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-//===== 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() || checkmount() || hascashmount()) {
- mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkmount() || hascashmount())?"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 || Class == Job_Gunslinger) {
- .@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$)-1, 0);
- if (!.@newjob) close;
- if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
- mes "[Job Master]";
- mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
- close;
- }
- mes "[Job Master]";
- mes "Are you sure?";
- next;
- } else {
- .@newjob = getarg(0);
- }
- if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {
- mes "[Job Master]";
- mes "You are now "+A_An(jobname(.@newjob))+"!";
- if (.@newjob == Job_Novice_High && .linear_jobchange)
- lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.
- jobchange .@newjob;
- if (.@newjob == Job_Novice_High)
- resetlvl(1);
- if (.@newjob == Job_Baby) {
- resetlvl(4);
- SkillPoint = 0;
- }
- specialeffect2 EF_ANGEL2;
- specialeffect2 EF_ELECTRIC;
- if (.platinum)
- callsub Get_Platinum;
- close;
- }
- if (getargcount() == 1)
- return;
- mes "[Job Master]";
- }
- end;
-}
-
-function A_An {
- setarray .@vowels$, "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/Extended 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;
-}