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opnay123

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    opnay123 reacted to Mhalicot in how to fix this all in one npc by euphy?   
    ^ Script Update
    //===== rAthena Script =======================================//= All-in-One NPC//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.7//===== Description: =========================================//= A compilation of commonly-used NPC scripts.//== Includes job changer, stylist, refiner, card remover,//== coin exchanger, rentals, resetter, platinum skills,//== sex changer, identifier, healer, buffer, and repairman.//============================================================prontera,148,174,6 script All-in-One NPC 953,{function Get_Platinum; function Equip_Menu; function Cm; if (getarraysize(.OnClick)) { if (.OnClick[0]) repairall; } mes .n$; set .@time, gettime(3); mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!"; mes "What can I do for you?"; emotion e_ho; next; disable_items; switch(select(.menu$)) { case 1: function Job_Menu; function A_An; mes .n$; if (Class > 4049) { 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; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@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 > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@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)?4001:roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@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] && .ThirdClass) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@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 == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); 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+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; close; } mes .n$; mes "Are you sure?"; next; } else set .@i, getarg(0); if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { mes .n$; mes "You are now "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); specialeffect2 338; specialeffect2 432; if (.Platinum == 1) Get_Platinum; close; } if (getargcount() == 1) return; mes .n$; } end; } function Get_Platinum { skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(BaseJob) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0);} case 2: mes .n$; mes "Select an option."; next; setarray .@Look[1],7,1,6; set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color"); set .@Revert, getlook(.@Look[.@s]); set .@Style,1; mes .n$; mes "How does this look?"; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1); break; case 2: set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]); break; case 3: next; mes .n$; mes "Choose a style between 1 - "+.Styles[.@s]+"."; input .@Style,0,.Styles[.@s]; if (!.@Style) set .@Style, rand(1,.Styles[.@s]); next; mes .n$; mes "How does this look?"; break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } close; case 3: function Refine_Item; if (.EnrichedRefine) { mes .n$; mes "Select an option."; next; if (select(" ~ Normal Refiner: ~ Enriched Refiner") == 2) { mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],7619,7620,7620,7620,7620; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; if(select(" ~ Refine item (1 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000") == 2) close; Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1); close; } } mes .n$; mes "What do you want to refine?"; next; Equip_Menu(1); setarray .@Materials[0],985,1010,1011,984,984; setarray .@Safe[0],4,7,6,5,4; set .@WLv, getequipweaponlv(@i); set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i); mes .n$; mes "Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); next; switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(20-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) { case 1: Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 2: input .@Refines; if (.@Refines+getequiprefinerycnt(@i) > 20 || .@Refines < 1) { mes .n$; mes "Invalid number ("+.@Refines+")."; } else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 3: if (.@SafeCount < 1) { mes .n$; mes "The item has already reached the safe limit."; } else Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 4: close; } function Equip_Menu { setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear"; set .@menu$,""; for (set .@i,1; .@i <= 20; set .@i,.@i+1) { if (getequipisequiped(.@i)) set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]"; set .@menu$, .@menu$+":"; } set @i, select(.@menu$); if (!getequipisequiped(@i)) { mes .n$; mes "Nothing is equipped there!"; close; } if (getarg(0)) { if (!getequipisenableref(@i)) { mes .n$; mes getequipname(@i)+" cannot be refined."; close; } if (getequiprefinerycnt(@i) >= 20 ) { mes .n$; mes "+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; close; } } return; } function Refine_Item { mes .n$; set .@price, getarg(0)*getarg(2); mes "I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+Cm(.@price)+" Zeny."; if (countitem(getarg(1)) < getarg(0) || Zeny < .@price) { mes "Come back when you have the required materials."; close; } if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) mes "The item will be refined above the safe limit. It may downgraded the refine."; next; if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000") == 2) close; mes .n$; set .@j, getarg(0); while(.@j) { delitem getarg(1),1; set Zeny, Zeny-getarg(2); if (getarg(4,0)) { if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" downgraded while refining."; downrefitem @i; close; } } else { if (getequippercentrefinery(@i) <= rand(100)) { mes getequipname(@i)+" downgraded while refining."; downrefitem @i; close; } } successrefitem @i; set .@j, .@j-1; } mes "All done!"; close; } function Cm { set .@str$, getarg(0); for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3) set .@str$, insertchar(.@str$,",",.@i); return .@str$; } case 4: mes .n$; if (.Prices[0]) mes "It costs "+Cm(.Prices[0])+" Zeny to remove cards."; mes "Please select an equipment."; next; Equip_Menu(0); mes .n$; if (Zeny < .Prices[0]) { mes "You don't have enough Zeny."; close; } set .@j,getequipcardcnt(@i); if (!.@j) { mes "There are no cards compounded to "+getequipname(@i)+"."; close; } if (!checkweight(4001,(.@j+1))) { mes "You're carrying too many items!"; close; } mes "Item: "+getequipname(@i); for(set .@i,0; .@i<.@j; set .@i,.@i+1) mes "Card "+(.@i+1)+": "+getitemname(getequipcardid(@i,.@i)); next; if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000") == 2) close; set Zeny, Zeny-.Prices[0]; successremovecards @i; mes .n$; mes "Cards successfully removed!"; close; case 5: mes .n$; mes "Coins are worth "+Cm(.Coin[1])+" Zeny each."; next; switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) { case 1: mes .n$; mes "How many coins do you want?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (.@coins*.Coin[1] > Zeny) { mes "You don't have enough Zeny."; close; } if (!checkweight(.Coin[0],.@coins)) { mes "You don't have enough inventory space."; close; } set Zeny, Zeny-(.Coin[1]*.@coins); getitem .Coin[0], .@coins; mes "Purchased "+Cm(.@coins)+" coins."; close; case 2: mes .n$; mes "How many coins do you want to trade in?"; next; input .@coins,0,(1000000000/.Coin[1]); mes .n$; if (countitem(.Coin[0]) < .@coins) { mes "You don't have that many coins!"; close; } if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { mes "You have too much Zeny!"; close; } delitem .Coin[0], .@coins; set Zeny, Zeny+(.Coin[1]*.@coins); mes "Exchanged "+Cm(.@coins)+" coins."; close; case 3: close; } case 6: if (Zeny < .Prices[2]) { mes .n$; mes "It costs "+Cm(.Prices[2])+" Zeny to rent."; close; } if (ismounting()) { mes .n$; mes "You must first remove your mount."; close; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) { if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) { mes .n$; mes "Please select an option."; next; if(select(" ~ Falcon: ~ Warg") == 1) setfalcon; else getitem 6124,1; } else getitem 6124,1; } else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv("MC_PUSHCART")) { if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) { mes .n$; mes "Please select an option."; next; if(select(" ~ Cart: ~ Mado")==1) setcart; else setmadogear; } else setcart; } else if (!checkcart() && getskilllv("MC_PUSHCART")) setcart; else if (!checkfalcon() && getskilllv("HT_FALCON") && !checkoption(Option_Wug) && !checkoption(Option_Wugrider)) setfalcon; else if (!checkriding() && getskilllv("KN_RIDING")) { if (eaclass()&EAJ_THIRDMASK == EAJ_RUNE_KNIGHT) setdragon; else setriding; } else if (!checkmadogear() && getskilllv("NC_MADOLICENCE")) setmadogear; else { mes .n$; mes "You do not meet requirements to rent."; close; } set Zeny, Zeny-.Prices[2]; specialeffect2 EF_TEIHIT3; mes .n$; mes "Here you go."; emotion e_no1; close; case 7: mes .n$; if (.Prices[1]) mes "It costs "+Cm(.Prices[1])+" Zeny to reset stats or skills."; mes "Please select an option."; next; set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel"); if (.@i == 3) close; mes .n$; if (Zeny < .Prices[1]) { mes "You don't have enough Zeny."; close; } set Zeny, Zeny-.Prices[1]; if (.@i == 1) { resetstatus; mes "Stats reset!"; } else { resetskill; mes "Skills reset!"; } close; case 8: Get_Platinum; specialeffect2 EF_BLUECASTING; mes .n$; mes "Platinum skills received!"; close; case 9: set .@Var$, ".SexChange"+((Sex)?"F":"M"); if (getarraysize(getd(.@Var$))) { mes .n$; mes "To turn into a "+((Sex)?"female":"male")+" you need the following items:"; for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) { mes " ~ "+getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]")); if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]")) set .@nreq,1; } if (.@nreq) close; next; } mes .n$; mes "Do you really want to change sex?"; next; if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel") == 1) { if (getarraysize(getd(.@Var$))) { for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]"); } changesex; } close; case 10: setarray .@Total[0],0,0; getinventorylist; mes .n$; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) { if (@inventorylist_identify[.@i]) continue; if (Zeny < .Prices[3]) { if (!.@Total[0]) { mes "It costs "+Cm(.Prices[3])+" Zeny to identify an item."; close; } break; } set Zeny, Zeny-.Prices[3]; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3]; } if (!.@Total[0]) { mes "No items identified."; close; } specialeffect2 EF_REFINEOK; mes "Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+Cm(.@Total[1])+" Zeny":"")+"."; close; }OnInit:// --------------------- Config --------------------- setarray .MainMenu$[0], // Set menu options! "Change Jobs", // [1] "Stylist", // [2] "Refiner", // [4] "Remove Cards", // [8] "Exchange Coins", // [16] "Rentals", // [32] "Reset Stats/Skills", // [64] "Platinum Skills", // [128] "Change Sex", // [256] "Identify All"; // [512] set .@MenuOption,1|2|4|8|16|32|64|128|256|512; setarray .OnClick[0],1,1,1; // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no) setarray .Styles[1], // Maximum dye, hair style, and hair color getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color"); setarray .Coin[0],674,1000000; // Coin item ID, coin price setarray .Prices[0],50000,10000,0,100; // Zeny to remove cards [0], reset [1], rent [2], identify [3] setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .ThirdClass,1; // Enable third classes? (1: yes / 0: no) set .SNovice,45; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) set .EnrichedRefine,1; // Allow enriched refiner option? (1: yes / 0: no) setarray .RP[0],2000,50,200,5000,20000; // Zeny for armor, lv1, lv2, lv3, lv4 refines setarray .SexChangeF[0],2213,1,1558,1,7152,50; // Items to turn into Female (ID,Count) setarray .SexChangeM[0],5016,1,2241,1,1017,50; // Items to turn into Male (ID,Count) set .n$, "[All-in-One NPC]"; // NPC Name// -------------------------------------------------- set .menu$,""; for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) { if (.@MenuOption & (1<<.@i)) set .menu$, .menu$+" ~ "+.MainMenu$[.@i]; set .menu$, .menu$+":"; } end;}
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