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authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-12 22:21:09 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-12 22:21:09 +0000
commit59d6201f08e1670918321f6ac673ccd4888cbc3e (patch)
tree3209e7b7dc90cbbecfbff5739c03d250631b10c6 /npc
parentecdccfe13a04083bbd7ff8fb6a0d6ddbefc5f160 (diff)
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* 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')
-rw-r--r--npc/custom/jobmaster.txt445
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;
-}
+} \ No newline at end of file