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author | euphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-06-12 22:21:09 +0000 |
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committer | euphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-06-12 22:21:09 +0000 |
commit | 59d6201f08e1670918321f6ac673ccd4888cbc3e (patch) | |
tree | 3209e7b7dc90cbbecfbff5739c03d250631b10c6 /npc/custom | |
parent | ecdccfe13a04083bbd7ff8fb6a0d6ddbefc5f160 (diff) | |
download | hercules-59d6201f08e1670918321f6ac673ccd4888cbc3e.tar.gz hercules-59d6201f08e1670918321f6ac673ccd4888cbc3e.tar.bz2 hercules-59d6201f08e1670918321f6ac673ccd4888cbc3e.tar.xz hercules-59d6201f08e1670918321f6ac673ccd4888cbc3e.zip |
* Added new "Job Master" script to replace the old one - it includes many new features, and fixes bugreport:5922 (custom\jobmaster.txt)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16282 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/custom')
-rw-r--r-- | npc/custom/jobmaster.txt | 445 |
1 files changed, 141 insertions, 304 deletions
diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt index e11fa50c2..ccd2faaed 100644 --- a/npc/custom/jobmaster.txt +++ b/npc/custom/jobmaster.txt @@ -1,319 +1,156 @@ //===== rAthena Script ======================================= //= Job Master //===== By: ================================================== -//= rAthena Dev Team [Ori:LunatikBunnie] +//= Euphy //===== Current Version: ===================================== -//= 1.7 -//===== Compatible With: ===================================== -//= rAthena SVN; 15624+ +//= 1.0 +//===== Compatible With: ===================================== +//= rAthena SVN r16114+ //===== Description: ========================================= -//= Changes your job without asking too much -//= For other info, please contact me at Lunatikbunnie@gmail.com -//= Editted menu to avoid button mashing. -//= 1.3 Added TK/SL/SG, thanks to Haplo. Fixed minor bugs [Lupus] -//= script leaves grabage variable: 'lastJob' -//= 1.4 Added NJ/GS, changed all job numbers to Job_* constants. -//= All credits go to pxxx [Skotlex] -//= 1.5 Rewrite everything from scratch. [Lance] -//= 1.5a fixed Baby -> Super Baby change. Switched to JobName() [Lupus] -//= 1.6 Added support for both branches of 3rd classes, -//= unified response order, fixed minor quirk. -//= 1.7 Corrected typo on EAJ_THIRD to EAJL_THIRD and fixed job -//= level requirement to change to 3rd. [Rytech] -//===== TODO: ================================================ -//= Add baby 3rd classes -//= Could be restructured some more using eajobs +//= A fully functional job changer. //============================================================ prontera,153,193,6 script Job Master 123,{ - mes "^ff0000[Job Master]^000000"; - if(Class >= Job_Rune_Knight) goto L_noReq; - - if(SkillPoint != 0) - { - mes "I'm sorry, please use up all your skill points before changing jobs"; - mes "Please come again soon!"; - close; - } - - if(JobLevel < 10) goto L_LvError; +function Job_Menu; function A_An; - switch(Class){ - case Job_Novice_High: - case Job_Baby: - case Job_Novice: - skill 142,1,0; - skill 143,1,0; - mes "Welcome, please select the job you wish to change into"; - if(lastJob != 0 && Class == Job_Novice_High){ - switch(lastJob){ - case Job_Knight: - case Job_Crusader: - set @target_job, Job_Swordman_High; - break; - case Job_Monk: - case Job_Priest: - set @target_job, Job_Acolyte_High; - break; - case Job_Alchemist: - case Job_Blacksmith: - set @target_job, Job_Merchant_High; - break; - case Job_Rogue: - case Job_Assassin: - set @target_job, Job_Thief_High; - break; - case Job_Wizard: - case Job_Sage: - set @target_job, Job_Mage_High; - break; - case Job_Hunter: - case Job_Bard: - case Job_Dancer: - set @target_job, Job_Archer_High; - break; - } - } else { - switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", - "Super Novice","Taekwon","Gunslinger","Ninja")){ - case 7: - if(Class == Job_Novice_High) goto L_noReq; - if($@JC_SupNovM > BaseLevel) goto L_BvError; - if(Upper == 2) - set @target_job, Job_Super_Baby; - else - set @target_job, Job_SuperNovice; - break; - case 8: - if(Class == Job_Novice_High) goto L_noReq; - if(Upper == 2) goto L_noReq; - set @target_job, Job_Taekwon; - break; - case 9: - case 10: - if(Class == Job_Novice_High || Upper == 2) goto L_noReq; - set @target_job, @menu + 15; - break; - default: - set @target_job, @menu; - if(Class == Job_Novice_High) set @target_job, @target_job + 4001; - break; - } - } - mes "Are you sure you want to change to " + JobName(@target_job) + "?"; - if(select("Yes","No") == 1){ - callfunc "Job_Change", @target_job; - if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { - callfunc "F_ClearJobVar"; - } else { - if($@JC_Plat) goto L_GivePlat; - } - } - close; - break; - default: - if(JobLevel < $@JC_MinimumJB) goto L_LvError; - deletearray @job_opt, getarraysize(@job_opt); - if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ - if(lastJob != 0 && Class >= Job_Swordman_High){ // lastJob could have been set before changing back to non-trans - set @target_job, lastJob + 4001; - } else { - switch(Class){ - case Job_Swordman_High: - case Job_Baby_Swordman: - case Job_Swordman: - set @job_opt[0], Job_Knight; - set @job_opt[1], Job_Crusader; - break; - case Job_Mage_High: - case Job_Baby_Mage: - case Job_Mage: - set @job_opt[0], Job_Wizard; - set @job_opt[1], Job_Sage; - break; - case Job_Archer_High: - case Job_Baby_Archer: - case Job_Archer: - set @job_opt[0], Job_Hunter; - if(Sex == 0) - set @job_opt[1], Job_Dancer; - else - set @job_opt[1], Job_Bard; - break; - case Job_Acolyte_High: - case Job_Baby_Acolyte: - case Job_Acolyte: - set @job_opt[0], Job_Priest; - set @job_opt[1], Job_Monk; - break; - case Job_Merchant_High: - case Job_Baby_Merchant: - case Job_Merchant: - set @job_opt[0], Job_Blacksmith; - set @job_opt[1], Job_Alchemist; - break; - case Job_Thief_High: - case Job_Baby_Thief: - case Job_Thief: - set @job_opt[0], Job_Assassin; - set @job_opt[1], Job_Rogue; - break; - default: - set @job_opt[0], Job_Star_Gladiator; - set @job_opt[1], Job_Soul_Linker; - break; - } - mes "Welcome, please select the job you wish to change into"; - set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; - if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; - } - mes "Are you sure you want to change to " + JobName(@target_job) + "?"; - if(select("Yes","No")==1){ - callfunc "Job_Change", @target_job; - if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { - callfunc "F_ClearJobVar"; - } else { - if($@JC_Plat) goto L_GivePlat; - } - } - close; - } - - if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; - if(checkfalcon() || checkcart() || checkriding()) goto L_remove; - - if((Class >= Job_Knight) && (Class <= Job_Crusader2)){ - if (.thirdclass==1) { - mes "Would you like to be reborn or change to 3rd class?"; - switch(select("I want to be reborn!", "I want to change to 3rd class!", "Cancel")) - { - case 1: - mes "Are you sure you want to be reborn?"; - if(select("Yes", "No")==1){ - set lastJob, Class; - if(Class == Job_Knight2){ - set lastJob, Job_Knight; - } else { - if(Class == Job_Crusader2){ - set lastJob, Job_Crusader; - } - } - jobchange Job_Novice_High; - resetlvl(1); - skill 142,1,0; - skill 143,1,0; - } - break; - case 2: - goto L_Third; - } - close; - } - else { - mes "Are you sure you want to be reborn?"; - if(select("Yes", "No")==1){ - set lastJob, Class; - if(Class == Job_Knight2){ - set lastJob, Job_Knight; - } else { - if(Class == Job_Crusader2){ - set lastJob, Job_Crusader; - } - } - jobchange Job_Novice_High; - resetlvl(1); - skill 142,1,0; - skill 143,1,0; - } - } - } - if (Class >= Job_Lord_Knight && Class <= Job_Paladin2 && .thirdclass == 1) - { - if(JobLevel < 50) goto L_cantCh; - goto L_Third; - } - } - mes "I'm sorry, there are no further classes for your job."; - close; + mes "[Job Master]"; + if (Class > 4049) { + 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 (.SkillPointCheck && SkillPoint) { + mes "Please use all your skill points before proceeding."; + close; } -L_Third: - set @target_job, roclass(eaclass() | EAJL_THIRD); - mes "Are you sure you want to change to " + JobName(@target_job) + "?"; - if(select("Yes", "No")==1){ - callfunc "Job_Change", @target_job; - } - close; -L_GivePlat: - if (BaseClass==Job_SuperNovice) goto L_sSuperN; - if (BaseClass==Job_Swordman) goto L_sSword; - if (BaseClass==Job_Mage) goto L_sMage; - if (BaseClass==Job_Archer) goto L_sArcher; - if (BaseClass==Job_Acolyte) goto L_sAcolyte; - if (BaseClass==Job_Merchant) goto L_sMerchant; - if (BaseClass==Job_Thief) goto L_sThief; - close; -L_sSuperN: - skill 142,1,0; - close; -L_sSword: - skill 142,1,0; - skill 144,1,0; - skill 145,1,0; - skill 146,1,0; - close; -L_sMage: - skill 142,1,0; - skill 157,1,0; - close; -L_sArcher: - skill 142,1,0; - skill 147,1,0; - skill 148,1,0; - close; -L_sAcolyte: - skill 142,1,0; - skill 156,1,0; - close; -L_sMerchant: - skill 142,1,0; - skill 153,1,0; - skill 154,1,0; - skill 155,1,0; - close; -L_sThief: - skill 142,1,0; - skill 149,1,0; - skill 150,1,0; - skill 151,1,0; - skill 152,1,0; + set .@eac, eaclass(); + set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); + if (.@i > 6 && .@i < 22) { + if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { + set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; + mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; + close; } + if (Class > 21) { + mes "Switch to third class?"; + next; + Job_Menu(roclass(.@eac|EAJL_THIRD)); + close; } + while(1) { + mes "Select an option."; + next; + set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); + if (.@i==3) close; + mes "[Job Master]"; + mes "Are you sure?"; + next; + Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); + mes "[Job Master]"; } } + set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); + 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 < .JobReq[0]) + mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class."; + else if (Class == 4001 && .LastJob && lastJob) { + mes "Switch classes now?"; + next; + Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } + else switch(Class) { + case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); + case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); + case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); + default: mes "An error has occurred."; break; } + 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 < .JobReq[1]) + mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; + else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { + mes "Switch classes now?"; + next; + Job_Menu(lastJob+4001); } + else Job_Menu(.@j1,.@j2); close; -L_cantCh: - mes "I'm sorry, you do not meet the requirements to change"; - mes "Please come again soon!"; - close; -L_LvError: - mes "I'm sorry, you do not seem to have enough Job Levels"; - mes "Please come again soon!"; - close; -L_BvError: - mes "I'm sorry, you do not seem to have enough Base Levels"; - mes "Please come again soon!"; - close; -L_noReq: - mes "I'm sorry, you do not meet the requirements to change"; - mes "Please come again soon!"; - close; -L_remove: - mes "Please remove your cart,falcon or peco"; - mes "Please come again soon!"; - close; +function Job_Menu { + while(1) { + if (getargcount() > 1) { + mes "Select a job."; + set .@menu$,""; + for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) + set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; + set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; + next; + set .@i, getarg(select(.@menu$)-1,0); + if (!.@i) close; + if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { + mes "[Job Master]"; + mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; + close; } + mes "[Job Master]"; + mes "Are you sure?"; + next; } + else set .@i, getarg(0); + if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777Go back^000000")==1) { + mes "[Job Master]"; + mes "You are now "+A_An(jobname(.@i))+"!"; + if (.@i==4001) { + if (.LastJob) set lastJob, Class; + jobchange .@i; + resetlvl(1); } + else jobchange .@i; + specialeffect2 338; specialeffect2 432; + if (.Platinum) callsub Get_Platinum; + close; } + if (getargcount() == 1) return; + mes "[Job Master]"; } + end; } + +function A_An { + setarray .@A$[0],"a","e","i","o","u"; + set .@B$, "_"+getarg(0); + for(set .@i,0; .@i<5; set .@i,.@i+1) + if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); + return "a "+getarg(0); } + +Get_Platinum: + skill 142,1,0; + switch(BaseClass) { + case 0: if (Class !=23) skill 143,1,0; break; + case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; + case 2: skill 157,1,0; break; + case 3: skill 147,1,0; skill 148,1,0; break; + case 4: skill 156,1,0; break; + case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; + case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; + default: break; } + switch(roclass(eaclass()&EAJ_UPPERMASK)) { + case 7: skill 1001,1,0; break; + case 8: skill 1014,1,0; break; + case 9: skill 1006,1,0; break; + case 10: skill 1012,1,0; skill 1013,1,0; break; + case 11: skill 1009,1,0; break; + case 12: skill 1003,1,0; skill 1004,1,0; break; + case 14: skill 1002,1,0; break; + case 15: skill 1015,1,0; skill 1016,1,0; break; + case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; + case 17: skill 1005,1,0; break; + case 18: skill 238,1,0; break; + case 19: skill 1010,1,0; break; + case 20: skill 1011,1,0; break; + default: break; } + return; OnInit: - // Variable Setup - set $@JC_MinimumJB, 40; //Minimum job level for changing to 2nd classes (Default : 40) - set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) - set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) - set .thirdclass, 1; // Allow players to change into third class? + setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class + setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class + set .ThirdClass,1; // Enable third classes? (1: yes / 0: no) + set .SNovice,45; // Minimum base level to turn into Super Novice + set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) + set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no) + set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) end; -} +}
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