Jump to content
  • 0

HELP with jobmaster!


Question

Posted (edited)

Hi there, need help with a script that I saw on a server I played before.

You have an option to have 1 Instant Job changed character per account. When you used the instant the only option your account will get is the regular job master script. 

 

I have the job change script, but I don't know how to make the 1 instant change. Can someone help me please. Thank you!

BTW, my server is Renewal, 3rd Jobs with Base Level 175 and Job level 60.

Edited by Yami

4 answers to this question

Recommended Posts

Posted

Hi, I tried to edit the scripts you guys gave me and got this script.
there's no error but I can't click the NPC. Anyone can help me with this?

 

I made the 2 scripts as a function then the main npc will call on them depending if they already got the autojob or not.

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

prontera,153,193,6	script	Job Master	923,{

if (#auto == 0) { callfunc "autojob"; }

else { callfunc "Class Master"; }
}


function	script	autojob	{
OnInit:
setarray .JobList[0],4060,4061,4062,4063,4064,4065,4015,4073,4074,4075,4076,4077,4078,4079;
.BaseLevel = 175; // change to 1
.JobLevel = 60; // change to 1
.SkillPoints = 127; // just remove this

.@size = getarraysize( .JobList );
for( .@i = 0; .@i < .@size; .@i++ )
	.Menu$ = .Menu$ + jobname( .JobList[.@i] )+":";
end;


if( Class  != 0 ){
	mes "You are not a novice!";
}else{
	.@i = select( .Menu$ ) - 1;
	if( select( "Change to "+jobname( .JobList[.@i] )+"?:Cancel" ) == 1 ){
		jobchange .JobList[.@i];
		BaseLevel = .BaseLevel;
		JobLevel = .JobLevel;
		SkillPoint = .SkillPoints; // you can comment this out to get no skill points
		set #auto, 1;
		mes "DONE";
	}
}
end;
}	//end autojob


function	script	Class Master	{
function Job_Menu;
	mes "[Job Master]";
	if (Class > Job_Soul_Linker) {
		mes "No more jobs are available.";
		close;
	}
	if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
		mes "Please remove your " +
			((checkfalcon()) ? "falcon" : "") +
			((checkcart()) ? "cart" : "") +
			((checkriding()) ? "Peco" : "") +
			((ismounting()) ? "mount" : "") +
			" before proceeding.";
		close;
	}
	if (.SkillPointCheck && SkillPoint) {
		mes "Please use all your skill points before proceeding.";
		close;
	}

	.@eac = eaclass();
	.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
	if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@jlvl = .Rebirth[1] - JobLevel;
			mes "You need " +
				((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
				((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
			close;
		}
		if (Class > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			.@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
			if (.@i == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	.@j1 = roclass(.@eac|EAJL_2_1);
	.@j2 = roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
		setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99;
	if (Class == Job_Ninja || Class == Job_Gunslinger)
		setarray .@exp[0], .@j1, 70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@jlvl = .@exp[1] - JobLevel;
			mes "You need " +
				((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
				((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
			close;
		}
		mes "Switch to " + jobname(.@exp[0]) + "?";
		next;
		Job_Menu(.@exp[0]);
		close;
	}
	if (.@eac&EAJL_2)
		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
		if (JobLevel < .JobReq[0])
			mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class.";
		else if (Class == Job_Novice_High && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else {
			switch(Class) {
			case 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
				);
				break;
			case Job_Novice_High:
				Job_Menu(
					Job_Swordman_High,
					Job_Mage_High,
					Job_Archer_High,
					Job_Acolyte_High,
					Job_Merchant_High,
					Job_Thief_High
				);
				break;
			case 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
				);
				break;
			default:
				mes "An error has occurred.";
				break;
			}
		}
		close;
	}
	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
		mes "No more jobs are available.";
	else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
		mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob + Job_Novice_High);
	} else
		Job_Menu(.@j1, .@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); .@i++)
				.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
			.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
			next;
			.@i = getarg(select(.@menu$) - 1, 0);
			if (!.@i)
				close;
			if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			.@i = getarg(0);
		if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
			mes "[Job Master]";
			mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
			if (.@i == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange .@i;
			if (.@i == Job_Novice_High)
				resetlvl(1);
			else if (.@i == Job_Baby) {
				resetstatus;
				resetskill;
				set SkillPoint,0;
			}
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.Platinum)
				callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill "NV_FIRSTAID",1,SKILL_PERM;
	switch (BaseClass) {
	case Job_Novice:
		if (Class != Job_SuperNovice)
			skill "NV_TRICKDEAD",1,SKILL_PERM;
		break;
	case Job_Swordman:
		skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
		skill "SM_FATALBLOW",1,SKILL_PERM;
		skill "SM_AUTOBERSERK",1,SKILL_PERM;
		break;
	case Job_Mage:
		skill "MG_ENERGYCOAT",1,SKILL_PERM;
		break;
	case Job_Archer:
		skill "AC_MAKINGARROW",1,SKILL_PERM;
		skill "AC_CHARGEARROW",1,SKILL_PERM;
		break;
	case Job_Acolyte:
		skill "AL_HOLYLIGHT",1,SKILL_PERM;
		break;
	case Job_Merchant:
		skill "MC_CARTREVOLUTION",1,SKILL_PERM;
		skill "MC_CHANGECART",1,SKILL_PERM;
		skill "MC_LOUD",1,SKILL_PERM;
		break;
	case Job_Thief:
		skill "TF_SPRINKLESAND",1,SKILL_PERM;
		skill "TF_BACKSLIDING",1,SKILL_PERM;
		skill "TF_PICKSTONE",1,SKILL_PERM;
		skill "TF_THROWSTONE",1,SKILL_PERM;
		break;
	default:
		break;
	}
	switch (BaseJob) {
	case Job_Knight:
		skill "KN_CHARGEATK",1,SKILL_PERM;
		break;
	case Job_Priest:
		skill "PR_REDEMPTIO",1,SKILL_PERM;
		break;
	case Job_Wizard:
		skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
		break;
	case Job_Blacksmith:
		skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
		skill "BS_GREED",1,SKILL_PERM;
		break;
	case Job_Hunter:
		skill "HT_PHANTASMIC",1,SKILL_PERM;
		break;
	case Job_Assassin:
		skill "AS_SONICACCEL",1,SKILL_PERM;
		skill "AS_VENOMKNIFE",1,SKILL_PERM;
		break;
	case Job_Crusader:
		skill "CR_SHRINK",1,SKILL_PERM;
		break;
	case Job_Monk:
		skill "MO_KITRANSLATION",1,SKILL_PERM;
		skill "MO_BALKYOUNG",1,SKILL_PERM;
		break;
	case Job_Sage:
		skill "SA_CREATECON",1,SKILL_PERM;
		skill "SA_ELEMENTWATER",1,SKILL_PERM;
		skill "SA_ELEMENTGROUND",1,SKILL_PERM;
		skill "SA_ELEMENTFIRE",1,SKILL_PERM;
		skill "SA_ELEMENTWIND",1,SKILL_PERM;
		break;
	case Job_Rogue:
		skill "RG_CLOSECONFINE",1,SKILL_PERM;
		break;
	case Job_Alchemist:
		skill "AM_BIOETHICS",1,SKILL_PERM;
		break;
	case Job_Bard:
		skill "BA_PANGVOICE",1,SKILL_PERM;
		break;
	case Job_Dancer:
		skill "DC_WINKCHARM",1,SKILL_PERM;
		break;
	default:
		break;
	}
	return;

OnInit:
	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	.ThirdClass = 1;			// Enable third classes? (1: yes / 0: no)
	.SecondExpanded = 1;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	.SNovice = 50;				// Minimum base level to turn into Super Novice
	.LastJob = 1;				// Enforce linear class changes? (1: yes / 0: no)
	.SkillPointCheck = 1;		// Force player to use up all skill points? (1: yes / 0: no)
	.Platinum = 1;				// Get platinum skills automatically? (1: yes / 0: no)
	end;
}	// end jobmaster


Nvm guys, I got it working :)

Posted

Not my script, but this can probably help you out.

 

//==============================================================================//
//= Script Release : Login Event Auto Max
//==================================By==========================================//
//= ManiacSociety
//==============================================================================//
//= Idea Came From : ManiacSociety
//= Helper : Emistry & Kenpachi
//==============================================================================//
//= Description
//==============================================================================//
//=1. When you login auto pick up your job and then max level 99/70, and skillall
//=2. When you tried to reconnect or character select the npc will denied for
//using it again if you trans already.
//=3. How many character in one account can used it?
//As many as you want the max account character.
//==============================================================================//
//= Rules for using this script
//=1. Do not claim it as yours.
//=2. Do not change the credits.
//=3. Do not sell the script to earn money.
//==============================================================================//
- script freebies -1,{

OnPCLoginEvent:
if(Class != 0 && BaseLevel == 1 && JobLevel == 1 && BaseExp == 0 && #freebies == 1) goto LEnd;
if( Class != 0 ) goto LEnd;
mes "[Anima]";
mes "Do you want to become much stonger?";
next;
mes "Please select your job!";
next;
menu "Lord Knight",L0,"High Priest",L1,"High Wizard",L2,"Whitesmith",L3,"Sniper",L4,"Assassin Cross",L5,"Paladin",L6,"Champion",L7,"Professor",L8,"Stalker",L9,"Creator",L10,"Clown",L11,"Gypsy",L12,"Super Novice",L13,"Ninja",L14,"Gunslinger",L15,"Soul Linker",L16,"Cancel",LEnd;


//--Lord Knight
L0:
jobchange 4008;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
set #Freebies,1; //Add this to all the other classes
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--High Priest
L1:
jobchange 4009;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--High Wizard
L2:
jobchange 4010;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Whitesmith
L3:
jobchange 4011;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Sniper
L4:
jobchange 4012;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Assassin Cross
L5:
jobchange 4013;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Paladin
L6:
jobchange 4015;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Champion
L7:
jobchange 4016;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Professor
L8:
jobchange 4017;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Stalker
L9:
jobchange 4018;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Creator
L10:
jobchange 4019;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Clown
L11:
jobchange 4020;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Gypsy
L12:
jobchange 4021;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Super Novice
L13:
jobchange 23;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
close;

//--Ninja
L14:
jobchange 25;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Gunslinger
L15:
jobchange 24;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;

//--Soul Linker
L16:
jobchange 4049;
set baselevel,99;
set joblevel,70;
set skillpoint,127;
ResetSkill;
ResetStatus;
//atcommand "@allskill "+@player$;
//atcommand "@allskill "+@player$;
percentheal 100,100;
close;


LEnd:
mes "[Anima]";
mes "You`ve already a Trans Job and cannot be changed anymore sorry.";
close;
}

Join the conversation

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

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

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

×   Your previous content has been restored.   Clear editor

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...