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Showing content with the highest reputation on 08/01/15 in Posts

  1. If you don't mind, can I ask you two questions? ^^ Why do you use a function for setting the level back to normal? Why don't you replace this if( !compare( implode( .maps$, ":" ), .@map$ ) ) end; by this? if( !compare( implode( .maps$, ":" ), .@map$ ) ) { callfunc( "PVPLP_revertLevel" ) ; end;} so that players can get their level back when they leave the map instead of having to disconnect. Also make sure players loose their stat points when their level is set to a lower value because I don't think it recalculates it automatically.
    1 point
  2. //===== 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,153,193,6 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]"; if (.@i == Job_Novice_High && Zeny<500000) { mes "You need 500,000 Zeny to Rebirth!"; close; } 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); zeny -= 500000; } else if (.@i == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } 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,SKILL_PERM; switch (BaseClass) { case Job_Novice: if (Class != Job_SuperNovice) skill "NV_TRICKDEAD",1,SKILL_PERM; break; case Job_Swordman: skill "SM_MOVINGRECOVERY",1,SKILL_PERM; skill "SM_FATALBLOW",1,SKILL_PERM; skill "SM_AUTOBERSERK",1,SKILL_PERM; break; case Job_Mage: skill "MG_ENERGYCOAT",1,SKILL_PERM; break; case Job_Archer: skill "AC_MAKINGARROW",1,SKILL_PERM; skill "AC_CHARGEARROW",1,SKILL_PERM; break; case Job_Acolyte: skill "AL_HOLYLIGHT",1,SKILL_PERM; break; case Job_Merchant: skill "MC_CARTREVOLUTION",1,SKILL_PERM; skill "MC_CHANGECART",1,SKILL_PERM; skill "MC_LOUD",1,SKILL_PERM; break; case Job_Thief: skill "TF_SPRINKLESAND",1,SKILL_PERM; skill "TF_BACKSLIDING",1,SKILL_PERM; skill "TF_PICKSTONE",1,SKILL_PERM; skill "TF_THROWSTONE",1,SKILL_PERM; break; default: break; } switch (BaseJob) { case Job_Knight: skill "KN_CHARGEATK",1,SKILL_PERM; break; case Job_Priest: skill "PR_REDEMPTIO",1,SKILL_PERM; break; case Job_Wizard: skill "WZ_SIGHTBLASTER",1,SKILL_PERM; break; case Job_Blacksmith: skill "BS_UNFAIRLYTRICK",1,SKILL_PERM; skill "BS_GREED",1,SKILL_PERM; break; case Job_Hunter: skill "HT_PHANTASMIC",1,SKILL_PERM; break; case Job_Assassin: skill "AS_SONICACCEL",1,SKILL_PERM; skill "AS_VENOMKNIFE",1,SKILL_PERM; break; case Job_Crusader: skill "CR_SHRINK",1,SKILL_PERM; break; case Job_Monk: skill "MO_KITRANSLATION",1,SKILL_PERM; skill "MO_BALKYOUNG",1,SKILL_PERM; break; case Job_Sage: skill "SA_CREATECON",1,SKILL_PERM; skill "SA_ELEMENTWATER",1,SKILL_PERM; skill "SA_ELEMENTGROUND",1,SKILL_PERM; skill "SA_ELEMENTFIRE",1,SKILL_PERM; skill "SA_ELEMENTWIND",1,SKILL_PERM; break; case Job_Rogue: skill "RG_CLOSECONFINE",1,SKILL_PERM; break; case Job_Alchemist: skill "AM_BIOETHICS",1,SKILL_PERM; break; case Job_Bard: skill "BA_PANGVOICE",1,SKILL_PERM; break; case Job_Dancer: skill "DC_WINKCHARM",1,SKILL_PERM; 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 = 0; // Enable third classes? (1: yes / 0: no) .SecondExpanded = 0; // 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; } Untested
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  3. - script storage -1,{ OnInit: bindatcmd("storage",strnpcinfo(0)+"::OnStorage"); end; OnStorage: if( !getmapflag( strcharinfo(3),mf_town ) ) { message strcharinfo(0), "not autorized"; end; } openstorage; end; }
    1 point
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