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May 24th, 2013
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  1. //===== rAthena Script =======================================
  2. //= Job Master
  3. //===== By: ==================================================
  4. //= Euphy
  5. //===== Current Version: =====================================
  6. //= 1.3
  7. //===== Compatible With: =====================================
  8. //= rAthena SVN r16114+
  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. brasilis,121,296,4 script Job Master 811,{
  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. while(1) {
  43. mes "Select an option.";
  44. next;
  45. set .@i, select(
  46. ( Class < 4001 )? " ~ ^0055FFRebirth^000000":"",
  47. ( (.ThirdClass && Class >= 4008 )? " ~ ^FF0000Third Class^000000":"" ),
  48. " ~ ^777777Cancel^000000");
  49. if (.@i==3) close;
  50. mes "[Job Master]";
  51. mes "Are you sure?";
  52. next;
  53. Job_Menu(((.@i==1)?4001:roclass( (eaclass(lastJob)&EAJ_UPPERMASK)|EAJL_THIRD )));
  54. mes "[Job Master]";
  55. }
  56. }
  57. set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
  58. if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
  59. if (Class == Job_Ninja) setarray .@exp[0],.@j1,70;
  60. if (.@exp[0] && .ThirdClass) {
  61. if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
  62. set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
  63. mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
  64. close;
  65. }
  66. mes "Switch to "+jobname(.@exp[0])+"?";
  67. next;
  68. Job_Menu(.@exp[0]);
  69. close;
  70. }
  71. if (.@eac&EAJL_2)
  72. if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
  73. mes "No more jobs are available.";
  74. close;
  75. }
  76. if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
  77. if (JobLevel < .JobReq[0])
  78. mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
  79. else if (Class == 4001 && .LastJob && lastJob) {
  80. mes "Switch classes now?";
  81. next;
  82. Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
  83. } else switch(Class) {
  84. case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
  85. case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
  86. case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
  87. default: mes "An error has occurred."; break;
  88. }
  89. close;
  90. }
  91. if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
  92. mes "No more jobs are available.";
  93. else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
  94. mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
  95. else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
  96. mes "Switch classes now?";
  97. next;
  98. Job_Menu(lastJob+4001);
  99. } else
  100. Job_Menu(.@j1,.@j2);
  101. close;
  102.  
  103. function Job_Menu {
  104. while(1) {
  105. if (getargcount() > 1) {
  106. mes "Select a job.";
  107. set .@menu$,"";
  108. for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
  109. set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
  110. set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
  111. next;
  112. set .@i, getarg(select(.@menu$)-1,0);
  113. if (!.@i) close;
  114. if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
  115. mes "[Job Master]";
  116. mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
  117. close;
  118. }
  119. mes "[Job Master]";
  120. mes "Are you sure?";
  121. next;
  122. } else
  123. set .@i, getarg(0);
  124. if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
  125. mes "[Job Master]";
  126. mes "You are now "+A_An(jobname(.@i))+"!";
  127. if (.@i==4001 && .LastJob) set lastJob, Class;
  128. jobchange .@i;
  129. if (.@i==4001 || .@i==4023) resetlvl(1);
  130. specialeffect2 338; specialeffect2 432;
  131. if (.Platinum) callsub Get_Platinum;
  132. close;
  133. }
  134. if (getargcount() == 1) return;
  135. mes "[Job Master]";
  136. }
  137. end;
  138. }
  139.  
  140. function A_An {
  141. setarray .@A$[0],"a","e","i","o","u";
  142. set .@B$, "_"+getarg(0);
  143. for(set .@i,0; .@i<5; set .@i,.@i+1)
  144. if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
  145. return "a "+getarg(0);
  146. }
  147.  
  148. Get_Platinum:
  149. skill 142,1,0;
  150. switch(BaseClass) {
  151. case 0: if (Class !=23) skill 143,1,0; break;
  152. case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
  153. case 2: skill 157,1,0; break;
  154. case 3: skill 147,1,0; skill 148,1,0; break;
  155. case 4: skill 156,1,0; break;
  156. case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
  157. case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
  158. default: break;
  159. }
  160. switch(BaseJob) {
  161. case 7: skill 1001,1,0; break;
  162. case 8: skill 1014,1,0; break;
  163. case 9: skill 1006,1,0; break;
  164. case 10: skill 1012,1,0; skill 1013,1,0; break;
  165. case 11: skill 1009,1,0; break;
  166. case 12: skill 1003,1,0; skill 1004,1,0; break;
  167. case 14: skill 1002,1,0; break;
  168. case 15: skill 1015,1,0; skill 1016,1,0; break;
  169. case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
  170. case 17: skill 1005,1,0; break;
  171. case 18: skill 238,1,0; break;
  172. case 19: skill 1010,1,0; break;
  173. case 20: skill 1011,1,0; break;
  174. default: break;
  175. }
  176. return;
  177.  
  178. OnInit:
  179. // setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class
  180. // setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class
  181. set .ThirdClass,1; // Enable third classes? (1: yes / 0: no)
  182. set .SNovice,45; // Minimum base level to turn into Super Novice
  183. set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no)
  184. // set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no)
  185. set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no)
  186. end;
  187. }
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