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Aegiskore

Job Changer with Fee

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more details? Which jobs available? Trans only? 3rd? all? requirements?

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No Trans or 3rd Job..  I was thinking to charge some Zeny or items to those who doesn't want to do the job change quest.

 

Novice to first Job --> will charge zeny or items

First to Second Job --> Will charge zeny or items

Edited by Freezer

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sorry forgot about this :x

 

this should do it, the script should not allow 3rd or trans class (even if there are still settings for it). I can't remember where i got this script from, but i think it's from eA

 

The costs you can set below at OnInit

 

prontera,153,193,6 script Job Master 123,{function Job_Menu; function A_An; mes "[Job Master]";if (Class > Job_Thief) {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) 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);} elseJob_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 "[Job Master]";mes "Are you sure?";next;} elseset .@i, getarg(0);if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {set .@eac, eaclass(.@i);if ( ( .@eac&EAJL_2_1 || .@eac&EAJL_2_2 ) && Zeny < .cost_2nd && !(.@eac&EAJL_UPPER) && !( .@eac&EAJL_THIRD ) ) {mes "[Job Master]";mes "You need "+ .cost_2nd +" zeny to proceed.";close;}else if( ( .@eac&EAJL_2_1 || .@eac&EAJL_2_2 ) && !(.@eac&EAJL_UPPER) && !( .@eac&EAJL_THIRD )) {mes "[Job Master]";mes "It will cost "+ .cost_2nd +" zeny to proceed.";next;if( select( " ~ Proceed", " ~ Leave" ) -1 ) close;set Zeny, Zeny - .cost_2nd;}else if ( .@eac&EAJL_UPPER && Zeny < .cost_rebirth && !( .@eac&EAJL_THIRD ) && !( .@eac&EAJL_2 ) && Class != 4001 ) {mes "[Job Master]";mes "You need "+ .cost_rebirth +" zeny to proceed.";close;}else if( .@eac&EAJL_UPPER && !( .@eac&EAJL_THIRD ) && !( .@eac&EAJL_2 ) && Class != 4001 ) {mes "[Job Master]";mes "It will cost "+ .cost_rebirth +" zeny to proceed.";next;if( select( " ~ Proceed", " ~ Leave" ) -1 ) close;set Zeny, Zeny - .cost_rebirth;}else if ( .@eac&EAJL_THIRD && Zeny < .cost_3rd ) {mes "[Job Master]";mes "You need "+ .cost_3rd +" zeny to proceed.";close;}else if( .@eac&EAJL_THIRD ) {mes "[Job Master]";mes "It will cost "+ .cost_3rd +" zeny to proceed.";next;if( select( " ~ Proceed", " ~ Leave" ) -1 ) close;set Zeny, Zeny - .cost_3rd;}mes "[Job Master]";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) callsub Get_Platinum;close;}if (getargcount() == 1) return;mes "[Job Master]";}end;} 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);} 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; OnInit:setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third classsetarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd classset .ThirdClass,0; // Enable third classes? (1: yes / 0: no)set .SNovice,45; // Minimum base level to turn into Super Noviceset .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 .cost_2nd, 150000; // cost to pass 2nd jobset .cost_3rd, 1000000; // cost to pass 3rd jobset .cost_rebirth, 1285000; // cost to pass rebirthend;}
Edited by Ridley

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