Global_Function: Added "F_GetPlatinumSkills" (#2545)
* Added global function F_GetPlatinumSkills. * Adjusted the Job Master and Platinum Skills NPCs to use this function. Thanks to @mazvi!
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@ -1,15 +1,9 @@
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//===== rAthena Script =======================================
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//= Job Master
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//===== By: ==================================================
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//= Euphy
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//===== Current Version: =====================================
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//= 1.7
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//===== Compatible With: =====================================
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//= rAthena Project
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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.
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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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@ -18,6 +12,7 @@
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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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//============================================================
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prontera,153,193,6 script Job Master 123,{
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@ -305,7 +300,6 @@ function Job_Menu {
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// Executes the actual jobchange and closes.
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function Job_Change {
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function Get_Platinum;
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.@to_cls = getarg(0);
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next;
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mes .NPCName$;
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@ -323,7 +317,7 @@ function Job_Change {
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specialeffect2 EF_ANGEL2;
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specialeffect2 EF_ELECTRIC;
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if (.Platinum)
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Get_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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close; // Always closes after the change
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@ -351,95 +345,6 @@ function Confirm_Change {
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return;
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}
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function Get_Platinum {
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skill "NV_FIRSTAID",1,SKILL_PERM;
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switch (BaseClass) {
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case Job_Novice:
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if (Class != Job_Super_Novice)
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skill "NV_TRICKDEAD",1,SKILL_PERM;
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break;
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case Job_Swordman:
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skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
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skill "SM_FATALBLOW",1,SKILL_PERM;
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skill "SM_AUTOBERSERK",1,SKILL_PERM;
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break;
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case Job_Mage:
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skill "MG_ENERGYCOAT",1,SKILL_PERM;
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break;
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case Job_Archer:
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skill "AC_MAKINGARROW",1,SKILL_PERM;
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skill "AC_CHARGEARROW",1,SKILL_PERM;
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break;
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case Job_Acolyte:
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skill "AL_HOLYLIGHT",1,SKILL_PERM;
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break;
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case Job_Merchant:
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skill "MC_CARTREVOLUTION",1,SKILL_PERM;
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skill "MC_CHANGECART",1,SKILL_PERM;
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skill "MC_LOUD",1,SKILL_PERM;
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break;
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case Job_Thief:
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skill "TF_SPRINKLESAND",1,SKILL_PERM;
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skill "TF_BACKSLIDING",1,SKILL_PERM;
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skill "TF_PICKSTONE",1,SKILL_PERM;
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skill "TF_THROWSTONE",1,SKILL_PERM;
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break;
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default:
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break;
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}
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switch (BaseJob) {
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case Job_Knight:
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skill "KN_CHARGEATK",1,SKILL_PERM;
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break;
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case Job_Priest:
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skill "PR_REDEMPTIO",1,SKILL_PERM;
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break;
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case Job_Wizard:
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skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
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break;
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case Job_Blacksmith:
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skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
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skill "BS_GREED",1,SKILL_PERM;
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break;
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case Job_Hunter:
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skill "HT_PHANTASMIC",1,SKILL_PERM;
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break;
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case Job_Assassin:
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skill "AS_SONICACCEL",1,SKILL_PERM;
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skill "AS_VENOMKNIFE",1,SKILL_PERM;
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break;
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case Job_Crusader:
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skill "CR_SHRINK",1,SKILL_PERM;
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break;
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case Job_Monk:
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skill "MO_KITRANSLATION",1,SKILL_PERM;
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skill "MO_BALKYOUNG",1,SKILL_PERM;
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break;
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case Job_Sage:
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skill "SA_CREATECON",1,SKILL_PERM;
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skill "SA_ELEMENTWATER",1,SKILL_PERM;
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skill "SA_ELEMENTGROUND",1,SKILL_PERM;
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skill "SA_ELEMENTFIRE",1,SKILL_PERM;
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skill "SA_ELEMENTWIND",1,SKILL_PERM;
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break;
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case Job_Rogue:
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skill "RG_CLOSECONFINE",1,SKILL_PERM;
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break;
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case Job_Alchemist:
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skill "AM_BIOETHICS",1,SKILL_PERM;
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break;
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case Job_Bard:
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skill "BA_PANGVOICE",1,SKILL_PERM;
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break;
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case Job_Dancer:
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skill "DC_WINKCHARM",1,SKILL_PERM;
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break;
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default:
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break;
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}
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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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@ -14,6 +14,7 @@
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//= 2.7 Rewrote to give all correct skills to all proper classes. [Paradox924X]
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//= 2.8 Clustered conditionals replaced with switch to include all Upper types. [Euphy]
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//= 2.9 Added MC_CARTDECORATE for Merchant class. [mazvi]
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//= 3.0 Migrate/Integrate to Global Functions. [mazvi]
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//============================================================
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prontera,128,200,6 script Platinum Skill NPC 94,{
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@ -26,93 +27,7 @@ prontera,128,200,6 script Platinum Skill NPC 94,{
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mes "Have a nice day... >.>";
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close;
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}
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skill "NV_FIRSTAID",1,SKILL_PERM;
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switch (BaseClass) {
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case Job_Novice:
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if (Class != Job_Super_Novice)
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skill "NV_TRICKDEAD",1,SKILL_PERM;
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break;
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case Job_Swordman:
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skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
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skill "SM_FATALBLOW",1,SKILL_PERM;
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skill "SM_AUTOBERSERK",1,SKILL_PERM;
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break;
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case Job_Mage:
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skill "MG_ENERGYCOAT",1,SKILL_PERM;
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break;
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case Job_Archer:
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skill "AC_MAKINGARROW",1,SKILL_PERM;
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skill "AC_CHARGEARROW",1,SKILL_PERM;
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break;
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case Job_Acolyte:
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skill "AL_HOLYLIGHT",1,SKILL_PERM;
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break;
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case Job_Merchant:
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skill "MC_CARTREVOLUTION",1,SKILL_PERM;
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skill "MC_CHANGECART",1,SKILL_PERM;
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skill "MC_LOUD",1,SKILL_PERM;
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if(PACKETVER >= 20150826)
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skill "MC_CARTDECORATE",1,SKILL_PERM;
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break;
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case Job_Thief:
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skill "TF_SPRINKLESAND",1,SKILL_PERM;
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skill "TF_BACKSLIDING",1,SKILL_PERM;
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skill "TF_PICKSTONE",1,SKILL_PERM;
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skill "TF_THROWSTONE",1,SKILL_PERM;
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break;
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default:
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break;
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}
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switch (BaseJob) {
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case Job_Knight:
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skill "KN_CHARGEATK",1,SKILL_PERM;
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break;
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case Job_Priest:
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skill "PR_REDEMPTIO",1,SKILL_PERM;
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break;
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case Job_Wizard:
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skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
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break;
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case Job_Blacksmith:
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skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
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skill "BS_GREED",1,SKILL_PERM;
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break;
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case Job_Hunter:
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skill "HT_PHANTASMIC",1,SKILL_PERM;
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break;
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case Job_Assassin:
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skill "AS_SONICACCEL",1,SKILL_PERM;
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skill "AS_VENOMKNIFE",1,SKILL_PERM;
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break;
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case Job_Crusader:
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skill "CR_SHRINK",1,SKILL_PERM;
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break;
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case Job_Monk:
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skill "MO_KITRANSLATION",1,SKILL_PERM;
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skill "MO_BALKYOUNG",1,SKILL_PERM;
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break;
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case Job_Sage:
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skill "SA_CREATECON",1,SKILL_PERM;
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skill "SA_ELEMENTWATER",1,SKILL_PERM;
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skill "SA_ELEMENTGROUND",1,SKILL_PERM;
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skill "SA_ELEMENTFIRE",1,SKILL_PERM;
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skill "SA_ELEMENTWIND",1,SKILL_PERM;
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break;
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case Job_Rogue:
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skill "RG_CLOSECONFINE",1,SKILL_PERM;
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break;
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case Job_Alchemist:
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skill "AM_BIOETHICS",1,SKILL_PERM;
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break;
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case Job_Bard:
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skill "BA_PANGVOICE",1,SKILL_PERM;
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break;
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case Job_Dancer:
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skill "DC_WINKCHARM",1,SKILL_PERM;
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break;
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default:
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break;
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}
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callfunc "F_GetPlatinumSkills";
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mes "[Platinum Skill NPC]";
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mes "There you go!";
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close;
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@ -1,14 +1,9 @@
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//===== rAthena Script =======================================
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//= Global Functions
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//===== By: ==================================================
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//= Lupus, kobra_k88
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//===== Current Version: =====================================
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//= 2.25
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//===== Compatible With: =====================================
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//= rAthena Project
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//===== Description: =========================================
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//= General script functions.
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//===== Additional Comments: =================================
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//= 1.0 Initial script. [Lupus] [kobra_k88]
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//= Added F_ClearJobVar - on getting a new job it clears all Job Quest variables
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//= Removed individual job check functions as they were redundant [kobra_k88]
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//= 1.3 Added Job Change Function for Baby/Normal Classes
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@ -49,6 +44,7 @@
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//= 2.24 Added functions to check for equipment swap hacks. [Euphy]
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//= 2.25 Added "F_CanOpenStorage" and "F_CanChangeJob". [secretdataz]
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//= 2.26 Added "F_getpositionname". [Capuche]
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//= 2.27 Added "F_GetPlatinumSkills". [mazvi]
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//============================================================
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//////////////////////////////////////////////////////////////////////////////////
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@ -659,3 +655,97 @@ function script F_getpositionname {
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return "Unknown";
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}
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}
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//////////////////////////////////////////////////////////////////////////////////
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// Gives attached player their Platinum Skill based on their class.
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//////////////////////////////////////////////////////////////////////////////////
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function script F_GetPlatinumSkills {
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skill "NV_FIRSTAID",1,SKILL_PERM;
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switch (BaseClass) {
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case Job_Novice:
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if (Class != Job_Super_Novice)
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skill "NV_TRICKDEAD",1,SKILL_PERM;
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break;
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case Job_Swordman:
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skill "SM_MOVINGRECOVERY",1,SKILL_PERM;
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skill "SM_FATALBLOW",1,SKILL_PERM;
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skill "SM_AUTOBERSERK",1,SKILL_PERM;
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break;
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case Job_Mage:
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skill "MG_ENERGYCOAT",1,SKILL_PERM;
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break;
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case Job_Archer:
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skill "AC_MAKINGARROW",1,SKILL_PERM;
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skill "AC_CHARGEARROW",1,SKILL_PERM;
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break;
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case Job_Acolyte:
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skill "AL_HOLYLIGHT",1,SKILL_PERM;
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break;
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case Job_Merchant:
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skill "MC_CARTREVOLUTION",1,SKILL_PERM;
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skill "MC_CHANGECART",1,SKILL_PERM;
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skill "MC_LOUD",1,SKILL_PERM;
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if(PACKETVER >= 20150826)
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skill "MC_CARTDECORATE",1,SKILL_PERM;
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break;
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case Job_Thief:
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skill "TF_SPRINKLESAND",1,SKILL_PERM;
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skill "TF_BACKSLIDING",1,SKILL_PERM;
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skill "TF_PICKSTONE",1,SKILL_PERM;
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skill "TF_THROWSTONE",1,SKILL_PERM;
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break;
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default:
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break;
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}
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switch (BaseJob) {
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case Job_Knight:
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skill "KN_CHARGEATK",1,SKILL_PERM;
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break;
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case Job_Priest:
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skill "PR_REDEMPTIO",1,SKILL_PERM;
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break;
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case Job_Wizard:
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skill "WZ_SIGHTBLASTER",1,SKILL_PERM;
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break;
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case Job_Blacksmith:
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skill "BS_UNFAIRLYTRICK",1,SKILL_PERM;
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skill "BS_GREED",1,SKILL_PERM;
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break;
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case Job_Hunter:
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skill "HT_PHANTASMIC",1,SKILL_PERM;
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break;
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case Job_Assassin:
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skill "AS_SONICACCEL",1,SKILL_PERM;
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skill "AS_VENOMKNIFE",1,SKILL_PERM;
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break;
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case Job_Crusader:
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skill "CR_SHRINK",1,SKILL_PERM;
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break;
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case Job_Monk:
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skill "MO_KITRANSLATION",1,SKILL_PERM;
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skill "MO_BALKYOUNG",1,SKILL_PERM;
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break;
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case Job_Sage:
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skill "SA_CREATECON",1,SKILL_PERM;
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skill "SA_ELEMENTWATER",1,SKILL_PERM;
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skill "SA_ELEMENTGROUND",1,SKILL_PERM;
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skill "SA_ELEMENTFIRE",1,SKILL_PERM;
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skill "SA_ELEMENTWIND",1,SKILL_PERM;
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break;
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case Job_Rogue:
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skill "RG_CLOSECONFINE",1,SKILL_PERM;
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break;
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case Job_Alchemist:
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skill "AM_BIOETHICS",1,SKILL_PERM;
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break;
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case Job_Bard:
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skill "BA_PANGVOICE",1,SKILL_PERM;
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break;
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case Job_Dancer:
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skill "DC_WINKCHARM",1,SKILL_PERM;
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break;
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default:
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break;
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}
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return;
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}
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