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Hunter Kindom/Moe Promise Zone Damage Fix

Dec

Experienced Elementalist
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Aug 21, 2012
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Since people are spreading lies saying they had fixed the zone themselves, with one even claiming:

"We released that zone with a mob bug.
The mobs every hour or so get super op"

"It was intentionally done because that wouldn't exist otherwise"

--

This is false, and the Zone being spread around is in fact an older Zone that I had fixed back in April.

These Zones will work with the files released in this thread: https://forum.ragezone.com/f593/release-hunter-kingdom-files-1067539/

Download:
Password: LoveDec

- Dec
 
Newbie Spellweaver
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Why do just maps in zone00 work ? can't linkto maps in zone 1-4
 
Experienced Elementalist
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Why do so many people craze over HK files anyway?

Just another way of trying to keep the fiesta scene alive I guess. Look how many people tried to release raw Odin based server once it got released, I can't even imagine how many people jumped from excitement when they saw that the HK base was finally released. So many clones, but never a well edited/fully tested server unless it's from a few people that know what to do.
 
Experienced Elementalist
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Why in the world do I keep getting this
Code:
02:25:23 : AssertClass::ac_AssertFail : Promote/JobChange2-2[43]
 
Joined
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This isn't a help thread however! I will give you the one i got,

Code:
open [main]
    var PlayerHandle        ""
        LoginWait           ""

        RollingNumber       0

        Door1               ""
        Door2               ""
        Gambler             ""
        Roulette            ""
        DiceHandle1         ""
        DiceHandle2         ""
        DiceHandle3         ""
        DiceHandle4         ""
        DiceHandle5         ""
        DiceHandle6         ""

        SelectedDiceHandle  ""
        SelectedDiceNumber  ""     ; 1~6
        SelectedDiceHandle  ""

        RouletteResult      ""

        Center              ""
        Left                ""
        Right               ""

        Temp                ""
        InterruptBlock      ""
        InterruptArg        "".


    ; ¹®¸®Á¨, ´Ý±â
    doorbuild Door1 "Job2_GamOb_door" 550 1480 0 1000 "Normal".
    doorclose Door1 "Job2_Door00".
    doorbuild Door2 "Job2_GamOb_door" 550 2214 0 1000 "Normal".
    doorclose Door2 "Job2_Door00".

    npcstand Roulette "Job2_GamOb_stick-up"   554  551    0  1000 "Normal".

    npcstand DiceHandle1 "Job2_GamOb_dice-01"  646  498  0  1000 "Normal".
    npcstand DiceHandle2 "Job2_GamOb_dice-02"  646  600  0  1000 "Normal".
    npcstand DiceHandle3 "Job2_GamOb_dice-03"  556  654  0  1000 "Normal".
    npcstand DiceHandle4 "Job2_GamOb_dice-04"  468  600  0  1000 "Normal".
    npcstand DiceHandle5 "Job2_GamOb_dice-05"  468  498  0  1000 "Normal".
    npcstand DiceHandle6 "Job2_GamOb_dice-06"  556  449  0  1000 "Normal".


    scriptfile "JobChange2-2".

    waitlogin LoginWait.                                                    ; Ç÷¹À̾îÀÇ ·Î±ä ±â´Ù¸²
    if LoginWait == 0
    then open
        call "QuestFail".
    close

    findhandle PlayerHandle "Player" 0.                                     ; Ç÷¹À̾îÀÇ ÇÚµéÀ» ãÀ½(óÀ½ Çϳª¸¸)

    pause Sec 3.

    npcstand Gambler "Job2_JokerTm" 832 1018  0 1000 "Normal".

    pause Sec 2.

    ;;;;;;;;;;;;
    ;; ùÀλç ;;
    ;;;;;;;;;;;;
    chatwin "Job2_JokerTm" "Intro00".      ; "¾î¼­¿À°Ô"
    pause Sec 2.
    chatwin "Job2_JokerTm" "Intro01".
    pause Sec 2.
    chatwin "Job2_JokerTm" "Intro02".
    pause Sec 2.
    chatwin "Job2_JokerTm" "Intro03".
    pause Sec 2.
    chatwin "Job2_JokerTm" "Intro04".
    pause Sec 2.
    chatwin "Job2_JokerTm" "Intro05".


    timelimit Min 20.               ; Á¦Çѽð£ 20ºÐ
    interruptclear all.

    interruptset PlayerEliminate "" 1 "QuestFail".
    interruptset TimeOut "" 1 "QuestFail".

    ;;;;;;;;;;;;;;;;
    ;; ·ê·¿µ¹¸®±â ;;
    ;;;;;;;;;;;;;;;;
    open [Rouletting]
        SelectedDiceHandle = "".
        infinite
        open
            call "DeleteEffect".
            chatwin "Job2_JokerTm" "Roulette1".        ; "ÁÖ»çÀ§Áß Çϳª¸¦ °í¸£°í ·ê·¿À» µ¹·Á º¸°Ô³ª"
            SelectedDiceNumber = "".
            SelectedDiceHandle = "".


            ;;;; ÁÖ»çÀ§ ¼±Åà ´Ü°è
            interruptset NPCClickHandle "Dice" 99999 DiceHandle1    "DiceRoutine".
            interruptset NPCClickHandle "Dice" 99999 DiceHandle2    "DiceRoutine".
            interruptset NPCClickHandle "Dice" 99999 DiceHandle3    "DiceRoutine".
            interruptset NPCClickHandle "Dice" 99999 DiceHandle4    "DiceRoutine".
            interruptset NPCClickHandle "Dice" 99999 DiceHandle5    "DiceRoutine".
            interruptset NPCClickHandle "Dice" 99999 DiceHandle6    "DiceRoutine".
            interruptset NPCClickHandle "Dice" 99999 Roulette       "RouletteRoutine".

            open [DiceSelect]
                infinite
                open
                    waitinterrupt InterruptBlock "InterruptArg".
                    call InterruptBlock.
                close
            close   ;[DiceSelect]


            interrupterase "Dice".                              ; À̸§ÀÌ DiceÀÎ ÀÎÅÍ·´Æ® ¸ðµÎ Áö¿ò


            ;;;; ·ê·¿ µ¹¸®´Â ´Ü°è
            RollingNumber = RollingNumber + 1.

            ; 10ȸ ÀÌÈÄ¿¡´Â ¹«Á¶°Ç ¸ÂÃã
            if RollingNumber >= 10
            then open
                printf "Reinforce match".
                RouletteResult = SelectedDiceNumber.
            close
            else open
                printf "Random match".
                RouletteResult = [USER=11573]random[/USER](1 6).
            close

            animate Roulette "Stop" % RouletteResult.           ; ȸÀü ¾Ö´Ï¸ÞÀ̼Ç
            effectloc Temp "Job2_Gamble" 554 551 0 10000 1000.  ; ȸÀüÀÌÆåÆ® 10ÃÊ°£

            printf "Roullet : " % RouletteResult % " " % "Stop" % RouletteResult.


            ;;;; 10ÃÊ°£ ÁÖ»çÀ§ Èçµé±â
            animate DiceHandle1         "dice_move".
            animate DiceHandle2         "dice_move".
            animate DiceHandle3         "dice_move".
            animate DiceHandle4         "dice_move".
            animate DiceHandle5         "dice_move".
            animate DiceHandle6         "dice_move".
            animate SelectedDiceHandle  "dice_on".

            pause Sec 11.                                       ; ¸ØÃâ ¶§±îÁö ±â´Ù¸²



            ;;;; 10ÃÊÈÄ ÁÖ»çÀ§ ¸ØÃß±â
            animate DiceHandle1         "dice_off".
            animate DiceHandle2         "dice_off".
            animate DiceHandle3         "dice_off".
            animate DiceHandle4         "dice_off".
            animate DiceHandle5         "dice_off".
            animate DiceHandle6         "dice_off".
            animate SelectedDiceHandle  "dice_on".


;¹«Á¶°Ç ¸ÂÃß±â(Áö¿ï°Í)
;RouletteResult = SelectedDiceNumber.

            if RouletteResult === SelectedDiceNumber
            then open           ; ¸ÂÃß¾úÀ½
                effectloc Temp "Job2_GamS" 554 551 0 4000 1000.  ; ¼º°øÀÌÆåÆ® 4ÃÊ°£
                chatwin "Job2_JokerTm" "PlayerWin".      ; "³» ¿îµµ ´Ù µÈ ¸ð¾çÀ̱º. ÀÚ³×°¡ ÀÌ°å³×"
                break "Rouletting".
            close


            ;;;; ¸÷°ú ½Î¿ì´Â ´Ü°è
            open [MobFight]
                effectloc Temp "Job2_GamF" 554 551 0 5000 1000.  ; ½ÇÆÐÀÌÆåÆ® 5ÃÊ°£
                regengroup "Job2_Dn01" "Job2_Dice" % RouletteResult % "-1".
                regengroup "Job2_Dn01" "Job2_Dice" % RouletteResult % "-2".

                interruptset MobEliminate "" 1 "MobBreak".
                pause Sec 5.    ; ¸®Á¨µÉ ¶§¸¦ ±â´Ù¸²

                infinite
                open
                    waitinterrupt InterruptBlock "InterruptArg".
                    call InterruptBlock.
                close
            close   ;[MobFight]
        close
    close   ;[Rouletting]


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;; ¸¶Áö¸· ¹æÀ¸·Î µé¾î°¡±â ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    chatwin "Job2_JokerTm" "Reward".      ; "ÀÚ³×°¡ ã´Â °ÍÀº Àú ¾È¿¡ ÀÖ³×"
    dooropen Door1 "Job2_Door00".
    dooropen Door2 "Job2_Door00".

    interruptclear all.
    interruptset PlayerEliminate "" 1 "QuestFail".
    interruptset TimeOut "" 1 "QuestFail".

    interruptset AreaEntry "" 1 "Job2_Zone00" "LastRoomEntry".

    open [WaitLastBattle]
        infinite
        open
            waitinterrupt InterruptBlock "InterruptArg".
            call InterruptBlock.
        close
    close   ;[WaitLastBattle]


    ;;;;;;;;;;;;;;;;;
    ;; ¸¶Áö¸· ÀüÅõ ;;
    ;;;;;;;;;;;;;;;;;
    doorclose Door1 "Job2_Door00".
    doorclose Door2 "Job2_Door00".

    mobregen Gambler "Job2_JokerT" 555 2594 273 1000 "Normal".
    chatwin "Job2_JokerT" "Betray".        ; "³×µûÀ§¿¡°Ô º¸¹°À» »¯±æ¼ø ¾ø¾î"

    interruptset TimeOut "" 1 "QuestFail".
    interruptset DeadHandle "" 1 Gambler "QuestSuc".

    open [LastBattle]
        infinite
        open
            waitinterrupt InterruptBlock "InterruptArg".
            call InterruptBlock.
        close
    close
close

open [DeleteEffect]
    if SelectedDiceHandle != ""
    then open
        animate SelectedDiceHandle "dice_off".
    close

    SelectedDiceHandle = "".
close

open [FindDice]    ; ¾î¶² ÁÖ»çÀ§°¡ Ŭ¸¯µÇ¾ú´ÂÁö È®ÀÎ(°á°ú´Â SelectedDiceNumber¿¡ ÀúÀå)
    printf "FindDice".
    SelectedDiceNumber = 1.
    while SelectedDiceNumber <= 6
    open
        printf "Num " % SelectedDiceNumber % " left " % SelectedDiceHandle % " Right " % #("DiceHandle" % SelectedDiceNumber).
        if SelectedDiceHandle === #("DiceHandle" % SelectedDiceNumber)
        then open
            break "FindDice".
        close
        SelectedDiceNumber = SelectedDiceNumber + 1.
    close
close

open [DiceRoutine]
    call "DeleteEffect".

    SelectedDiceHandle = InterruptArg.

    ; ¾î¶² ÁÖ»çÀ§°¡ Ŭ¸¯µÇ¾ú´ÂÁö È®ÀÎ
    call "FindDice".

    if SelectedDiceNumber > 6
    then open
        SelectedDiceNumber = "".
        SelectedDiceHandle = "".
        call "DeleteEffect".
        break "DiceRoutine".
    close

    animate SelectedDiceHandle "dice_on".
close

open [RouletteRoutine]
    if SelectedDiceNumber == ""
    then open
        chatwin "Job2_JokerTm" "NotSelect".      ; "¸ÕÀú ÁÖ»çÀ§¸¦ ¼±ÅÃÇ϶ó´Ï±î"
    close
    else open
        chatwin "Job2_JokerTm" "Luck".      ; "Àڳ׿¡°Ô Çà¿îÀ»... ±×¸®°í ³»°Ô´Â ´õ Å« Çà¿îÀ»... ũũŪ"
        break "DiceSelect".
    close
close

open [MobBreak]
    break "MobFight".
close

open [LastRoomEntry]
    break "WaitLastBattle".
close

open [QuestSuc]
    itemdrop Gambler "Job2_STpiece3" 1000000.       ; µå·Ó(100% È®·ü)

    chatwin "Job2_JokerTm" "LastScript0".
    pause Sec 2.
    chatwin "Job2_JokerTm" "LastScript1".

    questresult Suc.                   ; ¼º°øÆÐŶ ³¯¸²

    broadcast all "RouReturn30".
    pause sec 10.
    broadcast all "RouReturn20".
    pause sec 10.
    broadcast all "RouReturn10".
    pause sec 5.
    broadcast all "RouReturn5".
    pause sec 5.
    linkto all "RouN" "RouN" 6203 7547.
    break "main".
close

open [QuestFail]
    questresult Fail.                  ; ½ÇÆÐÆÐŶ ³¯¸²

    broadcast all "RouReturn30".
    pause sec 10.
    broadcast all "RouReturn20".
    pause sec 10.
    broadcast all "RouReturn10".
    pause sec 5.
    broadcast all "RouReturn5".
    pause sec 5.
    linkto all "RouN" "RouN" 6203 7547.
    break "main".
close

It goes into the folder: .\9Data\Hero\ScenarioBookShelf\Promote
 
Experienced Elementalist
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Jul 27, 2014
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Didn't realise this is a help thread...
It's not I was just asking a question about the release. I figured this problem wasn't serious enough to create a whole help thread about. I apologize if it bothered you.

EDIT: Seeing as Evildarklang's solution didn't work, I'll open a help thread.
 
Last edited:
Skilled Illusionist
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Jul 12, 2011
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what is on line [43] of the file "JobChange2-2" in folder Promote?
 
Skilled Illusionist
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Jul 12, 2011
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Looks like an attempt to make the char wave. After that it just waits 1 min and you get the item.
I would say, just guessing, CharClass() does not exist.

I would recommend using the other script.
 
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