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  1. //===== rAthena Script =======================================
  2. //= Job Master
  3. //===== Description: =========================================
  4. //= A fully functional job changer.
  5. //===== Additional Comments: =================================
  6. //= 1.0 Initial script. [Euphy]
  7. //= 1.1 Fixed reset on Baby job change.
  8. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
  9. //= 1.3 Kagerou/Oboro added.
  10. //= 1.4 Rebellion added.
  11. //= 1.5 Added option to disable RebirthClass. [mazvi]
  12. //= 1.6 Added option to get job related equipment on change. [Braniff]
  13. //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
  14. //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
  15. //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
  16. //============================================================
  17.  
  18. prontera,153,193,6 script Job Master 123,{
  19. function Get_Job_Equip;
  20. // Checks if the Player has the required level.
  21. // closes if not, returns if yes
  22. function Require_Level {
  23. if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
  24. .@blvl = getarg(0) - BaseLevel;
  25. .@jlvl = getarg(1) - JobLevel;
  26. mes "Level requirement:";
  27. mes ((getarg(0)>1)?
  28. "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
  29. getarg(1)+"^000000 (^00bb00Job^000000)";
  30. mes "You need " +
  31. ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " +
  32. ((.@jlvl > 0) ? "and " : "") : "") +
  33. ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
  34. "to continue.";
  35. close;
  36. }
  37. return;
  38. }
  39.  
  40. // Checks if the given eac is a baby class
  41. function Is_Baby {
  42. return ((getarg(0, eaclass())&EAJL_BABY)>0);
  43. }
  44.  
  45. // Checks if the player can change to third class.
  46. // Note: This does not include the level checks.
  47. function Can_Change_Third {
  48. // To change to third class you either need to be:
  49. // * Second Class
  50. // * Transcendent Second Class
  51. // * Baby Second Class
  52. if( !.ThirdClass )
  53. return false; // Third job change disabled
  54. if( !(eaclass()&EAJL_2) )
  55. return false; // Not second Class
  56. if( eaclass()&EAJL_THIRD )
  57. return false; // Already Third Class
  58. if( roclass(eaclass()|EAJL_THIRD) < 0 )
  59. return false; // Job has no third Class
  60. if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
  61. return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
  62. if( Is_Baby() && (!.BabyClass || !.BabyThird) )
  63. return false; // No Baby (Third) change allowed
  64. return true;
  65. }
  66.  
  67. function Can_Rebirth {
  68. // To rebirth, you need to be:
  69. // * Second Class
  70. if( !.RebirthClass )
  71. return false; // Rebirth disabled
  72. if( !(eaclass()&EAJL_2) )
  73. return false; // Not second Class
  74. if( eaclass()&EAJL_UPPER )
  75. return false; // Already Rebirthed
  76. if( roclass(eaclass()|EAJL_UPPER) < 0 )
  77. return false; // Job has no transcended class
  78. if( Is_Baby() && !.BabyClass )
  79. return false; // No Baby changes allowed
  80. return true;
  81. }
  82.  
  83. // Checks if the given eac is a first class
  84. function Is_First_Cls {
  85. return (getarg(0) <= EAJ_TAEKWON);
  86. }
  87.  
  88. function Check_Riding {
  89. // Note: Why we should always check for Riding:
  90. // Mounts are considered as another class, which
  91. // would make this NPC bigger just to handle with
  92. // those special cases.
  93. if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
  94. mes "Please remove your " +
  95. ((checkfalcon()) ? "falcon" : "") +
  96. ((checkcart()) ? "cart" : "") +
  97. ((checkriding()) ? "Peco" : "") +
  98. ((ismounting()) ? "mount" : "") +
  99. " before proceeding.";
  100. close;
  101. }
  102. return;
  103. }
  104. function Check_SkillPoints {
  105. if (.SkillPointCheck && SkillPoint) {
  106. mes "Please use all your skill points before proceeding.";
  107. close;
  108. }
  109. return;
  110. }
  111.  
  112. // addJobOptions is essentially the same like
  113. // setarray .@array[getarraysize(.@array)],opt1,opt2,...;
  114. // It's just easier to read, since we're using it very often
  115. function Job_Options {
  116. .@argcount = getargcount();
  117. .@arr_size = getarraysize(getarg(0));
  118. for( .@i = 1; .@i < .@argcount; .@i++) {
  119. setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
  120. }
  121. }
  122.  
  123. // Begin of the NPC
  124. mes .NPCName$;
  125. Check_Riding();
  126. Check_SkillPoints();
  127.  
  128. // initialisation
  129. deletearray .@job_opt[0],getarraysize(.@job_opt);
  130. .@eac = eaclass();
  131. .@third_possible = Can_Change_Third();
  132. .@rebirth_possible = Can_Rebirth();
  133. .@first_eac = .@eac&EAJ_BASEMASK;
  134. .@second_eac = .@eac&EAJ_UPPERMASK;
  135. // Note: These are already set in pc.c
  136. // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
  137. // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
  138. //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
  139.  
  140. // From here on the jobmaster checks the current class
  141. // and fills the the array `.@job_opt` with possible
  142. // job options for the player.
  143.  
  144. if( .@rebirth_possible ) {
  145. // Rebirth option (displayed on the top of the menu)
  146. Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
  147. Job_Options(.@job_opt, Job_Novice_High);
  148. }
  149. if( .@third_possible ) {
  150. // Third Job change (displayed below rebirth)
  151. Require_Level(.Req_Third[0], .Req_Third[1]);
  152. Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
  153. }
  154.  
  155. if (.SecondExpanded &&
  156. (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
  157. !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN
  158. // (Baby) Super Novice to Expanded (Baby) Super Novice
  159. if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
  160. // .BabyClass & .BabyExpanded must be enabled if the is a baby
  161. Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
  162. Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
  163. }
  164. }
  165.  
  166. if (.SecondExpanded &&
  167. ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja
  168. (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger
  169. // (Baby) Ninja to (Baby) Kagerou / Oboro
  170. // (Baby) Gunslinger to (Baby) Rebellion
  171. if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
  172. // .BabyClass & .BabyExpanded must be enabled if the is a baby
  173. Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
  174. // Kagerou, Oboro, Rebellion are considered as a 2-1 class
  175. Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
  176. }
  177. }
  178.  
  179. // Player is Job_Novice, Job_Novice_High or Job_Baby
  180. if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
  181. // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
  182. Require_Level(.Req_First[0], .Req_First[1]);
  183. switch(Class) {
  184. case Job_Novice:
  185. // First job change
  186. Job_Options(.@job_opt,Job_Swordman,
  187. Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
  188. Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
  189. if( .BabyNovice )
  190. Job_Options(.@job_opt, Job_Baby);
  191. break;
  192. case Job_Novice_High:
  193. // Job change after rebirth
  194. if( .LastJob && lastJob )
  195. Job_Options(.@job_opt,
  196. roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
  197. else
  198. Job_Options(.@job_opt,
  199. Job_Swordman_High, Job_Mage_High, Job_Archer_High,
  200. Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
  201. break;
  202. case Job_Baby:
  203. if( !.BabyClass )
  204. break;
  205. // First job change as a baby
  206. Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
  207. Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
  208. Job_Baby_Thief);
  209. if( .BabyExpanded )
  210. Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
  211. Job_Baby_Gunslinger, Job_Baby_Ninja);
  212. if( .BabySummoner )
  213. Job_Options(.@job_opt, Job_Baby_Summoner);
  214. break;
  215. default:
  216. mes "An error has occurred.";
  217. close;
  218. }
  219. } else if( Is_First_Cls(.@eac) || // First Class
  220. Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls
  221. (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls
  222. // Player is First Class (not Novice)
  223. // most jobs should have two options here (2-1 and 2-2)
  224. .@class1 = roclass(.@eac|EAJL_2_1); // 2-1
  225. .@class2 = roclass(.@eac|EAJL_2_2); // 2-2
  226. // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
  227. if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
  228. // Player is rebirth Cls and linear class changes are enforced
  229. Require_Level(.Req_Second[0], .Req_Second[1]);
  230. Job_Options(.@job_opt, lastJob + Job_Novice_High);
  231. } else {
  232. // Class is not enforced, player can decide.
  233. if( .@class1 > 0 ) { // 2-1
  234. Require_Level(.Req_Second[0], .Req_Second[1]);
  235. Job_Options(.@job_opt, .@class1);
  236. }
  237. if( .@class2 > 0 ) { // 2-2
  238. Require_Level(.Req_Second[0], .Req_Second[1]);
  239. Job_Options(.@job_opt, .@class2);
  240. }
  241. }
  242. }
  243.  
  244. // Displaying the Job Menu defined by .@job_opt.
  245. // .@job_opt should not be changed below this line.
  246. function Job_Menu;
  247. Job_Menu(.@job_opt);
  248. close;
  249.  
  250. // Displays the job menu
  251. function Job_Menu {
  252. // getarg(0) is the .@job_opt array holding all available job changes.
  253. function Confirm_Change;
  254. while(true) {
  255. .@opt_cnt = getarraysize(getarg(0));
  256. if( .@opt_cnt <= 0 ) {
  257. mes "No more jobs are available.";
  258. close;
  259. }
  260.  
  261. .@selected = 0; // Just a single job class given, no select needed
  262. if (.@opt_cnt > 1) {
  263. // Multiple job classes given. Select one and save it to .@class
  264. // After that confirm .@class
  265. mes "Select a job.";
  266. .@menu$ = "";
  267. for (.@i = 0; .@i < .@opt_cnt; .@i++) //{
  268. if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
  269. .@jobname$ = "^0055FFRebirth^000000";
  270. // else
  271. // .@jobname$ = jobname(getelementofarray(getarg(0), .@i));
  272. .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
  273. // }
  274. .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
  275. .@selected = select(.@menu$) - 1;
  276. if( .@selected < 0 || .@selected >= .@opt_cnt )
  277. close;
  278. next;
  279. mes .NPCName$;
  280. }
  281. .@class = getelementofarray(getarg(0), .@selected);
  282. if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
  283. BaseLevel < .SNovice) {
  284. // Special Level Requirement because Super Novice and
  285. // Super Baby can both be selected in one of the first class
  286. // changes. That's why the Level Requirement is after and not before
  287. // the selection.
  288. mes "A base level of " + .SNovice +
  289. " is required to turn into a " + jobname(.@class) + ".";
  290. return;
  291. }
  292. // Confirm the Class
  293. Confirm_Change(.@class, .@opt_cnt > 1);
  294. next;
  295. mes .NPCName$;
  296. }
  297. return;
  298. }
  299.  
  300.  
  301. // Executes the actual jobchange and closes.
  302. function Job_Change {
  303. .@to_cls = getarg(0);
  304. next;
  305. mes .NPCName$;
  306. mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
  307. if (.@to_cls == Job_Novice_High && .LastJob)
  308. lastJob = Class; // Saves the lastJob for rebirth
  309. jobchange .@to_cls;
  310. if (.@to_cls == Job_Novice_High)
  311. resetlvl(1);
  312. else if (.@to_cls == Job_Baby) {
  313. resetstatus;
  314. resetskill;
  315. set SkillPoint,0;
  316. }
  317. specialeffect2 EF_ANGEL2;
  318. specialeffect2 EF_ELECTRIC;
  319. if (.Platinum)
  320. callfunc "F_GetPlatinumSkills";
  321. if (.GetJobEquip)
  322. Get_Job_Equip();
  323. close; // Always closes after the change
  324. }
  325.  
  326. function Confirm_Change {
  327. // Player confirms he want to change into .@class
  328. .@class = getarg(0, -1);
  329. .@back = getarg(1, false);
  330. if( .@class < 0 ) {
  331. mes "Unknown Class Error.";
  332. close;
  333. }
  334. mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
  335. .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
  336. if( .@class == Job_Novice_High)
  337. .@job_option$ = " ~ ^0055FFRebirth^000000";
  338.  
  339. if (select(.@job_option$+": ~ ^777777" +
  340. ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
  341. Job_Change(.@class);
  342. }
  343. if (!.@back)
  344. close; // "Cancel" pressed
  345. return;
  346. }
  347.  
  348. // Function which gives a job related item to the player
  349. // the items are the rewards from the original job change quests
  350. function Get_Job_Equip {
  351. // Note: The item is dropping, when the player can't hold it.
  352. // But that's better than not giving the item at all.
  353. .@eac = eaclass();
  354. if( .@eac&EAJL_THIRD ) {
  355. // Third Class Items
  356. getitem 2795,1; // Green Apple Ring for every 3rd Class
  357. switch(BaseJob) {
  358. // BaseJob of Third Cls
  359. // For Normal Third, Baby Third and Transcended Third Cls
  360. case Job_Knight:
  361. getitem 5746,1; break; // Rune Circlet [1]
  362. case Job_Wizard:
  363. getitem 5753,1; break; // Magic Stone Hat [1]
  364. case Job_Hunter:
  365. getitem 5748,1; break; // Sniper Goggle [1]
  366. case Job_Priest:
  367. getitem 5747,1; break; // Mitra [1]
  368. case Job_Blacksmith:
  369. getitem 5749,1; break; // Driver Band [1]
  370. case Job_Assassin:
  371. getitem 5755,1; break; // Silent Executor [1]
  372. case Job_Crusader:
  373. getitem 5757,1; break; // Dip Schmidt Helm [1]
  374. case Job_Sage:
  375. getitem 5756,1; break; // Wind Whisper [1]
  376. case Job_Bard:
  377. getitem 5751,1; break; // Maestro Song's Hat [1]
  378. case Job_Dancer:
  379. getitem 5758,1; break; // Dying Swan [1]
  380. case Job_Monk:
  381. getitem 5754,1; break; // Blazing Soul [1]
  382. case Job_Alchemist:
  383. getitem 5752,1; break; // Midas Whisper[1]
  384. case Job_Rogue:
  385. getitem 5750,1; // Shadow Handicraft [1]
  386. getitem 6121,1; // Makeover Brush
  387. getitem 6122,1; break; // Paint Brush
  388. }
  389. } else if (.@eac&EAJL_2) {
  390. // Second Class (And not Third Class)
  391. switch(BaseJob) {
  392. // Second Class
  393. case Job_Knight:
  394. getitem 1163,1; break; // Claymore [0]
  395. case Job_Priest:
  396. getitem 1522,1; break; // Stunner [0]
  397. case Job_Wizard:
  398. getitem 1617,1; break; // Survivor's Rod [0]
  399. case Job_Blacksmith:
  400. getitem 1360,1; break; // Two-Handed-Axe [1]
  401. case Job_Hunter:
  402. getitem 1718,1; break; // Hunter Bow [0]
  403. case Job_Assassin:
  404. getitem 1254,1; break; // Jamadhar [0]
  405. case Job_Crusader:
  406. getitem 1410,1; break; // Lance [0]
  407. case Job_Monk:
  408. getitem 1807,1; break; // Fist [0]
  409. case Job_Sage:
  410. getitem 1550,1; break; // Book [3]
  411. case Job_Rogue:
  412. getitem 1222,1; break; // Damascus [1]
  413. case Job_Alchemist:
  414. getitem 1126,1; break; // Saber [2]
  415. case Job_Bard:
  416. getitem 1907,1; break; // Guitar [0]
  417. case Job_Dancer:
  418. getitem 1960,1; break; // Whip [1]
  419. case Job_Super_Novice:
  420. getitem 1208,1; break; // Main Gauche [4]
  421. case Job_Gunslinger:
  422. getitem 13101,1; break; // Six Shooter [2]
  423. case Job_Ninja:
  424. getitem 13010,1; break; // Asura [2]
  425. case Job_Star_Gladiator:
  426. getitem 1550,1; break; // Book [3]
  427. case Job_Soul_Linker:
  428. getitem 1617,1; break; // Survivor's Rod [0]
  429. }
  430. } else {
  431. // Neither Second or Third Cls
  432. // => First Cls or not covered by the switch
  433. switch(BaseClass) {
  434. // First Class
  435. case Job_Swordman:
  436. getitem 1108,1; break; // Blade [4]
  437. case Job_Mage:
  438. getitem 1602,1; break; // Rod [4]
  439. case Job_Archer:
  440. getitem 1705,1; break; // Composite Bow [4]
  441. case Job_Acolyte:
  442. getitem 1505,1; break; // Mace [4]
  443. case Job_Merchant:
  444. getitem 1302,1; break; // Axe [4]
  445. case Job_Thief:
  446. getitem 1208,1; break; // Main Gauche [4]
  447. }
  448. }
  449. return;
  450. }
  451.  
  452. OnInit:
  453. // Initialisation, do not edit these
  454. .NPCName$ = "[Job Master]";
  455.  
  456. // Settings
  457. .ThirdClass = true; // Enable third classes?
  458. .RebirthClass = true; // Enable rebirth classes?
  459. .SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
  460. .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
  461. .BabyClass = true; // Enable Baby classes?
  462. .BabyThird = true; // Enable Baby third classes?
  463. .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
  464. .BabySummoner = true; // Enable Baby Summoner?
  465. .LastJob = true; // Enforce linear class changes?
  466. .SkillPointCheck = true; // Force player to use up all skill points?
  467. .Platinum = true; // Get platinum skills automatically?
  468. .GetJobEquip = true; // Get job equipment (mostly weapons) on job change?
  469.  
  470. // Level Requirements
  471. setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class
  472. setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class
  473. setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth
  474. setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class
  475. setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
  476. setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice
  477. .SNovice = 45; // Minimum base level to turn into Super Novice
  478.  
  479. // Setting adjustments by PACKETVER
  480. if( PACKETVER < 20161207 ) {
  481. if( .BabyExpanded )
  482. debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
  483. if( .BabySummoner )
  484. debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
  485. .BabyExpanded = false;
  486. .BabySummoner = false;
  487. }
  488. end;
  489. }
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