i have a problem with this script i dont know why.help me please.
here's the script
prontera,114,100,4 script All in One NPC 100,{
mes "[All in One NPC]";
mes "Please select:";
next;
switch(select("Job Master:Rental:Reset:Platinum Skills")) {
case 1:
callfunc "jobmaster";
break;
case 2:
callfunc "rental";
break;
case 3:
callfunc "reset";
break;
case 4:
callfunc "platinum";
break;
}
}
function script jobmaster {
mes "^ff0000[All in One NPC]^000000";
if(Class >= Job_Rune_Knight) goto L_noReq;
if(SkillPoint != 0)
{
mes "I'm sorry, please use up all your skill points before changing jobs";
mes "Please come again soon!";
close;
}
if(JobLevel < 10) goto L_LvError;
switch(Class){
case Job_Novice_High:
case Job_Baby:
case Job_Novice:
skill 142,1,0;
skill 143,1,0;
mes "Welcome, please select the job you wish to change into";
if(lastJob != 0 && Class == Job_Novice_High){
switch(lastJob){
case Job_Knight:
case Job_Crusader:
set @target_job, Job_Swordman_High;
break;
case Job_Monk:
case Job_Priest:
set @target_job, Job_Acolyte_High;
break;
case Job_Alchemist:
case Job_Blacksmith:
set @target_job, Job_Merchant_High;
break;
case Job_Rogue:
case Job_Assassin:
set @target_job, Job_Thief_High;
break;
case Job_Wizard:
case Job_Sage:
set @target_job, Job_Mage_High;
break;
case Job_Hunter:
case Job_Bard:
case Job_Dancer:
set @target_job, Job_Archer_High;
break;
}
} else {
switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
"Super Novice","Taekwon","Gunslinger","Ninja")){
case 7:
if(Class == Job_Novice_High) goto L_noReq;
if($@JC_SupNovM > BaseLevel) goto L_BvError;
if(Upper == 2)
set @target_job, Job_Super_Baby;
else
set @target_job, Job_SuperNovice;
break;
case 8:
if(Class == Job_Novice_High) goto L_noReq;
if(Upper == 2) goto L_noReq;
set @target_job, Job_Taekwon;
break;
case 9:
case 10:
if(Class == Job_Novice_High || Upper == 2) goto L_noReq;
set @target_job, @menu + 15;
break;
default:
set @target_job, @menu;
if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
break;
}
}
mes "Are you sure you want to change to " + JobName(@target_job) + "?";
if(select("Yes","No") == 1){
callfunc "Job_Change", @target_job;
if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
callfunc "F_ClearJobVar";
} else {
if($@JC_Plat) goto L_GivePlat;
}
}
close;
break;
default:
if(JobLevel < $@JC_MinimumJB) goto L_LvError;
deletearray @job_opt, getarraysize(@job_opt);
if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){
if(lastJob != 0 && Class >= Job_Swordman_High){ // lastJob could have been set before changing back to non-trans
set @target_job, lastJob + 4001;
} else {
switch(Class){
case Job_Swordman_High:
case Job_Baby_Swordman:
case Job_Swordman:
set @job_opt[0], Job_Knight;
set @job_opt[1], Job_Crusader;
break;
case Job_Mage_High:
case Job_Baby_Mage:
case Job_Mage:
set @job_opt[0], Job_Wizard;
set @job_opt[1], Job_Sage;
break;
case Job_Archer_High:
case Job_Baby_Archer:
case Job_Archer:
set @job_opt[0], Job_Hunter;
if(Sex == 0)
set @job_opt[1], Job_Dancer;
else
set @job_opt[1], Job_Bard;
break;
case Job_Acolyte_High:
case Job_Baby_Acolyte:
case Job_Acolyte:
set @job_opt[0], Job_Priest;
set @job_opt[1], Job_Monk;
break;
case Job_Merchant_High:
case Job_Baby_Merchant:
case Job_Merchant:
set @job_opt[0], Job_Blacksmith;
set @job_opt[1], Job_Alchemist;
break;
case Job_Thief_High:
case Job_Baby_Thief:
case Job_Thief:
set @job_opt[0], Job_Assassin;
set @job_opt[1], Job_Rogue;
break;
default:
set @job_opt[0], Job_Star_Gladiator;
set @job_opt[1], Job_Soul_Linker;
break;
}
mes "Welcome, please select the job you wish to change into";
set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];
if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
}
mes "Are you sure you want to change to " + JobName(@target_job) + "?";
if(select("Yes","No")==1){
callfunc "Job_Change", @target_job;
if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
callfunc "F_ClearJobVar";
} else {
if($@JC_Plat) goto L_GivePlat;
}
}
close;
}
if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
if((Class >= Job_Knight) && (Class <= Job_Crusader2)){
mes "Would you like to be reborn or change to 3rd class?";
switch(select("I want to be reborn!", "I want to change to 3rd class!", "Cancel"))
{
case 1:
mes "Are you sure you want to be reborn?";
if(select("Yes", "No")==1){
set lastJob, Class;
if(Class == Job_Knight2){
set lastJob, Job_Knight;
} else {
if(Class == Job_Crusader2){
set lastJob, Job_Crusader;
}
}
jobchange Job_Novice_High;
resetlvl(1);
skill 142,1,0;
skill 143,1,0;
}
break;
case 2:
goto L_Third;
}
close;
}
if (Class >= Job_Lord_Knight && Class <= Job_Paladin2)
{
if(JobLevel < 50) goto L_cantCh;
goto L_Third;
}
}
mes "I'm sorry, there are no further classes for your job.";
close;
L_Third:
set @target_job, roclass(eaclass() | EAJL_THIRD);
mes "Are you sure you want to change to " + JobName(@target_job) + "?";
if(select("Yes", "No")==1){
callfunc "Job_Change", @target_job;
}
close;
L_GivePlat:
if (BaseClass==Job_SuperNovice) goto L_sSuperN;
if (BaseClass==Job_Swordman) goto L_sSword;
if (BaseClass==Job_Mage) goto L_sMage;
if (BaseClass==Job_Archer) goto L_sArcher;
if (BaseClass==Job_Acolyte) goto L_sAcolyte;
if (BaseClass==Job_Merchant) goto L_sMerchant;
if (BaseClass==Job_Thief) goto L_sThief;
close;
L_sSuperN:
skill 142,1,0;
close;
L_sSword:
skill 142,1,0;
skill 144,1,0;
skill 145,1,0;
skill 146,1,0;
close;
L_sMage:
skill 142,1,0;
skill 157,1,0;
close;
L_sArcher:
skill 142,1,0;
skill 147,1,0;
skill 148,1,0;
close;
L_sAcolyte:
skill 142,1,0;
skill 156,1,0;
close;
L_sMerchant:
skill 142,1,0;
skill 153,1,0;
skill 154,1,0;
skill 155,1,0;
close;
L_sThief:
skill 142,1,0;
skill 149,1,0;
skill 150,1,0;
skill 151,1,0;
skill 152,1,0;
close;
L_cantCh:
mes "I'm sorry, you do not meet the requirements to change";
mes "Please come again soon!";
close;
L_LvError:
mes "I'm sorry, you do not seem to have enough Job Levels";
mes "Please come again soon!";
close;
L_BvError:
mes "I'm sorry, you do not seem to have enough Base Levels";
mes "Please come again soon!";
close;
L_noReq:
mes "I'm sorry, you do not meet the requirements to change";
mes "Please come again soon!";
close;
L_remove:
mes "Please remove your cart,falcon or peco";
mes "Please come again soon!";
close;
OnInit:
// Variable Setup
set $@JC_MinimumJB, 40; //Minimum job level for changing to 2nd classes (Default : 40)
set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)
set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45)
end;
}
function script rental {
mes "[All in One NPC]";
mes "Hi, here you can rent Carts, Falcons or Pecopecos.";
next;
switch(select("Cart:Falcon:Peco")) {
case 1:
if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) {
setcart;
close;
} else {
mes "[All in One NPC]";
mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";
close;
}
case 2:
if(BaseJob != Job_Archer && BaseClass == Job_Archer && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) {
setfalcon;
close;
} else {
mes "[All in One NPC]";
mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";
close;
}
case 3:
if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0) {
setriding;
close;
} else {
mes "[All in One NPC]";
mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill.";
close;
}
}
}
function script reset {
set .rskill,5000; // Set value in zeny for skill reset here
set .rstat,5000; // Set value in zeny for stat reset here
set .rboth,9000; // Set value for "package deal" (i.e.: reseting both) here.
mes "[All in One NPC]";
mes "I am a All in One NPC.";
mes "Reset Stats: "+ .rstat +"z";
mes "Reset Skills: "+ .rskill +"z";
mes "Reset Both: "+ .rboth +"z";
mes "Please select the service you want:";
next;
switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Quit")) {
case 1:
mes "[All in One NPC]";
if (Zeny < .rskill) {
mes "Sorry, you don't have enough Zeny.";
close;
}
mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
set Zeny,Zeny-.rskill;
ResetSkill;
close;
case 2:
mes "[All in One NPC]";
if (Zeny < .rstat) {
mes "Sorry, you don't have enough Zeny.";
close;
}
mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
set Zeny,Zeny-.rstat;
ResetStatus;
close;
case 3:
mes "[All in One NPC]";
if (Zeny < .rboth) {
mes "Sorry, you don't have enough Zeny.";
close;
}
mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
set Zeny,Zeny-.rboth;
ResetSkill;
ResetStatus;
close;
case 4:
mes "Come again soon!";
close;
}
}
function script platinum {
mes "[All in One NPC]";
mes "I can give you the special skills available to your job.";
mes "Would you like these skills now?";
next;
if (select("Yes Please:No thanks") == 2) {
mes "[All in One NPC]";
mes "Have a nice day... >.>";
close;
}
skill 142,1,0; // First Aid
if (BaseClass == Job_Novice) {
skill 143,1,0; // Play Dead
} else if (BaseClass == Job_Swordman) {
skill 144,1,0; // Moving HP-Recovery
skill 145,1,0; // Fatal Blow
skill 146,1,0; // Auto Berserk
} else if (BaseClass == Job_Mage) {
skill 157,1,0; // Energy Coat
} else if (BaseClass == Job_Archer) {
skill 147,1,0; // Arrow Crafting
skill 148,1,0; // Arrow Repel
} else if (BaseClass == Job_Merchant) {
skill 153,1,0; // Cart Revolution
skill 154,1,0; // Change Cart
skill 155,1,0; // Crazy Uproar
} else if (BaseClass == Job_Thief) {
skill 149,1,0; // Sand Attack
skill 150,1,0; // Back Slide
skill 151,1,0; // Find Stone
skill 152,1,0; // Stone Fling
} else if (BaseClass == Job_Acolyte) {
skill 156,1,0; // Holy Light
}
if (Class == Job_Knight || Class == Job_Lord_Knight) {
skill 1001,1,0; // Charge Attack
} else if (Class == Job_Crusader || Class == Job_Paladin) {
skill 1002,1,0; // Shrink
} else if (Class == Job_Wizard || Class == Job_High_Wizard) {
skill 1006,1,0; // Sight Blaster
} else if (Class == Job_Sage || Class == Job_Professor) {
skill 1007,1,0; // Create Elemental Converter
skill 1008,1,0; // Elemental Change Water
skill 1017,1,0; // Elemental Change Earth
skill 1018,1,0; // Elemental Change Fire
skill 1019,1,0; // Elemental Change Wind
} else if (Class == Job_Hunter || Class == Job_Sniper) {
skill 1009,1,0; // Phantasmic Arrow
} else if (Class == Job_Bard || Class == Job_Clown) {
skill 1010,1,0; // Pang Voice
} else if (Class == Job_Dancer || Class == Job_Gypsy) {
skill 1011,1,0; // Wink of Charm
} else if (Class == Job_Blacksmith || Class == Job_Whitesmith) {
skill 1012,1,0; // Unfair Trick
skill 1013,1,0; // Greed
} else if (Class == Job_Alchemist || Class == Job_Creator) {
skill 238,1,0; // Bioethics
} else if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
skill 1003,1,0; // Sonic Acceleration
skill 1004,1,0; // Throw Venom Knife
} else if (Class == Job_Rogue || Class == Job_Stalker) {
skill 1005,1,0; // Close Confine
} else if (Class == Job_Priest || Class == Job_High_Priest) {
skill 1014,1,0; // Redemptio
} else if (Class == Job_Monk || Class == Job_Champion) {
skill 1015,1,0; // Ki Translation
skill 1016,1,0; // Ki Explosion
}
mes "[All in One NPC]";
mes "There you go!";
close;
}
Question
louigui0224
i have a problem with this script i dont know why.help me please.
prontera,114,100,4 script All in One NPC 100,{ mes "[All in One NPC]"; mes "Please select:"; next; switch(select("Job Master:Rental:Reset:Platinum Skills")) { case 1: callfunc "jobmaster"; break; case 2: callfunc "rental"; break; case 3: callfunc "reset"; break; case 4: callfunc "platinum"; break; } } function script jobmaster { mes "^ff0000[All in One NPC]^000000"; if(Class >= Job_Rune_Knight) goto L_noReq; if(SkillPoint != 0) { mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Please come again soon!"; close; } if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Baby: case Job_Novice: skill 142,1,0; skill 143,1,0; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_Super_Baby; else set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("Yes","No") == 1){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0 && Class >= Job_Swordman_High){ // lastJob could have been set before changing back to non-trans set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Baby_Swordman: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Baby_Mage: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Baby_Archer: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Baby_Acolyte: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Baby_Merchant: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Baby_Thief: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("Yes","No")==1){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >= Job_Knight) && (Class <= Job_Crusader2)){ mes "Would you like to be reborn or change to 3rd class?"; switch(select("I want to be reborn!", "I want to change to 3rd class!", "Cancel")) { case 1: mes "Are you sure you want to be reborn?"; if(select("Yes", "No")==1){ set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; } break; case 2: goto L_Third; } close; } if (Class >= Job_Lord_Knight && Class <= Job_Paladin2) { if(JobLevel < 50) goto L_cantCh; goto L_Third; } } mes "I'm sorry, there are no further classes for your job."; close; L_Third: set @target_job, roclass(eaclass() | EAJL_THIRD); mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("Yes", "No")==1){ callfunc "Job_Change", @target_job; } close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_cantCh: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_remove: mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing to 2nd classes (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; } function script rental { mes "[All in One NPC]"; mes "Hi, here you can rent Carts, Falcons or Pecopecos."; next; switch(select("Cart:Falcon:Peco")) { case 1: if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) { setcart; close; } else { mes "[All in One NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 2: if(BaseJob != Job_Archer && BaseClass == Job_Archer && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) { setfalcon; close; } else { mes "[All in One NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 3: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0) { setriding; close; } else { mes "[All in One NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } } } function script reset { set .rskill,5000; // Set value in zeny for skill reset here set .rstat,5000; // Set value in zeny for stat reset here set .rboth,9000; // Set value for "package deal" (i.e.: reseting both) here. mes "[All in One NPC]"; mes "I am a All in One NPC."; mes "Reset Stats: "+ .rstat +"z"; mes "Reset Skills: "+ .rskill +"z"; mes "Reset Both: "+ .rboth +"z"; mes "Please select the service you want:"; next; switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Quit")) { case 1: mes "[All in One NPC]"; if (Zeny < .rskill) { mes "Sorry, you don't have enough Zeny."; close; } mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,Zeny-.rskill; ResetSkill; close; case 2: mes "[All in One NPC]"; if (Zeny < .rstat) { mes "Sorry, you don't have enough Zeny."; close; } mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,Zeny-.rstat; ResetStatus; close; case 3: mes "[All in One NPC]"; if (Zeny < .rboth) { mes "Sorry, you don't have enough Zeny."; close; } mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,Zeny-.rboth; ResetSkill; ResetStatus; close; case 4: mes "Come again soon!"; close; } } function script platinum { mes "[All in One NPC]"; mes "I can give you the special skills available to your job."; mes "Would you like these skills now?"; next; if (select("Yes Please:No thanks") == 2) { mes "[All in One NPC]"; mes "Have a nice day... >.>"; close; } skill 142,1,0; // First Aid if (BaseClass == Job_Novice) { skill 143,1,0; // Play Dead } else if (BaseClass == Job_Swordman) { skill 144,1,0; // Moving HP-Recovery skill 145,1,0; // Fatal Blow skill 146,1,0; // Auto Berserk } else if (BaseClass == Job_Mage) { skill 157,1,0; // Energy Coat } else if (BaseClass == Job_Archer) { skill 147,1,0; // Arrow Crafting skill 148,1,0; // Arrow Repel } else if (BaseClass == Job_Merchant) { skill 153,1,0; // Cart Revolution skill 154,1,0; // Change Cart skill 155,1,0; // Crazy Uproar } else if (BaseClass == Job_Thief) { skill 149,1,0; // Sand Attack skill 150,1,0; // Back Slide skill 151,1,0; // Find Stone skill 152,1,0; // Stone Fling } else if (BaseClass == Job_Acolyte) { skill 156,1,0; // Holy Light } if (Class == Job_Knight || Class == Job_Lord_Knight) { skill 1001,1,0; // Charge Attack } else if (Class == Job_Crusader || Class == Job_Paladin) { skill 1002,1,0; // Shrink } else if (Class == Job_Wizard || Class == Job_High_Wizard) { skill 1006,1,0; // Sight Blaster } else if (Class == Job_Sage || Class == Job_Professor) { skill 1007,1,0; // Create Elemental Converter skill 1008,1,0; // Elemental Change Water skill 1017,1,0; // Elemental Change Earth skill 1018,1,0; // Elemental Change Fire skill 1019,1,0; // Elemental Change Wind } else if (Class == Job_Hunter || Class == Job_Sniper) { skill 1009,1,0; // Phantasmic Arrow } else if (Class == Job_Bard || Class == Job_Clown) { skill 1010,1,0; // Pang Voice } else if (Class == Job_Dancer || Class == Job_Gypsy) { skill 1011,1,0; // Wink of Charm } else if (Class == Job_Blacksmith || Class == Job_Whitesmith) { skill 1012,1,0; // Unfair Trick skill 1013,1,0; // Greed } else if (Class == Job_Alchemist || Class == Job_Creator) { skill 238,1,0; // Bioethics } else if (Class == Job_Assassin || Class == Job_Assassin_Cross) { skill 1003,1,0; // Sonic Acceleration skill 1004,1,0; // Throw Venom Knife } else if (Class == Job_Rogue || Class == Job_Stalker) { skill 1005,1,0; // Close Confine } else if (Class == Job_Priest || Class == Job_High_Priest) { skill 1014,1,0; // Redemptio } else if (Class == Job_Monk || Class == Job_Champion) { skill 1015,1,0; // Ki Translation skill 1016,1,0; // Ki Explosion } mes "[All in One NPC]"; mes "There you go!"; close; }
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