Jump to content
  • 0

Add new expanded class 4th in Job Master


MatanzaLH

Question


  • Group:  Members
  • Topic Count:  2
  • Topics Per Day:  0.00
  • Content Count:  4
  • Reputation:   0
  • Joined:  06/22/15
  • Last Seen:  

Hi Guys !

 

Can anyone add the new 4th expanded classes in the script? Or teach me how I make this change?

 

I want to add: Spirit Handler, Shinkiro, Shiranui, Soul Ascetic e Sky Emperor, in their due evolutions.

Ex: Taekwon > Star Gladiator > Star Emperor > Sky Emperor

 

//===== 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]
//============================================================
//=Update by Krane
//= 2.0 Star Emperor added.
//= 2.1 Soul Reaper added.

//============================================================

prontera,158,192,4	script	Mestra das Classes	10377,{
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 = 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 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;
}

 

Link to comment
Share on other sites

5 answers to this question

Recommended Posts

  • 0

  • Group:  Members
  • Topic Count:  5
  • Topics Per Day:  0.01
  • Content Count:  27
  • Reputation:   1
  • Joined:  03/07/23
  • Last Seen:  

Hi, do you have Expanded Class working in your rAthena server?

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  9
  • Topics Per Day:  0.00
  • Content Count:  69
  • Reputation:   1
  • Joined:  11/15/14
  • Last Seen:  

On 1/12/2023 at 4:41 AM, MatanzaLH said:

Hi Guys !

 

Can anyone add the new 4th expanded classes in the script? Or teach me how I make this change?

 

I want to add: Spirit Handler, Shinkiro, Shiranui, Soul Ascetic e Sky Emperor, in their due evolutions.

Ex: Taekwon > Star Gladiator > Star Emperor > Sky Emperor

 

//===== 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]
//============================================================
//=Update by Krane
//= 2.0 Star Emperor added.
//= 2.1 Soul Reaper added.

//============================================================

prontera,158,192,4	script	Mestra das Classes	10377,{
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 = 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 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;
}

 

your rathena support expanded job 4?, care to share?

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  6
  • Topics Per Day:  0.01
  • Content Count:  42
  • Reputation:   3
  • Joined:  04/11/22
  • Last Seen:  

On 3/17/2023 at 1:14 AM, konishiwa said:

your rathena support expanded job 4?, care to share?

Hi @konishiwa! I have the 3rd classes working only! Do you think we could try to help each other? Did you find any tutorial or anything else?

I’m planning to maintain my server for very long time so I want to research on it if you have any starting point or documentation to share I appreciate. 
 

Have a great weekend everyone!! ☺️🙌

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  0
  • Topics Per Day:  0
  • Content Count:  1
  • Reputation:   0
  • Joined:  09/05/23
  • Last Seen:  

i think you need more , not just a script. which i also wonder what that is.

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  49
  • Topics Per Day:  0.01
  • Content Count:  1511
  • Reputation:   227
  • Joined:  08/03/12
  • Last Seen:  

8 hours ago, NamaSuey said:

i think you need more , not just a script. which i also wonder what that is.

I think he already merge the pull request https://github.com/rathena/rathena/pull/7024 and that job actually already existed in rAthena, can use @job to jobchange, so he want the script for his players, maybe.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...