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//===== eAthena Script =======================================
//= Kafra Express - Job Changing Module
//===== By: ==================================================
//= Skotlex
//===== Current Version: =====================================
//= 3.5
//===== Compatible With: =====================================
//= eAthena SVN R3579+
//===== Description: =========================================
//= Part of the Kafra Express Script Package.
//= Enables job changing through the class trees.
//= Novice -> 1st Class, 1st Class -> 2nd Class, rebirths, etc
//===== Additional Comments: =================================
//= See config.txt for configuration.
//= When using Upper Job policy, previous jobs are stored in
//= the server wide variables kej_class1 and kej_class2
//============================================================

-	script	keInit_jobchange	{
OnInit:	//Load Config
	donpcevent "keConfig::OnLoadJobChange";
	end;
}

function	script	F_keJobChange	{
	
	function SF_to1stJob;
	function SF_to2ndJob;
	function SF_getJobNames;
	function SF_testChangeJob;
	function SF_changeJob;
	
	set @job, callfunc("GF_getJobLevel", class);
	set @upper, Upper; //Because it is changed when rebirthing
	set @reset, 0;	//Base Level is reset only on rebirths
	switch (@job) {
	case 0: //Novices
		if ($@kejc_skipNovice)
			set @jobLv, 0; //jobLv is used again when checking for S.Novice's base level restriction.
		else
			set @jobLv, 10;
		if (SF_testChangeJob(0,0,@jobLv))
			SF_to1stJob(0);
		break;
	case 1: //First Classes
		if (SF_testChangeJob($@kejc_cost2ND,$@kejc_base2ND,$@kejc_job2ND))
			SF_to2ndJob();
		break;
	case 2: //Second Classes
		if (Upper == 0 && BaseClass != Job_Taekwon) {
			if (SF_testChangeJob($@kejc_costRebirth,$@kejc_baseRebirth,$@kejc_jobRebirth)) {
				set @upper, 1;
				if ($@kejc_skipNovice)
					SF_to1stJob(1);
				else
					SF_changeJob @job,Upper,Job_Novice,1,0,0,$@kejc_costRebirth,1,$@kejc_rebirthReset;
			}
			break;
		}
	default:	//Dead End
		callfunc "F_keIntro", e_swt2, "I cannot change you from your current job.";
		break;
	}
	return;

//Handles changing to 1st job.
function SF_to1stJob {
	do {
		set @submenu, 1;	
		if (@upper == 1 && $@kejc_upperPolicy && kej_class1) {
			switch (kej_class1) {
			case Job_Acolyte:
				set @submenu, 2;
				break;
			case Job_Archer:
				set @submenu, 3;
				break;
			case Job_Mage:
				set @submenu, 4;
				break;
			case Job_Merchant:
				set @submenu, 5;
				break;
			case Job_Swordman:
				set @submenu, 6;
				break;
			case Job_Thief:
				set @submenu, 7;
				break;
			case Job_Taekwon:
				set @submenu, 8;
				break;
			}
		}
		if (@submenu == 1) {
			SF_getJobNames 8,Job_Acolyte,Job_Archer,Job_Mage,Job_Merchant,Job_Swordman,Job_Thief,Job_Taekwon,Job_SuperNovice;
			switch (@upper) {
			case 0: //All
				set @submenu, select(
					"- Cancel job change",
					"- "+@name1$,
					"- "+@name2$,
					"- "+@name3$,
					"- "+@name4$,
					"- "+@name5$,
					"- "+@name6$,
					"- "+@name7$,
					"- "+@name8$
				);
				break;
			case 1: //No Taekwon/S.Novice
				set @submenu, select(
					"- Cancel job change",
					"- "+@name1$,
					"- "+@name2$,
					"- "+@name3$,
					"- "+@name4$,
					"- "+@name5$,
					"- "+@name6$
				);
				break;
			case 2: //No Taekwon
				set @submenu, select(
					"- Cancel job change",
					"- "+@name1$,
					"- "+@name2$,
					"- "+@name3$,
					"- "+@name4$,
					"- "+@name5$,
					"- "+@name6$,
					"- "+@name8$
				);
				if (@submenu == 8)
					set @submenu, 9;
				break;
			}
		}
		switch (@submenu) {
		case 2: //Acolyte
			set @newJob,Job_Acolyte;
			set @weapon, $@kejc_wAcolyte;
			break;
		case 3: //Archer
			set @newJob,Job_Archer;
			set @weapon, $@kejc_wArcher;
			break;
		case 4: //Mage
			set @newJob,Job_Mage;
			set @weapon, $@kejc_wMage;
			break;	
		case 5: //Merchant
			set @newJob,Job_Merchant;
			set @weapon, $@kejc_wMerchant;
			break;
		case 6: //Swordman
			set @newJob,Job_Swordman;
			set @weapon, $@kejc_wSwordman;
			break;
		case 7: //Thief
			set @newJob,Job_Thief;
			set @weapon, $@kejc_wThief;
			break;
		case 8: //Taekwon
			set @newJob,Job_Taekwon;
			set @weapon, $@kejc_wTaekwon;
			break;
		case 9: //S. Novice
			set @newJob,Job_SuperNovice;
			set @weapon, $@kejc_wSuperNovice;
			if (SF_testChangeJob(0,$@kejc_baseSN,@jobLv) == 0)
				return;
			break;
		}
		if (@submenu > 1) {
			if (getarg(0)) { //Skipping High Novice, charge rebirth costs.
				if (SF_changeJob(@job,Upper,@newJob,1,@weapon,0,$@kejc_costRebirth,2,$@kejc_rebirthReset))
					return;
			} else {
				if (SF_changeJob(@job,Upper,@newJob,@upper,@weapon,0,0,2,0))
					return;
			}
		}
	} while (@submenu > 1);
}

function SF_to2ndJob {
	do {
		set @submenu, 1;	
		if (@upper == 1 && $@kejc_upperPolicy && kej_class2) {
			switch (kej_class2) {
			case Job_Priest:
			case Job_Hunter:
			case Job_Wizard:
			case Job_Blacksmith:
			case Job_Knight:
			case Job_Knight2:
			case Job_Assassin:
			case Job_Star_Gladiator:
			case Job_Star_Gladiator2:
				set @submenu, 2;
				break;
			case Job_Monk:
			case Job_Bard:
			case Job_Dancer:
			case Job_Sage:
			case Job_Alchem:
			case Job_Crusader:
			case Job_Crusader2:
			case Job_Rogue:
			case Job_Soul_Linker:
				set @submenu, 3;
				break;
			}
		}
		if (@submenu == 1) { //Fetch from menu.
			switch (BaseClass) {
			case Job_Acolyte:
				SF_getJobNames 2,Job_Priest,Job_Monk;
				break;
			case Job_Archer:
				SF_getJobNames 3,Job_Hunter,Job_Bard,Job_Dancer;
				if (sex == 0)
					set @name2$, @name3$;
				break;
			case Job_Mage:
				SF_getJobNames 2,Job_Wizard,Job_Sage;
				break;
			case Job_Merchant:
				SF_getJobNames 2,Job_Blacksmith,Job_Alchem;
				break;
			case Job_Swordman:
				SF_getJobNames 2,Job_Knight,Job_Crusader;
				break;
			case Job_Thief:
				SF_getJobNames 2,Job_Assassin,Job_Rogue;
				break;
			case Job_Taekwon:
				SF_getJobNames 2,Job_Star_Gladiator,Job_Soul_Linker;
				break;
			default:
				callfunc "F_keIntro", e_swt2, "I don't know how to change you from your current job.";
				return;
			}
			set @submenu, select(
				"- Cancel job change",
				"- "+@name1$,
				"- "+@name2$
			);
		}
		switch (BaseClass) {
		case Job_Acolyte:
			switch (@submenu) {
			case 2: //Priest
				set @newJob,Job_Priest;
				set @weapon,$@kejc_wPriest;
				set @weapon2,$@kejc_w2Priest;
				break;
			case 3: //Monk
				set @newJob,Job_Monk;
				set @weapon,$@kejc_wMonk;
				set @weapon2,$@kejc_w2Monk;
				break;
			}
			break;
		case Job_Archer:
			switch (@submenu) {
			case 2: //Hunter
				set @newJob,Job_Hunter;
				set @weapon,$@kejc_wHunter;
				set @weapon2,$@kejc_w2Hunter;
				break;
			case 3: //Bard/Dancer
				if (sex == 1) { //Bard
					set @newJob,Job_Bard;
					set @weapon,$@kejc_wBard;
					set @weapon2,$@kejc_w2Bard;
				} else { //Dancer
					set @newJob,Job_Dancer;
					set @weapon,$@kejc_wDancer;
					set @weapon2,$@kejc_w2Dancer;
				}
				break;
			}
			break;
		case Job_Mage:
			switch (@submenu) {
			case 2: //Wizard
				set @newJob,Job_Wizard;
				set @weapon,$@kejc_wWizard;
				set @weapon2,$@kejc_w2Wizard;
				break;
			case 3: //Sage
				set @newJob,Job_Sage;
				set @weapon,$@kejc_wSage;
				set @weapon2,$@kejc_w2Sage;
				break;
			}
			break;
		case Job_Merchant:
			switch (@submenu) {
			case 2: //Blacksmith
				set @newJob,Job_Blacksmith;
				set @weapon,$@kejc_wBlacksmith;
				set @weapon2,$@kejc_w2Blacksmith;
				break;
			case 3: //Alchemist
				set @newJob,Job_Alchem;
				set @weapon,$@kejc_wAlchemist;
				set @weapon2,$@kejc_w2Alchemist;
				break;
			}
			break;
		case Job_Swordman:
			switch (@submenu) {
			case 2: //Knight
				set @newJob,Job_Knight;
				set @weapon,$@kejc_wKnight;
				set @weapon2,$@kejc_w2Knight;
				break;
			case 3: //Crusader
				set @newJob,Job_Crusader;
				set @weapon,$@kejc_wCrusader;
				set @weapon2,$@kejc_w2Crusader;
				break;
			default:
				mes "uh oh";
				break;
			}
			break;
		case Job_Thief:
			switch (@submenu) {
			case 2: //Assassin
				set @newJob,Job_Assassin;
				set @weapon,$@kejc_wAssassin;
				set @weapon2,$@kejc_w2Assassin;
				break;
			case 3: //Rogue
				set @newJob,Job_Rogue;
				set @weapon,$@kejc_wRogue;
				set @weapon2,$@kejc_w2Rogue;
				break;
			}
			break;
		case Job_Taekwon:
			switch (@submenu) {
			case 2: //Star Gladiator
				set @newJob,Job_Star_Gladiator;
				set @weapon,$@kejc_wStarGladiator;
				set @weapon2,$@kejc_w2StarGladiator;
				break;
			case 3: //Soul Linker
				set @newJob,Job_Soul_Linker;
				set @weapon,$@kejc_wSoulLinker;
				set @weapon2,$@kejc_w2SoulLinker;
				break;
			}
			break;
		}
		if (@submenu > 1) {
			if (SF_changeJob(@job,Upper,@newJob,@upper,@weapon,@weapon2,$@kejc_cost2ND,0,0))
				return;
		}
	} while (@submenu > 1);
}

//SubFunction: SF_testChangeJob(Zeny, BaseLv, JobLv)
//Function that checks if the player qualifies for job changing.
function SF_testChangeJob {
	set @fail, 0;
	if (Zeny < getarg(0))
		set @fail, 1;
	if (BaseLevel < getarg(1))
		set @fail, @fail+2;
	if (JobLevel < getarg(2))
		set @fail, @fail+4;	
	if (@fail > 0) {
		if (@fail&1)
			mes "You need "+getarg(0)+"z for the conversion process.";
		if (@fail&2)
			mes "You need to be at least Lv "+getarg(1)+".";
		if (@fail&4)
			mes "You need at least job Lv "+getarg(2)+".";
		callfunc "F_keIntro", e_pif, "Sorry, you don't qualify for a job change yet.";
		return 0;
	}

	if (SkillPoint > 0 && $@kejc_skillsPolicy == 0) {
		callfunc "F_keIntro", e_dots, "Sorry, use your remaining Skill points before being able to change class.";
		return 0;
	}
	return 1;
}

//SubFunction: SF_changeJob (CurrentJobLv, CurrentJobType, NewJobBase, NewJobType
//Weapon, Weapon2, Zeny, WipeSkills, ResetLv)
//Attempts to change to the Jobgiven.
//CurrentJobLv is 0-3 (novice, 1st class, 2nd class, s.novice)
//Type is 0-2 (Normal, Advanced Class, Baby)
//Weapon is the ID of the weapon to grant
//Weapon2 is the alternative weapon granted when your job level is above $@kejc_wBonusLv
//Zeny is the money required (if negative, it is money awarded)
//WipeSkills if 1, indicates that skills should be wiped,
//if 2, it means basic skills have to be given back
//Reset Level indicates the base lv must be reset to 1.
//Note: Zeny/Base/Job requirements should had been checked with SF_testChangeJob already!
function SF_changeJob {
	set @newjob,getarg(2);
	set @newtype,getarg(3);
	set @weapon,getarg(4);
	set @weapon2,getarg(5);
	set @cost,getarg(6);
	set @wipeSkill,getarg(7);
	set @resetLv,getarg(8);

	set @jobStr$, callfunc("GF_getJobName2",@newjob, @newtype);
	if (@wipeSkill == 0 && SkillPoint > 0 && $@kejc_skillsPolicy == 1) {
		set @selection, select(
			"- Do not change yet",
			"- Change to "+@jobStr$+" (skill points lost)",
			"- View details"
		);
	} else {
		set @selection, select(
			"- Cancel",
			"- Change to "+@jobStr$,
			"- View details"
		);
	}
	switch (@selection) {
		case 3: //Details
			mes "Okay.. listen up:";
			next;
			mes "["+@name$+"]";
			mes "Changing to "+@jobStr$+" now means:";
			if (@wipeSkill == 0 && SkillPoint > 0 && $@kejc_skillsPolicy == 1)
				mes "- You will lose your "+SkillPoint+" unused skill points.";
			else if (@wipeSkill == 1)
				mes "- You will lose all your skills.";
			if (@resetLv)
				mes "- Your base level will be reset to 1.";
			if (@cost > 0)
				mes "- You will be charged "+@cost+"z.";
			else if (@cost < 0)
				mes "- You will be aided with "+(0-@cost)+"z.";
			if (@weapon > 0) {
				if (@weapon2 > 0 && $@kejc_wBonusLv) {
					if (JobLevel < $@kejc_wBonusLv) {
						mes "- You will receive a "+getitemname(@weapon)+"["+getitemslots(@weapon)+"].";
						mes "- If you wait until Job Lv"+$@kejc_wBonusLv+", you can receive instead a "+getitemname(@weapon2)+"["+getitemslots(@weapon)+"].";
					} else {
						mes "- You will receive a "+getitemname(@weapon2)+"["+getitemslots(@weapon)+"] for reaching Job Lv"+$@kejc_wBonusLv+".";
					}
				} else
					mes "- You will receive a "+getitemname(@weapon)+".";
			}
			mes "So... will you change?";
			if (select(
				"- Cancel",
				"- Change to "+@jobStr$
			) != 2) {
				callfunc "F_keIntro", e_dots, "...alright.";
				return 0;
			}
			callfunc "F_keIntro", -1, "Enjoy your new Job.";
		case 2: //Change
			//Set/Unset job path variables as needed.
			if($@kejc_upperPolicy) {
				set @class,getarg(0);
				set @type, getarg(1);
				if(@class == 1 && @type == 0)
					set kej_class1,class; //Advancing to second class, so...
				if(@class == 2)
					set kej_class2,class; //Only way of being here is by doing a rebirth
				if(@type > 0)
					set kej_class1,0;	//Clear when one is a high class
				if(@type > 0 && @class == 1)
					set kej_class2,0;	//Clear when leaving high 1st class
			}
			if (@resetLv) {
				jobchange Job_Novice_High; //Done to give players those 100 points from High classes
				resetlvl(1);
			}
			if (@wipeSkill) {
				resetskill;
				setoption(0);
				set SkillPoint,0;
			} else if ($@kejc_skillsPolicy == 1)
				set SkillPoint,0;
			if (@wipeSkill>1)
				skill 1,9,0;
			if($@kejc_resetDye)
				setlook 7,0;
			jobchange @newjob, @newtype;
			if ($@kejc_announce)
				announce strcharinfo(0)+" has been promoted to "+@jobStr$+"!",8;
			set Zeny,Zeny-@cost;
			if ($@kejc_weaponPolicy && @weapon > 0) {
				if ($@kejc_wBonusLv && @weapon2 > 0) {
					if (JobLevel < $@kejc_wBonusLv)
						getitem @weapon,1;
					else
						getitem @weapon2,1;
				} else
					getitem @weapon,1;
			}
			emotion e_grat;	
			return 1;
		default: //Cancel...
			callfunc "F_keIntro", e_dots, "...alright.";
			return 0;	
	}
}
//SubFunction: SF_getJobNames(Qty, Jobid1, Jobid2,...)
//Workaround until eA gets a fix for the bug where you can't use callfunc or
//callsub within a menu
function SF_getJobNames {
	switch (getarg(0)) {
	case 8:
		set @name8$, callfunc("GF_getJobName2",getarg(8),@upper);
		set @name7$, callfunc("GF_getJobName2",getarg(7),@upper);
		set @name6$, callfunc("GF_getJobName2",getarg(6),@upper);
		set @name5$, callfunc("GF_getJobName2",getarg(5),@upper);
		set @name4$, callfunc("GF_getJobName2",getarg(4),@upper);
	case 3:
		set @name3$, callfunc("GF_getJobName2",getarg(3),@upper);
	case 2:
		set @name2$, callfunc("GF_getJobName2",getarg(2),@upper);
		set @name1$, callfunc("GF_getJobName2",getarg(1),@upper);
	}
	return;
}

}