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authorjmanfffreak <jmanfffreak@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-05-28 21:19:30 +0000
committerjmanfffreak <jmanfffreak@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-05-28 21:19:30 +0000
commit72cd35c33dee93b88969b579a0cc3327b2e7f2d6 (patch)
tree91b88d46c64c35aafa450284f989d769f0f42e0f /npc/custom/jobmaster.txt
parent2aa1029edac5ac7cfb19de5ca5a1050ac5b8f87c (diff)
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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* Removed eAAC scripts, which were outdated.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
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+//===== 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;
+}