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  1. //===== Hercules Script ======================================
  2. //= Job Master
  3. //===== By: ==================================================
  4. //= Euphy
  5. //===== Current Version: =====================================
  6. //= 1.3
  7. //===== Compatible With: =====================================
  8. //= Hercules
  9. //===== Description: =========================================
  10. //= A fully functional job changer.
  11. //===== Additional Comments: =================================
  12. //= 1.1 Fixed reset on Baby job change. [Euphy]
  13. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
  14. //= 1.3 Kagerou/Oboro added. [Euphy]
  15. //============================================================
  16.  
  17. prontera,153,193,6 script Job Master 123,{
  18. function Job_Menu; function A_An;
  19.  
  20. mes "[Job Master]";
  21. if (Class > 4049) {
  22. mes "No more jobs are available.";
  23. close;
  24. }
  25. if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
  26. mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
  27. close;
  28. }
  29. if (.SkillPointCheck && SkillPoint) {
  30. mes "Please use all your skill points before proceeding.";
  31. close;
  32. }
  33.  
  34. set .@eac, eaclass();
  35. set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
  36. if (.@i > 6 && .@i < 22) {
  37. if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
  38. set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
  39. mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
  40. close;
  41. }
  42. if (Class > 21) {
  43. mes "Switch to third class?";
  44. next;
  45. Job_Menu(roclass(.@eac|EAJL_THIRD));
  46. close;
  47. }
  48. while(1) {
  49. mes "Select an option.";
  50. next;
  51. set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
  52. if (.@i==3) close;
  53. mes "[Job Master]";
  54. mes "Are you sure?";
  55. next;
  56. Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
  57. mes "[Job Master]";
  58. }
  59. }
  60. set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
  61. if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
  62. if (Class == Job_Ninja) setarray .@exp[0],.@j1,70;
  63. if (.@exp[0] && .ThirdClass) {
  64. if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
  65. set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
  66. mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
  67. close;
  68. }
  69. mes "Switch to "+jobname(.@exp[0])+"?";
  70. next;
  71. Job_Menu(.@exp[0]);
  72. close;
  73. }
  74. if (.@eac&EAJL_2)
  75. if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
  76. mes "No more jobs are available.";
  77. close;
  78. }
  79. if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
  80. if (JobLevel < .JobReq[0])
  81. mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
  82. else if (Class == 4001 && .LastJob && lastJob) {
  83. mes "Switch classes now?";
  84. next;
  85. Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
  86. } else switch(Class) {
  87. case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
  88. case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
  89. case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
  90. default: mes "An error has occurred."; break;
  91. }
  92. close;
  93. }
  94. if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
  95. mes "No more jobs are available.";
  96. else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
  97. mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
  98. else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
  99. mes "Switch classes now?";
  100. next;
  101. Job_Menu(lastJob+4001);
  102. } else
  103. Job_Menu(.@j1,.@j2);
  104. close;
  105.  
  106. function Job_Menu {
  107. while(1) {
  108. if (getargcount() > 1) {
  109. mes "Select a job.";
  110. set .@menu$,"";
  111. for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
  112. set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
  113. set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
  114. next;
  115. set .@i, getarg(select(.@menu$)-1,0);
  116. if (!.@i) close;
  117. if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
  118. mes "[Job Master]";
  119. mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
  120. close;
  121. }
  122. mes "[Job Master]";
  123. mes "Are you sure?";
  124. next;
  125. } else
  126. set .@i, getarg(0);
  127. if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
  128. mes "[Job Master]";
  129. mes "You are now "+A_An(jobname(.@i))+"!";
  130. if (.@i==4001 && .LastJob) set lastJob, Class;
  131. jobchange .@i;
  132. if (.@i==4060 || .@i==4096 || .@i==4054){
  133. getitem 2795,1;
  134. getitem 5746,1;
  135. }
  136. if (.@i==4061 || .@i==4097 || .@i==4055){
  137. getitem 2795,1;
  138. getitem 5753,1;
  139. }
  140. if (.@i==4062 || .@i==4098 || .@i==4056){
  141. getitem 2795,1;
  142. getitem 5748,1;
  143. }
  144. if (.@i==4063 || .@i==4099 || .@i==4057){
  145. getitem 2795,1;
  146. getitem 5747,1;
  147. }
  148. if (.@i==4064 || .@i==4100 || .@i==4058){
  149. getitem 2795,1;
  150. getitem 5749,1;
  151. }
  152. if (.@i==4065 || .@i==4101 || .@i==4059){
  153. getitem 2795,1;
  154. getitem 5755,1;
  155. }
  156. if (.@i==4073 || .@i==4102 || .@i==4066){
  157. getitem 2795,1;
  158. getitem 5757,1;
  159. }
  160. if (.@i==4074 || .@i==4103 || .@i==4067){
  161. getitem 2795,1;
  162. getitem 5756,1;
  163. }
  164. if (.@i==4075 || .@i==4104 || .@i==4068){
  165. getitem 2795,1;
  166. getitem 5751,1;
  167. }
  168. if (.@i==4076 || .@i==4105 || .@i==4069){
  169. getitem 2795,1;
  170. getitem 5758,1;
  171. }
  172. if (.@i==4077 || .@i==4106 || .@i==4070){
  173. getitem 2795,1;
  174. getitem 5754,1;
  175. }
  176. if (.@i==4078 || .@i==4107 || .@i==4071){
  177. getitem 2795,1;
  178. getitem 5752,1;
  179. }
  180. if (.@i==4079 || .@i==4108 || .@i==4072){
  181. getitem 2795,1;
  182. getitem 5750,1;
  183. }
  184. if (.@i==4001 || .@i==4023) resetlvl(1);
  185. specialeffect2 338; specialeffect2 432;
  186. if (.Platinum) callsub Get_Platinum;
  187. close;
  188. }
  189. if (getargcount() == 1) return;
  190. mes "[Job Master]";
  191. }
  192. end;
  193. }
  194.  
  195. function A_An {
  196. setarray .@A$[0],"a","e","i","o","u";
  197. set .@B$, "_"+getarg(0);
  198. for(set .@i,0; .@i<5; set .@i,.@i+1)
  199. if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
  200. return "a "+getarg(0);
  201. }
  202.  
  203. Get_Platinum:
  204. skill 142,1,0;
  205. switch(BaseClass) {
  206. case 0: if (Class !=23) skill 143,1,0; break;
  207. case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
  208. case 2: skill 157,1,0; break;
  209. case 3: skill 147,1,0; skill 148,1,0; break;
  210. case 4: skill 156,1,0; break;
  211. case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
  212. case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
  213. default: break;
  214. }
  215. switch(BaseJob) {
  216. case 7: skill 1001,1,0; break;
  217. case 8: skill 1014,1,0; break;
  218. case 9: skill 1006,1,0; break;
  219. case 10: skill 1012,1,0; skill 1013,1,0; break;
  220. case 11: skill 1009,1,0; break;
  221. case 12: skill 1003,1,0; skill 1004,1,0; break;
  222. case 14: skill 1002,1,0; break;
  223. case 15: skill 1015,1,0; skill 1016,1,0; break;
  224. case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
  225. case 17: skill 1005,1,0; break;
  226. case 18: skill 238,1,0; break;
  227. case 19: skill 1010,1,0; break;
  228. case 20: skill 1011,1,0; break;
  229. default: break;
  230. }
  231. return;
  232.  
  233. OnInit:
  234. setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class
  235. setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class
  236. set .ThirdClass,1; // Enable third classes? (1: yes / 0: no)
  237. set .SNovice,45; // Minimum base level to turn into Super Novice
  238. set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no)
  239. set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no)
  240. set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no)
  241. end;
  242. }
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