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yani9o

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  1. Hello there Basically the same problem: Yesterday i tried to fix it myself... and failed horribly... I don't even seem to find the right palettes (swordman and Acolyte 2nd Jobs - rebirth too, maybe more jobs i didn't test yet)... Could anybody help me please? Would realy appreciate it I use a custom palette, but afaik it's just the 3rd jobs (and they work fine - tested different order in data.ini too, still the same). Also, Lord Knight (the only one i noticed tho) only has a red capes, shouldn't style 2 and 3 have different colors (2:blue and 3:gray/brown)? Greetings yani9o
  2. Solution Change this in /npc/custom/jobmaster.txt (line 307): if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth to: if (.@to_cls == Job_Novice_High && .LastJob) { lastJob = Class; // Saves the lastJob for rebirth ADVJOB = Class + 4001; // Sets rebirth path for regular job change set valkyrie_Q,2; // Complete Book of Ymir Quest completequest 1000; // Complete Rebirth Quest } Now, you can decide between jobmaster and normal jobchange all the time (Rebirth 1st -> Rebirth 2nd is working now too). Just in case if someone is interested in a "custom" jobmaster.txt (Warning, maybe kinda messy now xD): Changes made: - Added costs to jobchanges and added dialogue for them (at bottom, 1st = 5k, 2nd = 50k, rebirth/3rd = 500k - you can set these to 0, dialogue won't change tho...) - Changed Items you get for Novice -> 1st (only non-rebirth now, items according to irowiki.org jobchange ) - Disabled Star Emperor and Soul Reaper (was not included in that 5-min package back then - tbh, no idea anymore where i did that xD) - Allways get platinum skills if changing from novice high to high 1st (like on live) - Added learn platinum skills dialogue option at start (cost is set at bottom too - needs if() to check if already learned... don't care atm) - Moved Jobmaster to Eden Group (Because i have all my custom npcs there) and changed sprite to 10180 (4_M_GONY) //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 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. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ - script Job Master -1,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_UPPER ) return false; // Already Rebirthed if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; // initialisation deletearray .@job_opt[0],getarraysize(.@job_opt); .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { function Confirm_Change; while(true) { mes "I can train you to get stronger."; mes "You don't even have to complete a quest!"; mes "My training is not for free tho..."; next; mes "Prices:"; mes "Novice to 1st Class = ^0055FF"+.cost[0]+"^000000 Zeny"; mes "1st to 2nd = ^0055FF"+.cost[1]+"^000000 Zeny"; mes "2nd to 3rd = ^0055FF"+.cost[2]+"^000000 Zeny"; mes "Platinskills = ^0055FF"+.cost[3]+"^000000 Zeny"; next; menu "Job Change:Platin Skills", -; switch (@menu) { case 1: Check_Riding(); Check_SkillPoints(); // getarg(0) is the .@job_opt array holding all available job changes. .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes "Select a job:"; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); break; case 2: mes "Would you like to learn these skills now?"; mes "Platinskill training costs ^0055FF"+.cost[3]+"^000000 Zeny"; next; if (select("Yes Please:No") == 2) { mes "Come back if you want to train."; close; } if ( Zeny < .cost[3] ) { mes "You don't have ^0055FF"+.cost[3]+"^000000 Zeny!"; close; } callfunc "F_GetPlatinumSkills"; mes .NPCName$; mes "There you go!"; Zeny -= .cost[3]; specialeffect2 EF_ELECTRIC; close; break; } } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); if ( (.@to_cls >= Job_Swordman && .@to_cls <= Job_Thief) || (.@to_cls >= Job_Gunslinger && .@to_cls <= Job_Ninja) || .@to_cls == Job_Taekwon || (.@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High) || (.@to_cls >= Job_Baby && .@to_cls <= Job_Baby_Thief) || .@to_cls == Job_Baby_Gunslinger || .@to_cls == Job_Baby_Ninja || .@to_cls == Job_Baby_Taekwon ) { .costamount = .cost[0]; } else if ( (.@to_cls >= Job_Knight && .@to_cls <= Job_Crusader2) || (.@to_cls >= Job_Lord_Knight && .@to_cls <= Job_Paladin2) || (.@to_cls >= Job_Star_Gladiator && .@to_cls <= Job_Soul_Linker) || (.@to_cls >= Job_Kagerou && .@to_cls <= Job_Rebellion) || .@to_cls == Job_SuperNovice || (.@to_cls >= Job_Baby_Knight && .@to_cls <= Job_Super_Baby) ) { .costamount = .cost[1]; } else { .costamount = .cost[2]; } if ( Zeny < .costamount ) { next; mes "You don't have ^0055FF"+.costamount+"^000000 Zeny!"; close; } next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) { lastJob = Class; // Saves the lastJob for rebirth ADVJOB = Class + 4001; // Sets rebirth path for regular job change set valkyrie_Q,2; // Complete Book of Ymir Quest completequest 1000; // Complete Rebirth Quest } Zeny -= .costamount; jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum ) { callfunc "F_GetPlatinumSkills"; } else { if ( .@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High ) { callfunc "F_GetPlatinumSkills"; } } if (.GetJobEquip) { Get_Job_Equip(); } } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || .@class >= 4239 ) { mes "No more jobs are available."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if ( !(.@eac&EAJL_2) && !(.@eac&EAJL_UPPER) ) { // Not Second Job AND not Rebirth/Third if ( (.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN ) { getitem 1101,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MAGE ) { getitem 1601,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ARCHER ) { getitem 1701,1; getitem 1750,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ACOLYTE ) { getitem 1501,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MERCHANT ) { getitem 1301,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_THIEF ) { getitem 1201,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_GUNSLINGER ) { getitem 13100,1; getitem 13200,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_NINJA ) { getitem 13010,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_TAEKWON ) { getitem 2101,1; } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "[Job Master]"; // Settings .ThirdClass = true; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = true; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Allways get Platinum Skills (fals = only high 1st jobs)? .GetJobEquip = true; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice setarray .cost, // Cost for Jobchange 5000, // To first 50000, // To Second 500000, // Rebirth / Third 50000; // Platinum Skills // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } // NPC List moc_para01,35,18,2 duplicate(Job Master) Job Master#eden 10180 Problem solved - have a good one! yani9o
  3. Okay then... Actual Problem: The NPCs for First Job (Rebirth) check for ADVJOB - but i can't find where and how it's set (where is that variable saved? SQL?)... Can i just write this in Jobmaster.txt (where you change to novice high)? ADVJOB = Class; There is something similar tho: lastJob = Class; // Saves the lastJob for rebirth Is that the same? Other approach, npc/jobs/valkyrie.txt: The Book of Ymir (after you paid to read the book) starts a quest in line 329: set valkyrie_Q,2; if(checkquest(1000) == -1) { setquest 1000; } Then, Valkyrie completes this quest in line 156: completequest 1000; Need to test if this would be enough to make it work... About the Book of Ymir cost, line 226 (changed it to 500k zeny): mes "[Metheus Sylphe]"; mes "Also, in order to preserve the original 'Book of Ymir,' we have decided to accept donations from people who wish to read the copy we have provided."; next; mes "[Metheus Sylphe]"; mes "The suggested"; mes "donation amount is"; mes "500,000 zeny."; next; if (select("Donate.:Cancel.") == 1) { if (Zeny >= 500000) { set Zeny, Zeny-500000; set valkyrie_Q,1; mes "[Metheus Sylphe]"; mes "Thank you, your donation will be used for a good cause. You may"; mes "now go in and read the book."; close; } mes "[Metheus Sylphe]"; mes "Unfortunately, you don't seem to possess enough zeny at the moment. Please check your funds and come back again."; close; } I'll report back just in case someone else is looking for the same i did.
  4. Hello there I have a problem with the Jobmaster NPC: When you rebirth via Jobmaster and then level to joblvl 10 again, you can't change to 1st Job the "normal" way (for example novice high -> acolyte high): Anyone knows how to fix this? Does it have anything to do with not paying for reading the book in juno? seems like a flag is not set or something like that... Also, is there a way to change the "Book reading" cost in juno for rebirth? Thanks in advance
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