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Tupac

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Posts posted by Tupac


  1. [Error]: script error in file 'stylist.txt' line 23 column 26 
        parse_line: need ';' 
        20:         .@lookpart = .@part = .look[.@choose]; 
        21:         if ( BaseClass == Job_Summoner ) 
        22:                 .@part += Job_Summoner; 
    *   23:         .@revert = .@i = inarray( getd(".list"+ .@part), getlook( .@lookpart ) ); 
            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 
        24:         while ( true ) { 
        25:                 setlook .@lookpart, getd(".list"+ .@part +"["+ .@i +"]"); 
        26:                 showscript "This is style #"+ getd(".list"+ .@part +"["+ .@i +"]") +".", getcharid(3), SELF; 

     

    Git revision (src): '52abec06442607fca319a8309d26674871b25b53'

  2. -- phpMyAdmin SQL Dump
    -- version 4.6.6deb5
    -- https://www.phpmyadmin.net/
    --
    -- Host: localhost:3306
    -- Tempo de geração: 01/03/2019 às 23:27
    -- Versão do servidor: 10.1.37-MariaDB-0+deb9u1
    -- Versão do PHP: 7.0.33-0+deb9u1
    
    SET SQL_MODE = "NO_AUTO_VALUE_ON_ZERO";
    SET time_zone = "+00:00";
    
    
    /*!40101 SET @OLD_CHARACTER_SET_CLIENT=@@CHARACTER_SET_CLIENT */;
    /*!40101 SET @OLD_CHARACTER_SET_RESULTS=@@CHARACTER_SET_RESULTS */;
    /*!40101 SET @OLD_COLLATION_CONNECTION=@@COLLATION_CONNECTION */;
    /*!40101 SET NAMES utf8mb4 */;
    
    --
    -- Banco de dados: `ragnarok`
    --
    
    -- --------------------------------------------------------
    
    --
    -- Estrutura para tabela `cp_vfp_logs`
    --
    
    CREATE TABLE `cp_vfp_logs` (
      `id` int(11) NOT NULL,
      `sites_id` int(11) NOT NULL,
      `timestamp_expire` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
      `timestamp_voted` timestamp NOT NULL DEFAULT '0000-00-00 00:00:00',
      `ipaddress` varchar(155) NOT NULL,
      `account_id` int(11) NOT NULL
    ) ENGINE=MyISAM DEFAULT CHARSET=latin1;
    
    --
    -- Fazendo dump de dados para tabela `cp_vfp_logs`
    --
    
    INSERT INTO `cp_vfp_logs` (`id`, `sites_id`, `timestamp_expire`, `timestamp_voted`, `ipaddress`, `account_id`) VALUES
    (8, 4, '2019-03-02 08:23:53', '2019-03-01 20:23:53', '189.21.164.155', 2000000);
    
    -- --------------------------------------------------------
    
    --
    -- Estrutura para tabela `cp_vfp_sites`
    --
    
    CREATE TABLE `cp_vfp_sites` (
      `id` int(11) NOT NULL,
      `votename` varchar(25) NOT NULL,
      `voteurl` varchar(255) NOT NULL,
      `voteinterval` int(11) NOT NULL,
      `votepoints` int(11) NOT NULL,
      `imgname` varchar(255) DEFAULT NULL,
      `imgurl` varchar(255) DEFAULT NULL,
      `datetime_created` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP
    ) ENGINE=MyISAM DEFAULT CHARSET=latin1;
    
    --
    -- Fazendo dump de dados para tabela `cp_vfp_sites`
    --
    
    INSERT INTO `cp_vfp_sites` (`id`, `votename`, `voteurl`, `voteinterval`, `votepoints`, `imgname`, `imgurl`, `datetime_created`) VALUES
    (4, 'Topragnarok', 'https://topragnarok.com.br/vote/22420', 12, 1, NULL, 'https://topragnarok.com.br/topragnarokbrasil.gif', '2019-03-01 20:10:04');
    
    --
    -- Índices de tabelas apagadas
    --
    
    --
    -- Índices de tabela `cp_vfp_logs`
    --
    ALTER TABLE `cp_vfp_logs`
      ADD PRIMARY KEY (`id`);
    
    --
    -- Índices de tabela `cp_vfp_sites`
    --
    ALTER TABLE `cp_vfp_sites`
      ADD PRIMARY KEY (`id`);
    
    --
    -- AUTO_INCREMENT de tabelas apagadas
    --
    
    --
    -- AUTO_INCREMENT de tabela `cp_vfp_logs`
    --
    ALTER TABLE `cp_vfp_logs`
      MODIFY `id` int(11) NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=9;
    --
    -- AUTO_INCREMENT de tabela `cp_vfp_sites`
    --
    ALTER TABLE `cp_vfp_sites`
      MODIFY `id` int(11) NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=5;
    /*!40101 SET CHARACTER_SET_CLIENT=@OLD_CHARACTER_SET_CLIENT */;
    /*!40101 SET CHARACTER_SET_RESULTS=@OLD_CHARACTER_SET_RESULTS */;
    /*!40101 SET COLLATION_CONNECTION=@OLD_COLLATION_CONNECTION */;

    My tables "cp_vfp_logs, cp_vfp_sites"


  3. fluxcp rathena

    addon: https://github.com/darrensapalo/FluxCP_Addons-VoteForPoints

    vote.png

    Click vote site error.

    logs:

    <?php exit('Forbidden'); ?>
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
    [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist

     


  4. Galera, algum de vocês usa o Google cloud? Centos ou debian 9 STRECH.

    Estou tentdo dificuldades para instalar e utilizar o phpmyadmin sigo os passos da wiki do rathena porém quando dou  HTTP://meuip/phpmyadmin não abre nada.


  5. Galera estou com este script:

    //===== rAthena Script =======================================
    //= Malangdo Costume Enchant
    //===== Changelogs: ==========================================
    //= 1.0 First version. [Slyx]
    //= 1.1 Enable overlapping enchant (need confirmation). [Slyx]
    //= 1.2 Optimized and add new costumes
    //============================================================
    
    prontera,156,196,5	script	Aver De Dosh	505,{
    	disable_items;
    	mes "[Aver De Dosh]";
    	mes "Hello and welcome to Costume Enchant Shop.";
    	mes "My name is Aver De Dosh and I am here to enchant your costume headgears.";
    	next;
    	mes "[Aver De Dosh]";
    	mes "Bring me the required enchant stones and the selected costume headgears so that I can complete the upgrade for you!";
    	next;
    	switch (select ("Apply Ability", "End Conversation")) {
    	case 1:
    		mes "[Aver De Dosh]";
    		mes "What part of costume headgear do you want to strengthen?";
    		next;
    		switch (select ("Costume Upper Headgear", "Costume Middle Headgear", "Costume Lower Headgear")) {
    			case 1:	
    				.@equip_id = getequipid(EQI_COSTUME_HEAD_TOP);
    				
    				switch (.@equip_id) {
    				case 19597:		case 19602:		case 19608:
    				case 19654:		case 19677:		case 19712:
    				case 19721:		case 19840:		case 19876:
    				case 19884:		case 19907:		case 19915:
    				case 20007:		case 20008:		case 20009:
    				case 20011:		case 20012:		case 20018:
    				case 20036:		case 20038:		case 20113:
    				case 20160:		case 20227:		case 20266:
    				case 20273:		case 20278:		case 20377:
    				case 20398:		case 20317:		case 20449:
    				case 20450:		case 20451:		case 20491:
    				case 20495:		case 20496:		case 20498:
    				case 20499:		case 31027:		case 31028:
    				case 31040:		case 31041:		case 31042:
    				case 31043:		case 31044:		case 31045:
    				case 31046:		case 31048:		case 31062:
    				case 31068:		case 31092:		case 31123:
    				case 31160:		case 31163:		case 31165:
    				case 31166:		case 31182:		case 31185:
    				case 31188:		case 31190:		case 31119:
    				case 31392:		case 31394:		case 31396:
    				case 31397:		case 31405:		case 31448:
    				case 31573:		case 31560:		case 31562:
    				case 31564:		case 31565:
    				break;
    				case -1:
    					mes "[Aver De Dosh]";
    					mes "Are you wearing the item?";
    					close;				
    				default:
    					mes "[Aver De Dosh]";
    					mes "This is not the right costume upper headgear.";
    					close;
    				}	
    
    				.@equip_name$ = getequipname(EQI_COSTUME_HEAD_TOP);
    				
    				setarray .@card[0], 
    					getequipcardid(EQI_COSTUME_HEAD_TOP,0), 
    					getequipcardid(EQI_COSTUME_HEAD_TOP,1), 
    					getequipcardid(EQI_COSTUME_HEAD_TOP,2), 
    					getequipcardid(EQI_COSTUME_HEAD_TOP,3);
    				
    				setarray .@stone[0],
    					6636, //str +1					
    					6637, //int +1
    					6638, //agi +1
    					6639, //dex +1
    					6640, //vit +1
    					6641, //luk +1
    					6716, //crit +1
    					6790, //largesize +1%
    					6791, //medsize +1%
    					6792, //smallsize +1%
    					6943, //atk +1%
    					6944, //matk +1%
    					25000, //spdrain +1%
    					25068; //aspd +1
    					
    				setarray .@enchant[0], 
    					4700, //str +1
    					4710, //int +1
    					4730, //agi +1
    					4720, //dex +1
    					4740, //vit +1
    					4750, //luk +1
    					4926, //crit +1
    					4936, //largesize +1%
    					4937, //medsize +1%
    					4938, //smallsize +1%
    					4882, //atk +1%
    					4883, //matk +1%
    					4993, //spdrain +1%
    					4807; //aspd +1
    					
    				setarray .@enchant_list$[0],
    					"STR Stone",
    					"INT Stone",
    					"AGI Stone",
    					"DEX Stone",
    					"VIT Stone",
    					"LUK Stone",
    					"CRIT Stone",
    					"Big Stone",
    					"Medium Stone",
    					"Small Stone",
    					"ATK Stone",
    					"MATK Stone",
    					"SP Absorption Stone",
    					"ASPD Stone"; 
    					
    				mes "[Aver De Dosh]";
    				mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!";
    				mes "What kind of stone do you want to use for the upgrade?";
    				next;
    				for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a)
    					.@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":";
    				.@type = select (.@menu$) - 1;
    				
    				mes "^FF0000[WARNING]^000000";
    				mes "------------------------";
    				mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume upper headgear.^000000";
    				mes "------------------------";
    				mes "^FF0000This upgrade has a success rate of 50%.^000000";
    				mes "------------------------";
    				mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000";
    				mes "------------------------";
    				mes "^FF0000Any previous ability on this costume will be removed upon success.^000000";
    				mes "------------------------";		
    				mes "^FF0000Are you sure about enchanting this costume?^000000";
    				next;
    				if (select( "Yes", "No" ) == 2) 
    					close;
    					
    				if (countitem(.@stone[.@type]) < 1) {
    					mes "[Aver De Dosh]";
    					mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000";
    					close;
    				}
    						
    				//Need confirmation:Enchants can be overlapped?
    			/*	if (.@card[0] > 0) {
    					mes "[Aver De Dosh]";
    					mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted.";
    					close;
    				}	*/					
    					
    				delitem	.@stone[.@type],1;
    				if (rand (1,100) < 50) {
    					mes "[Aver De Dosh]";
    					mes "Oh No!!! I failed to enchant it!!";
    					mes "Better luck next time!!";
    					close;
    				} 
    				else {
    					delequip EQI_COSTUME_HEAD_TOP;	
    					getitem2 .@equip_id,1,1,0,0,.@enchant[.@type],.@card[1],.@card[2],.@card[3];
    					mes "[Aver De Dosh]";
    					mes "Wow....Elegance!!";
    					mes "This is perfect...Wow..";
    					close;
    				} 
    											
    			case 2:
    				.@equip_id = getequipid(EQI_COSTUME_HEAD_MID);
    				
    				switch (.@equip_id) {
    				case 19603:		case 20005:		case 20010:
    				case 20145:		case 20146:		case 20147:
    				case 20149:		case 20314:		case 20318:
    				case 20430:		case 31047:		case 31120:
    				case 31122:		case 31146:		case 31167:
    				case 31168:		case 31183:		case 31184:
    				case 31186:		case 31187:		case 31391:
    				case 31398:		case 31399:		case 20246:
    				case 31449:		case 31463:		case 31561:
    				case 31563:		case 31574:		
    				break;
    				case -1:
    					mes "[Aver De Dosh]";
    					mes "Are you wearing the item?";
    					close;				
    				default:
    					mes "[Aver De Dosh]";
    					mes "This is not the right costume middle headgear.";
    					close;
    				}				
    
    				.@equip_name$ = getequipname(EQI_COSTUME_HEAD_MID);
    				
    				setarray .@card[0], 
    					getequipcardid(EQI_COSTUME_HEAD_MID,0), 
    					getequipcardid(EQI_COSTUME_HEAD_MID,1), 
    					getequipcardid(EQI_COSTUME_HEAD_MID,2), 
    					getequipcardid(EQI_COSTUME_HEAD_MID,3);
    				
    				setarray .@stone[0],				
    					6945, //str +1					
    					6946, //int +1
    					6947, //agi +1
    					6948, //dex +1
    					6949, //vit +1
    					6950, //luk +1
    					6642, //atk +1%
    					6643, //matk +1%
    					6717, //hp +50
    					6742, //recoverhp +10 10s
    					6743, //maxhp +1%
    					6744; //maxsp +1%
    					
    				setarray .@enchant[0], 
    					4700, //str +1
    					4710, //int +1
    					4730, //agi +1
    					4720, //dex +1
    					4740, //vit +1
    					4750, //luk +1
    					4882, //atk +1%
    					4883, //matk +1%
    					4927, //hp +50
    					4931, //recoverhp +10 10s
    					4861, //maxhp +1%
    					4929; //maxsp +1%
    					
    				setarray .@enchant_list$[0],
    					"STR Stone",
    					"INT Stone",
    					"AGI Stone",
    					"DEX Stone",
    					"VIT Stone",
    					"LUK Stone",
    					"ATK Stone",
    					"MATK Stone",
    					"HP+50 Stone",
    					"Recovery Stone",
    					"HP+1% Stone",
    					"SP+1% Stone";
    					
    				mes "[Aver De Dosh]";
    				mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!";
    				mes "What kind of stone do you want to use for the upgrade?";
    				next;
    				for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a)
    					.@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":";
    				.@type = select (.@menu$) - 1;
    				
    				mes "^FF0000[WARNING]^000000";
    				mes "------------------------";
    				mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume middle headgear.^000000";
    				mes "------------------------";
    				mes "^FF0000This upgrade has a success rate of 50%.^000000";
    				mes "------------------------";
    				mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000";
    				mes "------------------------";
    				mes "^FF0000Any previous ability on this costume will be removed upon success.^000000";
    				mes "------------------------";		
    				mes "^FF0000Are you sure about enchanting this costume?^000000";
    				next;
    		
    				if (select( "Yes", "No" ) == 2) 
    					close;		
    						
    				if (countitem(.@stone[.@type]) < 1) {
    					mes "[Aver De Dosh]";
    					mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000";
    					close;
    				}
    					
    			//Need confirmation:Enchants can be overlapped?
    			/*	if (.@card[1] > 0) {
    					mes "[Aver De Dosh]";
    					mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted.";
    					close;
    				}	*/				
     					
    				delitem	.@stone[.@type],1;
    				if (rand (1,100) < 50) {
    					mes "[Aver De Dosh]";
    					mes "Oh No!!! I failed to enchant it!!";
    					mes "Better luck next time!!";
    					close;
    				}
    				else {
    					delequip EQI_COSTUME_HEAD_MID;	
    					getitem2 .@equip_id,1,1,0,0,.@card[0],.@enchant[.@type],.@card[2],.@card[3];
    					mes "[Aver De Dosh]";
    					mes "Wow....Elegance!!";
    					mes "This is perfect...Wow..";
    					close;
    				}
    		
    			case 3:				
    				.@equip_id = getequipid(EQI_COSTUME_HEAD_LOW);
    				
    				switch (.@equip_id) {
    			  /*case 5914:*/	case 19513:		case 19514:
    				case 19552:		case 19553:		case 19584:
    				case 19604:		case 19636:		case 19764:
    				case 19783:		case 19785:		case 19952:
    				case 20034:		case 20071:		case 20132:
    				case 20285:		case 20315:		case 20363:
    				case 20370:		case 20405:		case 20407:
    				case 20497:		case 31029:		case 31055:
    				case 31087:		case 31121:		case 31162:
    				case 31164:		case 31181:		case 31189:
    				case 31393:		case 31395:		case 31399:
    				case 31438:		case 31453:		case 31572:
    				case 31575:		case 31559:		case 31566:
    				break;
    				case -1:
    					mes "[Aver De Dosh]";
    					mes "Are you wearing the item?";
    					close;						
    				default:
    					mes "[Aver De Dosh]";
    					mes "This is not the right costume lower headgear.";
    					close;
    				}
    		
    				.@equip_name$ = getequipname(EQI_COSTUME_HEAD_LOW);
    				
    				setarray .@card[0], 
    					getequipcardid(EQI_COSTUME_HEAD_LOW,0), 
    					getequipcardid(EQI_COSTUME_HEAD_LOW,1), 
    					getequipcardid(EQI_COSTUME_HEAD_LOW,2), 
    					getequipcardid(EQI_COSTUME_HEAD_LOW,3);
    				
    				setarray .@stone[0],				
    					6644, //hit +1					
    					6645, //flee +1
    					6718, //sp +10
    					6951; //hp +1%
    					
    				setarray .@enchant[0], 
    					4884, //hit +1
    					4859, //flee +1
    					4928, //sp +10
    					4861; //hp +1%
    				
    				setarray .@enchant_list$[0],
    					"HIT Stone",
    					"FLEE Stone",
    					"SP+10 Stone",
    					"HP+1% Stone";
    		
    				mes "[Aver De Dosh]";
    				mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!";
    				mes "What kind of stone do you want to use for the upgrade?";
    				next;
    				for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a)
    					.@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":";
    				.@type = select (.@menu$) - 1;
    				
    
    				mes "^FF0000[WARNING]^000000";
    				mes "------------------------";
    				mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume lower headgear.^000000";
    				mes "------------------------";
    				mes "^FF0000This upgrade has a success rate of 50%.^000000";
    				mes "------------------------";
    				mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000";
    				mes "------------------------";
    				mes "^FF0000Any previous ability on this costume will be removed upon success.^000000";
    				mes "------------------------";		
    				mes "^FF0000Are you sure about enchanting this costume?^000000";
    				next;
    		
    				if (select( "Yes", "No" ) == 2) 
    					close;	
    
    				if (countitem(.@stone[.@type]) < 1) {
    					mes "[Aver De Dosh]";
    					mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000";
    					close;
    				}	
    					
    				//Need confirmation:Enchants can be overlapped?
    			/*	if (.@card[2] > 0) {
    					mes "[Aver De Dosh]";
    					mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted.";
    					close;
    				}	*/					
    				
    				delitem	.@stone[.@type],1;
    				if (rand (1,100) < 50) {
    					mes "[Aver De Dosh]";
    					mes "Oh No!!! I failed to enchant it!!";
    					mes "Better luck next time!!";
    					close;
    				} 
    				else {
    					delequip EQI_COSTUME_HEAD_LOW;	
    					getitem2 .@equip_id,1,1,0,0,.@card[0],.@card[1],.@enchant[.@type],.@card[3];
    					mes "[Aver De Dosh]";
    					mes "Wow....Elegance!!";
    					mes "This is perfect...Wow..";
    					close;
    				}					
    			}
    	
    	case 2:
    		mes "[Aver De Dosh]";
    		mes "Alright, come again when you have changed your mind.";
    		close;
    	}
    }	
    
    
    mal_in01,20,107,2	script	Lace La Zard	614,{
    	disable_items;
    	mes "[Lace La Zard]";
    	mes "Welcome to Fashion Stone!!";
    	mes "My name is Lace La Zard who will make your 'Power Shoulder' dream come true.";
    	next;
    	mes "[Lace La Zard]";
    	mes "Bring your Costume Garment and Garment Stone, I will complete the perfect upgrade for you!";
    	mes "I found this formula while working on my own humble body upgrading.";
    	next;
    	switch (select ("Apply Ability", "End Conversation")) {
    	case 1:
    		.@equip_id = getequipid(EQI_COSTUME_GARMENT);
    		
    		switch (.@equip_id) {
    		case 20500:		case 20502:		case 20504:
    		case 20507:		case 20509:		case 20510:
    		case 20511:		case 20512:		case 20516:
    		case 20600:		case 20727:		case 20730:
    		case 20737:		case 20746:		case 20761:
    		case 20762:		case 20763:		case 20764:
    		break;
    		case -1:
    			mes "[Lace La Zard]";
    			mes "Are you wearing the item?";
    			close;				
    		default:
    			mes "[Lace La Zard]";
    			mes "I am sorry. Please wear the proper costume garment.";
    			close;
    		}
    		
    		.@equip_name$ = getequipname(EQI_COSTUME_GARMENT);
    		
    		.@refine = getequiprefinerycnt(EQI_COSTUME_GARMENT);
    		
    		setarray .@card[0], 
    			getequipcardid(EQI_COSTUME_GARMENT,0), 
    			getequipcardid(EQI_COSTUME_GARMENT,1), 
    			getequipcardid(EQI_COSTUME_GARMENT,2), 
    			getequipcardid(EQI_COSTUME_GARMENT,3);
    		
    		setarray .@stone[0],
    			6908, //aspd +1
    			6963, //hpdrain 1%
    			6964; //spdrain 1%
    		
    		setarray .@enchant[0],
    			4807, //aspd +1
    			4992, //hpdrain 1%
    			4993; //spdrain 1% 
    			
    		setarray .@enchant_list$[0],
    			"ASPD Stone",
    			"HP Absorption Stone",
    			"SP Absorption Stone";			
    	
    		mes "[Lace La Zard]";
    		mes "Wow ^0000FF" + .@equip_name$ + "!!!^000000. You got some sense there don't you?";
    		mes "Great!!! I'm fully ready for this upgrade.";
    		next;
    		for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a)
    			.@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":";
    		.@type = select (.@menu$) - 1;
    				
    		mes "^FF0000[WARNING]^000000";
    		mes "------------------------";
    		mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume garment.^000000";
    		mes "------------------------";
    		mes "^FF0000This upgrade has a success rate of 50%.^000000";
    		mes "------------------------";
    		mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000";
    		mes "------------------------";
    		mes "^FF0000Any previous ability on this costume will be removed upon success.^000000";
    		mes "------------------------";		
    		mes "^FF0000Are you sure about enchanting this costume?^000000";
    		next;
    		
    		if (select( "Yes", "No" ) == 2) 
    			close;	
    			
    		if (countitem (.@stone[.@type]) < 1) {
    			mes "[Lace La Zard]";
    			mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000";
    			close;
    		}
    			
    		//Need confirmation:Enchants can be overlapped?
    	/* 	if (.@card[0] > 1) {
    			mes "[Lace La Zard]";
    			mes "This costume garment already enchanted. I cannot upgrade it any further.";
    			close;
    		}	*/	
    		
    		delitem	.@stone[.@type],1;
    		if (rand (1,100) < 50) {
    			mes "[Lace La Zard]";
    			mes "Oh No!!! I failed to enchant it!!";
    			mes "Better luck next time!!";
    			close;
    		} 
    		else {
    			delequip EQI_COSTUME_GARMENT;	
    			getitem2 .@equip_id,1,1,.@refine,0,.@enchant[.@type],.@card[1],.@card[2],.@card[3];
    			mes "[Lace La Zard]";
    			mes "Beautiful!!!";
    			mes "Did I really made this by myself??!!";
    			close;
    		}
    	
    	case 2:
    		mes "[Lace La Zard]";
    		mes "Please come back when you are ready for this great offer!";
    		close;
    	}
    }			

    Gostaria que ele pedisse o item id 7711 e viesse um encantamento randomico.

    Como aplico rand e set e set amount


  6. Galera estou tentando modificar essas script:

    //===== Hercules Script ======================================
    //= Job Master
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.4
    //===== Description: =========================================
    //= A fully functional job changer.
    //===== Additional Comments: =================================
    //= 1.1 Fixed reset on Baby job change. [Euphy]
    //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
    //= 1.3 Kagerou/Oboro added. [Euphy]
    //= 1.4 Improved legibility (renamed variables, replaced
    //      numbers with constants; Changed syntax to match
    //      Hercules standards; Fixed status point exploit upon
    //      Baby Novice job change. [Haru]
    //============================================================
    
    prontera,153,193,6	script	Mestra das Classes	2_F_MAGICMASTER,{
    	function Job_Menu; function A_An;
    
    	mes "[Mestra das Classes]";
    	if (Class > Job_Soul_Linker) {
    		mes "Não há mais classes disponíveis.";
    		close;
    	}
    	if (checkfalcon() || checkcart() || checkmount() || hascashmount()) {
    		mes "Por favor remova "+((checkfalcon())?"o seu falcão":"")+((checkcart())?"o seu carrinho":"")+((checkmount() || hascashmount())?"a sua montaria":"")
    		    +" antes de continuar.";
    		close;
    	}
    	if (.skill_point_check && SkillPoint > 0) {
    		mes "Por favor use todos os seus pontos de habilidade antes de continuar.";
    		close;
    	}
    
    	.@eac = eaclass();
    	.@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class;
    	if (.@base >= Job_Knight && .@base <= Job_Crusader2) {
    		if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) {
    			.@blvl = .rebirth_blevel - BaseLevel;
    			.@jlvl = .rebirth_jlevel - JobLevel;
    			mes "Você precisa de mais "
    			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" níveis de base "+ (JobLevel < .rebirth_jlevel ? "e " : "")) : "")
    			    + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" níveis de classe " : "")
    			    + "para continuar.";
    			close;
    		}
    		if (Class > Job_Crusader2) {
    			mes "Trocar para terceira classe?";
    			next;
    			Job_Menu(roclass(.@eac|EAJL_THIRD));
    			close;
    		}
    		while (true) {
    			mes "Selecione uma opção.";
    			next;
    			.@choice = select(" ~ ^0055FFRenascer^000000:"+(.third_classes ? " ~ ^FF0000Terceira Classe^000000" : "")+": ~ ^777777Cancelar^000000");
    			if (.@choice == 3)
    				close;
    			mes "[Mestra das Classes]";
    			mes "Você tem certeza?";
    			next;
    			if (.@choice == 1)
    				Job_Menu(Job_Novice_High);
    			else
    				Job_Menu(roclass(.@eac|EAJL_THIRD));
    			mes "[Mestra das Classes]";
    		}
    	}
    	.@job1 = roclass(.@eac|EAJL_2_1);
    	.@job2 = roclass(.@eac|EAJL_2_2);
    	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) {
    		.@newclass = roclass(.@eac|EAJL_THIRD);
    		.@required_jlevel = 99;
    	} else if (Class == Job_Ninja || Class == Job_Gunslinger) {
    		.@newclass = .@job1;
    		.@required_jlevel = 70;
    	}
    	if (.@newclass && .third_classes) {
    		if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) {
    			mes "Você precisa de mais "
    			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" níveis de base "+ (JobLevel < .@required_jlevel ? "e " : "")) : "")
    			    + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" níveis de classe " : "")
    			    + "para continuar.";
    			close;
    		}
    		mes "Trocar para "+jobname(.@newclass)+"?";
    		next;
    		Job_Menu(.@newclass);
    		close;
    	}
    	if (.@eac&EAJL_2)
    		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
    			mes "Não há mais classes disponíveis.";
    			close;
    		}
    	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
    		if (JobLevel < .jobchange_first) {
    			mes "É necessário ter um nível de classe igual ou maior que "+.jobchange_first+" para mudar para a 1ª Classe.";
    		} else if (Class == Job_Novice_High && .linear_jobchange && lastJob) {
    			mes "Trocar de classe agora?";
    			next;
    			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
    		} else if (Class == Job_Novice) {
    			Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
    			         Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby);
    		} else if (Class == Job_Novice_High) {
    			Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
    		} else if (Class == Job_Baby) {
    			Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief,
    			         Job_Super_Baby);
    		} else {
    			mes "Um erro aconteceu.";
    		}
    		close;
    	}
    	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) {
    		mes "Não há mais classes disponíveis.";
    	} else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) {
    		mes "É necessário ter um nível de classe igual ou maior a "+.jobchange_second+" para mudar para a 2ª Classe.";
    	} else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) {
    		mes "Trocar de classe agora?";
    		next;
    		Job_Menu(lastJob+Job_Novice_High);
    	} else {
    		Job_Menu(.@job1, .@job2);
    	}
    	close;
    
    function Job_Menu {
    	while (true) {
    		if (getargcount() > 1) {
    			mes "Selecione uma classe.";
    			.@menu$ = "";
    			for (.@i = 0; .@i < getargcount(); ++.@i)
    				.@menu$ += " ~ "+jobname(getarg(.@i))+":";
    			.@menu$ += " ~ ^777777Cancel^000000";
    			next;
    			.@newjob = getarg(select(.@menu$)-1, 0);
    			if (!.@newjob) close;
    			if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
    				mes "[Mestra das Classes]";
    				mes "É necessário ter um nível de base igual ou maior a "+.supernovice_level+" para virar um "+jobname(.@newjob)+".";
    				close;
    			}
    			mes "[Mestra das Classes]";
    			mes "Você tem certeza?";
    			next;
    		} else {
    			.@newjob = getarg(0);
    		}
    		if (select(" ~ Mudar para a classe ^0055FF"+jobname(.@newjob)+"^000000: ~ ^777777"+(getargcount() > 1 ? "Voltar" : "Cancelar")+"^000000") == 1) {
    			mes "[Mestra das Classes]";
    			mes "Você agora é um "+A_An(jobname(.@newjob))+"!";
    			if (.@newjob == Job_Novice_High && .linear_jobchange)
    				lastJob = Class; // Nota: Isso é incompatível com o script de renascimento da Valquíria
    			jobchange .@newjob;
    			if (.@newjob == Job_Novice_High)
    				resetlvl(1);
    			if (.@newjob == Job_Baby) {
    				resetlvl(4);
    				SkillPoint = 0;
    			set BaseLevel,BaseLevel+175;
    			set JobLevel,JobLevel+70;
    			}
    			specialeffect2 EF_ANGEL2;
    			specialeffect2 EF_ELECTRIC;
    			if (.platinum)
    				callsub Get_Platinum;
    			close;
    		}
    		if (getargcount() == 1)
    			return;
    		mes "[Mestra das Classes]";
    	}
    	end;
    }
    
    function A_An {
    	setarray .@vowels$, "a", "e", "i", "o", "u";
    	.@firstletter$ = strtolower(charat(getarg(0), 0));
    	for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) {
    		if (.@vowels$[.@i] == .@firstletter$)
    			return "an "+getarg(0);
    	}
    	return "a "+getarg(0);
    }
    
    Get_Platinum:
    	skill NV_FIRSTAID, 1, 0;
    	if (BaseClass == Job_Novice) {
    		if (Class != Job_SuperNovice)
    			skill NV_TRICKDEAD, 1, 0;
    	} else if (BaseClass == Job_Swordman) {
    		skill SM_MOVINGRECOVERY, 1, 0;
    		skill SM_FATALBLOW, 1, 0;
    		skill SM_AUTOBERSERK, 1, 0;
    	} else if (BaseClass == Job_Mage) {
    		skill MG_ENERGYCOAT, 1, 0;
    	} else if (BaseClass == Job_Archer) {
    		skill AC_MAKINGARROW, 1, 0;
    		skill AC_CHARGEARROW, 1, 0;
    	} else if (BaseClass == Job_Acolyte) {
    		skill AL_HOLYLIGHT, 1, 0;
    	} else if (BaseClass == Job_Merchant) {
    		skill MC_CARTREVOLUTION, 1, 0;
    		skill MC_CHANGECART, 1, 0;
    		skill MC_LOUD, 1, 0;
    	} else if (BaseClass == Job_Thief) {
    		skill TF_SPRINKLESAND, 1, 0;
    		skill TF_BACKSLIDING, 1, 0;
    		skill TF_PICKSTONE, 1, 0;
    		skill TF_THROWSTONE, 1, 0;
    	}
    
    	if (BaseJob == Job_Knight) {
    		skill KN_CHARGEATK, 1, 0;
    	} else if (BaseJob == Job_Priest) {
    		skill PR_REDEMPTIO, 1, 0;
    	} else if (BaseJob == Job_Wizard) {
    		skill WZ_SIGHTBLASTER, 1, 0;
    	} else if (BaseJob == Job_Blacksmith) {
    		skill BS_UNFAIRLYTRICK, 1, 0;
    		skill BS_GREED, 1, 0;
    	} else if (BaseJob == Job_Hunter) {
    		skill HT_PHANTASMIC, 1, 0;
    	} else if (BaseJob == Job_Assassin) {
    		skill AS_SONICACCEL, 1, 0;
    		skill AS_VENOMKNIFE, 1, 0;
    	} else if (BaseJob == Job_Crusader) {
    		skill CR_SHRINK, 1, 0;
    	} else if (BaseJob == Job_Monk) {
    		skill MO_KITRANSLATION, 1, 0;
    		skill MO_BALKYOUNG, 1, 0;
    	} else if (BaseJob == Job_Sage) {
    		skill SA_CREATECON, 1, 0;
    		skill SA_ELEMENTWATER, 1, 0;
    		skill SA_ELEMENTGROUND, 1, 0;
    		skill SA_ELEMENTFIRE, 1, 0;
    		skill SA_ELEMENTWIND, 1, 0;
    	} else if (BaseJob == Job_Rogue) {
    		skill RG_CLOSECONFINE, 1, 0;
    	} else if (BaseJob == Job_Alchemist) {
    		skill AM_BIOETHICS, 1, 0;
    	} else if (BaseJob == Job_Bard) {
    		skill BA_PANGVOICE, 1, 0;
    	} else if (BaseJob == Job_Dancer) {
    		skill DC_WINKCHARM, 1, 0;
    	}
    	return;
    
    OnInit:
    	.rebirth_blevel = 1;    // Nível de base mínimo para renascer OU mudar para terceira classe
    	.rebirth_jlevel = 1;    // Nível de classe mínimo para renascer OU mudar para terceira classe
    	.jobchange_first = 1;   // Nível de classe mínimo para mudar para 1ª classe
    	.jobchange_second = 1;  // Nível de classe mínimo para mudar para 2ª classe
    	.third_classes = 1;      // Permitir terceiras classes/classes expandidas? (1: sim / 0: não)
    	.supernovice_level = 45; // Nível de base mínimo para virar um Super Aprendiz
    	.linear_jobchange = 1;   // Forçar a troca linear de classes? (1: sim / 0: não)
    	.skill_point_check = 1;  // Forçar o jogador usar todos os pontos de habilidade? (1: sim / 0: não)
    	.platinum = 1;           // Obter habilidades de platina automaticamente? (1: sim / 0: não)
    	set $@level,175;
    	set $@job,70;
    	end;
    }

    Para que upe lv máximo base e de classe sem all skill sempre que escolher uma classe, tentei adicionar:

    set BaseLevel,BaseLevel+255;
    
    set JobLevel,JobLevel+120;

    Só que não tive exito porque não entendendo muito de script ainda.


  7. Estou usando a seguinte script:

     

    //Cash Shop
    //By Filipe
    
    prontera,164,174,5 	script	Cash Shop	405,{
    
    set .@m$, "[ ^FF0000Cash Shop^000000 ]";
    while( 1 ) {
      do {
       mes .@m$;
       mes "^008000Escolha a categoria de itens que você deseja comprar.^000000";
       next;
       if ( set( @s,prompt( "^0000FF- Elmos.^000000:^0000FF- Itens.^000000:^0000FF- Mid.^000000:^0000FF- Acessório.^000000:^0000FF- Outros.^000000" ) ) == 255 ) break;
            next;
            mes .@m$;
            mes "^008000Escolha uma das lojas.^000000";
            if ( @s == 1 ) set .@menu$,"- ^FF0000Elmos.^000000";
            else if ( @s == 2 ) set .@menu$,"- ^FF0000Itens.^000000";
    	else if ( @s == 3 ) set .@menu$,"- ^FF0000Mid.^000000";
    	else if ( @s == 4 ) set .@menu$,"- ^FF0000Acessório.^000000";
            else set .@menu$, "- ^FF0000Outros.^000000";
            if ( set( @c,prompt( .@menu$ ) ) == 255 ) close;
             next;
             mes .@m$;
             mes "^0000FFBoas Compras !!!.^000000";
             sleep2 0;
             callshop "Cash_" + @s + "#" + @c, 1;
             close;
      } while( 1 );
      mes .@m$;
      mes "Ainda posso ser útil a você. Escolha umas das opções.";
      next;
      prompt( "- Abrir outra Loja.:- Fechar." );
      if ( @menu == 2 || @menu == 255 ) close;
    }
    }
    -	cashshop	Cash_1#1	-1,607:5
    
    -	cashshop	Cash_2#1	-1,607:5
    
    -	cashshop	Cash_3#1	-1,607:5
    
    -	cashshop	Cash_4#1	-1,607:5
    
    -	cashshop	Cash_5#1	-1,607:5
    
    

    Só que quando cancelo conversa com o npc o personagem trava. E aparece vários símbolos no lugar das letras com ascentos.

    Se alguem me ajudar com uma script 100% de loja cash por categoria agradeço ou apenas me ajude a resolver o erro nesta.

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