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Job Changer Ragnarok

Mar 16th, 2016
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  1. //==============================================================================//
  2. //= Script Release : Job Changer + Max Leveler [ Version 1.6 ]
  3. //==================================By==========================================//
  4. //= ManiacSociety
  5. //==============================================================================//
  6. //= Idea Came From : ManiacSociety
  7. //= Helper : Emistry & Kenpachi
  8. //==============================================================================//
  9. //= D E S C R I P T I O N S
  10. //==============================================================================//
  11. // -- 1. Character can choose a Job which he like to be.
  12. // -- 2. This NPC only have 1 Time Usage.
  13. // If it is set to Account Based then that account can use 1 times.
  14. // If it is set to Character Based then all new character can use 1 times.
  15. // -- 3. Complete skills / Skill Points will be given if it is set to be.
  16. // -- 4. Base Level and Job Level will be given upon Job Change.
  17. // -- 5. Allow players to click an items to call out the NPC.
  18. //==============================================================================//
  19. //= V E R S I O N S
  20. //==============================================================================//
  21. // -- [ 1.8 ] : Added a New Setting [Dynasty]
  22. // -- [ 1.7 ] : Added Kagero, Oboro, Rebellion CLass [Dynasty]
  23. // -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets".
  24. // -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings
  25. // -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes.
  26. // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations.
  27. // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts.
  28. // -- [ 1.1 ] : Added New Job Change Option.
  29. // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer.
  30. //==============================================================================//
  31. //= R U L E S
  32. //==============================================================================//
  33. // -- 1. Do not use for exchanging purpose.
  34. // -- 2. Do not claim it as yours.
  35. // -- 3. Do not change or remove the credits.
  36. // -- 4. Do not sell the script in order to get paid.
  37. // -- 5. Do not re-sharing upon modified without permission.
  38. //==============================================================================//
  39.  
  40. // -- Add this at item DB. ( Change it to any items to your like. )
  41. // -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}
  42.  
  43.  
  44. prontera,150,150,5 script ClassHelper 891,{
  45. OnInit:
  46. waitingroom " Job Changer",0;
  47. // -- Configuration Option
  48. set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
  49. set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ]
  50. //===================
  51. set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ]
  52. setarray .1stlvl[0],99,50; // BaseLevel || JobLeve
  53. //===================
  54. set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ]
  55. setarray .2stlvl[0],99,70; // BaseLevel || JobLeve
  56. //===================
  57. set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ]
  58. setarray .High1stlvl[0],99,50; // BaseLevel || JobLeve
  59. //===================
  60. set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ]
  61. setarray .Trans2stlvl[0],99,70; // BaseLevel || JobLeve
  62. //===================
  63. set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ]
  64. setarray .Trans3stlvl[0],99,70; // BaseLevel || JobLeve
  65. //===================
  66. set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ]
  67. setarray .Expandedlvl[0],99,50; // BaseLevel || JobLeve
  68. setarray .KExpandedlvl[0],99,50; // BaseLevel || JobLeve Kagero Class
  69. setarray .OExpandedlvl[0],99,50; // BaseLevel || JobLeve Oboro Class
  70. setarray .RExpandedlvl[0],99,50; // BaseLevel || JobLeve Rebellion Class
  71. //===================
  72. set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ]
  73. setarray .Babelvl[0],99,70; // BaseLevel || JobLeve
  74. //===================
  75. set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
  76. setarray .Babe3rdlvl[0],99,70; // BaseLevel || JobLeve
  77. //===================
  78. set .Allskills,1; // Complete Skills Option [ 0 - Disable / 1 - Enable ]
  79. //===================
  80.  
  81. // -- Usable for Only 1 Time
  82. set .Based,1; // [ 0 - Account Based / 1 - Character Based ]
  83. end;
  84.  
  85. if( ClassHelper == 1 || #ClassHelper == 1 ) end;
  86.  
  87. Main_Menu:
  88. mes .npcname$;
  89. mes "I am the Job Class Helper...";
  90. mes "I am here to help you.";
  91. mes " ^FF0000________________________________^000000";
  92. mes "Do you wish to become Stronger ?";
  93. mes " ^FF0000________________________________^000000";
  94. next;
  95. mes .npcname$;
  96. mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
  97. next;
  98. switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
  99. ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
  100. ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",
  101. ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",
  102. ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",
  103. ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",
  104. ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",
  105. ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",
  106. ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",
  107. "^FF0000Sorry, i admire nobody....^000000")) {
  108.  
  109. Case 1: goto Classes_info;
  110. Case 2: goto FirstJob_Classes;
  111. Case 3: goto SecondJob_Classes;
  112. Case 4: goto HighFirstJob_Classes;
  113. Case 5: goto TransSecondJob_Classes;
  114. Case 6: goto TransThirdJob_Classes;
  115. Case 7: goto ExpandedJob_Classes;
  116. Case 8: goto BabyJob_Classes;
  117. Case 9: goto BabyThirdJob_Classes;
  118. Case 10:
  119. if ( .Based == 0 ){ set #ClassHelper,1; }
  120. if ( .Based == 1 ){ set ClassHelper,1; }
  121. close;
  122. }
  123.  
  124. FirstJob_Classes:
  125. mes .npcname$;
  126. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  127. next;
  128. switch(select("^76EE00Swordman^000000",
  129. "^76EE00Magician^000000",
  130. "^76EE00Archer^000000",
  131. "^76EE00Acolyte^000000",
  132. "^76EE00Merchant^000000",
  133. "^76EE00Thief^000000",
  134. "^FF0000Back^000000")) {
  135.  
  136. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  137.  
  138. Case 1: callsub Job_Changing,1,.1stlvl[0],.1stlvl[1],60,"All";
  139. Case 2: callsub Job_Changing,2,.1stlvl[0],.1stlvl[1],60,"All";
  140. Case 3: callsub Job_Changing,3,.1stlvl[0],.1stlvl[1],60,"All";
  141. Case 4: callsub Job_Changing,4,.1stlvl[0],.1stlvl[1],60,"All";
  142. Case 5: callsub Job_Changing,5,.1stlvl[0],.1stlvl[1],60,"All";
  143. Case 6: callsub Job_Changing,6,.1stlvl[0],.1stlvl[1],60,"All";
  144. Case 7: goto Main_Menu;
  145. }
  146.  
  147. HighFirstJob_Classes:
  148. mes .npcname$;
  149. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  150. next;
  151. switch(select("^76EE00High Swordman^000000",
  152. "^76EE00High Magician^000000",
  153. "^76EE00High Archer^000000",
  154. "^76EE00High Acolyte^000000",
  155. "^76EE00High Merchant^000000",
  156. "^76EE00High Thief^000000",
  157. "^FF0000Back^000000")) {
  158.  
  159. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  160.  
  161. Case 1: callsub Job_Changing,4002,.High1stlvl[0],.High1stlvl[1],60,"All";
  162. Case 2: callsub Job_Changing,4003,.High1stlvl[0],.High1stlvl[1],60,"All";
  163. Case 3: callsub Job_Changing,4004,.High1stlvl[0],.High1stlvl[1],60,"All";
  164. Case 4: callsub Job_Changing,4005,.High1stlvl[0],.High1stlvl[1],60,"All";
  165. Case 5: callsub Job_Changing,4006,.High1stlvl[0],.High1stlvl[1],60,"All";
  166. Case 6: callsub Job_Changing,4007,.High1stlvl[0],.High1stlvl[1],60,"All";
  167. Case 7: goto Main_Menu;
  168. }
  169.  
  170. SecondJob_Classes:
  171. mes .npcname$;
  172. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  173. next;
  174. switch(select("^76EE00Knight^000000",
  175. "^76EE00Priest^000000",
  176. "^76EE00Wizard^000000",
  177. "^76EE00Blacksmith^000000",
  178. "^76EE00Hunter^000000",
  179. "^76EE00Assassin^000000",
  180. "^76EE00Crusader^000000",
  181. "^76EE00Monk^000000",
  182. "^76EE00Sage^000000",
  183. "^76EE00Rogue^000000",
  184. "^76EE00Alchemist^000000",
  185. ( Sex == 0 )?"":"^76EE00Dancer^000000",
  186. ( Sex == 1 )?"":"^76EE00Bard^000000",
  187. "^FF0000Back^000000")) {
  188.  
  189. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  190.  
  191. Case 1: callsub Job_Changing,7,.2stlvl[0],.2stlvl[1],110,"All";
  192. Case 2: callsub Job_Changing,8,.2stlvl[0],.2stlvl[1],110,"All";
  193. Case 3: callsub Job_Changing,9,.2stlvl[0],.2stlvl[1],110,"All";
  194. Case 4: callsub Job_Changing,10,.2stlvl[0],.2stlvl[1],110,"All";
  195. Case 5: callsub Job_Changing,11,.2stlvl[0],.2stlvl[1],110,"All";
  196. Case 6: callsub Job_Changing,12,.2stlvl[0],.2stlvl[1],110,"All";
  197. Case 7: callsub Job_Changing,14,.2stlvl[0],.2stlvl[1],110,"All";
  198. Case 8: callsub Job_Changing,15,.2stlvl[0],.2stlvl[1],110,"All";
  199. Case 9: callsub Job_Changing,16,.2stlvl[0],.2stlvl[1],110,"All";
  200. Case 10: callsub Job_Changing,17,.2stlvl[0],.2stlvl[1],110,"All";
  201. Case 11: callsub Job_Changing,18,.2stlvl[0],.2stlvl[1],110,"All";
  202. Case 12: callsub Job_Changing,20,.2stlvl[0],.2stlvl[1],110,"All";
  203. Case 13: callsub Job_Changing,19,.2stlvl[0],.2stlvl[1],110,"All";
  204. Case 14: goto Main_Menu;
  205. }
  206.  
  207. TransSecondJob_Classes:
  208. mes .npcname$;
  209. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  210. next;
  211. switch(select("^76EE00Lord Knight^000000",
  212. "^76EE00High Priest^000000",
  213. "^76EE00High Wizard^000000",
  214. "^76EE00Whitesmith^000000",
  215. "^76EE00Sniper^000000",
  216. "^76EE00Assassin Cross^000000",
  217. "^76EE00Paladin^000000",
  218. "^76EE00Champion^000000",
  219. "^76EE00Professor^000000",
  220. "^76EE00Stalker^000000",
  221. "^76EE00Creator^000000",
  222. ( Sex == 0 )?"":"^76EE00Gypsy^000000",
  223. ( Sex == 1 )?"":"^76EE00Clowm^000000",
  224. "^FF0000Back^000000")) {
  225.  
  226. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  227.  
  228. Case 1: callsub Job_Changing,4008,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  229. Case 2: callsub Job_Changing,4009,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  230. Case 3: callsub Job_Changing,4010,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  231. Case 4: callsub Job_Changing,4011,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  232. Case 5: callsub Job_Changing,4012,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  233. Case 6: callsub Job_Changing,4013,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  234. Case 7: callsub Job_Changing,4015,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  235. Case 8: callsub Job_Changing,4016,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  236. Case 9: callsub Job_Changing,4017,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  237. Case 10: callsub Job_Changing,4018,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  238. Case 11: callsub Job_Changing,4019,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  239. Case 12: callsub Job_Changing,4021,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  240. Case 13: callsub Job_Changing,4020,.Trans2stlvl[0],.Trans2stlvl[1],130,"All";
  241. Case 14: goto Main_Menu;
  242. }
  243.  
  244. TransThirdJob_Classes:
  245. mes .npcname$;
  246. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  247. next;
  248. switch(select("^76EE00Rune Knight^000000",
  249. "^76EE00Warlock^000000",
  250. "^76EE00Ranger^000000",
  251. "^76EE00Arch Bishop^000000",
  252. "^76EE00Mechanic^000000",
  253. "^76EE00Guillotine Cross^000000",
  254. "^76EE00Royal Guard^000000",
  255. "^76EE00Sorcerer^000000",
  256. ( Sex == 0 )?"":"^76EE00Wanderer^000000",
  257. ( Sex == 1 )?"":"^76EE00Minstrel^000000",
  258. "^76EE00Shura^000000",
  259. "^76EE00Genetic^000000",
  260. "^76EE00Shadow Chaser^000000",
  261. "^FF0000Back^000000")) {
  262.  
  263. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  264.  
  265. Case 1: callsub Job_Changing,4060,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  266. Case 2: callsub Job_Changing,4061,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  267. Case 3: callsub Job_Changing,4062,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  268. Case 4: callsub Job_Changing,4063,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  269. Case 5: callsub Job_Changing,4064,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  270. Case 6: callsub Job_Changing,4065,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  271. Case 7: callsub Job_Changing,4073,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  272. Case 8: callsub Job_Changing,4074,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  273. Case 9: callsub Job_Changing,4076,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  274. Case 10: callsub Job_Changing,4075,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  275. Case 11: callsub Job_Changing,4077,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  276. Case 12: callsub Job_Changing,4078,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  277. Case 13: callsub Job_Changing,4079,.Trans3stlvl[0],.Trans3stlvl[1],200,"All";
  278. Case 14: goto Main_Menu;
  279. }
  280.  
  281. ExpandedJob_Classes:
  282. mes .npcname$;
  283. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  284. next;
  285. switch(select("^76EE00Super Novice^000000",
  286. "^76EE00Gunslinger^000000",
  287. "^76EE00Ninja^000000",
  288. "^76EE00Takewon^000000",
  289. "^76EE00Star Gladiator^000000",
  290. "^76EE00Kagero^000000",
  291. "^76EE00Oboro^000000",
  292. "^76EE00Rebellion^000000",
  293. "^FF0000Back^000000")) {
  294.  
  295. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  296.  
  297. Case 1: callsub Job_Changing,23,.Expandedlvl[0],.Expandedlvl[1],110,"All";
  298. Case 2: callsub Job_Changing,24,.Expandedlvl[0],.Expandedlvl[1],600,"All";
  299. Case 3: callsub Job_Changing,25,.Expandedlvl[0],.Expandedlvl[1],60,"All";
  300. Case 4: callsub Job_Changing,4046,.Expandedlvl[0],.Expandedlvl[1],60,"All";
  301. Case 5: callsub Job_Changing,4047,.Expandedlvl[0],.Expandedlvl[1],110,"All";
  302. Case 6: callsub Job_Changing,4049,.Expandedlvl[0],.Expandedlvl[1],110,"All";
  303. Case 7: callsub Job_Changing,4211,.KExpandedlvl[0],.KExpandedlvl[1],110,"All";
  304. Case 8: callsub Job_Changing,4212,.OExpandedlvl[0],.OExpandedlvl[1],110,"All";
  305. Case 9: callsub Job_Changing,4215,.RExpandedlvl[0],.RExpandedlvl[1],110,"All";
  306. Case 10: goto Main_Menu;
  307. }
  308.  
  309. BabyJob_Classes:
  310. mes .npcname$;
  311. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  312. next;
  313. switch(select("^76EE00Baby Swordman^000000",
  314. "^76EE00Baby Magician^000000",
  315. "^76EE00Baby Archer^000000",
  316. "^76EE00Baby Acolyte^000000",
  317. "^76EE00Baby Merchant^000000",
  318. "^76EE00Baby Thief^000000",
  319. "^76EE00Baby Knight^000000",
  320. "^76EE00Baby Priest^000000",
  321. "^76EE00Baby Wizard^000000",
  322. "^76EE00Baby Blacksmith^000000",
  323. "^76EE00Baby Hunter^000000",
  324. "^76EE00Baby Assassin^000000",
  325. "^76EE00Baby Crusader^000000",
  326. "^76EE00Baby Monk^000000",
  327. "^76EE00Baby Sage^000000",
  328. "^76EE00Baby Rogue^000000",
  329. "^76EE00Baby Alchemist^000000",
  330. ( Sex == 0 )?"":"^76EE00Baby Dancer^000000",
  331. ( Sex == 1 )?"":"^76EE00Baby Bard^000000",
  332. "^76EE00Baby Baby^000000",
  333. "^FF0000Back^000000")) {
  334.  
  335. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  336.  
  337. Case 1: callsub Job_Changing,4024,.Babelvl[0],.Babelvl[1],60,"All";
  338. Case 2: callsub Job_Changing,4025,.Babelvl[0],.Babelvl[1],60,"All";
  339. Case 3: callsub Job_Changing,4026,.Babelvl[0],.Babelvl[1],60,"All";
  340. Case 4: callsub Job_Changing,4027,.Babelvl[0],.Babelvl[1],60,"All";
  341. Case 5: callsub Job_Changing,4028,.Babelvl[0],.Babelvl[1],60,"All";
  342. Case 6: callsub Job_Changing,4029,.Babelvl[0],.Babelvl[1],60,"All";
  343. Case 7: callsub Job_Changing,4030,.Babelvl[0],.Babelvl[1],110,"All";
  344. Case 8: callsub Job_Changing,4031,.Babelvl[0],.Babelvl[1],110,"All";
  345. Case 9: callsub Job_Changing,4032,.Babelvl[0],.Babelvl[1],110,"All";
  346. Case 10: callsub Job_Changing,4033,.Babelvl[0],.Babelvl[1],110,"All";
  347. Case 11: callsub Job_Changing,4034,.Babelvl[0],.Babelvl[1],110,"All";
  348. Case 12: callsub Job_Changing,4035,.Babelvl[0],.Babelvl[1],110,"All";
  349. Case 13: callsub Job_Changing,4037,.Babelvl[0],.Babelvl[1],110,"All";
  350. Case 14: callsub Job_Changing,4038,.Babelvl[0],.Babelvl[1],110,"All";
  351. Case 15: callsub Job_Changing,4039,.Babelvl[0],.Babelvl[1],110,"All";
  352. Case 16: callsub Job_Changing,4040,.Babelvl[0],.Babelvl[1],110,"All";
  353. Case 17: callsub Job_Changing,4041,.Babelvl[0],.Babelvl[1],110,"All";
  354. Case 18: callsub Job_Changing,4043,.Babelvl[0],.Babelvl[1],110,"All";
  355. Case 19: callsub Job_Changing,4042,.Babelvl[0],.Babelvl[1],110,"All";
  356. Case 20: callsub Job_Changing,4045,.Babelvl[0],.Babelvl[1],110,"All";
  357. Case 21: goto Main_Menu;
  358. }
  359.  
  360. BabyThirdJob_Classes:
  361. mes .npcname$;
  362. mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  363. next;
  364. switch(select("^76EE00Baby Rune Knight^000000",
  365. "^76EE00Baby Warlock^000000",
  366. "^76EE00Baby Ranger^000000",
  367. "^76EE00Baby Arch Bishop^000000",
  368. "^76EE00Baby Mechanic^000000",
  369. "^76EE00Baby Guillotine Cross^000000",
  370. "^76EE00Baby Royal Guard^000000",
  371. "^76EE00Baby Sorcerer^000000",
  372. ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",
  373. ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",
  374. "^76EE00Baby Shura^000000",
  375. "^76EE00Baby Genetic^000000",
  376. "^76EE00Baby Shadow Chaser^000000",
  377. "^FF0000Back^000000")) {
  378.  
  379. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;
  380.  
  381. Case 1: callsub Job_Changing,4096,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  382. Case 2: callsub Job_Changing,4097,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  383. Case 3: callsub Job_Changing,4098,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  384. Case 4: callsub Job_Changing,4099,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  385. Case 5: callsub Job_Changing,4100,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  386. Case 6: callsub Job_Changing,4101,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  387. Case 7: callsub Job_Changing,4102,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  388. Case 8: callsub Job_Changing,4103,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  389. Case 9: callsub Job_Changing,4105,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  390. Case 10: callsub Job_Changing,4104,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  391. Case 11: callsub Job_Changing,4106,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  392. Case 12: callsub Job_Changing,4107,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  393. Case 13: callsub Job_Changing,4108,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All";
  394. Case 14: goto Main_Menu;
  395. }
  396.  
  397. Job_Changing:
  398. mes .npcname$;
  399. mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
  400. if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; }
  401. if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; }
  402. if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; }
  403. if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; }
  404. jobchange getarg(0);
  405. set BaseLevel,getarg(1);
  406. set JobLevel,getarg(2);
  407. ResetSkill;
  408. ResetStatus;
  409. if ( .Allskills == 1 ){
  410. atcommand "@allskills";
  411. set SkillPoint,0;
  412. }
  413. percentheal 100,100;
  414. if ( .Based == 0 ){ set #ClassHelper,1; }
  415. if ( .Based == 1 ){ set ClassHelper,1; }
  416. getitem 502,10;
  417. getitem 503,10;
  418. close;
  419.  
  420. Classes_info:
  421. mes .npcname$;
  422. mes "=====[^76EE00 Swordman Classes ^000000]=====";
  423. mes " ^FF0000________________________________^000000";
  424. mes "^4EEE94Description :^000000";
  425. mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
  426. mes " ^FF0000________________________________^000000";
  427. next;
  428. mes .npcname$;
  429. mes "=====[^76EE00 Archer Classes ^000000]=====";
  430. mes " ^FF0000________________________________^000000";
  431. mes "^4EEE94Description :^000000";
  432. mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
  433. mes " ^FF0000________________________________^000000";
  434. next;
  435. mes .npcname$;
  436. mes "=====[^76EE00 Mage Classes ^000000]=====";
  437. mes " ^FF0000________________________________^000000";
  438. mes "^4EEE94Description :^000000";
  439. mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
  440. mes " ^FF0000________________________________^000000";
  441. next;
  442. mes .npcname$;
  443. mes "=====[^76EE00 Thief Classes ^000000]=====";
  444. mes " ^FF0000________________________________^000000";
  445. mes "^4EEE94Description :^000000";
  446. mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
  447. mes " ^FF0000________________________________^000000";
  448. next;
  449. mes .npcname$;
  450. mes "=====[^76EE00 Acolyte Classes ^000000]=====";
  451. mes " ^FF0000________________________________^000000";
  452. mes "^4EEE94Description :^000000";
  453. mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
  454. mes " ^FF0000________________________________^000000";
  455. next;
  456. mes .npcname$;
  457. mes "=====[^76EE00 Merchant Classes ^000000]=====";
  458. mes " ^FF0000________________________________^000000";
  459. mes "^4EEE94Description :^000000";
  460. mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
  461. mes " ^FF0000________________________________^000000";
  462. next;
  463. mes .npcname$;
  464. mes "=====[^76EE00 Super Novice ^000000]=====";
  465. mes " ^FF0000________________________________^000000";
  466. mes "^4EEE94Description :^000000";
  467. mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
  468. mes " ^FF0000________________________________^000000";
  469. next;
  470. mes .npcname$;
  471. mes "=====[^76EE00 Gunslinger ^000000]=====";
  472. mes " ^FF0000________________________________^000000";
  473. mes "^4EEE94Description :^000000";
  474. mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
  475. mes " ^FF0000________________________________^000000";
  476. next;
  477. mes .npcname$;
  478. mes "=====[^76EE00 Ninja ^000000]=====";
  479. mes " ^FF0000________________________________^000000";
  480. mes "^4EEE94Description :^000000";
  481. mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
  482. mes " ^FF0000________________________________^000000";
  483. next;
  484. mes .npcname$;
  485. mes "=====[^76EE00 Taekwon ^000000]=====";
  486. mes " ^FF0000________________________________^000000";
  487. mes "^4EEE94Description :^000000";
  488. mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
  489. mes " ^FF0000________________________________^000000";
  490. next;
  491. mes .npcname$;
  492. mes "=====[^76EE00 Star Gladiator ^000000]=====";
  493. mes " ^FF0000________________________________^000000";
  494. mes "^4EEE94Description :^000000";
  495. mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
  496. mes " ^FF0000________________________________^000000";
  497. next;
  498. mes .npcname$;
  499. mes "=====[^76EE00 Soul Linker ^000000]=====";
  500. mes " ^FF0000________________________________^000000";
  501. mes "^4EEE94Description :^000000";
  502. mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
  503. mes " ^FF0000________________________________^000000";
  504. next;
  505. goto Main_Menu;
  506. }
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