diff options
Diffstat (limited to 'npc')
-rw-r--r-- | npc/custom/jobs/jobmaster.txt | 639 | ||||
-rw-r--r-- | npc/other/Global_Functions.txt | 11 |
2 files changed, 191 insertions, 459 deletions
diff --git a/npc/custom/jobs/jobmaster.txt b/npc/custom/jobs/jobmaster.txt index db7604597..10952f55c 100644 --- a/npc/custom/jobs/jobmaster.txt +++ b/npc/custom/jobs/jobmaster.txt @@ -1,11 +1,11 @@ //===== eAthena Script =======================================
//= eAthena Jobchanger AKA Job Master
//===== By: ==================================================
-//= eAthena Dev Team [LunatikBunnie] (Editted by Amada`)
+//= eAthena Dev Team [Ori:LunatikBunnie] [Cur:Lance]
//===== Current Version: =====================================
-//= 1.4
+//= 1.5
//===== Compatible With: =====================================
-//= Any Athena Version
+//= eAthena SVN Trunk 6674
//===== Description: =========================================
//= Changes your job without asking too much
//= For other info, please contact me at Lunatikbunnie@gmail.com
@@ -14,437 +14,154 @@ //= 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]
//============================================================
-
-// ------------------------------ Start ------------------------------
prontera.gat,153,193,6 script Job Master 123,{
-// Variable Setup
- set @MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40)
- set @GivePlat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)
- set @SupNovM, 45; //Base Level to change into Super Novice (Default : 45)
-// Check Jobtype
- if(Upper == 1 && Class >= Job_Lord_Knight) goto L_cantCh;
- if(SkillPoint != 0) goto L_skillUsed;
- if(Class == Job_Novice) goto L_novice;
- if(JobLevel <10) goto L_notEn;
- if((Class ==Job_Novice_High) && ((lastJob ==Job_Knight) || (lastJob ==Job_Crusader))) goto L_cHsword;
- if((Class ==Job_Novice_High) && ((lastJob ==Job_Wizard) || (lastJob ==Job_Sage))) goto L_cHmage;
- if((Class ==Job_Novice_High) && ((lastJob ==Job_Hunter) || (lastJob ==Job_Bard) || (lastJob ==Job_Dancer))) goto L_cHarcher;
- if((Class ==Job_Novice_High) && ((lastJob ==Job_Priest) || (lastJob ==Job_Monk))) goto L_cHacolyte;
- if((Class ==Job_Novice_High) && ((lastJob ==Job_Blacksmith) || (lastJob ==Job_Alchem))) goto L_cHmerchant;
- if((Class ==Job_Novice_High) && ((lastJob ==Job_Assassin) || (lastJob ==Job_Rogue))) goto L_cHthief;
- if(JobLevel <@MinimumJB) goto L_notEn;
- if(Class ==Job_Swordman) goto L_iSword;
- if(Class ==Job_Mage) goto L_iMage;
- if(Class ==Job_Archer) goto L_iArcher;
- if(Class ==Job_Acolyte) goto L_iAcolyte;
- if(Class ==Job_Merchant) goto L_iMerchant;
- if(Class ==Job_Thief) goto L_iThief;
- if(Class ==Job_Taekwon) goto L_iTaekwon;
- if(checkfalcon(0) || checkcart(0) || checkriding(0)) goto L_remove;
- if(lastJob ==Job_Knight) goto L_iKnight;
- if(lastJob ==Job_Priest) goto L_iPriest;
- if(lastJob ==Job_Wizard) goto L_iWizard;
- if(lastJob ==Job_Blacksmith) goto L_iBlacksmith;
- if(lastJob ==Job_Hunter) goto L_iHunter;
- if(lastJob ==Job_Assassin) goto L_iAssassin;
- if(lastJob ==Job_Crusader) goto L_iCrusader;
- if(lastJob ==Job_Monk) goto L_iMonk;
- if(lastJob ==Job_Sage) goto L_iSage;
- if(lastJob ==Job_Rogue) goto L_iRogue;
- if(lastJob ==Job_Alchem) goto L_iAlchemist;
- if(lastJob ==Job_Bard) goto L_iBard;
- if(lastJob ==Job_Dancer) goto L_iDancer;
- if((Class >=Job_Knight) && (Class <=Job_Crusader2)) goto L_rebirth;
+ mes "^ff0000[Job Master]^000000";
+ if(Upper == 1 && Class >= Job_Lord_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;
+ 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){
+ set @target_job, BaseClass + 4001;
+ } 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($@JC_SupNovM > BaseLevel) goto L_BvError;
+ set @target_job, Job_SuperNovice;
+ break;
+ case 8:
+ if(Class == Job_Novice_High) goto L_noReq;
+ if(Upper == 2) goto L_noReq;
+ set @target_job, Job_Taekwon;
+ break;
+ case 9:
+ case 10:
+ if(Class == Job_Novice_High) goto L_noReq;
+ set @target_job, @menu + 15;
+ break;
+ default:
+ set @target_job, @menu;
+ if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
+ break;
+ }
+ }
+ mes "Are you sure?";
+ if(select("No","Yes") == 2){
+ callfunc "Job_Change", @target_job;
+ if(@target_job == Job_Gunsliger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
+ callfunc "F_ClearJobVar";
+ } else {
+ if($@JC_Plat) goto L_GivePlat;
+ }
+ }
+ close;
+ break;
+ default:
+ if(JobLevel < $@JC_MinimumJB) goto L_LvError;
+ deletearray @job_opt, getarraysize(@job_opt);
+ if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight))
+ if(lastJob != 0){
+ set @target_job, lastJob + 4001;
+ } else {
+ switch(Class){
+ case Job_Swordman_High:
+ case Job_Baby_Swordman:
+ case Job_Swordman:
+ set @job_opt[0], Job_Knight;
+ set @job_opt[1], Job_Crusader;
+ break;
+ case Job_Mage_High:
+ case Job_Baby_Mage:
+ case Job_Mage:
+ set @job_opt[0], Job_Wizard;
+ set @job_opt[1], Job_Sage;
+ break;
+ case Job_Archer_High:
+ case Job_Baby_Archer:
+ case Job_Archer:
+ set @job_opt[0], Job_Hunter;
+ if(Sex == 0)
+ set @job_opt[1], Job_Dancer;
+ else
+ set @job_opt[1], Job_Bard;
+ break;
+ case Job_Acolyte_High:
+ case Job_Baby_Acolyte:
+ case Job_Acolyte:
+ set @job_opt[0], Job_Priest;
+ set @job_opt[1], Job_Monk;
+ break;
+ case Job_Merchant_High:
+ case Job_Baby_Merchant:
+ case Job_Merchant:
+ set @job_opt[0], Job_Blacksmith;
+ set @job_opt[1], Job_Alchem;
+ break;
+ case Job_Thief_High:
+ case Job_Baby_Theif:
+ case Job_Theif:
+ set @job_opt[0], Job_Assassin;
+ set @job_opt[1], Job_Rogue;
+ break;
+ default:
+ set @job_opt[0], Job_Star_Gladiator;
+ set @job_opt[1], Job_Soul_Linker;
+ break;
+ }
+ mes "Welcome, please select the job you wish to change into";
+ set @target_job, @job_opt[select(callfunc("getJobName",@job_opt[0]), callfunc("getJobName",@job_opt[1]))-1];
+ if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
+ }
+ mes "Are you sure you want to change to " + callfunc("getJobName",@target_job) + "?";
+ if(select("No","Yes")==2){
+ callfunc "Job_Change", @target_job;
+ if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
+ callfunc "F_ClearJobVar";
+ } else {
+ if($@JC_Plat) goto L_GivePlat;
+ }
+ }
+ close;
+ }
+ if(checkfalcon(0) || checkcart(0) || checkriding(0)) goto L_remove;
+ if((Class >=Job_Knight) && (Class <=Job_Crusader2)){
+ mes "Do you want to reborn?";
+ if(select("Yes","No")==1){
+ if(BaseLevel < 99 && JobLevel < 50) goto L_cantCh;
+ 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;
+ }
+ close;
+ }
+
+ }
+ mes "Looks like something has gone wrong. Please report to the eAthena Development Team about this error.";
close;
-// Novice
- L_novice:
- skill 142,1,0;
- skill 143,1,0;
- if(JobLevel<10) goto L_notEn;
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Swordsman",L_sword,"Mage",L_mage,"Archer",L_archer,"Acolyte",L_acolyte,"Merchant",L_merchant,"Thief",L_thief,"Super Novice",L_superN,"Taekwon",L_taekwon,"Gunslinger",L_gun,"Ninja",L_ninja;
-// Change to Swordsman
- L_sword:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Swordman;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Mage
- L_mage:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Mage;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Archer
- L_archer:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Archer;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Acolyte
- L_acolyte:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Acolyte;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Merchant
- L_merchant:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Merchant;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Thief
- L_thief:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Thief;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Super Novice
- L_superN:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- if(BaseLevel<@SupNovM) goto L_notSup;
- jobchange Job_SuperNovice;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Taekwon
- L_taekwon:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Taekwon;
- callfunc "F_ClearJobVar";
- close;
-// Change to Gunslinger
- L_gun:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Gunslinger;
- callfunc "F_ClearJobVar";
- close;
-// Change to Ninja
- L_ninja:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Ninja;
- callfunc "F_ClearJobVar";
- close;
-
-// Change to Knight/Crusader
- L_iSword:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Knight",L_knight,"Crusader",L_crusader;
- L_knight:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Knight;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_crusader:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Crusader;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Wizard/Sage
- L_iMage:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Wizard",L_wizard,"Sage",L_sage;
- L_wizard:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Wizard;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_sage:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Sage;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Hunter/Bard/Dancer
- L_iArcher:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Hunter",L_hunter,"Bard/Dancer",L_bandd;
- L_hunter:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Hunter;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_bandd:
- if(sex==0) goto L_dancer;
- if(sex==1) goto L_bard;
- L_bard:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Bard;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_dancer:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Dancer;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Priest/Monk
- L_iAcolyte:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Priest",L_priest,"Monk",L_monk;
- L_priest:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Priest;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_monk:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Monk;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Blacksmith/Alchemist
- L_iMerchant:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Blacksmith",L_blacksmith,"Alchemist",L_alchemist;
- L_blacksmith:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Blacksmith;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_alchemist:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Alchem;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Assassin/Rogue
- L_iThief:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Assassin",L_assassin,"Rogue",L_rogue;
- L_assassin:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Assassin;
- if(@GivePlat) goto L_GivePlat;
- close;
- L_rogue:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Rogue;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Star Gladiator/Soul Linker
- L_iTaekwon:
- mes "^ff0000[Job Master]^000000";
- mes "Welcome, please select the job you wish to change into";
- menu "Star Gladiator",L_SG,"Soul Linker",L_SL;
- L_SG:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Star_Gladiator;
- callfunc "F_ClearJobVar";
- close;
- L_SL:
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Soul_Linker;
- callfunc "F_ClearJobVar";
- close;
-// Rebirth
- L_rebirth:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to reborn?";
- next;
- mes "Are you SURE?";
- menu "No",L_quit,"Yes",-;
- if ((BaseLevel < 99) || (JobLevel < 50)) goto L_cantCh;
- set lastJob, readparam(19);
- if(lastJob == Job_Knight2) set lastJob,Job_Knight;
- if(lastJob == Job_Crusader2) set lastJob,Job_Crusader;
- jobchange Job_Novice_High;
- resetlvl(1);
- skill 142,1,0;
- skill 143,1,0;
- mes "^ff0000[Job Master]^000000";
- mes "You are now reborn.";
- mes "Please come again soon.";
- close;
- L_cHsword:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Swordsman?";
- next;
- menu "No",L_quit,"Yes",-;
- jobchange Job_Swordman_High;
- mes "^ff0000[Job Master]^000000";
- mes "Thank you, please come again soon!";
- close;
- L_cHmage:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Mage?";
- next;
- menu "No",L_quit,"Yes",-;
- jobchange Job_Mage_High;
- mes "^ff0000[Job Master]^000000";
- mes "Thank you, please come again soon!";
- close;
- L_cHarcher:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Archer?";
- next;
- menu "No",L_quit,"Yes",-;
- jobchange Job_Archer_High;
- mes "^ff0000[Job Master]^000000";
- mes "Thank you, please come again soon!";
- close;
- L_cHacolyte:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Acolyte?";
- next;
- menu "No",L_quit,"Yes",-;
- jobchange Job_Acolyte_High;
- mes "^ff0000[Job Master]^000000";
- mes "Thank you, please come again soon!";
- close;
- L_cHmerchant:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Merchant?";
- next;
- menu "No",L_quit,"Yes",-;
- jobchange Job_Merchant_High;
- mes "^ff0000[Job Master]^000000";
- mes "Thank you, please come again soon!";
- close;
- L_cHthief:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Thief?";
- next;
- menu "No",L_quit,"Yes",-;
- jobchange Job_Thief_High;
- mes "^ff0000[Job Master]^000000";
- mes "Thank you, please come again soon!";
- close;
-// Change to Lord Knight
- L_iKnight:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Lord Knight?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Lord_Knight;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Paladin
- L_iCrusader:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Paladin?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Paladin;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to High Priest
- L_iPriest:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Priest?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_High_Priest;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Champion
- L_iMonk:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Champion?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Champion;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Whitesmith
- L_iBlacksmith:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Whitesmith?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Whitesmith;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Creator
- L_iAlchemist:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Creator?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Creator;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to High Wizard
- L_iWizard:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a High Wizard?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_High_Wizard;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Professor
- L_iSage:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Professor?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Professor;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Sniper
- L_iHunter:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Sniper?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Sniper;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Clown
- L_iBard:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Clown?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Clown;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Gypsy
- L_iDancer:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Gypsy?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Gypsy;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Assassin Cross
- L_iAssassin:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into an Assassin Cross?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Assassin_Cross;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Change to Stalker
- L_iRogue:
- mes "^ff0000[Job Master]^000000";
- mes "Do you want to change into a Stalker?";
- menu "No",L_quit,"Yes",-;
- jobchange Job_Stalker;
- if(@GivePlat) goto L_GivePlat;
- close;
-// Giving Platinum Skills
- L_GivePlat:
+L_GivePlat:
if (BaseClass==Job_SuperNovice) goto L_sSuperN;
if (BaseClass==Job_Swordman) goto L_sSword;
if (BaseClass==Job_Mage) goto L_sMage;
@@ -461,6 +178,7 @@ prontera.gat,153,193,6 script Job Master 123,{ skill 144,1,0;
skill 145,1,0;
skill 146,1,0;
+ close;
L_sMage:
skill 142,1,0;
skill 157,1,0;
@@ -487,33 +205,36 @@ prontera.gat,153,193,6 script Job Master 123,{ skill 151,1,0;
skill 152,1,0;
close;
- L_quit:
- close;
-// Errors
- L_cantCh:
- mes "^ff0000[Job Master]^000000";
- mes "I'm sorry, you do not meet the requirements to change";
- mes "Please come again soon!";
- close;
- L_skillUsed:
- mes "^ff0000[Job Master]^000000";
- mes "I'm sorry, please use up all your skill points before changing jobs";
- mes "Please come again soon!";
- close;
- L_notEn:
- mes "^ff0000[Job Master]^000000";
- mes "I'm sorry, you do not seem to have enough Job Levels";
- mes "Please come again soon!";
- close;
- L_notSup:
- mes "^ff0000[Job Master]^000000";
- mes "I'm sorry, you do not seem to have enough Base Levels";
- mes "Please come again soon!";
- close;
- L_remove:
- mes "^ff0000[Job Master]^000000";
- mes "Please remove your cart,falcon or peco";
- mes "Please come again soon!";
- 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;
+
+OnInit:
+ // Variable Setup
+ set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (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)
+ end;
}
-// ------------------------------ End -------------------
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt index 66fa2bb7d..9b25cdce5 100644 --- a/npc/other/Global_Functions.txt +++ b/npc/other/Global_Functions.txt @@ -380,6 +380,17 @@ function script getJobName { return "Star Gladiator";
case Job_Soul_Linker:
return "Soul Linker";
+ case Job_Ninja:
+ return "Ninja";
+ case Job_Gunslinger:
+ return "Gunslinger";
+ case Job_Xmas:
+ return "Christmas";
+ case Option_Wedding:
+ if(Sex == 0)
+ return "Bride";
+ else
+ return "Bridegroom";
default:
return "omghaxor";
}
|