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- //===== rAthena Script =======================================
- //= Job Master
- //===== By: ==================================================
- //= Euphy
- //===== Current Version: =====================================
- //= 1.4
- //===== Compatible With: =====================================
- //= rAthena Project
- //===== Description: =========================================
- //= A fully functional job changer.
- //===== Additional Comments: =================================
- //= 1.0 Initial script.
- //= 1.1 Fixed reset on Baby job change.
- //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
- //= 1.3 Kagerou/Oboro added.
- //= 1.4 Rebellion added.
- //============================================================
- 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.";
- 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;
- }
- .@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]";
- }
- }
- .@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;
- }
- 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 == Job_Novice_High && .LastJob && lastJob) {
- mes "Switch classes now?";
- next;
- Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
- } else {
- switch(Class) {
- 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
- );
- break;
- case Job_Novice_High:
- Job_Menu(
- Job_Swordman_High,
- Job_Mage_High,
- Job_Archer_High,
- Job_Acolyte_High,
- Job_Merchant_High,
- Job_Thief_High
- );
- break;
- 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
- );
- break;
- 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 + Job_Novice_High);
- } else
- Job_Menu(.@j1, .@j2);
- close;
- function Job_Menu {
- while(1) {
- if (getargcount() > 1) {
- mes "Select a job.";
- .@menu$ = "";
- for (.@i = 0; .@i < getargcount(); .@i++)
- .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
- .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
- next;
- .@i = getarg(select(.@menu$) - 1, 0);
- if (!.@i)
- 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;
- } 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;
- }
- if (getargcount() == 1)
- return;
- mes "[Job Master]";
- }
- end;
- }
- Get_Platinum:
- skill "NV_FIRSTAID",1,SKILL_PERM;
- switch (BaseClass) {
- case Job_Novice:
- if (Class != Job_Super_Novice)
- skill "NV_TRICKDEAD",1,SKILL_PERM;
- break;
- case Job_Swordman:
- skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
- skill "SM_FATALBLOW",1,SKILL_PERM;
- skill "SM_AUTOBERSERK",1,SKILL_PERM;
- break;
- case Job_Mage:
- skill "MG_ENERGYCOAT",1,SKILL_PERM;
- break;
- case Job_Archer:
- skill "AC_MAKINGARROW",1,SKILL_PERM;
- skill "AC_CHARGEARROW",1,SKILL_PERM;
- break;
- case Job_Acolyte:
- skill "AL_HOLYLIGHT",1,SKILL_PERM;
- break;
- case Job_Merchant:
- skill "MC_CARTREVOLUTION",1,SKILL_PERM;
- skill "MC_CHANGECART",1,SKILL_PERM;
- skill "MC_LOUD",1,SKILL_PERM;
- break;
- case Job_Thief:
- skill "TF_SPRINKLESAND",1,SKILL_PERM;
- skill "TF_BACKSLIDING",1,SKILL_PERM;
- skill "TF_PICKSTONE",1,SKILL_PERM;
- skill "TF_THROWSTONE",1,SKILL_PERM;
- break;
- default:
- break;
- }
- switch (BaseJob) {
- case Job_Knight:
- skill "KN_CHARGEATK",1,SKILL_PERM;
- break;
- case Job_Priest:
- skill "PR_REDEMPTIO",1,SKILL_PERM;
- break;
- case Job_Wizard:
- skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
- break;
- case Job_Blacksmith:
- skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
- skill "BS_GREED",1,SKILL_PERM;
- break;
- case Job_Hunter:
- skill "HT_PHANTASMIC",1,SKILL_PERM;
- break;
- case Job_Assassin:
- skill "AS_SONICACCEL",1,SKILL_PERM;
- skill "AS_VENOMKNIFE",1,SKILL_PERM;
- break;
- case Job_Crusader:
- skill "CR_SHRINK",1,SKILL_PERM;
- break;
- case Job_Monk:
- skill "MO_KITRANSLATION",1,SKILL_PERM;
- skill "MO_BALKYOUNG",1,SKILL_PERM;
- break;
- case Job_Sage:
- skill "SA_CREATECON",1,SKILL_PERM;
- skill "SA_ELEMENTWATER",1,SKILL_PERM;
- skill "SA_ELEMENTGROUND",1,SKILL_PERM;
- skill "SA_ELEMENTFIRE",1,SKILL_PERM;
- skill "SA_ELEMENTWIND",1,SKILL_PERM;
- break;
- case Job_Rogue:
- skill "RG_CLOSECONFINE",1,SKILL_PERM;
- break;
- case Job_Alchemist:
- skill "AM_BIOETHICS",1,SKILL_PERM;
- break;
- case Job_Bard:
- skill "BA_PANGVOICE",1,SKILL_PERM;
- break;
- case Job_Dancer:
- skill "DC_WINKCHARM",1,SKILL_PERM;
- break;
- default:
- break;
- }
- return;
- 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)
- end;
- }
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