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darking123

job changer

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may I request that there will be a 500k payment to rebirth. thank you

//===== 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;
	}

	[email protected] = eaclass();
	[email protected] = ((.ThirdClass) ? roclass([email protected]&EAJ_UPPERMASK) : Class);
	if ([email protected] >= Job_Knight && [email protected] <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			[email protected] = .Rebirth[0] - BaseLevel;
			[email protected] = .Rebirth[1] - JobLevel;
			mes "You need " +
				(([email protected] > 0) ? [email protected] + " more base levels " + (([email protected] > 0) ? "/ " : "") : "") +
				(([email protected] > 0) ? [email protected] + " more job levels " : "") + "to continue.";
			close;
		}
		if (Class > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass([email protected]|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			[email protected] = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
			if ([email protected] == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu((([email protected] == 1) ? Job_Novice_High : roclass([email protected]|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	[email protected] = roclass([email protected]|EAJL_2_1);
	[email protected] = roclass([email protected]|EAJL_2_2);
	if (([email protected]&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
		setarray [email protected][0], roclass([email protected]|EAJL_THIRD), 99;
	if (Class == Job_Ninja || Class == Job_Gunslinger)
		setarray [email protected][0], [email protected], 70;
	if ([email protected][0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < [email protected][1]) {
			[email protected] = .Rebirth[0] - BaseLevel;
			[email protected] = [email protected][1] - JobLevel;
			mes "You need " +
				(([email protected] > 0) ? [email protected] + " more base levels " + (([email protected] > 0) ? "/ " : "") : "") +
				(([email protected] > 0) ? [email protected] + " more job levels " : "") + "to continue.";
			close;
		}
		mes "Switch to " + jobname([email protected][0]) + "?";
		next;
		Job_Menu([email protected][0]);
		close;
	}
	if ([email protected]&EAJL_2)
		if ([email protected]&(EAJL_UPPER|EAJL_BABY) || roclass([email protected]|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if (([email protected]&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([email protected]|EAJL_2_1) == -1 || roclass([email protected]|EAJL_2_2) == -1)
		mes "No more jobs are available.";
	else if (!([email protected]&EAJL_2) && JobLevel < .JobReq[1])
		mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && ([email protected]&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob + Job_Novice_High);
	} else
		Job_Menu([email protected], [email protected]);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			[email protected]$ = "";
			for ([email protected] = 0; [email protected] < getargcount(); [email protected]++)
				[email protected]$ = [email protected]$ + " ~ " + jobname(getarg([email protected])) + ":";
			[email protected]$ = [email protected]$+" ~ ^777777Cancel^000000";
			next;
			[email protected] = getarg(select([email protected]$) - 1, 0);
			if ([email protected])
				close;
			if (([email protected] == Job_SuperNovice || [email protected] == Job_Super_Baby) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of " + .SNovice + " is required to turn into a " + jobname([email protected]) + ".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			[email protected] = getarg(0);
		if (select(" ~ Change into ^0055FF" + jobname([email protected]) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
			mes "[Job Master]";
			mes "You are now " + callfunc("F_InsertArticle", jobname([email protected])) + "!";
			if ([email protected] == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange [email protected];
			if ([email protected] == Job_Novice_High)
				resetlvl(1);
			else if ([email protected] == 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;
}

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//===== 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;
	}

	[email protected] = eaclass();
	[email protected] = ((.ThirdClass) ? roclass([email protected]&EAJ_UPPERMASK) : Class);
	if ([email protected] >= Job_Knight && [email protected] <= Job_Crusader2) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			[email protected] = .Rebirth[0] - BaseLevel;
			[email protected] = .Rebirth[1] - JobLevel;
			mes "You need " +
				(([email protected] > 0) ? [email protected] + " more base levels " + (([email protected] > 0) ? "/ " : "") : "") +
				(([email protected] > 0) ? [email protected] + " more job levels " : "") + "to continue.";
			close;
		}
		if (Class > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass([email protected]|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			[email protected] = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
			if ([email protected] == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu((([email protected] == 1) ? Job_Novice_High : roclass([email protected]|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	[email protected] = roclass([email protected]|EAJL_2_1);
	[email protected] = roclass([email protected]|EAJL_2_2);
	if (([email protected]&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
		setarray [email protected][0], roclass([email protected]|EAJL_THIRD), 99;
	if (Class == Job_Ninja || Class == Job_Gunslinger)
		setarray [email protected][0], [email protected], 70;
	if ([email protected][0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < [email protected][1]) {
			[email protected] = .Rebirth[0] - BaseLevel;
			[email protected] = [email protected][1] - JobLevel;
			mes "You need " +
				(([email protected] > 0) ? [email protected] + " more base levels " + (([email protected] > 0) ? "/ " : "") : "") +
				(([email protected] > 0) ? [email protected] + " more job levels " : "") + "to continue.";
			close;
		}
		mes "Switch to " + jobname([email protected][0]) + "?";
		next;
		Job_Menu([email protected][0]);
		close;
	}
	if ([email protected]&EAJL_2)
		if ([email protected]&(EAJL_UPPER|EAJL_BABY) || roclass([email protected]|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if (([email protected]&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([email protected]|EAJL_2_1) == -1 || roclass([email protected]|EAJL_2_2) == -1)
		mes "No more jobs are available.";
	else if (!([email protected]&EAJL_2) && JobLevel < .JobReq[1])
		mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && ([email protected]&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob + Job_Novice_High);
	} else
		Job_Menu([email protected], [email protected]);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			[email protected]$ = "";
			for ([email protected] = 0; [email protected] < getargcount(); [email protected]++)
				[email protected]$ = [email protected]$ + " ~ " + jobname(getarg([email protected])) + ":";
			[email protected]$ = [email protected]$+" ~ ^777777Cancel^000000";
			next;
			[email protected] = getarg(select([email protected]$) - 1, 0);
			if ([email protected])
				close;
			if (([email protected] == Job_SuperNovice || [email protected] == Job_Super_Baby) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of " + .SNovice + " is required to turn into a " + jobname([email protected]) + ".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			[email protected] = getarg(0);
		if (select(" ~ Change into ^0055FF" + jobname([email protected]) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
			mes "[Job Master]";
			if ([email protected] == Job_Novice_High && Zeny<500000) {
				mes "You need 500,000 Zeny to Rebirth!";
				close;
			}
			mes "You are now " + callfunc("F_InsertArticle", jobname([email protected])) + "!";
			if ([email protected] == Job_Novice_High && .LastJob)
				lastJob = Class;
			jobchange [email protected];
			if ([email protected] == Job_Novice_High) {
				resetlvl(1);
				zeny -= 500000;
			}
			else if ([email protected] == 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 /hmm

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