Hi! i have a problem that i have not been able to solve.
I want to ask you for some help
what I want to achieve is to remove the 3rd jobs from my NPC job master... but without removing the expanded jobs.
when removing them from the fast option they are all removed and I can not solve it
I need to remove the 3rd classes from the basic jobs. (warlock, sura, rune, guillotine, archbishop ... etc)
I want to specifically leave the following. (rebellion, star emperor, kagerou, oboro, soul reaper, extended super novice)
//===== 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 JobMaster123,{
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 Classif(!.ThirdClass)returnfalse;// Third job change disabledif(!(eaclass()&EAJL_2))returnfalse;// Not second Classif( eaclass()&EAJL_THIRD )returnfalse;// Already Third Classif( roclass(eaclass()|EAJL_THIRD)<0)returnfalse;// Job has no third Classif((eaclass()&EAJ_UPPERMASK)== EAJ_SUPER_NOVICE )returnfalse;// Exp. Super Novice equals 3rd Cls, but has it's own caseif(Is_Baby()&&(!.BabyClass||!.BabyThird))returnfalse;// No Baby (Third) change allowedreturntrue;}
function Can_Rebirth{// To rebirth, you need to be:// * Second Classif(!.RebirthClass)returnfalse;// Rebirth disabledif(!(eaclass()&EAJL_2))returnfalse;// Not second Classif( eaclass()&(EAJL_UPPER|EAJL_THIRD))returnfalse;// Already Rebirthed/ Third Classif( roclass(eaclass()|EAJL_UPPER)<0)returnfalse;// Job has no transcended classif(Is_Baby()&&!.BabyClass)returnfalse;// No Baby changes allowedreturntrue;}// 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.@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 Noviceif(!Is_Baby(.@eac)||(.BabyClass&&.BabyExpanded)){// .BabyClass & .BabyExpanded must be enabled if the is a babyRequire_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) Rebellionif(!Is_Baby(.@eac)||(.BabyClass&&.BabyExpanded)){// .BabyClass & .BabyExpanded must be enabled if the is a babyRequire_Level(.Req_Exp_NJ_GS[0],.Req_Exp_NJ_GS[1]);// Kagerou, Oboro, Rebellion are considered as a 2-1 classJob_Options(.@job_opt, roclass(.@eac|EAJL_2_1));}}// Player is Job_Novice, Job_Novice_High or Job_Babyif(.@first_eac== EAJ_NOVICE &&.@second_eac!= EAJ_SUPER_NOVICE){// MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABYRequire_Level(.Req_First[0],.Req_First[1]);switch(Class){caseJob_Novice:// First job changeJob_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;caseJob_Novice_High:// Job change after rebirthif(.LastJob&& lastJob )Job_Options(.@job_opt,
roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));elseJob_Options(.@job_opt,Job_Swordman_High,Job_Mage_High,Job_Archer_High,Job_Acolyte_High,Job_Merchant_High,Job_Thief_High);break;caseJob_Baby:if(!.BabyClass)break;// First job change as a babyJob_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;}}elseif(Is_First_Cls(.@eac)||// First ClassIs_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 enforcedRequire_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){// 2-1Require_Level(.Req_Second[0],.Req_Second[1]);Job_Options(.@job_opt,.@class1);}if(.@class2>0){// 2-2Require_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 neededif(.@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$;}.@class= getelementofarray(getarg(0),.@selected);if((.@class==Job_Super_Novice||.@class==Job_Super_Baby)&&BaseLevel<.SNovice){// Special Level Requirement because Super Novice and// Super Baby can both be selected in one of the first class// changes. That's why the Level Requirement is after and not before// the selection.
mes "A base level of "+.SNovice+" is required to turn into a "+ jobname(.@class)+".";return;}// Confirm the ClassConfirm_Change(.@class,.@opt_cnt>1);
next;
mes .NPCName$;}return;}// Executes the actual jobchange and closes.
function Job_Change{.@previous_class=Class;.@to_cls= getarg(0);
next;
mes .NPCName$;
mes "You are now "+ callfunc("F_InsertArticle", jobname(.@to_cls))+"!";if(.@to_cls==Job_Novice_High&&.LastJob)
lastJob =Class;// Saves the lastJob for rebirth
jobchange .@to_cls;if(.@to_cls==Job_Novice_High)
resetlvl(1);elseif(.@to_cls==Job_Baby){
resetstatus;
resetskill;setSkillPoint,0;}
specialeffect2 EF_ANGEL2;
specialeffect2 EF_ELECTRIC;if(.@previous_class!=Class){if(.Platinum)
callfunc "F_GetPlatinumSkills";if(.GetJobEquip)Get_Job_Equip();}
close;// Always closes after the change}
function Confirm_Change{// Player confirms he want to change into .@class.@class= getarg(0,-1);.@back= getarg(1,false);if(.@class<0|| eaclass(.@class)==-1){
mes "Unknown Class Error.";
close;}
mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";.@job_option$=" ~ 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" pressedreturn;}// 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 Classswitch(BaseJob){// BaseJob of Third Cls// For Normal Third, Baby Third and Transcended Third ClscaseJob_Knight:
getitem 5746,1;break;// Rune Circlet [1]caseJob_Wizard:
getitem 5753,1;break;// Magic Stone Hat [1]caseJob_Hunter:
getitem 5748,1;break;// Sniper Goggle [1]caseJob_Priest:
getitem 5747,1;break;// Mitra [1]caseJob_Blacksmith:
getitem 5749,1;break;// Driver Band [1]caseJob_Assassin:
getitem 5755,1;break;// Silent Executor [1]caseJob_Crusader:
getitem 5757,1;break;// Dip Schmidt Helm [1]caseJob_Sage:
getitem 5756,1;break;// Wind Whisper [1]caseJob_Bard:
getitem 5751,1;break;// Maestro Song's Hat [1]caseJob_Dancer:
getitem 5758,1;break;// Dying Swan [1]caseJob_Monk:
getitem 5754,1;break;// Blazing Soul [1]caseJob_Alchemist:
getitem 5752,1;break;// Midas Whisper[1]caseJob_Rogue:
getitem 5750,1;// Shadow Handicraft [1]
getitem 6121,1;// Makeover Brush
getitem 6122,1;break;// Paint Brush}}elseif(.@eac&EAJL_2){// Second Class (And not Third Class)switch(BaseJob){// Second ClasscaseJob_Knight:
getitem 1163,1;break;// Claymore [0]caseJob_Priest:
getitem 1522,1;break;// Stunner [0]caseJob_Wizard:
getitem 1617,1;break;// Survivor's Rod [0]caseJob_Blacksmith:
getitem 1360,1;break;// Two-Handed-Axe [1]caseJob_Hunter:
getitem 1718,1;break;// Hunter Bow [0]caseJob_Assassin:
getitem 1254,1;break;// Jamadhar [0]caseJob_Crusader:
getitem 1410,1;break;// Lance [0]caseJob_Monk:
getitem 1807,1;break;// Fist [0]caseJob_Sage:
getitem 1550,1;break;// Book [3]caseJob_Rogue:
getitem 1222,1;break;// Damascus [1]caseJob_Alchemist:
getitem 1126,1;break;// Saber [2]caseJob_Bard:
getitem 1907,1;break;// Guitar [0]caseJob_Dancer:
getitem 1960,1;break;// Whip [1]caseJob_Super_Novice:
getitem 1208,1;break;// Main Gauche [4]caseJob_Star_Gladiator:
getitem 1550,1;break;// Book [3]caseJob_Soul_Linker:
getitem 1617,1;break;// Survivor's Rod [0]}}else{// Neither Second or Third Cls// => First Cls or not covered by the switchswitch(BaseClass){// First ClasscaseJob_Swordman:
getitem 1108,1;break;// Blade [4]caseJob_Mage:
getitem 1602,1;break;// Rod [4]caseJob_Archer:
getitem 1705,1;break;// Composite Bow [4]caseJob_Acolyte:
getitem 1505,1;break;// Mace [4]caseJob_Merchant:
getitem 1302,1;break;// Axe [4]caseJob_Thief:
getitem 1208,1;break;// Main Gauche [4]caseJob_Gunslinger:
getitem 13101,1;break;// Six Shooter [2]caseJob_Ninja:
getitem 13010,1;break;// Asura [2]}}return;}OnInit:// Initialisation, do not edit these.NPCName$="[Job Master]";// Settings.ThirdClass=true;// Enable third classes?.RebirthClass=true;// Enable rebirth classes?.SecondExpanded=true;// 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=true;// Enable Baby third classes?.BabyExpanded=true;// Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc..BabySummoner=true;// 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 PACKETVERif( 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;}
Question
ZodiacoHCK
Hi! i have a problem that i have not been able to solve.
I want to ask you for some help
what I want to achieve is to remove the 3rd jobs from my NPC job master... but without removing the expanded jobs.
when removing them from the fast option they are all removed and I can not solve it
I need to remove the 3rd classes from the basic jobs. (warlock, sura, rune, guillotine, archbishop ... etc)
I want to specifically leave the following. (rebellion, star emperor, kagerou, oboro, soul reaper, extended super novice)
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