Skip to content

Commit

Permalink
Fixed an exploit in the custom jobmaster NPC
Browse files Browse the repository at this point in the history
- Improved legibility (renamed variables, replaced numbers with
  constants.
- Changed syntax to match Hercules standards.
- Fixed status point exploit upon Baby Novice job change.
- Special thanks to bgamez23.

Signed-off-by: Haru <haru@dotalux.com>
  • Loading branch information
MishimaHaruna committed May 20, 2014
1 parent 9a43820 commit ed9dd7c
Showing 1 changed file with 165 additions and 95 deletions.
260 changes: 165 additions & 95 deletions npc/custom/jobmaster.txt
Expand Up @@ -3,70 +3,91 @@
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.3
//= 1.4
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.1 Fixed reset on Baby job change. [Euphy]
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
//= 1.3 Kagerou/Oboro added. [Euphy]
//= 1.4 Improved legibility (renamed variables, replaced
// numbers with constants; Changed syntax to match
// Hercules standards; Fixed status point exploit upon
// Baby Novice job change. [Haru]
//============================================================

prontera,153,193,6 script Job Master 2_F_MAGICMASTER,{
function Job_Menu; function A_An;
function Job_Menu; function A_An;

mes "[Job Master]";
if (Class > 4049) {
if (Class > Job_Soul_Linker) {
mes "No more jobs are available.";
close;
}
if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")
+" before proceeding.";
close;
}
if (.SkillPointCheck && SkillPoint) {
if (.skill_point_check && SkillPoint > 0) {
mes "Please use all your skill points before proceeding.";
close;
}

set .@eac, eaclass();
set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
if (.@i > 6 && .@i < 22) {
if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
.@eac = eaclass();
.@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class;
if (.@base >= Job_Knight && .@base <= Job_Crusader2) {
if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) {
.@blvl = .rebirth_blevel - BaseLevel;
.@jlvl = .rebirth_jlevel - JobLevel;
mes "You need "
+ (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "")
+ (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "")
+ "to continue.";
close;
}
if (Class > 21) {
if (Class > Job_Crusader2) {
mes "Switch to third class?";
next;
Job_Menu(roclass(.@eac|EAJL_THIRD));
close;
}
while(1) {
while (true) {
mes "Select an option.";
next;
set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
if (.@i==3) close;
.@choice = select(" ~ ^0055FFRebirth^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancel^000000");
if (.@choice == 3)
close;
mes "[Job Master]";
mes "Are you sure?";
next;
Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
if (.@choice == 1)
Job_Menu(Job_Novice_High);
else
Job_Menu(roclass(.@eac|EAJL_THIRD));
mes "[Job Master]";
}
}
set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
if (Class == Job_Ninja) setarray .@exp[0],.@j1,70;
if (.@exp[0] && .ThirdClass) {
if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
.@job1 = roclass(.@eac|EAJL_2_1);
.@job2 = roclass(.@eac|EAJL_2_2);
if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) {
.@newclass = roclass(.@eac|EAJL_THIRD);
.@required_jlevel = 99;
} else if (Class == Job_Ninja) {
.@newclass = .@job1;
.@required_jlevel = 70;
}
if (.@newclass && .third_classes) {
if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) {
mes "You need "
+ (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .@required_jlevel ? "and " : "")) : "")
+ (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" more job levels " : "")
+ "to continue.";
close;
}
mes "Switch to "+jobname(.@exp[0])+"?";
mes "Switch to "+jobname(.@newclass)+"?";
next;
Job_Menu(.@exp[0]);
Job_Menu(.@newclass);
close;
}
if (.@eac&EAJL_2)
Expand All @@ -75,114 +96,163 @@ function Job_Menu; function A_An;
close;
}
if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
if (JobLevel < .JobReq[0])
mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
else if (Class == 4001 && .LastJob && lastJob) {
if (JobLevel < .jobchange_first) {
mes "A job level of "+.jobchange_first+" is required to change into the 1st Class.";
} else if (Class == Job_Novice_High && .linear_jobchange && lastJob) {
mes "Switch classes now?";
next;
Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
} else switch(Class) {
case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
default: mes "An error has occurred."; break;
} else if (Class == Job_Novice) {
Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby);
} else if (Class == Job_Novice_High) {
Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
} else if (Class == Job_Baby) {
Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief,
Job_Super_Baby);
} else {
mes "An error has occurred.";
}
close;
}
if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) {
mes "No more jobs are available.";
else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
} else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) {
mes "A job level of "+.jobchange_second+" is required to change into the 2nd Class.";
} else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) {
mes "Switch classes now?";
next;
Job_Menu(lastJob+4001);
} else
Job_Menu(.@j1,.@j2);
Job_Menu(lastJob+Job_Novice_High);
} else {
Job_Menu(.@job1, .@job2);
}
close;

function Job_Menu {
while(1) {
while (true) {
if (getargcount() > 1) {
mes "Select a job.";
set .@menu$,"";
for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
.@menu$ = "";
for (.@i = 0; .@i < getargcount(); ++.@i)
.@menu$ += " ~ "+jobname(getarg(.@i))+":";
.@menu$ += " ~ ^777777Cancel^000000";
next;
set .@i, getarg(select(.@menu$)-1,0);
if (!.@i) close;
if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
.@newjob = getarg(select(.@menu$)-1, 0);
if (!.@newjob) close;
if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
mes "[Job Master]";
mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
close;
}
mes "[Job Master]";
mes "Are you sure?";
next;
} else
set .@i, getarg(0);
if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
} else {
.@newjob = getarg(0);
}
if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {
mes "[Job Master]";
mes "You are now "+A_An(jobname(.@i))+"!";
if (.@i==4001 && .LastJob) set lastJob, Class;
jobchange .@i;
if (.@i==4001 || .@i==4023) resetlvl(1);
specialeffect2 338; specialeffect2 432;
if (.Platinum) callsub Get_Platinum;
mes "You are now "+A_An(jobname(.@newjob))+"!";
if (.@newjob == Job_Novice_High && .linear_jobchange)
lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.
jobchange .@newjob;
if (.@newjob == Job_Novice_High)
resetlvl(1);
specialeffect2 EF_ANGEL2;
specialeffect2 EF_ELECTRIC;
if (.platinum)
callsub Get_Platinum;
close;
}
if (getargcount() == 1) return;
if (getargcount() == 1)
return;
mes "[Job Master]";
}
end;
}

function A_An {
setarray .@A$[0],"a","e","i","o","u";
set .@B$, "_"+getarg(0);
for(set .@i,0; .@i<5; set .@i,.@i+1)
if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
setarray .@vowels$, "a", "e", "i", "o", "u";
.@firstletter$ = strtolower(charat(getarg(0), 0));
for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) {
if (.@vowels$[.@i] == .@firstletter$)
return "an "+getarg(0);
}
return "a "+getarg(0);
}

Get_Platinum:
skill 142,1,0;
switch(BaseClass) {
case 0: if (Class !=23) skill 143,1,0; break;
case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
case 2: skill 157,1,0; break;
case 3: skill 147,1,0; skill 148,1,0; break;
case 4: skill 156,1,0; break;
case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
default: break;
skill NV_FIRSTAID, 1, 0;
if (BaseClass == Job_Novice) {
if (Class != Job_SuperNovice)
skill NV_TRICKDEAD, 1, 0;
} else if (BaseClass == Job_Swordman) {
skill SM_MOVINGRECOVERY, 1, 0;
skill SM_FATALBLOW, 1, 0;
skill SM_AUTOBERSERK, 1, 0;
} else if (BaseClass == Job_Mage) {
skill MG_ENERGYCOAT, 1, 0;
} else if (BaseClass == Job_Archer) {
skill AC_MAKINGARROW, 1, 0;
skill AC_CHARGEARROW, 1, 0;
} else if (BaseClass == Job_Acolyte) {
skill AL_HOLYLIGHT, 1, 0;
} else if (BaseClass == Job_Merchant) {
skill MC_CARTREVOLUTION, 1, 0;
skill MC_CHANGECART, 1, 0;
skill MC_LOUD, 1, 0;
} else if (BaseClass == Job_Thief) {
skill TF_SPRINKLESAND, 1, 0;
skill TF_BACKSLIDING, 1, 0;
skill TF_PICKSTONE, 1, 0;
skill TF_THROWSTONE, 1, 0;
}
switch(BaseJob) {
case 7: skill 1001,1,0; break;
case 8: skill 1014,1,0; break;
case 9: skill 1006,1,0; break;
case 10: skill 1012,1,0; skill 1013,1,0; break;
case 11: skill 1009,1,0; break;
case 12: skill 1003,1,0; skill 1004,1,0; break;
case 14: skill 1002,1,0; break;
case 15: skill 1015,1,0; skill 1016,1,0; break;
case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
case 17: skill 1005,1,0; break;
case 18: skill 238,1,0; break;
case 19: skill 1010,1,0; break;
case 20: skill 1011,1,0; break;
default: break;

if (BaseJob == Job_Knight) {
skill KN_CHARGEATK, 1, 0;
} else if (BaseJob == Job_Priest) {
skill PR_REDEMPTIO, 1, 0;
} else if (BaseJob == Job_Wizard) {
skill WZ_SIGHTBLASTER, 1, 0;
} else if (BaseJob == Job_Blacksmith) {
skill BS_UNFAIRLYTRICK, 1, 0;
skill BS_GREED, 1, 0;
} else if (BaseJob == Job_Hunter) {
skill HT_PHANTASMIC, 1, 0;
} else if (BaseJob == Job_Assassin) {
skill AS_SONICACCEL, 1, 0;
skill AS_VENOMKNIFE, 1, 0;
} else if (BaseJob == Job_Crusader) {
skill CR_SHRINK, 1, 0;
} else if (BaseJob == Job_Monk) {
skill MO_KITRANSLATION, 1, 0;
skill MO_BALKYOUNG, 1, 0;
} else if (BaseJob == Job_Sage) {
skill SA_CREATECON, 1, 0;
skill SA_ELEMENTWATER, 1, 0;
skill SA_ELEMENTGROUND, 1, 0;
skill SA_ELEMENTFIRE, 1, 0;
skill SA_ELEMENTWIND, 1, 0;
} else if (BaseJob == Job_Rogue) {
skill RG_CLOSECONFINE, 1, 0;
} else if (BaseJob == Job_Alchemist) {
skill AM_BIOETHICS, 1, 0;
} else if (BaseJob == Job_Bard) {
skill BA_PANGVOICE, 1, 0;
} else if (BaseJob == Job_Dancer) {
skill DC_WINKCHARM, 1, 0;
}
return;

OnInit:
setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class
setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class
set .ThirdClass,1; // Enable third classes? (1: yes / 0: no)
set .SNovice,45; // Minimum base level to turn into Super Novice
set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no)
set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no)
set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no)
.rebirth_blevel = 99; // Minimum base level to reborn OR change to third class
.rebirth_jlevel = 50; // Minimum base job level to reborn OR change to third class
.jobchange_first = 10; // Minimum job level to turn into 1st class
.jobchange_second = 40; // Minimum job level to turn into 2nd class
.third_classes = 1; // Enable third classes? (1: yes / 0: no)
.supernovice_level = 45; // Minimum base level to turn into Super Novice
.linear_jobchange = 1; // Enforce linear class changes? (1: yes / 0: no)
.skill_point_check = 1; // Force player to use up all skill points? (1: yes / 0: no)
.platinum = 1; // Get platinum skills automatically? (1: yes / 0: no)
end;
}

0 comments on commit ed9dd7c

Please sign in to comment.