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ToiletMaster

Set trans job level 70 minimum to change job

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//===== rAthena Script =======================================//= All-in-One NPC//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.6//===== 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,147,169,6    script    All-in-One NPC    953,{function Get_Platinum; function Equip_Menu;    switch(select("Job Changer:Refiner:Exchange Coins:Rentals:Stat/Skill Resets:Platinum Skills:Identify All")) {	    case 1:		    function Job_Menu; function A_An;		    if (Class > 4049) {			    message strcharinfo(0),"No more jobs are available."; close; }		    if (checkfalcon() || checkcart() || checkriding() || ismounting()) {			    message strcharinfo(0),"Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";			    close; }		    if (.SkillPointCheck && SkillPoint) { message strcharinfo(0),"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;				    message strcharinfo(0),"You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";				    close; }			    if (Class > 21) { Job_Menu(roclass(.@eac|EAJL_THIRD)); close; }			    while(1) {				    set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");				    if (.@i==3) close;				    if (.@i==2) {					    mes "Are you sure you want to change your class to third class without rebirth? ^FF0000Please note that this is will be permanent where you'll lose Extra stat points, new skills, and more!^000000";					    if ( select ("Yes:No") == 2) close;				    }				   					 Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); } }		    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) 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;				    message strcharinfo(0),"You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";				    close; }			    Job_Menu(.@exp[0]); close; }		    if (.@eac&EAJL_2)			    if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {				    message strcharinfo(0),"No more jobs are available."; close; }		    if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {			    if (JobLevel < .JobReq[0]) message strcharinfo(0),"A job level of "+.JobReq[0]+" is required to change into the 1st Class.";			    else if (Class == 4001 && .LastJob && lastJob) 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: message strcharinfo(0),"An error has occurred."; break; }			    close; }		    if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) message strcharinfo(0),"No more jobs are available.";		    else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) message strcharinfo(0),"A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";		    else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) Job_Menu(lastJob+4001);		    else Job_Menu(.@j1,.@j2);		    close;		    function Job_Menu {			    if (getargcount() > 1) {				    set .@menu$,"";				    for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)					    set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";				    set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; }			    while(1) {				    if (getargcount() > 1) {					    set .@i, getarg(select(.@menu$)-1,0);					    if (!.@i) close; }				    else set .@i, getarg(0);				    if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {					    message strcharinfo(0),"A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; }				    else if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777Go back^000000")==1) {					    message strcharinfo(0),"Became "+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) Get_Platinum;					    close; }				    if (getargcount() == 1) return;			    } 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(roclass(eaclass()&EAJ_UPPERMASK)) {				    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:		    function Refine_Item;		    if (.EnrichedRefine)			    if (select(" ~ Normal Refiner: ~ Enriched Refiner")==2) {				    Equip_Menu(1);				    setarray .@Materials[0],7619,7620,7620,7620,7620;				    setarray .@Safe[0],4,7,6,5,4;				    set .@WLv, getequipweaponlv(@i);				    message strcharinfo(0),"Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);				    if(select(" ~ Refine item (2 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000")==2) close;				    Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1);				    close; }		    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);		    message strcharinfo(0),"Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);		    switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(10-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) > 10 || .@Refines < 1) message strcharinfo(0),"Invalid number ("+.@Refines+").";				    else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);				    close;			    case 3:				    if (.@SafeCount < 1) message strcharinfo(0),"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 <= 10; 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)) { message strcharinfo(0),"Nothing is equipped there!"; close; }			    if (getarg(0)) {				    if (!getequipisenableref(@i)) { message strcharinfo(0),getequipname(@i)+" cannot be refined."; close; }				    if (getequiprefinerycnt(@i) >= 10 ) { message strcharinfo(0),"+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; close; } }			    return; }		    function Refine_Item {			    message strcharinfo(0),"I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+getarg(0)*getarg(2)+" Zeny.";			    if (countitem(getarg(1)) < getarg(0) || Zeny < getarg(0)*getarg(2)) {				    sleep2 500; message strcharinfo(0),"Come back when you have the required materials."; close; }			    if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) {				    sleep2 500; message strcharinfo(0),"The item will be refined above the safe limit. It may break."; }			    sleep2 500;			    if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000")==2) close;			    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)) {						    message strcharinfo(0),getequipname(@i)+" broke while refining."; failedrefitem @i; close; } }				    else {					    if (getequippercentrefinery(@i) <= rand(100)) {						    message strcharinfo(0),getequipname(@i)+" broke while refining."; failedrefitem @i; close; } }				    successrefitem @i;				    set .@j, .@j-1; }			    message strcharinfo(0),"All done!";			    close; }	    case 3:		    message strcharinfo(0),"Coins are worth "+.Coin[1]+" Zeny each.";		    switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) {			    case 1:				    message strcharinfo(0),"How many coins do you want?";				    input .@coins,0,(1000000000/.Coin[1]);				    if (.@coins*.Coin[1] > Zeny) { message strcharinfo(0),"You don't have enough Zeny."; close; }				    if (!checkweight(.Coin[0],.@coins)) { message strcharinfo(0),"You don't have enough inventory space."; close; }				    set Zeny, Zeny-(.Coin[1]*.@coins);				    getitem .Coin[0], .@coins;				    message strcharinfo(0),"Purchased "+.@coins+" coins.";				    close;			    case 2:				    message strcharinfo(0),"How many coins do you want to trade in?";				    input .@coins,0,(1000000000/.Coin[1]);				    if (countitem(.Coin[0]) < .@coins) { message strcharinfo(0),"You don't have that many coins!"; close; }				    if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { message strcharinfo(0),"You have too much Zeny!"; close; }				    delitem .Coin[0], .@coins;				    set Zeny, Zeny+(.Coin[1]*.@coins);				    message strcharinfo(0),"Exchanged "+.@coins+" coins.";				    close;			    case 3:				    close; }	    case 4:		    if (Zeny < .Prices[2]) { message strcharinfo(0),"It costs "+.Prices[2]+" Zeny to rent."; close; }		    if (ismounting()) { message strcharinfo(0),"You must first remove your mount."; close; }		    else if ((eaclass()&EAJ_THIRDMASK==EAJ_RANGER) && !countitem(6124)) {			    if (!checkfalcon() && getskilllv(127) && !checkwug()) {				    if(select(" ~ Falcon: ~ Warg")==1) setfalcon;				    else getitem 6124,1; }			    else getitem 6124,1; }		    else if ((eaclass()&EAJ_THIRDMASK==EAJ_MECHANIC) && !checkcart() && getskilllv(39)) {			    if (!checkmadogear() && getskilllv(2255)) {				    if(select(" ~ Cart: ~ Mado")==1) setcart;				    else setmadogear; }			    else setcart; }		    else if (!checkcart() && getskilllv(39)) setcart;		    else if (!checkfalcon() && getskilllv(127) && !checkwug()) setfalcon;		    else if (!checkriding() && getskilllv(63)) {			    if (eaclass()&EAJ_THIRDMASK==EAJ_RUNE_KNIGHT) setdragon;			    else setriding; }		    else if (!checkmadogear() && getskilllv(2255)) setmadogear;		    else { message strcharinfo(0),"You do not meet requirements to rent."; close; }		    set Zeny, Zeny-.Prices[2];		    specialeffect2 276;		    close;	    case 5:		    if (.Prices[1]) message strcharinfo(0),"It costs "+.Prices[1]+" Zeny to reset stats or skills.";		    set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel");		    if (.@i==3) close;		    if (Zeny < .Prices[1]) { message strcharinfo(0),"You don't have enough Zeny."; close; }		    set Zeny, Zeny-.Prices[1];		    if (.@i==1) ResetStatus;		    else { sc_end SC_ALL; ResetSkill; }		    message strcharinfo(0),((.@i==1)?"Stats":"Skills")+" reset!";		    close;	    case 6:		    Get_Platinum;		    specialeffect2 441;		    message strcharinfo(0),"Platinum skills received!";		    close;	    case 7:		    setarray .@Total[0],0,0;		    getinventorylist;		    for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) {			    if (@inventorylist_identify[.@i]) continue;			    if (Zeny < .Prices[3]) {				    dispbottom "It costs "+.Prices[3]+" to identify an item."; 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]) { message strcharinfo(0),"No items identified."; close; }		    specialeffect2 154;		    message strcharinfo(0),"Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+.@Total[1]+" Zeny":"")+".";		    close;    }OnInit:// --------------------- Config ---------------------    setarray .OnClick[0],0,0,0;	    // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no)    setarray .Styles[1],553,37,250;	    // Maximum dye, hair style, and 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// --------------------------------------------------    end;}

 

Hello! Currently for trans job it's possible to change job at 50. can i set it back to 99/70 before they can become 3rd job?

 

Thanks!

Edited by ToiletMaster

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4 answers to this question

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You could change 50 to 70 in this line:

 

setarray .Rebirth[0],99,50;    // Minimum base level, job level to rebirth OR change to third class

 

The problem with this, however, is that it (more likely than not) will cause the script to require that you Rebirth with 50 Job Levels, where (in common cases), 50 is the maximum Job Level for Second and Advanced classes. You'd probably be better off modifying the script to take a third value from the .Rebirth array and adding a check for that value.

 

Example modifications:

 

setarray .Rebirth[0],99,50;    // Minimum base level, job level to rebirth OR change to third class

 

setarray .Rebirth[0],99,50,70;    // Minimum base level, job level to rebirth OR change to third class

 

 

if (Class > 21) { Job_Menu(roclass(.@eac|EAJL_THIRD)); close; }

 

if (Class > 21 && BaseLevel >= Rebirth[0] && JobLevel == .Rebirth[2]) { Job_Menu(roclass(.@eac|EAJL_THIRD)); close; }

 

Idk, this script is pretty messy to begin with and is kind of hellish to read, but a proper modification can be made if you punch in your check at the right spot. The second part of my example modifications is purely in theory; I have not tested it.

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You could change 50 to 70 in this line:

 

setarray .Rebirth[0],99,50;    // Minimum base level, job level to rebirth OR change to third class

 

The problem with this, however, is that it (more likely than not) will cause the script to require that you Rebirth with 50 Job Levels, where (in common cases), 50 is the maximum Job Level for Second and Advanced classes. You'd probably be better off modifying the script to take a third value from the .Rebirth array and adding a check for that value.

 

Example modifications:

 

setarray .Rebirth[0],99,50;    // Minimum base level, job level to rebirth OR change to third class

 

setarray .Rebirth[0],99,50,70;    // Minimum base level, job level to rebirth OR change to third class

 

 

if (Class > 21) { Job_Menu(roclass(.@eac|EAJL_THIRD)); close; }

 

if (Class > 21 && BaseLevel >= Rebirth[0] && JobLevel == .Rebirth[2]) { Job_Menu(roclass(.@eac|EAJL_THIRD)); close; }

 

Idk, this script is pretty messy to begin with and is kind of hellish to read, but a proper modification can be made if you punch in your check at the right spot. The second part of my example modifications is purely in theory; I have not tested it.

 

Thanks for the help!

 

Sorry for the extremely late reply though, I totally forgotten this for awhile back.

 

The problem now with changing the lines on the 2nd part.

 

Upon changing the lines, becoming a lord knight is still able to change at 50 job level, but this time it reverts back to High novice instead.

 

Not sure how to go about this though ._.

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if (Class > 21) {	if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[2]) {		set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[2]-JobLevel;		message strcharinfo(0),"You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";	}	else		Job_Menu(roclass(.@eac|EAJL_THIRD));	close;}
Edited by Capuche

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