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[ Solved ] M>Job Changer NPC


Sallycantdance

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hello is there anyway i can make this script for the 1st job change is 50k zeny and for the 2nd job change is 100k zeny?
thank you in advance

 

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//===== 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.
//============================================================
payon,171,210,8     script     Job Changer NPC     4_M_ROYALGUARD,{
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 (Class > Job_Crusader2) {
            mes "Switch to third class?";
            next;
            Job_Menu(roclass(.@eac|EAJL_THIRD));
            close;
        }
    }
    .@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_Super_Novice,
                    Job_Swordman,
                    Job_Mage,
                    Job_Archer,
                    Job_Acolyte,
                    Job_Merchant,
                    Job_Thief
                );
                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 "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
            announce "Congratulations "+strcharinfo(0)+" you are " +callfunc("F_InsertArticle", jobname(.@i)) + " now!",bc_all,0xFFFF00;
            if (.@i == Job_Novice_High && .LastJob)
                lastJob = Class;
            jobchange .@i;
        callsub Get_Job_Equip;
            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;
  
  Get_Job_Equip:
    // Note: The item is dropping, when the player can't hold it.
    // But that's better than not giving the item at all.
    .@eac = eaclass();
    if( .@eac&EAJL_FOURTH ) {
        // Fourth Class Items
        getitem 490087,1; // Hourglass Necklace
    } else if( .@eac&EAJL_THIRD ) {
        // Third Class Items
        getitem 2795,1;    //    Green Apple Ring for every 3rd Class
        switch(BaseJob) {
            // BaseJob of Third Cls
            // For Normal Third, Baby Third and Transcended Third Cls
            case Job_Knight:
                getitem 5746,1;    break;    //    Rune Circlet [1]
            case Job_Wizard:
                getitem 5753,1;    break;    //    Magic Stone Hat [1]
            case Job_Hunter:
                getitem 5748,1;    break;    //    Sniper Goggle [1]
            case Job_Priest:
                getitem 5747,1;    break;    //    Mitra [1]
            case Job_Blacksmith:
                getitem 5749,1;    break;    //    Driver Band [1]
            case Job_Assassin:
                getitem 5755,1;    break;    //    Silent Executor [1]
            case Job_Crusader:
                getitem 5757,1;    break;    //    Dip Schmidt Helm [1]
            case Job_Sage:
                getitem 5756,1;    break;    //    Wind Whisper [1]
            case Job_Bard:
                getitem 5751,1;    break;    //    Maestro Song's Hat [1]
            case Job_Dancer:
                getitem 5758,1;    break;    //    Dying Swan [1]
            case Job_Monk:
                getitem 5754,1;    break;    //    Blazing Soul [1]
            case Job_Alchemist:
                getitem 5752,1;    break;    //    Midas Whisper[1]
            case Job_Rogue:
                getitem 5750,1;         //    Shadow Handicraft [1]
                getitem 6121,1;            //    Makeover Brush
                getitem 6122,1;    break;    //    Paint Brush
        }
    } else if (.@eac&EAJL_2) {
        // Second Class (And not Third Class)
        switch(BaseJob) {
            // Second Class
            case Job_Knight:
                getitem 1163,1;    break;    //    Claymore [0]
            case Job_Priest:
                getitem 1522,1;    break;    //    Stunner [0]
            case Job_Wizard:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
            case Job_Blacksmith:
                getitem 1360,1;    break;    //    Two-Handed-Axe [1]
            case Job_Hunter:
                getitem 1718,1;    break;    //    Hunter Bow [0]
            case Job_Assassin:
                getitem 1254,1;    break;    //    Jamadhar [0]
            case Job_Crusader:
                getitem 1410,1;    break;    //    Lance [0]
            case Job_Monk:
                getitem 1807,1;    break;    //    Fist [0]
            case Job_Sage:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Rogue:
                getitem 1222,1;    break;    //    Damascus [1]
            case Job_Alchemist:
                getitem 1126,1;    break;    //    Saber [2]
            case Job_Bard:
                getitem 1907,1;    break;    //    Guitar [0]
            case Job_Dancer:
                getitem 1960,1;    break;    //    Whip [1]
            case Job_Super_Novice:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Star_Gladiator:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Soul_Linker:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
        }
    } else {
        // Neither Second or Third Cls
        // => First Cls or not covered by the switch
        switch(BaseClass) {
            // First Class
            case Job_Swordman:
                getitem 1108,1;    break;    //    Blade [4]
            case Job_Mage:
                getitem 1602,1;    break;    //    Rod [4]
            case Job_Archer:
                getitem 1705,1;    break;    //    Composite Bow [4]
            case Job_Acolyte:
                getitem 1505,1;    break;    //    Mace [4]
            case Job_Merchant:
                getitem 1302,1;    break;    //    Axe [4]
            case Job_Thief:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Gunslinger:
                getitem 13101,1; break;    //    Six Shooter [2]
            case Job_Ninja:
                getitem 13010,1; break;    //    Asura [2]
        }
    }
    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 = 0;            // Enable third classes? (1: yes / 0: no)
    .SecondExpanded = 0;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
    .SNovice = 45;                // 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 = 0;                // Get platinum skills automatically? (1: yes / 0: no)
        initnpctimer;
        end;
OnTimer0050:
        showscript "Job Changer", getnpcid(0);
        initnpctimer;
        end;
}

//payon,185,104,4    duplicate(Job Changer NPC)    Job Changer NPC#pay    4_M_ROYALGUARD,{

 

Edited by GM Winter
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Hello. Find this line:

if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {

And insert this code below it:

	if (BaseJob == Job_Novice || BaseJob == Job_Summoner)
		.@cost = 50000;
	else
		.@cost = 100000;
	if (Zeny < .@cost) {
		mes "[Job Master]";
		mes "Sorry. You don't have enough zeny.";
		mes "You need ^0000FF" + F_InsertComma(.@cost) + "z^000000 to job change.";
		close;
	}
	Zeny -= .@cost;

 

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2 hours ago, Racaae said:

Hello. Find this line:

if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {

And insert this code below it:

	if (BaseJob == Job_Novice || BaseJob == Job_Summoner)
		.@cost = 50000;
	else
		.@cost = 100000;
	if (Zeny < .@cost) {
		mes "[Job Master]";
		mes "Sorry. You don't have enough zeny.";
		mes "You need ^0000FF" + F_InsertComma(.@cost) + "z^000000 to job change.";
		close;
	}
	Zeny -= .@cost;

 

thank you bro !

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