From 5e64e79baaf6de6e7f776898c4987e15f4404054 Mon Sep 17 00:00:00 2001 From: Lance Date: Sun, 21 May 2006 04:44:43 +0000 Subject: Rewrote JobChanger.. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6674 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/custom/jobs/jobmaster.txt | 639 ++++++++++++----------------------------- 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"; } -- cgit v1.2.3-70-g09d2