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Armor Enchant (проблема)


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Господа всем добрый вечер, столкнулся я вот стакой проблемой.

Вот это, при двойном клике, встаёт на первый слот.


4742,Vitality3,VIT+3,6,20,,10,,,,,,,,16,,,,,{ bonus bVit,3; },{},{}

image.jpg

а нужно подправить чтобы оно вставало на 4тый слот, также как после Apprentice Craftsman.

Как мне это сделать?

Изменено пользователем Flitemaster
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Меняешь тип предмета на Usable items и в скрипт добавляешь как сказали выше вызов функции (только скорее всего та ф-ция, что в нпц не прокатит и придется свою с нуля писать)

Изменено пользователем Break
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Насчёт скрипта нужно попробовать, только вот насчёт вызова функции будит проблематично...

А если просто поменять у самой вещи, принцып её втыкания с 1 слота на 4 не прокатит?

Вопрос только вот где, и в каком коде отвечает за какой слот оно встаёт?

в .../doc/item_db нет ничего схожего...

и в


// Structure of Database:
// ID,AegisName,Name,Type,Buy,Sell,Weight,ATK,DEF,Range,Slots,Job,Upper,Gender,Loc,wLV,eLV,Refineable,View,{ Script },{ OnEquip_Script },{ OnUnequip_Script }


4742,Vitality3,VIT+3,6,20,,10,,,,,,,,16,,,,,{ bonus bVit,3; },{},{}

Изменено пользователем Flitemaster
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видеть и сделать, разные вещи

Я согласен с этим утверждением, однако надо сделать, чтобы оно работало.

Вопрос заключаеться как именно, но истина гдето точно рядом.

Однако функциональность этой вещи , не было как Usable items оно попрежнему находилось в отсеке Misс, и фукнционировала также когда вставляешь любую карту.

Насчёт НПЦ ну разьве что такого, но опятьже это не совсем то, что мне нужно, но если не выйдет решить проблему то придёться пользоваться этим...

prontera,155,181,5 script Энчантер 757,{

mes "Which Armor you want to Enchant ?";

mes "Make sure there is no Card / Rune in it.";

next;

setarray .EquipID[0],2310; // ID Armor

for( set .@i,0; .@i < getarraysize( .EquipID ); set .@i,.@i + 1 )

set .@EquipMenu$,.@EquipMenu$ + getitemname( .EquipID[.@i] )+( !getitemslots(.EquipID[.@i])?"":"["+getitemslots(.EquipID[.@i])+"]" )+":";

set .@Equip,select( .@EquipMenu$ ) - 1;

if( !countitem( .EquipID[.@Equip] ) ){

mes "You didnt have this Equipment with you.";

close;

}

mes "Equipment : ^FF0000"+getitemname( .EquipID[.@Equip] )+"^000000";

switch( select( "Strength:Intelligent:Dexterity:Agility:Vitality:Luck" )){

Case 1: setarray .RuneID[0],4702; break;

Case 2: setarray .RuneID[0],4712; break;

Case 3: setarray .RuneID[0],4722; break;

Case 4: setarray .RuneID[0],4732; break;

Case 5: setarray .RuneID[0],4742; break;

Case 6: setarray .RuneID[0],4752; break;

}

for( set .@i,0; .@i < getarraysize( .RuneID ); set .@i,.@i + 1 )

set .@RuneMenu$,.@RuneMenu$ + getitemname( .RuneID[.@i] )+":";

set .@Rune,select( .@RuneMenu$ ) - 1;

mes "Rune : ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000";

next;

if( select("Confirm:Cancel") == 1 ){

if( !countitem( .RuneID[.@Rune] ) ){

mes "Sorry you didnt have the "+getitemname( .RuneID[.@Rune] )+" with you.";

}else{

delitem .EquipID[.@Equip],1;

delitem .RuneID[.@Rune],1;

getitem2 .EquipID[.@Equip],1,1,0,0,0,0,0,.RuneID[.@Rune];

mes "Done.";

mes "^0000FF"+getitemname( .EquipID[.@Equip] )+"^000000";

mes "Enchanted with ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000";

}

}

close;

}

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А где можно нарыть Нпц Который с шансом 100% зальёт этот камень и не только в бронь А в любой слот?)))

И ещё Если кто-то Сталкивался Дайте ссылку на Джоб мастера Который Сразу Даёт 99/50 (неважно)

И сразу Адванс профессию)

Самому Его Писать так влом)))

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Да проще говоря использовать нпц и не изобретать велосипед :)

Ну в чёмто вы оказались правы, однакож изобритение привело к такому :))

Я доволен результатом :)

double_dex.jpg

А где можно нарыть Нпц Который с шансом 100% зальёт этот камень и не только в бронь А в любой слот?)))

И ещё Если кто-то Сталкивался Дайте ссылку на Джоб мастера Который Сразу Даёт 99/50 (неважно)

И сразу Адванс профессию)

Самому Его Писать так влом)))

Уважаемый физик, не знаю как насчёт

А в любой слот

Но нашёл вам решение, используйте НПЦ которого я выложил (он вставляет 100%)

Замените в строке ID вещи или оружие.


setarray .EquipID[0],1602; // ID Armor (1602 - Rod[4])

И получите результат вот такой :)))

image.jpg

Насчёт Instant Job Changer (Не тестил)

  • //= 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.
  • //==============================================================================//
  • // -- 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"; },{},{}
  • amatsu,248,250,6 script Job Master 123,{
  • // -- Configuration Option
  • set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
  • set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ]
  • set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ]
  • set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ]
  • set .High1stClassMenu,1; // High 1st Class Option [ 0 - Disable / 1 - Enable ]
  • set .Trans2ndClassMenu,0; // Transcendent Class Option [ 0 - Disable / 1 - Enable ]
  • set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ]
  • set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ]
  • set .BabyClassMenu,0; // Baby Job Class Option [ 0 - Disable / 1 - Enable ]
  • set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
  • set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ]
  • // -- Usable for Only 1 Time
  • set .Based,1; // [ 0 - Account Based / 1 - Character Based ]
  • if( ClassHelper == 1 || #ClassHelper == 1 ) end;
  • Main_Menu:
  • mes .npcname$;
  • mes "I am the Job Class Helper...";
  • mes "I am here to help you.";
  • mes " ^FF0000________________________________^000000";
  • mes "Do you wish to become Stronger ?";
  • mes " ^FF0000________________________________^000000";
  • next;
  • mes .npcname$;
  • mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
  • next;
  • switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
  • ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
  • ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",
  • ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",
  • ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",
  • ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",
  • ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",
  • ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",
  • ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",
  • "^FF0000Sorry, i admire nobody....^000000")) {
  • Case 1: goto Classes_info;
  • Case 2: goto FirstJob_Classes;
  • Case 3: goto SecondJob_Classes;
  • Case 4: goto HighFirstJob_Classes;
  • Case 5: goto TransSecondJob_Classes;
  • Case 6: goto TransThirdJob_Classes;
  • Case 7: goto ExpandedJob_Classes;
  • Case 8: goto BabyJob_Classes;
  • Case 9: goto BabyThirdJob_Classes;
  • Case 10:
  • if ( .Based == 0 ){ set #ClassHelper,1; }
  • if ( .Based == 1 ){ set ClassHelper,1; }
  • close;
  • }
  • FirstJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Swordman^000000",
  • "^76EE00Magician^000000",
  • "^76EE00Archer^000000",
  • "^76EE00Acolyte^000000",
  • "^76EE00Merchant^000000",
  • "^76EE00Thief^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,1,99,50,60,"All";
  • Case 2: callsub Job_Changing,2,99,50,60,"All";
  • Case 3: callsub Job_Changing,3,99,50,60,"All";
  • Case 4: callsub Job_Changing,4,99,50,60,"All";
  • Case 5: callsub Job_Changing,5,99,50,60,"All";
  • Case 6: callsub Job_Changing,6,99,50,60,"All";
  • Case 7: goto Main_Menu;
  • }
  • HighFirstJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00High Swordman^000000",
  • "^76EE00High Magician^000000",
  • "^76EE00High Archer^000000",
  • "^76EE00High Acolyte^000000",
  • "^76EE00High Merchant^000000",
  • "^76EE00High Thief^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,4002,99,50,60,"All";
  • Case 2: callsub Job_Changing,4003,99,50,60,"All";
  • Case 3: callsub Job_Changing,4004,99,50,60,"All";
  • Case 4: callsub Job_Changing,4005,99,50,60,"All";
  • Case 5: callsub Job_Changing,4006,99,50,60,"All";
  • Case 6: callsub Job_Changing,4007,99,50,60,"All";
  • Case 7: goto Main_Menu;
  • }
  • SecondJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Knight^000000",
  • "^76EE00Priest^000000",
  • "^76EE00Wizard^000000",
  • "^76EE00Blacksmith^000000",
  • "^76EE00Hunter^000000",
  • "^76EE00Assassin^000000",
  • "^76EE00Crusader^000000",
  • "^76EE00Monk^000000",
  • "^76EE00Sage^000000",
  • "^76EE00Rogue^000000",
  • "^76EE00Alchemist^000000",
  • ( Sex == 0 )?"":"^76EE00Dancer^000000",
  • ( Sex == 1 )?"":"^76EE00Bard^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,7,99,50,110,"All";
  • Case 2: callsub Job_Changing,8,99,50,110,"All";
  • Case 3: callsub Job_Changing,9,99,50,110,"All";
  • Case 4: callsub Job_Changing,10,99,50,110,"All";
  • Case 5: callsub Job_Changing,11,99,50,110,"All";
  • Case 6: callsub Job_Changing,12,99,50,110,"All";
  • Case 7: callsub Job_Changing,14,99,50,110,"All";
  • Case 8: callsub Job_Changing,15,99,50,110,"All";
  • Case 9: callsub Job_Changing,16,99,50,110,"All";
  • Case 10: callsub Job_Changing,17,99,50,110,"All";
  • Case 11: callsub Job_Changing,18,99,50,110,"All";
  • Case 12: callsub Job_Changing,20,99,50,110,"All";
  • Case 13: callsub Job_Changing,19,99,50,110,"All";
  • Case 14: goto Main_Menu;
  • }
  • TransSecondJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Lord Knight^000000",
  • "^76EE00High Priest^000000",
  • "^76EE00High Wizard^000000",
  • "^76EE00Whitesmith^000000",
  • "^76EE00Sniper^000000",
  • "^76EE00Assassin Cross^000000",
  • "^76EE00Paladin^000000",
  • "^76EE00Champion^000000",
  • "^76EE00Professor^000000",
  • "^76EE00Stalker^000000",
  • //"^76EE00Creator^000000",
  • ( Sex == 0 )?"":"^76EE00Gypsy^000000",
  • ( Sex == 1 )?"":"^76EE00Clowm^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,4008,99,70,130,"All";
  • Case 2: callsub Job_Changing,4009,99,70,130,"All";
  • Case 3: callsub Job_Changing,4010,99,70,130,"All";
  • Case 4: callsub Job_Changing,4011,99,70,130,"All";
  • Case 5: callsub Job_Changing,4012,99,70,130,"All";
  • Case 6: callsub Job_Changing,4013,99,70,130,"All";
  • Case 7: callsub Job_Changing,4015,99,70,130,"All";
  • Case 8: callsub Job_Changing,4016,99,70,130,"All";
  • Case 9: callsub Job_Changing,4017,99,70,130,"All";
  • Case 10: callsub Job_Changing,4018,99,70,130,"All";
  • Case 11: callsub Job_Changing,4019,99,70,130,"All";
  • Case 12: callsub Job_Changing,4021,99,70,130,"All";
  • Case 13: callsub Job_Changing,4020,99,70,130,"All";
  • Case 14: goto Main_Menu;
  • }
  • TransThirdJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Rune Knight^000000",
  • "^76EE00Warlock^000000",
  • "^76EE00Ranger^000000",
  • "^76EE00Arch Bishop^000000",
  • "^76EE00Mechanic^000000",
  • "^76EE00Guillotine Cross^000000",
  • "^76EE00Royal Guard^000000",
  • "^76EE00Sorcerer^000000",
  • ( Sex == 0 )?"":"^76EE00Wanderer^000000",
  • ( Sex == 1 )?"":"^76EE00Minstrel^000000",
  • "^76EE00Shura^000000",
  • "^76EE00Genetic^000000",
  • "^76EE00Shadow Chaser^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,4060,99,70,200,"All";
  • Case 2: callsub Job_Changing,4061,99,70,200,"All";
  • Case 3: callsub Job_Changing,4062,99,70,200,"All";
  • Case 4: callsub Job_Changing,4063,99,70,200,"All";
  • Case 5: callsub Job_Changing,4064,99,70,200,"All";
  • Case 6: callsub Job_Changing,4065,99,70,200,"All";
  • Case 7: callsub Job_Changing,4073,99,70,200,"All";
  • Case 8: callsub Job_Changing,4074,99,70,200,"All";
  • Case 9: callsub Job_Changing,4076,99,70,200,"All";
  • Case 10: callsub Job_Changing,4075,70,70,200,"All";
  • Case 11: callsub Job_Changing,4077,70,70,200,"All";
  • Case 12: callsub Job_Changing,4078,70,70,200,"All";
  • Case 13: callsub Job_Changing,4079,70,70,200,"All";
  • Case 14: goto Main_Menu;
  • }
  • ExpandedJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Super Novice^000000",
  • "^76EE00Gunslinger^000000",
  • "^76EE00Ninja^000000",
  • "^76EE00Takewon^000000",
  • "^76EE00Star Gladiator^000000",
  • "^76EE00Soul Linker^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,23,99,99,110,"All";
  • Case 2: callsub Job_Changing,24,99,50,600,"All";
  • Case 3: callsub Job_Changing,25,99,50,60,"All";
  • Case 4: callsub Job_Changing,4046,99,50,60,"All";
  • Case 5: callsub Job_Changing,4047,99,50,110,"All";
  • Case 6: callsub Job_Changing,4049,99,50,110,"All";
  • Case 7: goto Main_Menu;
  • }
  • BabyJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Baby Swordman^000000",
  • "^76EE00Baby Magician^000000",
  • "^76EE00Baby Archer^000000",
  • "^76EE00Baby Acolyte^000000",
  • "^76EE00Baby Merchant^000000",
  • "^76EE00Baby Thief^000000",
  • "^76EE00Baby Knight^000000",
  • "^76EE00Baby Priest^000000",
  • "^76EE00Baby Wizard^000000",
  • "^76EE00Baby Blacksmith^000000",
  • "^76EE00Baby Hunter^000000",
  • "^76EE00Baby Assassin^000000",
  • "^76EE00Baby Crusader^000000",
  • "^76EE00Baby Monk^000000",
  • "^76EE00Baby Sage^000000",
  • "^76EE00Baby Rogue^000000",
  • "^76EE00Baby Alchemist^000000",
  • ( Sex == 0 )?"":"^76EE00Baby Dancer^000000",
  • ( Sex == 1 )?"":"^76EE00Baby Bard^000000",
  • "^76EE00Baby Baby^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,4024,99,50,60,"All";
  • Case 2: callsub Job_Changing,4025,99,50,60,"All";
  • Case 3: callsub Job_Changing,4026,99,50,60,"All";
  • Case 4: callsub Job_Changing,4027,99,50,60,"All";
  • Case 5: callsub Job_Changing,4028,99,50,60,"All";
  • Case 6: callsub Job_Changing,4029,99,50,60,"All";
  • Case 7: callsub Job_Changing,4030,99,50,110,"All";
  • Case 8: callsub Job_Changing,4031,99,50,110,"All";
  • Case 9: callsub Job_Changing,4032,99,50,110,"All";
  • Case 10: callsub Job_Changing,4033,99,50,110,"All";
  • Case 11: callsub Job_Changing,4034,99,50,110,"All";
  • Case 12: callsub Job_Changing,4035,99,50,110,"All";
  • Case 13: callsub Job_Changing,4037,99,50,110,"All";
  • Case 14: callsub Job_Changing,4038,99,50,110,"All";
  • Case 15: callsub Job_Changing,4039,99,50,110,"All";
  • Case 16: callsub Job_Changing,4040,99,50,110,"All";
  • Case 17: callsub Job_Changing,4041,99,50,110,"All";
  • Case 18: callsub Job_Changing,4043,99,50,110,"All";
  • Case 19: callsub Job_Changing,4042,99,50,110,"All";
  • Case 20: callsub Job_Changing,4045,99,50,110,"All";
  • Case 21: goto Main_Menu;
  • }
  • BabyThirdJob_Classes:
  • mes .npcname$;
  • mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  • next;
  • switch(select("^76EE00Baby Rune Knight^000000",
  • "^76EE00Baby Warlock^000000",
  • "^76EE00Baby Ranger^000000",
  • "^76EE00Baby Arch Bishop^000000",
  • "^76EE00Baby Mechanic^000000",
  • "^76EE00Baby Guillotine Cross^000000",
  • "^76EE00Baby Royal Guard^000000",
  • "^76EE00Baby Sorcerer^000000",
  • ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",
  • ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",
  • "^76EE00Baby Shura^000000",
  • "^76EE00Baby Genetic^000000",
  • "^76EE00Baby Shadow Chaser^000000",
  • "^FF0000Back^000000")) {
  • // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  • Case 1: callsub Job_Changing,4096,99,70,200,"All";
  • Case 2: callsub Job_Changing,4097,99,70,200,"All";
  • Case 3: callsub Job_Changing,4098,99,70,200,"All";
  • Case 4: callsub Job_Changing,4099,99,70,200,"All";
  • Case 5: callsub Job_Changing,4100,99,70,200,"All";
  • Case 6: callsub Job_Changing,4101,99,70,200,"All";
  • Case 7: callsub Job_Changing,4102,99,70,200,"All";
  • Case 8: callsub Job_Changing,4103,99,70,200,"All";
  • Case 9: callsub Job_Changing,4105,99,70,200,"All";
  • Case 10: callsub Job_Changing,4104,99,70,200,"All";
  • Case 11: callsub Job_Changing,4106,99,70,200,"All";
  • Case 12: callsub Job_Changing,4107,99,70,200,"All";
  • Case 13: callsub Job_Changing,4108,99,70,200,"All";
  • Case 14: goto Main_Menu;
  • }
  • Job_Changing:
  • mes .npcname$;
  • mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
  • if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; }
  • if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; }
  • if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; }
  • if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; }
  • jobchange getarg(0);
  • set BaseLevel,getarg(1);
  • set JobLevel,getarg(2);
  • ResetSkill;
  • ResetStatus;
  • set SkillPoint,getarg(3);
  • if ( .Allskills == 1 ){
  • atcommand "@allskills";
  • set SkillPoint,0;
  • }
  • percentheal 100,100;
  • if ( .Based == 0 ){ set #ClassHelper,1; }
  • if ( .Based == 1 ){ set ClassHelper,1; }
  • warp "prontera",155,180;
  • save "prontera",155,180;
  • 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 " Job Changer",0;
  • end;
  • }

Источник:

http://rathena.org/b...t-job-changer/

//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Выкладываю если кому нужен НПЦ , мальца под себя настроил. берёт только High Grade Armor

NPC Script


prontera,165,63,6 script Apprentice Craftswoman 74,{

mes "[Apprentice Craftswoman]";
mes "I've been studying ways to enhance an armor to maximize it's capability.";
next;
mes "[Apprentice Craftswoman]";
mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
next;
mes "[Apprentice Craftswoman]";
mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
next;
mes "[Apprentice Craftswoman]";
mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
next;
mes "[Apprentice Craftswoman]";
mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
next;
mes "[Apprentice Craftswoman]";
mes "I work only with High Grade Armor ";
mes "Chance to ^FF0000Enchant^000000 is ^5555f1100%^000000 ";
next;
mes "[Apprentice Craftswoman]";
mes "You must give the ^5555f1Stat Rune^000000";
next;
mes "[Apprentice Craftswoman]";
mes "Check my list.";
next;
switch(select("High Grade Armor List.:Maybe next time.")) {


case 2:
mes "[Apprentice Craftswoman]";
mes "Please come back when you have any interest in enchanting your armor.";
close;
}

setarray .EquipID[0],2364,2365,2391,2374,2375,2376,2377,2378,2379,2380,2381,2382,2387,2388,2389,2390; // ID Armor
for( set .@i,0; .@i < getarraysize( .EquipID ); set .@i,.@i + 1 )
set .@EquipMenu$,.@EquipMenu$ + getitemname( .EquipID[.@i] )+( !getitemslots(.EquipID[.@i])?"":"["+getitemslots(.EquipID[.@i])+"]" )+":";
set .@Equip,select( .@EquipMenu$ ) - 1;
if( !countitem( .EquipID[.@Equip] ) ){
mes "You didnt have this Equipment with you.";
close;
}
mes "Equipment : ^FF0000"+getitemname( .EquipID[.@Equip] )+"^000000";
switch( select( "Strength:Intelligent:Dexterity:Agility:Vitality:Luck" )){
Case 1: setarray .RuneID[0],4702; break;
Case 2: setarray .RuneID[0],4712; break;
Case 3: setarray .RuneID[0],4722; break;
Case 4: setarray .RuneID[0],4732; break;
Case 5: setarray .RuneID[0],4742; break;
Case 6: setarray .RuneID[0],4752; break;
}
for( set .@i,0; .@i < getarraysize( .RuneID ); set .@i,.@i + 1 )
set .@RuneMenu$,.@RuneMenu$ + getitemname( .RuneID[.@i] )+":";
set .@Rune,select( .@RuneMenu$ ) - 1;
mes "Rune : ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000";
next;
if( select("Confirm:Cancel") == 1 ){
if( !countitem( .RuneID[.@Rune] ) ){
mes "[Apprentice Craftswoman]";
mes "Sorry you didnt have the "+getitemname( .RuneID[.@Rune] )+" with you.";
}else{
delitem .EquipID[.@Equip],1;
delitem .RuneID[.@Rune],1;
getitem2 .EquipID[.@Equip],1,1,0,0,0,0,0,.RuneID[.@Rune];
mes "[Apprentice Craftswoman]";
mes "Done.";
mes "^0000FF"+getitemname( .EquipID[.@Equip] )+"^000000";
mes "Enchanted with ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000";
}
}
close;
}

ScreenShot

3211.jpg

Изменено пользователем Flitemaster
  • Upvote 1
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@Flitemaster Какой эмулятор вы используете?

upd! Думаю это может помочь,

http://rathena.org/board/topic/95472-src-mod-enchant-system-cards-al-slot-4/

Изменено пользователем friimq
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@Flitemaster Какой эмулятор вы используете?

upd! Думаю это может помочь,

http://rathena.org/board/topic/95472-src-mod-enchant-system-cards-al-slot-4/

Я использую eAthena sql

попробую сделать по гайду, благодарю за информацию

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