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[Script Error]Job Master

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help with this here ...

 

error

[Error]: script error in file 'npc/pre-re/custom/auto_job.txt' line 115 column 4    parse_line: expect command, missing function name or calling undeclared function   112:   113: // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;   114:*  115:                         Case 1: callsub Job_Changing,1,255,120,120,"All";        ~~~~~~~~~~~~~~~~~~~~~~~~^   116:                         Case 2: callsub Job_Changing,2,255,120,120,"All";   117:                         Case 3: callsub Job_Changing,3,255,120,120,"All";   118:                         Case 4: callsub Job_Changing,4,255,120,120,"All";

 

npc

 

//==============================================================================////= 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,148,176,4	script	Class Helper	779,{// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,0;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,0;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,0;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]if( ClassHelper == 1 || #ClassHelper == 1 ) end;Main_Menu:	mes .npcname$;	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,98;		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;} 

auto_job.txt

Edited by Mhalicot
Title Modified, added specific information

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3 answers to this question

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  • 0

Change all Case to case

 

solves one and another one appears haha

[Error]: script error in file 'npc/pre-re/custom/auto_job.txt' line 377 column 3    parse_line: expect command, missing function name or calling undeclared function   374:                 jobchange getarg(0);   375:                 set BaseLevel,getarg(1);   376:                 set JobLevel,getarg(2);*  377:                 ResetSkill;        ~~~~~~~~~~~~~~~~^   378:                 ResetStatus;   379:                 set SkillPoint,98;   380:                 percentheal 100,100;

@Edit

 

Solved!

Thanks man :)

Edited by Söel

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  • 0

 

Change all Case to case

 solves one and another one appears haha

[Error]: script error in file 'npc/pre-re/custom/auto_job.txt' line 377 column 3    parse_line: expect command, missing function name or calling undeclared function   374:                 jobchange getarg(0);   375:                 set BaseLevel,getarg(1);   376:                 set JobLevel,getarg(2);*  377:                 ResetSkill;        ~~~~~~~~~~~~~~~~^   378:                 ResetStatus;   379:                 set SkillPoint,98;   380:                 percentheal 100,100;
@Edit

 

Solved!

Thanks man :)

Hercules is case sensitive, so

ResetSkill;

Becomes

resetskill;

 

Same with resetstatus; and others(if any)

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