|
@@ -3,7 +3,7 @@
|
|
//===== By: ==================================================
|
|
//===== By: ==================================================
|
|
//= Euphy
|
|
//= Euphy
|
|
//===== Current Version: =====================================
|
|
//===== Current Version: =====================================
|
|
-//= 1.4
|
|
|
|
|
|
+//= 1.7
|
|
//===== Compatible With: =====================================
|
|
//===== Compatible With: =====================================
|
|
//= rAthena Project
|
|
//= rAthena Project
|
|
//===== Description: =========================================
|
|
//===== Description: =========================================
|
|
@@ -14,16 +14,86 @@
|
|
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
|
|
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
|
|
//= 1.3 Kagerou/Oboro added.
|
|
//= 1.3 Kagerou/Oboro added.
|
|
//= 1.4 Rebellion added.
|
|
//= 1.4 Rebellion added.
|
|
|
|
+//= 1.5 Added option to disable RebirthClass. [mazvi]
|
|
|
|
+//= 1.6 Added option to get job related equipment on change. [Braniff]
|
|
|
|
+//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
|
|
//============================================================
|
|
//============================================================
|
|
|
|
|
|
prontera,153,193,6 script Job Master 123,{
|
|
prontera,153,193,6 script Job Master 123,{
|
|
-function Job_Menu;
|
|
|
|
-
|
|
|
|
- mes "[Job Master]";
|
|
|
|
- if (Class > Job_Soul_Linker) {
|
|
|
|
- mes "No more jobs are available.";
|
|
|
|
|
|
+function Get_Job_Equip;
|
|
|
|
+// Checks if the Player has the required level.
|
|
|
|
+// closes if not, returns if yes
|
|
|
|
+function Require_Level {
|
|
|
|
+ if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
|
|
|
|
+ .@blvl = getarg(0) - BaseLevel;
|
|
|
|
+ .@jlvl = getarg(1) - JobLevel;
|
|
|
|
+ mes "Level requirement:";
|
|
|
|
+ mes ((getarg(0)>1)?
|
|
|
|
+ "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
|
|
|
|
+ getarg(1)+"^000000 (^00bb00Job^000000)";
|
|
|
|
+ mes "You need " +
|
|
|
|
+ ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " +
|
|
|
|
+ ((.@jlvl > 0) ? "and " : "") : "") +
|
|
|
|
+ ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
|
|
|
|
+ "to continue.";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
|
|
+ return;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Checks if the given eac is a baby class
|
|
|
|
+function Is_Baby {
|
|
|
|
+ return ((getarg(0, eaclass())&EAJL_BABY)>0);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Checks if the player can change to third class.
|
|
|
|
+// Note: This does not include the level checks.
|
|
|
|
+function Can_Change_Third {
|
|
|
|
+ // To change to third class you either need to be:
|
|
|
|
+ // * Second Class
|
|
|
|
+ // * Transcendent Second Class
|
|
|
|
+ // * Baby Second Class
|
|
|
|
+ if( !.ThirdClass )
|
|
|
|
+ return false; // Third job change disabled
|
|
|
|
+ if( !(eaclass()&EAJL_2) )
|
|
|
|
+ return false; // Not second Class
|
|
|
|
+ if( eaclass()&EAJL_THIRD )
|
|
|
|
+ return false; // Already Third Class
|
|
|
|
+ if( roclass(eaclass()|EAJL_THIRD) < 0 )
|
|
|
|
+ return false; // Job has no third Class
|
|
|
|
+ if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
|
|
|
|
+ return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
|
|
|
|
+ if( Is_Baby() && (!.BabyClass || !.BabyThird) )
|
|
|
|
+ return false; // No Baby (Third) change allowed
|
|
|
|
+ return true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+function Can_Rebirth {
|
|
|
|
+ // To rebirth, you need to be:
|
|
|
|
+ // * Second Class
|
|
|
|
+ if( !.RebirthClass )
|
|
|
|
+ return false; // Rebirth disabled
|
|
|
|
+ if( !(eaclass()&EAJL_2) )
|
|
|
|
+ return false; // Not second Class
|
|
|
|
+ if( eaclass()&EAJL_UPPER )
|
|
|
|
+ return false; // Already Rebirthed
|
|
|
|
+ if( roclass(eaclass()|EAJL_UPPER) < 0 )
|
|
|
|
+ return false; // Job has no transcended class
|
|
|
|
+ if( Is_Baby() && !.BabyClass )
|
|
|
|
+ return false; // No Baby changes allowed
|
|
|
|
+ return true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Checks if the given eac is a first class
|
|
|
|
+function Is_First_Cls {
|
|
|
|
+ return (getarg(0) <= EAJ_TAEKWON);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+function Check_Riding {
|
|
|
|
+ // Note: Why we should always check for Riding:
|
|
|
|
+ // Mounts are considered as another class, which
|
|
|
|
+ // would make this NPC bigger just to handle with
|
|
|
|
+ // those special cases.
|
|
if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
|
|
if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
|
|
mes "Please remove your " +
|
|
mes "Please remove your " +
|
|
((checkfalcon()) ? "falcon" : "") +
|
|
((checkfalcon()) ? "falcon" : "") +
|
|
@@ -33,179 +103,254 @@ function Job_Menu;
|
|
" before proceeding.";
|
|
" before proceeding.";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
|
|
+ return;
|
|
|
|
+}
|
|
|
|
+function Check_SkillPoints {
|
|
if (.SkillPointCheck && SkillPoint) {
|
|
if (.SkillPointCheck && SkillPoint) {
|
|
mes "Please use all your skill points before proceeding.";
|
|
mes "Please use all your skill points before proceeding.";
|
|
close;
|
|
close;
|
|
}
|
|
}
|
|
|
|
+ return;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// addJobOptions is essentially the same like
|
|
|
|
+// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
|
|
|
|
+// It's just easier to read, since we're using it very often
|
|
|
|
+function Job_Options {
|
|
|
|
+ .@argcount = getargcount();
|
|
|
|
+ .@arr_size = getarraysize(getarg(0));
|
|
|
|
+ for( .@i = 1; .@i < .@argcount; .@i++) {
|
|
|
|
+ setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
|
|
|
|
+// Begin of the NPC
|
|
|
|
+ mes .NPCName$;
|
|
|
|
+ Check_Riding();
|
|
|
|
+ Check_SkillPoints();
|
|
|
|
+
|
|
|
|
+ // initialisation
|
|
|
|
+ deletearray .@job_opt[0],getarraysize(.@job_opt);
|
|
.@eac = eaclass();
|
|
.@eac = eaclass();
|
|
- .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
|
|
|
|
- if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
|
|
|
|
- if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
|
|
|
|
- .@blvl = .Rebirth[0] - BaseLevel;
|
|
|
|
- .@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 > Job_Crusader2) {
|
|
|
|
- mes "Switch to third class?";
|
|
|
|
- next;
|
|
|
|
- Job_Menu(roclass(.@eac|EAJL_THIRD));
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- while(1) {
|
|
|
|
- mes "Select an option.";
|
|
|
|
- next;
|
|
|
|
- .@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) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
|
|
|
|
- mes "[Job Master]";
|
|
|
|
- }
|
|
|
|
|
|
+ .@third_possible = Can_Change_Third();
|
|
|
|
+ .@rebirth_possible = Can_Rebirth();
|
|
|
|
+ .@first_eac = .@eac&EAJ_BASEMASK;
|
|
|
|
+ .@second_eac = .@eac&EAJ_UPPERMASK;
|
|
|
|
+ // Note: These are already set in pc.c
|
|
|
|
+ // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
|
|
|
|
+ // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
|
|
|
|
+ //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
|
|
|
|
+
|
|
|
|
+ // From here on the jobmaster checks the current class
|
|
|
|
+ // and fills the the array `.@job_opt` with possible
|
|
|
|
+ // job options for the player.
|
|
|
|
+
|
|
|
|
+ if( .@rebirth_possible ) {
|
|
|
|
+ // Rebirth option (displayed on the top of the menu)
|
|
|
|
+ Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
|
|
|
|
+ Job_Options(.@job_opt, Job_Novice_High);
|
|
}
|
|
}
|
|
- .@j1 = roclass(.@eac|EAJL_2_1);
|
|
|
|
- .@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 || Class == Job_Gunslinger)
|
|
|
|
- setarray .@exp[0], .@j1, 70;
|
|
|
|
- if (.@exp[0] && .SecondExpanded) {
|
|
|
|
- if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
|
|
|
|
- .@blvl = .Rebirth[0] - BaseLevel;
|
|
|
|
- .@jlvl = .@exp[1] - JobLevel;
|
|
|
|
- mes "You need " +
|
|
|
|
- ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
|
|
|
|
- ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
|
|
|
|
- close;
|
|
|
|
|
|
+ if( .@third_possible ) {
|
|
|
|
+ // Third Job change (displayed below rebirth)
|
|
|
|
+ Require_Level(.Req_Third[0], .Req_Third[1]);
|
|
|
|
+ Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (.SecondExpanded &&
|
|
|
|
+ (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
|
|
|
|
+ !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN
|
|
|
|
+ // (Baby) Super Novice to Expanded (Baby) Super Novice
|
|
|
|
+ if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
|
|
|
|
+ // .BabyClass & .BabyExpanded must be enabled if the is a baby
|
|
|
|
+ Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
|
|
|
|
+ Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
|
|
}
|
|
}
|
|
- 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 (.SecondExpanded &&
|
|
|
|
+ ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja
|
|
|
|
+ (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger
|
|
|
|
+ // (Baby) Ninja to (Baby) Kagerou / Oboro
|
|
|
|
+ // (Baby) Gunslinger to (Baby) Rebellion
|
|
|
|
+ if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
|
|
|
|
+ // .BabyClass & .BabyExpanded must be enabled if the is a baby
|
|
|
|
+ Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
|
|
|
|
+ // Kagerou, Oboro, Rebellion are considered as a 2-1 class
|
|
|
|
+ Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
|
|
}
|
|
}
|
|
- 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 == Job_Novice_High && .LastJob && lastJob) {
|
|
|
|
- mes "Switch classes now?";
|
|
|
|
- next;
|
|
|
|
- Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
|
|
|
|
- } else {
|
|
|
|
- switch(Class) {
|
|
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Player is Job_Novice, Job_Novice_High or Job_Baby
|
|
|
|
+ if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
|
|
|
|
+ // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
|
|
|
|
+ Require_Level(.Req_First[0], .Req_First[1]);
|
|
|
|
+ switch(Class) {
|
|
case Job_Novice:
|
|
case Job_Novice:
|
|
- Job_Menu(
|
|
|
|
- Job_Swordman,
|
|
|
|
- Job_Mage,
|
|
|
|
- Job_Archer,
|
|
|
|
- Job_Acolyte,
|
|
|
|
- Job_Merchant,
|
|
|
|
- Job_Thief,
|
|
|
|
- Job_Super_Novice,
|
|
|
|
- Job_Taekwon,
|
|
|
|
- Job_Gunslinger,
|
|
|
|
- Job_Ninja,
|
|
|
|
- Job_Baby
|
|
|
|
- );
|
|
|
|
|
|
+ // First job change
|
|
|
|
+ Job_Options(.@job_opt,Job_Swordman,
|
|
|
|
+ Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
|
|
|
|
+ Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
|
|
|
|
+ if( .BabyClass )
|
|
|
|
+ Job_Options(.@job_opt, Job_Baby);
|
|
break;
|
|
break;
|
|
case Job_Novice_High:
|
|
case Job_Novice_High:
|
|
- Job_Menu(
|
|
|
|
- Job_Swordman_High,
|
|
|
|
- Job_Mage_High,
|
|
|
|
- Job_Archer_High,
|
|
|
|
- Job_Acolyte_High,
|
|
|
|
- Job_Merchant_High,
|
|
|
|
- Job_Thief_High
|
|
|
|
- );
|
|
|
|
|
|
+ // Job change after rebirth
|
|
|
|
+ if( .LastJob && lastJob )
|
|
|
|
+ Job_Options(.@job_opt,
|
|
|
|
+ roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
|
|
|
|
+ else
|
|
|
|
+ Job_Options(.@job_opt,
|
|
|
|
+ Job_Swordman_High, Job_Mage_High, Job_Archer_High,
|
|
|
|
+ Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
|
|
break;
|
|
break;
|
|
case Job_Baby:
|
|
case 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
|
|
|
|
- );
|
|
|
|
|
|
+ if( !.BabyClass )
|
|
|
|
+ break;
|
|
|
|
+ // First job change as a baby
|
|
|
|
+ Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
|
|
|
|
+ Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
|
|
|
|
+ Job_Baby_Thief);
|
|
|
|
+ if( .BabyExpanded )
|
|
|
|
+ Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
|
|
|
|
+ Job_Baby_Gunslinger, Job_Baby_Ninja);
|
|
|
|
+ if( .BabySummoner )
|
|
|
|
+ Job_Options(.@job_opt, Job_Baby_Summoner);
|
|
break;
|
|
break;
|
|
default:
|
|
default:
|
|
mes "An error has occurred.";
|
|
mes "An error has occurred.";
|
|
- break;
|
|
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ } else if( Is_First_Cls(.@eac) || // First Class
|
|
|
|
+ Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls
|
|
|
|
+ (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls
|
|
|
|
+ // Player is First Class (not Novice)
|
|
|
|
+ // most jobs should have two options here (2-1 and 2-2)
|
|
|
|
+ .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
|
|
|
|
+ .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
|
|
|
|
+ // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
|
|
|
|
+ if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
|
|
|
|
+ // Player is rebirth Cls and linear class changes are enforced
|
|
|
|
+ Require_Level(.Req_Second[0], .Req_Second[1]);
|
|
|
|
+ Job_Options(.@job_opt, lastJob + Job_Novice_High);
|
|
|
|
+ } else {
|
|
|
|
+ // Class is not enforced, player can decide.
|
|
|
|
+ if( .@class1 > 0 ) { // 2-1
|
|
|
|
+ Require_Level(.Req_Second[0], .Req_Second[1]);
|
|
|
|
+ Job_Options(.@job_opt, .@class1);
|
|
|
|
+ }
|
|
|
|
+ if( .@class2 > 0 ) { // 2-2
|
|
|
|
+ Require_Level(.Req_Second[0], .Req_Second[1]);
|
|
|
|
+ Job_Options(.@job_opt, .@class2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
- 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 + Job_Novice_High);
|
|
|
|
- } else
|
|
|
|
- Job_Menu(.@j1, .@j2);
|
|
|
|
|
|
+
|
|
|
|
+ // Displaying the Job Menu defined by .@job_opt.
|
|
|
|
+ // .@job_opt should not be changed below this line.
|
|
|
|
+ function Job_Menu;
|
|
|
|
+ Job_Menu(.@job_opt);
|
|
close;
|
|
close;
|
|
|
|
|
|
-function Job_Menu {
|
|
|
|
- while(1) {
|
|
|
|
- if (getargcount() > 1) {
|
|
|
|
|
|
+// Displays the job menu
|
|
|
|
+function Job_Menu {
|
|
|
|
+ // getarg(0) is the .@job_opt array holding all available job changes.
|
|
|
|
+ function Confirm_Change;
|
|
|
|
+ while(true) {
|
|
|
|
+ .@opt_cnt = getarraysize(getarg(0));
|
|
|
|
+ if( .@opt_cnt <= 0 ) {
|
|
|
|
+ mes "No more jobs are available.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ .@selected = 0; // Just a single job class given, no select needed
|
|
|
|
+ if (.@opt_cnt > 1) {
|
|
|
|
+ // Multiple job classes given. Select one and save it to .@class
|
|
|
|
+ // After that confirm .@class
|
|
mes "Select a job.";
|
|
mes "Select a job.";
|
|
.@menu$ = "";
|
|
.@menu$ = "";
|
|
- for (.@i = 0; .@i < getargcount(); .@i++)
|
|
|
|
- .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
|
|
|
|
|
|
+ for (.@i = 0; .@i < .@opt_cnt; .@i++) {
|
|
|
|
+ if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
|
|
|
|
+ .@jobname$ = "^0055FFRebirth^000000";
|
|
|
|
+ else
|
|
|
|
+ .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
|
|
|
|
+ .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
|
|
|
|
+ }
|
|
.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
|
|
.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
|
|
- next;
|
|
|
|
- .@i = getarg(select(.@menu$) - 1, 0);
|
|
|
|
- if (!.@i)
|
|
|
|
|
|
+ .@selected = select(.@menu$) - 1;
|
|
|
|
+ if( .@selected < 0 || .@selected >= .@opt_cnt )
|
|
close;
|
|
close;
|
|
- if ((.@i == Job_Super_Novice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
|
|
|
|
- mes "[Job Master]";
|
|
|
|
- mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
|
|
|
|
- close;
|
|
|
|
- }
|
|
|
|
- mes "[Job Master]";
|
|
|
|
- mes "Are you sure?";
|
|
|
|
next;
|
|
next;
|
|
- } else
|
|
|
|
- .@i = getarg(0);
|
|
|
|
- if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
|
|
|
|
- mes "[Job Master]";
|
|
|
|
- mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
|
|
|
|
- if (.@i == Job_Novice_High && .LastJob)
|
|
|
|
- lastJob = Class;
|
|
|
|
- jobchange .@i;
|
|
|
|
- if (.@i == Job_Novice_High)
|
|
|
|
- resetlvl(1);
|
|
|
|
- else if (.@i == Job_Baby) {
|
|
|
|
- resetstatus;
|
|
|
|
- resetskill;
|
|
|
|
- set SkillPoint,0;
|
|
|
|
- }
|
|
|
|
- specialeffect2 EF_ANGEL2;
|
|
|
|
- specialeffect2 EF_ELECTRIC;
|
|
|
|
- if (.Platinum)
|
|
|
|
- callsub Get_Platinum;
|
|
|
|
- close;
|
|
|
|
|
|
+ mes .NPCName$;
|
|
}
|
|
}
|
|
- if (getargcount() == 1)
|
|
|
|
|
|
+ .@class = getelementofarray(getarg(0), .@selected);
|
|
|
|
+ if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
|
|
|
|
+ BaseLevel < .SNovice) {
|
|
|
|
+ // Special Level Requirement because Super Novice and
|
|
|
|
+ // Supber Baby can both be selected in one of the first class
|
|
|
|
+ // changes. That's why the Levelrequirement is after and not before
|
|
|
|
+ // the selection.
|
|
|
|
+ mes "A base level of " + .SNovice +
|
|
|
|
+ " is required to turn into a " + jobname(.@class) + ".";
|
|
return;
|
|
return;
|
|
- mes "[Job Master]";
|
|
|
|
|
|
+ }
|
|
|
|
+ // Confirm the Class
|
|
|
|
+ Confirm_Change(.@class, .@opt_cnt > 1);
|
|
|
|
+ next;
|
|
|
|
+ mes .NPCName$;
|
|
}
|
|
}
|
|
- end;
|
|
|
|
|
|
+ return;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+// Executes the actual jobchange and closes.
|
|
|
|
+function Job_Change {
|
|
|
|
+ function Get_Platinum;
|
|
|
|
+ .@to_cls = getarg(0);
|
|
|
|
+ next;
|
|
|
|
+ mes .NPCName$;
|
|
|
|
+ mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
|
|
|
|
+ if (.@to_cls == Job_Novice_High && .LastJob)
|
|
|
|
+ lastJob = Class; // Saves the lastJob for rebirth
|
|
|
|
+ jobchange .@to_cls;
|
|
|
|
+ if (.@to_cls == Job_Novice_High)
|
|
|
|
+ resetlvl(1);
|
|
|
|
+ else if (.@to_cls == Job_Baby) {
|
|
|
|
+ resetstatus;
|
|
|
|
+ resetskill;
|
|
|
|
+ set SkillPoint,0;
|
|
|
|
+ }
|
|
|
|
+ specialeffect2 EF_ANGEL2;
|
|
|
|
+ specialeffect2 EF_ELECTRIC;
|
|
|
|
+ if (.Platinum)
|
|
|
|
+ Get_Platinum();
|
|
|
|
+ if (.GetJobEquip)
|
|
|
|
+ Get_Job_Equip();
|
|
|
|
+ close; // Always closes after the change
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+function Confirm_Change {
|
|
|
|
+ // Player confirms he want to change into .@class
|
|
|
|
+ .@class = getarg(0, -1);
|
|
|
|
+ .@back = getarg(1, false);
|
|
|
|
+ if( .@class < 0 ) {
|
|
|
|
+ mes "Unknow Class Error.";
|
|
|
|
+ close;
|
|
|
|
+ }
|
|
|
|
+ mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
|
|
|
|
+ .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
|
|
|
|
+ if( .@class == Job_Novice_High)
|
|
|
|
+ .@job_option$ = " ~ ^0055FFRebirth^000000";
|
|
|
|
+
|
|
|
|
+ if (select(.@job_option$+": ~ ^777777" +
|
|
|
|
+ ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
|
|
|
|
+ Job_Change(.@class);
|
|
|
|
+ }
|
|
|
|
+ if (!.@back)
|
|
|
|
+ close; // "Cancel" pressed
|
|
|
|
+ return;
|
|
}
|
|
}
|
|
|
|
|
|
-Get_Platinum:
|
|
|
|
|
|
+function Get_Platinum {
|
|
skill "NV_FIRSTAID",1,SKILL_PERM;
|
|
skill "NV_FIRSTAID",1,SKILL_PERM;
|
|
switch (BaseClass) {
|
|
switch (BaseClass) {
|
|
case Job_Novice:
|
|
case Job_Novice:
|
|
@@ -292,15 +437,147 @@ Get_Platinum:
|
|
break;
|
|
break;
|
|
}
|
|
}
|
|
return;
|
|
return;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+// Function which gives a job related item to the player
|
|
|
|
+// the items are the rewards from the original job change quests
|
|
|
|
+function Get_Job_Equip {
|
|
|
|
+ // Note: The item is dropping, when the player can't hold it.
|
|
|
|
+ // But that's better than not giving the item at all.
|
|
|
|
+ .@eac = eaclass();
|
|
|
|
+ if( .@eac&EAJL_THIRD ) {
|
|
|
|
+ // Third Class Items
|
|
|
|
+ getitem 2795,1; // Green Apple Ring for every 3rd Class
|
|
|
|
+ switch(BaseJob) {
|
|
|
|
+ // BaseJob of Third Cls
|
|
|
|
+ // For Normal Third, Baby Third and Transcended Third Cls
|
|
|
|
+ case Job_Knight:
|
|
|
|
+ getitem 5746,1; break; // Rune Circlet [1]
|
|
|
|
+ case Job_Wizard:
|
|
|
|
+ getitem 5753,1; break; // Magic Stone Hat [1]
|
|
|
|
+ case Job_Hunter:
|
|
|
|
+ getitem 5748,1; break; // Sniper Goggle [1]
|
|
|
|
+ case Job_Priest:
|
|
|
|
+ getitem 5747,1; break; // Mitra [1]
|
|
|
|
+ case Job_Blacksmith:
|
|
|
|
+ getitem 5749,1; break; // Driver Band [1]
|
|
|
|
+ case Job_Assassin:
|
|
|
|
+ getitem 5755,1; break; // Silent Executor [1]
|
|
|
|
+ case Job_Crusader:
|
|
|
|
+ getitem 5757,1; break; // Dip Schmidt Helm [1]
|
|
|
|
+ case Job_Sage:
|
|
|
|
+ getitem 5756,1; break; // Wind Whisper [1]
|
|
|
|
+ case Job_Bard:
|
|
|
|
+ getitem 5751,1; break; // Maestro Song's Hat [1]
|
|
|
|
+ case Job_Dancer:
|
|
|
|
+ getitem 5758,1; break; // Dying Swan [1]
|
|
|
|
+ case Job_Monk:
|
|
|
|
+ getitem 5754,1; break; // Blazing Soul [1]
|
|
|
|
+ case Job_Alchemist:
|
|
|
|
+ getitem 5752,1; break; // Midas Whisper[1]
|
|
|
|
+ case Job_Rogue:
|
|
|
|
+ getitem 5750,1; // Shadow Handicraft [1]
|
|
|
|
+ getitem 6121,1; // Makeover Brush
|
|
|
|
+ getitem 6122,1; break; // Paint Brush
|
|
|
|
+ }
|
|
|
|
+ } else if (.@eac&EAJL_2) {
|
|
|
|
+ // Second Class (And not Third Class)
|
|
|
|
+ switch(BaseJob) {
|
|
|
|
+ // Second Class
|
|
|
|
+ case Job_Knight:
|
|
|
|
+ getitem 1163,1; break; // Claymore [0]
|
|
|
|
+ case Job_Priest:
|
|
|
|
+ getitem 1522,1; break; // Stunner [0]
|
|
|
|
+ case Job_Wizard:
|
|
|
|
+ getitem 1617,1; break; // Survivor's Rod [0]
|
|
|
|
+ case Job_Blacksmith:
|
|
|
|
+ getitem 1360,1; break; // Two-Handed-Axe [1]
|
|
|
|
+ case Job_Hunter:
|
|
|
|
+ getitem 1718,1; break; // Hunter Bow [0]
|
|
|
|
+ case Job_Assassin:
|
|
|
|
+ getitem 1254,1; break; // Jamadhar [0]
|
|
|
|
+ case Job_Crusader:
|
|
|
|
+ getitem 1410,1; break; // Lance [0]
|
|
|
|
+ case Job_Monk:
|
|
|
|
+ getitem 1807,1; break; // Fist [0]
|
|
|
|
+ case Job_Sage:
|
|
|
|
+ getitem 1550,1; break; // Book [3]
|
|
|
|
+ case Job_Rogue:
|
|
|
|
+ getitem 1222,1; break; // Damascus [1]
|
|
|
|
+ case Job_Alchemist:
|
|
|
|
+ getitem 1126,1; break; // Saber [2]
|
|
|
|
+ case Job_Bard:
|
|
|
|
+ getitem 1907,1; break; // Guitar [0]
|
|
|
|
+ case Job_Dancer:
|
|
|
|
+ getitem 1960,1; break; // Whip [1]
|
|
|
|
+ case Job_Super_Novice:
|
|
|
|
+ getitem 1208,1; break; // Main Gauche [4]
|
|
|
|
+ case Job_Gunslinger:
|
|
|
|
+ getitem 13101,1; break; // Six Shooter [2]
|
|
|
|
+ case Job_Ninja:
|
|
|
|
+ getitem 13010,1; break; // Asura [2]
|
|
|
|
+ case Job_Star_Gladiator:
|
|
|
|
+ getitem 1550,1; break; // Book [3]
|
|
|
|
+ case Job_Soul_Linker:
|
|
|
|
+ getitem 1617,1; break; // Survivor's Rod [0]
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ // Neither Second or Third Cls
|
|
|
|
+ // => First Cls or not covered by the switch
|
|
|
|
+ switch(BaseClass) {
|
|
|
|
+ // First Class
|
|
|
|
+ case Job_Swordman:
|
|
|
|
+ getitem 1108,1; break; // Blade [4]
|
|
|
|
+ case Job_Mage:
|
|
|
|
+ getitem 1602,1; break; // Rod [4]
|
|
|
|
+ case Job_Archer:
|
|
|
|
+ getitem 1705,1; break; // Composite Bow [4]
|
|
|
|
+ case Job_Acolyte:
|
|
|
|
+ getitem 1505,1; break; // Mace [4]
|
|
|
|
+ case Job_Merchant:
|
|
|
|
+ getitem 1302,1; break; // Axe [4]
|
|
|
|
+ case Job_Thief:
|
|
|
|
+ getitem 1208,1; break; // Main Gauche [4]
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return;
|
|
|
|
+}
|
|
|
|
|
|
OnInit:
|
|
OnInit:
|
|
- 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
|
|
|
|
- .ThirdClass = 1; // Enable third classes? (1: yes / 0: no)
|
|
|
|
- .SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
|
|
|
|
- .SNovice = 45; // Minimum base level to turn into Super Novice
|
|
|
|
- .LastJob = 1; // Enforce linear class changes? (1: yes / 0: no)
|
|
|
|
- .SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no)
|
|
|
|
- .Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no)
|
|
|
|
|
|
+ // Initialisation, do not edit these
|
|
|
|
+ .NPCName$ = "[Job Master]";
|
|
|
|
+
|
|
|
|
+ // Settings
|
|
|
|
+ .ThirdClass = true; // Enable third classes?
|
|
|
|
+ .RebirthClass = true; // Enable rebirth classes?
|
|
|
|
+ .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
|
|
|
|
+ .BabyClass = true; // Enable Baby classes?
|
|
|
|
+ .BabyThird = true; // Enable Baby third classes?
|
|
|
|
+ .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
|
|
|
|
+ .BabySummoner = true; // Enable Baby Summoner?
|
|
|
|
+ .LastJob = true; // Enforce linear class changes?
|
|
|
|
+ .SkillPointCheck = true; // Force player to use up all skill points?
|
|
|
|
+ .Platinum = true; // Get platinum skills automatically?
|
|
|
|
+ .GetJobEquip = false; // Get job equipment (mostly weapons) on job change?
|
|
|
|
+
|
|
|
|
+ // Level Requirements
|
|
|
|
+ setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class
|
|
|
|
+ setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class
|
|
|
|
+ setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth
|
|
|
|
+ setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class
|
|
|
|
+ setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
|
|
|
|
+ setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice
|
|
|
|
+ .SNovice = 45; // Minimum base level to turn into Super Novice
|
|
|
|
+
|
|
|
|
+ // Setting adjustments by PACKETVER
|
|
|
|
+ if( PACKETVER < 20161207 ) {
|
|
|
|
+ if( .BabyExpanded )
|
|
|
|
+ debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
|
|
|
|
+ if( .BabySummoner )
|
|
|
|
+ debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
|
|
|
|
+ .BabyExpanded = false;
|
|
|
|
+ .BabySummoner = false;
|
|
|
|
+ }
|
|
end;
|
|
end;
|
|
}
|
|
}
|
|
|
|
+
|