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Hadeszeus

Reset Basic Skill on Baby Class

Question

Can someone help me fix this job changer script? Whenever a a novice change to baby job basic skill is not reset causing a player to have extra 9 SKILL POINTS.

 

//===== 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,178,89,6	script	Job Master	1_M_JOBGUIDER,{	function Job_Menu; function A_An;	mes "[Job Master]";	if (Class > Job_Soul_Linker) {		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 (.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");			.@choice = select(" ~ ^0055FFRebirth^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]";			close;		}	}	.@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) {		.@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$)-1, 0);			if (!.@newjob) close;			if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {				mes "[Job Master]";				mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";				close;			}			mes "[Job Master]";			mes "Are you sure?";			next;		} else {			.@newjob = getarg(0);		}		if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {			mes "[Job Master]";			mes "You are now "+A_An(jobname(.@newjob))+"!";			if (.@newjob == Job_Novice_High && .linear_jobchange)				lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.			jobchange .@newjob;			if (.@newjob == Job_Novice_High)				resetlvl(1);			specialeffect2 EF_ANGEL2;			specialeffect2 EF_ELECTRIC;			if (.platinum)				callsub Get_Platinum;			close;		}		if (getargcount() == 1)			return;		mes "[Job Master]";	}	end;}function A_An {	setarray .@vowels$, "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? (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)	waitingroom "  ~ Change Job ~",0;	end;}

 

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line 159 

 

if (.@newjob == Job_Novice_High)resetlvl(1);

add below

 

if (.@newjob == Job_Baby) {resetlvl(4);SkillPoint = 0;}

 

think this is added in the git already. you can also use the latest version there

Edited by Medusalem

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line 159 

 

if (.@newjob == Job_Novice_High)resetlvl(1);

add below

 

if (.@newjob == Job_Baby) {resetlvl(4);SkillPoint = 0;}

 

think this is added in the git already. you can also use the latest version there

Thank you!

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