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Mini Bapho

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  1. can someone help me? when im Assassin Type before i Rebirth (using Rebirth npc) i return to High_Novice, and then i cannot choose any job like (High)acolyte,archer merchant etc..etc... the option is always high thief. is there a way to change that? example (Assassin to High_Novice, then high thief to Assassin Cross, when i rebirth i go back to high novice, and when i job change it is always High thief.. i want to change to other job, i hope you can help me guys this is my Script //===== Hercules Script ====================================== //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== 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] //= 1.4 Improved legibility (renamed variables, replaced // numbers with constants; Changed syntax to match // Hercules standards; Fixed status point exploit upon // Baby Novice job change. [Haru] //============================================================ prontera,153,193,6 script Job Master 2_F_MAGICMASTER,{ function Job_Menu; function A_An; mes "[Job Master]"; if (Class > Job_Soul_Linker) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkmount() || hascashmount()) { mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkmount() || hascashmount())?"mount":"") +" before proceeding."; close; } if (.skill_point_check && SkillPoint > 0) { mes "Please use all your skill points before proceeding."; close; } .@eac = eaclass(); .@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class; if (.@base >= Job_Knight && .@base <= Job_Crusader2) { if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) { .@blvl = .rebirth_blevel - BaseLevel; .@jlvl = .rebirth_jlevel - JobLevel; mes "You need " + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "") + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "") + "to continue."; close; } if (Class > Job_Crusader2) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while (true) { mes "Select an option."; next; .@choice = select(" ~ ^0055FFRebirth^000000", (.third_classes ? " ~ ^FF0000Third Class^000000":""), " ~ ^777777Cancel^000000"); if (.@choice == 3) close; mes "[Job Master]"; mes "Are you sure?"; next; if (.@choice == 1) Job_Menu(Job_Novice_High); else Job_Menu(roclass(.@eac|EAJL_THIRD)); mes "[Job Master]"; } } .@job1 = roclass(.@eac|EAJL_2_1); .@job2 = roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) { .@newclass = roclass(.@eac|EAJL_THIRD); .@required_jlevel = 99; } else if (Class == Job_Ninja || Class == Job_Gunslinger) { .@newclass = .@job1; .@required_jlevel = 70; } if (.@newclass && .third_classes) { if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) { mes "You need " + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .@required_jlevel ? "and " : "")) : "") + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" more job levels " : "") + "to continue."; close; } mes "Switch to "+jobname(.@newclass)+"?"; next; Job_Menu(.@newclass); 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 < .jobchange_first) { mes "A job level of "+.jobchange_first+" is required to change into the 1st Class."; } else if (Class == Job_Novice_High && .linear_jobchange && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else if (Class == Job_Novice) { Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby); } else if (Class == Job_Novice_High) { Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); } else if (Class == Job_Baby) { Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby); } else { mes "An error has occurred."; } 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 < .jobchange_second) { mes "A job level of "+.jobchange_second+" is required to change into the 2nd Class."; } else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob+Job_Novice_High); } else { Job_Menu(.@job1, .@job2); } close; function Job_Menu { while (true) { if (getargcount() > 1) { mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < getargcount(); ++.@i) .@menu$ += " ~ "+jobname(getarg(.@i))+":"; .@menu$ += " ~ ^777777Cancel^000000"; next; .@newjob = getarg(select(.@menu$)-1, 0); if (!.@newjob) close; if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { mes "[Job Master]"; mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+"."; close; } mes "[Job Master]"; mes "Are you sure?"; next; } else { .@newjob = getarg(0); } if (select(" ~ Change into ^0055FF"+ jobname(.@newjob) +"^000000 class", " ~ ^777777"+(getargcount() > 1 ? "Go back": "Cancel")+"^000000") == 1) { mes "[Job Master]"; mes "You are now "+A_An(jobname(.@newjob))+"!"; if (.@newjob == Job_Novice_High && .linear_jobchange) lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script. jobchange .@newjob; if (.@newjob == Job_Novice_High) resetlvl(1); if (.@newjob == Job_Baby) { resetlvl(4); SkillPoint = 0; } specialeffect(EF_ANGEL2, AREA, playerattached()); specialeffect(EF_ELECTRIC, AREA, playerattached()); if (.platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Job Master]"; } end; } function A_An { setarray .@vowels$, "a", "e", "i", "o", "u"; .@firstletter$ = strtolower(charat(getarg(0), 0)); for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) { if (.@vowels$[.@i] == .@firstletter$) return "an "+getarg(0); } return "a "+getarg(0); } Get_Platinum: skill NV_FIRSTAID, 1, 0; if (BaseClass == Job_Novice) { if (Class != Job_SuperNovice) skill NV_TRICKDEAD, 1, 0; } else if (BaseClass == Job_Swordman) { skill SM_MOVINGRECOVERY, 1, 0; skill SM_FATALBLOW, 1, 0; skill SM_AUTOBERSERK, 1, 0; } else if (BaseClass == Job_Mage) { skill MG_ENERGYCOAT, 1, 0; } else if (BaseClass == Job_Archer) { skill AC_MAKINGARROW, 1, 0; skill AC_CHARGEARROW, 1, 0; } else if (BaseClass == Job_Acolyte) { skill AL_HOLYLIGHT, 1, 0; } else if (BaseClass == Job_Merchant) { skill MC_CARTREVOLUTION, 1, 0; skill MC_CHANGECART, 1, 0; skill MC_LOUD, 1, 0; } else if (BaseClass == Job_Thief) { skill TF_SPRINKLESAND, 1, 0; skill TF_BACKSLIDING, 1, 0; skill TF_PICKSTONE, 1, 0; skill TF_THROWSTONE, 1, 0; } if (BaseJob == Job_Knight) { skill KN_CHARGEATK, 1, 0; } else if (BaseJob == Job_Priest) { skill PR_REDEMPTIO, 1, 0; } else if (BaseJob == Job_Wizard) { skill WZ_SIGHTBLASTER, 1, 0; } else if (BaseJob == Job_Blacksmith) { skill BS_UNFAIRLYTRICK, 1, 0; skill BS_GREED, 1, 0; } else if (BaseJob == Job_Hunter) { skill HT_PHANTASMIC, 1, 0; } else if (BaseJob == Job_Assassin) { skill AS_SONICACCEL, 1, 0; skill AS_VENOMKNIFE, 1, 0; } else if (BaseJob == Job_Crusader) { skill CR_SHRINK, 1, 0; } else if (BaseJob == Job_Monk) { skill MO_KITRANSLATION, 1, 0; skill MO_BALKYOUNG, 1, 0; } else if (BaseJob == Job_Sage) { skill SA_CREATECON, 1, 0; skill SA_ELEMENTWATER, 1, 0; skill SA_ELEMENTGROUND, 1, 0; skill SA_ELEMENTFIRE, 1, 0; skill SA_ELEMENTWIND, 1, 0; } else if (BaseJob == Job_Rogue) { skill RG_CLOSECONFINE, 1, 0; } else if (BaseJob == Job_Alchemist) { skill AM_BIOETHICS, 1, 0; } else if (BaseJob == Job_Bard) { skill BA_PANGVOICE, 1, 0; } else if (BaseJob == Job_Dancer) { skill DC_WINKCHARM, 1, 0; } return; OnInit: .rebirth_blevel = 99; // Minimum base level to reborn OR change to third class .rebirth_jlevel = 50; // Minimum base job level to reborn OR change to third class .jobchange_first = 10; // Minimum job level to turn into 1st class .jobchange_second = 40; // Minimum job level to turn into 2nd class .third_classes = 0; // Enable third classes/Extended Classes? (1: yes / 0: no) .supernovice_level = 45; // Minimum base level to turn into Super Novice .linear_jobchange = 1; // Enforce linear class changes? (1: yes / 0: no) .skill_point_check = 1; // Force player to use up all skill points? (1: yes / 0: no) .platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end; } jobmaster.txt KUDOS to @Euphy
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