//===== 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() || checkriding() || ismounting()) {
mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"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) {
.@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$)-1, 0);
if (!.@newjob) close;
if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
mes "[Job Master]";
mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
close;
}
mes "[Job Master]";
mes "Are you sure?";
next;
} else {
.@newjob = getarg(0);
}
if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {
mes "[Job Master]";
mes "You are now "+A_An(jobname(.@newjob))+"!";
if (.@newjob == Job_Novice_High && .linear_jobchange)
lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.
jobchange .@newjob;
if (.@newjob == Job_Novice_High)
resetlvl(1);
specialeffect2 EF_ANGEL2;
specialeffect2 EF_ELECTRIC;
if (.platinum)
callsub Get_Platinum;
close;
}
if (getargcount() == 1)
return;
mes "[Job Master]";
}
end;
}
function A_An {
setarray .@vowels$, "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? (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;
}