regarding this jobchanger npc why does its not looking for blvl novice level 1 can change job to 1-1 job then to 2-2 jobs can someone check this out
Quote
//===== 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]
//= 2.0 Added 4th class [Lemongrass]
//============================================================
prontera,163,198,4 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)) { [email protected] = getarg(0) - BaseLevel; [email protected] = 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 " +
(([email protected] > 0) ? "^bb0000"[email protected]+"^000000 more base levels " +
(([email protected] > 0) ? "and " : "") : "") +
(([email protected] > 0) ? "^00bb00"[email protected]+"^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 fourth class.
// Note: This does not include the level checks.
function Can_Change_Fourth {
// To change to fourth class you need to be:
// * Transcendent Third Class
if( !.FourthClass )
return false; // Fourth job change disabled
if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) )
return false; // Not Transcendent Third Class
if( eaclass()&EAJL_FOURTH )
return false; // Already Fourth Class
if( roclass(eaclass()|EAJL_FOURTH) < 0 )
return false; // Job has no Fourth Class
return true;
}
// 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 " +
((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;
}
// From here on the jobmaster checks the current class
// and fills the the array `[email protected]_opt` with possible
// job options for the player.
if( [email protected]_possible ) {
// Rebirth option (displayed on the top of the menu)
Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
Job_Options([email protected]_opt, Job_Novice_High);
}
if( [email protected]_possible ) {
// Third Job change (displayed below rebirth)
Require_Level(.Req_Third[0], .Req_Third[1]);
Job_Options([email protected]_opt, roclass([email protected]|EAJL_THIRD));
}
if( [email protected]_possible ) {
// Fourth Job change (displayed below rebirth)
Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
Job_Options([email protected]_opt, roclass([email protected]|EAJL_FOURTH));
}
if (.SecondExpanded &&
([email protected]&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([email protected]) || (.BabyClass && .BabyExpanded) ) {
// .BabyClass & .BabyExpanded must be enabled if the is a baby
Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
Job_Options([email protected]_opt,roclass([email protected]|EAJL_THIRD)); // Expanded SN is "third" cls
}
}
if (.SecondExpanded &&
(([email protected]&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja
([email protected]&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger
// (Baby) Ninja to (Baby) Kagerou / Oboro
// (Baby) Gunslinger to (Baby) Rebellion
if( !Is_Baby([email protected]) || (.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([email protected]_opt, roclass([email protected]|EAJL_2_1));
}
}
// Player is Job_Novice, Job_Novice_High or Job_Baby
if ([email protected]_eac == EAJ_NOVICE && [email protected]_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([email protected]_opt,Job_Swordman,
Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief);
if( .BabyNovice )
Job_Options([email protected]_opt, Job_Baby);
break;
case Job_Novice_High:
// Job change after rebirth
if( .LastJob && lastJob )
Job_Options([email protected]_opt,
roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
else
Job_Options([email protected]_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([email protected]_opt, Job_Baby_Swordman, Job_Baby_Mage,
Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
Job_Baby_Thief);
if( .BabyExpanded )
Job_Options([email protected]_opt, Job_Super_Baby, Job_Baby_Taekwon,
Job_Baby_Gunslinger, Job_Baby_Ninja);
if( .BabySummoner )
Job_Options([email protected]_opt, Job_Baby_Summoner);
break;
default:
mes "An error has occurred.";
close;
}
} else if( Is_First_Cls([email protected]) || // First Class
Is_First_Cls([email protected]&(~EAJL_UPPER)) || // Trans. First Cls
(.BabyClass && Is_First_Cls([email protected]&(~EAJL_BABY))) ) { // Baby First Cls
// Player is First Class (not Novice)
// most jobs should have two options here (2-1 and 2-2) [email protected] = roclass([email protected]|EAJL_2_1); // 2-1 [email protected] = roclass([email protected]|EAJL_2_2); // 2-2
// dispbottom "Debug: Classes: class1 ("[email protected]+"), class2 ("[email protected]+")";
if(.LastJob && lastJob && ([email protected]&EAJL_UPPER)) {
// Player is rebirth Cls and linear class changes are enforced
Require_Level(.Req_Second[0], .Req_Second[1]);
Job_Options([email protected]_opt, lastJob + Job_Novice_High);
} else {
// Class is not enforced, player can decide.
if( [email protected] > 0 ) { // 2-1
Require_Level(.Req_Second[0], .Req_Second[1]);
Job_Options([email protected]_opt, [email protected]);
}
if( [email protected] > 0 ) { // 2-2
Require_Level(.Req_Second[0], .Req_Second[1]);
Job_Options([email protected]_opt, [email protected]);
}
}
}
// Displays the job menu
function Job_Menu {
// getarg(0) is the [email protected]_opt array holding all available job changes.
function Confirm_Change;
while(true) { [email protected]_cnt = getarraysize(getarg(0));
if( [email protected]_cnt <= 0 ) {
mes "No more jobs are available.";
close;
}
// Executes the actual jobchange and closes.
function Job_Change { [email protected]_class = Class; [email protected]_cls = getarg(0);
next;
mes .NPCName$;
mes "You are now " + callfunc("F_InsertArticle", jobname([email protected]_cls)) + "!";
if ([email protected]_cls == Job_Novice_High && .LastJob)
lastJob = Class; // Saves the lastJob for rebirth
jobchange [email protected]_cls;
if ([email protected]_cls == Job_Novice_High)
resetlvl(1);
else if ([email protected]_cls == Job_Baby) {
resetstatus;
resetskill;
set SkillPoint,0;
}
specialeffect2 EF_ANGEL2;
specialeffect2 EF_ELECTRIC;
if ([email protected]_class != Class) {
if (.Platinum)
callfunc "F_GetPlatinumSkills";
if (.GetJobEquip)
Get_Job_Equip();
}
close; // Always closes after the change
}
// 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. [email protected] = eaclass();
if( [email protected]&EAJL_FOURTH ) {
// Fourth Class Items
getitem 490087,1; // Hourglass Necklace
} else if( [email protected]&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 ([email protected]&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;
}
// Initialisation, do not edit these
.NPCName$ = "[Job Master]";
// Settings
.FourthClass = false; // Enable fourth classes?
.ThirdClass = false; // Enable third classes?
.RebirthClass = false; // 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 = 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_Fourth[0],200,70; // Minimum base level, job level to change to fourth 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;
}
regarding this jobchanger npc why does its not looking for blvl novice level 1 can change job to 1-1 job then to 2-2 jobs can someone check this out
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