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hadiesyafiq

Can someone Help me on this Job Changer script?

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//===== 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]
//= 1.5 Add Cost for 2nd,Rebirth and 3rd job. [Hadie]
//============================================================

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;
            .@choice = select(" ~ ^0055FFRebirth^000000", (.third_classes ? " ~ ^FF0000Third Class^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]";
        }
    }
    .@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) {
            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(.@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;
            }
            specialeffect(EF_ANGEL2, AREA, playerattached());
            specialeffect(EF_ELECTRIC, AREA, playerattached());
            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)
    .cost_2nd = 150000;    // cost to pass 2nd job
    .cost_3rd = 1000000;    // cost to pass 3rd job
    .cost_rebirth = 1000000;    // cost to pass rebirth
    end;
}

above is Default Herc Euphy job changer script but i add cyro script gave to me for add cost zeny..

the problem is when change to 1st job npc ask for zeny but not on 2nd job and rebirth...

can someone help me?

the script i need is 

1st job = free

2nd job = 150k

rebirth = 1m

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5 hours ago, Chatterboy said:

what is the problem?

Hi sir..the problem is npc charge zeny for 1st job...and not charge for 2nd and rebirth...

what i need is

1st job = free

2nd job = 150k

rebirth = 1m

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