==3) close;				mes .n$;				mes "Are you sure?";				next;				Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));				mes .n$;			}		}		set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);		if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;		if (Class == Job_Ninja) setarray .@exp[0],.@j1,70;		if (.@exp[0] && .ThirdClass) {			if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {				set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;				mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";				close;			}			mes "Switch to "+jobname(.@exp[0])+"?";			next;			Job_Menu(.@exp[0]);			close;		}		if (.@eac&EAJL_2)			if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {				mes "No more jobs are available.";				close;			}		if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {			if (JobLevel < .JobReq[0])				mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";			else if (Class == 4001 && .LastJob && lastJob) {				mes "Switch classes now?";				next;				Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));			} else switch(Class) {				case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);				case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);				case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);				default: mes "An error has occurred."; break;			}			close;		}		if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)			mes "No more jobs are available.";		else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])			mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";		else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {			mes "Switch classes now?";			next;			Job_Menu(lastJob+4001);		} else			Job_Menu(.@j1,.@j2);		close;		function Job_Menu {			while(1) {				if (getargcount() > 1) {					mes "Select a job.";					set .@menu$,"";					for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)						set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";					set .@menu$, .@menu$+" ~ ^777777Cancel^000000";					next;					set .@i, getarg(select(.@menu$)-1,0);					if (!.@i) close;					if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {						mes .n$;						mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";						close;					}					mes .n$;					mes "Are you sure?";					next;				} else					set .@i, getarg(0);				if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {					mes .n$;					mes "You are now "+A_An(jobname(.@i))+"!";					if (.@i==4001 && .LastJob) set lastJob, Class;					jobchange .@i;					if (.@i==4001 || .@i==4023)						resetlvl(1);					specialeffect2 EF_ANGEL2;					specialeffect2 EF_ELECTRIC;					if (.Platinum)						Get_Platinum;					close;				}				if (getargcount() == 1) return;				mes .n$;			}			end;		}		function Get_Platinum {			skill 142,1,0;			switch(BaseClass) {				case 0: if (Class !=23) skill 143,1,0; break;				case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;				case 2: skill 157,1,0; break;				case 3: skill 147,1,0; skill 148,1,0; break;				case 4: skill 156,1,0; break;				case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;				case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;				default: break;			}			switch(BaseJob) {				case 7: skill 1001,1,0; break;				case 8: skill 1014,1,0; break;				case 9: skill 1006,1,0; break;				case 10: skill 1012,1,0; skill 1013,1,0; break;				case 11: skill 1009,1,0; break;				case 12: skill 1003,1,0; skill 1004,1,0; break;				case 14: skill 1002,1,0; break;				case 15: skill 1015,1,0; skill 1016,1,0; break;				case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;				case 17: skill 1005,1,0; break;				case 18: skill 238,1,0; break;				case 19: skill 1010,1,0; break;				case 20: skill 1011,1,0; break;				default: break;			}			return;		}		function A_An {			setarray .@A$[0],"a","e","i","o","u";			set .@B$, "_"+getarg(0);			for(set .@i,0; .@i<5; set .@i,.@i+1)				if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);			return "a "+getarg(0);		}	case 2:		mes .n$;		mes "Select an option.";		next;		setarray .@Look[1],7,1,6;		set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color");		set .@Revert, getlook(.@Look[.@s]);		set .@Style,1;		mes .n$;		mes "How does this look?";		while(1) {			setlook .@Look[.@s], .@Style;			message strcharinfo(0),"This is style #"+.@Style+".";			set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)";			switch(select(.@menu$)) {			case 1:				set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1);				break;			case 2:				set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]);				break;			case 3:				next;				mes .n$;				mes "Choose a style between 1 - "+.Styles[.@s]+".";				input .@Style,0,.Styles[.@s];				if (!.@Style)					set .@Style, rand(1,.Styles[.@s]);				next;				mes .n$;				mes "How does this look?";				break;			case 4:				set .@Style, .@Revert;				setlook .@Look[.@s], .@Revert;				break;			}		}		close;	case 3:		function Refine_Item;		if (.EnrichedRefine) {			mes .n$;			mes "Select an option.";			next;			if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) {				mes .n$;				mes "What do you want to refine?";				next;				Equip_Menu(1);				setarray .@Materials[0],7619,7620,7620,7620,7620;				setarray .@Safe[0],4,7,6,5,4;				set .@WLv, getequipweaponlv(@i);				mes .n$;				mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);				next;				if(select(" ~ Refine item (2 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2)					close;				Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1);				close;			}		}		mes .n$;		mes "What do you want to refine?";		next;		Equip_Menu(1);		setarray .@Materials[0],985,1010,1011,984,984;		setarray .@Safe[0],4,7,6,5,4;		set .@WLv, getequipweaponlv(@i);		set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i);		mes .n$;		mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);		next;		switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(10-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) {		case 1:			Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);			close;		case 2:			input .@Refines;			if (.@Refines+getequiprefinerycnt(@i) > 10 || .@Refines < 1) {				mes .n$;				mes "Invalid number ("+.@Refines+").";			} else				Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);			close;		case 3:			if (.@SafeCount < 1) {				mes .n$;				mes "The item has already reached the safe limit.";			} else				Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);			close;		case 4:			close;		}		function Equip_Menu {			setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear";			set .@menu$,"";			for (set .@i,1; .@i <= 10; set .@i,.@i+1) {				if (getequipisequiped(.@i))					set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]";				set .@menu$, .@menu$+":";			}			set @i, select(.@menu$);			if (!getequipisequiped(@i)) {				mes .n$;				mes "Nothing is equipped there!";				close;			}			if (getarg(0)) {				if (!getequipisenableref(@i)) {					mes .n$;					mes getequipname(@i)+" cannot be refined.";					close;				}				if (getequiprefinerycnt(@i) >= 10 ) {					mes .n$;					mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further.";					close;				}			}			return;		}		function Refine_Item {			mes .n$;			set .@price, getarg(0)*getarg(2);			mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny.";			if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) {				mes "Come back when you have the required materials.";				close;			}			if (getequiprefinerycnt(@i)+getarg(0) > getarg(3))				mes "The item will be refined above the safe limit. It may break.";			next;			if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2)				close;			mes .n$;			set .@j, getarg(0);			while(.@j) {				delitem getarg(1),1;				set Zeny, Zeny-getarg(2);				if (getarg(4,0)) {					if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) {						mes getequipname(@i)+" broke while refining.";						failedrefitem @i;						close;					}				} else {					if (getequippercentrefinery(@i) <= rand(100)) {						mes getequipname(@i)+" broke while refining.";						failedrefitem @i;						close;					}				}				successrefitem @i;				set .@j, .@j-1;			}			mes "All done!";			close;		}		function Cm {			set .@str$, getarg(0);			for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)				set .@str$, insertchar(.@str$,",",.@i);			return .@str$;		}	case 4:		mes .n$;		if (.Prices[0])			mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards.";		mes "Please select an equipment.";		next;		Equip_Menu(0);		mes .n$;		if (Zeny < .Prices[0]) {			mes "You don't have enough Zeny.";			close;		}		set .@j,getequipcardcnt(@i);		if (!.@j) {			mes "There are no cards compounded to "+getequipname(@i)+".";			close;		}		if (!checkweight(4001,(.@j+1))) {			mes "You're carrying too many items!";			close;		}		mes "Item: "+getequipname(@i);		for(set .@i,0; .@i<.@j; set .@i,.@i+1)			mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i));		next;		if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2)			close;		set Zeny, Zeny-.Prices[0];		successremovecards @i;		mes .n$;		mes "Cards successfully removed!";		close;	case 5:		mes .n$;		mes "Coins are worth "+Cm(.Coin[1])+" Zeny each.";		next;		switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) {		case 1:			mes .n$;			mes "How many coins do you want?";			next;			input .@coins,0,(1000000000/.Coin[1]);			mes .n$;			if (.@coins*.Coin[1] > Zeny) {				mes "You don't have enough Zeny.";				close;			}			if (!checkweight(.Coin[0],.@coins)) {				mes "You don't have enough inventory space.";				close;			}			set Zeny, Zeny-(.Coin[1]*.@coins);			getitem .Coin[0], .@coins;			mes "Purchased "+Cm(.@coins)+" coins.";			close;		case 2:			mes .n$;			mes "How many coins do you want to trade in?";			next;			input .@coins,0,(1000000000/.Coin[1]);			mes .n$;			if (countitem(.Coin[0]) < .@coins) {				mes "You don't have that many coins!";				close;			}			if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) {				mes "You have too much Zeny!";				close;			}			delitem .Coin[0], .@coins;			set Zeny, Zeny+(.Coin[1]*.@coins);			mes "Exchanged "+Cm(.@coins)+" coins.";			close;		case 3:			close;		}	case 6:		if (Zeny < .Prices[2]) {			mes .n$;			mes "It costs "+Cm(.Prices[2])+" Zeny to rent.";			close;		}		if (ismounting()) {			mes .n$;			mes "You must first remove your mount.";			close;		} else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) {			if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) {				mes .n$;				mes "Please select an option.";				next;				if(select(" ~ Falcon: ~ Warg") == 1) setfalcon;				else getitem 6124,1;			} else getitem 6124,1;		} else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) {			if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) {				mes .n$;				mes "Please select an option.";				next;				if(select(" ~ Cart: ~ Mado")==1) setcart;				else setmadogear;			} else setcart;		} else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart;		else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon;		else if (!checkriding() && getskilllv("KN_RIDING")) {			if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon;			else setriding;		} else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear;		else {			mes .n$;			mes "You do not meet requirements to rent.";			close;		}		set Zeny, Zeny-.Prices[2];		specialeffect2 EF_TEIHIT3;		mes .n$;		mes "Here you go.";		emotion e_no1;		close;	case 7:		mes .n$;		if (.Prices[1])			mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills.";		mes "Please select an option.";		next;		set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel");		if (.@i == 3)			close;		mes .n$;		if (Zeny < .Prices[1]) {			mes "You don't have enough Zeny.";			close;		}		set Zeny, Zeny-.Prices[1];		if (.@i == 1) {			resetstatus;			mes "Stats reset!";		} else {			resetskill;			mes "Skills reset!";		}		close;	case 8:		Get_Platinum;		specialeffect2 EF_BLUECASTING;		mes .n$;		mes "Platinum skills received!";		close;	case 9:		set .@Var$, ".SexChange"+((Sex)?"F":"M");		if (getarraysize(getd(.@Var$))) {			mes .n$;			mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:";			for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) {				mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]"));				if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]"))					set .@nreq,1;			}			if (.@nreq)				close;			next;		}		mes .n$;		mes "Do you really want to change sex?";		next;		if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) {			if (getarraysize(getd(.@Var$))) {				for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2)					delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]");			}			changesex;		}		close;	case 10:		setarray .@Total[0],0,0;		getinventorylist;		mes .n$;		for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) {			if (@inventorylist_identify[.@i]) continue;			if (Zeny < .Prices[3]) {				if (!.@Total[0]) {					mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item.";					close;				}				break;			}			set Zeny, Zeny-.Prices[3];			delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;			getitem @inventorylist_id[.@i],1;			setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3];		}		if (!.@Total[0]) {			mes "No items identified.";			close;		}		specialeffect2 EF_REFINEOK;		mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+".";		close;	}OnInit:// --------------------- Config ---------------------	setarray .MainMenu$[0],	// Set menu options!		"Change Jobs",		// [1]		"Stylist",		// [2]		"Refiner",		// [4]		"Remove Cards",		// [8]		"Exchange Coins",	// [16]		"Rentals",		// [32]		"Reset Stats/Skills",	// [64]		"Platinum Skills",	// [128]		"Change Sex",		// [256]		"Identify All";		// [512]	set .@MenuOption,1|2|4|8|16|32|64|128|256|512;	setarray .OnClick[0],1,1,1;		// When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no)	setarray .Styles[1],			// Maximum dye, hair style, and hair color		getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color");	setarray .Coin[0],674,1000000;	// Coin item ID, coin price	setarray .Prices[0],50000,10000,0,100;	// Zeny to remove cards [0], reset [1], rent [2], identify [3]	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class	set .ThirdClass,1;			// Enable third classes? (1: yes / 0: no)	set .SNovice,45;			// Minimum base level to turn into Super Novice	set .LastJob,1;				// Enforce linear class changes? (1: yes / 0: no)	set .SkillPointCheck,0;		// Force player to use up all skill points? (1: yes / 0: no)	set .Platinum,1;			// Get platinum skills automatically? (1: yes / 0: no)	set .EnrichedRefine,1;					// Allow enriched refiner option? (1: yes / 0: no)	setarray .RP[0],2000,50,200,5000,20000;	// Zeny for armor, lv1, lv2, lv3, lv4 refines	setarray .SexChangeF[0],2213,1,1558,1,7152,50;	// Items to turn into Female (ID,Count)	setarray .SexChangeM[0],5016,1,2241,1,1017,50;	// Items to turn into Male (ID,Count)	set .n$, "[All-in-One NPC]";	// NPC Name// --------------------------------------------------	set .menu$,"";	for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) {		if (.@MenuOption & (1<<.@i))			set .menu$, .menu$+" ~ "+.MainMenu$[.@i];		set .menu$, .menu$+":";	}	end;}

 

Share this post


Link to post
Share on other sites

16 answers to this question

Recommended Posts

  • 0

@seventh i see the problem is happen, on increase agility !

rathena use specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10;

then i change to specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;

now its works like charm bro ! hahahahah awesome ! wakakkakaa

Share this post


Link to post
Share on other sites
  • 0

Normaly your char stuck when there is a "close" missing.

 

Is there any Error message when you start the server or click on the NPC?

Did it stuck directly when you click or at a special menu? 

Share this post


Link to post
Share on other sites
  • 0

Normaly your char stuck when there is a "close" missing.

 

Is there any Error message when you start the server or click on the NPC?

Did it stuck directly when you click or at a special menu? 

 

on click on the NPC sir.

its seem like directly click...

please help why this script is not working on hercules ?

Share this post


Link to post
Share on other sites
  • 0

SAME topic: http://herc.ws/board/topic/3176-how-to-fix-this-all-in-one-npc-by-euphy/

 

Please use search before creating a topic :meow:

 

 

find this 

if (.Platinum)						Get_Platinum;					close;

replace with 

if (.Platinum)						function Get_Platinum;					close; 
Edited by sevenzz23

Share this post


Link to post
Share on other sites
  • 0

 

^ LOL you don't have to google it, you can see at the upper right of this forum the search function :)

 

Hard to find the key words :P

haha ^ no problem. :no1: 

Share this post


Link to post
Share on other sites
  • 0

 

 

^ LOL you don't have to google it, you can see at the upper right of this forum the search function :)

 

Hard to find the key words :P

haha ^ no problem. :no1:

bro. still same. cannot use buffer :(

Share this post


Link to post
Share on other sites
  • 0

use the script on the link that I already provide then apply the solution in that script..

 

or use this 

//===== rAthena Script =======================================//= All-in-One NPC//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.7//===== Description: =========================================//= A compilation of commonly-used NPC scripts.//== Includes job changer, stylist, refiner, card remover,//== coin exchanger, rentals, resetter, platinum skills,//== sex changer, identifier, healer, buffer, and repairman.//============================================================prontera,148,174,6	script	All-in-One NPC	953,{function Get_Platinum; function Equip_Menu; function Cm;	if (getarraysize(.OnClick)) {		if (.OnClick[0])			repairall;	}	mes .n$;	set .@time, gettime(3);	mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!";	mes "What can I do for you?";	emotion e_ho;	next;	disable_items;	switch(select(.menu$)) {	case 1:		function Job_Menu; function A_An;		mes .n$;		if (Class > 4049) {			mes "No more jobs are available.";			close;		}		if (checkfalcon() || checkcart() || checkriding() || ismounting()) {			mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";			close;		}		if (.SkillPointCheck && SkillPoint) {			mes "Please use all your skill points before proceeding.";			close;		}		set .@eac, eaclass();		set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);		if (.@i > 6 && .@i < 22) {			if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {				set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;				mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";				close;			}			if (Class > 21) {				mes "Switch to third class?";				next;				Job_Menu(roclass(.@eac|EAJL_THIRD));				close;			}			while(1) {				mes "Select an option.";				next;				set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");				if (.@i==3) close;				mes "[Job Master]";				mes "Are you sure?";				next;				Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));				mes "[Job Master]";			}		}		set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);		if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;		if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70;		if (.@exp[0] && .ThirdClass) {			if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {				set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;				mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";				close;			}			mes "Switch to "+jobname(.@exp[0])+"?";			next;			Job_Menu(.@exp[0]);			close;		}		if (.@eac&EAJL_2)			if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {				mes "No more jobs are available.";				close;			}		if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {			if (JobLevel < .JobReq[0])				mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";			else if (Class == 4001 && .LastJob && lastJob) {				mes "Switch classes now?";				next;				Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));			} else switch(Class) {				case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);				case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);				case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);				default: mes "An error has occurred."; break;			}			close;		}		if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)			mes "No more jobs are available.";		else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])			mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";		else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {			mes "Switch classes now?";			next;			Job_Menu(lastJob+4001);		} else			Job_Menu(.@j1,.@j2);		close;		function Job_Menu {			while(1) {				if (getargcount() > 1) {					mes "Select a job.";					set .@menu$,"";					for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)						set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";					set .@menu$, .@menu$+" ~ ^777777Cancel^000000";					next;					set .@i, getarg(select(.@menu$)-1,0);					if (!.@i) close;					if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {						mes "[Job Master]";						mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";						close;					}					mes .n$;					mes "Are you sure?";					next;				} else					set .@i, getarg(0);				if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {					mes .n$;					mes "You are now "+A_An(jobname(.@i))+"!";						if (.@i==4001 && .LastJob) set lastJob, Class;					jobchange .@i;						if (.@i==4001 || .@i==4023) resetlvl(1);					specialeffect2 338; specialeffect2 432;						if (.Platinum == 1) Get_Platinum;					close;				}				if (getargcount() == 1) return;				mes .n$;			}			end;		}		function Get_Platinum {			skill 142,1,0;			switch(BaseClass) {				case 0: if (Class !=23) skill 143,1,0; break;				case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;				case 2: skill 157,1,0; break;				case 3: skill 147,1,0; skill 148,1,0; break;				case 4: skill 156,1,0; break;				case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;				case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;				default: break;			}			switch(BaseJob) {				case 7: skill 1001,1,0; break;				case 8: skill 1014,1,0; break;				case 9: skill 1006,1,0; break;				case 10: skill 1012,1,0; skill 1013,1,0; break;				case 11: skill 1009,1,0; break;				case 12: skill 1003,1,0; skill 1004,1,0; break;				case 14: skill 1002,1,0; break;				case 15: skill 1015,1,0; skill 1016,1,0; break;				case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;				case 17: skill 1005,1,0; break;				case 18: skill 238,1,0; break;				case 19: skill 1010,1,0; break;				case 20: skill 1011,1,0; break;				default: break;			}			return;		}		function A_An {			setarray .@A$[0],"a","e","i","o","u";			set .@B$, "_"+getarg(0);			for(set .@i,0; .@i<5; set .@i,.@i+1)				if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);			return "a "+getarg(0);}	case 2:		mes .n$;		mes "Select an option.";		next;		setarray .@Look[1],7,1,6;		set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color");		set .@Revert, getlook(.@Look[.@s]);		set .@Style,1;		mes .n$;		mes "How does this look?";		while(1) {			setlook .@Look[.@s], .@Style;			message strcharinfo(0),"This is style #"+.@Style+".";			set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)";			switch(select(.@menu$)) {			case 1:				set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1);				break;			case 2:				set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]);				break;			case 3:				next;				mes .n$;				mes "Choose a style between 1 - "+.Styles[.@s]+".";				input .@Style,0,.Styles[.@s];				if (!.@Style)					set .@Style, rand(1,.Styles[.@s]);				next;				mes .n$;				mes "How does this look?";				break;			case 4:				set .@Style, .@Revert;				setlook .@Look[.@s], .@Revert;				break;			}		}		close;	case 3:		function Refine_Item;		if (.EnrichedRefine) {			mes .n$;			mes "Select an option.";			next;			if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) {				mes .n$;				mes "What do you want to refine?";				next;				Equip_Menu(1);				setarray .@Materials[0],7619,7620,7620,7620,7620;				setarray .@Safe[0],4,7,6,5,4;				set .@WLv, getequipweaponlv(@i);				mes .n$;				mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);				next;				if(select(" ~ Refine item (1 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2)					close;				Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1);				close;			}		}		mes .n$;		mes "What do you want to refine?";		next;		Equip_Menu(1);		setarray .@Materials[0],985,1010,1011,984,984;		setarray .@Safe[0],4,7,6,5,4;		set .@WLv, getequipweaponlv(@i);		set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i);		mes .n$;		mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);		next;		switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(20-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) {		case 1:			Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);			close;		case 2:			input .@Refines;			if (.@Refines+getequiprefinerycnt(@i) > 20 || .@Refines < 1) {				mes .n$;				mes "Invalid number ("+.@Refines+").";			} else				Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);			close;		case 3:			if (.@SafeCount < 1) {				mes .n$;				mes "The item has already reached the safe limit.";			} else				Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);			close;		case 4:			close;		}		function Equip_Menu {			setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear";			set .@menu$,"";			for (set .@i,1; .@i <= 20; set .@i,.@i+1) {				if (getequipisequiped(.@i))					set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]";				set .@menu$, .@menu$+":";			}			set @i, select(.@menu$);			if (!getequipisequiped(@i)) {				mes .n$;				mes "Nothing is equipped there!";				close;			}			if (getarg(0)) {				if (!getequipisenableref(@i)) {					mes .n$;					mes getequipname(@i)+" cannot be refined.";					close;				}				if (getequiprefinerycnt(@i) >= 20 ) {					mes .n$;					mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further.";					close;				}			}			return;		}		function Refine_Item {			mes .n$;			set .@price, getarg(0)*getarg(2);			mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny.";			if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) {				mes "Come back when you have the required materials.";				close;			}			if (getequiprefinerycnt(@i)+getarg(0) > getarg(3))				mes "The item will be refined above the safe limit. It may downgraded the refine.";			next;			if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2)				close;			mes .n$;			set .@j, getarg(0);			while(.@j) {				delitem getarg(1),1;				set Zeny, Zeny-getarg(2);				if (getarg(4,0)) {					if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) {						mes getequipname(@i)+" downgraded while refining.";						downrefitem @i;						close;					}				} else {					if (getequippercentrefinery(@i) <= rand(100)) {						mes getequipname(@i)+" downgraded while refining.";						downrefitem @i;						close;					}				}				successrefitem @i;				set .@j, .@j-1;			}			mes "All done!";			close;		}		function Cm {			set .@str$, getarg(0);			for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3)				set .@str$, insertchar(.@str$,",",.@i);			return .@str$;		}	case 4:		mes .n$;		if (.Prices[0])			mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards.";		mes "Please select an equipment.";		next;		Equip_Menu(0);		mes .n$;		if (Zeny < .Prices[0]) {			mes "You don't have enough Zeny.";			close;		}		set .@j,getequipcardcnt(@i);		if (!.@j) {			mes "There are no cards compounded to "+getequipname(@i)+".";			close;		}		if (!checkweight(4001,(.@j+1))) {			mes "You're carrying too many items!";			close;		}		mes "Item: "+getequipname(@i);		for(set .@i,0; .@i<.@j; set .@i,.@i+1)			mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i));		next;		if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2)			close;		set Zeny, Zeny-.Prices[0];		successremovecards @i;		mes .n$;		mes "Cards successfully removed!";		close;	case 5:		mes .n$;		mes "Coins are worth "+Cm(.Coin[1])+" Zeny each.";		next;		switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) {		case 1:			mes .n$;			mes "How many coins do you want?";			next;			input .@coins,0,(1000000000/.Coin[1]);			mes .n$;			if (.@coins*.Coin[1] > Zeny) {				mes "You don't have enough Zeny.";				close;			}			if (!checkweight(.Coin[0],.@coins)) {				mes "You don't have enough inventory space.";				close;			}			set Zeny, Zeny-(.Coin[1]*.@coins);			getitem .Coin[0], .@coins;			mes "Purchased "+Cm(.@coins)+" coins.";			close;		case 2:			mes .n$;			mes "How many coins do you want to trade in?";			next;			input .@coins,0,(1000000000/.Coin[1]);			mes .n$;			if (countitem(.Coin[0]) < .@coins) {				mes "You don't have that many coins!";				close;			}			if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) {				mes "You have too much Zeny!";				close;			}			delitem .Coin[0], .@coins;			set Zeny, Zeny+(.Coin[1]*.@coins);			mes "Exchanged "+Cm(.@coins)+" coins.";			close;		case 3:			close;		}	case 6:		if (Zeny < .Prices[2]) {			mes .n$;			mes "It costs "+Cm(.Prices[2])+" Zeny to rent.";			close;		}		if (ismounting()) {			mes .n$;			mes "You must first remove your mount.";			close;		} else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) {			if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) {				mes .n$;				mes "Please select an option.";				next;				if(select(" ~ Falcon: ~ Warg") == 1) setfalcon;				else getitem 6124,1;			} else getitem 6124,1;		} else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) {			if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) {				mes .n$;				mes "Please select an option.";				next;				if(select(" ~ Cart: ~ Mado")==1) setcart;				else setmadogear;			} else setcart;		} else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart;		else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon;		else if (!checkriding() && getskilllv("KN_RIDING")) {			if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon;			else setriding;		} else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear;		else {			mes .n$;			mes "You do not meet requirements to rent.";			close;		}		set Zeny, Zeny-.Prices[2];		specialeffect2 EF_TEIHIT3;		mes .n$;		mes "Here you go.";		emotion e_no1;		close;	case 7:		mes .n$;		if (.Prices[1])			mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills.";		mes "Please select an option.";		next;		set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel");		if (.@i == 3)			close;		mes .n$;		if (Zeny < .Prices[1]) {			mes "You don't have enough Zeny.";			close;		}		set Zeny, Zeny-.Prices[1];		if (.@i == 1) {			resetstatus;			mes "Stats reset!";		} else {			resetskill;			mes "Skills reset!";		}		close;	case 8:		Get_Platinum;		specialeffect2 EF_BLUECASTING;		mes .n$;		mes "Platinum skills received!";		close;	case 9:		set .@Var$, ".SexChange"+((Sex)?"F":"M");		if (getarraysize(getd(.@Var$))) {			mes .n$;			mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:";			for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) {				mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]"));				if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]"))					set .@nreq,1;			}			if (.@nreq)				close;			next;		}		mes .n$;		mes "Do you really want to change sex?";		next;		if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) {			if (getarraysize(getd(.@Var$))) {				for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2)					delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]");			}			changesex;		}		close;	case 10:		setarray .@Total[0],0,0;		getinventorylist;		mes .n$;		for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) {			if (@inventorylist_identify[.@i]) continue;			if (Zeny < .Prices[3]) {				if (!.@Total[0]) {					mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item.";					close;				}				break;			}			set Zeny, Zeny-.Prices[3];			delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;			getitem @inventorylist_id[.@i],1;			setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3];		}		if (!.@Total[0]) {			mes "No items identified.";			close;		}		specialeffect2 EF_REFINEOK;		mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+".";		close;	}OnInit:// --------------------- Config ---------------------	setarray .MainMenu$[0],	// Set menu options!		"Change Jobs",		// [1]		"Stylist",		// [2]		"Refiner",		// [4]		"Remove Cards",		// [8]		"Exchange Coins",	// [16]		"Rentals",		// [32]		"Reset Stats/Skills",	// [64]		"Platinum Skills",	// [128]		"Change Sex",		// [256]		"Identify All";		// [512]	set .@MenuOption,1|2|4|8|16|32|64|128|256|512;	setarray .OnClick[0],1,1,1;		// When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no)	setarray .Styles[1],			// Maximum dye, hair style, and hair color		getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color");	setarray .Coin[0],674,1000000;	// Coin item ID, coin price	setarray .Prices[0],50000,10000,0,100;	// Zeny to remove cards [0], reset [1], rent [2], identify [3]	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class	set .ThirdClass,1;		// Enable third classes? (1: yes / 0: no)	set .SNovice,45;		// Minimum base level to turn into Super Novice	set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)	set .SkillPointCheck,1;		// Force player to use up all skill points? (1: yes / 0: no)	set .Platinum,1;		// Get platinum skills automatically? (1: yes / 0: no)	set .EnrichedRefine,1;					// Allow enriched refiner option? (1: yes / 0: no)	setarray .RP[0],2000,50,200,5000,20000;	// Zeny for armor, lv1, lv2, lv3, lv4 refines	setarray .SexChangeF[0],2213,1,1558,1,7152,50;	// Items to turn into Female (ID,Count)	setarray .SexChangeM[0],5016,1,2241,1,1017,50;	// Items to turn into Male (ID,Count)	set .n$, "[All-in-One NPC]";	// NPC Name// --------------------------------------------------	set .menu$,"";	for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) {		if (.@MenuOption & (1<<.@i))			set .menu$, .menu$+" ~ "+.MainMenu$[.@i];		set .menu$, .menu$+":";	}	end;} 
Edited by sevenzz23

Share this post


Link to post
Share on other sites
  • 0

use the script on the link that I already provide then apply the solution in that script..

 

why i cant use the latest one ?

THe link you provide me is no buffer sir. huhu

Share this post


Link to post
Share on other sites
  • 0

Anybody know how adjust safe limit on refining? Currrently its set to 4. How to change to 8?

 

I change the 1st @Safe 4 to 8 still item breaks at +5

 

Equip_Menu(1);

setarray .@Materials[0],985,1010,1011,984,984;

setarray .@Safe[0],4,7,6,5,4;

 

 

I know this line is resposible for the success rate and it's random.

if (getequippercentrefinery(@i) <= rand(100)) {

mes getequipname(@i)+" downgraded while refining.";

downrefitem @i;

close;

 

 

How to change to safe upgrade up to +8

Edited by Hadeszeus

Share this post


Link to post
Share on other sites
  • 0

what script you use? if you use refine.txt search for this line 

	case 0: 	//Refine Armor		set .@price,2000;		set .@material,985;		set .@safe,4;  <-- change to 8		break;	case 1: 	//Refine Level 1 Weapon		set .@price,50;		set .@material,1010;		set .@safe,7; 		break;	case 2: 	//Refine Level 2 Weapon		set .@price,200;		set .@material,1011;		set .@safe,6; 		break;	case 3: 	//Refine Level 3 Weapon		set .@price,5000;		set .@material,984;		set .@safe,5; 		break;	case 4: 	//Refine Level 4 Weapon		set .@price,20000;		set .@material,984;		set .@safe,4; //<-- Change to 8		break;	case 5: 	//Refine other stuff?		set .@price,2000;		set .@material,985;		set .@safe,4; 		break;

Share this post


Link to post
Share on other sites
  • 0

Mhalicot, on 29 Jan 2014 - 19:26, said:

 

what script you use? if you use refine.txt search for this line

	case 0: 	//Refine Armor		set .@price,2000;		set .@material,985;		set .@safe,4;  <-- change to 8		break;	case 1: 	//Refine Level 1 Weapon		set .@price,50;		set .@material,1010;		set .@safe,7; 		break;	case 2: 	//Refine Level 2 Weapon		set .@price,200;		set .@material,1011;		set .@safe,6; 		break;	case 3: 	//Refine Level 3 Weapon		set .@price,5000;		set .@material,984;		set .@safe,5; 		break;	case 4: 	//Refine Level 4 Weapon		set .@price,20000;		set .@material,984;		set .@safe,4; //<-- Change to 8		break;	case 5: 	//Refine other stuff?		set .@price,2000;		set .@material,985;		set .@safe,4; 		break;

I want to use All In One NPC but only the Refiner part. But im having a problem on the safe limit of that script, even after changing @Safe from 4 to 8 item still break at 5 to 8. Can you help me figure it out? I want the Enriched Refiner and the percentage features. :(

Edited by Hadeszeus

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.