summaryrefslogtreecommitdiff
path: root/npc/custom/jobmaster.txt
blob: ed55b4d87023bbbb39b8e605d998799fc572a715 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
//===== Hercules Script ======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//===== 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]
//============================================================

prontera,153,193,6	script	Job Master	2_F_MAGICMASTER,{
function Job_Menu; function A_An;

	mes "[Job Master]";
	if (Class > 4049) {
		mes "No more jobs are available.";
		close;
	}
	if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
		mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
		close;
	}
	if (.SkillPointCheck && SkillPoint) {
		mes "Please use all your skill points before proceeding.";
		close;
	}

	set .@eac, eaclass();
	set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
	if (.@i > 6 && .@i < 22) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		if (Class > 21) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
			if (.@i==3) close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
	if (Class == Job_Ninja) setarray .@exp[0],.@j1,70;
	if (.@exp[0] && .ThirdClass) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		mes "Switch to "+jobname(.@exp[0])+"?";
		next;
		Job_Menu(.@exp[0]);
		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 < .JobReq[0])
			mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
		else if (Class == 4001 && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else switch(Class) {
			case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
			case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
			case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
			default: mes "An error has occurred."; break;
		}
		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 < .JobReq[1])
		mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+4001);
	} else
		Job_Menu(.@j1,.@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			set .@menu$,"";
			for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
				set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
			set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
			next;
			set .@i, getarg(select(.@menu$)-1,0);
			if (!.@i) close;
			if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			set .@i, getarg(0);
		if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+A_An(jobname(.@i))+"!";
			if (.@i==4001 && .LastJob) set lastJob, Class;
			jobchange .@i;
			if (.@i==4001 || .@i==4023) resetlvl(1);
			specialeffect2 338; specialeffect2 432;
			if (.Platinum) callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1) return;
		mes "[Job Master]";
	}
	end;
}

function A_An {
	setarray .@A$[0],"a","e","i","o","u";
	set .@B$, "_"+getarg(0);
	for(set .@i,0; .@i<5; set .@i,.@i+1)
		if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
	return "a "+getarg(0);
}

Get_Platinum:
	skill 142,1,0;
	switch(BaseClass) {
		case 0: if (Class !=23) skill 143,1,0; break;
		case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
		case 2: skill 157,1,0; break;
		case 3: skill 147,1,0; skill 148,1,0; break;
		case 4: skill 156,1,0; break;
		case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
		case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
		default: break;
	}
	switch(BaseJob) {
		case 7: skill 1001,1,0; break;
		case 8: skill 1014,1,0; break;
		case 9: skill 1006,1,0; break;
		case 10: skill 1012,1,0; skill 1013,1,0; break;
		case 11: skill 1009,1,0; break;
		case 12: skill 1003,1,0; skill 1004,1,0; break;
		case 14: skill 1002,1,0; break;
		case 15: skill 1015,1,0; skill 1016,1,0; break;
		case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
		case 17: skill 1005,1,0; break;
		case 18: skill 238,1,0; break;
		case 19: skill 1010,1,0; break;
		case 20: skill 1011,1,0; break;
		default: break;
	}
	return;

OnInit:
	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	set .ThirdClass,1;		// Enable third classes? (1: yes / 0: no)
	set .SNovice,45;		// Minimum base level to turn into Super Novice
	set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)
	set .SkillPointCheck,1;		// Force player to use up all skill points? (1: yes / 0: no)
	set .Platinum,1;		// Get platinum skills automatically? (1: yes / 0: no)
	end;
}