diff options
author | Haru <haru@dotalux.com> | 2014-05-20 09:53:21 +0200 |
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committer | Haru <haru@dotalux.com> | 2014-05-20 09:53:21 +0200 |
commit | ed9dd7c18014ad596445cb00dc353c5c57a4d7d6 (patch) | |
tree | 1c76779db8af47119588201354ef7e6525836ca1 /npc/custom | |
parent | 9a4382017634f93ee0ee4251b3ebb713cbf8f21c (diff) | |
download | hercules-ed9dd7c18014ad596445cb00dc353c5c57a4d7d6.tar.gz hercules-ed9dd7c18014ad596445cb00dc353c5c57a4d7d6.tar.bz2 hercules-ed9dd7c18014ad596445cb00dc353c5c57a4d7d6.tar.xz hercules-ed9dd7c18014ad596445cb00dc353c5c57a4d7d6.zip |
Fixed an exploit in the custom jobmaster NPC
- Improved legibility (renamed variables, replaced numbers with
constants.
- Changed syntax to match Hercules standards.
- Fixed status point exploit upon Baby Novice job change.
- Special thanks to bgamez23.
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'npc/custom')
-rw-r--r-- | npc/custom/jobmaster.txt | 260 |
1 files changed, 165 insertions, 95 deletions
diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt index ed55b4d87..346e3ddff 100644 --- a/npc/custom/jobmaster.txt +++ b/npc/custom/jobmaster.txt @@ -3,70 +3,91 @@ //===== By: ================================================== //= Euphy //===== Current Version: ===================================== -//= 1.3 +//= 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; + function Job_Menu; function A_An; mes "[Job Master]"; - if (Class > 4049) { + 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."; + mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"") + +" before proceeding."; close; } - if (.SkillPointCheck && SkillPoint) { + if (.skill_point_check && SkillPoint > 0) { mes "Please use all your skill points before proceeding."; close; } - 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."; + .@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 > 21) { + if (Class > Job_Crusader2) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } - while(1) { + while (true) { mes "Select an option."; next; - set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000"); - if (.@i==3) close; + .@choice = select(" ~ ^0055FFRebirth^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancel^000000"); + if (.@choice == 3) + close; mes "[Job Master]"; mes "Are you sure?"; next; - Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); + if (.@choice == 1) + Job_Menu(Job_Novice_High); + else + Job_Menu(roclass(.@eac|EAJL_THIRD)); mes "[Job Master]"; } } - set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); - if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; - if (Class == Job_Ninja) setarray .@exp[0],.@j1,70; - if (.@exp[0] && .ThirdClass) { - if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { - set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel; - mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue."; + .@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(.@exp[0])+"?"; + mes "Switch to "+jobname(.@newclass)+"?"; next; - Job_Menu(.@exp[0]); + Job_Menu(.@newclass); close; } if (.@eac&EAJL_2) @@ -75,114 +96,163 @@ function Job_Menu; function A_An; 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) { + 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 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; + } 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) + 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)) { + } 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+4001); - } else - Job_Menu(.@j1,.@j2); + Job_Menu(lastJob+Job_Novice_High); + } else { + Job_Menu(.@job1, .@job2); + } close; function Job_Menu { - while(1) { + while (true) { 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$+" ~ ^777777Cancel^000000"; + .@menu$ = ""; + for (.@i = 0; .@i < getargcount(); ++.@i) + .@menu$ += " ~ "+jobname(getarg(.@i))+":"; + .@menu$ += " ~ ^777777Cancel^000000"; next; - set .@i, getarg(select(.@menu$)-1,0); - if (!.@i) close; - if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { + .@newjob = getarg(select(.@menu$)-1, 0); + if (!.@newjob) close; + if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { mes "[Job Master]"; - mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+"."; + 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 - set .@i, getarg(0); - if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) { + } 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(.@i))+"!"; - if (.@i==4001 && .LastJob) set lastJob, Class; - jobchange .@i; - if (.@i==4001 || .@i==4023) resetlvl(1); - specialeffect2 338; specialeffect2 432; - if (.Platinum) callsub Get_Platinum; + 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; + 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); + 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 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; + 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; } - switch(BaseJob) { - 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; + + 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: - 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) + .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; } |