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help how add Change cart 2 in my job master


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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.
//============================================================

iz_ac02,103,210,4	script	Principal Rain	620,{
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_Super_Novice,
					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_Super_Novice || .@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]";
			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);
			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_Super_Novice)
			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 = 1;			// Enable third classes? (1: yes / 0: no)
	.SecondExpanded = 1;		// 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;
}

//------------Duplicate
iz_ac02_a,103,210,4	duplicate(Principal Rain)	Principal Rain#a	620
iz_ac02_b,103,210,4	duplicate(Principal Rain)	Principal Rain#b	620
iz_ac02_c,103,210,4	duplicate(Principal Rain)	Principal Rain#c	620
iz_ac02_d,103,210,4	duplicate(Principal Rain)	Principal Rain#d	620

I search anywhere or related topic about these but I can't find it.

pls help  /sob

 

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Posted


//===== 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.

//============================================================

iz_ac02,103,210,4    script    Principal Rain    620,{

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_Super_Novice,

                    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_Super_Novice || .@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]";

            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);

            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_Super_Novice)

            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_CARTDECORATE",1,SKILL_PERM;

        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 = 1;            // Enable third classes? (1: yes / 0: no)

    .SecondExpanded = 1;        // 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;

}

//------------Duplicate

iz_ac02_a,103,210,4    duplicate(Principal Rain)    Principal Rain#a    620

iz_ac02_b,103,210,4    duplicate(Principal Rain)    Principal Rain#b    620

iz_ac02_c,103,210,4    duplicate(Principal Rain)    Principal Rain#c    620

iz_ac02_d,103,210,4    duplicate(Principal Rain)    Principal Rain#d    620

  • 0
Posted
//===== 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.
//============================================================

iz_ac02,103,210,4    script    Principal Rain    620,{
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_Super_Novice,
                    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_Super_Novice || .@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]";
            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);
            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_Super_Novice)
            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_CARTDECORATE",1,SKILL_PERM;
        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 = 1;            // Enable third classes? (1: yes / 0: no)
    .SecondExpanded = 1;        // 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;
}

//------------Duplicate
iz_ac02_a,103,210,4    duplicate(Principal Rain)    Principal Rain#a    620
iz_ac02_b,103,210,4    duplicate(Principal Rain)    Principal Rain#b    620
iz_ac02_c,103,210,4    duplicate(Principal Rain)    Principal Rain#c    620
iz_ac02_d,103,210,4    duplicate(Principal Rain)    Principal Rain#d    620

@Kakaroto thanks for reply  /no1 

I never thought change cart 2 is MC_CARTDECORATE 

I already search it from my skill_db but there is no change cart 2  /heh

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