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Buenas noches. Estoy queriendo editar varias cosas referidas a los Jobs. Las enlistaré para que puedan ayudarme mejor. Soy nuevo y me alcanza con scripts y ediciones basicas para aprender (con el tiempo intentare mejorar mis scritps) Desde ya les agradezco el apoyo.

Estoy usando el emulador "4cram_4th_jobs". Quiero lograr un server con clases renacidas, que pueda desbloquear algunas habilidades de clases avanzadas (3rd classes)

1- Quiero deshabilitar las 3eras y 4tas clases por completo. Que el mismo juego no permita que mediante quest o job changer se llegue a ser 3rd class. ¿Alcanza con poner "false" en las lineas de job_exp.yml y luego recompilar? ¿Que me recomiendan?

2- Quisiera que el JobChanger, al detectar que eres, por ejemplo, Priest level 50 job, te permita pasar directamente a HighPriest sin resetear tu Base Level, pero si tu job level. ¿Como puedo hacerlo? Supongo que el script es dificil de hacer, asi que acepto recomendaciones. De todas formas, este es el script que dispongo:

Spoiler

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 " +
            ((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 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    {
    .@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);
    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 "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;
}


3- Es posible agregar skills de 3rd classes siendo que sos rebirth?

 

Muchas gracias

 

Edited by aleph075
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12 hours ago, aleph075 said:

Buenas noches. Estoy queriendo editar varias cosas referidas a los Jobs. Las enlistaré para que puedan ayudarme mejor. Soy nuevo y me alcanza con scripts y ediciones basicas para aprender (con el tiempo intentare mejorar mis scritps) Desde ya les agradezco el apoyo.

Estoy usando el emulador "4cram_4th_jobs". Quiero lograr un server con clases renacidas, que pueda desbloquear algunas habilidades de clases avanzadas (3rd classes)

1- Quiero deshabilitar las 3eras y 4tas clases por completo. Que el mismo juego no permita que mediante quest o job changer se llegue a ser 3rd class. ¿Alcanza con poner "false" en las lineas de job_exp.yml y luego recompilar? ¿Que me recomiendan?

2- Quisiera que el JobChanger, al detectar que eres, por ejemplo, Priest level 50 job, te permita pasar directamente a HighPriest sin resetear tu Base Level, pero si tu job level. ¿Como puedo hacerlo? Supongo que el script es dificil de hacer, asi que acepto recomendaciones. De todas formas, este es el script que dispongo:

  Reveal hidden contents

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 " +
            ((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 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    {
    .@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);
    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 "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;
}


3- Es posible agregar skills de 3rd classes siendo que sos rebirth?

 

Muchas gracias

 

Usa el emulador de rAthena en su lugar, actualmente ya soportamos los 4th jobs.

https://github.com/rathena/rathena

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2 hours ago, Mael said:

Usa el emulador de rAthena en su lugar, actualmente ya soportamos los 4th jobs.

https://github.com/rathena/rathena

El emulador que estoy usando es de rAthena. El tema es que esto que me compartis no se precisamente como usarlo. El que yo estoy usando es uno que hay videos explicando como configurarlo.
De todas formas, el emulador que estoy usando, TAMBIEN soporta 4th jobs. Lo que yo no se, y estoy investigando, es como hacer scripts para editar mis preferencias...
¿Que ventajas tiene este emulador que me ofreces? Insisto con mi idea del punto 3

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On 4/12/2024 at 5:12 PM, aleph075 said:

¿Que ventajas tiene este emulador que me ofreces? Insisto con mi idea del punto 3

Hola, creo que rAthena tiene más soporte y actualizaciones.

1- Abre \npc\re\scripts_jobs.conf. Encuentra y comenta estas líneas:

// - 3-1
npc: npc/re/jobs/3-1/archbishop.txt
npc: npc/re/jobs/3-1/mechanic.txt
npc: npc/re/jobs/3-1/ranger.txt
npc: npc/re/jobs/3-1/rune_knight.txt
npc: npc/re/jobs/3-1/warlock.txt
npc: npc/re/jobs/3-1/guillotine_cross.txt
// - 3-2
npc: npc/re/jobs/3-2/genetic.txt
npc: npc/re/jobs/3-2/minstrel.txt
npc: npc/re/jobs/3-2/royal_guard.txt
npc: npc/re/jobs/3-2/shadow_chaser.txt
npc: npc/re/jobs/3-2/sorcerer.txt
npc: npc/re/jobs/3-2/sura.txt
npc: npc/re/jobs/3-2/wanderer.txt

2- NPC actualizado:

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 " +
            ((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 ) {
    	if (.JumpRebirth) {
    		// SALTAR AL TRASCENDENTE
	        Require_Level(.Req_Second[0], .Req_Second[1]);
	        Job_Options(.@job_opt, Class + Job_Novice_High);
    	}
    	else {
        	// 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    {
    .@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);
    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 "Unknown Class Error.";
        close;
    }
    mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
    .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
    if( .@class == Job_Novice_High)
        .@job_option$ = " ~ ^0055FFRebirth^000000";
    
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

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

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = 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 = false;                // 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?
    .JumpRebirth = true;					// SALTAR AL TRASCENDENTE

    // 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;
}

3- Sí.

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On 4/13/2024 at 5:21 PM, Racaae said:

Hola, creo que rAthena tiene más soporte y actualizaciones.

1- Abre \npc\re\scripts_jobs.conf. Encuentra y comenta estas líneas:

// - 3-1
npc: npc/re/jobs/3-1/archbishop.txt
npc: npc/re/jobs/3-1/mechanic.txt
npc: npc/re/jobs/3-1/ranger.txt
npc: npc/re/jobs/3-1/rune_knight.txt
npc: npc/re/jobs/3-1/warlock.txt
npc: npc/re/jobs/3-1/guillotine_cross.txt
// - 3-2
npc: npc/re/jobs/3-2/genetic.txt
npc: npc/re/jobs/3-2/minstrel.txt
npc: npc/re/jobs/3-2/royal_guard.txt
npc: npc/re/jobs/3-2/shadow_chaser.txt
npc: npc/re/jobs/3-2/sorcerer.txt
npc: npc/re/jobs/3-2/sura.txt
npc: npc/re/jobs/3-2/wanderer.txt

2- NPC actualizado:

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 " +
            ((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 ) {
    	if (.JumpRebirth) {
    		// SALTAR AL TRASCENDENTE
	        Require_Level(.Req_Second[0], .Req_Second[1]);
	        Job_Options(.@job_opt, Class + Job_Novice_High);
    	}
    	else {
        	// 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    {
    .@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);
    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 "Unknown Class Error.";
        close;
    }
    mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
    .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
    if( .@class == Job_Novice_High)
        .@job_option$ = " ~ ^0055FFRebirth^000000";
    
    if (select(.@job_option$+": ~ ^777777" + 
            ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
        Job_Change(.@class);
    }
    if (!.@back)
        close; // "Cancel" pressed
    return;
}

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

OnInit:
    // Initialisation, do not edit these
    .NPCName$ = "[Job Master]";
    
    // Settings
    .ThirdClass = false;            // Enable third classes?
    .RebirthClass = true;            // Enable rebirth classes?
    .SecondExpanded = 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 = false;                // 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?
    .JumpRebirth = true;					// SALTAR AL TRASCENDENTE

    // 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;
}

3- Sí.

Bro, el codigo del JobMaster llega a funcionar y me voy a tu casa a abrazarte. jajaja, en estos dias lo pruebo! Muchas gracias.

Ya que estoy te consulto, ¿como funciona el "getarg"? Si le pones getarg(0) lee el base level del usuario y si le pones (1) lee el job?

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