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544 lines
18 KiB
Plaintext
544 lines
18 KiB
Plaintext
//===== rAthena Script =======================================
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//= Job Master
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//===== Description: =========================================
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//= A fully functional job changer.
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//===== Additional Comments: =================================
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//= 1.0 Initial script. [Euphy]
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//= 1.1 Fixed reset on Baby job change.
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//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
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//= 1.3 Kagerou/Oboro added.
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//= 1.4 Rebellion added.
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//= 1.5 Added option to disable RebirthClass. [mazvi]
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//= 1.6 Added option to get job related equipment on change. [Braniff]
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//= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey]
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//= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi]
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//= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi]
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//= 2.0 Added 4th class [Lemongrass]
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//============================================================
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prontera,153,193,6 script Job Master 123,{
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function Get_Job_Equip;
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// Checks if the Player has the required level.
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// closes if not, returns if yes
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function Require_Level {
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if (BaseLevel < getarg(0) || JobLevel < getarg(1)) {
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.@blvl = getarg(0) - BaseLevel;
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.@jlvl = getarg(1) - JobLevel;
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mes "Level requirement:";
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mes ((getarg(0)>1)?
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"^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+
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getarg(1)+"^000000 (^00bb00Job^000000)";
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mes "You need " +
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((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " +
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((.@jlvl > 0) ? "and " : "") : "") +
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((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") +
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"to continue.";
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close;
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}
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return;
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}
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// Checks if the given eac is a baby class
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function Is_Baby {
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return ((getarg(0, eaclass())&EAJL_BABY)>0);
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}
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// Checks if the player can change to fourth class.
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// Note: This does not include the level checks.
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function Can_Change_Fourth {
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// To change to fourth class you need to be:
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// * Transcendent Third Class
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if( !.FourthClass )
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return false; // Fourth job change disabled
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if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) )
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return false; // Not Transcendent Third Class
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if( eaclass()&EAJL_FOURTH )
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return false; // Already Fourth Class
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if( roclass(eaclass()|EAJL_FOURTH) < 0 )
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return false; // Job has no Fourth Class
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return true;
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}
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// Checks if the player can change to third class.
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// Note: This does not include the level checks.
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function Can_Change_Third {
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// To change to third class you either need to be:
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// * Second Class
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// * Transcendent Second Class
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// * Baby Second Class
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if( !.ThirdClass )
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return false; // Third job change disabled
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if( !(eaclass()&EAJL_2) )
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return false; // Not second Class
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if( eaclass()&EAJL_THIRD )
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return false; // Already Third Class
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if( roclass(eaclass()|EAJL_THIRD) < 0 )
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return false; // Job has no third Class
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if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE )
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return false; // Exp. Super Novice equals 3rd Cls, but has it's own case
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if( Is_Baby() && (!.BabyClass || !.BabyThird) )
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return false; // No Baby (Third) change allowed
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return true;
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}
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function Can_Rebirth {
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// To rebirth, you need to be:
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// * Second Class
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if( !.RebirthClass )
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return false; // Rebirth disabled
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if( !(eaclass()&EAJL_2) )
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return false; // Not second Class
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if( eaclass()&(EAJL_UPPER|EAJL_THIRD) )
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return false; // Already Rebirthed/ Third Class
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if( roclass(eaclass()|EAJL_UPPER) < 0 )
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return false; // Job has no transcended class
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if( Is_Baby() && !.BabyClass )
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return false; // No Baby changes allowed
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return true;
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}
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// Checks if the given eac is a first class
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function Is_First_Cls {
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return (getarg(0) <= EAJ_TAEKWON);
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}
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function Check_Riding {
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// Note: Why we should always check for Riding:
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// Mounts are considered as another class, which
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// would make this NPC bigger just to handle with
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// those special cases.
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if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
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mes "Please remove your " +
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((checkfalcon()) ? "falcon" : "") +
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((checkcart()) ? "cart" : "") +
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((checkriding()) ? "Peco" : "") +
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((ismounting()) ? "mount" : "") +
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" before proceeding.";
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close;
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}
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return;
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}
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function Check_SkillPoints {
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if (.SkillPointCheck && SkillPoint) {
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mes "Please use all your skill points before proceeding.";
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close;
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}
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return;
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}
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// addJobOptions is essentially the same like
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// setarray .@array[getarraysize(.@array)],opt1,opt2,...;
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// It's just easier to read, since we're using it very often
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function Job_Options {
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.@argcount = getargcount();
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.@arr_size = getarraysize(getarg(0));
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for( .@i = 1; .@i < .@argcount; .@i++) {
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setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i);
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}
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}
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// Begin of the NPC
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mes .NPCName$;
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Check_Riding();
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Check_SkillPoints();
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// initialisation
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.@eac = eaclass();
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.@fourth_possible = Can_Change_Fourth();
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.@third_possible = Can_Change_Third();
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.@rebirth_possible = Can_Rebirth();
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.@first_eac = .@eac&EAJ_BASEMASK;
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.@second_eac = .@eac&EAJ_UPPERMASK;
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// Note: These are already set in pc.cpp
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// BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class
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// BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class
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//dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")";
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// From here on the jobmaster checks the current class
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// and fills the array `.@job_opt` with possible
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// job options for the player.
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if( .@rebirth_possible ) {
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// Rebirth option (displayed on the top of the menu)
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Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]);
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Job_Options(.@job_opt, Job_Novice_High);
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}
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if( .@third_possible ) {
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// Third Job change (displayed below rebirth)
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Require_Level(.Req_Third[0], .Req_Third[1]);
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Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD));
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}
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if( .@fourth_possible ) {
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// Fourth Job change (displayed below rebirth)
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Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
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Job_Options(.@job_opt, roclass(.@eac|EAJL_FOURTH));
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}
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if (.SecondExpanded &&
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(.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice
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!(eaclass()&EAJL_THIRD) ) { // not already Expanded SN
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// (Baby) Super Novice to Expanded (Baby) Super Novice
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if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
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// .BabyClass & .BabyExpanded must be enabled if the is a baby
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Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]);
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Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls
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}
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}
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// babies don't get to become 4th jobs
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if (.FourthExpanded && .@eac == EAJ_REBELLION) {
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Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
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Job_Options(.@job_opt, roclass(EAJ_NIGHT_WATCH));
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}
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if (.FourthExpanded && .@eac == EAJ_KAGEROUOBORO) {
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Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
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Job_Options(.@job_opt, roclass(EAJ_SHINKIRO_SHIRANUI));
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}
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if (.FourthExpanded && .@eac == EAJ_SUPER_NOVICE_E) {
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Require_Level(.Req_Fourth[0], .Req_Fourth[1]);
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Job_Options(.@job_opt, roclass(EAJ_HYPER_NOVICE));
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}
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if (.FourthExpanded && .@eac == EAJ_SUMMONER) {
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Require_Level(.Req_SHandler[0], .Req_SHandler[1]);
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Job_Options(.@job_opt, roclass(EAJ_SPIRIT_HANDLER));
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}
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if (.SecondExpanded &&
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((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja
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(.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger
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// (Baby) Ninja to (Baby) Kagerou / Oboro
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// (Baby) Gunslinger to (Baby) Rebellion
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if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) {
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// .BabyClass & .BabyExpanded must be enabled if the is a baby
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Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]);
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// Kagerou, Oboro, Rebellion are considered as a 2-1 class
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Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1));
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}
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}
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// Player is Job_Novice, Job_Novice_High or Job_Baby
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if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) {
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// MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY
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Require_Level(.Req_First[0], .Req_First[1]);
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switch(Class) {
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case Job_Novice:
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// First job change
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Job_Options(.@job_opt,Job_Swordman,
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Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
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Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja);
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if( .BabyNovice )
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Job_Options(.@job_opt, Job_Baby);
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break;
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case Job_Novice_High:
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// Job change after rebirth
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if( .LastJob && lastJob )
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Job_Options(.@job_opt,
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roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
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else
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Job_Options(.@job_opt,
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Job_Swordman_High, Job_Mage_High, Job_Archer_High,
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Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
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break;
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case Job_Baby:
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if( !.BabyClass )
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break;
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// First job change as a baby
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Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage,
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Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant,
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Job_Baby_Thief);
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if( .BabyExpanded )
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Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon,
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Job_Baby_Gunslinger, Job_Baby_Ninja);
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if( .BabySummoner )
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Job_Options(.@job_opt, Job_Baby_Summoner);
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break;
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default:
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mes "An error has occurred.";
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close;
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}
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} else if( Is_First_Cls(.@eac) || // First Class
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Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls
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(.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls
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// Player is First Class (not Novice)
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// most jobs should have two options here (2-1 and 2-2)
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.@class1 = roclass(.@eac|EAJL_2_1); // 2-1
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.@class2 = roclass(.@eac|EAJL_2_2); // 2-2
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// dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")";
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if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
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// Player is rebirth Cls and linear class changes are enforced
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Require_Level(.Req_Second[0], .Req_Second[1]);
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Job_Options(.@job_opt, lastJob + Job_Novice_High);
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} else {
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// Class is not enforced, player can decide.
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if( .@class1 > 0 ) { // 2-1
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Require_Level(.Req_Second[0], .Req_Second[1]);
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Job_Options(.@job_opt, .@class1);
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}
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if( .@class2 > 0 ) { // 2-2
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Require_Level(.Req_Second[0], .Req_Second[1]);
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Job_Options(.@job_opt, .@class2);
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}
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}
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}
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// Displaying the Job Menu defined by .@job_opt.
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// .@job_opt should not be changed below this line.
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function Job_Menu;
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Job_Menu(.@job_opt);
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close;
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// Displays the job menu
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function Job_Menu {
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// getarg(0) is the .@job_opt array holding all available job changes.
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function Confirm_Change;
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while(true) {
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.@opt_cnt = getarraysize(getarg(0));
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if( .@opt_cnt <= 0 ) {
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mes "No more jobs are available.";
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close;
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}
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.@selected = 0; // Just a single job class given, no select needed
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if (.@opt_cnt > 1) {
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// Multiple job classes given. Select one and save it to .@class
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// After that confirm .@class
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mes "Select a job.";
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.@menu$ = "";
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for (.@i = 0; .@i < .@opt_cnt; .@i++) {
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if( getelementofarray(getarg(0), .@i) == Job_Novice_High)
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.@jobname$ = "^0055FFRebirth^000000";
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else
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.@jobname$ = jobname(getelementofarray(getarg(0), .@i));
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.@menu$ = .@menu$ + " ~ " + .@jobname$ + ":";
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}
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.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
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.@selected = select(.@menu$) - 1;
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if( .@selected < 0 || .@selected >= .@opt_cnt )
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close;
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next;
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mes .NPCName$;
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}
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.@class = getelementofarray(getarg(0), .@selected);
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if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) &&
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BaseLevel < .SNovice) {
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// Special Level Requirement because Super Novice and
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// Super Baby can both be selected in one of the first class
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// changes. That's why the Level Requirement is after and not before
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// the selection.
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mes "A base level of " + .SNovice +
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" is required to turn into a " + jobname(.@class) + ".";
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return;
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}
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// Confirm the Class
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Confirm_Change(.@class, .@opt_cnt > 1);
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next;
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mes .NPCName$;
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}
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return;
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}
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// Executes the actual jobchange and closes.
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function Job_Change {
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.@previous_class = Class;
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.@to_cls = getarg(0);
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next;
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mes .NPCName$;
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mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!";
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if (.@to_cls == Job_Novice_High && .LastJob)
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lastJob = Class; // Saves the lastJob for rebirth
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jobchange .@to_cls;
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if (.@to_cls == Job_Novice_High)
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resetlvl(1);
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else if (.@to_cls == Job_Baby) {
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resetstatus;
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resetskill;
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set SkillPoint,0;
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}
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specialeffect2 EF_ANGEL2;
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specialeffect2 EF_ELECTRIC;
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if (.@previous_class != Class) {
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if (.Platinum)
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callfunc "F_GetPlatinumSkills";
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if (.GetJobEquip)
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Get_Job_Equip();
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}
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close; // Always closes after the change
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}
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function Confirm_Change {
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// Player confirms he want to change into .@class
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.@class = getarg(0, -1);
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.@back = getarg(1, false);
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if( .@class < 0 || eaclass(.@class) == -1 ) {
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mes "Unknown Class Error.";
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close;
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}
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mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?";
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.@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class";
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if( .@class == Job_Novice_High)
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.@job_option$ = " ~ ^0055FFRebirth^000000";
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if (select(.@job_option$+": ~ ^777777" +
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((.@back) ?"Go back" : "Cancel") + "^000000") == 1) {
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Job_Change(.@class);
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}
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if (!.@back)
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close; // "Cancel" pressed
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return;
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}
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// Function which gives a job related item to the player
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// the items are the rewards from the original job change quests
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function Get_Job_Equip {
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// Note: The item is dropping, when the player can't hold it.
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// But that's better than not giving the item at all.
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.@eac = eaclass();
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if( .@eac&EAJL_FOURTH ) {
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// Fourth Class Items
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getitem 490087,1; // Hourglass Necklace
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} else if( .@eac&EAJL_THIRD ) {
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// Third Class Items
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getitem 2795,1; // Green Apple Ring for every 3rd Class
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switch(BaseJob) {
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// BaseJob of Third Cls
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// For Normal Third, Baby Third and Transcended Third Cls
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case Job_Knight:
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getitem 5746,1; break; // Rune Circlet [1]
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case Job_Wizard:
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getitem 5753,1; break; // Magic Stone Hat [1]
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case Job_Hunter:
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getitem 5748,1; break; // Sniper Goggle [1]
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case Job_Priest:
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getitem 5747,1; break; // Mitra [1]
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case Job_Blacksmith:
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getitem 5749,1; break; // Driver Band [1]
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case Job_Assassin:
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getitem 5755,1; break; // Silent Executor [1]
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case Job_Crusader:
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getitem 5757,1; break; // Dip Schmidt Helm [1]
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case Job_Sage:
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getitem 5756,1; break; // Wind Whisper [1]
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case Job_Bard:
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getitem 5751,1; break; // Maestro Song's Hat [1]
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case Job_Dancer:
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getitem 5758,1; break; // Dying Swan [1]
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case Job_Monk:
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getitem 5754,1; break; // Blazing Soul [1]
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case Job_Alchemist:
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getitem 5752,1; break; // Midas Whisper[1]
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case Job_Rogue:
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getitem 5750,1; // Shadow Handicraft [1]
|
|
getitem 6121,1; // Makeover Brush
|
|
getitem 6122,1; break; // Paint Brush
|
|
}
|
|
} else if (.@eac&EAJL_2) {
|
|
// Second Class (And not Third Class)
|
|
switch(BaseJob) {
|
|
// Second Class
|
|
case Job_Knight:
|
|
getitem 1163,1; break; // Claymore [0]
|
|
case Job_Priest:
|
|
getitem 1522,1; break; // Stunner [0]
|
|
case Job_Wizard:
|
|
getitem 1617,1; break; // Survivor's Rod [0]
|
|
case Job_Blacksmith:
|
|
getitem 1360,1; break; // Two-Handed-Axe [1]
|
|
case Job_Hunter:
|
|
getitem 1718,1; break; // Hunter Bow [0]
|
|
case Job_Assassin:
|
|
getitem 1254,1; break; // Jamadhar [0]
|
|
case Job_Crusader:
|
|
getitem 1410,1; break; // Lance [0]
|
|
case Job_Monk:
|
|
getitem 1807,1; break; // Fist [0]
|
|
case Job_Sage:
|
|
getitem 1550,1; break; // Book [3]
|
|
case Job_Rogue:
|
|
getitem 1222,1; break; // Damascus [1]
|
|
case Job_Alchemist:
|
|
getitem 1126,1; break; // Saber [2]
|
|
case Job_Bard:
|
|
getitem 1907,1; break; // Guitar [0]
|
|
case Job_Dancer:
|
|
getitem 1960,1; break; // Whip [1]
|
|
case Job_Super_Novice:
|
|
getitem 1208,1; break; // Main Gauche [4]
|
|
case Job_Star_Gladiator:
|
|
getitem 1550,1; break; // Book [3]
|
|
case Job_Soul_Linker:
|
|
getitem 1617,1; break; // Survivor's Rod [0]
|
|
}
|
|
} else {
|
|
// Neither Second or Third Cls
|
|
// => First Cls or not covered by the switch
|
|
switch(BaseClass) {
|
|
// First Class
|
|
case Job_Swordman:
|
|
getitem 1108,1; break; // Blade [4]
|
|
case Job_Mage:
|
|
getitem 1602,1; break; // Rod [4]
|
|
case Job_Archer:
|
|
getitem 1705,1; break; // Composite Bow [4]
|
|
case Job_Acolyte:
|
|
getitem 1505,1; break; // Mace [4]
|
|
case Job_Merchant:
|
|
getitem 1302,1; break; // Axe [4]
|
|
case Job_Thief:
|
|
getitem 1208,1; break; // Main Gauche [4]
|
|
case Job_Gunslinger:
|
|
getitem 13101,1; break; // Six Shooter [2]
|
|
case Job_Ninja:
|
|
getitem 13010,1; break; // Asura [2]
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
OnInit:
|
|
// Initialisation, do not edit these
|
|
.NPCName$ = "[Job Master]";
|
|
|
|
// Settings
|
|
.FourthClass = true; // Enable fourth classes?
|
|
.FourthExpanded = true; // Enable new expanded fourth classes: Ex. Hyper Novice, Rebellion, Shinkiro/Shiranui?
|
|
.ThirdClass = true; // Enable third classes?
|
|
.RebirthClass = true; // Enable rebirth classes?
|
|
.SecondExpanded = true; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion?
|
|
.BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby.
|
|
.BabyClass = true; // Enable Baby classes?
|
|
.BabyThird = true; // Enable Baby third classes?
|
|
.BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc.
|
|
.BabySummoner = true; // Enable Baby Summoner?
|
|
.LastJob = true; // Enforce linear class changes?
|
|
.SkillPointCheck = true; // Force player to use up all skill points?
|
|
.Platinum = true; // Get platinum skills automatically?
|
|
.GetJobEquip = false; // Get job equipment (mostly weapons) on job change?
|
|
|
|
// Level Requirements
|
|
setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class
|
|
setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class
|
|
setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth
|
|
setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class
|
|
setarray .Req_Fourth[0],200,70; // Minimum base level, job level to change to fourth class
|
|
setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger
|
|
setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice
|
|
setarray .Req_SHandler[0],200,60; // Minimum base level, job level to turn into Spirit Handler
|
|
.SNovice = 45; // Minimum base level to turn into Super Novice
|
|
|
|
// Setting adjustments by PACKETVER
|
|
if( PACKETVER < 20161207 ) {
|
|
if( .BabyExpanded )
|
|
debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER.";
|
|
if( .BabySummoner )
|
|
debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER.";
|
|
.BabyExpanded = false;
|
|
.BabySummoner = false;
|
|
}
|
|
end;
|
|
}
|
|
|