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Removing skills point in each transformation
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criseleusis
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criseleusis
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Hello, I'm having a problem. When a player turn into another class and he has some skill points that he did not use, when he turn the next class, he cant lvl up the skill of it because he has to use all of the points of 1st first.
The script is:
//===== Hercules Script ======================================//= Mestra de Classes//===== 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 Mestra de Classes 2_F_MAGICMASTER,{ function Job_Menu; function A_An; mes "[Mestra de Classes]"; if (Class > Job_Soul_Linker) { mes "Sem mais profissões disponíveis."; close; } if (checkfalcon() || checkcart() || checkmount() || hascashmount()) { mes "Por favor, remova seu "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkmount() || hascashmount())?"mount":"") +" antes de continuar."; close; } if (.skill_point_check && SkillPoint > 0) { mes "Please use all your skill points antes de continuar."; 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 "Você precisa " + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" mais leveis de base "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "") + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "") + "para continuar."; close; } if (Class > Job_Crusader2) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while (true) { mes "Selecione uma opção."; next; .@choice = select(" ~ ^0055FFRebornar^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancelar^000000"); if (.@choice == 3) close; mes "[Mestra de Classes]"; mes "Você tem certeza?"; next; if (.@choice == 1) Job_Menu(Job_Novice_High); else Job_Menu(roclass(.@eac|EAJL_THIRD)); mes "[Mestra de Classes]"; } } .@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 "Você precisa " + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" mais leveis de base "+ (JobLevel < .@required_jlevel ? "e " : "")) : "") + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" mais leveisq de job " : "") + "para continuar."; close; } mes "Mudar para "+jobname(.@newclass)+"?"; next; Job_Menu(.@newclass); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "Sem mais profissões disponíveis."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .jobchange_first) { mes "O level de job precisa ser "+.jobchange_first+" para se transformar na primeira classe."; } else if (Class == Job_Novice_High && .linear_jobchange && lastJob) { mes "Mudar de classe agora?"; 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 "Um erro ocorreu."; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) { mes "Sem mais profissões disponíveis."; } else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) { mes "O level de job precisa ser "+.jobchange_second+" para se transformar na segunda classe."; } else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) { mes "Mudar de classe agora?"; next; Job_Menu(lastJob+Job_Novice_High); } else { Job_Menu(.@job1, .@job2); } close;function Job_Menu { while (true) { if (getargcount() > 1) { mes "Selecione uma profissão."; .@menu$ = ""; for (.@i = 0; .@i < getargcount(); ++.@i) .@menu$ += " ~ "+jobname(getarg(.@i))+":"; .@menu$ += " ~ ^777777Cancelar^000000"; next; .@newjob = getarg(select(.@menu$)-1, 0); if (!.@newjob) close; if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { mes "[Mestra de Classes]"; mes "O level de base precisa ser "+.supernovice_level+" para se transformar em "+jobname(.@newjob)+"."; close; } mes "[Mestra de Classes]"; mes "Você tem certeza?"; next; } else { .@newjob = getarg(0); } if (select(" ~ Se transformar em ^0055FF"+jobname(.@newjob)+"^000000: ~ ^777777"+(getargcount() > 1 ? "Voltar" : "Cancelar")+"^000000") == 1) { mes "[Mestra de Classes]"; mes "Agora você é um/uma"+A_An(jobname(.@newjob))+"!"; if (.@newjob == Job_Novice_High && .linear_jobchange) lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script. jobchange .@newjob; if (.@newjob == Job_Novice_High) resetlvl(1); if (.@newjob == Job_Baby) { resetlvl(4); SkillPoint = 0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Mestra de Classes]"; } end;}function A_An { setarray .@vowels$, "a", "e", "i", "o", "u"; .@firstletter$ = strtolower(charat(getarg(0), 0)); for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) { if (.@vowels$[.@i] == .@firstletter$) return " "+getarg(0); } return " "+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 = 0; // Force player to use up all skill points? (1: yes / 0: no) .platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end;}How can i remove this points? Thankssss mates.
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