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all in one npc


NANORAY

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can some one help me adding 3rd job changer in the job changer menu also the new expanded class like kagerou/oboro and rebellion :) also rentals for 3rd job :) thanks in advance :)

//===== eAthena Script =======================================
//= All-in-One NPC
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//===== Description: =========================================
//= A compilation of commonly-used NPC scripts.
//== Includes job changer, stylist, refiner, card remover,
//== coin exchanger, rentals, resetter, platinum skills,
//== sex changer, identifier, healer, buffer, and repairman.
//============================================================

welgaia,165,117,3	script	All-in-One-NPC	902,{
function Get_Platinum; function Equip_Menu;

	if (getarraysize(.OnClick)) {
		if (.OnClick[0]) { specialeffect2 313; percentheal 100,100; }
		if (.OnClick[1]) { specialeffect2 42; sc_start SC_BLESSING,600000,10; specialeffect2 37; sc_start SC_INCREASEAGI,600000,10; }
		if (.OnClick[2] && getbrokenid(1)) { specialeffect2 101; atcommand "@repairall"; } }
	set .@menu$,"";
	for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) {
		if (.MenuOption & pow(2,.@i))
			set .@menu$, .@menu$+" ~ "+.MainMenu$[.@i];
		set .@menu$, .@menu$+":"; }
	switch(select(.@menu$)) {
		case 1:
			function Job_Menu; function A_An;
			if (checkfalcon() || checkcart() || checkriding()) {
				message strcharinfo(0),"Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+" before proceeding.";
				end; }
			if (.SkillPointCheck && SkillPoint) { message strcharinfo(0),"Please use all your skill points before proceeding."; end; }
			if (Class > 6 && Class < 22) {
				if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
					set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
					message strcharinfo(0),"You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to rebirth.";
					end; }
				message strcharinfo(0),"Change into a High Novice?";
				if(select(" ~ ^0055FFRebirth^000000: ~ ^777777Cancel^000000")==2) end;
				jobchange 4001; resetlvl(1); specialeffect2 432;
				end; }
			set .@eac, eaclass();
			set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
			if (.@eac&EAJL_2)
				if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
					message strcharinfo(0),"No more jobs are available."; end; }
			if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
				if (JobLevel < .JobReq[0]) message strcharinfo(0),"A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
				else switch(Class) {
					case 0: Job_Menu(11,1,2,3,4,5,6,23,4046,24,25,4023);
					case 4001: Job_Menu(6,4002,4003,4004,4005,4006,4007);
					case 4023: Job_Menu(7,4024,4025,4026,4027,4028,4029,4045);
					default: message strcharinfo(0),"An error has occurred."; break; }
				end; }
			if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) {
				message strcharinfo(0),"No more jobs are available."; end; }
			if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) { message strcharinfo(0),"A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; end; }
			Job_Menu(2,.@j1,.@j2);
			end;
			function Job_Menu {
				set .@menu$,"";
				for(set .@i,1; .@i<=getarg(0); set .@i,.@i+1)
					set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
				set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
				while(1) {
					set .@i, getarg(select(.@menu$),0);
					if (!.@i) end;
					if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
						message strcharinfo(0),"A base level of "+.SNovice+" is required to turn into a Super "+((.@i==23)?"Novice":"Baby")+"."; }
					else if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777Go back^000000")==1) {
						message strcharinfo(0),"Became "+A_An(jobname(.@i))+"!";
						jobchange .@i; specialeffect2 338;
						if (.Platinum) Get_Platinum;
						end; }
				} end; }
			function Get_Platinum {
				skill 142,1,0;
				switch(BaseClass) {
					case 0: if (Class !=23) skill 143,1,0; break;
					case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
					case 2: skill 157,1,0; break;
					case 3: skill 147,1,0; skill 148,1,0; break;
					case 4: skill 156,1,0; break;
					case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
					case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
					default: break; }
				switch(roclass(eaclass()&EAJ_UPPERMASK)) {
					case 7: skill 1001,1,0; break;
					case 8: skill 1014,1,0; break;
					case 9: skill 1006,1,0; break;
					case 10: skill 1012,1,0; skill 1013,1,0; break;
					case 11: skill 1009,1,0; break;
					case 12: skill 1003,1,0; skill 1004,1,0; break;
					case 14: skill 1002,1,0; break;
					case 15: skill 1015,1,0; skill 1016,1,0; break;
					case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
					case 17: skill 1005,1,0; break;
					case 18: skill 238,1,0; break;
					case 19: skill 1010,1,0; break;
					case 20: skill 1011,1,0; break;
					default: break; }
				return; }
			function A_An {
				setarray .@A$[0],"a","e","i","o","u";
				set .@B$, "_"+getarg(0);
				for(set .@i,0; .@i<5; set .@i,.@i+1)
					if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
				return "a "+getarg(0); }
		case 2:
			setarray .@Look[1],7,1,6;
			set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color");
			set .@Revert, getlook(.@Look[.@s]); set .@Style,1;
			while(1) {
				setlook .@Look[.@s], .@Style;
				message strcharinfo(0),"This is style #"+.@Style+".";
				set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)";
				switch(select(.@menu$)) {
					case 1: set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1); break;
					case 2: set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]); break;
					case 3: message strcharinfo(0),"Choose a style between 1 - "+.Styles[.@s]+".";
						input .@Style,0,.Styles[.@s];
						if (!.@Style) set .@Style, rand(1,.Styles[.@s]);
						break;
					case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; }
			} end;
		case 3:
			function Refine_Item;
			if (.EnrichedRefine)
				if (select(" ~ Normal Refiner: ~ Enriched Refiner")==2) {
					Equip_Menu(1);
					setarray .@Materials[0],6457,6457,6457,6457,6457;
					setarray .@Safe[0],4,7,6,5,4;
					set .@WLv, getequipweaponlv(@i);
					message strcharinfo(0),"Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);
					if(select(" ~ Refine item (2 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000")==2) end;
					Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1);
					end; }
			Equip_Menu(1);
			setarray .@Materials[0],6457,1010,1011,984,984;
			setarray .@Safe[0],4,7,6,5,4;
			set .@WLv, getequipweaponlv(@i);
			set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i);
			message strcharinfo(0),"Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i);
			switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(10-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) {
				case 1: Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); end;
				case 2:
					input .@Refines;
					if (.@Refines+getequiprefinerycnt(@i) > 10 || .@Refines < 1) message strcharinfo(0),"Invalid number ("+.@Refines+").";
					else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);
					end;
				case 3:
					if (.@SafeCount < 1) message strcharinfo(0),"The item has already reached the safe limit.";
					else Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]);
					end;  
				case 4: end; }
			function Equip_Menu {
				setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear";
				set .@menu$,"";
				for (set .@i,1; .@i <= 10; set .@i,.@i+1) {
					if (getequipisequiped(.@i))
						set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]";
					set .@menu$, .@menu$+":"; }
				set @i, select(.@menu$);
				if (!getequipisequiped(@i)) { message strcharinfo(0),"Nothing is equipped there!"; end; }
				if (getarg(0)) {
					if (!getequipisenableref(@i)) { message strcharinfo(0),getequipname(@i)+" cannot be refined."; end; }
					if (getequiprefinerycnt(@i) >= 10 ) { message strcharinfo(0),"+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; end; } }
				return; }
			function Refine_Item {
				message strcharinfo(0),"I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+getarg(0)*getarg(2)+" Zeny.";
				if (countitem(getarg(1)) < getarg(0) || Zeny < getarg(0)*getarg(2)) {
					sleep2 500; message strcharinfo(0),"Come back when you have the required materials."; end; }
				if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) {
					sleep2 500; message strcharinfo(0),"The item will be refined above the safe limit. It may break."; }
				sleep2 500;
				if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000")==2) end;
				set .@j, getarg(0);
				while(.@j) {
					delitem getarg(1), 1;
					set Zeny, Zeny-getarg(2);
					if (getarg(4,0)) {
						if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) {
							message strcharinfo(0),getequipname(@i)+" broke while refining."; failedrefitem @i; end; } }
					else {
						if (getequippercentrefinery(@i) <= rand(100)) {
							message strcharinfo(0),getequipname(@i)+" broke while refining."; failedrefitem @i; end; } }
					successrefitem @i;
					set .@j, .@j-1; }
				message strcharinfo(0),"All done!";
				end; }
		case 4:
			if (.Prices[0]) message strcharinfo(0),"It costs "+.Prices[0]+" Zeny to remove cards.";
			Equip_Menu(0);
			if (Zeny < .Prices[0]) { message strcharinfo(0),"You don't have enough Zeny."; end; }
			set .@j,getequipcardcnt(@i);
			if (!.@j) { message strcharinfo(0),"There are no cards compounded to "+getequipname(@i)+"."; end; }
			if (!checkweight(4001,(.@j+1))) { message strcharinfo(0),"You're carrying too many items!"; end; }
			message strcharinfo(0),"Item: "+getequipname(@i);
			if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000")==2) end;
			set Zeny, Zeny-.Prices[0];
			successremovecards @i;
			message strcharinfo(0),"Cards successfully removed!";
			end;
		case 5:
			message strcharinfo(0),"Coins are worth "+.Coin[1]+" Zeny each.";
			switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) {
				case 1:
					message strcharinfo(0),"How many coins do you want?";
					input .@coins,0,(1000000000/.Coin[1]);
					if (.@coins*.Coin[1] > Zeny) { message strcharinfo(0),"You don't have enough Zeny."; end; }
					if (!checkweight(.Coin[0],.@coins)) { message strcharinfo(0),"You don't have enough inventory space."; end; }
					set Zeny, Zeny-(.Coin[1]*.@coins);
					getitem .Coin[0], .@coins;
					message strcharinfo(0),"Purchased "+.@coins+" coins.";
					end;
				case 2:
					message strcharinfo(0),"How many coins do you want to trade in?";
					input .@coins,0,(1000000000/.Coin[1]);
					if (countitem(.Coin[0]) < .@coins) { message strcharinfo(0),"You don't have that many coins!"; end; }
					if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { message strcharinfo(0),"You have too much Zeny!"; end; }
					delitem .Coin[0], .@coins;
					set Zeny, Zeny+(.Coin[1]*.@coins);
					message strcharinfo(0),"Exchanged "+.@coins+" coins.";
					end;
				case 3:
					end; }
		case 6:
			if (.Prices[2]) message strcharinfo(0),"It costs "+.Prices[2]+" Zeny to rent.";
			set .@i, select(" ~ Cart: ~ Falcon: ~ Peco");
			if (Zeny < .Prices[2]) { message strcharinfo(0),"You don't have enough Zeny."; end; }
			if (.@i==1 && !checkcart() && getskilllv(39)) setcart;
			else if (.@i==2 && !checkfalcon() && getskilllv(127)) setfalcon;
			else if (.@i==3 && !checkriding() && getskilllv(63)) setriding;
			else { message strcharinfo(0),"You do not meet skill the requirements to rent."; end; }
			set Zeny, Zeny-.Prices[2];
			end;
		case 7:
			if (.Prices[1]) message strcharinfo(0),"It costs "+.Prices[1]+" Zeny to reset stats or skills.";
			set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel");
			if (.@i==3) end;
			if (Zeny < .Prices[1]) { message strcharinfo(0),"You don't have enough Zeny."; end; }
			set Zeny, Zeny-.Prices[1];
			if (.@i==1) ResetStatus;
			else ResetSkill;
			message strcharinfo(0),((.@i==1)?"Stats":"Skills")+" reset!";
			end;
		case 8:
			Get_Platinum;
			specialeffect2 441;
			message strcharinfo(0),"Platinum skills received!";
			end;
		case 9:
			set .@Var$, ".SexChange"+((Sex)?"F":"M");
			if (getarraysize(getd(.@Var$))) {
				message strcharinfo(0),"To turn into a "+((Sex)?"female":"male")+" you need the following items:";
				sleep2 1000;
				for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) {
					message strcharinfo(0),getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]"));
					if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]")) set .@nreq,1;
					sleep2 500; }
				if (.@nreq) end; }
			if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel")==2) end;
			if (getarraysize(getd(.@Var$)))
				for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2)
					delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]");
			changesex;
			end;
		case 10:
			setarray .@Total[0],0,0;
			getinventorylist;
			for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) {
				if (@inventorylist_identify[.@i]) continue;
				if (Zeny < .Prices[3]) {
					dispbottom "It costs "+.Prices[3]+" to identify an item."; break; }
				set Zeny, Zeny-.Prices[3];
				delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;
				getitem @inventorylist_id[.@i],1;
				setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3]; }
			if (!.@Total[0]) { message strcharinfo(0),"No items identified."; end; }
			specialeffect2 154;
			message strcharinfo(0),"Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+.@Total[1]+" Zeny":"")+".";
			end;
	}
OnInit:

// --------------------- Config ---------------------
	setarray .MainMenu$[0],	// Set menu options!
		"Change Jobs",		// [1]
		"Stylist",		// [2]
		"Refiner",		// [4]
		"Remove Cards",		// [8]
		"Exchange Coins",	// [16]
		"Rentals",		// [32]
		"Reset Stats/Skills",	// [64]
		"Platinum Skills",	// [128]
		"Change Sex",		// [256]
		"Identify All";		// [512]

	set .MenuOption,1|2|4|8|16|32|64|128|256|512;

	setarray .OnClick[0],1,1,1;		// When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no)
	setarray .Styles[1],553,37,250;		// Maximum dye, hair style, and hair color
	setarray .Coin[0],674,1000000;		// Coin item ID, coin price
	setarray .Prices[0],50000,10000,0,100;	// Zeny to remove cards [0], reset [1], rent [2], identify [3]

	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	set .SNovice,45;		// Minimum base level to turn into Super Novice
	set .SkillPointCheck,0;		// Force player to use up all skill points? (1: yes / 0: no)
	set .Platinum,1;		// Get platinum skills automatically? (1: yes / 0: no)

	set .EnrichedRefine,1;			// Allow enriched refiner option? (1: yes / 0: no)
	setarray .RP[0],2000,50,200,5000,20000;	// Zeny for armor, lv1, lv2, lv3, lv4 refines

	setarray .SexChangeF[0],2213,1,1558,1,7152,50;	// Items to turn into Female (ID,Count)
	setarray .SexChangeM[0],5016,1,2241,1,1017,50;	// Items to turn into Male (ID,Count)

// --------------------------------------------------
	end;
}
Edited by NANORAY
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//===== Hercules Script ======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//============================================================
quiz_02,60,356,4	script	Job Master	733,{
	function Job_Menu; function A_An;

	mes "[Job Master]";
	if (Class > Job_Soul_Linker) {
		mes "No more jobs are available.";
		close;
	}
	if (checkfalcon() || checkcart() || checkmount() || hascashmount()) {
		mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkmount() || hascashmount())?"mount":"")
		    +" before proceeding.";
		close;
	}
	if (.skill_point_check && SkillPoint > 0) {
		mes "Please use all your skill points before proceeding.";
		close;
	}

	.@eac = eaclass();
	.@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class;
	if (.@base >= Job_Knight && .@base <= Job_Crusader2) {
		if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) {
			.@blvl = .rebirth_blevel - BaseLevel;
			.@jlvl = .rebirth_jlevel - JobLevel;
			mes "You need "
			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "")
			    + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "")
			    + "to continue.";
			close;
		}
		if (Class > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while (true) {
			mes "Select an option.";
			next;
			.@choice = select(" ~ ^0055FFRebirth^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancel^000000");
			if (.@choice == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			if (.@choice == 1)
				Job_Menu(Job_Novice_High);
			else
				Job_Menu(roclass(.@eac|EAJL_THIRD));
			mes "[Job Master]";
		}
	}
	.@job1 = roclass(.@eac|EAJL_2_1);
	.@job2 = roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) {
		.@newclass = roclass(.@eac|EAJL_THIRD);
		.@required_jlevel = 99;
	} else if (Class == Job_Ninja) {
		.@newclass = .@job1;
		.@required_jlevel = 70;
	} else if (Class == Job_Gunslinger) {
		.@newclass = .@job1;
		.@required_jlevel = 70;
	}
	if (.@newclass && .third_classes) {
		if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) {
			mes "You need "
			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .@required_jlevel ? "and " : "")) : "")
			    + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" more job levels " : "")
			    + "to continue.";
			close;
		}
		mes "Switch to "+jobname(.@newclass)+"?";
		next;
		Job_Menu(.@newclass);
		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 < .jobchange_first) {
			mes "A job level of "+.jobchange_first+" is required to change into the 1st Class.";
		} else if (Class == Job_Novice_High && .linear_jobchange && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else if (Class == 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);
		} else if (Class == Job_Novice_High) {
			Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
		} else if (Class == 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);
		} else {
			mes "An error has occurred.";
		}
		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 < .jobchange_second) {
		mes "A job level of "+.jobchange_second+" is required to change into the 2nd Class.";
	} else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+Job_Novice_High);
	} else {
		Job_Menu(.@job1, .@job2);
	}
	close;

function Job_Menu {
	while (true) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); ++.@i)
				.@menu$ += " ~ "+jobname(getarg(.@i))+":";
			.@menu$ += " ~ ^777777Cancel^000000";
			next;
			.@newjob = getarg(select(.@menu$)-1, 0);
			if (!.@newjob) close;
			if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
				mes "[Job Master]";
				mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else {
			.@newjob = getarg(0);
		}
		if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+A_An(jobname(.@newjob))+"!";
			if (.@newjob == Job_Novice_High && .linear_jobchange)
				lastJob = Class;
			jobchange .@newjob;
			if (.@newjob == Job_Novice_High)
				resetlvl(1);
			if (.@newjob == Job_Baby) {
				resetlvl(4);
				SkillPoint = 0;
			}
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.platinum)
				callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

function A_An {
	setarray .@vowels$, "a", "e", "i", "o", "u";
	.@firstletter$ = strtolower(charat(getarg(0), 0));
	for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) {
		if (.@vowels$[.@i] == .@firstletter$)
			return "an "+getarg(0);
	}
	return "a "+getarg(0);
}

Get_Platinum:
	skill NV_FIRSTAID, 1, 0;
	if (BaseClass == Job_Novice) {
		if (Class != Job_SuperNovice)
			skill NV_TRICKDEAD, 1, 0;
	} else if (BaseClass == Job_Swordman) {
		skill SM_MOVINGRECOVERY, 1, 0;
		skill SM_FATALBLOW, 1, 0;
		skill SM_AUTOBERSERK, 1, 0;
	} else if (BaseClass == Job_Mage) {
		skill MG_ENERGYCOAT, 1, 0;
	} else if (BaseClass == Job_Archer) {
		skill AC_MAKINGARROW, 1, 0;
		skill AC_CHARGEARROW, 1, 0;
	} else if (BaseClass == Job_Acolyte) {
		skill AL_HOLYLIGHT, 1, 0;
	} else if (BaseClass == Job_Merchant) {
		skill MC_CARTREVOLUTION, 1, 0;
		skill MC_CHANGECART, 1, 0;
		skill MC_LOUD, 1, 0;
	} else if (BaseClass == Job_Thief) {
		skill TF_SPRINKLESAND, 1, 0;
		skill TF_BACKSLIDING, 1, 0;
		skill TF_PICKSTONE, 1, 0;
		skill TF_THROWSTONE, 1, 0;
	}

	if (BaseJob == Job_Knight) {
		skill KN_CHARGEATK, 1, 0;
	} else if (BaseJob == Job_Priest) {
		skill PR_REDEMPTIO, 1, 0;
	} else if (BaseJob == Job_Wizard) {
		skill WZ_SIGHTBLASTER, 1, 0;
	} else if (BaseJob == Job_Blacksmith) {
		skill BS_UNFAIRLYTRICK, 1, 0;
		skill BS_GREED, 1, 0;
	} else if (BaseJob == Job_Hunter) {
		skill HT_PHANTASMIC, 1, 0;
	} else if (BaseJob == Job_Assassin) {
		skill AS_SONICACCEL, 1, 0;
		skill AS_VENOMKNIFE, 1, 0;
	} else if (BaseJob == Job_Crusader) {
		skill CR_SHRINK, 1, 0;
	} else if (BaseJob == Job_Monk) {
		skill MO_KITRANSLATION, 1, 0;
		skill MO_BALKYOUNG, 1, 0;
	} else if (BaseJob == 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;
	} else if (BaseJob == Job_Rogue) {
		skill RG_CLOSECONFINE, 1, 0;
	} else if (BaseJob == Job_Alchemist) {
		skill AM_BIOETHICS, 1, 0;
	} else if (BaseJob == Job_Bard) {
		skill BA_PANGVOICE, 1, 0;
	} else if (BaseJob == Job_Dancer) {
		skill DC_WINKCHARM, 1, 0;
	}
	return;

OnInit:
	.rebirth_blevel = 99;    // Minimum base level to reborn OR change to third class
	.rebirth_jlevel = 50;    // Minimum base job level to reborn OR change to third class
	.jobchange_first = 10;   // Minimum job level to turn into 1st class
	.jobchange_second = 40;  // Minimum job level to turn into 2nd class
	.third_classes = 1;      // Enable third classes? (1: yes / 0: no)
	.supernovice_level = 45; // Minimum base level to turn into Super Novice
	.linear_jobchange = 1;   // Enforce linear class changes? (1: yes / 0: no)
	.skill_point_check = 0;  // Force player to use up all skill points? (1: yes / 0: no)
	.platinum = 0;           // Get platinum skills automatically? (1: yes / 0: no)

waitingroom "    Job Master",0;
	end;
}

Lemme know if its not working.

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