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MANG KANOR

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Posts posted by MANG KANOR

  1. Good day is it possible to skip High Novice and High 1st Class and go directly to the Rebirth Class Thanks
    example >>Novice>>Thief>>Assassin>>Assassin Cross   Thanks in advance..

    //===== 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]
    //============================================================
    
    prontera,151,198,5    script    Job Master    403,{
    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|EAJL_THIRD) )
            return false; // Already Rebirthed/ Third Class
        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$;
        Check_Riding();
        Check_SkillPoints();
    
        // initialisation
        .@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    {
        // getarg(0) is the .@job_opt array holding all available job changes.
        function Confirm_Change;
        while(true) {
            .@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$ + ":";
                }
                .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
                .@selected = select(.@menu$) - 1;
                if( .@selected < 0 || .@selected >= .@opt_cnt )
                    close;
                next;
                mes .NPCName$;
            }
            .@class = getelementofarray(getarg(0), .@selected);
            if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
                    BaseLevel < .SNovice) {
                // Special Level Requirement because Super Novice and
                // Super Baby can both be selected in one of the first class
                // changes. That's why the Level Requirement is after and not before
                // the selection.
                mes "A base level of " + .SNovice +
                    " is required to turn into a " + jobname(.@class) + ".";
                return;
            }
            // Confirm the Class
            Confirm_Change(.@class, .@opt_cnt > 1);
            next;
            mes .NPCName$;
        }
        return;
    }
    
    
    // Executes the actual jobchange and closes.
    
    function    Confirm_Change    {
        // Player confirms he want to change into .@class
        .@class = getarg(0, -1);
        .@back = getarg(1, false);
        if( .@class < 0 || eaclass(.@class) == -1 ) {
            mes "Unknown Class Error.";
            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) {
            // Second Class (And not Third Class)
            switch(BaseJob) {
                // Second Class
                case Job_Knight:
                    getitem 1163,1;    break;    //    Claymore [0]
                case Job_Priest:
                    getitem 1522,1;    break;    //    Stunner [0]
                case Job_Wizard:
                    getitem 1617,1;    break;    //    Survivor's Rod [0]
                case Job_Blacksmith:
                    getitem 1360,1;    break;    //    Two-Handed-Axe [1]
                case Job_Hunter:
                    getitem 1718,1;    break;    //    Hunter Bow [0]
                case Job_Assassin:
                    getitem 1254,1;    break;    //    Jamadhar [0]
                case Job_Crusader:
                    getitem 1410,1;    break;    //    Lance [0]
                case Job_Monk:
                    getitem 1807,1;    break;    //    Fist [0]
                case Job_Sage:
                    getitem 1550,1;    break;    //    Book [3]
                case Job_Rogue:
                    getitem 1222,1;    break;    //    Damascus [1]
                case Job_Alchemist:
                    getitem 1126,1;    break;    //    Saber [2]
                case Job_Bard:
                    getitem 1907,1;    break;    //    Guitar [0]
                case Job_Dancer:
                    getitem 1960,1;    break;    //    Whip [1]
                case Job_Super_Novice:
                    getitem 1208,1;    break;    //    Main Gauche [4]
                case Job_Star_Gladiator:
                    getitem 1550,1;    break;    //    Book [3]
                case Job_Soul_Linker:
                    getitem 1617,1;    break;    //    Survivor's Rod [0]
            }
        } else {
            // Neither Second or Third Cls
            // => First Cls or not covered by the switch
            switch(BaseClass) {
                // First Class
                case Job_Swordman:
                    getitem 1108,1;    break;    //    Blade [4]
                case Job_Mage:
                    getitem 1602,1;    break;    //    Rod [4]
                case Job_Archer:
                    getitem 1705,1;    break;    //    Composite Bow [4]
                case Job_Acolyte:
                    getitem 1505,1;    break;    //    Mace [4]
                case Job_Merchant:
                    getitem 1302,1;    break;    //    Axe [4]
                case Job_Thief:
                    getitem 1208,1;    break;    //    Main Gauche [4]
                case Job_Gunslinger:
                    getitem 13101,1; break;    //    Six Shooter [2]
                case Job_Ninja:
                    getitem 13010,1; break;    //    Asura [2]
            }
        }
        return;
    }
    
    OnInit:
        // Initialisation, do not edit these
        .NPCName$ = "[Job Master]";
        
        // Settings
        .ThirdClass = false;            // Enable third classes?
        .RebirthClass = true;            // Enable rebirth classes?
        .SecondExpanded = true;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
        .BabyNovice = false;    // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
        .BabyClass = false;                // Enable Baby classes?
        .BabyThird = false;                // Enable Baby third classes?
        .BabyExpanded = false;            // 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;                // Get platinum skills automatically?
        .GetJobEquip = false;            // 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
        
        // 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;
    }
    
    



     

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