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Mini Bapho

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  1. can someone help me? when im Assassin Type before i Rebirth (using Rebirth npc) i return to High_Novice, and then i cannot choose any job like (High)acolyte,archer merchant etc..etc... the option is always high thief. is there a way to change that?
    example (Assassin to High_Novice, then high  thief to Assassin Cross, when i rebirth i go back to high novice, and when i job change it is always High thief.. i want to change to other job, i hope you can help me guys 
    this is my Script 

    //===== 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 = 0;      // 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;
    }
     

    jobmaster.txt

    KUDOS to @Euphy

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