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//===== Hercules Script ======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//===== 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  2_F_MAGICMASTER,{
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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