Jump to content

foutaf

Members
  • Content Count

    3
  • Joined

  • Last visited

Posts posted by foutaf


  1. Hi there

     

    Im newbie here and have a first script problem ahah

     

    I used the jobmaster custom script hercule default and i want to add a getitem function by class

    Exemple, when the jobmaster change u into archer class, u get a list of item for archer class. And this for all class. I hope you will understand my bad english and could help me with

     

    This is the script of jobmaster

    Spoiler

    //===== 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]
    //============================================================

    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) {
                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)
        end;
    }

     

    I found a script from rath but it didn't work IG (npc spawn but unclickable). There is the script if it can help

    Spoiler

    prontera,154,168,6    script    custom 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 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();
        .@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 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 (.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
            }
        }
        
        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_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
        .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_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;
    }

     

    Thanks for help

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.