//===== 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|EAJL_THIRD) )
return false; // Already Rebirthed/ Third Class
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 ^ff0000" +
((checkfalcon()) ? "falcon" : "") +
((checkcart()) ? "cart" : "") +
((checkriding()) ? "Peco" : "") +
((ismounting()) ? "mount" : "") +
"^000000 before proceeding.";
close;
}
return;
}
function Check_SkillPoints {
if (.SkillPointCheck && SkillPoint) {
mes "Please use all your ^ff0000skill points^000000 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
.@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);
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 {
function Confirm_Change;
while(true) {
mes "I can train you to get stronger ^008aff"+strcharinfo(0)+"^000000!.";
mes "You don't even have to complete a quest!";
mes "...";
next;
mes .NPCName$;
mes "Prices:^ff0000$^000000";
mes "- First Class = ^ff0000"+.cost[0]+"^000000z";
mes "- Second Class = ^ff0000"+.cost[1]+"^000000z";
mes "- Rebirth = ^ff0000"+.cost[3]+"^000000z.";
next;
Check_Riding();
Check_SkillPoints();
// getarg(0) is the .@job_opt array holding all available job changes.
.@opt_cnt = getarraysize(getarg(0));
if( .@opt_cnt <= 0 ) {
mes .NPCName$;
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 .NPCName$;
mes "Select a job.";
.@menu$ = "";
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$ + .bcor$+" " + .@jobname$ + ":";
}
.@menu$ = .@menu$+ .rcor$+" ^777777Cancel^000000";
.@selected = select(.@menu$) - 1;
if( .@selected < 0 || .@selected >= .@opt_cnt )
close;
next;
}
.@class = getelementofarray(getarg(0), .@selected);
if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
BaseLevel < .SNovice) {
// Special Level Requirement because Super Novice and
// Super Baby can both be selected in one of the first class
// changes. That's why the Level Requirement is after and not before
// the selection.
mes .NPCName$;
mes "A base level of ^ff0000" + .SNovice +
"^000000 is required to turn into a ^008aff" + jobname(.@class) + "^000000.";
return;
}
// Confirm the Class
Confirm_Change(.@class, .@opt_cnt > 1);
next;
mes .NPCName$;
}
return;
}
// Executes the actual jobchange and closes.
function Job_Change {
.@previous_class = Class;
.@to_cls = getarg(0);
if ( (.@to_cls >= Job_Swordman && .@to_cls <= Job_Thief) || (.@to_cls >= Job_Gunslinger && .@to_cls <= Job_Ninja) || .@to_cls == Job_Taekwon || (.@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High) || (.@to_cls >= Job_Baby && .@to_cls <= Job_Baby_Thief) || .@to_cls == Job_Baby_Gunslinger || .@to_cls == Job_Baby_Ninja || .@to_cls == Job_Baby_Taekwon ) {
.costamount = .cost[0];
} else if ( (.@to_cls >= Job_Knight && .@to_cls <= Job_Crusader2) || (.@to_cls >= Job_Lord_Knight && .@to_cls <= Job_Paladin2) || (.@to_cls >= Job_Star_Gladiator && .@to_cls <= Job_Soul_Linker) || (.@to_cls >= Job_Kagerou && .@to_cls <= Job_Rebellion) || .@to_cls == Job_SuperNovice || (.@to_cls >= Job_Baby_Knight && .@to_cls <= Job_Super_Baby) ) {
.costamount = .cost[1];
} else {
.costamount = .cost[2];
}
if ( (.@to_cls == Job_Novice_High && .LastJob) ) {
.costamount = .cost[3];
}
if ( Zeny < .costamount ) {
next;
mes .NPCName$;
mes "You don't have ^ff0000"+.costamount+"^000000 Zeny!";
close;
}
next;
mes .NPCName$;
mes "You are now ^008aff" + callfunc("F_InsertArticle", jobname(.@to_cls)) + "^000000!";
if (.@to_cls == Job_Novice_High && .LastJob) {
lastJob = Class; // Saves the lastJob for rebirth
}
Zeny -= .costamount;
jobchange .@to_cls;
if (.@to_cls == Job_Novice_High)
resetlvl(1);
else if (.@to_cls == Job_Baby) {
resetstatus;
resetskill;
set SkillPoint,0;
}
specialeffect2 EF_ANGEL2;
specialeffect2 EF_ELECTRIC;
if (.@previous_class != Class) {
if (.Platinum)
callfunc "F_GetPlatinumSkills";
if (.GetJobEquip)
Get_Job_Equip();
}
close; // Always closes after the change
}
function Confirm_Change {
// Player confirms he want to change into .@class
.@class = getarg(0, -1);
.@back = getarg(1, false);
if( .@class < 0 || eaclass(.@class) == -1 ) {
mes .NPCName$;
mes "Unknown Class Error.";
close;
}
mes .NPCName$;
mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
.@job_option$ = .bcor$+" Change into ^0055FF"+jobname(.@class)+"^000000 class";
if( .@class == Job_Novice_High)
.@job_option$ = .bcor$+" ^0055FFRebirth^000000";
if (select(.@job_option$+ ":" +
((.@back) ?.rcor$+"^777777Go back^000000" : .rcor$+"^777777Cancel^000000") + "") == 1) {
if( .@class == Job_Novice_High)
{
if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided
{
if ( Zeny < .cost[3] ) {
next;
mes .NPCName$;
mes "You don't have ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z!";
close;
}
if(countitem(.rebirthRequiredItemId[Class - 7]) > 0)
{
next;
mes .NPCName$;
mes "I see if you have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000 + ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z. ^0055FFGood^000000.";
delitem .rebirthRequiredItemId[Class - 7], 1;
Job_Change(.@class);
}
else
{
next;
mes .NPCName$;
mes "You don't have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000. Come back with it before asking for ^0055FFRebirth^000000.";
close;
}
}
}
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) && !(.@eac&EAJL_UPPER) ) {
// Not Second Job AND not Rebirth/Third
if ( (.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN ) {
getitem 1101,1;
getitem 2101,1;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MAGE ) {
getitem 1601,1;
getitem 2101,1;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ARCHER ) {
getitem 1701,1;
getitem 1750,500;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ACOLYTE ) {
getitem 1501,1;
getitem 2101,1;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MERCHANT ) {
getitem 1301,1;
getitem 2101,1;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_THIEF ) {
getitem 1201,1;
getitem 2101,1;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_GUNSLINGER ) {
getitem 13100,1;
getitem 13200,500;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_NINJA ) {
getitem 13010,1;
getitem 2101,1;
} else if ( (.@eac&EAJ_UPPERMASK) == EAJ_TAEKWON ) {
getitem 2101,1;
}
}
return;
}
OnInit:
// Initialisation, do not edit these
.NPCName$ = "^FF7F00[ Job Master ]^000000";
.bcor$ = "^008aff[>]^000000 "; // Option Button Symbol;
.rcor$ = "^ff0000[>]^000000 "; // Cancel button symbol;
// 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 = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
.BabyClass = true; // 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 = false; // 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
setarray .cost, // Cost for Jobchange
15000, // To First Job
250000, // To Second Job
1000000, // To Third Job
1285000; // To Rebirth
// 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 can i make this Job master not to cost a fee if you are a VIP or (GROUP ID 5)
Question
lelouchxv
//===== 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|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class 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 ^ff0000" + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + "^000000 before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your ^ff0000skill points^000000 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 .@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); 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 { function Confirm_Change; while(true) { mes "I can train you to get stronger ^008aff"+strcharinfo(0)+"^000000!."; mes "You don't even have to complete a quest!"; mes "..."; next; mes .NPCName$; mes "Prices:^ff0000$^000000"; mes "- First Class = ^ff0000"+.cost[0]+"^000000z"; mes "- Second Class = ^ff0000"+.cost[1]+"^000000z"; mes "- Rebirth = ^ff0000"+.cost[3]+"^000000z."; next; Check_Riding(); Check_SkillPoints(); // getarg(0) is the .@job_opt array holding all available job changes. .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes .NPCName$; 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 .NPCName$; mes "Select a job."; .@menu$ = ""; 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$ + .bcor$+" " + .@jobname$ + ":"; } .@menu$ = .@menu$+ .rcor$+" ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes .NPCName$; mes "A base level of ^ff0000" + .SNovice + "^000000 is required to turn into a ^008aff" + jobname(.@class) + "^000000."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); if ( (.@to_cls >= Job_Swordman && .@to_cls <= Job_Thief) || (.@to_cls >= Job_Gunslinger && .@to_cls <= Job_Ninja) || .@to_cls == Job_Taekwon || (.@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High) || (.@to_cls >= Job_Baby && .@to_cls <= Job_Baby_Thief) || .@to_cls == Job_Baby_Gunslinger || .@to_cls == Job_Baby_Ninja || .@to_cls == Job_Baby_Taekwon ) { .costamount = .cost[0]; } else if ( (.@to_cls >= Job_Knight && .@to_cls <= Job_Crusader2) || (.@to_cls >= Job_Lord_Knight && .@to_cls <= Job_Paladin2) || (.@to_cls >= Job_Star_Gladiator && .@to_cls <= Job_Soul_Linker) || (.@to_cls >= Job_Kagerou && .@to_cls <= Job_Rebellion) || .@to_cls == Job_SuperNovice || (.@to_cls >= Job_Baby_Knight && .@to_cls <= Job_Super_Baby) ) { .costamount = .cost[1]; } else { .costamount = .cost[2]; } if ( (.@to_cls == Job_Novice_High && .LastJob) ) { .costamount = .cost[3]; } if ( Zeny < .costamount ) { next; mes .NPCName$; mes "You don't have ^ff0000"+.costamount+"^000000 Zeny!"; close; } next; mes .NPCName$; mes "You are now ^008aff" + callfunc("F_InsertArticle", jobname(.@to_cls)) + "^000000!"; if (.@to_cls == Job_Novice_High && .LastJob) { lastJob = Class; // Saves the lastJob for rebirth } Zeny -= .costamount; jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes .NPCName$; mes "Unknown Class Error."; close; } mes .NPCName$; mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = .bcor$+" Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = .bcor$+" ^0055FFRebirth^000000"; if (select(.@job_option$+ ":" + ((.@back) ?.rcor$+"^777777Go back^000000" : .rcor$+"^777777Cancel^000000") + "") == 1) { if( .@class == Job_Novice_High) { if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided { if ( Zeny < .cost[3] ) { next; mes .NPCName$; mes "You don't have ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z!"; close; } if(countitem(.rebirthRequiredItemId[Class - 7]) > 0) { next; mes .NPCName$; mes "I see if you have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000 + ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z. ^0055FFGood^000000."; delitem .rebirthRequiredItemId[Class - 7], 1; Job_Change(.@class); } else { next; mes .NPCName$; mes "You don't have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000. Come back with it before asking for ^0055FFRebirth^000000."; close; } } } 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) && !(.@eac&EAJL_UPPER) ) { // Not Second Job AND not Rebirth/Third if ( (.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN ) { getitem 1101,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MAGE ) { getitem 1601,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ARCHER ) { getitem 1701,1; getitem 1750,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ACOLYTE ) { getitem 1501,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MERCHANT ) { getitem 1301,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_THIEF ) { getitem 1201,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_GUNSLINGER ) { getitem 13100,1; getitem 13200,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_NINJA ) { getitem 13010,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_TAEKWON ) { getitem 2101,1; } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "^FF7F00[ Job Master ]^000000"; .bcor$ = "^008aff[>]^000000 "; // Option Button Symbol; .rcor$ = "^ff0000[>]^000000 "; // Cancel button symbol; // 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 = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // 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 = false; // 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 setarray .cost, // Cost for Jobchange 15000, // To First Job 250000, // To Second Job 1000000, // To Third Job 1285000; // To Rebirth // 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 can i make this Job master not to cost a fee if you are a VIP or (GROUP ID 5)
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