tathanngudong Posted February 15, 2018 Group: Members Topic Count: 20 Topics Per Day: 0.01 Content Count: 64 Reputation: 3 Joined: 04/17/15 Last Seen: March 15, 2018 Share Posted February 15, 2018 i very like this system,but i don't know how to make this script work with Rathena sever //== Function F_CoolDown ==================================== // Cooldown check //callfunc("F_CoolDown", 5); = 5 seconds cooldown function script F_CoolDown { if (.@cd + getarg(0) > gettimetick(2)) end; @cd = gettimetick(2); return; } //== Spawn - Char creation ========================================== new_reborn,203,195,0 script startpoint#new_reborn HIDDEN_WARP_NPC,1,1,{ OnTouch: if (!newrebornchar && Class != Job_Summoner) { // spawn for non summoner classes specialeffect2(EF_ANGEL3); newrebornchar = 1; } callfunc("F_CoolDown", 60); sc_start SC_INCREASEAGI, 60000, 10; // apply increase agi +10 with 60 sec cooldown, buff lasts 60 secs end; } //== Job Master ========================================== //== Main new_reborn,1,2,0 script Ascension#Main FAKE_NPC,{ OnTalk: function Job_Menu; function A_An; if (Class > Job_Soul_Linker) { message strcharinfo(PC_NAME), "No more jobs are available."; end; } if (checkhomcall() == 0|| checkfalcon() || checkcart() || checkmount() || hascashmount()) { message strcharinfo(PC_NAME), "Please remove your "+((checkhomcall() == 0)?"homunculus ":"")+((checkfalcon())?"falcon ":"")+((checkcart())?"cart ":"")+((checkmount() || hascashmount())?"mount ":"") +"before proceeding."; end; } if (.skill_point_check && SkillPoint > 0) { message strcharinfo(PC_NAME), "Please use all your skill points before proceeding."; end; } .@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; message strcharinfo(PC_NAME), "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."; end; } if (Class > Job_Crusader2) { mes "[Ascension Dimension]"; mes "Switch to third class?"; next; mes "[Ascension Dimension]"; mes "^FF0000Reminder: Opting for the Official Job Change quest will allow you to get class specific headgears.^000000"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while (true) { mes "[Ascension Dimension]"; mes "Select an option."; next; .@choice = select(" ~ ^0055FFRebirth^000000:"+": ~ ^777777Cancel^000000"); if (.@choice == 3) close; mes "[Ascension Dimension]"; mes "Are you sure?"; next; if (.@choice == 1) Job_Menu(Job_Novice_High); } } .@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) { message strcharinfo(PC_NAME), "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."; end; } mes "[Ascension Dimension]"; 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) { message strcharinfo(PC_NAME), "No more jobs are available."; end; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .jobchange_first) { message strcharinfo(PC_NAME), "A job level of "+.jobchange_first+" is required to change into the 1st Class."; end; } else if (Class == Job_Novice_High && .linear_jobchange && lastJob) { mes "[Ascension Dimension]"; mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else if (Class == Job_Novice) { switch(@newborn) { case 1: Job_Menu(Job_Swordman); break; case 2: Job_Menu(Job_Mage); break; case 3: Job_Menu(Job_Archer); break; case 4: Job_Menu(Job_Acolyte); break; case 5: Job_Menu(Job_Merchant); break; case 6: Job_Menu(Job_Thief); break; case 7: Job_Menu(Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby); break; } } else if (Class == Job_Novice_High) { switch(@newborn) { case 1: Job_Menu(Job_Swordman_High); break; case 2: Job_Menu(Job_Mage_High); break; case 3: Job_Menu(Job_Archer_High); break; case 4: Job_Menu(Job_Acolyte_High); break; case 5: Job_Menu(Job_Merchant_High); break; case 6: Job_Menu(Job_Thief_High); break; } } else if (Class == Job_Baby) { if (@newborn != 7) { message strcharinfo(PC_NAME), "You are not supposed to be here, young adventurer.."; warp "new_reborn", 207, 202; end; } Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby); } else { message strcharinfo(PC_NAME), "An error has occurred."; end; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) { message strcharinfo(PC_NAME), "No more jobs are available."; end; } else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) { message strcharinfo(PC_NAME), "A job level of "+.jobchange_second+" is required to change into the 2nd Class."; end; } else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) { mes "[Ascension Dimension]"; 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$)-1, 0); if (!.@newjob) close; if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { mes "[Extended Master]"; mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+"."; close; } mes "[Ascension Dimension]"; mes "Are you sure?"; next; } else { .@newjob = getarg(0); } if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) { mes "[Ascension Dimension]"; mes "You now become "+A_An(jobname(.@newjob))+"!"; close2; specialeffect2 EF_MAPPILLAR; progressbar "FFFF00",7; specialeffect2 EF_LORD; sc_start SC_INC_AGI, 60000, 10; if (.@newjob == Job_Novice_High && .linear_jobchange) lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script. jobchange .@newjob; mapannounce "new_reborn","Ascension Dimension: "+strcharinfo(PC_NAME)+" has become "+A_An(jobname(.@newjob))+"!",bc_map; if (.@newjob == Job_Novice_High) resetlvl(1); if (.@newjob == Job_Baby) { resetlvl(4); SkillPoint = 0; } callsub Get_Novice_Equip; if (.platinum) callsub Get_Platinum; end; } if (getargcount() == 1) return; mes "[Ascension Dimension]"; } end; } function A_An { setarray .@vowels$, "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; skill MC_CARTDECORATE, 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; Get_Novice_Equip: if (Class <= Job_Thief || Class == Job_Ninja || Class == Job_Gunslinger || Class == Job_Taekwon) { // for all standard jobs **I set it here to give +7 novi equips getitem2(N_Adventurers_Suit, 1, 1, 7, 0, 0, 0 ,0, 0); // +7 novi equips and 2 battle manual 25 getitem2(Shoes, 1, 1, 7, 0, 0, 0 ,0, 0); getitem2(Muffler, 1, 1, 7, 0, 0, 0 ,0, 0); getitem(Battle_Manual25, 2); if (Class != Job_Archer) { getitem2(Guard_, 1, 1, 7, 0, 0, 0 ,0, 0); } } if (Class == Job_Swordman || Class == Job_Baby_Swordman) { getitem2(N_Falchion, 1, 1, 7, 0, 0, 0 ,0, 0); // +7 novi falchion } if (Class == Job_Mage || Class == Job_Baby_Mage) { getitem2(N_Rod, 1, 1, 7, 0, 0, 0 ,0, 0); // +7 novi rod } if (Class == Job_Archer || Class == Job_Baby_Archer) { getitem2(N_Composite_Bow, 1, 1, 7, 0, 0, 0 ,0, 0); // and so on getitem Arrow_Container, 1; getitem Fire_Arrow_Container, 1; getitem Silver_Arrow_Container, 1; } if (Class == Job_Acolyte || Class == Job_Baby_Acolyte) { getitem2(N_Mace, 1, 1, 7, 0, 0, 0 ,0, 0); } if (Class == Job_Merchant || Class == Job_Baby_Merchant) { getitem2(N_Battle_Axe, 1, 1, 7, 0, 0, 0 ,0, 0); } if (Class == Job_Thief || Class == Job_Baby_Thief || Class == Job_Ninja) { getitem2(N_Main_Gauche, 1, 1, 7, 0, 0, 0 ,0, 0); } if (Class == Job_Gunslinger) { getitem2(Novice_Revolver, 1, 1, 7, 0, 0, 0 ,0, 0); getitem Bullet_Case, 1; getitem Bullet_Case_Silver, 1; } return; end; 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 = 1; // Force player to use up all skill points? (1: yes / 0: no) .platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end; } //== Swordsman (South-West) 137 158 new_reborn,137,158,0 script Ascension#1 HIDDEN_WARP_NPC,2,2,{ if (atoi(strnpcinfo(NPC_NAME_HIDDEN)) == 7) { if (BaseClass == Job_Novice || BaseClass == Job_Baby || BaseClass == Job_Ninja || BaseClass == Job_Gunslinger || BaseClass == Job_Taekwon) { @newborn = atoi(strnpcinfo(NPC_NAME_HIDDEN)); doevent "Ascension#Main::OnTalk"; end; } } callfunc("F_CoolDown", 4); // 4 sec cooldown npctalk "Only Novices, Ninjas, Gunslinger and Babies can use my services."; end; OnTouch: callfunc("F_CoolDown", 5); // 5 sec cooldown @newborn = atoi(strnpcinfo(NPC_NAME_HIDDEN)); if (atoi(strnpcinfo(NPC_NAME_HIDDEN)) != BaseClass && BaseClass != Job_Novice) { message strcharinfo(PC_NAME), "You are not supposed to be here, young adventurer.."; switch(BaseClass) { // warp players depending on their job case 0: break; case 1: warp "new_reborn", 187, 186; end; case 2: warp "new_reborn", 218, 205; end; case 3: warp "new_reborn", 220, 185; end; case 4: warp "new_reborn", 203, 215; end; case 5: warp "new_reborn", 187, 204; end; case 6: warp "new_reborn", 203, 175; end; case 23: case 24: case 25: case 4023: case 4024: case 4025: case 4026: case 4027: case 4028: case 4029: case 4045: case 4046: warp "new_reborn", 207, 202; end; } } doevent "Ascension#Main::OnTalk"; end; } //== Magician (North-East) 268 234 new_reborn,268,234,0 duplicate(Ascension#1) Ascension#2 HIDDEN_WARP_NPC,2,2 //== Archer (South-East) 268 157 new_reborn,268,157,0 duplicate(Ascension#1) Ascension#3 HIDDEN_WARP_NPC,2,2 //== Acolyte (North) 202 271 new_reborn,202,271,3 duplicate(Ascension#1) Ascension#4 HIDDEN_WARP_NPC,2,2 //== Merchant (Notrh-West) 137 232 new_reborn,137,232,0 duplicate(Ascension#1) Ascension#5 HIDDEN_WARP_NPC,2,2 //==Thief (South) 202 119 new_reborn,202,119,0 duplicate(Ascension#1) Ascension#6 HIDDEN_WARP_NPC,2,2 //== Expanded Classes + Baby new_reborn,209,206,3 duplicate(Ascension#1) Expanded Master#7 4_F_KHALITZBURG //== Waitingrooms ======================================== new_reborn,203,209,4 script #Acolyte 4_F_ACOLYTE,{ mes("Follow this path for all "+strnpcinfo(NPC_NAME_HIDDEN)+" related class changes."); close(); OnInit: waitingroom strnpcinfo(NPC_NAME_HIDDEN), 0; end; } new_reborn,215,202,3 duplicate(#Acolyte) #Magician 4_M_ARUNA_NFM1 new_reborn,215,188,3 duplicate(#Acolyte) #Archer 4_M_ARCHER new_reborn,203,183,0 duplicate(#Acolyte) #Thief 2_M_THIEFMASTER new_reborn,191,189,5 duplicate(#Acolyte) #Swordsman 2_M_SWORDMASTER new_reborn,191,201,5 duplicate(#Acolyte) #Merchant 1_F_MERCHANT_01 //== Warps =============================================== //== To Pront new_reborn,196,206,4 script Exit#nr1 1_SHADOW_NPC,1,1,{ end; OnInit: .rotate = 1; // rotate? 1 = yes, 0 = no **Attention, this is an infinite loop .message$ = "Exit"; // text for rotating waitingroom if (.rotate) { while (true) { .message$ = delchar(.message$ + charat(.message$, 0), 0); delwaitingroom; waitingroom .message$, 0; sleep 500; // reduce or increase for rotation speed. The lower the faster the more ressource eating. } } else { waitingroom "Exit", 0; // else name for chatroom, } end; OnTouch: specialeffect2 EF_AGIUP2; specialeffect2 EF_JUMPBODY; sleep2 1000; warp "prontera", 156, 176; end; } //== To Ascending Dimension prontera,149,175,0 script Novi Area#novi2 1_SHADOW_NPC,1,1,{ end; OnInit: .rotate = 1; // rotate? 1 = yes, 0 = no **Attention, this is an infinite loop .message$ = "Ascending Dimension - Job Master "; // text for rotating waitingroom if (.rotate) { while (true) { .message$ = delchar(.message$ + charat(.message$, 0), 0); delwaitingroom; waitingroom .message$, 0; sleep 500; // reduce or increase for rotation speed. The lower the faster the more ressource eating. } } else { waitingroom "Job Master", 0; // else name for chatroom, } end; OnTouch: specialeffect2 EF_AGIUP2; specialeffect2 EF_JUMPBODY; sleep2 1000; warp "new_reborn", 203, 195; end; } //== Mobs ================================================ new_reborn,203,195,8,8 monster Failed Ascendant 1002,2,5000,0,0 // spawn some mobs in the center new_reborn,203,195,8,8 monster Failed Ascendant 1007,2,5000,0,0 new_reborn,203,195,8,8 monster Failed Ascendant 1063,2,5000,0,0 //== Mapflags ============================================ new_reborn mapflag noskill new_reborn mapflag nomemo new_reborn mapflag noteleport new_reborn mapflag novending new_reborn mapflag nowarpto new_reborn mapflag nobranch new_reborn mapflag town //new_reborn mapflag noafk i want rebirth when job 2nd class max base/job... and change job when high novice and high 1st class max lv base/job... Quote Link to comment Share on other sites More sharing options...
0 drupi Posted February 16, 2018 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 6 Reputation: 2 Joined: 02/10/18 Last Seen: May 4, 2021 Share Posted February 16, 2018 //===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= rAthena SVN r16114+ //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.1 Fixed reset on Baby job change. [Euphy] //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy] //= 1.3 Kagerou/Oboro added. [Euphy] //============================================================ payon,166,97,6 script Job Master 113,{ function Job_Menu; function A_An; mes "[Job Master]"; if (Class > 4049) { 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; } set .@eac, eaclass(); set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class); if (.@i > 6 && .@i < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@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 > 21) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; set .@i, select(" ~ ^0055FFRebirth^000000: ~ ^777777Cancel^000000"); if (.@i==3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } set .@j1, roclass(.@eac|EAJL_2_1); set .@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) setarray .@exp[0],.@j1,70; if (.@exp[0] && .ThirdClass) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@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 == 4001 && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else switch(Class) { case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045); 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+4001); } else Job_Menu(.@j1,.@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; set .@menu$,""; for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; next; set .@i, getarg(select(.@menu$)-1,0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && 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 set .@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 "+A_An(jobname(.@i))+"!"; if (.@i==4001 && .LastJob) set lastJob, Class; jobchange .@i; if (.@i==4001 || .@i==4023) resetlvl(1); //set StatusPoint,StatusPoint + 4891; specialeffect2 338; specialeffect2 432; if (.Platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Job Master]"; } end; } 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); } 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; 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 set .ThirdClass,0; // Enable third classes? (1: yes / 0: no) set .SNovice,45; // Minimum base level to turn into Super Novice set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no) 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) end; } Here's a working job changer. Credits to Euphy in making this script Quote Link to comment Share on other sites More sharing options...
Question
tathanngudong
i very like this system,but i don't know how to make this script work with Rathena sever
//== Function F_CoolDown ==================================== // Cooldown check //callfunc("F_CoolDown", 5); = 5 seconds cooldown function script F_CoolDown { if (.@cd + getarg(0) > gettimetick(2)) end; @cd = gettimetick(2); return; } //== Spawn - Char creation ========================================== new_reborn,203,195,0 script startpoint#new_reborn HIDDEN_WARP_NPC,1,1,{ OnTouch: if (!newrebornchar && Class != Job_Summoner) { // spawn for non summoner classes specialeffect2(EF_ANGEL3); newrebornchar = 1; } callfunc("F_CoolDown", 60); sc_start SC_INCREASEAGI, 60000, 10; // apply increase agi +10 with 60 sec cooldown, buff lasts 60 secs end; } //== Job Master ========================================== //== Main new_reborn,1,2,0 script Ascension#Main FAKE_NPC,{ OnTalk: function Job_Menu; function A_An; if (Class > Job_Soul_Linker) { message strcharinfo(PC_NAME), "No more jobs are available."; end; } if (checkhomcall() == 0|| checkfalcon() || checkcart() || checkmount() || hascashmount()) { message strcharinfo(PC_NAME), "Please remove your "+((checkhomcall() == 0)?"homunculus ":"")+((checkfalcon())?"falcon ":"")+((checkcart())?"cart ":"")+((checkmount() || hascashmount())?"mount ":"") +"before proceeding."; end; } if (.skill_point_check && SkillPoint > 0) { message strcharinfo(PC_NAME), "Please use all your skill points before proceeding."; end; } .@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; message strcharinfo(PC_NAME), "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."; end; } if (Class > Job_Crusader2) { mes "[Ascension Dimension]"; mes "Switch to third class?"; next; mes "[Ascension Dimension]"; mes "^FF0000Reminder: Opting for the Official Job Change quest will allow you to get class specific headgears.^000000"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while (true) { mes "[Ascension Dimension]"; mes "Select an option."; next; .@choice = select(" ~ ^0055FFRebirth^000000:"+": ~ ^777777Cancel^000000"); if (.@choice == 3) close; mes "[Ascension Dimension]"; mes "Are you sure?"; next; if (.@choice == 1) Job_Menu(Job_Novice_High); } } .@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) { message strcharinfo(PC_NAME), "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."; end; } mes "[Ascension Dimension]"; 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) { message strcharinfo(PC_NAME), "No more jobs are available."; end; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .jobchange_first) { message strcharinfo(PC_NAME), "A job level of "+.jobchange_first+" is required to change into the 1st Class."; end; } else if (Class == Job_Novice_High && .linear_jobchange && lastJob) { mes "[Ascension Dimension]"; mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else if (Class == Job_Novice) { switch(@newborn) { case 1: Job_Menu(Job_Swordman); break; case 2: Job_Menu(Job_Mage); break; case 3: Job_Menu(Job_Archer); break; case 4: Job_Menu(Job_Acolyte); break; case 5: Job_Menu(Job_Merchant); break; case 6: Job_Menu(Job_Thief); break; case 7: Job_Menu(Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby); break; } } else if (Class == Job_Novice_High) { switch(@newborn) { case 1: Job_Menu(Job_Swordman_High); break; case 2: Job_Menu(Job_Mage_High); break; case 3: Job_Menu(Job_Archer_High); break; case 4: Job_Menu(Job_Acolyte_High); break; case 5: Job_Menu(Job_Merchant_High); break; case 6: Job_Menu(Job_Thief_High); break; } } else if (Class == Job_Baby) { if (@newborn != 7) { message strcharinfo(PC_NAME), "You are not supposed to be here, young adventurer.."; warp "new_reborn", 207, 202; end; } Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby); } else { message strcharinfo(PC_NAME), "An error has occurred."; end; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) { message strcharinfo(PC_NAME), "No more jobs are available."; end; } else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) { message strcharinfo(PC_NAME), "A job level of "+.jobchange_second+" is required to change into the 2nd Class."; end; } else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) { mes "[Ascension Dimension]"; 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$)-1, 0); if (!.@newjob) close; if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { mes "[Extended Master]"; mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+"."; close; } mes "[Ascension Dimension]"; mes "Are you sure?"; next; } else { .@newjob = getarg(0); } if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) { mes "[Ascension Dimension]"; mes "You now become "+A_An(jobname(.@newjob))+"!"; close2; specialeffect2 EF_MAPPILLAR; progressbar "FFFF00",7; specialeffect2 EF_LORD; sc_start SC_INC_AGI, 60000, 10; if (.@newjob == Job_Novice_High && .linear_jobchange) lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script. jobchange .@newjob; mapannounce "new_reborn","Ascension Dimension: "+strcharinfo(PC_NAME)+" has become "+A_An(jobname(.@newjob))+"!",bc_map; if (.@newjob == Job_Novice_High) resetlvl(1); if (.@newjob == Job_Baby) { resetlvl(4); SkillPoint = 0; } callsub Get_Novice_Equip; if (.platinum) callsub Get_Platinum; end; } if (getargcount() == 1) return; mes "[Ascension Dimension]"; } end; } function A_An { setarray .@vowels$, "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; skill MC_CARTDECORATE, 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; Get_Novice_Equip: if (Class <= Job_Thief || Class == Job_Ninja || Class == Job_Gunslinger || Class == Job_Taekwon) { // for all standard jobs **I set it here to give +7 novi equips getitem2(N_Adventurers_Suit, 1, 1, 7, 0, 0, 0 ,0, 0); // +7 novi equips and 2 battle manual 25 getitem2(Shoes, 1, 1, 7, 0, 0, 0 ,0, 0); getitem2(Muffler, 1, 1, 7, 0, 0, 0 ,0, 0); getitem(Battle_Manual25, 2); if (Class != Job_Archer) { getitem2(Guard_, 1, 1, 7, 0, 0, 0 ,0, 0); } } if (Class == Job_Swordman || Class == Job_Baby_Swordman) { getitem2(N_Falchion, 1, 1, 7, 0, 0, 0 ,0, 0); // +7 novi falchion } if (Class == Job_Mage || Class == Job_Baby_Mage) { getitem2(N_Rod, 1, 1, 7, 0, 0, 0 ,0, 0); // +7 novi rod } if (Class == Job_Archer || Class == Job_Baby_Archer) { getitem2(N_Composite_Bow, 1, 1, 7, 0, 0, 0 ,0, 0); // and so on getitem Arrow_Container, 1; getitem Fire_Arrow_Container, 1; getitem Silver_Arrow_Container, 1; } if (Class == Job_Acolyte || Class == Job_Baby_Acolyte) { getitem2(N_Mace, 1, 1, 7, 0, 0, 0 ,0, 0); } if (Class == Job_Merchant || Class == Job_Baby_Merchant) { getitem2(N_Battle_Axe, 1, 1, 7, 0, 0, 0 ,0, 0); } if (Class == Job_Thief || Class == Job_Baby_Thief || Class == Job_Ninja) { getitem2(N_Main_Gauche, 1, 1, 7, 0, 0, 0 ,0, 0); } if (Class == Job_Gunslinger) { getitem2(Novice_Revolver, 1, 1, 7, 0, 0, 0 ,0, 0); getitem Bullet_Case, 1; getitem Bullet_Case_Silver, 1; } return; end; 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 = 1; // Force player to use up all skill points? (1: yes / 0: no) .platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end; } //== Swordsman (South-West) 137 158 new_reborn,137,158,0 script Ascension#1 HIDDEN_WARP_NPC,2,2,{ if (atoi(strnpcinfo(NPC_NAME_HIDDEN)) == 7) { if (BaseClass == Job_Novice || BaseClass == Job_Baby || BaseClass == Job_Ninja || BaseClass == Job_Gunslinger || BaseClass == Job_Taekwon) { @newborn = atoi(strnpcinfo(NPC_NAME_HIDDEN)); doevent "Ascension#Main::OnTalk"; end; } } callfunc("F_CoolDown", 4); // 4 sec cooldown npctalk "Only Novices, Ninjas, Gunslinger and Babies can use my services."; end; OnTouch: callfunc("F_CoolDown", 5); // 5 sec cooldown @newborn = atoi(strnpcinfo(NPC_NAME_HIDDEN)); if (atoi(strnpcinfo(NPC_NAME_HIDDEN)) != BaseClass && BaseClass != Job_Novice) { message strcharinfo(PC_NAME), "You are not supposed to be here, young adventurer.."; switch(BaseClass) { // warp players depending on their job case 0: break; case 1: warp "new_reborn", 187, 186; end; case 2: warp "new_reborn", 218, 205; end; case 3: warp "new_reborn", 220, 185; end; case 4: warp "new_reborn", 203, 215; end; case 5: warp "new_reborn", 187, 204; end; case 6: warp "new_reborn", 203, 175; end; case 23: case 24: case 25: case 4023: case 4024: case 4025: case 4026: case 4027: case 4028: case 4029: case 4045: case 4046: warp "new_reborn", 207, 202; end; } } doevent "Ascension#Main::OnTalk"; end; } //== Magician (North-East) 268 234 new_reborn,268,234,0 duplicate(Ascension#1) Ascension#2 HIDDEN_WARP_NPC,2,2 //== Archer (South-East) 268 157 new_reborn,268,157,0 duplicate(Ascension#1) Ascension#3 HIDDEN_WARP_NPC,2,2 //== Acolyte (North) 202 271 new_reborn,202,271,3 duplicate(Ascension#1) Ascension#4 HIDDEN_WARP_NPC,2,2 //== Merchant (Notrh-West) 137 232 new_reborn,137,232,0 duplicate(Ascension#1) Ascension#5 HIDDEN_WARP_NPC,2,2 //==Thief (South) 202 119 new_reborn,202,119,0 duplicate(Ascension#1) Ascension#6 HIDDEN_WARP_NPC,2,2 //== Expanded Classes + Baby new_reborn,209,206,3 duplicate(Ascension#1) Expanded Master#7 4_F_KHALITZBURG //== Waitingrooms ======================================== new_reborn,203,209,4 script #Acolyte 4_F_ACOLYTE,{ mes("Follow this path for all "+strnpcinfo(NPC_NAME_HIDDEN)+" related class changes."); close(); OnInit: waitingroom strnpcinfo(NPC_NAME_HIDDEN), 0; end; } new_reborn,215,202,3 duplicate(#Acolyte) #Magician 4_M_ARUNA_NFM1 new_reborn,215,188,3 duplicate(#Acolyte) #Archer 4_M_ARCHER new_reborn,203,183,0 duplicate(#Acolyte) #Thief 2_M_THIEFMASTER new_reborn,191,189,5 duplicate(#Acolyte) #Swordsman 2_M_SWORDMASTER new_reborn,191,201,5 duplicate(#Acolyte) #Merchant 1_F_MERCHANT_01 //== Warps =============================================== //== To Pront new_reborn,196,206,4 script Exit#nr1 1_SHADOW_NPC,1,1,{ end; OnInit: .rotate = 1; // rotate? 1 = yes, 0 = no **Attention, this is an infinite loop .message$ = "Exit"; // text for rotating waitingroom if (.rotate) { while (true) { .message$ = delchar(.message$ + charat(.message$, 0), 0); delwaitingroom; waitingroom .message$, 0; sleep 500; // reduce or increase for rotation speed. The lower the faster the more ressource eating. } } else { waitingroom "Exit", 0; // else name for chatroom, } end; OnTouch: specialeffect2 EF_AGIUP2; specialeffect2 EF_JUMPBODY; sleep2 1000; warp "prontera", 156, 176; end; } //== To Ascending Dimension prontera,149,175,0 script Novi Area#novi2 1_SHADOW_NPC,1,1,{ end; OnInit: .rotate = 1; // rotate? 1 = yes, 0 = no **Attention, this is an infinite loop .message$ = "Ascending Dimension - Job Master "; // text for rotating waitingroom if (.rotate) { while (true) { .message$ = delchar(.message$ + charat(.message$, 0), 0); delwaitingroom; waitingroom .message$, 0; sleep 500; // reduce or increase for rotation speed. The lower the faster the more ressource eating. } } else { waitingroom "Job Master", 0; // else name for chatroom, } end; OnTouch: specialeffect2 EF_AGIUP2; specialeffect2 EF_JUMPBODY; sleep2 1000; warp "new_reborn", 203, 195; end; } //== Mobs ================================================ new_reborn,203,195,8,8 monster Failed Ascendant 1002,2,5000,0,0 // spawn some mobs in the center new_reborn,203,195,8,8 monster Failed Ascendant 1007,2,5000,0,0 new_reborn,203,195,8,8 monster Failed Ascendant 1063,2,5000,0,0 //== Mapflags ============================================ new_reborn mapflag noskill new_reborn mapflag nomemo new_reborn mapflag noteleport new_reborn mapflag novending new_reborn mapflag nowarpto new_reborn mapflag nobranch new_reborn mapflag town //new_reborn mapflag noafk
i want rebirth when job 2nd class max base/job... and change job when high novice and high 1st class max lv base/job...
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