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- //===== rAthena Script =======================================
- //= Job Master
- //===== Description: =========================================
- //= A fully functional job changer.
- //===== Additional Comments: =================================
- //= 1.0 Initial script. [Euphy]
- //= 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.
- //= 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]
- //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
- //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
- //= 2.0 Added 4th class [Lemongrass]
- //============================================================
- prontera,153,193,6 script Job Master 123,{
- 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;
- }
- 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 fourth class.
- // Note: This does not include the level checks.
- function Can_Change_Fourth {
- // To change to fourth class you need to be:
- // * Transcendent Third Class
- if( !.FourthClass )
- return false; // Fourth job change disabled
- if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) )
- return false; // Not Transcendent Third Class
- if( eaclass()&EAJL_FOURTH )
- return false; // Already Fourth Class
- if( roclass(eaclass()|EAJL_FOURTH) < 0 )
- return false; // Job has no Fourth Class
- return true;
- }
- // 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|EAJL_THIRD) )
- return false; // Already Rebirthed/ Third Class
- 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()) {
- mes "Please remove your " +
- ((checkfalcon()) ? "falcon" : "") +
- ((checkcart()) ? "cart" : "") +
- ((checkriding()) ? "Peco" : "") +
- ((ismounting()) ? "mount" : "") +
- " before proceeding.";
- close;
- }
- return;
- }
- function Check_SkillPoints {
- if (.SkillPointCheck && SkillPoint) {
- mes "Please use all your skill points before proceeding.";
- 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
- .@eac = eaclass();
- .@fourth_possible = Can_Change_Fourth();
- .@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.cpp
- // 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 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);
- }
- 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( .@fourth_possible ) {
- // Fourth Job change (displayed below rebirth)
- Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
- Job_Options(.@job_opt, roclass(.@eac|EAJL_FOURTH));
- }
-
- 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
- }
- }
- // babies don't get to become 4th jobs
- if (.FourthExpanded && .@eac == EAJ_REBELLION) {
- Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
- Job_Options(.@job_opt, roclass(EAJ_NIGHT_WATCH));
- }
- if (.FourthExpanded && .@eac == EAJ_KAGEROUOBORO) {
- Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
- Job_Options(.@job_opt, roclass(EAJ_SHINKIRO_SHIRANUI));
- }
- if (.FourthExpanded && .@eac == EAJ_SUPER_NOVICE_E) {
- Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
- Job_Options(.@job_opt, roclass(EAJ_HYPER_NOVICE));
- }
-
- if (.FourthExpanded && .@eac == EAJ_SUMMONER) {
- Require_Level(.Req_SHandler[0], .Req_SHandler[1]);
- Job_Options(.@job_opt, roclass(EAJ_SPIRIT_HANDLER));
- }
- 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));
- }
- }
-
- // 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:
- // 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( .BabyNovice )
- Job_Options(.@job_opt, Job_Baby);
- break;
- case Job_Novice_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;
- case Job_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;
- default:
- mes "An error has occurred.";
- 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);
- }
- }
- }
-
- // 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;
- // 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.";
- .@menu$ = "";
- 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$+" ~ ^777777Cancel^000000";
- .@selected = select(.@menu$) - 1;
- if( .@selected < 0 || .@selected >= .@opt_cnt )
- close;
- next;
- mes .NPCName$;
- }
- .@class = getelementofarray(getarg(0), .@selected);
- if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
- BaseLevel < .SNovice) {
- // Special Level Requirement because Super Novice and
- // Super Baby can both be selected in one of the first class
- // changes. That's why the Level Requirement is after and not before
- // the selection.
- mes "A base level of " + .SNovice +
- " is required to turn into a " + jobname(.@class) + ".";
- return;
- }
- // Confirm the Class
- Confirm_Change(.@class, .@opt_cnt > 1);
- next;
- mes .NPCName$;
- }
- return;
- }
- // Executes the actual jobchange and closes.
- function Job_Change {
- .@previous_class = Class;
- .@to_cls = getarg(0);
- next;
- mes .NPCName$;
- mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
- if (.@to_cls == Job_Novice_High && .LastJob)
- lastJob = Class; // Saves the lastJob for rebirth
- jobchange .@to_cls;
- if (.@to_cls == Job_Novice_High)
- resetlvl(1);
- else if (.@to_cls == Job_Baby) {
- resetstatus;
- resetskill;
- set SkillPoint,0;
- }
- specialeffect2 EF_ANGEL2;
- specialeffect2 EF_ELECTRIC;
- if (.@previous_class != Class) {
- if (.Platinum)
- callfunc "F_GetPlatinumSkills";
- if (.GetJobEquip)
- Get_Job_Equip();
- }
- close; // Always closes after the change
- }
- function Confirm_Change {
- // Player confirms he want to change into .@class
- .@class = getarg(0, -1);
- .@back = getarg(1, false);
- if( .@class < 0 || eaclass(.@class) == -1 ) {
- mes "Unknown Class Error.";
- close;
- }
- mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
- .@job_option$ = " ~ 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;
- }
- // 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_FOURTH ) {
- // Fourth Class Items
- getitem 490087,1; // Hourglass Necklace
- } else 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_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]
- case Job_Gunslinger:
- getitem 13101,1; break; // Six Shooter [2]
- case Job_Ninja:
- getitem 13010,1; break; // Asura [2]
- }
- }
- return;
- }
- OnInit:
- // Initialisation, do not edit these
- .NPCName$ = "[Job Master]";
-
- // Settings
- .FourthClass = true; // Enable fourth classes?
- .FourthExpanded = true; // Enable new expanded fourth classes: Ex. Hyper Novice, Rebellion, Shinkiro/Shiranui?
- .ThirdClass = true; // Enable third classes?
- .RebirthClass = true; // Enable rebirth classes?
- .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
- .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
- .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_Fourth[0],200,70; // Minimum base level, job level to change to fourth 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
- setarray .Req_SHandler[0],200,60; // Minimum base level, job level to turn into Spirit Handler
- .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;
- }
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