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cannot up skill


ewanjeli

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player when change to 2nd or 3rd job cannot up 2nd or 3rd skill...

can someone help me

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Anybody know how to solve this? I have an issue on it also, when i change to archer high then ill change to sniper trans, i cant level up any skill on2nd job trans or even 3rd job trans, .. even i have allot of skill points, please help us sir and maam plsss how to fix this

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a Few More Infos would be nice , what Rev are you using ? , Eathena or Rathena or what kind of sever software? . What kind of Jobchange Script are you using?

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rathena, this is my job changer

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN r16114+
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.1 Fixed reset on Baby job change. [Euphy]
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
//= 1.3 Kagerou/Oboro added. [Euphy]
//============================================================
dicastes01,188,183,6 script Job Master 123,{
mes "[Job Master]";
Lzero:
if(Class >= 4054 && Class <= 4085) goto L_max;
if(SkillPoint != 0) goto L_stats;
if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third;
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($@JC_SupNovM > BaseLevel) goto L_BvError;
   if(Upper == 2)
	set @target_job, Job_Super_Baby;
   else
	set @target_job, Job_SuperNovice;
   break;
  case 8:
   if(Class == Job_Novice_High) goto L_noReq;
   if(Upper == 2) goto L_noReq;
   set @target_job, Job_Taekwon;
   break;
  case 9:
  case 10:
   if(Class == Job_Novice_High || Upper == 2) goto L_noReq;
   set @target_job, @menu + 15;
   break;
  default:
   set @target_job, @menu;
   if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
   break;
 }
  }
  mes "Are you sure you want to change to " + JobName(@target_job) + "?";
  if(select("No","Yes") == 2){
callfunc "Job_Change", @target_job;
if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
 callfunc "F_ClearJobVar";
} else {
 if($@JC_Plat) goto L_GivePlat;
}
  }
  close;
  break;
 default:
  if(JobLevel < $@JC_MinimumJB) goto L_LvError;
  deletearray @job_opt, getarraysize(@job_opt);
  if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){
if(lastJob != 0){
 set @target_job, lastJob + 4001;
} else {
 switch(Class){
  case Job_Swordman_High:
  case Job_Baby_Swordman:
  case Job_Swordman:
   set @job_opt[0], Job_Knight;
   set @job_opt[1], Job_Crusader;
   break;
  case Job_Mage_High:
  case Job_Baby_Mage:
  case Job_Mage:
   set @job_opt[0], Job_Wizard;
   set @job_opt[1], Job_Sage;
   break;
  case Job_Archer_High:
  case Job_Baby_Archer:
  case Job_Archer:
   set @job_opt[0], Job_Hunter;
   if(Sex == 0)
	set @job_opt[1], Job_Dancer;
   else
	set @job_opt[1], Job_Bard;
   break;
  case Job_Acolyte_High:
  case Job_Baby_Acolyte:
  case Job_Acolyte:
   set @job_opt[0], Job_Priest;
   set @job_opt[1], Job_Monk;
   break;
  case Job_Merchant_High:
  case Job_Baby_Merchant:
  case Job_Merchant:
   set @job_opt[0], Job_Blacksmith;
   set @job_opt[1], Job_Alchemist;
   break;
  case Job_Thief_High:
  case Job_Baby_Thief:
  case Job_Thief:
   set @job_opt[0], Job_Assassin;
   set @job_opt[1], Job_Rogue;
   break;	
  default:
   set @job_opt[0], Job_Star_Gladiator;
   set @job_opt[1], Job_Soul_Linker;
   break;
 }
 mes "Welcome, please select the job you wish to change into";
 set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];
 if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
}
mes "Are you sure you want to change to " + JobName(@target_job) + "?";
if(select("No","Yes")==2){
 callfunc "Job_Change", @target_job;
 if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
  callfunc "F_ClearJobVar";
 } else {
  if($@JC_Plat) goto L_GivePlat;
 }
}
close;
  }
  if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
  if((Class >=Job_Knight) && (Class <=Job_Crusader2)){
mes "Choose your next step";
if(select("Reborn","Become a 3rd Class")==1){
 if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
 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;
 close;
}
switch(Class){
 case Job_Knight:
  set @target_job, 4054;
  break;
 case Job_Crusader:
  set @target_job, 4066;
  break;
 case Job_Monk:
  set @target_job, 4070;
  break;
 case Job_Priest:
  set @target_job, 4057;
  break;
 case Job_Alchemist:
  set @target_job, 4071;
  break;
 case Job_Blacksmith:
  set @target_job, 4058;
  break;
 case Job_Rogue:
  set @target_job, 4072;
  break;
 case Job_Assassin:
  set @target_job, 4059;
  break;
 case Job_Wizard:
  set @target_job, 4055;
  break;
 case Job_Sage:
  set @target_job, 4067;
  break;
 case Job_Hunter:
  set @target_job, 4056;
  break;
 case Job_Bard:
  set @target_job, 4068;
  break;
 case Job_Dancer:
  set @target_job, 4069;
  break;
   }
  mes "Are you sure you want to change to " + JobName(@target_job) + "?";
if(select("No","Yes")==2){
if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
callfunc "Job_Change", @target_job;
specialeffect2 514;
specialeffect2 381;
setlook 7,0;
  }
close;
  }
mes "I'm sorry, there are no further classes for your job.";
close;
}
L_Third:
if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
mes "Are you sure you want to change to 3rd Class?";
if(select("Yes","No")==1){
 if(BaseLevel < 99 || JobLevel < 70) goto L_cantCh;
switch(Class){
 case Job_Lord_Knight:
  set @target_job, 4060;
  break;
 case Job_Paladin:
  set @target_job, 4073;
  break;
 case Job_Champion:
  set @target_job, 4077;
  break;
 case Job_High_Priest:
  set @target_job, 4063;
  break;
 case Job_Creator:
  set @target_job, 4078;
  break;
 case Job_Whitesmith:
  set @target_job, 4064;
  break;
 case Job_Stalker:
  set @target_job, 4079;
  break;
 case Job_Assassin_Cross:
  set @target_job, 4065;
  break;
 case Job_High_Wizard:
  set @target_job, 4061;
  break;
 case Job_Professor:
  set @target_job, 4074;
  break;
 case Job_Sniper:
  set @target_job, 4062;
  break;
 case Job_Clown:
  set @target_job, 4075;
  break;
 case Job_Gypsy:
  set @target_job, 4076;
  break;
  }
  mes "Are you sure you want to change to " + JobName(@target_job) + "?";
  if(select("No","Yes") == 2){
callfunc "Job_Change", @target_job;
specialeffect2 514;
specialeffect2 381;
setlook 7,0;
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 || Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Rune_Knight2 || Class == Job_Rune_Knight_T2 || Class ==Job_Baby_Rune || Class == Job_Baby_Rune2) {
 skill 1001,1,0; // Charge Attack
 skill 144,1,0; // Moving HP-Recovery
 skill 145,1,0; // Fatal Blow
 skill 146,1,0; // Auto Berserk
} else if (Class == Job_Crusader || Class == Job_Paladin || Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Royal_Guard2 || Class == Job_Royal_Guard_T2 || Class == Job_Baby_Guard || Class == Job_Baby_Guard2) {
 skill 1002,1,0; // Shrink
 skill 144,1,0; // Moving HP-Recovery
 skill 145,1,0; // Fatal Blow
 skill 146,1,0; // Auto Berserk
} else if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock) {
 skill 1006,1,0; // Sight Blaster
 skill 157,1,0; // Energy Coat
} else if (Class == Job_Sage || Class == Job_Professor || Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
 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
 skill 157,1,0; // Energy Coat
} else if (Class == Job_Hunter || Class == Job_Sniper || Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Ranger2 || Class == Job_Ranger_T2 || Class == Job_Baby_Ranger || Class == Job_Baby_Ranger2) {
 skill 1009,1,0; // Phantasmic Arrow
 skill 147,1,0; // Arrow Crafting
 skill 148,1,0; // Arrow Repel
} else if (Class == Job_Bard || Class == Job_Clown || Class == Job_Minstrel || Class == Job_Minstrel_T || Class == Job_Baby_Minstrel) {
 skill 1010,1,0; // Pang Voice
 skill 147,1,0; // Arrow Crafting
 skill 148,1,0; // Arrow Repel
} else if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Wanderer || Class == Job_Baby_Wanderer) {
 skill 1011,1,0; // Wink of Charm
} else if (Class == Job_Blacksmith || Class == Job_Whitesmith || Class == Job_Mechanic || Class == Job_Mechanic_T || Class ==Job_Mechanic2 || Class == Job_Mechanic_T2 || Class == Job_Baby_Mechanic || Class == Job_Baby_Mechanic2) {
 skill 1012,1,0; // Unfair Trick
 skill 1013,1,0; // Greed
 skill 153,1,0; // Cart Revolution
 skill 154,1,0; // Change Cart
 skill 155,1,0; // Crazy Uproar
} else if (Class == Job_Alchemist || Class == Job_Creator || Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
 skill 238,1,0; // Bioethics
 skill 153,1,0; // Cart Revolution
 skill 154,1,0; // Change Cart
 skill 155,1,0; // Crazy Uproar
} else if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
 skill 1003,1,0; // Sonic Acceleration
 skill 1004,1,0; // Throw Venom Knife
 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 (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
 skill 1005,1,0; // Close Confine
 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 (Class == Job_Priest || Class == Job_High_Priest || Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
 skill 1014,1,0; // Redemption
} else if (Class == Job_Monk || Class == Job_Champion || Class == Job_Sura || Class == Job_Sura_T || Class == Job_Baby_Sura) {
 skill 1015,1,0; // Ki Translation
 skill 1016,1,0; // Ki Explosion
 skill 156,1,0; // Holy Light
}
close;
}
}
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;
if (BaseClass==Job_Knight) goto L_sKnigh;
if (BaseClass==Job_Crusader) goto L_sCrusader;
if (BaseClass==Job_Assassin) goto L_sAssassin;
if (BaseClass==Job_Rogue) goto L_sRogue;
if (BaseClass==Job_Wizard) goto L_sWizard;
if (BaseClass==Job_Sage) goto L_sSage;
if (BaseClass==Job_Hunter) goto L_sHunter;
if (BaseClass==Job_Bard) goto L_sBard;
if (BaseClass==Job_Dancer) goto L_sDancer;
if (BaseClass==Job_BlackSmith) goto L_sBlackSmith;
if (BaseClass==Job_Priest) goto L_sPriest;
if (BaseClass==Job_Monk) goto L_sMonk;
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_sKnight:
skill 1001,1,0;
close;
L_sCrusader:
skill 1002,1,0;
close;
L_sAssassin:
skill 1003,1,0;
skill 1004,1,0;
close;
L_sRogue:
skill 1005,1,0;
close;
L_sWizard:
skill 1006,1,0;
close;
L_sSage:
skill 1007,1,0;
close;
L_sHunter:
skill 1009,1,0;
close;
L_sBard:
skill 1010,1,0;
close;
L_sDancer:
skill 1011,1,0;
close;
L_sBlackSmith:
skill 1012,1,0;
skill 1013,1,0;
close;
L_sPriest:
skill 1014,1,0;
close;
L_sMonk:
skill 1015,1,0;
skill 1016,1,0;
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_max:
mes "I'm sorry, there are no further classes for your job.";
close;
L_stats:
mes "I'm sorry, please use up all your skill points before changing jobs";
mes "Would you like to remove all remaining skill point?!";
menu "Yes.",Lystat,"No.",LNstat;
close;
Lystat:
set SkillPoint, 0;
goto Lzero;
LNstat:
end;
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 between 2nd and advance Class (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;
}

Edited by Emistry
Please use [CODEBOX] or Attachments for long contents.
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just testes this Script whit 5 New Chars , It Works like a Charm no Problems while use the skill points etc.

Changed from First too Second class , and made a few Job LVL = I can lvl My Skills

Changed from Second too Third , and made a few job lvl = I Can lvl my SKills.

im not sure what you make wrong , but maybe it could be a Client Problem , or a Problem whit your LUB files.

what kind of EXE do you using ?

Edited by ossi0110
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i dont know because it give by the hosting... but i use renewal kro.... latest one

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upload your game EXE and i will show if i can find out what exe date you are using.

best way is too upload it on Mediafire

and BTW what kind of host are you using ,that you dont know what kind of client you got

Edited by ossi0110
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problem solved... problem is with trunk/db/pre-re/skill_require_db.txt

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How did you solved this? No skill level up appears on my 2nd and 3rd job skills too.

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