jobmaster.txt 18 KB

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  1. //===== rAthena Script =======================================
  2. //= Job Master
  3. //===== Description: =========================================
  4. //= A fully functional job changer.
  5. //===== Additional Comments: =================================
  6. //= 1.0 Initial script. [Euphy]
  7. //= 1.1 Fixed reset on Baby job change.
  8. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
  9. //= 1.3 Kagerou/Oboro added.
  10. //= 1.4 Rebellion added.
  11. //= 1.5 Added option to disable RebirthClass. [mazvi]
  12. //= 1.6 Added option to get job related equipment on change. [Braniff]
  13. //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
  14. //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
  15. //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
  16. //= 2.0 Added 4th class [Lemongrass]
  17. //============================================================
  18. prontera,153,193,6 script Job Master 123,{
  19. function Get_Job_Equip;
  20. // Checks if the Player has the required level.
  21. // closes if not, returns if yes
  22. function Require_Level {
  23. if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
  24. .@blvl = getarg(0) - BaseLevel;
  25. .@jlvl = getarg(1) - JobLevel;
  26. mes "Level requirement:";
  27. mes ((getarg(0)>1)?
  28. "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
  29. getarg(1)+"^000000 (^00bb00Job^000000)";
  30. mes "You need " +
  31. ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " +
  32. ((.@jlvl > 0) ? "and " : "") : "") +
  33. ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
  34. "to continue.";
  35. close;
  36. }
  37. return;
  38. }
  39. // Checks if the given eac is a baby class
  40. function Is_Baby {
  41. return ((getarg(0, eaclass())&EAJL_BABY)>0);
  42. }
  43. // Checks if the player can change to fourth class.
  44. // Note: This does not include the level checks.
  45. function Can_Change_Fourth {
  46. // To change to fourth class you need to be:
  47. // * Transcendent Third Class
  48. if( !.FourthClass )
  49. return false; // Fourth job change disabled
  50. if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) )
  51. return false; // Not Transcendent Third Class
  52. if( eaclass()&EAJL_FOURTH )
  53. return false; // Already Fourth Class
  54. if( roclass(eaclass()|EAJL_FOURTH) < 0 )
  55. return false; // Job has no Fourth Class
  56. return true;
  57. }
  58. // Checks if the player can change to third class.
  59. // Note: This does not include the level checks.
  60. function Can_Change_Third {
  61. // To change to third class you either need to be:
  62. // * Second Class
  63. // * Transcendent Second Class
  64. // * Baby Second Class
  65. if( !.ThirdClass )
  66. return false; // Third job change disabled
  67. if( !(eaclass()&EAJL_2) )
  68. return false; // Not second Class
  69. if( eaclass()&EAJL_THIRD )
  70. return false; // Already Third Class
  71. if( roclass(eaclass()|EAJL_THIRD) < 0 )
  72. return false; // Job has no third Class
  73. if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
  74. return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
  75. if( Is_Baby() && (!.BabyClass || !.BabyThird) )
  76. return false; // No Baby (Third) change allowed
  77. return true;
  78. }
  79. function Can_Rebirth {
  80. // To rebirth, you need to be:
  81. // * Second Class
  82. if( !.RebirthClass )
  83. return false; // Rebirth disabled
  84. if( !(eaclass()&EAJL_2) )
  85. return false; // Not second Class
  86. if( eaclass()&(EAJL_UPPER|EAJL_THIRD) )
  87. return false; // Already Rebirthed/ Third Class
  88. if( roclass(eaclass()|EAJL_UPPER) < 0 )
  89. return false; // Job has no transcended class
  90. if( Is_Baby() && !.BabyClass )
  91. return false; // No Baby changes allowed
  92. return true;
  93. }
  94. // Checks if the given eac is a first class
  95. function Is_First_Cls {
  96. return (getarg(0) <= EAJ_TAEKWON);
  97. }
  98. function Check_Riding {
  99. // Note: Why we should always check for Riding:
  100. // Mounts are considered as another class, which
  101. // would make this NPC bigger just to handle with
  102. // those special cases.
  103. if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
  104. mes "Please remove your " +
  105. ((checkfalcon()) ? "falcon" : "") +
  106. ((checkcart()) ? "cart" : "") +
  107. ((checkriding()) ? "Peco" : "") +
  108. ((ismounting()) ? "mount" : "") +
  109. " before proceeding.";
  110. close;
  111. }
  112. return;
  113. }
  114. function Check_SkillPoints {
  115. if (.SkillPointCheck && SkillPoint) {
  116. mes "Please use all your skill points before proceeding.";
  117. close;
  118. }
  119. return;
  120. }
  121. // addJobOptions is essentially the same like
  122. // setarray .@array[getarraysize(.@array)],opt1,opt2,...;
  123. // It's just easier to read, since we're using it very often
  124. function Job_Options {
  125. .@argcount = getargcount();
  126. .@arr_size = getarraysize(getarg(0));
  127. for( .@i = 1; .@i < .@argcount; .@i++) {
  128. setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
  129. }
  130. }
  131. // Begin of the NPC
  132. mes .NPCName$;
  133. Check_Riding();
  134. Check_SkillPoints();
  135. // initialisation
  136. .@eac = eaclass();
  137. .@fourth_possible = Can_Change_Fourth();
  138. .@third_possible = Can_Change_Third();
  139. .@rebirth_possible = Can_Rebirth();
  140. .@first_eac = .@eac&EAJ_BASEMASK;
  141. .@second_eac = .@eac&EAJ_UPPERMASK;
  142. // Note: These are already set in pc.cpp
  143. // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
  144. // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
  145. //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
  146. // From here on the jobmaster checks the current class
  147. // and fills the array `.@job_opt` with possible
  148. // job options for the player.
  149. if( .@rebirth_possible ) {
  150. // Rebirth option (displayed on the top of the menu)
  151. Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
  152. Job_Options(.@job_opt, Job_Novice_High);
  153. }
  154. if( .@third_possible ) {
  155. // Third Job change (displayed below rebirth)
  156. Require_Level(.Req_Third[0], .Req_Third[1]);
  157. Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
  158. }
  159. if( .@fourth_possible ) {
  160. // Fourth Job change (displayed below rebirth)
  161. Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
  162. Job_Options(.@job_opt, roclass(.@eac|EAJL_FOURTH));
  163. }
  164. if (.SecondExpanded &&
  165. (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
  166. !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN
  167. // (Baby) Super Novice to Expanded (Baby) Super Novice
  168. if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
  169. // .BabyClass & .BabyExpanded must be enabled if the is a baby
  170. Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
  171. Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
  172. }
  173. }
  174. // babies don't get to become 4th jobs
  175. if (.FourthExpanded && .@eac == EAJ_REBELLION) {
  176. Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
  177. Job_Options(.@job_opt, roclass(EAJ_NIGHT_WATCH));
  178. }
  179. if (.FourthExpanded && .@eac == EAJ_KAGEROUOBORO) {
  180. Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
  181. Job_Options(.@job_opt, roclass(EAJ_SHINKIRO_SHIRANUI));
  182. }
  183. if (.FourthExpanded && .@eac == EAJ_SUPER_NOVICE_E) {
  184. Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
  185. Job_Options(.@job_opt, roclass(EAJ_HYPER_NOVICE));
  186. }
  187. if (.FourthExpanded && .@eac == EAJ_SUMMONER) {
  188. Require_Level(.Req_SHandler[0], .Req_SHandler[1]);
  189. Job_Options(.@job_opt, roclass(EAJ_SPIRIT_HANDLER));
  190. }
  191. if (.SecondExpanded &&
  192. ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja
  193. (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger
  194. // (Baby) Ninja to (Baby) Kagerou / Oboro
  195. // (Baby) Gunslinger to (Baby) Rebellion
  196. if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
  197. // .BabyClass & .BabyExpanded must be enabled if the is a baby
  198. Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
  199. // Kagerou, Oboro, Rebellion are considered as a 2-1 class
  200. Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
  201. }
  202. }
  203. // Player is Job_Novice, Job_Novice_High or Job_Baby
  204. if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
  205. // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
  206. Require_Level(.Req_First[0], .Req_First[1]);
  207. switch(Class) {
  208. case Job_Novice:
  209. // First job change
  210. Job_Options(.@job_opt,Job_Swordman,
  211. Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
  212. Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
  213. if( .BabyNovice )
  214. Job_Options(.@job_opt, Job_Baby);
  215. break;
  216. case Job_Novice_High:
  217. // Job change after rebirth
  218. if( .LastJob && lastJob )
  219. Job_Options(.@job_opt,
  220. roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
  221. else
  222. Job_Options(.@job_opt,
  223. Job_Swordman_High, Job_Mage_High, Job_Archer_High,
  224. Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
  225. break;
  226. case Job_Baby:
  227. if( !.BabyClass )
  228. break;
  229. // First job change as a baby
  230. Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
  231. Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
  232. Job_Baby_Thief);
  233. if( .BabyExpanded )
  234. Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
  235. Job_Baby_Gunslinger, Job_Baby_Ninja);
  236. if( .BabySummoner )
  237. Job_Options(.@job_opt, Job_Baby_Summoner);
  238. break;
  239. default:
  240. mes "An error has occurred.";
  241. close;
  242. }
  243. } else if( Is_First_Cls(.@eac) || // First Class
  244. Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls
  245. (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls
  246. // Player is First Class (not Novice)
  247. // most jobs should have two options here (2-1 and 2-2)
  248. .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
  249. .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
  250. // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
  251. if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
  252. // Player is rebirth Cls and linear class changes are enforced
  253. Require_Level(.Req_Second[0], .Req_Second[1]);
  254. Job_Options(.@job_opt, lastJob + Job_Novice_High);
  255. } else {
  256. // Class is not enforced, player can decide.
  257. if( .@class1 > 0 ) { // 2-1
  258. Require_Level(.Req_Second[0], .Req_Second[1]);
  259. Job_Options(.@job_opt, .@class1);
  260. }
  261. if( .@class2 > 0 ) { // 2-2
  262. Require_Level(.Req_Second[0], .Req_Second[1]);
  263. Job_Options(.@job_opt, .@class2);
  264. }
  265. }
  266. }
  267. // Displaying the Job Menu defined by .@job_opt.
  268. // .@job_opt should not be changed below this line.
  269. function Job_Menu;
  270. Job_Menu(.@job_opt);
  271. close;
  272. // Displays the job menu
  273. function Job_Menu {
  274. // getarg(0) is the .@job_opt array holding all available job changes.
  275. function Confirm_Change;
  276. while(true) {
  277. .@opt_cnt = getarraysize(getarg(0));
  278. if( .@opt_cnt <= 0 ) {
  279. mes "No more jobs are available.";
  280. close;
  281. }
  282. .@selected = 0; // Just a single job class given, no select needed
  283. if (.@opt_cnt > 1) {
  284. // Multiple job classes given. Select one and save it to .@class
  285. // After that confirm .@class
  286. mes "Select a job.";
  287. .@menu$ = "";
  288. for (.@i = 0; .@i < .@opt_cnt; .@i++) {
  289. if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
  290. .@jobname$ = "^0055FFRebirth^000000";
  291. else
  292. .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
  293. .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
  294. }
  295. .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
  296. .@selected = select(.@menu$) - 1;
  297. if( .@selected < 0 || .@selected >= .@opt_cnt )
  298. close;
  299. next;
  300. mes .NPCName$;
  301. }
  302. .@class = getelementofarray(getarg(0), .@selected);
  303. if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
  304. BaseLevel < .SNovice) {
  305. // Special Level Requirement because Super Novice and
  306. // Super Baby can both be selected in one of the first class
  307. // changes. That's why the Level Requirement is after and not before
  308. // the selection.
  309. mes "A base level of " + .SNovice +
  310. " is required to turn into a " + jobname(.@class) + ".";
  311. return;
  312. }
  313. // Confirm the Class
  314. Confirm_Change(.@class, .@opt_cnt > 1);
  315. next;
  316. mes .NPCName$;
  317. }
  318. return;
  319. }
  320. // Executes the actual jobchange and closes.
  321. function Job_Change {
  322. .@previous_class = Class;
  323. .@to_cls = getarg(0);
  324. next;
  325. mes .NPCName$;
  326. mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
  327. if (.@to_cls == Job_Novice_High && .LastJob)
  328. lastJob = Class; // Saves the lastJob for rebirth
  329. jobchange .@to_cls;
  330. if (.@to_cls == Job_Novice_High)
  331. resetlvl(1);
  332. else if (.@to_cls == Job_Baby) {
  333. resetstatus;
  334. resetskill;
  335. set SkillPoint,0;
  336. }
  337. specialeffect2 EF_ANGEL2;
  338. specialeffect2 EF_ELECTRIC;
  339. if (.@previous_class != Class) {
  340. if (.Platinum)
  341. callfunc "F_GetPlatinumSkills";
  342. if (.GetJobEquip)
  343. Get_Job_Equip();
  344. }
  345. close; // Always closes after the change
  346. }
  347. function Confirm_Change {
  348. // Player confirms he want to change into .@class
  349. .@class = getarg(0, -1);
  350. .@back = getarg(1, false);
  351. if( .@class < 0 || eaclass(.@class) == -1 ) {
  352. mes "Unknown Class Error.";
  353. close;
  354. }
  355. mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
  356. .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
  357. if( .@class == Job_Novice_High)
  358. .@job_option$ = " ~ ^0055FFRebirth^000000";
  359. if (select(.@job_option$+": ~ ^777777" +
  360. ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
  361. Job_Change(.@class);
  362. }
  363. if (!.@back)
  364. close; // "Cancel" pressed
  365. return;
  366. }
  367. // Function which gives a job related item to the player
  368. // the items are the rewards from the original job change quests
  369. function Get_Job_Equip {
  370. // Note: The item is dropping, when the player can't hold it.
  371. // But that's better than not giving the item at all.
  372. .@eac = eaclass();
  373. if( .@eac&EAJL_FOURTH ) {
  374. // Fourth Class Items
  375. getitem 490087,1; // Hourglass Necklace
  376. } else if( .@eac&EAJL_THIRD ) {
  377. // Third Class Items
  378. getitem 2795,1; // Green Apple Ring for every 3rd Class
  379. switch(BaseJob) {
  380. // BaseJob of Third Cls
  381. // For Normal Third, Baby Third and Transcended Third Cls
  382. case Job_Knight:
  383. getitem 5746,1; break; // Rune Circlet [1]
  384. case Job_Wizard:
  385. getitem 5753,1; break; // Magic Stone Hat [1]
  386. case Job_Hunter:
  387. getitem 5748,1; break; // Sniper Goggle [1]
  388. case Job_Priest:
  389. getitem 5747,1; break; // Mitra [1]
  390. case Job_Blacksmith:
  391. getitem 5749,1; break; // Driver Band [1]
  392. case Job_Assassin:
  393. getitem 5755,1; break; // Silent Executor [1]
  394. case Job_Crusader:
  395. getitem 5757,1; break; // Dip Schmidt Helm [1]
  396. case Job_Sage:
  397. getitem 5756,1; break; // Wind Whisper [1]
  398. case Job_Bard:
  399. getitem 5751,1; break; // Maestro Song's Hat [1]
  400. case Job_Dancer:
  401. getitem 5758,1; break; // Dying Swan [1]
  402. case Job_Monk:
  403. getitem 5754,1; break; // Blazing Soul [1]
  404. case Job_Alchemist:
  405. getitem 5752,1; break; // Midas Whisper[1]
  406. case Job_Rogue:
  407. getitem 5750,1; // Shadow Handicraft [1]
  408. getitem 6121,1; // Makeover Brush
  409. getitem 6122,1; break; // Paint Brush
  410. }
  411. } else if (.@eac&EAJL_2) {
  412. // Second Class (And not Third Class)
  413. switch(BaseJob) {
  414. // Second Class
  415. case Job_Knight:
  416. getitem 1163,1; break; // Claymore [0]
  417. case Job_Priest:
  418. getitem 1522,1; break; // Stunner [0]
  419. case Job_Wizard:
  420. getitem 1617,1; break; // Survivor's Rod [0]
  421. case Job_Blacksmith:
  422. getitem 1360,1; break; // Two-Handed-Axe [1]
  423. case Job_Hunter:
  424. getitem 1718,1; break; // Hunter Bow [0]
  425. case Job_Assassin:
  426. getitem 1254,1; break; // Jamadhar [0]
  427. case Job_Crusader:
  428. getitem 1410,1; break; // Lance [0]
  429. case Job_Monk:
  430. getitem 1807,1; break; // Fist [0]
  431. case Job_Sage:
  432. getitem 1550,1; break; // Book [3]
  433. case Job_Rogue:
  434. getitem 1222,1; break; // Damascus [1]
  435. case Job_Alchemist:
  436. getitem 1126,1; break; // Saber [2]
  437. case Job_Bard:
  438. getitem 1907,1; break; // Guitar [0]
  439. case Job_Dancer:
  440. getitem 1960,1; break; // Whip [1]
  441. case Job_Super_Novice:
  442. getitem 1208,1; break; // Main Gauche [4]
  443. case Job_Star_Gladiator:
  444. getitem 1550,1; break; // Book [3]
  445. case Job_Soul_Linker:
  446. getitem 1617,1; break; // Survivor's Rod [0]
  447. }
  448. } else {
  449. // Neither Second or Third Cls
  450. // => First Cls or not covered by the switch
  451. switch(BaseClass) {
  452. // First Class
  453. case Job_Swordman:
  454. getitem 1108,1; break; // Blade [4]
  455. case Job_Mage:
  456. getitem 1602,1; break; // Rod [4]
  457. case Job_Archer:
  458. getitem 1705,1; break; // Composite Bow [4]
  459. case Job_Acolyte:
  460. getitem 1505,1; break; // Mace [4]
  461. case Job_Merchant:
  462. getitem 1302,1; break; // Axe [4]
  463. case Job_Thief:
  464. getitem 1208,1; break; // Main Gauche [4]
  465. case Job_Gunslinger:
  466. getitem 13101,1; break; // Six Shooter [2]
  467. case Job_Ninja:
  468. getitem 13010,1; break; // Asura [2]
  469. }
  470. }
  471. return;
  472. }
  473. OnInit:
  474. // Initialisation, do not edit these
  475. .NPCName$ = "[Job Master]";
  476. // Settings
  477. .FourthClass = true; // Enable fourth classes?
  478. .FourthExpanded = true; // Enable new expanded fourth classes: Ex. Hyper Novice, Rebellion, Shinkiro/Shiranui?
  479. .ThirdClass = true; // Enable third classes?
  480. .RebirthClass = true; // Enable rebirth classes?
  481. .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
  482. .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
  483. .BabyClass = true; // Enable Baby classes?
  484. .BabyThird = true; // Enable Baby third classes?
  485. .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
  486. .BabySummoner = true; // Enable Baby Summoner?
  487. .LastJob = true; // Enforce linear class changes?
  488. .SkillPointCheck = true; // Force player to use up all skill points?
  489. .Platinum = true; // Get platinum skills automatically?
  490. .GetJobEquip = false; // Get job equipment (mostly weapons) on job change?
  491. // Level Requirements
  492. setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class
  493. setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class
  494. setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth
  495. setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class
  496. setarray .Req_Fourth[0],200,70; // Minimum base level, job level to change to fourth class
  497. setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
  498. setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice
  499. setarray .Req_SHandler[0],200,60; // Minimum base level, job level to turn into Spirit Handler
  500. .SNovice = 45; // Minimum base level to turn into Super Novice
  501. // Setting adjustments by PACKETVER
  502. if( PACKETVER < 20161207 ) {
  503. if( .BabyExpanded )
  504. debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
  505. if( .BabySummoner )
  506. debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
  507. .BabyExpanded = false;
  508. .BabySummoner = false;
  509. }
  510. end;
  511. }