diff options
Diffstat (limited to 'npc/custom/jobmaster.txt')
-rw-r--r-- | npc/custom/jobmaster.txt | 262 |
1 files changed, 0 insertions, 262 deletions
diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt deleted file mode 100644 index 4b56a36e5..000000000 --- a/npc/custom/jobmaster.txt +++ /dev/null @@ -1,262 +0,0 @@ -//===== 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$)-1, 0); - if (!.@newjob) close; - if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { - mes "[Job Master]"; - mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+"."; - close; - } - mes "[Job Master]"; - mes "Are you sure?"; - next; - } else { - .@newjob = getarg(0); - } - if (select(" ~ Change into ^0055FF"+ jobname(.@newjob) +"^000000 class", " ~ ^777777"+(getargcount() > 1 ? "Go back": "Cancel")+"^000000") == 1) { - mes "[Job Master]"; - mes "You are now "+A_An(jobname(.@newjob))+"!"; - if (.@newjob == Job_Novice_High && .linear_jobchange) - lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script. - jobchange .@newjob; - if (.@newjob == Job_Novice_High) - resetlvl(1); - if (.@newjob == Job_Baby) { - resetlvl(4); - SkillPoint = 0; - } - specialeffect(EF_ANGEL2, AREA, playerattached()); - specialeffect(EF_ELECTRIC, AREA, playerattached()); - if (.platinum) - callsub Get_Platinum; - close; - } - if (getargcount() == 1) - return; - mes "[Job Master]"; - } - end; -} - -function A_An { - setarray .@vowels$, "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; -} |