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[R] Custom Jobmaster


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Hello guys,
 
im looking for a custom jobmaster, i used the search function and googled but coulnd found somethint that helps me.
I want the jobmaster to check for 1 item in the player inventory to acces the menü otherwise he tells you that you need that specific item.
I have tryd it myself but it dosnt work, i tryd it with (countitem(985)) (985 is an example item ID (Elunium))
 

Edit: Forgot to mention, he just checks if the player got the item in the inventory, he should not remove it.

I used this script for basic:

 

npc/custom/jobmaster.txt

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

prontera,160,189,4	script	Job Master	123,{
function Job_Menu;

	mes "[Job Master]";
	if (Class > Job_Soul_Linker) {
		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;
	}

	.@eac = eaclass();
	.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
	if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			.@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) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	.@j1 = roclass(.@eac|EAJL_2_1);
	.@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 || Class == Job_Gunslinger)
		setarray .@exp[0], .@j1, 70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 == Job_Novice_High && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else {
			switch(Class) {
			case Job_Novice:
				Job_Menu(
					Job_Swordman,
					Job_Mage,
					Job_Archer,
					Job_Acolyte,
					Job_Merchant,
					Job_Thief,
					Job_SuperNovice,
					Job_Taekwon,
					Job_Gunslinger,
					Job_Ninja,
					Job_Baby
				);
				break;
			case Job_Novice_High:
				Job_Menu(
					Job_Swordman_High,
					Job_Mage_High,
					Job_Archer_High,
					Job_Acolyte_High,
					Job_Merchant_High,
					Job_Thief_High
				);
				break;
			case Job_Baby:
				Job_Menu(
					Job_Baby_Swordman,
					Job_Baby_Mage,
					Job_Baby_Archer,
					Job_Baby_Acolyte,
					Job_Baby_Merchant,
					Job_Baby_Thief,
					Job_Super_Baby
				);
				break;
			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 + Job_Novice_High);
	} else
		Job_Menu(.@j1, .@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); .@i++)
				.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
			.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
			next;
			.@i = getarg(select(.@menu$) - 1, 0);
			if (!.@i)
				close;
			if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && 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
			.@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 " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
			if (.@i == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange .@i;
			if (.@i == Job_Novice_High)
				resetlvl(1);
			else if (.@i == Job_Baby)
				resetstatus;
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.Platinum)
				callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill "NV_FIRSTAID",1,0;
	switch (BaseClass) {
	case Job_Novice:
		if (Class != Job_SuperNovice)
			skill "NV_TRICKDEAD",1,0;
		break;
	case Job_Swordman:
		skill "SM_MOVINGRECOVERY",1,0;
		skill "SM_FATALBLOW",1,0;
		skill "SM_AUTOBERSERK",1,0;
		break;
	case Job_Mage:
		skill "MG_ENERGYCOAT",1,0;
		break;
	case Job_Archer:
		skill "AC_MAKINGARROW",1,0;
		skill "AC_CHARGEARROW",1,0;
		break;
	case Job_Acolyte:
		skill "AL_HOLYLIGHT",1,0;
		break;
	case Job_Merchant:
		skill "MC_CARTREVOLUTION",1,0;
		skill "MC_CHANGECART",1,0;
		skill "MC_LOUD",1,0;
		break;
	case Job_Thief:
		skill "TF_SPRINKLESAND",1,0;
		skill "TF_BACKSLIDING",1,0;
		skill "TF_PICKSTONE",1,0;
		skill "TF_THROWSTONE",1,0;
		break;
	default:
		break;
	}
	switch (BaseJob) {
	case Job_Knight:
		skill "KN_CHARGEATK",1,0;
		break;
	case Job_Priest:
		skill "PR_REDEMPTIO",1,0;
		break;
	case Job_Wizard:
		skill "WZ_SIGHTBLASTER",1,0;
		break;
	case Job_Blacksmith:
		skill "BS_UNFAIRLYTRICK",1,0;
		skill "BS_GREED",1,0;
		break;
	case Job_Hunter:
		skill "HT_PHANTASMIC",1,0;
		break;
	case Job_Assassin:
		skill "AS_SONICACCEL",1,0;
		skill "AS_VENOMKNIFE",1,0;
		break;
	case Job_Crusader:
		skill "CR_SHRINK",1,0;
		break;
	case Job_Monk:
		skill "MO_KITRANSLATION",1,0;
		skill "MO_BALKYOUNG",1,0;
		break;
	case Job_Sage:
		skill "SA_CREATECON",1,0;
		skill "SA_ELEMENTWATER",1,0;
		skill "SA_ELEMENTGROUND",1,0;
		skill "SA_ELEMENTFIRE",1,0;
		skill "SA_ELEMENTWIND",1,0;
		break;
	case Job_Rogue:
		skill "RG_CLOSECONFINE",1,0;
		break;
	case Job_Alchemist:
		skill "AM_BIOETHICS",1,0;
		break;
	case Job_Bard:
		skill "BA_PANGVOICE",1,0;
		break;
	case Job_Dancer:
		skill "DC_WINKCHARM",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
	.ThirdClass = 1;			// Enable third classes? (1: yes / 0: no)
	.SecondExpanded = 1;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	.SNovice = 45;				// Minimum base level to turn into Super Novice
	.LastJob = 1;				// Enforce linear class changes? (1: yes / 0: no)
	.SkillPointCheck = 1;		// Force player to use up all skill points? (1: yes / 0: no)
	.Platinum = 1;				// Get platinum skills automatically? (1: yes / 0: no)
	end;
}

Hope someone can help me and i can see what i did wrong and learn how to do it right.

Thanks :)

Edited by Coffee
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Here is the Script incase someone wannt to see it or use it in another way.

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

prontera,160,189,4	script	Job Master	123,{
function Job_Menu;

	if (countitem(7849)==0) {
		mes "[Job Master]";
		mes "You need a "+getitemname(7849)+" to talk to me.";
		mes "Please visit the Cash Shop!";
		close;
	}
	if (countitem(7849)>=1) {
		mes "[Job Master]";
		mes "You have "+countitem(7849)+" Soul Stones.";
		mes "You need 1 Soul Crystal for 1 Job change!";
		next;
	}
	mes "[Job Master]";
	if (Class > Job_Soul_Linker) {
		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;
	}

	.@eac = eaclass();
	.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
	if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			.@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) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	.@j1 = roclass(.@eac|EAJL_2_1);
	.@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 || Class == Job_Gunslinger)
		setarray .@exp[0], .@j1, 70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 == Job_Novice_High && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else {
			switch(Class) {
			case Job_Novice:
				Job_Menu(
					Job_Swordman,
					Job_Mage,
					Job_Archer,
					Job_Acolyte,
					Job_Merchant,
					Job_Thief,
					Job_SuperNovice,
					Job_Taekwon,
					Job_Gunslinger,
					Job_Ninja,
					Job_Baby
				);
				break;
			case Job_Novice_High:
				Job_Menu(
					Job_Swordman_High,
					Job_Mage_High,
					Job_Archer_High,
					Job_Acolyte_High,
					Job_Merchant_High,
					Job_Thief_High
				);
				break;
			case Job_Baby:
				Job_Menu(
					Job_Baby_Swordman,
					Job_Baby_Mage,
					Job_Baby_Archer,
					Job_Baby_Acolyte,
					Job_Baby_Merchant,
					Job_Baby_Thief,
					Job_Super_Baby
				);
				break;
			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 + Job_Novice_High);
	} else
		Job_Menu(.@j1, .@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); .@i++)
				.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
			.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
			next;
			.@i = getarg(select(.@menu$) - 1, 0);
			if (!.@i)
				close;
			if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && 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
			.@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 " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
			if (.@i == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange .@i;
			if (.@i == Job_Novice_High)
				resetlvl(1);
			else if (.@i == Job_Baby)
				resetstatus;
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.Platinum)
				callsub Get_Platinum;
			delitem 7849, 1;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill "NV_FIRSTAID",1,0;
	switch (BaseClass) {
	case Job_Novice:
		if (Class != Job_SuperNovice)
			skill "NV_TRICKDEAD",1,0;
		break;
	case Job_Swordman:
		skill "SM_MOVINGRECOVERY",1,0;
		skill "SM_FATALBLOW",1,0;
		skill "SM_AUTOBERSERK",1,0;
		break;
	case Job_Mage:
		skill "MG_ENERGYCOAT",1,0;
		break;
	case Job_Archer:
		skill "AC_MAKINGARROW",1,0;
		skill "AC_CHARGEARROW",1,0;
		break;
	case Job_Acolyte:
		skill "AL_HOLYLIGHT",1,0;
		break;
	case Job_Merchant:
		skill "MC_CARTREVOLUTION",1,0;
		skill "MC_CHANGECART",1,0;
		skill "MC_LOUD",1,0;
		break;
	case Job_Thief:
		skill "TF_SPRINKLESAND",1,0;
		skill "TF_BACKSLIDING",1,0;
		skill "TF_PICKSTONE",1,0;
		skill "TF_THROWSTONE",1,0;
		break;
	default:
		break;
	}
	switch (BaseJob) {
	case Job_Knight:
		skill "KN_CHARGEATK",1,0;
		break;
	case Job_Priest:
		skill "PR_REDEMPTIO",1,0;
		break;
	case Job_Wizard:
		skill "WZ_SIGHTBLASTER",1,0;
		break;
	case Job_Blacksmith:
		skill "BS_UNFAIRLYTRICK",1,0;
		skill "BS_GREED",1,0;
		break;
	case Job_Hunter:
		skill "HT_PHANTASMIC",1,0;
		break;
	case Job_Assassin:
		skill "AS_SONICACCEL",1,0;
		skill "AS_VENOMKNIFE",1,0;
		break;
	case Job_Crusader:
		skill "CR_SHRINK",1,0;
		break;
	case Job_Monk:
		skill "MO_KITRANSLATION",1,0;
		skill "MO_BALKYOUNG",1,0;
		break;
	case Job_Sage:
		skill "SA_CREATECON",1,0;
		skill "SA_ELEMENTWATER",1,0;
		skill "SA_ELEMENTGROUND",1,0;
		skill "SA_ELEMENTFIRE",1,0;
		skill "SA_ELEMENTWIND",1,0;
		break;
	case Job_Rogue:
		skill "RG_CLOSECONFINE",1,0;
		break;
	case Job_Alchemist:
		skill "AM_BIOETHICS",1,0;
		break;
	case Job_Bard:
		skill "BA_PANGVOICE",1,0;
		break;
	case Job_Dancer:
		skill "DC_WINKCHARM",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
	.ThirdClass = 1;			// Enable third classes? (1: yes / 0: no)
	.SecondExpanded = 1;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	.SNovice = 45;				// Minimum base level to turn into Super Novice
	.LastJob = 1;				// Enforce linear class changes? (1: yes / 0: no)
	.SkillPointCheck = 1;		// Force player to use up all skill points? (1: yes / 0: no)
	.Platinum = 1;				// Get platinum skills automatically? (1: yes / 0: no)
	end;
}

 Greets Coffee

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change the NPC header to this:

prontera,160,189,4    script    Job Master    123,{
if (countitem(985)==0) {
    mes "Elunium! Elunium! ELUNIUM!!";
    mes "Bring me. Bring me. BRING ME THOSE ELUNIUMS";
    mes "WAHAHAHAHAHAHA!!";
    emotion e_slur,0;
    close;
}
Edited by Winz
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Hey there,

 

i want the Jobmaster to check if you have item x in your inventory (Elunium was just an example).

If the player got the item in the inventory he will proceed to the jobchange menu.

If the player dont have the item in the inventory he will tell you that you need item x so you can talk to him.

 

Greetings Coffee :)

 

Edit: I have tryed this but tne npc wouldn load.

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

prontera,165,180,4	script	Job Master	123,{
function Job_Menu;

	if (countitem(985)==0) {
		mes "[Job Master]";
		mes "You need "+getitemname(985)+" to talk to me."
		mes "Please visit the Cash Shop!
		close;
	}
	mes "[Job Master]";
	if (Class > Job_Soul_Linker) {
		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;
	}

	.@eac = eaclass();
	.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
	if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			.@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) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	.@j1 = roclass(.@eac|EAJL_2_1);
	.@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 || Class == Job_Gunslinger)
		setarray .@exp[0], .@j1, 70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 == Job_Novice_High && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else {
			switch(Class) {
			case Job_Novice:
				Job_Menu(
					Job_Swordman,
					Job_Mage,
					Job_Archer,
					Job_Acolyte,
					Job_Merchant,
					Job_Thief,
					Job_SuperNovice,
					Job_Taekwon,
					Job_Gunslinger,
					Job_Ninja,
					Job_Baby
				);
				break;
			case Job_Novice_High:
				Job_Menu(
					Job_Swordman_High,
					Job_Mage_High,
					Job_Archer_High,
					Job_Acolyte_High,
					Job_Merchant_High,
					Job_Thief_High
				);
				break;
			case Job_Baby:
				Job_Menu(
					Job_Baby_Swordman,
					Job_Baby_Mage,
					Job_Baby_Archer,
					Job_Baby_Acolyte,
					Job_Baby_Merchant,
					Job_Baby_Thief,
					Job_Super_Baby
				);
				break;
			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 + Job_Novice_High);
	} else
		Job_Menu(.@j1, .@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); .@i++)
				.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
			.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
			next;
			.@i = getarg(select(.@menu$) - 1, 0);
			if (!.@i)
				close;
			if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && 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
			.@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 " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
			if (.@i == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange .@i;
			if (.@i == Job_Novice_High)
				resetlvl(1);
			else if (.@i == Job_Baby)
				resetstatus;
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.Platinum)
				callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill "NV_FIRSTAID",1,0;
	switch (BaseClass) {
	case Job_Novice:
		if (Class != Job_SuperNovice)
			skill "NV_TRICKDEAD",1,0;
		break;
	case Job_Swordman:
		skill "SM_MOVINGRECOVERY",1,0;
		skill "SM_FATALBLOW",1,0;
		skill "SM_AUTOBERSERK",1,0;
		break;
	case Job_Mage:
		skill "MG_ENERGYCOAT",1,0;
		break;
	case Job_Archer:
		skill "AC_MAKINGARROW",1,0;
		skill "AC_CHARGEARROW",1,0;
		break;
	case Job_Acolyte:
		skill "AL_HOLYLIGHT",1,0;
		break;
	case Job_Merchant:
		skill "MC_CARTREVOLUTION",1,0;
		skill "MC_CHANGECART",1,0;
		skill "MC_LOUD",1,0;
		break;
	case Job_Thief:
		skill "TF_SPRINKLESAND",1,0;
		skill "TF_BACKSLIDING",1,0;
		skill "TF_PICKSTONE",1,0;
		skill "TF_THROWSTONE",1,0;
		break;
	default:
		break;
	}
	switch (BaseJob) {
	case Job_Knight:
		skill "KN_CHARGEATK",1,0;
		break;
	case Job_Priest:
		skill "PR_REDEMPTIO",1,0;
		break;
	case Job_Wizard:
		skill "WZ_SIGHTBLASTER",1,0;
		break;
	case Job_Blacksmith:
		skill "BS_UNFAIRLYTRICK",1,0;
		skill "BS_GREED",1,0;
		break;
	case Job_Hunter:
		skill "HT_PHANTASMIC",1,0;
		break;
	case Job_Assassin:
		skill "AS_SONICACCEL",1,0;
		skill "AS_VENOMKNIFE",1,0;
		break;
	case Job_Crusader:
		skill "CR_SHRINK",1,0;
		break;
	case Job_Monk:
		skill "MO_KITRANSLATION",1,0;
		skill "MO_BALKYOUNG",1,0;
		break;
	case Job_Sage:
		skill "SA_CREATECON",1,0;
		skill "SA_ELEMENTWATER",1,0;
		skill "SA_ELEMENTGROUND",1,0;
		skill "SA_ELEMENTFIRE",1,0;
		skill "SA_ELEMENTWIND",1,0;
		break;
	case Job_Rogue:
		skill "RG_CLOSECONFINE",1,0;
		break;
	case Job_Alchemist:
		skill "AM_BIOETHICS",1,0;
		break;
	case Job_Bard:
		skill "BA_PANGVOICE",1,0;
		break;
	case Job_Dancer:
		skill "DC_WINKCHARM",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
	.ThirdClass = 1;			// Enable third classes? (1: yes / 0: no)
	.SecondExpanded = 1;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	.SNovice = 45;				// Minimum base level to turn into Super Novice
	.LastJob = 1;				// Enforce linear class changes? (1: yes / 0: no)
	.SkillPointCheck = 1;		// Force player to use up all skill points? (1: yes / 0: no)
	.Platinum = 1;				// Get platinum skills automatically? (1: yes / 0: no)
	end;
}
Edited by Coffee
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if (countitem(985)==0) {

This part checks if the player has 0 elunium (is currently has no elunium in inventory)

 

change the 0 to the "x" number. say if you want the NPC to see at least 5 eluniums, then change it to 5:

if (countitem(985)<5) {

 

oh and change the symbol.

 

== - exactly equals to

!= - exactly NOT equals to

< - Less than

<= - less than OR equals to

> - Greater than

>= - Greater than OR equals to

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Hey

 

yeah i set him to 0 because if you dont got the item you cant use the npc.

If you have the item he will open the menü.

But the problem is i cant load the npc into the game to check if everythink works now.

Dunno what i did wrong :S

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if you are the GM, you can set it to some number first to make sure it works.

have you added it on scripts_custom.conf? (BTW, personally, I don't think this is a kind of useful).

 

do this:

@loadnpc npc/custom/filename.txt

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Yeah im a GM, i didnt add him to the scripts_custom.conf because i wannt to see first if he works fine.

If everything works fine ill add him to the scripts_custom.conf. Atm the jobmaster,healer,resetnpc and platinum_skills are

added to the scripts_custom.conf.

I tryd to load him into the game via @loadnpc npc/customt/filename.txt but he wont load, i get a load script failed error.

I allready added The normal jobmaster,healer,reseter and platinum_skills npcs.

I worked a bit on the custom jobmaster loaded him into the game to check if my scripting works but at one point

he wont load.

I think this is a simple change to the script but gues im wrong :S

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did you put type the file name correctly? including the path..

what's the output on mapserver window?

if you see "Script could not be loaded" in your client, there should be some messages in mapserver window, either it's "file not found" or script error.

 

it's a simple change. but you probably just did not load it..


*has not been able to properly load it

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Hey there,

 

there was no error messages in the game or in the server logs or mapserver.

When i loaded him into the game, i get the message: Script loaded but he wasnt there.

I changed the script and it was a, error on my part (of course o.o")

if (countitem(985)==0) {
		mes "[Job Master]";
		mes "You need "+getitemname(985)+" to talk to me."; <--I just missed the " ; "

Yeah but now it looks he is working just fine, thanks for the help Winz, your a nice guy :)

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sure, no prob. pls mark as solved / answered.

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Here is the Script incase someone wannt to see it or use it in another way.

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

prontera,160,189,4	script	Job Master	123,{
function Job_Menu;

	if (countitem(7849)==0) {
		mes "[Job Master]";
		mes "You need a "+getitemname(7849)+" to talk to me.";
		mes "Please visit the Cash Shop!";
		close;
	}
	if (countitem(7849)>=1) {
		mes "[Job Master]";
		mes "You have "+countitem(7849)+" Soul Stones.";
		mes "You need 1 Soul Crystal for 1 Job change!";
		next;
	}
	mes "[Job Master]";
	if (Class > Job_Soul_Linker) {
		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;
	}

	.@eac = eaclass();
	.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
	if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			.@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) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	.@j1 = roclass(.@eac|EAJL_2_1);
	.@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 || Class == Job_Gunslinger)
		setarray .@exp[0], .@j1, 70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			.@blvl = .Rebirth[0] - BaseLevel;
			.@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 == Job_Novice_High && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else {
			switch(Class) {
			case Job_Novice:
				Job_Menu(
					Job_Swordman,
					Job_Mage,
					Job_Archer,
					Job_Acolyte,
					Job_Merchant,
					Job_Thief,
					Job_SuperNovice,
					Job_Taekwon,
					Job_Gunslinger,
					Job_Ninja,
					Job_Baby
				);
				break;
			case Job_Novice_High:
				Job_Menu(
					Job_Swordman_High,
					Job_Mage_High,
					Job_Archer_High,
					Job_Acolyte_High,
					Job_Merchant_High,
					Job_Thief_High
				);
				break;
			case Job_Baby:
				Job_Menu(
					Job_Baby_Swordman,
					Job_Baby_Mage,
					Job_Baby_Archer,
					Job_Baby_Acolyte,
					Job_Baby_Merchant,
					Job_Baby_Thief,
					Job_Super_Baby
				);
				break;
			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 + Job_Novice_High);
	} else
		Job_Menu(.@j1, .@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); .@i++)
				.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
			.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
			next;
			.@i = getarg(select(.@menu$) - 1, 0);
			if (!.@i)
				close;
			if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && 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
			.@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 " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
			if (.@i == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange .@i;
			if (.@i == Job_Novice_High)
				resetlvl(1);
			else if (.@i == Job_Baby)
				resetstatus;
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.Platinum)
				callsub Get_Platinum;
			delitem 7849, 1;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill "NV_FIRSTAID",1,0;
	switch (BaseClass) {
	case Job_Novice:
		if (Class != Job_SuperNovice)
			skill "NV_TRICKDEAD",1,0;
		break;
	case Job_Swordman:
		skill "SM_MOVINGRECOVERY",1,0;
		skill "SM_FATALBLOW",1,0;
		skill "SM_AUTOBERSERK",1,0;
		break;
	case Job_Mage:
		skill "MG_ENERGYCOAT",1,0;
		break;
	case Job_Archer:
		skill "AC_MAKINGARROW",1,0;
		skill "AC_CHARGEARROW",1,0;
		break;
	case Job_Acolyte:
		skill "AL_HOLYLIGHT",1,0;
		break;
	case Job_Merchant:
		skill "MC_CARTREVOLUTION",1,0;
		skill "MC_CHANGECART",1,0;
		skill "MC_LOUD",1,0;
		break;
	case Job_Thief:
		skill "TF_SPRINKLESAND",1,0;
		skill "TF_BACKSLIDING",1,0;
		skill "TF_PICKSTONE",1,0;
		skill "TF_THROWSTONE",1,0;
		break;
	default:
		break;
	}
	switch (BaseJob) {
	case Job_Knight:
		skill "KN_CHARGEATK",1,0;
		break;
	case Job_Priest:
		skill "PR_REDEMPTIO",1,0;
		break;
	case Job_Wizard:
		skill "WZ_SIGHTBLASTER",1,0;
		break;
	case Job_Blacksmith:
		skill "BS_UNFAIRLYTRICK",1,0;
		skill "BS_GREED",1,0;
		break;
	case Job_Hunter:
		skill "HT_PHANTASMIC",1,0;
		break;
	case Job_Assassin:
		skill "AS_SONICACCEL",1,0;
		skill "AS_VENOMKNIFE",1,0;
		break;
	case Job_Crusader:
		skill "CR_SHRINK",1,0;
		break;
	case Job_Monk:
		skill "MO_KITRANSLATION",1,0;
		skill "MO_BALKYOUNG",1,0;
		break;
	case Job_Sage:
		skill "SA_CREATECON",1,0;
		skill "SA_ELEMENTWATER",1,0;
		skill "SA_ELEMENTGROUND",1,0;
		skill "SA_ELEMENTFIRE",1,0;
		skill "SA_ELEMENTWIND",1,0;
		break;
	case Job_Rogue:
		skill "RG_CLOSECONFINE",1,0;
		break;
	case Job_Alchemist:
		skill "AM_BIOETHICS",1,0;
		break;
	case Job_Bard:
		skill "BA_PANGVOICE",1,0;
		break;
	case Job_Dancer:
		skill "DC_WINKCHARM",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
	.ThirdClass = 1;			// Enable third classes? (1: yes / 0: no)
	.SecondExpanded = 1;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	.SNovice = 45;				// Minimum base level to turn into Super Novice
	.LastJob = 1;				// Enforce linear class changes? (1: yes / 0: no)
	.SkillPointCheck = 1;		// Force player to use up all skill points? (1: yes / 0: no)
	.Platinum = 1;				// Get platinum skills automatically? (1: yes / 0: no)
	end;
}

it helps me a lot thanks bro, btw i used some edit and modification to use this in new jobchanger in Hercules.

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