mes "[Job Master]";
if (Class > Job_Soul_Linker) {
mes "No more jobs are available.";
close;
}
if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
mes "Please remove your " +
((checkfalcon()) ? "falcon" : "") +
((checkcart()) ? "cart" : "") +
((checkriding()) ? "Peco" : "") +
((ismounting()) ? "mount" : "") +
" before proceeding.";
close;
}
if (.SkillPointCheck && SkillPoint) {
mes "Please use all your skill points before proceeding.";
close;
}
.@eac = eaclass();
.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
if (Class > Job_Crusader2) {
mes "Switch to third class?";
next;
Job_Menu(roclass(.@eac|EAJL_THIRD));
close;
}
}
.@j1 = roclass(.@eac|EAJL_2_1);
.@j2 = roclass(.@eac|EAJL_2_2);
if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99;
if (Class == Job_Ninja || Class == Job_Gunslinger)
setarray .@exp[0], .@j1, 70;
if (.@exp[0] && .SecondExpanded) {
if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
.@blvl = .Rebirth[0] - BaseLevel;
.@jlvl = .@exp[1] - JobLevel;
mes "You need " +
((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
close;
}
mes "Switch to " + jobname(.@exp[0]) + "?";
next;
Job_Menu(.@exp[0]);
close;
}
if (.@eac&EAJL_2)
if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
mes "No more jobs are available.";
close;
}
if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
if (JobLevel < .JobReq[0])
mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class.";
else if (Class == Job_Novice_High && .LastJob && lastJob) {
mes "Switch classes now?";
next;
Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
} else {
switch(Class) {
case Job_Novice:
Job_Menu(
// Job_Super_Novice,
Job_Swordman,
Job_Mage,
Job_Archer,
Job_Acolyte,
Job_Merchant,
Job_Thief
);
break;
default:
mes "An error has occurred.";
break;
}
}
close;
}
if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
mes "No more jobs are available.";
else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
mes "Switch classes now?";
next;
Job_Menu(lastJob + Job_Novice_High);
} else
Job_Menu(.@j1, .@j2);
close;
function Job_Menu {
while(1) {
if (getargcount() > 1) {
mes "Select a job.";
.@menu$ = "";
for (.@i = 0; .@i < getargcount(); .@i++)
.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
next;
.@i = getarg(select(.@menu$) - 1, 0);
if (!.@i)
close;
if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
mes "[Job Master]";
mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
close;
}
mes "[Job Master]";
mes "Are you sure?";
next;
} else
.@i = getarg(0);
if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
//mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
announce "Congratulations "+strcharinfo(0)+" you are " +callfunc("F_InsertArticle", jobname(.@i)) + " now!",bc_all,0xFFFF00;
if (.@i == Job_Novice_High && .LastJob)
lastJob = Class;
jobchange .@i;
callsub Get_Job_Equip;
if (.@i == Job_Novice_High)
resetlvl(1);
else if (.@i == Job_Baby) {
resetstatus;
resetskill;
set SkillPoint,0;
}
specialeffect2 EF_ANGEL2;
specialeffect2 EF_ELECTRIC;
if (.Platinum)
callsub Get_Platinum;
close;
}
if (getargcount() == 1)
return;
mes "[Job Master]";
}
end;
}
Get_Platinum:
skill "NV_FIRSTAID",1,SKILL_PERM;
switch (BaseClass) {
case Job_Novice:
if (Class != Job_SuperNovice)
skill "NV_TRICKDEAD",1,SKILL_PERM;
break;
case Job_Swordman:
skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
skill "SM_FATALBLOW",1,SKILL_PERM;
skill "SM_AUTOBERSERK",1,SKILL_PERM;
break;
case Job_Mage:
skill "MG_ENERGYCOAT",1,SKILL_PERM;
break;
case Job_Archer:
skill "AC_MAKINGARROW",1,SKILL_PERM;
skill "AC_CHARGEARROW",1,SKILL_PERM;
break;
case Job_Acolyte:
skill "AL_HOLYLIGHT",1,SKILL_PERM;
break;
case Job_Merchant:
skill "MC_CARTREVOLUTION",1,SKILL_PERM;
skill "MC_CHANGECART",1,SKILL_PERM;
skill "MC_LOUD",1,SKILL_PERM;
break;
case Job_Thief:
skill "TF_SPRINKLESAND",1,SKILL_PERM;
skill "TF_BACKSLIDING",1,SKILL_PERM;
skill "TF_PICKSTONE",1,SKILL_PERM;
skill "TF_THROWSTONE",1,SKILL_PERM;
break;
default:
break;
}
switch (BaseJob) {
case Job_Knight:
skill "KN_CHARGEATK",1,SKILL_PERM;
break;
case Job_Priest:
skill "PR_REDEMPTIO",1,SKILL_PERM;
break;
case Job_Wizard:
skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
break;
case Job_Blacksmith:
skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
skill "BS_GREED",1,SKILL_PERM;
break;
case Job_Hunter:
skill "HT_PHANTASMIC",1,SKILL_PERM;
break;
case Job_Assassin:
skill "AS_SONICACCEL",1,SKILL_PERM;
skill "AS_VENOMKNIFE",1,SKILL_PERM;
break;
case Job_Crusader:
skill "CR_SHRINK",1,SKILL_PERM;
break;
case Job_Monk:
skill "MO_KITRANSLATION",1,SKILL_PERM;
skill "MO_BALKYOUNG",1,SKILL_PERM;
break;
case Job_Sage:
skill "SA_CREATECON",1,SKILL_PERM;
skill "SA_ELEMENTWATER",1,SKILL_PERM;
skill "SA_ELEMENTGROUND",1,SKILL_PERM;
skill "SA_ELEMENTFIRE",1,SKILL_PERM;
skill "SA_ELEMENTWIND",1,SKILL_PERM;
break;
case Job_Rogue:
skill "RG_CLOSECONFINE",1,SKILL_PERM;
break;
case Job_Alchemist:
skill "AM_BIOETHICS",1,SKILL_PERM;
break;
case Job_Bard:
skill "BA_PANGVOICE",1,SKILL_PERM;
break;
case Job_Dancer:
skill "DC_WINKCHARM",1,SKILL_PERM;
break;
default:
break;
}
return;
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_FOURTH ) {
// Fourth Class Items
getitem 490087,1; // Hourglass Necklace
} else 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:
setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class
setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class
.ThirdClass = 0; // Enable third classes? (1: yes / 0: no)
.SecondExpanded = 0; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
.SNovice = 45; // Minimum base level to turn into Super Novice
.LastJob = 1; // Enforce linear class changes? (1: yes / 0: no)
.SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no)
.Platinum = 0; // Get platinum skills automatically? (1: yes / 0: no)
initnpctimer;
end;
OnTimer0050:
showscript "Job Changer", getnpcid(0);
initnpctimer;
end;
}
Question
Sallycantdance
hello is there anyway i can make this script for the 1st job change is 50k zeny and for the 2nd job change is 100k zeny?
thank you in advance
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