
* Changed skill_db array to better memory allocation.
* Reduced MAX_SKILL_LEVEL from 100 to 10 (part of Hercules 0f4a50d135
), also has changes on skill_get checks for skill level that more than 10.
* Reduced MAX_SKILL from 5020 to 1200 (actually only 1109 skills are used).
* Added macros for checking Homunculus, Guild, Mercenary, & Elemental skill ranges.
* Added skill check & index validation when player logged in and when @reloadskilldb.
* Corrected `enum e_skill_flag` order for SKILL_FLAG_REPLACED_LV_0's sake.
* Merged 'addtoskill' script command just as alias of 'skill' script command.
* Fixed #277
* Changed 'skill' script command flag to constant value
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
NOTE:
* Decreased memory usage by map-server reduced up to 50 MB.
* Decreased memory for each player because of mmo_charstatus::skill[] only has 1200 array, before is 5020.
* Please use skill_get_index() for accessing sd->status.skill[] or skill_db[], don't reckless use skill_id as array index.
* Please import upgrade_20150211_skillset.sql
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
307 lines
8.4 KiB
Plaintext
307 lines
8.4 KiB
Plaintext
//===== 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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//= 1.4
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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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//= 1.1 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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//============================================================
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prontera,153,193,6 script Job Master 123,{
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function Job_Menu;
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mes "[Job Master]";
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if (Class > Job_Soul_Linker) {
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mes "No more jobs are available.";
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close;
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}
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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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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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.@eac = eaclass();
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.@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
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if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
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if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
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.@blvl = .Rebirth[0] - BaseLevel;
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.@jlvl = .Rebirth[1] - JobLevel;
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mes "You need " +
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((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
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((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
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close;
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}
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if (Class > Job_Crusader2) {
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mes "Switch to third class?";
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next;
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Job_Menu(roclass(.@eac|EAJL_THIRD));
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close;
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}
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while(1) {
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mes "Select an option.";
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next;
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.@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
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if (.@i == 3)
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close;
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mes "[Job Master]";
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mes "Are you sure?";
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next;
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Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
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mes "[Job Master]";
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}
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}
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.@j1 = roclass(.@eac|EAJL_2_1);
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.@j2 = roclass(.@eac|EAJL_2_2);
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if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
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setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99;
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if (Class == Job_Ninja || Class == Job_Gunslinger)
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setarray .@exp[0], .@j1, 70;
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if (.@exp[0] && .SecondExpanded) {
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if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
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.@blvl = .Rebirth[0] - BaseLevel;
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.@jlvl = .@exp[1] - JobLevel;
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mes "You need " +
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((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
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((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
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close;
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}
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mes "Switch to " + jobname(.@exp[0]) + "?";
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next;
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Job_Menu(.@exp[0]);
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close;
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}
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if (.@eac&EAJL_2)
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if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
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mes "No more jobs are available.";
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close;
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}
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if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
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if (JobLevel < .JobReq[0])
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mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class.";
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else if (Class == Job_Novice_High && .LastJob && lastJob) {
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mes "Switch classes now?";
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next;
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Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
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} else {
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switch(Class) {
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case Job_Novice:
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Job_Menu(
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Job_Swordman,
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Job_Mage,
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Job_Archer,
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Job_Acolyte,
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Job_Merchant,
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Job_Thief,
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Job_SuperNovice,
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Job_Taekwon,
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Job_Gunslinger,
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Job_Ninja,
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Job_Baby
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);
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break;
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case Job_Novice_High:
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Job_Menu(
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Job_Swordman_High,
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Job_Mage_High,
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Job_Archer_High,
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Job_Acolyte_High,
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Job_Merchant_High,
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Job_Thief_High
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);
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break;
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case Job_Baby:
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Job_Menu(
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Job_Baby_Swordman,
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Job_Baby_Mage,
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Job_Baby_Archer,
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Job_Baby_Acolyte,
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Job_Baby_Merchant,
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Job_Baby_Thief,
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Job_Super_Baby
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);
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break;
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default:
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mes "An error has occurred.";
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break;
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}
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}
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close;
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}
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if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
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mes "No more jobs are available.";
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else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
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mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
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else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
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mes "Switch classes now?";
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next;
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Job_Menu(lastJob + Job_Novice_High);
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} else
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Job_Menu(.@j1, .@j2);
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close;
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function Job_Menu {
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while(1) {
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if (getargcount() > 1) {
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mes "Select a job.";
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.@menu$ = "";
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for (.@i = 0; .@i < getargcount(); .@i++)
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.@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
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.@menu$ = .@menu$+" ~ ^777777Cancel^000000";
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next;
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.@i = getarg(select(.@menu$) - 1, 0);
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if (!.@i)
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close;
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if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
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mes "[Job Master]";
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mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
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close;
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}
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mes "[Job Master]";
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mes "Are you sure?";
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next;
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} else
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.@i = getarg(0);
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if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
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mes "[Job Master]";
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mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
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if (.@i == Job_Novice_High && .LastJob)
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lastJob = Class;
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jobchange .@i;
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if (.@i == Job_Novice_High)
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resetlvl(1);
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else if (.@i == 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 (.Platinum)
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callsub Get_Platinum;
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close;
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}
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if (getargcount() == 1)
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return;
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mes "[Job Master]";
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}
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end;
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}
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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_SuperNovice)
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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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OnInit:
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setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class
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setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class
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.ThirdClass = 1; // Enable third classes? (1: yes / 0: no)
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.SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
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.SNovice = 45; // Minimum base level to turn into Super Novice
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.LastJob = 1; // Enforce linear class changes? (1: yes / 0: no)
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.SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no)
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.Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no)
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end;
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}
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