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required zeny job changer/master


behemothcze

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im using this script 

//===== rAthena Script =======================================
//= Job Master
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script. [Euphy]
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//= 1.5 Added option to disable RebirthClass. [mazvi]
//= 1.6 Added option to get job related equipment on change. [Braniff]
//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
//= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
//= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
//============================================================

prontera,153,193,6    script    Job Master    123,{
function Get_Job_Equip;
// Checks if the Player has the required level.
// closes if not, returns if yes
function    Require_Level    {
    if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
        .@blvl = getarg(0) - BaseLevel;
        .@jlvl = getarg(1) - JobLevel;
        mes "Level requirement:";
        mes ((getarg(0)>1)? 
            "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
            getarg(1)+"^000000 (^00bb00Job^000000)";
        mes "You need " +
            ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
                ((.@jlvl > 0) ? "and " : "") : "") +
            ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
            "to continue.";
        close;
    }
    return;
}

// Checks if the given eac is a baby class
function Is_Baby    {
    return ((getarg(0, eaclass())&EAJL_BABY)>0);
}

// Checks if the player can change to third class.
// Note: This does not include the level checks.
function    Can_Change_Third    {
    // To change to third class you either need to be:
    // * Second Class
    // * Transcendent Second Class
    // * Baby Second Class
    if( !.ThirdClass )
        return false; // Third job change disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_THIRD )
        return false; // Already Third Class
    if( roclass(eaclass()|EAJL_THIRD) < 0 )
        return false; // Job has no third Class
    if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
        return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
    if( Is_Baby() && (!.BabyClass || !.BabyThird) )
        return false; // No Baby (Third) change allowed
    return true;
}

function    Can_Rebirth    {
    // To rebirth, you need to be:
    // * Second Class
    if( !.RebirthClass )
        return false; // Rebirth disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_UPPER )
        return false; // Already Rebirthed
    if( roclass(eaclass()|EAJL_UPPER) < 0 )
        return false; // Job has no transcended class
    if( Is_Baby() && !.BabyClass )
        return false; // No Baby changes allowed
    return true;
}

// Checks if the given eac is a first class
function    Is_First_Cls    {
    return (getarg(0) <= EAJ_TAEKWON);
}

function    Check_Riding    {
    // Note: Why we should always check for Riding:
    // Mounts are considered as another class, which
    // would make this NPC bigger just to handle with
    // those special cases.
    if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
        mes "Please remove your " +
            ((checkfalcon()) ? "falcon" : "") +
            ((checkcart()) ? "cart" : "") +
            ((checkriding()) ? "Peco" : "") +
            ((ismounting()) ? "mount" : "") +
            " before proceeding.";
        close;
    }
    return;
}
function    Check_SkillPoints    {
    if (.SkillPointCheck && SkillPoint) {
        mes "Please use all your skill points before proceeding.";
        close;
    }
    return;
}

// addJobOptions is essentially the same like
// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
// It's just easier to read, since we're using it very often
function    Job_Options    {
    .@argcount = getargcount();
    .@arr_size = getarraysize(getarg(0));
    for( .@i = 1; .@i < .@argcount; .@i++) {
        setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    }
}

// Begin of the NPC
    mes .NPCName$;
    Check_Riding();
    Check_SkillPoints();

    // initialisation
    deletearray .@job_opt[0],getarraysize(.@job_opt);
    .@eac = eaclass();
    .@third_possible = Can_Change_Third();
    .@rebirth_possible = Can_Rebirth();
    .@first_eac = .@eac&EAJ_BASEMASK;
    .@second_eac = .@eac&EAJ_UPPERMASK;
    // Note: These are already set in pc.cpp
    // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
    // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
    //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
        
    // From here on the jobmaster checks the current class
    // and fills the the array `.@job_opt` with possible
    // job options for the player.
    
    if( .@rebirth_possible ) {
        // Rebirth option (displayed on the top of the menu)
        Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
        Job_Options(.@job_opt, Job_Novice_High);
    }
    if( .@third_possible ) {
        // Third Job change (displayed below rebirth)
        Require_Level(.Req_Third[0], .Req_Third[1]);
        Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
    }
     
    if (.SecondExpanded && 
       (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
       !(eaclass()&EAJL_THIRD) ) {                     // not already Expanded SN
        // (Baby) Super Novice to Expanded (Baby) Super Novice
           if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
            Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
        }
    }
    
    if (.SecondExpanded && 
        ((.@eac&(~EAJL_BABY)) == EAJ_NINJA ||         // is (Baby) Ninja
        (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) {    // is (Baby) Gunslinger
        // (Baby) Ninja to (Baby) Kagerou / Oboro
        // (Baby) Gunslinger to (Baby) Rebellion
        if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
            // Kagerou, Oboro, Rebellion are considered as a 2-1 class
            Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
        }
    }
    
    // Player is Job_Novice, Job_Novice_High or Job_Baby
    if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
        // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
        Require_Level(.Req_First[0], .Req_First[1]);
        switch(Class) {
            case Job_Novice:
                // First job change
                Job_Options(.@job_opt,Job_Swordman,
                    Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
                    Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
                if( .BabyNovice )
                    Job_Options(.@job_opt, Job_Baby);
                break;
            case Job_Novice_High:
                // Job change after rebirth
                if( .LastJob && lastJob )
                    Job_Options(.@job_opt,
                        roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
                else
                    Job_Options(.@job_opt, 
                        Job_Swordman_High, Job_Mage_High, Job_Archer_High,
                        Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
                break;
            case Job_Baby:
                if( !.BabyClass )
                    break;
                // First job change as a baby
                Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
                    Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
                    Job_Baby_Thief);
                if( .BabyExpanded )
                    Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
                        Job_Baby_Gunslinger, Job_Baby_Ninja);
                if( .BabySummoner )
                    Job_Options(.@job_opt, Job_Baby_Summoner);
                break;
            default:
                mes "An error has occurred.";
                close;
        }
    } else if( Is_First_Cls(.@eac) ||                 // First Class
               Is_First_Cls(.@eac&(~EAJL_UPPER)) ||    // Trans. First Cls
               (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {    // Baby First Cls
        // Player is First Class (not Novice)
        // most jobs should have two options here  (2-1 and 2-2)
        .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
        .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
        // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
        if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
            // Player is rebirth Cls and linear class changes are enforced
            Require_Level(.Req_Second[0], .Req_Second[1]);
            Job_Options(.@job_opt, lastJob + Job_Novice_High);
        } else {
            // Class is not enforced, player can decide.
            if( .@class1 > 0 ) { // 2-1
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class1);
            }
            if( .@class2 > 0 ) { // 2-2
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class2);
            }
        }
    }
    
    // Displaying the Job Menu defined by .@job_opt.
    // .@job_opt should not be changed below this line.
    function Job_Menu;
    Job_Menu(.@job_opt);
    close;

// Displays the job menu
function    Job_Menu    {
    // getarg(0) is the .@job_opt array holding all available job changes.
    function Confirm_Change;
    while(true) {
        .@opt_cnt =  getarraysize(getarg(0));
        if( .@opt_cnt <= 0 ) {
            mes "No more jobs are available.";
            close;
        }

        .@selected = 0; // Just a single job class given, no select needed
        if (.@opt_cnt > 1) {
            // Multiple job classes given. Select one and save it to .@class
            // After that confirm .@class
            mes "Select a job.";
            .@menu$ = "";
            for (.@i = 0; .@i < .@opt_cnt; .@i++) {
                if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
                    .@jobname$ = "^0055FFRebirth^000000";
                else
                    .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
                .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
            }
            .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
            .@selected = select(.@menu$) - 1;
            if( .@selected < 0 || .@selected >= .@opt_cnt )
                close;
            next;
            mes .NPCName$;
        }
        .@class = getelementofarray(getarg(0), .@selected);
        if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
                BaseLevel < .SNovice) {
            // Special Level Requirement because Super Novice and
            // Super Baby can both be selected in one of the first class
            // changes. That's why the Level Requirement is after and not before
            // the selection.
            mes "A base level of " + .SNovice +
                " is required to turn into a " + jobname(.@class) + ".";
            return;
        }
        // Confirm the Class
        Confirm_Change(.@class, .@opt_cnt > 1);
        next;
        mes .NPCName$;
    }
    return;
}


// Executes the actual jobchange and closes.
function    Job_Change    {
    .@to_cls = getarg(0);
    next;
    mes .NPCName$;
    mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
    if (.@to_cls == Job_Novice_High && .LastJob)
        lastJob = Class; // Saves the lastJob for rebirth
    jobchange .@to_cls;
    if (.@to_cls == Job_Novice_High)
        resetlvl(1);
    else if (.@to_cls == Job_Baby) {
        resetstatus;
        resetskill;
        set SkillPoint,0;
    }
    specialeffect2 EF_ANGEL2;
    specialeffect2 EF_ELECTRIC;
    if (.Platinum)
        callfunc "F_GetPlatinumSkills";
    if (.GetJobEquip)
        Get_Job_Equip();
    close; // Always closes after the change
}

function    Confirm_Change    {
    // Player confirms he want to change into .@class
    .@class = getarg(0, -1);
    .@back = getarg(1, false);
    if( .@class < 0 ) {
        mes "Unknown Class Error.";
        close;
    }
    mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
    .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
    if( .@class == Job_Novice_High)
        .@job_option$ = " ~ ^0055FFRebirth^000000";
    
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

// Function which gives a job related item to the player
// the items are the rewards from the original job change quests
function    Get_Job_Equip    {
    // Note: The item is dropping, when the player can't hold it.
    // But that's better than not giving the item at all.
    .@eac = eaclass();
    if( .@eac&EAJL_THIRD ) {
        // Third Class Items
        getitem 2795,1;    //    Green Apple Ring for every 3rd Class
        switch(BaseJob) {
            // BaseJob of Third Cls
            // For Normal Third, Baby Third and Transcended Third Cls
            case Job_Knight:
                getitem 5746,1;    break;    //    Rune Circlet [1]
            case Job_Wizard:
                getitem 5753,1;    break;    //    Magic Stone Hat [1]
            case Job_Hunter:
                getitem 5748,1;    break;    //    Sniper Goggle [1]
            case Job_Priest:
                getitem 5747,1;    break;    //    Mitra [1]
            case Job_Blacksmith:
                getitem 5749,1;    break;    //    Driver Band [1]
            case Job_Assassin:
                getitem 5755,1;    break;    //    Silent Executor [1]
            case Job_Crusader:
                getitem 5757,1;    break;    //    Dip Schmidt Helm [1]
            case Job_Sage:
                getitem 5756,1;    break;    //    Wind Whisper [1]
            case Job_Bard:
                getitem 5751,1;    break;    //    Maestro Song's Hat [1]
            case Job_Dancer:
                getitem 5758,1;    break;    //    Dying Swan [1]
            case Job_Monk:
                getitem 5754,1;    break;    //    Blazing Soul [1]
            case Job_Alchemist:
                getitem 5752,1;    break;    //    Midas Whisper[1]
            case Job_Rogue:
                getitem 5750,1;         //    Shadow Handicraft [1]
                getitem 6121,1;            //    Makeover Brush
                getitem 6122,1;    break;    //    Paint Brush
        }
    } else if (.@eac&EAJL_2) {
        // Second Class (And not Third Class)
        switch(BaseJob) {
            // Second Class
            case Job_Knight:
                getitem 1163,1;    break;    //    Claymore [0]
            case Job_Priest:
                getitem 1522,1;    break;    //    Stunner [0]
            case Job_Wizard:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
            case Job_Blacksmith:
                getitem 1360,1;    break;    //    Two-Handed-Axe [1]
            case Job_Hunter:
                getitem 1718,1;    break;    //    Hunter Bow [0]
            case Job_Assassin:
                getitem 1254,1;    break;    //    Jamadhar [0]
            case Job_Crusader:
                getitem 1410,1;    break;    //    Lance [0]
            case Job_Monk:
                getitem 1807,1;    break;    //    Fist [0]
            case Job_Sage:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Rogue:
                getitem 1222,1;    break;    //    Damascus [1]
            case Job_Alchemist:
                getitem 1126,1;    break;    //    Saber [2]
            case Job_Bard:
                getitem 1907,1;    break;    //    Guitar [0]
            case Job_Dancer:
                getitem 1960,1;    break;    //    Whip [1]
            case Job_Super_Novice:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Star_Gladiator:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Soul_Linker:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
        }
    } else {
        // Neither Second or Third Cls
        // => First Cls or not covered by the switch
        switch(BaseClass) {
            // First Class
            case Job_Swordman:
                getitem 1108,1;    break;    //    Blade [4]
            case Job_Mage:
                getitem 1602,1;    break;    //    Rod [4]
            case Job_Archer:
                getitem 1705,1;    break;    //    Composite Bow [4]
            case Job_Acolyte:
                getitem 1505,1;    break;    //    Mace [4]
            case Job_Merchant:
                getitem 1302,1;    break;    //    Axe [4]
            case Job_Thief:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Gunslinger:
                getitem 13101,1; break;    //    Six Shooter [2]
            case Job_Ninja:
                getitem 13010,1; break;    //    Asura [2]
        }
    }
    return;
}

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = false;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    .BabyNovice = false;    // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    .BabyClass = false;                // Enable Baby classes?
    .BabyThird = false;                // Enable Baby third classes?
    .BabyExpanded = false;            // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    .BabySummoner = false;            // Enable Baby Summoner?
    .LastJob = true;                // Enforce linear class changes?
    .SkillPointCheck = true;        // Force player to use up all skill points?
    .Platinum = true;                // Get platinum skills automatically?
    .GetJobEquip = false;            // Get job equipment (mostly weapons) on job change?

    // Level Requirements
    setarray .Req_First[0],1,10;         // Minimum base level, job level to turn into 1st class
    setarray .Req_Second[0],1,40;         // Minimum base level, job level to turn into 2nd class
    setarray .Req_Rebirth[0],99,50;        // Minimum base level, job level to rebirth
    setarray .Req_Third[0],99,50;        // Minimum base level, job level to change to third class
    setarray .Req_Exp_NJ_GS[0],99,70;     // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
    setarray .Req_Exp_SNOVI[0],99,99;     // Minimum base level, job level to turn into Expanded Super Novice
    .SNovice = 45;                        // Minimum base level to turn into Super Novice
    
    // Setting adjustments by PACKETVER
    if( PACKETVER < 20161207 ) {
        if( .BabyExpanded )
            debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
        if( .BabySummoner )
            debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
        .BabyExpanded = false;
        .BabySummoner = false;
    }
    end;
}

how to put zeny requirements thanks

Edited by Patskie
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Try this:

Modify this line (Line 459) to set the Zeny cost.

.ZCost = 25000;	// Zeny cost per job change. Change to 0 to disable.
//===== rAthena Script =======================================
//= Job Master
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script. [Euphy]
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//= 1.5 Added option to disable RebirthClass. [mazvi]
//= 1.6 Added option to get job related equipment on change. [Braniff]
//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
//= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
//= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
//============================================================

prontera,153,193,6	script	Job Master	123,{
function Get_Job_Equip;
// Checks if the Player has the required level.
// closes if not, returns if yes
function    Require_Level    {
    if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
        .@blvl = getarg(0) - BaseLevel;
        .@jlvl = getarg(1) - JobLevel;
        mes "Level requirement:";
        mes ((getarg(0)>1)? 
            "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
            getarg(1)+"^000000 (^00bb00Job^000000)";
        mes "You need " +
            ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
                ((.@jlvl > 0) ? "and " : "") : "") +
            ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
            "to continue.";
        close;
    }
    return;
}

// Checks if the given eac is a baby class
function Is_Baby    {
    return ((getarg(0, eaclass())&EAJL_BABY)>0);
}

// Checks if the player can change to third class.
// Note: This does not include the level checks.
function    Can_Change_Third    {
    // To change to third class you either need to be:
    // * Second Class
    // * Transcendent Second Class
    // * Baby Second Class
    if( !.ThirdClass )
        return false; // Third job change disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_THIRD )
        return false; // Already Third Class
    if( roclass(eaclass()|EAJL_THIRD) < 0 )
        return false; // Job has no third Class
    if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
        return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
    if( Is_Baby() && (!.BabyClass || !.BabyThird) )
        return false; // No Baby (Third) change allowed
    return true;
}

function    Can_Rebirth    {
    // To rebirth, you need to be:
    // * Second Class
    if( !.RebirthClass )
        return false; // Rebirth disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_UPPER )
        return false; // Already Rebirthed
    if( roclass(eaclass()|EAJL_UPPER) < 0 )
        return false; // Job has no transcended class
    if( Is_Baby() && !.BabyClass )
        return false; // No Baby changes allowed
    return true;
}

// Checks if the given eac is a first class
function    Is_First_Cls    {
    return (getarg(0) <= EAJ_TAEKWON);
}

function    Check_Riding    {
    // Note: Why we should always check for Riding:
    // Mounts are considered as another class, which
    // would make this NPC bigger just to handle with
    // those special cases.
    if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
        mes "Please remove your " +
            ((checkfalcon()) ? "falcon" : "") +
            ((checkcart()) ? "cart" : "") +
            ((checkriding()) ? "Peco" : "") +
            ((ismounting()) ? "mount" : "") +
            " before proceeding.";
        close;
    }
    return;
}
function    Check_SkillPoints    {
    if (.SkillPointCheck && SkillPoint) {
        mes "Please use all your skill points before proceeding.";
        close;
    }
    return;
}

// addJobOptions is essentially the same like
// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
// It's just easier to read, since we're using it very often
function    Job_Options    {
    .@argcount = getargcount();
    .@arr_size = getarraysize(getarg(0));
    for( .@i = 1; .@i < .@argcount; .@i++) {
        setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    }
}

// Begin of the NPC
    mes .NPCName$;
    Check_Riding();
    Check_SkillPoints();

    // initialisation
    deletearray .@job_opt[0],getarraysize(.@job_opt);
    .@eac = eaclass();
    .@third_possible = Can_Change_Third();
    .@rebirth_possible = Can_Rebirth();
    .@first_eac = .@eac&EAJ_BASEMASK;
    .@second_eac = .@eac&EAJ_UPPERMASK;
    // Note: These are already set in pc.cpp
    // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
    // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
    //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
        
    // From here on the jobmaster checks the current class
    // and fills the the array `.@job_opt` with possible
    // job options for the player.
    
    if( .@rebirth_possible ) {
        // Rebirth option (displayed on the top of the menu)
        Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
        Job_Options(.@job_opt, Job_Novice_High);
    }
    if( .@third_possible ) {
        // Third Job change (displayed below rebirth)
        Require_Level(.Req_Third[0], .Req_Third[1]);
        Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
    }
     
    if (.SecondExpanded && 
       (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
       !(eaclass()&EAJL_THIRD) ) {                     // not already Expanded SN
        // (Baby) Super Novice to Expanded (Baby) Super Novice
           if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
            Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
        }
    }
    
    if (.SecondExpanded && 
        ((.@eac&(~EAJL_BABY)) == EAJ_NINJA ||         // is (Baby) Ninja
        (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) {    // is (Baby) Gunslinger
        // (Baby) Ninja to (Baby) Kagerou / Oboro
        // (Baby) Gunslinger to (Baby) Rebellion
        if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
            // Kagerou, Oboro, Rebellion are considered as a 2-1 class
            Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
        }
    }
    
    // Player is Job_Novice, Job_Novice_High or Job_Baby
    if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
        // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
        Require_Level(.Req_First[0], .Req_First[1]);
        switch(Class) {
            case Job_Novice:
                // First job change
                Job_Options(.@job_opt,Job_Swordman,
                    Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
                    Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
                if( .BabyNovice )
                    Job_Options(.@job_opt, Job_Baby);
                break;
            case Job_Novice_High:
                // Job change after rebirth
                if( .LastJob && lastJob )
                    Job_Options(.@job_opt,
                        roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
                else
                    Job_Options(.@job_opt, 
                        Job_Swordman_High, Job_Mage_High, Job_Archer_High,
                        Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
                break;
            case Job_Baby:
                if( !.BabyClass )
                    break;
                // First job change as a baby
                Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
                    Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
                    Job_Baby_Thief);
                if( .BabyExpanded )
                    Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
                        Job_Baby_Gunslinger, Job_Baby_Ninja);
                if( .BabySummoner )
                    Job_Options(.@job_opt, Job_Baby_Summoner);
                break;
            default:
                mes "An error has occurred.";
                close;
        }
    } else if( Is_First_Cls(.@eac) ||                 // First Class
               Is_First_Cls(.@eac&(~EAJL_UPPER)) ||    // Trans. First Cls
               (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {    // Baby First Cls
        // Player is First Class (not Novice)
        // most jobs should have two options here  (2-1 and 2-2)
        .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
        .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
        // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
        if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
            // Player is rebirth Cls and linear class changes are enforced
            Require_Level(.Req_Second[0], .Req_Second[1]);
            Job_Options(.@job_opt, lastJob + Job_Novice_High);
        } else {
            // Class is not enforced, player can decide.
            if( .@class1 > 0 ) { // 2-1
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class1);
            }
            if( .@class2 > 0 ) { // 2-2
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class2);
            }
        }
    }
    
    // Displaying the Job Menu defined by .@job_opt.
    // .@job_opt should not be changed below this line.
    function Job_Menu;
    Job_Menu(.@job_opt);
    close;

// Displays the job menu
function    Job_Menu    {
    // getarg(0) is the .@job_opt array holding all available job changes.
    function Confirm_Change;
    while(true) {
        .@opt_cnt =  getarraysize(getarg(0));
        if( .@opt_cnt <= 0 ) {
            mes "No more jobs are available.";
            close;
        }

        .@selected = 0; // Just a single job class given, no select needed
        if (.@opt_cnt > 1) {
            // Multiple job classes given. Select one and save it to .@class
            // After that confirm .@class
            mes "Select a job.";
            .@menu$ = "";
            for (.@i = 0; .@i < .@opt_cnt; .@i++) {
                if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
                    .@jobname$ = "^0055FFRebirth^000000";
                else
                    .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
                .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
            }
            .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
            .@selected = select(.@menu$) - 1;
            if( .@selected < 0 || .@selected >= .@opt_cnt )
                close;
            next;
            mes .NPCName$;
        }
        .@class = getelementofarray(getarg(0), .@selected);
        if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
                BaseLevel < .SNovice) {
            // Special Level Requirement because Super Novice and
            // Super Baby can both be selected in one of the first class
            // changes. That's why the Level Requirement is after and not before
            // the selection.
            mes "A base level of " + .SNovice +
                " is required to turn into a " + jobname(.@class) + ".";
            return;
        }
        // Confirm the Class
        Confirm_Change(.@class, .@opt_cnt > 1);
        next;
        mes .NPCName$;
    }
    return;
}


// Executes the actual jobchange and closes.
function    Job_Change    {
    .@to_cls = getarg(0);
    next;
    mes .NPCName$;
    mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
    if (.@to_cls == Job_Novice_High && .LastJob)
        lastJob = Class; // Saves the lastJob for rebirth
    jobchange .@to_cls;
    if (.@to_cls == Job_Novice_High)
        resetlvl(1);
    else if (.@to_cls == Job_Baby) {
        resetstatus;
        resetskill;
        set SkillPoint,0;
    }
    specialeffect2 EF_ANGEL2;
    specialeffect2 EF_ELECTRIC;
    if (.Platinum)
        callfunc "F_GetPlatinumSkills";
    if (.GetJobEquip)
        Get_Job_Equip();
    close; // Always closes after the change
}

function    Confirm_Change    {
    // Player confirms he want to change into .@class
    .@class = getarg(0, -1);
    .@back = getarg(1, false);
    if( .@class < 0 ) {
        mes "Unknown Class Error.";
        close;
    }
    mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
	if(.ZCost) { mes "This will cost "+callfunc("F_InsertComma",.ZCost)+"z"; }	// Adds Zeny Cost message if ZCost is enabled
    if(.ZCost) { .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class - ("+callfunc("F_InsertComma",.ZCost)+"z)"; } 
		else { .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; }
    if( .@class == Job_Novice_High)
        .@job_option$ = " ~ ^0055FFRebirth^000000";
    
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
		if(Zeny < .ZCost) { clear; mes .NPCName$; mes "You are lacking "+callfunc("F_InsertComma",(.ZCost - Zeny))+" zeny."; close; }
		Zeny = Zeny-.ZCost;
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

// Function which gives a job related item to the player
// the items are the rewards from the original job change quests
function    Get_Job_Equip    {
    // Note: The item is dropping, when the player can't hold it.
    // But that's better than not giving the item at all.
    .@eac = eaclass();
    if( .@eac&EAJL_THIRD ) {
        // Third Class Items
        getitem 2795,1;    //    Green Apple Ring for every 3rd Class
        switch(BaseJob) {
            // BaseJob of Third Cls
            // For Normal Third, Baby Third and Transcended Third Cls
            case Job_Knight:
                getitem 5746,1;    break;    //    Rune Circlet [1]
            case Job_Wizard:
                getitem 5753,1;    break;    //    Magic Stone Hat [1]
            case Job_Hunter:
                getitem 5748,1;    break;    //    Sniper Goggle [1]
            case Job_Priest:
                getitem 5747,1;    break;    //    Mitra [1]
            case Job_Blacksmith:
                getitem 5749,1;    break;    //    Driver Band [1]
            case Job_Assassin:
                getitem 5755,1;    break;    //    Silent Executor [1]
            case Job_Crusader:
                getitem 5757,1;    break;    //    Dip Schmidt Helm [1]
            case Job_Sage:
                getitem 5756,1;    break;    //    Wind Whisper [1]
            case Job_Bard:
                getitem 5751,1;    break;    //    Maestro Song's Hat [1]
            case Job_Dancer:
                getitem 5758,1;    break;    //    Dying Swan [1]
            case Job_Monk:
                getitem 5754,1;    break;    //    Blazing Soul [1]
            case Job_Alchemist:
                getitem 5752,1;    break;    //    Midas Whisper[1]
            case Job_Rogue:
                getitem 5750,1;         //    Shadow Handicraft [1]
                getitem 6121,1;            //    Makeover Brush
                getitem 6122,1;    break;    //    Paint Brush
        }
    } else if (.@eac&EAJL_2) {
        // Second Class (And not Third Class)
        switch(BaseJob) {
            // Second Class
            case Job_Knight:
                getitem 1163,1;    break;    //    Claymore [0]
            case Job_Priest:
                getitem 1522,1;    break;    //    Stunner [0]
            case Job_Wizard:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
            case Job_Blacksmith:
                getitem 1360,1;    break;    //    Two-Handed-Axe [1]
            case Job_Hunter:
                getitem 1718,1;    break;    //    Hunter Bow [0]
            case Job_Assassin:
                getitem 1254,1;    break;    //    Jamadhar [0]
            case Job_Crusader:
                getitem 1410,1;    break;    //    Lance [0]
            case Job_Monk:
                getitem 1807,1;    break;    //    Fist [0]
            case Job_Sage:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Rogue:
                getitem 1222,1;    break;    //    Damascus [1]
            case Job_Alchemist:
                getitem 1126,1;    break;    //    Saber [2]
            case Job_Bard:
                getitem 1907,1;    break;    //    Guitar [0]
            case Job_Dancer:
                getitem 1960,1;    break;    //    Whip [1]
            case Job_Super_Novice:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Star_Gladiator:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Soul_Linker:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
        }
    } else {
        // Neither Second or Third Cls
        // => First Cls or not covered by the switch
        switch(BaseClass) {
            // First Class
            case Job_Swordman:
                getitem 1108,1;    break;    //    Blade [4]
            case Job_Mage:
                getitem 1602,1;    break;    //    Rod [4]
            case Job_Archer:
                getitem 1705,1;    break;    //    Composite Bow [4]
            case Job_Acolyte:
                getitem 1505,1;    break;    //    Mace [4]
            case Job_Merchant:
                getitem 1302,1;    break;    //    Axe [4]
            case Job_Thief:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Gunslinger:
                getitem 13101,1; break;    //    Six Shooter [2]
            case Job_Ninja:
                getitem 13010,1; break;    //    Asura [2]
        }
    }
    return;
}

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
	.ZCost = 25000;	// Zeny cost per job change. Change to 0 to disable.
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = false;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    .BabyNovice = false;    // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    .BabyClass = false;                // Enable Baby classes?
    .BabyThird = false;                // Enable Baby third classes?
    .BabyExpanded = false;            // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    .BabySummoner = false;            // Enable Baby Summoner?
    .LastJob = true;                // Enforce linear class changes?
    .SkillPointCheck = true;        // Force player to use up all skill points?
    .Platinum = true;                // Get platinum skills automatically?
    .GetJobEquip = false;            // Get job equipment (mostly weapons) on job change?

    // Level Requirements
    setarray .Req_First[0],1,10;         // Minimum base level, job level to turn into 1st class
    setarray .Req_Second[0],1,40;         // Minimum base level, job level to turn into 2nd class
    setarray .Req_Rebirth[0],99,50;        // Minimum base level, job level to rebirth
    setarray .Req_Third[0],99,50;        // Minimum base level, job level to change to third class
    setarray .Req_Exp_NJ_GS[0],99,70;     // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
    setarray .Req_Exp_SNOVI[0],99,99;     // Minimum base level, job level to turn into Expanded Super Novice
    .SNovice = 45;                        // Minimum base level to turn into Super Novice
    
    // Setting adjustments by PACKETVER
    if( PACKETVER < 20161207 ) {
        if( .BabyExpanded )
            debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
        if( .BabySummoner )
            debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
        .BabyExpanded = false;
        .BabySummoner = false;
    }
    end;
}

 

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On 8/5/2020 at 8:59 PM, PottScilgrim said:

Try this:

Modify this line (Line 459) to set the Zeny cost.


.ZCost = 25000;	// Zeny cost per job change. Change to 0 to disable.

//===== rAthena Script =======================================
//= Job Master
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script. [Euphy]
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//= 1.5 Added option to disable RebirthClass. [mazvi]
//= 1.6 Added option to get job related equipment on change. [Braniff]
//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
//= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
//= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
//============================================================

prontera,153,193,6	script	Job Master	123,{
function Get_Job_Equip;
// Checks if the Player has the required level.
// closes if not, returns if yes
function    Require_Level    {
    if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
        .@blvl = getarg(0) - BaseLevel;
        .@jlvl = getarg(1) - JobLevel;
        mes "Level requirement:";
        mes ((getarg(0)>1)? 
            "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
            getarg(1)+"^000000 (^00bb00Job^000000)";
        mes "You need " +
            ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
                ((.@jlvl > 0) ? "and " : "") : "") +
            ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
            "to continue.";
        close;
    }
    return;
}

// Checks if the given eac is a baby class
function Is_Baby    {
    return ((getarg(0, eaclass())&EAJL_BABY)>0);
}

// Checks if the player can change to third class.
// Note: This does not include the level checks.
function    Can_Change_Third    {
    // To change to third class you either need to be:
    // * Second Class
    // * Transcendent Second Class
    // * Baby Second Class
    if( !.ThirdClass )
        return false; // Third job change disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_THIRD )
        return false; // Already Third Class
    if( roclass(eaclass()|EAJL_THIRD) < 0 )
        return false; // Job has no third Class
    if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
        return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
    if( Is_Baby() && (!.BabyClass || !.BabyThird) )
        return false; // No Baby (Third) change allowed
    return true;
}

function    Can_Rebirth    {
    // To rebirth, you need to be:
    // * Second Class
    if( !.RebirthClass )
        return false; // Rebirth disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_UPPER )
        return false; // Already Rebirthed
    if( roclass(eaclass()|EAJL_UPPER) < 0 )
        return false; // Job has no transcended class
    if( Is_Baby() && !.BabyClass )
        return false; // No Baby changes allowed
    return true;
}

// Checks if the given eac is a first class
function    Is_First_Cls    {
    return (getarg(0) <= EAJ_TAEKWON);
}

function    Check_Riding    {
    // Note: Why we should always check for Riding:
    // Mounts are considered as another class, which
    // would make this NPC bigger just to handle with
    // those special cases.
    if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
        mes "Please remove your " +
            ((checkfalcon()) ? "falcon" : "") +
            ((checkcart()) ? "cart" : "") +
            ((checkriding()) ? "Peco" : "") +
            ((ismounting()) ? "mount" : "") +
            " before proceeding.";
        close;
    }
    return;
}
function    Check_SkillPoints    {
    if (.SkillPointCheck && SkillPoint) {
        mes "Please use all your skill points before proceeding.";
        close;
    }
    return;
}

// addJobOptions is essentially the same like
// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
// It's just easier to read, since we're using it very often
function    Job_Options    {
    .@argcount = getargcount();
    .@arr_size = getarraysize(getarg(0));
    for( .@i = 1; .@i < .@argcount; .@i++) {
        setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    }
}

// Begin of the NPC
    mes .NPCName$;
    Check_Riding();
    Check_SkillPoints();

    // initialisation
    deletearray .@job_opt[0],getarraysize(.@job_opt);
    .@eac = eaclass();
    .@third_possible = Can_Change_Third();
    .@rebirth_possible = Can_Rebirth();
    .@first_eac = .@eac&EAJ_BASEMASK;
    .@second_eac = .@eac&EAJ_UPPERMASK;
    // Note: These are already set in pc.cpp
    // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
    // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
    //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
        
    // From here on the jobmaster checks the current class
    // and fills the the array `.@job_opt` with possible
    // job options for the player.
    
    if( .@rebirth_possible ) {
        // Rebirth option (displayed on the top of the menu)
        Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
        Job_Options(.@job_opt, Job_Novice_High);
    }
    if( .@third_possible ) {
        // Third Job change (displayed below rebirth)
        Require_Level(.Req_Third[0], .Req_Third[1]);
        Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
    }
     
    if (.SecondExpanded && 
       (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
       !(eaclass()&EAJL_THIRD) ) {                     // not already Expanded SN
        // (Baby) Super Novice to Expanded (Baby) Super Novice
           if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
            Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
        }
    }
    
    if (.SecondExpanded && 
        ((.@eac&(~EAJL_BABY)) == EAJ_NINJA ||         // is (Baby) Ninja
        (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) {    // is (Baby) Gunslinger
        // (Baby) Ninja to (Baby) Kagerou / Oboro
        // (Baby) Gunslinger to (Baby) Rebellion
        if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
            // Kagerou, Oboro, Rebellion are considered as a 2-1 class
            Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
        }
    }
    
    // Player is Job_Novice, Job_Novice_High or Job_Baby
    if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
        // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
        Require_Level(.Req_First[0], .Req_First[1]);
        switch(Class) {
            case Job_Novice:
                // First job change
                Job_Options(.@job_opt,Job_Swordman,
                    Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
                    Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
                if( .BabyNovice )
                    Job_Options(.@job_opt, Job_Baby);
                break;
            case Job_Novice_High:
                // Job change after rebirth
                if( .LastJob && lastJob )
                    Job_Options(.@job_opt,
                        roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
                else
                    Job_Options(.@job_opt, 
                        Job_Swordman_High, Job_Mage_High, Job_Archer_High,
                        Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
                break;
            case Job_Baby:
                if( !.BabyClass )
                    break;
                // First job change as a baby
                Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
                    Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
                    Job_Baby_Thief);
                if( .BabyExpanded )
                    Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
                        Job_Baby_Gunslinger, Job_Baby_Ninja);
                if( .BabySummoner )
                    Job_Options(.@job_opt, Job_Baby_Summoner);
                break;
            default:
                mes "An error has occurred.";
                close;
        }
    } else if( Is_First_Cls(.@eac) ||                 // First Class
               Is_First_Cls(.@eac&(~EAJL_UPPER)) ||    // Trans. First Cls
               (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {    // Baby First Cls
        // Player is First Class (not Novice)
        // most jobs should have two options here  (2-1 and 2-2)
        .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
        .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
        // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
        if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
            // Player is rebirth Cls and linear class changes are enforced
            Require_Level(.Req_Second[0], .Req_Second[1]);
            Job_Options(.@job_opt, lastJob + Job_Novice_High);
        } else {
            // Class is not enforced, player can decide.
            if( .@class1 > 0 ) { // 2-1
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class1);
            }
            if( .@class2 > 0 ) { // 2-2
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class2);
            }
        }
    }
    
    // Displaying the Job Menu defined by .@job_opt.
    // .@job_opt should not be changed below this line.
    function Job_Menu;
    Job_Menu(.@job_opt);
    close;

// Displays the job menu
function    Job_Menu    {
    // getarg(0) is the .@job_opt array holding all available job changes.
    function Confirm_Change;
    while(true) {
        .@opt_cnt =  getarraysize(getarg(0));
        if( .@opt_cnt <= 0 ) {
            mes "No more jobs are available.";
            close;
        }

        .@selected = 0; // Just a single job class given, no select needed
        if (.@opt_cnt > 1) {
            // Multiple job classes given. Select one and save it to .@class
            // After that confirm .@class
            mes "Select a job.";
            .@menu$ = "";
            for (.@i = 0; .@i < .@opt_cnt; .@i++) {
                if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
                    .@jobname$ = "^0055FFRebirth^000000";
                else
                    .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
                .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
            }
            .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
            .@selected = select(.@menu$) - 1;
            if( .@selected < 0 || .@selected >= .@opt_cnt )
                close;
            next;
            mes .NPCName$;
        }
        .@class = getelementofarray(getarg(0), .@selected);
        if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
                BaseLevel < .SNovice) {
            // Special Level Requirement because Super Novice and
            // Super Baby can both be selected in one of the first class
            // changes. That's why the Level Requirement is after and not before
            // the selection.
            mes "A base level of " + .SNovice +
                " is required to turn into a " + jobname(.@class) + ".";
            return;
        }
        // Confirm the Class
        Confirm_Change(.@class, .@opt_cnt > 1);
        next;
        mes .NPCName$;
    }
    return;
}


// Executes the actual jobchange and closes.
function    Job_Change    {
    .@to_cls = getarg(0);
    next;
    mes .NPCName$;
    mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
    if (.@to_cls == Job_Novice_High && .LastJob)
        lastJob = Class; // Saves the lastJob for rebirth
    jobchange .@to_cls;
    if (.@to_cls == Job_Novice_High)
        resetlvl(1);
    else if (.@to_cls == Job_Baby) {
        resetstatus;
        resetskill;
        set SkillPoint,0;
    }
    specialeffect2 EF_ANGEL2;
    specialeffect2 EF_ELECTRIC;
    if (.Platinum)
        callfunc "F_GetPlatinumSkills";
    if (.GetJobEquip)
        Get_Job_Equip();
    close; // Always closes after the change
}

function    Confirm_Change    {
    // Player confirms he want to change into .@class
    .@class = getarg(0, -1);
    .@back = getarg(1, false);
    if( .@class < 0 ) {
        mes "Unknown Class Error.";
        close;
    }
    mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
	if(.ZCost) { mes "This will cost "+callfunc("F_InsertComma",.ZCost)+"z"; }	// Adds Zeny Cost message if ZCost is enabled
    if(.ZCost) { .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class - ("+callfunc("F_InsertComma",.ZCost)+"z)"; } 
		else { .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; }
    if( .@class == Job_Novice_High)
        .@job_option$ = " ~ ^0055FFRebirth^000000";
    
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
		if(Zeny < .ZCost) { clear; mes .NPCName$; mes "You are lacking "+callfunc("F_InsertComma",(.ZCost - Zeny))+" zeny."; close; }
		Zeny = Zeny-.ZCost;
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

// Function which gives a job related item to the player
// the items are the rewards from the original job change quests
function    Get_Job_Equip    {
    // Note: The item is dropping, when the player can't hold it.
    // But that's better than not giving the item at all.
    .@eac = eaclass();
    if( .@eac&EAJL_THIRD ) {
        // Third Class Items
        getitem 2795,1;    //    Green Apple Ring for every 3rd Class
        switch(BaseJob) {
            // BaseJob of Third Cls
            // For Normal Third, Baby Third and Transcended Third Cls
            case Job_Knight:
                getitem 5746,1;    break;    //    Rune Circlet [1]
            case Job_Wizard:
                getitem 5753,1;    break;    //    Magic Stone Hat [1]
            case Job_Hunter:
                getitem 5748,1;    break;    //    Sniper Goggle [1]
            case Job_Priest:
                getitem 5747,1;    break;    //    Mitra [1]
            case Job_Blacksmith:
                getitem 5749,1;    break;    //    Driver Band [1]
            case Job_Assassin:
                getitem 5755,1;    break;    //    Silent Executor [1]
            case Job_Crusader:
                getitem 5757,1;    break;    //    Dip Schmidt Helm [1]
            case Job_Sage:
                getitem 5756,1;    break;    //    Wind Whisper [1]
            case Job_Bard:
                getitem 5751,1;    break;    //    Maestro Song's Hat [1]
            case Job_Dancer:
                getitem 5758,1;    break;    //    Dying Swan [1]
            case Job_Monk:
                getitem 5754,1;    break;    //    Blazing Soul [1]
            case Job_Alchemist:
                getitem 5752,1;    break;    //    Midas Whisper[1]
            case Job_Rogue:
                getitem 5750,1;         //    Shadow Handicraft [1]
                getitem 6121,1;            //    Makeover Brush
                getitem 6122,1;    break;    //    Paint Brush
        }
    } else if (.@eac&EAJL_2) {
        // Second Class (And not Third Class)
        switch(BaseJob) {
            // Second Class
            case Job_Knight:
                getitem 1163,1;    break;    //    Claymore [0]
            case Job_Priest:
                getitem 1522,1;    break;    //    Stunner [0]
            case Job_Wizard:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
            case Job_Blacksmith:
                getitem 1360,1;    break;    //    Two-Handed-Axe [1]
            case Job_Hunter:
                getitem 1718,1;    break;    //    Hunter Bow [0]
            case Job_Assassin:
                getitem 1254,1;    break;    //    Jamadhar [0]
            case Job_Crusader:
                getitem 1410,1;    break;    //    Lance [0]
            case Job_Monk:
                getitem 1807,1;    break;    //    Fist [0]
            case Job_Sage:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Rogue:
                getitem 1222,1;    break;    //    Damascus [1]
            case Job_Alchemist:
                getitem 1126,1;    break;    //    Saber [2]
            case Job_Bard:
                getitem 1907,1;    break;    //    Guitar [0]
            case Job_Dancer:
                getitem 1960,1;    break;    //    Whip [1]
            case Job_Super_Novice:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Star_Gladiator:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Soul_Linker:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
        }
    } else {
        // Neither Second or Third Cls
        // => First Cls or not covered by the switch
        switch(BaseClass) {
            // First Class
            case Job_Swordman:
                getitem 1108,1;    break;    //    Blade [4]
            case Job_Mage:
                getitem 1602,1;    break;    //    Rod [4]
            case Job_Archer:
                getitem 1705,1;    break;    //    Composite Bow [4]
            case Job_Acolyte:
                getitem 1505,1;    break;    //    Mace [4]
            case Job_Merchant:
                getitem 1302,1;    break;    //    Axe [4]
            case Job_Thief:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Gunslinger:
                getitem 13101,1; break;    //    Six Shooter [2]
            case Job_Ninja:
                getitem 13010,1; break;    //    Asura [2]
        }
    }
    return;
}

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
	.ZCost = 25000;	// Zeny cost per job change. Change to 0 to disable.
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = false;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    .BabyNovice = false;    // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    .BabyClass = false;                // Enable Baby classes?
    .BabyThird = false;                // Enable Baby third classes?
    .BabyExpanded = false;            // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    .BabySummoner = false;            // Enable Baby Summoner?
    .LastJob = true;                // Enforce linear class changes?
    .SkillPointCheck = true;        // Force player to use up all skill points?
    .Platinum = true;                // Get platinum skills automatically?
    .GetJobEquip = false;            // Get job equipment (mostly weapons) on job change?

    // Level Requirements
    setarray .Req_First[0],1,10;         // Minimum base level, job level to turn into 1st class
    setarray .Req_Second[0],1,40;         // Minimum base level, job level to turn into 2nd class
    setarray .Req_Rebirth[0],99,50;        // Minimum base level, job level to rebirth
    setarray .Req_Third[0],99,50;        // Minimum base level, job level to change to third class
    setarray .Req_Exp_NJ_GS[0],99,70;     // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
    setarray .Req_Exp_SNOVI[0],99,99;     // Minimum base level, job level to turn into Expanded Super Novice
    .SNovice = 45;                        // Minimum base level to turn into Super Novice
    
    // Setting adjustments by PACKETVER
    if( PACKETVER < 20161207 ) {
        if( .BabyExpanded )
            debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
        if( .BabySummoner )
            debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
        .BabyExpanded = false;
        .BabySummoner = false;
    }
    end;
}

 

can it change to only paying if they change into trans i mean 99/50 to high novice thanks 

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On 8/9/2020 at 6:27 AM, behemothcze said:

can it change to only paying if they change into trans i mean 99/50 to high novice thanks 

Try this ?

//===== rAthena Script =======================================
//= Job Master
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script. [Euphy]
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//= 1.5 Added option to disable RebirthClass. [mazvi]
//= 1.6 Added option to get job related equipment on change. [Braniff]
//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
//= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
//= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
//============================================================

prontera,153,193,6	script	Job Master	123,{
function Get_Job_Equip;
// Checks if the Player has the required level.
// closes if not, returns if yes
function    Require_Level    {
    if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
        .@blvl = getarg(0) - BaseLevel;
        .@jlvl = getarg(1) - JobLevel;
        mes "Level requirement:";
        mes ((getarg(0)>1)? 
            "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
            getarg(1)+"^000000 (^00bb00Job^000000)";
        mes "You need " +
            ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
                ((.@jlvl > 0) ? "and " : "") : "") +
            ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
            "to continue.";
        close;
    }
    return;
}

// Checks if the given eac is a baby class
function Is_Baby    {
    return ((getarg(0, eaclass())&EAJL_BABY)>0);
}

// Checks if the player can change to third class.
// Note: This does not include the level checks.
function    Can_Change_Third    {
    // To change to third class you either need to be:
    // * Second Class
    // * Transcendent Second Class
    // * Baby Second Class
    if( !.ThirdClass )
        return false; // Third job change disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_THIRD )
        return false; // Already Third Class
    if( roclass(eaclass()|EAJL_THIRD) < 0 )
        return false; // Job has no third Class
    if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
        return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
    if( Is_Baby() && (!.BabyClass || !.BabyThird) )
        return false; // No Baby (Third) change allowed
    return true;
}

function    Can_Rebirth    {
    // To rebirth, you need to be:
    // * Second Class
    if( !.RebirthClass )
        return false; // Rebirth disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_UPPER )
        return false; // Already Rebirthed
    if( roclass(eaclass()|EAJL_UPPER) < 0 )
        return false; // Job has no transcended class
    if( Is_Baby() && !.BabyClass )
        return false; // No Baby changes allowed
    return true;
}

// Checks if the given eac is a first class
function    Is_First_Cls    {
    return (getarg(0) <= EAJ_TAEKWON);
}

function    Check_Riding    {
    // Note: Why we should always check for Riding:
    // Mounts are considered as another class, which
    // would make this NPC bigger just to handle with
    // those special cases.
    if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
        mes "Please remove your " +
            ((checkfalcon()) ? "falcon" : "") +
            ((checkcart()) ? "cart" : "") +
            ((checkriding()) ? "Peco" : "") +
            ((ismounting()) ? "mount" : "") +
            " before proceeding.";
        close;
    }
    return;
}
function    Check_SkillPoints    {
    if (.SkillPointCheck && SkillPoint) {
        mes "Please use all your skill points before proceeding.";
        close;
    }
    return;
}

// addJobOptions is essentially the same like
// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
// It's just easier to read, since we're using it very often
function    Job_Options    {
    .@argcount = getargcount();
    .@arr_size = getarraysize(getarg(0));
    for( .@i = 1; .@i < .@argcount; .@i++) {
        setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    }
}

// Begin of the NPC
    mes .NPCName$;
    Check_Riding();
    Check_SkillPoints();

    // initialisation
    deletearray .@job_opt[0],getarraysize(.@job_opt);
    .@eac = eaclass();
    .@third_possible = Can_Change_Third();
    .@rebirth_possible = Can_Rebirth();
    .@first_eac = .@eac&EAJ_BASEMASK;
    .@second_eac = .@eac&EAJ_UPPERMASK;
    // Note: These are already set in pc.cpp
    // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
    // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
    //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
        
    // From here on the jobmaster checks the current class
    // and fills the the array `.@job_opt` with possible
    // job options for the player.
    
    if( .@rebirth_possible ) {
        // Rebirth option (displayed on the top of the menu)
        Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
        Job_Options(.@job_opt, Job_Novice_High);
    }
    if( .@third_possible ) {
        // Third Job change (displayed below rebirth)
        Require_Level(.Req_Third[0], .Req_Third[1]);
        Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
    }
     
    if (.SecondExpanded && 
       (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
       !(eaclass()&EAJL_THIRD) ) {                     // not already Expanded SN
        // (Baby) Super Novice to Expanded (Baby) Super Novice
           if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
            Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
        }
    }
    
    if (.SecondExpanded && 
        ((.@eac&(~EAJL_BABY)) == EAJ_NINJA ||         // is (Baby) Ninja
        (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) {    // is (Baby) Gunslinger
        // (Baby) Ninja to (Baby) Kagerou / Oboro
        // (Baby) Gunslinger to (Baby) Rebellion
        if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
            // Kagerou, Oboro, Rebellion are considered as a 2-1 class
            Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
        }
    }
    
    // Player is Job_Novice, Job_Novice_High or Job_Baby
    if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
        // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
        Require_Level(.Req_First[0], .Req_First[1]);
        switch(Class) {
            case Job_Novice:
                // First job change
                Job_Options(.@job_opt,Job_Swordman,
                    Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
                    Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
                if( .BabyNovice )
                    Job_Options(.@job_opt, Job_Baby);
                break;
            case Job_Novice_High:
                // Job change after rebirth
                if( .LastJob && lastJob )
                    Job_Options(.@job_opt,
                        roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
                else
                    Job_Options(.@job_opt, 
                        Job_Swordman_High, Job_Mage_High, Job_Archer_High,
                        Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
                break;
            case Job_Baby:
                if( !.BabyClass )
                    break;
                // First job change as a baby
                Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
                    Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
                    Job_Baby_Thief);
                if( .BabyExpanded )
                    Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
                        Job_Baby_Gunslinger, Job_Baby_Ninja);
                if( .BabySummoner )
                    Job_Options(.@job_opt, Job_Baby_Summoner);
                break;
            default:
                mes "An error has occurred.";
                close;
        }
    } else if( Is_First_Cls(.@eac) ||                 // First Class
               Is_First_Cls(.@eac&(~EAJL_UPPER)) ||    // Trans. First Cls
               (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {    // Baby First Cls
        // Player is First Class (not Novice)
        // most jobs should have two options here  (2-1 and 2-2)
        .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
        .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
        // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
        if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
            // Player is rebirth Cls and linear class changes are enforced
            Require_Level(.Req_Second[0], .Req_Second[1]);
            Job_Options(.@job_opt, lastJob + Job_Novice_High);
        } else {
            // Class is not enforced, player can decide.
            if( .@class1 > 0 ) { // 2-1
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class1);
            }
            if( .@class2 > 0 ) { // 2-2
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class2);
            }
        }
    }
    
    // Displaying the Job Menu defined by .@job_opt.
    // .@job_opt should not be changed below this line.
    function Job_Menu;
    Job_Menu(.@job_opt);
    close;

// Displays the job menu
function    Job_Menu    {
    // getarg(0) is the .@job_opt array holding all available job changes.
    function Confirm_Change;
    while(true) {
        .@opt_cnt =  getarraysize(getarg(0));
        if( .@opt_cnt <= 0 ) {
            mes "No more jobs are available.";
            close;
        }

        .@selected = 0; // Just a single job class given, no select needed
        if (.@opt_cnt > 1) {
            // Multiple job classes given. Select one and save it to .@class
            // After that confirm .@class
            mes "Select a job.";
            .@menu$ = "";
            for (.@i = 0; .@i < .@opt_cnt; .@i++) {
                if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
                    .@jobname$ = "^0055FFRebirth^000000";
                else
                    .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
                .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
            }
            .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
            .@selected = select(.@menu$) - 1;
            if( .@selected < 0 || .@selected >= .@opt_cnt )
                close;
            next;
            mes .NPCName$;
        }
        .@class = getelementofarray(getarg(0), .@selected);
        if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
                BaseLevel < .SNovice) {
            // Special Level Requirement because Super Novice and
            // Super Baby can both be selected in one of the first class
            // changes. That's why the Level Requirement is after and not before
            // the selection.
            mes "A base level of " + .SNovice +
                " is required to turn into a " + jobname(.@class) + ".";
            return;
        }
        // Confirm the Class
        Confirm_Change(.@class, .@opt_cnt > 1);
        next;
        mes .NPCName$;
    }
    return;
}


// Executes the actual jobchange and closes.
function    Job_Change    {
    .@to_cls = getarg(0);
    next;
    mes .NPCName$;
    mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
    if (.@to_cls == Job_Novice_High && .LastJob)
        lastJob = Class; // Saves the lastJob for rebirth
    jobchange .@to_cls;
    if (.@to_cls == Job_Novice_High)
        resetlvl(1);
    else if (.@to_cls == Job_Baby) {
        resetstatus;
        resetskill;
        set SkillPoint,0;
    }
    specialeffect2 EF_ANGEL2;
    specialeffect2 EF_ELECTRIC;
    if (.Platinum)
        callfunc "F_GetPlatinumSkills";
    if (.GetJobEquip)
        Get_Job_Equip();
    close; // Always closes after the change
}

function    Confirm_Change    {
    // Player confirms he want to change into .@class
    .@class = getarg(0, -1);
    .@back = getarg(1, false);
    if( .@class < 0 ) {
        mes "Unknown Class Error.";
        close;
    }
	if(.ZCost != 0 && .@class == Job_Novice_High) { 
		mes "Do you want to rebirth?"; 
		mes "This will cost "+callfunc("F_InsertComma",.ZCost)+"z"; 	// Adds Zeny Cost message if ZCost is enabled
 		.@job_option$ = " ~ ^0055FFRebirth^000000 - ("+callfunc("F_InsertComma",.ZCost)+"z)"; 
	} else { 
		 mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
		.@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; 
	}
    // if( .@class == Job_Novice_High)
    //     .@job_option$ = " ~ ^0055FFRebirth^000000";
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
		if(Zeny < .ZCost && .@class == Job_Novice_High) { clear; mes .NPCName$; mes "You are lacking "+callfunc("F_InsertComma",(.ZCost - Zeny))+" zeny."; close; }
		if(.@class == Job_Novice_High) Zeny = Zeny-.ZCost;
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

// Function which gives a job related item to the player
// the items are the rewards from the original job change quests
function    Get_Job_Equip    {
    // Note: The item is dropping, when the player can't hold it.
    // But that's better than not giving the item at all.
    .@eac = eaclass();
    if( .@eac&EAJL_THIRD ) {
        // Third Class Items
        getitem 2795,1;    //    Green Apple Ring for every 3rd Class
        switch(BaseJob) {
            // BaseJob of Third Cls
            // For Normal Third, Baby Third and Transcended Third Cls
            case Job_Knight:
                getitem 5746,1;    break;    //    Rune Circlet [1]
            case Job_Wizard:
                getitem 5753,1;    break;    //    Magic Stone Hat [1]
            case Job_Hunter:
                getitem 5748,1;    break;    //    Sniper Goggle [1]
            case Job_Priest:
                getitem 5747,1;    break;    //    Mitra [1]
            case Job_Blacksmith:
                getitem 5749,1;    break;    //    Driver Band [1]
            case Job_Assassin:
                getitem 5755,1;    break;    //    Silent Executor [1]
            case Job_Crusader:
                getitem 5757,1;    break;    //    Dip Schmidt Helm [1]
            case Job_Sage:
                getitem 5756,1;    break;    //    Wind Whisper [1]
            case Job_Bard:
                getitem 5751,1;    break;    //    Maestro Song's Hat [1]
            case Job_Dancer:
                getitem 5758,1;    break;    //    Dying Swan [1]
            case Job_Monk:
                getitem 5754,1;    break;    //    Blazing Soul [1]
            case Job_Alchemist:
                getitem 5752,1;    break;    //    Midas Whisper[1]
            case Job_Rogue:
                getitem 5750,1;         //    Shadow Handicraft [1]
                getitem 6121,1;            //    Makeover Brush
                getitem 6122,1;    break;    //    Paint Brush
        }
    } else if (.@eac&EAJL_2) {
        // Second Class (And not Third Class)
        switch(BaseJob) {
            // Second Class
            case Job_Knight:
                getitem 1163,1;    break;    //    Claymore [0]
            case Job_Priest:
                getitem 1522,1;    break;    //    Stunner [0]
            case Job_Wizard:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
            case Job_Blacksmith:
                getitem 1360,1;    break;    //    Two-Handed-Axe [1]
            case Job_Hunter:
                getitem 1718,1;    break;    //    Hunter Bow [0]
            case Job_Assassin:
                getitem 1254,1;    break;    //    Jamadhar [0]
            case Job_Crusader:
                getitem 1410,1;    break;    //    Lance [0]
            case Job_Monk:
                getitem 1807,1;    break;    //    Fist [0]
            case Job_Sage:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Rogue:
                getitem 1222,1;    break;    //    Damascus [1]
            case Job_Alchemist:
                getitem 1126,1;    break;    //    Saber [2]
            case Job_Bard:
                getitem 1907,1;    break;    //    Guitar [0]
            case Job_Dancer:
                getitem 1960,1;    break;    //    Whip [1]
            case Job_Super_Novice:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Star_Gladiator:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Soul_Linker:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
        }
    } else {
        // Neither Second or Third Cls
        // => First Cls or not covered by the switch
        switch(BaseClass) {
            // First Class
            case Job_Swordman:
                getitem 1108,1;    break;    //    Blade [4]
            case Job_Mage:
                getitem 1602,1;    break;    //    Rod [4]
            case Job_Archer:
                getitem 1705,1;    break;    //    Composite Bow [4]
            case Job_Acolyte:
                getitem 1505,1;    break;    //    Mace [4]
            case Job_Merchant:
                getitem 1302,1;    break;    //    Axe [4]
            case Job_Thief:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Gunslinger:
                getitem 13101,1; break;    //    Six Shooter [2]
            case Job_Ninja:
                getitem 13010,1; break;    //    Asura [2]
        }
    }
    return;
}

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
	.ZCost = 25000;	// Zeny cost per job change. Change to 0 to disable.
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = false;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    .BabyNovice = false;    // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    .BabyClass = false;                // Enable Baby classes?
    .BabyThird = false;                // Enable Baby third classes?
    .BabyExpanded = false;            // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    .BabySummoner = false;            // Enable Baby Summoner?
    .LastJob = true;                // Enforce linear class changes?
    .SkillPointCheck = true;        // Force player to use up all skill points?
    .Platinum = true;                // Get platinum skills automatically?
    .GetJobEquip = false;            // Get job equipment (mostly weapons) on job change?

    // Level Requirements
    setarray .Req_First[0],1,10;         // Minimum base level, job level to turn into 1st class
    setarray .Req_Second[0],1,40;         // Minimum base level, job level to turn into 2nd class
    setarray .Req_Rebirth[0],99,50;        // Minimum base level, job level to rebirth
    setarray .Req_Third[0],99,50;        // Minimum base level, job level to change to third class
    setarray .Req_Exp_NJ_GS[0],99,70;     // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
    setarray .Req_Exp_SNOVI[0],99,99;     // Minimum base level, job level to turn into Expanded Super Novice
    .SNovice = 45;                        // Minimum base level to turn into Super Novice
    
    // Setting adjustments by PACKETVER
    if( PACKETVER < 20161207 ) {
        if( .BabyExpanded )
            debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
        if( .BabySummoner )
            debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
        .BabyExpanded = false;
        .BabySummoner = false;
    }
    end;
}

 

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1 hour ago, PottScilgrim said:

Try this ?


//===== rAthena Script =======================================
//= Job Master
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script. [Euphy]
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//= 1.5 Added option to disable RebirthClass. [mazvi]
//= 1.6 Added option to get job related equipment on change. [Braniff]
//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
//= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
//= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
//============================================================

prontera,153,193,6	script	Job Master	123,{
function Get_Job_Equip;
// Checks if the Player has the required level.
// closes if not, returns if yes
function    Require_Level    {
    if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
        .@blvl = getarg(0) - BaseLevel;
        .@jlvl = getarg(1) - JobLevel;
        mes "Level requirement:";
        mes ((getarg(0)>1)? 
            "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
            getarg(1)+"^000000 (^00bb00Job^000000)";
        mes "You need " +
            ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + 
                ((.@jlvl > 0) ? "and " : "") : "") +
            ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
            "to continue.";
        close;
    }
    return;
}

// Checks if the given eac is a baby class
function Is_Baby    {
    return ((getarg(0, eaclass())&EAJL_BABY)>0);
}

// Checks if the player can change to third class.
// Note: This does not include the level checks.
function    Can_Change_Third    {
    // To change to third class you either need to be:
    // * Second Class
    // * Transcendent Second Class
    // * Baby Second Class
    if( !.ThirdClass )
        return false; // Third job change disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_THIRD )
        return false; // Already Third Class
    if( roclass(eaclass()|EAJL_THIRD) < 0 )
        return false; // Job has no third Class
    if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
        return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
    if( Is_Baby() && (!.BabyClass || !.BabyThird) )
        return false; // No Baby (Third) change allowed
    return true;
}

function    Can_Rebirth    {
    // To rebirth, you need to be:
    // * Second Class
    if( !.RebirthClass )
        return false; // Rebirth disabled
    if( !(eaclass()&EAJL_2) )
        return false; // Not second Class
    if( eaclass()&EAJL_UPPER )
        return false; // Already Rebirthed
    if( roclass(eaclass()|EAJL_UPPER) < 0 )
        return false; // Job has no transcended class
    if( Is_Baby() && !.BabyClass )
        return false; // No Baby changes allowed
    return true;
}

// Checks if the given eac is a first class
function    Is_First_Cls    {
    return (getarg(0) <= EAJ_TAEKWON);
}

function    Check_Riding    {
    // Note: Why we should always check for Riding:
    // Mounts are considered as another class, which
    // would make this NPC bigger just to handle with
    // those special cases.
    if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
        mes "Please remove your " +
            ((checkfalcon()) ? "falcon" : "") +
            ((checkcart()) ? "cart" : "") +
            ((checkriding()) ? "Peco" : "") +
            ((ismounting()) ? "mount" : "") +
            " before proceeding.";
        close;
    }
    return;
}
function    Check_SkillPoints    {
    if (.SkillPointCheck && SkillPoint) {
        mes "Please use all your skill points before proceeding.";
        close;
    }
    return;
}

// addJobOptions is essentially the same like
// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
// It's just easier to read, since we're using it very often
function    Job_Options    {
    .@argcount = getargcount();
    .@arr_size = getarraysize(getarg(0));
    for( .@i = 1; .@i < .@argcount; .@i++) {
        setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
    }
}

// Begin of the NPC
    mes .NPCName$;
    Check_Riding();
    Check_SkillPoints();

    // initialisation
    deletearray .@job_opt[0],getarraysize(.@job_opt);
    .@eac = eaclass();
    .@third_possible = Can_Change_Third();
    .@rebirth_possible = Can_Rebirth();
    .@first_eac = .@eac&EAJ_BASEMASK;
    .@second_eac = .@eac&EAJ_UPPERMASK;
    // Note: These are already set in pc.cpp
    // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
    // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
    //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
        
    // From here on the jobmaster checks the current class
    // and fills the the array `.@job_opt` with possible
    // job options for the player.
    
    if( .@rebirth_possible ) {
        // Rebirth option (displayed on the top of the menu)
        Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
        Job_Options(.@job_opt, Job_Novice_High);
    }
    if( .@third_possible ) {
        // Third Job change (displayed below rebirth)
        Require_Level(.Req_Third[0], .Req_Third[1]);
        Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
    }
     
    if (.SecondExpanded && 
       (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
       !(eaclass()&EAJL_THIRD) ) {                     // not already Expanded SN
        // (Baby) Super Novice to Expanded (Baby) Super Novice
           if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
            Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
        }
    }
    
    if (.SecondExpanded && 
        ((.@eac&(~EAJL_BABY)) == EAJ_NINJA ||         // is (Baby) Ninja
        (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) {    // is (Baby) Gunslinger
        // (Baby) Ninja to (Baby) Kagerou / Oboro
        // (Baby) Gunslinger to (Baby) Rebellion
        if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
            // .BabyClass & .BabyExpanded must be enabled if the is a baby
            Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
            // Kagerou, Oboro, Rebellion are considered as a 2-1 class
            Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
        }
    }
    
    // Player is Job_Novice, Job_Novice_High or Job_Baby
    if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
        // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
        Require_Level(.Req_First[0], .Req_First[1]);
        switch(Class) {
            case Job_Novice:
                // First job change
                Job_Options(.@job_opt,Job_Swordman,
                    Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
                    Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
                if( .BabyNovice )
                    Job_Options(.@job_opt, Job_Baby);
                break;
            case Job_Novice_High:
                // Job change after rebirth
                if( .LastJob && lastJob )
                    Job_Options(.@job_opt,
                        roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
                else
                    Job_Options(.@job_opt, 
                        Job_Swordman_High, Job_Mage_High, Job_Archer_High,
                        Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
                break;
            case Job_Baby:
                if( !.BabyClass )
                    break;
                // First job change as a baby
                Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
                    Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
                    Job_Baby_Thief);
                if( .BabyExpanded )
                    Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
                        Job_Baby_Gunslinger, Job_Baby_Ninja);
                if( .BabySummoner )
                    Job_Options(.@job_opt, Job_Baby_Summoner);
                break;
            default:
                mes "An error has occurred.";
                close;
        }
    } else if( Is_First_Cls(.@eac) ||                 // First Class
               Is_First_Cls(.@eac&(~EAJL_UPPER)) ||    // Trans. First Cls
               (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) {    // Baby First Cls
        // Player is First Class (not Novice)
        // most jobs should have two options here  (2-1 and 2-2)
        .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
        .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
        // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
        if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
            // Player is rebirth Cls and linear class changes are enforced
            Require_Level(.Req_Second[0], .Req_Second[1]);
            Job_Options(.@job_opt, lastJob + Job_Novice_High);
        } else {
            // Class is not enforced, player can decide.
            if( .@class1 > 0 ) { // 2-1
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class1);
            }
            if( .@class2 > 0 ) { // 2-2
                Require_Level(.Req_Second[0], .Req_Second[1]);
                Job_Options(.@job_opt, .@class2);
            }
        }
    }
    
    // Displaying the Job Menu defined by .@job_opt.
    // .@job_opt should not be changed below this line.
    function Job_Menu;
    Job_Menu(.@job_opt);
    close;

// Displays the job menu
function    Job_Menu    {
    // getarg(0) is the .@job_opt array holding all available job changes.
    function Confirm_Change;
    while(true) {
        .@opt_cnt =  getarraysize(getarg(0));
        if( .@opt_cnt <= 0 ) {
            mes "No more jobs are available.";
            close;
        }

        .@selected = 0; // Just a single job class given, no select needed
        if (.@opt_cnt > 1) {
            // Multiple job classes given. Select one and save it to .@class
            // After that confirm .@class
            mes "Select a job.";
            .@menu$ = "";
            for (.@i = 0; .@i < .@opt_cnt; .@i++) {
                if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
                    .@jobname$ = "^0055FFRebirth^000000";
                else
                    .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
                .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
            }
            .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
            .@selected = select(.@menu$) - 1;
            if( .@selected < 0 || .@selected >= .@opt_cnt )
                close;
            next;
            mes .NPCName$;
        }
        .@class = getelementofarray(getarg(0), .@selected);
        if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
                BaseLevel < .SNovice) {
            // Special Level Requirement because Super Novice and
            // Super Baby can both be selected in one of the first class
            // changes. That's why the Level Requirement is after and not before
            // the selection.
            mes "A base level of " + .SNovice +
                " is required to turn into a " + jobname(.@class) + ".";
            return;
        }
        // Confirm the Class
        Confirm_Change(.@class, .@opt_cnt > 1);
        next;
        mes .NPCName$;
    }
    return;
}


// Executes the actual jobchange and closes.
function    Job_Change    {
    .@to_cls = getarg(0);
    next;
    mes .NPCName$;
    mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
    if (.@to_cls == Job_Novice_High && .LastJob)
        lastJob = Class; // Saves the lastJob for rebirth
    jobchange .@to_cls;
    if (.@to_cls == Job_Novice_High)
        resetlvl(1);
    else if (.@to_cls == Job_Baby) {
        resetstatus;
        resetskill;
        set SkillPoint,0;
    }
    specialeffect2 EF_ANGEL2;
    specialeffect2 EF_ELECTRIC;
    if (.Platinum)
        callfunc "F_GetPlatinumSkills";
    if (.GetJobEquip)
        Get_Job_Equip();
    close; // Always closes after the change
}

function    Confirm_Change    {
    // Player confirms he want to change into .@class
    .@class = getarg(0, -1);
    .@back = getarg(1, false);
    if( .@class < 0 ) {
        mes "Unknown Class Error.";
        close;
    }
	if(.ZCost != 0 && .@class == Job_Novice_High) { 
		mes "Do you want to rebirth?"; 
		mes "This will cost "+callfunc("F_InsertComma",.ZCost)+"z"; 	// Adds Zeny Cost message if ZCost is enabled
 		.@job_option$ = " ~ ^0055FFRebirth^000000 - ("+callfunc("F_InsertComma",.ZCost)+"z)"; 
	} else { 
		 mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
		.@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; 
	}
    // if( .@class == Job_Novice_High)
    //     .@job_option$ = " ~ ^0055FFRebirth^000000";
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
		if(Zeny < .ZCost && .@class == Job_Novice_High) { clear; mes .NPCName$; mes "You are lacking "+callfunc("F_InsertComma",(.ZCost - Zeny))+" zeny."; close; }
		if(.@class == Job_Novice_High) Zeny = Zeny-.ZCost;
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

// Function which gives a job related item to the player
// the items are the rewards from the original job change quests
function    Get_Job_Equip    {
    // Note: The item is dropping, when the player can't hold it.
    // But that's better than not giving the item at all.
    .@eac = eaclass();
    if( .@eac&EAJL_THIRD ) {
        // Third Class Items
        getitem 2795,1;    //    Green Apple Ring for every 3rd Class
        switch(BaseJob) {
            // BaseJob of Third Cls
            // For Normal Third, Baby Third and Transcended Third Cls
            case Job_Knight:
                getitem 5746,1;    break;    //    Rune Circlet [1]
            case Job_Wizard:
                getitem 5753,1;    break;    //    Magic Stone Hat [1]
            case Job_Hunter:
                getitem 5748,1;    break;    //    Sniper Goggle [1]
            case Job_Priest:
                getitem 5747,1;    break;    //    Mitra [1]
            case Job_Blacksmith:
                getitem 5749,1;    break;    //    Driver Band [1]
            case Job_Assassin:
                getitem 5755,1;    break;    //    Silent Executor [1]
            case Job_Crusader:
                getitem 5757,1;    break;    //    Dip Schmidt Helm [1]
            case Job_Sage:
                getitem 5756,1;    break;    //    Wind Whisper [1]
            case Job_Bard:
                getitem 5751,1;    break;    //    Maestro Song's Hat [1]
            case Job_Dancer:
                getitem 5758,1;    break;    //    Dying Swan [1]
            case Job_Monk:
                getitem 5754,1;    break;    //    Blazing Soul [1]
            case Job_Alchemist:
                getitem 5752,1;    break;    //    Midas Whisper[1]
            case Job_Rogue:
                getitem 5750,1;         //    Shadow Handicraft [1]
                getitem 6121,1;            //    Makeover Brush
                getitem 6122,1;    break;    //    Paint Brush
        }
    } else if (.@eac&EAJL_2) {
        // Second Class (And not Third Class)
        switch(BaseJob) {
            // Second Class
            case Job_Knight:
                getitem 1163,1;    break;    //    Claymore [0]
            case Job_Priest:
                getitem 1522,1;    break;    //    Stunner [0]
            case Job_Wizard:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
            case Job_Blacksmith:
                getitem 1360,1;    break;    //    Two-Handed-Axe [1]
            case Job_Hunter:
                getitem 1718,1;    break;    //    Hunter Bow [0]
            case Job_Assassin:
                getitem 1254,1;    break;    //    Jamadhar [0]
            case Job_Crusader:
                getitem 1410,1;    break;    //    Lance [0]
            case Job_Monk:
                getitem 1807,1;    break;    //    Fist [0]
            case Job_Sage:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Rogue:
                getitem 1222,1;    break;    //    Damascus [1]
            case Job_Alchemist:
                getitem 1126,1;    break;    //    Saber [2]
            case Job_Bard:
                getitem 1907,1;    break;    //    Guitar [0]
            case Job_Dancer:
                getitem 1960,1;    break;    //    Whip [1]
            case Job_Super_Novice:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Star_Gladiator:
                getitem 1550,1;    break;    //    Book [3]
            case Job_Soul_Linker:
                getitem 1617,1;    break;    //    Survivor's Rod [0]
        }
    } else {
        // Neither Second or Third Cls
        // => First Cls or not covered by the switch
        switch(BaseClass) {
            // First Class
            case Job_Swordman:
                getitem 1108,1;    break;    //    Blade [4]
            case Job_Mage:
                getitem 1602,1;    break;    //    Rod [4]
            case Job_Archer:
                getitem 1705,1;    break;    //    Composite Bow [4]
            case Job_Acolyte:
                getitem 1505,1;    break;    //    Mace [4]
            case Job_Merchant:
                getitem 1302,1;    break;    //    Axe [4]
            case Job_Thief:
                getitem 1208,1;    break;    //    Main Gauche [4]
            case Job_Gunslinger:
                getitem 13101,1; break;    //    Six Shooter [2]
            case Job_Ninja:
                getitem 13010,1; break;    //    Asura [2]
        }
    }
    return;
}

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
	.ZCost = 25000;	// Zeny cost per job change. Change to 0 to disable.
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = false;        // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
    .BabyNovice = false;    // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
    .BabyClass = false;                // Enable Baby classes?
    .BabyThird = false;                // Enable Baby third classes?
    .BabyExpanded = false;            // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
    .BabySummoner = false;            // Enable Baby Summoner?
    .LastJob = true;                // Enforce linear class changes?
    .SkillPointCheck = true;        // Force player to use up all skill points?
    .Platinum = true;                // Get platinum skills automatically?
    .GetJobEquip = false;            // Get job equipment (mostly weapons) on job change?

    // Level Requirements
    setarray .Req_First[0],1,10;         // Minimum base level, job level to turn into 1st class
    setarray .Req_Second[0],1,40;         // Minimum base level, job level to turn into 2nd class
    setarray .Req_Rebirth[0],99,50;        // Minimum base level, job level to rebirth
    setarray .Req_Third[0],99,50;        // Minimum base level, job level to change to third class
    setarray .Req_Exp_NJ_GS[0],99,70;     // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
    setarray .Req_Exp_SNOVI[0],99,99;     // Minimum base level, job level to turn into Expanded Super Novice
    .SNovice = 45;                        // Minimum base level to turn into Super Novice
    
    // Setting adjustments by PACKETVER
    if( PACKETVER < 20161207 ) {
        if( .BabyExpanded )
            debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
        if( .BabySummoner )
            debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
        .BabyExpanded = false;
        .BabySummoner = false;
    }
    end;
}

 

thankyou its working now ❤️

 

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