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-rw-r--r--npc/custom/eAAC_Scripts/kafraExpress/ke_jobchange.txt548
1 files changed, 200 insertions, 348 deletions
diff --git a/npc/custom/eAAC_Scripts/kafraExpress/ke_jobchange.txt b/npc/custom/eAAC_Scripts/kafraExpress/ke_jobchange.txt
index b7c9a7c6c..e14367211 100644
--- a/npc/custom/eAAC_Scripts/kafraExpress/ke_jobchange.txt
+++ b/npc/custom/eAAC_Scripts/kafraExpress/ke_jobchange.txt
@@ -3,9 +3,9 @@
//===== By: ==================================================
//= Skotlex
//===== Current Version: =====================================
-//= 3.5
+//= 4.0
//===== Compatible With: =====================================
-//= eAthena SVN R3579+
+//= eAthena SVN R8840+
//===== Description: =========================================
//= Part of the Kafra Express Script Package.
//= Enables job changing through the class trees.
@@ -13,10 +13,10 @@
//===== 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
+//= the permanent variables kej_class1 and kej_class2
//============================================================
-- script keInit_jobchange -1,{
+- script keInit_jobchange {
OnInit: //Load Config
donpcevent "keConfig::OnLoadJobChange";
end;
@@ -26,157 +26,116 @@ function script F_keJobChange {
function SF_to1stJob;
function SF_to2ndJob;
+ function SF_getJobIndex;
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 @job, eaClass(class);
+ set @type, @job&~EAJ_UPPERMASK; //Because it is changed when rebirthing
set @reset, 0; //Base Level is reset only on rebirths
- switch (@job) {
- case 0: //Novices
+ if ((@job&EAJ_BASEMASK) == EAJ_NOVICE)
+ { //Novices
+ if (@job&EAJL_2) //S. Novices
+ goto L_FAIL;
if ($@kejc_skipNovice)
set @jobLv, 0; //jobLv is used again when checking for S.Novice's base level restriction.
else
set @jobLv, 10;
if (SF_testChangeJob(0,0,@jobLv))
SF_to1stJob(0);
- break;
- case 1: //First Classes
+ } else
+ if(@job&EAJL_2){
+ //Second classes
+ if (@job&~EAJ_UPPERMASK) //rebirth/baby
+ goto L_FAIL;
+ if (SF_testChangeJob($@kejc_costRebirth,$@kejc_baseRebirth,$@kejc_jobRebirth)) {
+ set @type, EAJL_UPPER;
+ if ($@kejc_skipNovice)
+ SF_to1stJob(1);
+ else
+ SF_changeJob @job,EAJ_NOVICE_HIGH,0,0,$@kejc_costRebirth,1,$@kejc_rebirthReset;
+ }
+ } else {
+ //First classes
if (SF_testChangeJob($@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;
+L_FAIL:
+ //Dead End
+ callfunc "F_keIntro", e_swt2, "I cannot change you from your current job.";
+ return;
//Handles changing to 1st job.
function SF_to1stJob {
+ setarray @classes[0],
+ EAJ_Acolyte|@type,
+ EAJ_Archer|@type,
+ EAJ_Mage|@type,
+ EAJ_Merchant|@type,
+ EAJ_Swordman|@type,
+ EAJ_Thief|@type,
+ EAJ_Taekwon|@type,
+ EAJ_Super_Novice|@type,
+ EAJ_GunSlinger|@type,
+ EAJ_Ninja|@type;
+
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;
- }
+ set @newjob, -1;
+ if (@type == EAJL_UPPER && $@kejc_upperPolicy && kej_class1) {
+ set @newjob, eaclass(kej_class1);
+ set @newjob, (@newjob&EAJ_UPPERMASK)|@type;
+ if (roclass(@newjob) == -1)
+ set @newjob, -1;
+ set @submenu, 1;
}
- if (@submenu == 1) {
- SF_getJobNames 8,Job_Acolyte,Job_Archer,Job_Mage,Job_Merchant,Job_Swordman,Job_Thief,Job_Taekwon,Job_SuperNovice;
- switch (@upper) {
- case 0: //All
- set @submenu, select(
- "- Cancel job change",
- "- "+@name1$,
- "- "+@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 (@newjob == -1) {
+ SF_getJobNames getarraysize(@classes);
+ if (@type&EAJL_UPPER || $@kejc_disable&1)
+ set @names$[7], ""; //No S.Novice
+
+ if (@type&~EAJ_UPPERMASK)
+ { //No TK/NJ/GS for Baby/Advanced
+ set @names$[6], "";
+ set @names$[8], "";
+ set @names$[9], "";
+ } else {
+ if ($@kejc_disable&2) //No TK
+ set @names$[6], "";
+ if ($@kejc_disable&4) //No GS
+ set @names$[8], "";
+ if ($@kejc_disable&8) //No NJ
+ set @names$[9], "";
+ }
+
+ set @submenu, select(
+ "- Cancel job change",
+ @names$[0], @names$[1], @names$[2],
+ @names$[3], @names$[4], @names$[5],
+ @names$[6], @names$[7], @names$[8],
+ @names$[9]
);
- if (@submenu == 8)
- set @submenu, 9;
- break;
+
+ if (@submenu > 1) {
+ if (@submenu == 9 && //S. Novice's own change check.
+ SF_testChangeJob(0,$@kejc_baseSN,@jobLv) == 0)
+ return;
+ set @newjob, @classes[@submenu-2];
}
}
- 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 (@newjob > -1) {
+ set @i, SF_getJobIndex(@newjob);
+ if (@i > -1)
+ set @weapon, $@kejc_weapon1[@i];
+ else
+ set @weapon, 0;
if (getarg(0)) { //Skipping High Novice, charge rebirth costs.
- if (SF_changeJob(@job,Upper,@newJob,1,@weapon,0,$@kejc_costRebirth,2,$@kejc_rebirthReset))
+ if (SF_changeJob(@job,@newJob,@weapon,0,$@kejc_costRebirth,2,$@kejc_rebirthReset))
return;
} else {
- if (SF_changeJob(@job,Upper,@newJob,@upper,@weapon,0,0,2,0))
+ if (SF_changeJob(@job,@newJob,@weapon,0,0,2,0))
return;
}
}
@@ -185,179 +144,50 @@ function SF_to1stJob {
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;
- }
+ set @newjob, -1;
+ if (@type == EAJL_UPPER && $@kejc_upperPolicy && kej_class2) {
+ set @newjob, eaclass(kej_class2);
+ set @newjob, (@newjob&EAJ_UPPERMASK)|@type;
+ if (roclass(@newjob) == -1)
+ set @newjob, -1; //Invalid class.
+ else
+ if ((@newjob&EAJ_BASEMASK) != (@job&EAJ_BASEMASK))
+ set @newjob, -1; //Saved next job does not corresponds to current 1st!
}
- if (@submenu == 1) { //Fetch from menu.
- switch (BaseClass) {
- case Job_Acolyte:
- SF_getJobNames 2,Job_Priest,Job_Monk;
- break;
- case Job_Archer:
- SF_getJobNames 3,Job_Hunter,Job_Bard,Job_Dancer;
- if (sex == 0)
- set @name2$, @name3$;
- break;
- case Job_Mage:
- SF_getJobNames 2,Job_Wizard,Job_Sage;
- break;
- case Job_Merchant:
- SF_getJobNames 2,Job_Blacksmith,Job_Alchem;
- break;
- case Job_Swordman:
- SF_getJobNames 2,Job_Knight,Job_Crusader;
- break;
- case Job_Thief:
- SF_getJobNames 2,Job_Assassin,Job_Rogue;
- break;
- case Job_Taekwon:
- SF_getJobNames 2,Job_Star_Gladiator,Job_Soul_Linker;
- break;
- default:
- callfunc "F_keIntro", e_swt2, "I don't know how to change you from your current job.";
+ if (@newjob == -1) { //Fetch from menu.
+ setarray @classes[0],
+ (@job&EAJ_UPPERMASK)|@type|EAJL_2_1,
+ (@job&EAJ_UPPERMASK)|@type|EAJL_2_2;
+
+ if (roclass(@classes[0]) == -1)
+ { //Can't upgrade?
+ callfunc "F_keIntro", e_swt2, "I cant' change you from your current job.";
return;
}
+
+ SF_getJobNames 2;
set @submenu, select(
"- Cancel job change",
- "- "+@name1$,
- "- "+@name2$
+ @names$[0],@names$[1]
);
+ if (@submenu > 1)
+ set @newjob, @classes[@submenu-2];
}
- 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;
+ if (@newjob > -1) {
+ set @i, SF_getJobIndex(@newjob);
+ if (@i > -1) {
+ if (@newjob&EAJL_2_2) { //2-2 classes
+ set @weapon, $@kejc_weapon_22[@i];
+ set @weapon2,$@kejc_weapon2_22[@i];
+ } else { //2-1 classes
+ set @weapon, $@kejc_weapon_21[@i];
+ set @weapon2,$@kejc_weapon2_21[@i];
}
- 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;
+ } else {
+ set @weapon, 0;
+ set @weapon2, 0;
}
- break;
- }
- if (@submenu > 1) {
- if (SF_changeJob(@job,Upper,@newJob,@upper,@weapon,@weapon2,$@kejc_cost2ND,0,0))
+ if (SF_changeJob(@job,@newJob,@weapon,@weapon2,$@kejc_cost2ND,0,0))
return;
}
} while (@submenu > 1);
@@ -370,9 +200,9 @@ function SF_testChangeJob {
if (Zeny < getarg(0))
set @fail, 1;
if (BaseLevel < getarg(1))
- set @fail, @fail+2;
+ set @fail, @fail|2;
if (JobLevel < getarg(2))
- set @fail, @fail+4;
+ set @fail, @fail|4;
if (@fail > 0) {
if (@fail&1)
mes "You need "+getarg(0)+"z for the conversion process.";
@@ -391,11 +221,11 @@ function SF_testChangeJob {
return 1;
}
-//SubFunction: SF_changeJob (CurrentJobLv, CurrentJobType, NewJobBase, NewJobType
-//Weapon, Weapon2, Zeny, WipeSkills, ResetLv)
+//SubFunction: SF_changeJob (CurrentJob, NewJob, 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)
+//CurrentJob is actual job in eA format.
+//NewJob is job to change to in eA format.
//Weapon is the ID of the weapon to grant
//Weapon2 is the alternative weapon granted when your job level is above $@kejc_wBonusLv
//Zeny is the money required (if negative, it is money awarded)
@@ -404,18 +234,23 @@ function SF_testChangeJob {
//Reset Level indicates the base lv must be reset to 1.
//Note: Zeny/Base/Job requirements should had been checked with SF_testChangeJob already!
function SF_changeJob {
- set @newjob,getarg(2);
- set @newtype,getarg(3);
- set @weapon,getarg(4);
- set @weapon2,getarg(5);
- set @cost,getarg(6);
- set @wipeSkill,getarg(7);
- set @resetLv,getarg(8);
+ set @job, getarg(0);
+ set @newjob,getarg(1);
+ set @weapon,getarg(2);
+ set @weapon2,getarg(3);
+ set @cost,getarg(4);
+ set @wipeSkill,getarg(5);
+ set @resetLv,getarg(6);
+
+ if (roclass(@newjob) == -1) { //Invalid job?
+ callfunc "F_keIntro", -1, "I can't change you to this job...";
+ return 0;
+ }
- set @jobStr$, callfunc("GF_getJobName2",@newjob, @newtype);
+ set @jobStr$, jobname(roclass(@newjob));
if (@wipeSkill == 0 && SkillPoint > 0 && $@kejc_skillsPolicy == 1) {
set @selection, select(
- "- Do not change yet",
+ "- Do not change yet.",
"- Change to "+@jobStr$+" (skill points lost)",
"- View details"
);
@@ -441,14 +276,14 @@ function SF_changeJob {
if (@cost > 0)
mes "- You will be charged "+@cost+"z.";
else if (@cost < 0)
- mes "- You will be aided with "+(0-@cost)+"z.";
+ mes "- You will be awarded 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)+"].";
+ mes "- If you wait until Job Lv"+$@kejc_wBonusLv+", you can receive instead a "+getitemname(@weapon2)+"["+getitemslots(@weapon2)+"].";
} else {
- mes "- You will receive a "+getitemname(@weapon2)+"["+getitemslots(@weapon)+"] for reaching Job Lv"+$@kejc_wBonusLv+".";
+ mes "- You will receive a "+getitemname(@weapon2)+"["+getitemslots(@weapon2)+"] for reaching Job Lv"+$@kejc_wBonusLv+".";
}
} else
mes "- You will receive a "+getitemname(@weapon)+".";
@@ -465,16 +300,15 @@ function SF_changeJob {
case 2: //Change
//Set/Unset job path variables as needed.
if($@kejc_upperPolicy) {
- set @class,getarg(0);
- set @type, getarg(1);
- if(@class == 1 && @type == 0)
+ if((@job&EAJ_BASEMASK) == @job && @job != EAJ_NOVICE)
set kej_class1,class; //Advancing to second class, so...
- if(@class == 2)
+ if(@job&EAJL_2)
set kej_class2,class; //Only way of being here is by doing a rebirth
- if(@type > 0)
+ if(@job&~EAJ_UPPERMASK) {
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(@job&~EAJL_2 && @job&EAJ_BASEMASK != EAJ_NOVICE)
+ 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
@@ -490,44 +324,62 @@ function SF_changeJob {
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 < $@kejc_wBonusLv)
- getitem @weapon,1;
- else
- getitem @weapon2,1;
- } else
+ if ($@kejc_wBonusLv && @weapon2 > 0 && JobLevel >= $@kejc_wBonusLv)
+ getitem @weapon2,1;
+ else
getitem @weapon,1;
}
+ jobchange roclass(@newjob);
+ if ($@kejc_announce)
+ announce strcharinfo(0)+" has been promoted to "+@jobStr$+"!",8;
+ set Zeny,Zeny-@cost;
emotion e_grat;
return 1;
default: //Cancel...
- callfunc "F_keIntro", e_dots, "...alright.";
return 0;
}
}
-//SubFunction: SF_getJobNames(Qty, Jobid1, Jobid2,...)
-//Workaround until eA gets a fix for the bug where you can't use callfunc or
-//callsub within a menu
-function SF_getJobNames {
- switch (getarg(0)) {
- case 8:
- set @name8$, 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$, callfunc("GF_getJobName2",getarg(1),@upper);
+
+//SubFunction: SF_getJobIndex(Job)
+//Given a job in eA format, retrieves the basic index which is used for the
+//config arrays.
+function SF_getJobIndex {
+ set @i, getarg(0);
+ set @i, @i&EAJ_BASEMASK;
+ switch (@i) {
+ case EAJ_ACOLYTE:
+ return 0;
+ case EAJ_ARCHER:
+ return 1;
+ case EAJ_MAGE:
+ return 2;
+ case EAJ_MERCHANT:
+ return 3;
+ case EAJ_SWORDMAN:
+ return 4;
+ case EAJ_THIEF:
+ return 5;
+ case EAJ_TAEKWON:
+ return 6;
+ case EAJ_NOVICE: //Super Novice, actually
+ return 7;
+ case EAJ_GUNSLINGER:
+ return 8;
+ case EAJ_NINJA:
+ return 9;
+ default:
+ return -1;
}
- return;
}
-} \ No newline at end of file
+//SubFunction: SF_getJobNames(Qty)
+//Fills an array @names$ with the job names taken from the array "classes",
+// making each entry start with "- " followed by the job name.
+function SF_getJobNames {
+ set @size, getarg(0);
+ for (set @i, 0; @i < @size; set @i, @i+1)
+ setd "@names$["+@i+"]", "- "+jobname(roclass(@classes[@i]));
+}
+
+}