From 72cd35c33dee93b88969b579a0cc3327b2e7f2d6 Mon Sep 17 00:00:00 2001 From: jmanfffreak Date: Mon, 28 May 2012 21:19:30 +0000 Subject: Massive updates to /npc/custom folder: * Removed eAAC scripts, which were outdated. (tid: 64380) (will be released in downloads section) * Removed scripts in /Lance/ folder, which haven't been updated in years. (will be released in downloads section) * Combined heal.txt and heal_payment.txt into one script, set options within file to enable or disable zeny requirement. * Added choice in job changer if you allow third job changes. * Updated warper with new towns and some dungeons. * Card remover now has option to prevent or allow item destruction upon removing failure * Removed 2-2shop and replaced with a full itemmall (thanks Masao!) * General file structure changes (possibly more later) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16164 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/custom/jobmaster.txt | 319 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 319 insertions(+) create mode 100644 npc/custom/jobmaster.txt (limited to 'npc/custom/jobmaster.txt') diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt new file mode 100644 index 000000000..e11fa50c2 --- /dev/null +++ b/npc/custom/jobmaster.txt @@ -0,0 +1,319 @@ +//===== rAthena Script ======================================= +//= Job Master +//===== By: ================================================== +//= rAthena Dev Team [Ori:LunatikBunnie] +//===== Current Version: ===================================== +//= 1.7 +//===== Compatible With: ===================================== +//= rAthena SVN; 15624+ +//===== Description: ========================================= +//= Changes your job without asking too much +//= For other info, please contact me at Lunatikbunnie@gmail.com +//= Editted menu to avoid button mashing. +//= 1.3 Added TK/SL/SG, thanks to Haplo. Fixed minor bugs [Lupus] +//= 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] +//= 1.5a fixed Baby -> Super Baby change. Switched to JobName() [Lupus] +//= 1.6 Added support for both branches of 3rd classes, +//= unified response order, fixed minor quirk. +//= 1.7 Corrected typo on EAJ_THIRD to EAJL_THIRD and fixed job +//= level requirement to change to 3rd. [Rytech] +//===== TODO: ================================================ +//= Add baby 3rd classes +//= Could be restructured some more using eajobs +//============================================================ + +prontera,153,193,6 script Job Master 123,{ + mes "^ff0000[Job Master]^000000"; + if(Class >= Job_Rune_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){ + switch(lastJob){ + case Job_Knight: + case Job_Crusader: + set @target_job, Job_Swordman_High; + break; + case Job_Monk: + case Job_Priest: + set @target_job, Job_Acolyte_High; + break; + case Job_Alchemist: + case Job_Blacksmith: + set @target_job, Job_Merchant_High; + break; + case Job_Rogue: + case Job_Assassin: + set @target_job, Job_Thief_High; + break; + case Job_Wizard: + case Job_Sage: + set @target_job, Job_Mage_High; + break; + case Job_Hunter: + case Job_Bard: + case Job_Dancer: + set @target_job, Job_Archer_High; + break; + } + } 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($@JC_SupNovM > BaseLevel) goto L_BvError; + if(Upper == 2) + set @target_job, Job_Super_Baby; + else + set @target_job, Job_SuperNovice; + break; + case 8: + if(Class == Job_Novice_High) goto L_noReq; + if(Upper == 2) goto L_noReq; + set @target_job, Job_Taekwon; + break; + case 9: + case 10: + if(Class == Job_Novice_High || Upper == 2) goto L_noReq; + set @target_job, @menu + 15; + break; + default: + set @target_job, @menu; + if(Class == Job_Novice_High) set @target_job, @target_job + 4001; + break; + } + } + mes "Are you sure you want to change to " + JobName(@target_job) + "?"; + if(select("Yes","No") == 1){ + callfunc "Job_Change", @target_job; + if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { + callfunc "F_ClearJobVar"; + } else { + if($@JC_Plat) goto L_GivePlat; + } + } + close; + break; + default: + if(JobLevel < $@JC_MinimumJB) goto L_LvError; + deletearray @job_opt, getarraysize(@job_opt); + if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ + if(lastJob != 0 && Class >= Job_Swordman_High){ // lastJob could have been set before changing back to non-trans + set @target_job, lastJob + 4001; + } else { + switch(Class){ + case Job_Swordman_High: + case Job_Baby_Swordman: + case Job_Swordman: + set @job_opt[0], Job_Knight; + set @job_opt[1], Job_Crusader; + break; + case Job_Mage_High: + case Job_Baby_Mage: + case Job_Mage: + set @job_opt[0], Job_Wizard; + set @job_opt[1], Job_Sage; + break; + case Job_Archer_High: + case Job_Baby_Archer: + case Job_Archer: + set @job_opt[0], Job_Hunter; + if(Sex == 0) + set @job_opt[1], Job_Dancer; + else + set @job_opt[1], Job_Bard; + break; + case Job_Acolyte_High: + case Job_Baby_Acolyte: + case Job_Acolyte: + set @job_opt[0], Job_Priest; + set @job_opt[1], Job_Monk; + break; + case Job_Merchant_High: + case Job_Baby_Merchant: + case Job_Merchant: + set @job_opt[0], Job_Blacksmith; + set @job_opt[1], Job_Alchemist; + break; + case Job_Thief_High: + case Job_Baby_Thief: + case Job_Thief: + set @job_opt[0], Job_Assassin; + set @job_opt[1], Job_Rogue; + break; + default: + set @job_opt[0], Job_Star_Gladiator; + set @job_opt[1], Job_Soul_Linker; + break; + } + mes "Welcome, please select the job you wish to change into"; + set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; + if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; + } + mes "Are you sure you want to change to " + JobName(@target_job) + "?"; + if(select("Yes","No")==1){ + callfunc "Job_Change", @target_job; + if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { + callfunc "F_ClearJobVar"; + } else { + if($@JC_Plat) goto L_GivePlat; + } + } + close; + } + + if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; + if(checkfalcon() || checkcart() || checkriding()) goto L_remove; + + if((Class >= Job_Knight) && (Class <= Job_Crusader2)){ + if (.thirdclass==1) { + mes "Would you like to be reborn or change to 3rd class?"; + switch(select("I want to be reborn!", "I want to change to 3rd class!", "Cancel")) + { + case 1: + mes "Are you sure you want to be reborn?"; + if(select("Yes", "No")==1){ + 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; + } + break; + case 2: + goto L_Third; + } + close; + } + else { + mes "Are you sure you want to be reborn?"; + if(select("Yes", "No")==1){ + 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; + } + } + } + if (Class >= Job_Lord_Knight && Class <= Job_Paladin2 && .thirdclass == 1) + { + if(JobLevel < 50) goto L_cantCh; + goto L_Third; + } + } + mes "I'm sorry, there are no further classes for your job."; + close; + +L_Third: + set @target_job, roclass(eaclass() | EAJL_THIRD); + mes "Are you sure you want to change to " + JobName(@target_job) + "?"; + if(select("Yes", "No")==1){ + callfunc "Job_Change", @target_job; + } + close; +L_GivePlat: + if (BaseClass==Job_SuperNovice) goto L_sSuperN; + if (BaseClass==Job_Swordman) goto L_sSword; + if (BaseClass==Job_Mage) goto L_sMage; + if (BaseClass==Job_Archer) goto L_sArcher; + if (BaseClass==Job_Acolyte) goto L_sAcolyte; + if (BaseClass==Job_Merchant) goto L_sMerchant; + if (BaseClass==Job_Thief) goto L_sThief; + close; +L_sSuperN: + skill 142,1,0; + close; +L_sSword: + skill 142,1,0; + skill 144,1,0; + skill 145,1,0; + skill 146,1,0; + close; +L_sMage: + skill 142,1,0; + skill 157,1,0; + close; +L_sArcher: + skill 142,1,0; + skill 147,1,0; + skill 148,1,0; + close; +L_sAcolyte: + skill 142,1,0; + skill 156,1,0; + close; +L_sMerchant: + skill 142,1,0; + skill 153,1,0; + skill 154,1,0; + skill 155,1,0; + close; +L_sThief: + skill 142,1,0; + skill 149,1,0; + skill 150,1,0; + skill 151,1,0; + skill 152,1,0; + 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 to 2nd classes (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) + set .thirdclass, 1; // Allow players to change into third class? + end; +} -- cgit v1.2.3-60-g2f50