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Jobchanger


Jayz

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Hello how to add Item Reward per job.. example Novice turn to Swordsman got Blade[4] reward and swordsman turn to Knight/Crus got another weapon item reward and turn to novice high another item reward.. and thurn to swordsman high another item reward turn to lordknight/pal another item reward and turn to RuneKnigth another item reward

thanks

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: ===================================== 
//= rAthena SVN r16114+
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================  
//= 1.1 Fixed reset on Baby job change. [Euphy]
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
//= 1.3 Kagerou/Oboro added. [Euphy]
//============================================================

prontera,153,193,6	script	Job Master	123,{
function Job_Menu; function A_An;

mes "[Job Master]";
if (Class > 4049) {
	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;
}

set .@eac, eaclass();
set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
if (.@i > 6 && .@i < 22) {
	if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
		set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
		mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
		close;
	}
	if (Class > 21) {
		mes "Switch to third class?";
		next;
		Job_Menu(roclass(.@eac|EAJL_THIRD));
		close;
	}
	while(1) {
		mes "Select an option.";
		next;
		set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
		if (.@i==3) close;
		mes "[Job Master]";
		mes "Are you sure?";
		next;
		Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
		mes "[Job Master]";
	}
}
set .@j1, roclass(.@eac|EAJL_2_1); set .@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) setarray .@exp[0],.@j1,70;
if (.@exp[0] && .ThirdClass) {
	if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
		set .@blvl, .Rebirth[0]-BaseLevel; set .@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 == 4001 && .LastJob && lastJob) {
		mes "Switch classes now?";
		next;
		Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
	} else switch(Class) {
		case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
		case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
		case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
		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+4001);
} else
	Job_Menu(.@j1,.@j2);
close;

function Job_Menu {
while(1) {
	if (getargcount() > 1) {
		mes "Select a job.";
		set .@menu$,"";
		for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
			set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
		set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
		next;
		set .@i, getarg(select(.@menu$)-1,0);
		if (!.@i) close;
		if ((.@i == 23 || .@i == 4045) && 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
		set .@i, getarg(0);
	if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
		mes "[Job Master]";
		mes "You are now "+A_An(jobname(.@i))+"!";
		if (.@i==4001 && .LastJob) set lastJob, Class;
		jobchange .@i;
		if (.@i==4001 || .@i==4023) resetlvl(1);
		specialeffect2 338; specialeffect2 432;
		if (.Platinum) callsub Get_Platinum;
		close;
	}
	if (getargcount() == 1) return;
	mes "[Job Master]";
}
end;
}

function A_An {
setarray .@A$[0],"a","e","i","o","u";
set .@B$, "_"+getarg(0);
for(set .@i,0; .@i<5; set .@i,.@i+1)
	if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
return "a "+getarg(0);
}

Get_Platinum:
skill 142,1,0;
switch(BaseClass) {
	case 0: if (Class !=23) skill 143,1,0; break;
	case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
	case 2: skill 157,1,0; break;
	case 3: skill 147,1,0; skill 148,1,0; break;
	case 4: skill 156,1,0; break;
	case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
	case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
	default: break;
}
switch(BaseJob) {
	case 7: skill 1001,1,0; break;
	case 8: skill 1014,1,0; break;
	case 9: skill 1006,1,0; break;
	case 10: skill 1012,1,0; skill 1013,1,0; break;
	case 11: skill 1009,1,0; break;
	case 12: skill 1003,1,0; skill 1004,1,0; break;
	case 14: skill 1002,1,0; break;
	case 15: skill 1015,1,0; skill 1016,1,0; break;
	case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
	case 17: skill 1005,1,0; break;
	case 18: skill 238,1,0; break;
	case 19: skill 1010,1,0; break;
	case 20: skill 1011,1,0; break;
	default: break;
}
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
set .ThirdClass,1;		// Enable third classes? (1: yes / 0: no)
set .SNovice,45;		// Minimum base level to turn into Super Novice
set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)
set .SkillPointCheck,1;		// Force player to use up all skill points? (1: yes / 0: no)
set .Platinum,1;		// Get platinum skills automatically? (1: yes / 0: no)
end;
}

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thanks

Edited by Zack-
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