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);
}
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";
// 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;
}
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
//===== 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
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
Edited by foutafShare this post
Link to post
Share on other sites