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Job Master (Zeny Payment)

Question

Help pls.. i want to add payment on every job

 

1st job = 10k

2nd job = 50k

rebirth = 100k

high 1st = 20k

high 2nd job = 200k

 

//===== 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,150,198,5	script	Job Master	4_M_BIBI,{
	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;
			.@[member=choice] = select(" ~ ^0055FFRebirth^000000", (.third_classes ? " ~ ^FF0000Third Class^000000":""), " ~ ^777777Cancel^000000");
			if (.@[member=choice] == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			if (.@[member=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;
			}
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			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;
		getitem 5746,1;
	} else if (BaseJob == Job_Priest) {
		skill PR_REDEMPTIO, 1, 0;
		getitem 5747,1;
	} else if (BaseJob == Job_Wizard) {
		skill WZ_SIGHTBLASTER, 1, 0;
		getitem 5753,1;
	} else if (BaseJob == Job_Blacksmith) {
		skill BS_UNFAIRLYTRICK, 1, 0;
		skill BS_GREED, 1, 0;
		getitem 5749,1;
	} else if (BaseJob == Job_Hunter) {
		skill HT_PHANTASMIC, 1, 0;
		getitem 5748,1;
	} else if (BaseJob == Job_Assassin) {
		skill AS_SONICACCEL, 1, 0;
		skill AS_VENOMKNIFE, 1, 0;
		getitem 5755,1;
	} else if (BaseJob == Job_Crusader) {
		skill CR_SHRINK, 1, 0;
		getitem 5757,1;
	} else if (BaseJob == Job_Monk) {
		skill MO_KITRANSLATION, 1, 0;
		skill MO_BALKYOUNG, 1, 0;
		getitem 5754,1;
	} 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;
		getitem 5756,1;
	} else if (BaseJob == Job_Rogue) {
		skill RG_CLOSECONFINE, 1, 0;
		getitem 5750,1;
	} else if (BaseJob == Job_Alchemist) {
		skill AM_BIOETHICS, 1, 0;
		getitem 5752,1;
	} else if (BaseJob == Job_Bard) {
		skill BA_PANGVOICE, 1, 0;
		getitem 5751,1;
	} else if (BaseJob == Job_Dancer) {
		skill DC_WINKCHARM, 1, 0;
		getitem 5758,1;
	}
	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 = 50;  // 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;
}

 

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3 answers to this question

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I think is it you want.

You can change the zeny cost changing values of array '.zeny_cost' in 'OnInit:'.

 

// The order is: 1st, high 1st, 2nd, rebirth, high 2nd, 3rd
setarray .zeny_cost[0], 10000, 20000, 50000, 100000, 200000, 300000;

 

 

 

 

//===== 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;
            .@[member=choice] = select(" ~ ^0055FFRebirth^000000", (.third_classes ? " ~ ^FF0000Third Class^000000":""), " ~ ^777777Cancel^000000");
            if (.@[member=choice] == 3)
                close;
            mes "[Job Master]";
            mes "Are you sure?";
            next;
            if (.@[member=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]";
 
            .@eac = eaclass();
 
            if (.@newjob == Job_Novice_High)
            {
                // Rebirth
                if (Zeny - .zeny_cost[3] < 0)
                {
                    mes "Sorry, but you don't have " + callfunc("F_InsertComma", .zeny_cost[3], 3, ".") + "z to change your class.";
                    close;
                }
                else
                    Zeny -= .zeny_cost[3];
            }
            else if (Class == Job_Novice || Class == Job_Baby || Class == Job_Novice_High || .@newjob == Job_SuperNovice)
            {
                // 1st and high 1st
                .@value = (Class == Job_Novice_High) ? .zeny_cost[1] : .zeny_cost[0];
    
                if (.@newjob != Job_Baby)
                {
                    if (Zeny - .@value < 0)
                    {
                        mes "Sorry, but you don't have " + callfunc("F_InsertComma", .@value, 3, ".") + "z to change your class.";
                        close;
                    }
                    else
                        Zeny -= .@value;
                }
            }
            else if (!(.@eac&EAJL_2))
            {
                // 2nd and high 2nd
                .@value = (.@eac&EAJL_UPPER) ? .zeny_cost[4] : .zeny_cost[2];
 
                if (Zeny - .@value < 0)
                {
                    mes "Sorry, but you don't have " + callfunc("F_InsertComma", .@value, 3, ".") + "z to change your class.";
                    close;
                }
                else
                    Zeny -= .@value;
            }
            else
            {
                // 3rd
                if (.third_classes)
                {
                    if (Zeny - .zeny_cost[5] < 0)
                    {
                        mes "Sorry, but you don't have " + callfunc("F_InsertComma", .zeny_cost[5], 3, ".") + "z to change your class.";
                        close;
                    }
                    else
                        Zeny -= .zeny_cost[5];
                }
            }
 
            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;
            }
            specialeffect2 EF_ANGEL2;
            specialeffect2 EF_ELECTRIC;
            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 = 1;      // 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)
 
    // 1st, high 1st, 2nd, rebirth, high 2nd, 3rd
    setarray .zeny_cost[0], 10000, 20000, 50000, 100000, 200000, 300000;
    end;
}

 

 

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