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Platinum Skills. Make simplier and shortest script version


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Posted

Hello can I ask for help .. Im giving platinum skills but requires fee .. and will only give 1 at a time .. Can you help me make my script shorter and simplier with same mechanics ? Thank you !

valk_hall,132,138,4	script	Platinum Skill NPC	533,{
OnInit:
	//acolyte
	.holylight = "100000";
	.redemptio = "100000";
	.spiritbstmnt = "100000";
	.excruciatingpalm = "100000";
	//swordsman
	.hprecovery = "100000";
	.fatalblow = "100000";
	.autoberserk = "100000";
	.chargeattack = "100000";
	.shrink = "100000";
	//mage
	.energycoat = "100000";
	.sightblaster = "100000";
	.elemconv = "100000";
	.elementalchange = "250000";
	//merchant
	.crazyuproar = "100000";
	.changecart = "100000";
	.cartrevo = "100000";
	.cartdeco = "100000";
	.greed = "100000";
	.dubious = "100000";
	.bioethics = "100000";
	//thief
	.backslide = "100000";
	.pickstone = "100000";
	.throwstone = "100000";
	.sprinklesand = "100000";
	.venomknife = "100000";
	.sonicacceleration = "100000";
	.closeconfine = "100000";
	//archer
	.arrowcrafting = "100000";
	.arrowrepel = "100000";
	.phantasmicarrow = "100000";
	.pangvoice = "100000";
	.winkofcharm = "100000";

	


	if (BaseJob == Job_Priest || BaseJob == Job_Monk || BaseClass == Job_Acolyte) goto acolyte;
	if (BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseClass == Job_Swordman) goto swordsman;
	if (BaseJob == Job_Wizard || BaseJob == Job_Sage || BaseClass == Job_Mage) goto mage;
	if (BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || BaseClass == Job_Merchant) goto merchant;
	if (BaseJob == Job_Assassin || BaseJob == Job_Rogue || BaseClass == Job_Thief) goto thief;
	if (BaseJob == Job_Hunter || BaseJob == Job_Bard || BaseJob_Dancer || BaseClass == Job_Archer) goto archer;
	else mes "You dont have business here."; end;

acolyte:
	switch(select("Holy Light:Redemptio:Spiritual Bestowment:Excruciating Palm")) {
	case 1:
		if (getskilllv("AL_HOLYLIGHT") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.holylight+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Holy Light",learn_holylight,"Cancel",cancel;
	learn_holylight:
		if (Zeny >= .holylight && JobLevel > 29) {
			Zeny -= .holylight;
			skill "AL_HOLYLIGHT",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}

	case 2:
		if (Class != 8 && Class != 4009 ) {
			mes "You are not a Priest or High Priest yet.";
			end;
		}
		if (getskilllv("PR_REDEMPTIO") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.redemptio+" Zeny";
		next;	
		menu "Learn Redemptio",learn_redemptio,"Cancel",cancel;
	learn_redemptio:
		if (Zeny >= .redemptio && JobLevel > 29) {
			Zeny -= .redemptio;
			skill "PR_REDEMPTIO",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 3:
		if (Class != 15 && Class != 4016 ) {
			mes "You are not a Monk or Champion yet.";
			end;
		}
		if (getskilllv("MO_KITRANSLATION") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.spiritbstmnt+" Zeny";
		next;	
		menu "Learn Spiritual Bestowment",learn_spiritbstmnt;
	learn_spiritbstmnt:
		if (Zeny >= .spiritbstmnt) {
			Zeny -= .spiritbstmnt;
			skill "MO_KITRANSLATION",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 4:
		if (Class != 15 && Class != 4016 ) {
			mes "You are not a Monk or Champion yet.";
			end;
		}
		if (getskilllv("MO_BALKYOUNG") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.xcruciatingpalm+" Zeny";
		next;	
		menu "Learn Excruciating Palm",learn_excruciatingpalm;
	learn_excruciatingpalm:
		if (Zeny >= .excruciatingpalm) {
			Zeny -= .excruciatingpalm;
			skill "MO_BALKYOUNG",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	}
//==========================================================
swordsman:
	switch(select("HP Recovery:Fatal Blow:Auto Berserk:Charge Attack:Shrink")) {
	case 1:
		if (getskilllv("SM_MOVINGRECOVERY") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.hprecovery+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Hp Recovery",learn_hprecovery;
	learn_hprecovery:
		if (Zeny >= .hprecovery && JobLevel > 29) {
			Zeny -= .hprecovery;
			skill "SM_MOVINGRECOVERY",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 2:
		if (getskilllv("SM_FATALBLOW") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.fatalblow+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Fatal Blow",learn_fatalblow;
	learn_fatalblow:
		if (Zeny >= .fatalblow && JobLevel > 29) {
			Zeny -= .fatalblow;
			skill "SM_FATALBLOW",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 3:
		if (getskilllv("SM_AUTOBERSERK") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.autoberserk+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Auto Berserk",learn_autoberserk;
	learn_autoberserk:
		if (Zeny >= .autoberserk && JobLevel > 29) {
			Zeny -= .autoberserk;
			skill "SM_AUTOBERSERK",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}

	case 4:
		if (Class != 7 && Class != 4008 ) {
			mes "You are not a Knight or Lord Knight yet.";
			end;
		}
		if (getskilllv("KN_CHARGEATK") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.chargeattack+" Zeny";
		next;	
		menu "Learn Charge Attack",learn_chargeattack;
	learn_chargeattack:
		if (Zeny >= .chargeattack && JobLevel > 29) {
			Zeny -= .chargeattack;
			skill "KN_CHARGEATK",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 5:
		if (Class != 14 && Class != 4015 ) {
			mes "You are not a Crusader or Paladin yet.";
			end;
		}
		if (getskilllv("CR_SHRINK") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.shrink+" Zeny";
		next;	
		menu "Learn Shrink",learn_shrink;
	learn_shrink:
		if (Zeny >= .shrink) {
			Zeny -= .shrink;
			skill "CR_SHRINK",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	}
//==========================================================
mage:
	switch(select("Energy Coat:Sight Blaster:Create Elemental Converter:Elemental Change")) {
	case 1:
		if (getskilllv("MG_ENERGYCOAT") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.energycoat+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Energy Coat",learn_energycoat;
	learn_energycoat:
		if (Zeny >= .energycoat && JobLevel > 29) {
			Zeny -= .energycoat;
			skill "MG_ENERGYCOAT",1,SKILL_PERM;			
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}		
	case 2:
		if (Class != 9 && Class != 4010 ) {
			mes "You are not a Wizard or High Wizard yet.";
			end;
		}
		if (getskilllv("WZ_SIGHTBLASTER") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.sightblaster+" Zeny";
		next;	
		menu "Learn Sight Blaster",learn_sightblaster;
	learn_sightblaster:
		if (Zeny >= .sightblaster) {
			Zeny -= .sightblaster;
			skill "WZ_SIGHTBLASTER",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 3:
		if (Class != 16 && Class != 4017 ) {
			mes "You are not a Sage or Professor yet.";
			end;
		}
		if (getskilllv("SA_CREATECON") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.elemconv+" Zeny";
		next;	
		menu "Learn Create Elemental Converter",learn_elemconv;
	learn_elemconv:
		if (Zeny >= .elemconv) {
			Zeny -= .elemconv;
			skill "SA_CREATECON",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 4:
		if (Class != 16 && Class != 4017 ) {
			mes "You are not a Sage or Professor yet.";
			end;
		}
		if (getskilllv("SA_ELEMENTWATER") == 1 && getskilllv("SA_ELEMENTGROUND") == 1 && getskilllv("SA_ELEMENTFIRE") == 1 && getskilllv("SA_ELEMENTWIND") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.elementalchange+" Zeny";
		next;	
		menu "Learn Elemental Change",learn_elementalchange;
	learn_elementalchange:
		if (Zeny >= .elementalchange) {
			Zeny -= .elementalchange;
			skill "SA_ELEMENTWATER",1,SKILL_PERM;		
			skill "SA_ELEMENTGROUND",1,SKILL_PERM;		
			skill "SA_ELEMENTFIRE",1,SKILL_PERM;		
			skill "SA_ELEMENTWIND",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	}
//==========================================================
merchant:
	switch(select("Crazy Uproar:Change Cart:Cart Revo:Greed:Dubious Salesmanship:Bioethics:Plant Cultivation")) {
	case 1:
		if (getskilllv("MC_LOUD") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.crazyuproar+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Crazy Uproar",learn_crazyuproar;
	learn_crazyuproar:
		if (Zeny >= .crazyuproar && JobLevel > 29) {
			Zeny -= .crazyuproar;
			skill "MC_LOUD",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}	
	case 2:
		if (getskilllv("MC_CHANGECART") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.changecart+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Change Cart",learn_changecart;
	learn_changecart:
		if (Zeny >= .changecart && JobLevel > 29) {
			Zeny -= .changecart;
			skill "MC_CHANGECART",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 3:
		if (getskilllv("MC_CARTREVOLUTION") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.cartrevo+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Cart Revo",learn_cartrevo;
	learn_cartrevo:
		if (Zeny >= .cartrevo && JobLevel > 29) {
			Zeny -= .cartrevo;
			skill "MC_CARTREVOLUTION",1,SKILL_PERM;	
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	
	case 4:
		if (Class != 10 && Class != 4011 ) {
			mes "You are not a Blacksmith or Whitesmith yet.";
			end;
		}
		if (getskilllv("BS_GREED") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.greed+" Zeny";
		next;	
		menu "Learn Greed",learn_greed;
	learn_greed:
		if (Zeny >= .greed) {
			Zeny -= .greed;
			skill "BS_GREED",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 5:
		if (Class != 10 && Class != 4011 ) {
			mes "You are not a Blacksmith or Whitesmith yet.";
			end;
		}
		if (getskilllv("BS_UNFAIRLYTRICK") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.dubious+" Zeny";
		next;	
		menu "Learn Dubious Salesmanship",learn_dubious;
	learn_dubious:
		if (Zeny >= .dubious) {
			Zeny -= .dubious;
			skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;	
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 6:
		if (Class != 18 && Class != 4019 ) {
			mes "You are not a Alchemist or Creator yet.";
			end;
		}
		if (getskilllv("AM_BIOETHICS") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.bioethics+" Zeny";
		next;	
		menu "Learn Bioethics",learn_bioethics;
	learn_bioethics:
		if (Zeny >= .bioethics) {
			Zeny -= .bioethics;
			skill "AM_BIOETHICS",1,SKILL_PERM;
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 7:
		if (Class != 18 && Class != 4019 ) {
			mes "You are not a Alchemist or Creator yet.";
			end;
		}
		if (getskilllv("CR_CULTIVATION") == 2) {
		mes "You have already learned this skill"; 
		end;
		}
		//mes "You need "+.bioethics+" Zeny";
		next;	
		menu "Learn Plant Cultivation",learn_plantcultivation;
	learn_plantcultivation:
		//if (Zeny >= .bioethics) {
			//Zeny -= .bioethics;
			skill "CR_CULTIVATION",2,SKILL_PERM;
			end;
		//}
		//else {
			//mes "You need to reach my requirements.";
			//end;
		//}		
	}	
//==========================================================
thief:
	switch(select("Back Slide:Pick Stone:Throw Stone:Sprinkle Sand:Venom Knife:Sonic Acceleration:Close Confine")) {
	case 1:
		if (getskilllv("TF_BACKSLIDING") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.backslide+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Back Slide",learn_backslide;
	learn_backslide:
		if (Zeny >= .backslide && JobLevel > 29) {
			Zeny -= .backslide;
			skill "TF_BACKSLIDING",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}	
	case 2:
		if (getskilllv("TF_PICKSTONE") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.pickstone+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Pick Stone",learn_pickstone;
	learn_pickstone:
		if (Zeny >= .pickstone && JobLevel > 29) {
			Zeny -= .pickstone;
			skill "TF_PICKSTONE",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 3:
		if (getskilllv("TF_THROWSTONE") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.throwstone+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Throw Stone",learn_throwstone;
	learn_throwstone:
		if (Zeny >= .throwstone && JobLevel > 29) {
			Zeny -= .throwstone;
			skill "TF_THROWSTONE",1,SKILL_PERM;	
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 4:
		if (getskilllv("TF_SPRINKLESAND") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.sprinklesand+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Sprinkle Sand",learn_sprinklesand;
	learn_sprinklesand:
		if (Zeny >= .sprinklesand && JobLevel > 29) {
			Zeny -= .sprinklesand;
			skill "TF_SPRINKLESAND",1,SKILL_PERM;
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 5:
		if (Class != 12 && Class != 4013 ) {
			mes "You are not a Assassin or Assassin Cross yet.";
			end;
		}
		if (getskilllv("AS_VENOMKNIFE") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.venomknife+" Zeny";
		next;	
		menu "Learn Venom Knife",learn_venomknife;
	learn_venomknife:
		if (Zeny >= .venomknife) {
			Zeny -= .venomknife;
			skill "AS_VENOMKNIFE",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}	
	case 6:
		if (Class != 12 && Class != 4013 ) {
			mes "You are not a Assassin or Assassin Cross yet.";
			end;
		}
		if (getskilllv("AS_SONICACCEL") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.sonicacceleration+" Zeny";
		next;	
		menu "Learn Sonic Acceleration",learn_sonicacceleration;
	learn_sonicacceleration:
		if (Zeny >= .sonicacceleration) {
			Zeny -= .sonicacceleration;
			skill "AS_SONICACCEL",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}	
	case 7:
		if (Class != 17 && Class != 4018 ) {
			mes "You are not a Rogue or Stalker yet.";
			end;
		}
		if (getskilllv("RG_CLOSECONFINE") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.closeconfine+" Zeny";
		next;	
		menu "Learn Close Confine",learn_closeconfine;
	learn_closeconfine:
		if (Zeny >= .closeconfine) {
			Zeny -= .closeconfine;
			skill "RG_CLOSECONFINE",1,SKILL_PERM;	
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}			
	}			
//==========================================================
archer:
	switch(select("Arrow Crafting:Arrow Repel:Phantasmic Arrow:Pang Voice:Wink of Charm")) {
	case 1:
		if (getskilllv("AC_MAKINGARROW") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.arrowcrafting+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Arrow Crafting",learn_arrowcrafting;
	learn_arrowcrafting:
		if (Zeny >= .arrowcrafting && JobLevel > 29) {
			Zeny -= .arrowcrafting;
			skill "AC_MAKINGARROW",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}	
	case 2:
		if (getskilllv("AC_CHARGEARROW") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.arrowrepel+" Zeny";
		mes "and atleast job level 30";
		next;	
		menu "Learn Arrow Repel",learn_arrowrepel;
	learn_arrowrepel:
		if (Zeny >= .arrowrepel && JobLevel > 29) {
			Zeny -= .arrowrepel;
			skill "AC_CHARGEARROW",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}

	case 3:
		if (Class != 11 && Class != 4012 ) {
			mes "You are not a Hunter or Sniper yet.";
			end;
		}
		if (getskilllv("HT_PHANTASMIC") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.phantasmicarrow+" Zeny";
		next;	
		menu "Learn Phantasmic Arrow",learn_phantasmicarrow;
	learn_phantasmicarrow:
		if (Zeny >= .phantasmicarrow) {
			Zeny -= .phantasmicarrow;
			skill "HT_PHANTASMIC",1,SKILL_PERM;	
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}		
	case 4:
		if (Class != 19 && Class != 4020 ) {
			mes "You are not a Bard or Clown yet.";
			end;
		}
		if (getskilllv("BA_PANGVOICE") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.pangvoice+" Zeny";
		next;	
		menu "Learn Pang Voice",learn_pangvoice;
	learn_pangvoice:
		if (Zeny >= .pangvoice) {
			Zeny -= .pangvoice;
			skill "BA_PANGVOICE",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}
	case 5:
		if (Class != 20 && Class != 4021 ) {
			mes "You are not a Dancer or Gypsy yet.";
			end;
		}
		if (getskilllv("DC_WINKCHARM") == 1) {
		mes "You have already learned this skill"; 
		end;
		}
		mes "You need "+.winkofcharm+" Zeny";
		next;	
		menu "Learn Wink of Charm",learn_winkofcharm;
	learn_winkofcharm:
		if (Zeny >= .winkofcharm) {
			Zeny -= .winkofcharm;
			skill "DC_WINKCHARM",1,SKILL_PERM;		
			end;
		}
		else {
			mes "You need to reach my requirements.";
			end;
		}		
			
	}		
cancel:
	end;
}

 

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Try this...

 

prontera,137,156,4	script	Platinum Skill NPC	533,{
    mes "[Skill Master]";
    mes "Hello! I can teach you special skills based on your job class. Each skill costs 100,000 zeny.";
    next;


    if (Zeny < 100000) {
        mes "You need at least 100,000 zeny to learn a skill.";
        close;
    }


    deletearray .@skill_list$;
    deletearray .@desc_list$;
     // Llamar a la función para obtener habilidades disponibles
    callfunc "F_GetAvailableSkills", BaseJob, .@skill_list$, .@desc_list$;

    if (getarraysize(.@skill_list$) == 0) {
        mes "No skills are available for your job.";
        close;
    }


    for (.@i = 0; .@i < getarraysize(.@skill_list$); .@i++) {
        .@menu$ += (.@i > 0 ? ":" : "") + .@desc_list$[.@i];
    }


    .@choice = select(.@menu$) - 1;
    mes "You've chosen to learn " + .@desc_list$[.@choice] + ".";
    

    mes "It will cost you 100,000 zeny. Do you want to proceed?";
    if (select("Yes:No") == 2) {
        mes "Maybe next time!";
        close;
    }
    
    if (Zeny >= 100000) {
        Zeny -= 100000;
        skill .@skill_list$[.@choice], 1, SKILL_PERM;  // Otorgar la habilidad de forma permanente
        mes "Skill learned successfully!";
    } else {
        mes "It seems you no longer have enough zeny.";
    }
    close;
}


function	script	F_GetAvailableSkills	{
    .@skills$ = "";
    .@descs$ = "";

    switch(getarg(0)) {
    case Job_Novice:
        setarray .@skills$, "NV_FIRSTAID"; 
        setarray .@descs$, "First Aid";
        break;
    case Job_Swordman:
        setarray .@skills$, "SM_MOVINGRECOVERY", "SM_FATALBLOW", "SM_AUTOBERSERK";
        setarray .@descs$, "Moving HP Recovery", "Fatal Blow", "Auto Berserk";
        break;
    case Job_Mage:
        setarray .@skills$, "MG_ENERGYCOAT", "MG_SIGHTBLASTER";
        setarray .@descs$, "Energy Coat", "Sight Blaster";
        break;
    case Job_Archer:
        setarray .@skills$, "AC_MAKINGARROW", "AC_CHARGEARROW";
        setarray .@descs$, "Arrow Crafting", "Charge Arrow";
        break;
    case Job_Acolyte:
        setarray .@skills$, "AL_HOLYLIGHT", "PR_REDEMPTIO";
        setarray .@descs$, "Holy Light", "Redemptio";
        break;
    case Job_Merchant:
        setarray .@skills$, "MC_CARTREVOLUTION", "MC_CHANGECART", "MC_LOUD", "MC_CARTBOOST";
        setarray .@descs$, "Cart Revolution", "Change Cart", "Crazy Uproar", "Cart Boost";
        break;
    case Job_Thief:
        setarray .@skills$, "TF_SPRINKLESAND", "TF_BACKSLIDING", "TF_PICKSTONE", "TF_THROWSTONE";
        setarray .@descs$, "Sprinkle Sand", "Back Sliding", "Pick Stone", "Throw Stone";
        break;
    case Job_Knight:
        setarray .@skills$, "KN_CHARGEATK";
        setarray .@descs$, "Charge Attack";
        break;
    case Job_Priest:
        setarray .@skills$, "PR_REDEMPTIO";
        setarray .@descs$, "Redemptio";
        break;
    case Job_Wizard:
        setarray .@skills$, "WZ_SIGHTBLASTER";
        setarray .@descs$, "Sight Blaster";
        break;
    case Job_Blacksmith:
        setarray .@skills$, "BS_UNFAIRLYTRICK", "BS_GREED";
        setarray .@descs$, "Unfairly Trick", "Greed";
        break;
    case Job_Hunter:
        setarray .@skills$, "HT_PHANTASMIC";
        setarray .@descs$, "Phantasmic Arrow";
        break;
    case Job_Assassin:
        setarray .@skills$, "AS_VENOMKNIFE", "AS_SONICACCEL";
        setarray .@descs$, "Venom Knife", "Sonic Acceleration";
        break;
    case Job_Crusader:
        setarray .@skills$, "CR_SHRINK";
        setarray .@descs$, "Shrink";
        break;
    case Job_Monk:
        setarray .@skills$, "MO_KITRANSLATION", "MO_BALKYOUNG";
        setarray .@descs$, "Ki Translation", "Balkyoung";
        break;
    case Job_Sage:
        setarray .@skills$, "SA_CREATECON", "SA_ELEMENTALCHANGE";
        setarray .@descs$, "Create Elemental Converter", "Elemental Change";
        break;
    case Job_Rogue:
        setarray .@skills$, "RG_CLOSECONFINE";
        setarray .@descs$, "Close Confine";
        break;
    case Job_Alchemist:
        setarray .@skills$, "AM_BIOETHICS";
        setarray .@descs$, "Bioethics";
        break;
    case Job_Bard:
        setarray .@skills$, "BA_PANGVOICE";
        setarray .@descs$, "Pang Voice";
        break;
    case Job_Dancer:
        setarray .@skills$, "DC_WINKCHARM";
        setarray .@descs$, "Wink of Charm";
        break;
    // Agregar más clases si es necesario
    default:
        mes "No skills available for your job.";
        break;
    }

    
    copyarray getarg(1), .@skills$, getarraysize(.@skills$);
    copyarray getarg(2), .@descs$, getarraysize(.@descs$);
    return;
}

 

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