viewing paste Unknown #9422 | Athena
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| //===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: =====================================
//= rAthena SVN r16114+
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//============================================================
prontera,153,193,6 script Job Master 624,{
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;
specialeffect2 140;
sleep2 100;
specialeffect2 143;
sleep2 200;
specialeffect2 144;
sleep2 100;
specialeffect2 501;
sleep2 300;
specialeffect2 488;
sleep2 100;
specialeffect2 847;
sleep2 500;
jobchange .@i;
sleep2 500;
specialeffect2 338;
sleep2 1;
specialeffect2 183;
sleep2 500;
specialeffect2 581;
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,0; // 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;
}
prontera,148,192,4 script 3job warper 613,{
mes "[Warper!]";
if (class < 4008){
mes "no puedes usar este servicio";
close;
}
if (Class == 4008) || (Class == 4030) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Lord Knight
set .@map$,"prt_in";
set .@job$,"Rune Knight / Baby Rune Knight";
set .@x,164;
set .@y,24;
set .@npc$,"Splendid - Looking Knight";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4009) || (Class == 4031) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//High Priest
set .@map$,"prt_church";
set .@job$,"Arch Bishop / Arch Bishop";
set .@x,101;
set .@y,88;
set .@npc$,"Praying Minister";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4010) || (Class == 4032) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//High Wizard
set .@map$,"splendide";
set .@job$,"Warlock / Baby Warlock";//
set .@x,141;
set .@y,284;
set .@npc$,"El npc invisible";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4011) || (Class == 4033) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Whitesmith
set .@map$,"yuno";
set .@job$,"Mechanic / Baby Mechanic";
set .@x,126;
set .@y,156;
set .@npc$,"Chainheart";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4012) || (Class == 4034) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Sniper
set .@map$,"tur_dun01";
set .@job$,"Ranger / Baby Ranger";
set .@x,155;
set .@y,38;
set .@npc$,"Survival Training";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4013) || (Class == 4035) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Assassin Cross
set .@map$,"que_job01";
set .@job$,"Guillotine Cross / Baby Guillotine Cross";
set .@x,73;
set .@y,96;
set .@npc$,"Guild Member";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4015) || (Class == 4037) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Paladin
set .@map$,"prt_castle";
set .@job$,"Royal Guard / Baby Royal Guard";
set .@x,46;
set .@y,161;
set .@npc$,"Middle-aged Genthelman";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4016) || (Class == 4038) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Champion
set .@map$,"ve_in";
set .@job$,"Sura / Baby Sura";
set .@x,235;
set .@y,125;
set .@npc$,"King Crah";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4017) || (Class == 4039) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Professor
set .@map$,"gef_tower";
set .@job$,"Sorcerer / Baby Sorcerer";
set .@x,102;
set .@y,32;
set .@npc$,"Merito";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4018) || (Class == 4040) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Stalker
set .@map$,"morocc";
set .@job$,"Shadow Chaser / Baby Shadow Chaser";
set .@x,154;//
set .@y,69;
set .@npc$,"Girl";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4019) || (Class == 4041) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Creator
set .@map$,"alde_alche";
set .@job$,"Genetic / Baby Genetic";
set .@x,35;
set .@y,186;
set .@npc$,"Alchemist Union Member";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4020) || (Class == 4042) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Clown
set .@map$,"alberta";
set .@job$,"Minstrel / Baby Minstrel";
set .@x,194;
set .@y,133;
set .@npc,"Bard";
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}else if (Class == 4021) || (Class == 4043) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Gypsy
set .@map$,"xmas";
set .@job$,"Wanderer / Baby Wanderer";
set .@x,160;
set .@y,209;
set .@npc$,"Aspiring Wanderer, Soy";
end;
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
}else if (Class == 24) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Gunslinger
set .@job,24;
callfunc "jobrebellion",.@job;
end;
}else if (Class == 25) || (baselevel == .Rebirth[0]) || (joblevel == .Rebirth[1]) {//Ninja
set .@map$,"que_job01";
set .@job$,"" + (Sex?"Kagero":"Oboro") + "";
set .@x,75;
set .@y,96;
callfunc "jobwarquest",.@map$,.@x,.@y,.@job$,.@npc$;
end;
}
}
function script jobwarquest {
set .@map$,getarg(0);
set .@job$,getarg(3);
set .@x,getarg(1);
set .@y,getarg(2);
mes "Te puedo mandar directamente a donde tienes que hacer la quest para convertirte en ^0055FF["+.@job$+"]^000000";
next;
mes "[Warper!]";
mes "solo si quieres";
next;
switch(select("Si Quiero:No Quiero")){
case 1:
mes "Suerte";
dispbottom "Habla con: "+getarg(4)+"";
warp .@map$,.@x,.@y;
end;
case 2:
mes "vuelve pronto";
close;
}
}
function script jobrebellion {//quest rebellion
set .@job,getarg(0);
set .@rebellion,1099;
set .@quest, checkquest(.@rebellion,HUNTING);
if (.@quest == -1){
mes "La quest del rebellion la haras aqui";
mes "y mata por mi 50 anubis para saber si en verdad eres buen gunslinger";
specialeffect 221;
sleep 300;
specialeffect 223;
sleep 400;
specialeffect 310;
sleep 500;
specialeffect 311;
setquest 1099;
close;
}else if (.@quest == 0) && (.@quest == 1){
mes "Aun no has terminado con la quest";
mes "vuelve cuando termines";
close;
}else if (.@quest == 0){
specialeffect2 140;
sleep2 100;
specialeffect2 143;
sleep2 200;
specialeffect2 144;
sleep2 100;
specialeffect2 501;
sleep2 300;
specialeffect2 488;
sleep2 100;
specialeffect2 847;
sleep2 500;
jobchange 4215;
sleep2 500;
specialeffect2 338;
sleep2 1;
specialeffect2 183;
sleep2 500;
mes "Felicidades!";
close;
}
} |
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Dynasty.