Emistry

[RO] Class Helper v1.1

Jan 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. // -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets".
  22. // -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings
  23. // -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes.                          
  24. // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations.         
  25. // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts.                          
  26. // -- [ 1.1 ] : Added New Job Change Option.                                   
  27. // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer.                     
  28. //==============================================================================//
  29. //= R U L E S
  30. //==============================================================================//
  31. // -- 1. Do not use for exchanging purpose.                                    
  32. // -- 2. Do not claim it as yours.                                             
  33. // -- 3. Do not change or remove the credits.
  34. // -- 4. Do not sell the script in order to get paid.
  35. // -- 5. Do not re-sharing upon modified without permission.
  36. //==============================================================================//
  37.  
  38. // -- Add this at item DB. ( Change it to any items to your like. )
  39. // -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}
  40.  
  41.  
  42. // -    script  ClassHelper -1,{
  43. // OnPCLoginEvent:
  44.  
  45. prontera,155,175,5  script  Sample#npc  4_F_KAFRA9,{
  46.  
  47. // -- Configuration Option
  48. set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
  49. set .InfoMenu,1;                    // Classes Informations Option [ 0 - Disable / 1 - Enable ]
  50. set .1stClassMenu,1;                // First Job Class Option [ 0 - Disable / 1 - Enable ]
  51. set .2ndClassMenu,1;                // Second Job Class Option [ 0 - Disable / 1 - Enable ]
  52. set .High1stClassMenu,1;            // High 1st Class Option [ 0 - Disable / 1 - Enable ]
  53. set .Trans2ndClassMenu,1;           // Transcendent Class Option [ 0 - Disable / 1 - Enable ]
  54. set .Trans3rdClassMenu,1;           // Third Job Class Option [ 0 - Disable / 1 - Enable ]
  55. set .ExpandedClassMenu,1;           // Expanded Class Option [ 0 - Disable / 1 - Enable ]
  56. set .BabyClassMenu,1;               // Baby Job Class Option [ 0 - Disable / 1 - Enable ]
  57. set .Baby3rdClassMenu,1;            // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
  58. set .Allskills,1;                   // Complete Skills Option [ 0 - Disable / 1 - Enable ]
  59.  
  60. // -- Usable for Only 1 Time
  61. set .Based,1;                       // [ 0 - Account Based  / 1 - Character Based ]
  62.  
  63.  
  64. if( ClassHelper == 1 || #ClassHelper == 1 ) end;
  65.  
  66. Main_Menu:
  67.     mes .npcname$;
  68.     mes "I am the Job Class Helper...";
  69.     mes "I am here to help you.";
  70.     mes " ^FF0000________________________________^000000";
  71.     mes "Do you wish to become Stronger ?";
  72.     mes " ^FF0000________________________________^000000";
  73.     next;
  74.     mes .npcname$;
  75.     mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
  76.     next;
  77.     switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
  78.                 ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
  79.                 ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",  
  80.                 ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",  
  81.                 ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",   
  82.                 ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",      
  83.                 ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",   
  84.                 ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",    
  85.                 ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",      
  86.                 "^FF0000Sorry, i admire nobody....^000000")) {
  87.  
  88.                     case 1: goto Classes_info;
  89.                     case 2: goto FirstJob_Classes;
  90.                     case 3: goto SecondJob_Classes;
  91.                     case 4: goto HighFirstJob_Classes;
  92.                     case 5: goto TransSecondJob_Classes;
  93.                     case 6: goto TransThirdJob_Classes;
  94.                     case 7: goto ExpandedJob_Classes;
  95.                     case 8: goto BabyJob_Classes;
  96.                     case 9: goto BabyThirdJob_Classes;
  97.                     case 10:       
  98.                             if ( .Based == 0 ){ set #ClassHelper,1; }
  99.                             if ( .Based == 1 ){ set ClassHelper,1;  }
  100.                             close;
  101.             }
  102.    
  103. FirstJob_Classes:
  104.     mes .npcname$;
  105.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  106.     next;
  107.     switch(select("^76EE00Swordman^000000",
  108.                 "^76EE00Magician^000000",
  109.                 "^76EE00Archer^000000",
  110.                 "^76EE00Acolyte^000000",
  111.                 "^76EE00Merchant^000000",
  112.                 "^76EE00Thief^000000",
  113.                 "^FF0000Back^000000")) {
  114.  
  115. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  116.  
  117.             case 1: callsub Job_Changing,1,99,50,60,"All";
  118.             case 2: callsub Job_Changing,2,99,50,60,"All";
  119.             case 3: callsub Job_Changing,3,99,50,60,"All";
  120.             case 4: callsub Job_Changing,4,99,50,60,"All";
  121.             case 5: callsub Job_Changing,5,99,50,60,"All";
  122.             case 6: callsub Job_Changing,6,99,50,60,"All";
  123.             case 7: goto Main_Menu;
  124.         }
  125.  
  126. HighFirstJob_Classes:
  127.     mes .npcname$;
  128.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  129.     next;
  130.     switch(select("^76EE00High Swordman^000000",
  131.                 "^76EE00High Magician^000000",
  132.                 "^76EE00High Archer^000000",
  133.                 "^76EE00High Acolyte^000000",
  134.                 "^76EE00High Merchant^000000",
  135.                 "^76EE00High Thief^000000",
  136.                 "^FF0000Back^000000")) {
  137.  
  138. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  139.  
  140.             case 1: callsub Job_Changing,4002,99,50,60,"All";
  141.             case 2: callsub Job_Changing,4003,99,50,60,"All";
  142.             case 3: callsub Job_Changing,4004,99,50,60,"All";
  143.             case 4: callsub Job_Changing,4005,99,50,60,"All";
  144.             case 5: callsub Job_Changing,4006,99,50,60,"All";
  145.             case 6: callsub Job_Changing,4007,99,50,60,"All";
  146.             case 7: goto Main_Menu;
  147.         }
  148.        
  149. SecondJob_Classes:
  150.     mes .npcname$;
  151.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  152.     next;
  153.     switch(select("^76EE00Knight^000000",
  154.                 "^76EE00Priest^000000",
  155.                 "^76EE00Wizard^000000",
  156.                 "^76EE00Blacksmith^000000",
  157.                 "^76EE00Hunter^000000",
  158.                 "^76EE00Assassin^000000",
  159.                 "^76EE00Crusader^000000",
  160.                 "^76EE00Monk^000000",
  161.                 "^76EE00Sage^000000",
  162.                 "^76EE00Rogue^000000",
  163.                 "^76EE00Alchemist^000000",
  164.                 ( Sex == 0 )?"":"^76EE00Dancer^000000",    
  165.                 ( Sex == 1 )?"":"^76EE00Bard^000000",  
  166.                 "^FF0000Back^000000")) {
  167.  
  168. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  169.            
  170.             case 1: callsub Job_Changing,7,99,50,110,"All";
  171.             case 2: callsub Job_Changing,8,99,50,110,"All";
  172.             case 3: callsub Job_Changing,9,99,50,110,"All";
  173.             case 4: callsub Job_Changing,10,99,50,110,"All";
  174.             case 5: callsub Job_Changing,11,99,50,110,"All";
  175.             case 6: callsub Job_Changing,12,99,50,110,"All";
  176.             case 7: callsub Job_Changing,14,99,50,110,"All";
  177.             case 8: callsub Job_Changing,15,99,50,110,"All";
  178.             case 9: callsub Job_Changing,16,99,50,110,"All";
  179.             case 10:    callsub Job_Changing,17,99,50,110,"All";
  180.             case 11:    callsub Job_Changing,18,99,50,110,"All";
  181.             case 12:    callsub Job_Changing,20,99,50,110,"All";
  182.             case 13:    callsub Job_Changing,19,99,50,110,"All";
  183.             case 14:    goto Main_Menu;
  184.         }
  185.  
  186. TransSecondJob_Classes:
  187.     mes .npcname$;
  188.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  189.     next;
  190.     switch(select("^76EE00Lord Knight^000000",
  191.                 "^76EE00High Priest^000000",
  192.                 "^76EE00High Wizard^000000",
  193.                 "^76EE00Whitesmith^000000",
  194.                 "^76EE00Sniper^000000",
  195.                 "^76EE00Assassin Cross^000000",
  196.                 "^76EE00Paladin^000000",
  197.                 "^76EE00Champion^000000",
  198.                 "^76EE00Professor^000000",
  199.                 "^76EE00Stalker^000000",
  200.                 "^76EE00Creator^000000",
  201.                 ( Sex == 0 )?"":"^76EE00Gypsy^000000",     
  202.                 ( Sex == 1 )?"":"^76EE00Clowm^000000"
  203.                 "^FF0000Back^000000")) {
  204.  
  205. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  206.            
  207.             case 1: callsub Job_Changing,4008,99,70,130,"All";
  208.             case 2: callsub Job_Changing,4009,99,70,130,"All";
  209.             case 3: callsub Job_Changing,4010,99,70,130,"All";
  210.             case 4: callsub Job_Changing,4011,99,70,130,"All";
  211.             case 5: callsub Job_Changing,4012,99,70,130,"All";
  212.             case 6: callsub Job_Changing,4013,99,70,130,"All";
  213.             case 7: callsub Job_Changing,4015,99,70,130,"All";
  214.             case 8: callsub Job_Changing,4016,99,70,130,"All";
  215.             case 9: callsub Job_Changing,4017,99,70,130,"All";
  216.             case 10:    callsub Job_Changing,4018,99,70,130,"All";
  217.             case 11:    callsub Job_Changing,4019,99,70,130,"All";
  218.             case 12:    callsub Job_Changing,4021,99,70,130,"All";
  219.             case 13:    callsub Job_Changing,4020,99,70,130,"All";
  220.             case 14:    goto Main_Menu;
  221.         }
  222.  
  223. TransThirdJob_Classes:
  224.     mes .npcname$;
  225.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  226.     next;
  227.     switch(select("^76EE00Rune Knight^000000",
  228.                 "^76EE00Warlock^000000",
  229.                 "^76EE00Ranger^000000",
  230.                 "^76EE00Arch Bishop^000000",
  231.                 "^76EE00Mechanic^000000",
  232.                 "^76EE00Guillotine Cross^000000",
  233.                 "^76EE00Royal Guard^000000",
  234.                 "^76EE00Sorcerer^000000",
  235.                 ( Sex == 0 )?"":"^76EE00Wanderer^000000",      
  236.                 ( Sex == 1 )?"":"^76EE00Minstrel^000000",  
  237.                 "^76EE00Shura^000000",
  238.                 "^76EE00Genetic^000000",
  239.                 "^76EE00Shadow Chaser^000000",
  240.                 "^FF0000Back^000000")) {
  241.  
  242. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  243.            
  244.             case 1: callsub Job_Changing,4060,99,70,200,"All";
  245.             case 2: callsub Job_Changing,4061,99,70,200,"All";
  246.             case 3: callsub Job_Changing,4062,99,70,200,"All";
  247.             case 4: callsub Job_Changing,4063,99,70,200,"All";
  248.             case 5: callsub Job_Changing,4064,99,70,200,"All";
  249.             case 6: callsub Job_Changing,4065,99,70,200,"All";
  250.             case 7: callsub Job_Changing,4073,99,70,200,"All";
  251.             case 8: callsub Job_Changing,4074,99,70,200,"All";
  252.             case 9: callsub Job_Changing,4076,99,70,200,"All";
  253.             case 10:    callsub Job_Changing,4075,70,70,200,"All";
  254.             case 11:    callsub Job_Changing,4077,70,70,200,"All";
  255.             case 12:    callsub Job_Changing,4078,70,70,200,"All";
  256.             case 13:    callsub Job_Changing,4079,70,70,200,"All";
  257.             case 14:    goto Main_Menu;
  258.         }
  259.                
  260. ExpandedJob_Classes:
  261.     mes .npcname$;
  262.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  263.     next;
  264.     switch(select("^76EE00Super Novice^000000",
  265.                 "^76EE00Gunslinger^000000",
  266.                 "^76EE00Ninja^000000",
  267.                 "^76EE00Takewon^000000",
  268.                 "^76EE00Star Gladiator^000000",
  269.                 "^76EE00Soul Linker^000000",
  270.                 "^FF0000Back^000000")) {
  271.  
  272. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  273.  
  274.             case 1: callsub Job_Changing,23,99,99,110,"All";
  275.             case 2: callsub Job_Changing,24,99,50,600,"All";
  276.             case 3: callsub Job_Changing,25,99,50,60,"All";
  277.             case 4: callsub Job_Changing,4046,99,50,60,"All";
  278.             case 5: callsub Job_Changing,4047,99,50,110,"All";
  279.             case 6: callsub Job_Changing,4049,99,50,110,"All";
  280.             case 7: goto Main_Menu;
  281.         }
  282.  
  283. BabyJob_Classes:
  284.     mes .npcname$;
  285.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  286.     next;
  287.     switch(select("^76EE00Baby Swordman^000000",
  288.                 "^76EE00Baby Magician^000000",
  289.                 "^76EE00Baby Archer^000000",
  290.                 "^76EE00Baby Acolyte^000000",
  291.                 "^76EE00Baby Merchant^000000",
  292.                 "^76EE00Baby Thief^000000",
  293.                 "^76EE00Baby Knight^000000",
  294.                 "^76EE00Baby Priest^000000",
  295.                 "^76EE00Baby Wizard^000000",
  296.                 "^76EE00Baby Blacksmith^000000",
  297.                 "^76EE00Baby Hunter^000000",
  298.                 "^76EE00Baby Assassin^000000",
  299.                 "^76EE00Baby Crusader^000000",
  300.                 "^76EE00Baby Monk^000000",
  301.                 "^76EE00Baby Sage^000000",
  302.                 "^76EE00Baby Rogue^000000",
  303.                 "^76EE00Baby Alchemist^000000",
  304.                 ( Sex == 0 )?"":"^76EE00Baby Dancer^000000",       
  305.                 ( Sex == 1 )?"":"^76EE00Baby Bard^000000"
  306.                 "^76EE00Baby Baby^000000",
  307.                 "^FF0000Back^000000")) {
  308.  
  309. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  310.            
  311.             case 1: callsub Job_Changing,4024,99,50,60,"All";
  312.             case 2: callsub Job_Changing,4025,99,50,60,"All";
  313.             case 3: callsub Job_Changing,4026,99,50,60,"All";
  314.             case 4: callsub Job_Changing,4027,99,50,60,"All";
  315.             case 5: callsub Job_Changing,4028,99,50,60,"All";
  316.             case 6: callsub Job_Changing,4029,99,50,60,"All";
  317.             case 7: callsub Job_Changing,4030,99,50,110,"All";
  318.             case 8: callsub Job_Changing,4031,99,50,110,"All";
  319.             case 9: callsub Job_Changing,4032,99,50,110,"All";
  320.             case 10:    callsub Job_Changing,4033,99,50,110,"All";
  321.             case 11:    callsub Job_Changing,4034,99,50,110,"All";
  322.             case 12:    callsub Job_Changing,4035,99,50,110,"All";
  323.             case 13:    callsub Job_Changing,4037,99,50,110,"All";
  324.             case 14:    callsub Job_Changing,4038,99,50,110,"All";
  325.             case 15:    callsub Job_Changing,4039,99,50,110,"All";
  326.             case 16:    callsub Job_Changing,4040,99,50,110,"All";
  327.             case 17:    callsub Job_Changing,4041,99,50,110,"All";
  328.             case 18:    callsub Job_Changing,4043,99,50,110,"All";
  329.             case 19:    callsub Job_Changing,4042,99,50,110,"All";
  330.             case 20:    callsub Job_Changing,4045,99,50,110,"All";
  331.             case 21:    goto Main_Menu;
  332.         }
  333.        
  334. BabyThirdJob_Classes:
  335.     mes .npcname$;
  336.     mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
  337.     next;
  338.     switch(select("^76EE00Baby Rune Knight^000000",
  339.                 "^76EE00Baby Warlock^000000",
  340.                 "^76EE00Baby Ranger^000000",
  341.                 "^76EE00Baby Arch Bishop^000000",
  342.                 "^76EE00Baby Mechanic^000000",
  343.                 "^76EE00Baby Guillotine Cross^000000",
  344.                 "^76EE00Baby Royal Guard^000000",
  345.                 "^76EE00Baby Sorcerer^000000",
  346.                 ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",     
  347.                 ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000"
  348.                 "^76EE00Baby Shura^000000",
  349.                 "^76EE00Baby Genetic^000000",
  350.                 "^76EE00Baby Shadow Chaser^000000",
  351.                 "^FF0000Back^000000")) {
  352.  
  353. // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
  354.            
  355.             case 1: callsub Job_Changing,4096,99,70,200,"All";
  356.             case 2: callsub Job_Changing,4097,99,70,200,"All";
  357.             case 3: callsub Job_Changing,4098,99,70,200,"All";
  358.             case 4: callsub Job_Changing,4099,99,70,200,"All";
  359.             case 5: callsub Job_Changing,4100,99,70,200,"All";
  360.             case 6: callsub Job_Changing,4101,99,70,200,"All";
  361.             case 7: callsub Job_Changing,4102,99,70,200,"All";
  362.             case 8: callsub Job_Changing,4103,99,70,200,"All";
  363.             case 9: callsub Job_Changing,4105,99,70,200,"All";
  364.             case 10:    callsub Job_Changing,4104,99,70,200,"All";
  365.             case 11:    callsub Job_Changing,4106,99,70,200,"All";
  366.             case 12:    callsub Job_Changing,4107,99,70,200,"All";
  367.             case 13:    callsub Job_Changing,4108,99,70,200,"All";
  368.             case 14:    goto Main_Menu;
  369.         }
  370.  
  371. Job_Changing:
  372.         mes .npcname$;
  373.         mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
  374.         if (compare(getarg(4),"All")){  announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;   }
  375.         if (compare(getarg(4),"Map")){  announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;   }
  376.         if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;  }
  377.         if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;  }
  378.         jobchange getarg(0);
  379.         set BaseLevel,getarg(1);
  380.         set JobLevel,getarg(2);
  381.         resetskill;
  382.         resetstatus;
  383.         set SkillPoint,getarg(3);
  384.         if ( .Allskills == 1 ){
  385.         atcommand "@allskills";
  386.         set SkillPoint,0;
  387.         }
  388.         percentheal 100,100;
  389.         if ( .Based == 0 ){ set #ClassHelper,1; }
  390.         if ( .Based == 1 ){ set ClassHelper,1;  }
  391.         close;
  392.    
  393. Classes_info:
  394.     mes .npcname$;
  395.     mes "=====[^76EE00 Swordman Classes ^000000]=====";
  396.     mes " ^FF0000________________________________^000000";
  397.     mes "^4EEE94Description :^000000";
  398.     mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
  399.     mes " ^FF0000________________________________^000000";
  400.     next;
  401.     mes .npcname$;
  402.     mes "=====[^76EE00 Archer Classes ^000000]=====";
  403.     mes " ^FF0000________________________________^000000";
  404.     mes "^4EEE94Description :^000000";
  405.     mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
  406.     mes " ^FF0000________________________________^000000";
  407.     next;
  408.     mes .npcname$;
  409.     mes "=====[^76EE00 Mage Classes ^000000]=====";
  410.     mes " ^FF0000________________________________^000000";
  411.     mes "^4EEE94Description :^000000";
  412.     mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
  413.     mes " ^FF0000________________________________^000000";
  414.     next;
  415.     mes .npcname$;
  416.     mes "=====[^76EE00 Thief Classes ^000000]=====";
  417.     mes " ^FF0000________________________________^000000";
  418.     mes "^4EEE94Description :^000000";
  419.     mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
  420.     mes " ^FF0000________________________________^000000";
  421.     next;
  422.     mes .npcname$;
  423.     mes "=====[^76EE00 Acolyte Classes ^000000]=====";
  424.     mes " ^FF0000________________________________^000000";
  425.     mes "^4EEE94Description :^000000";
  426.     mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
  427.     mes " ^FF0000________________________________^000000";
  428.     next;
  429.     mes .npcname$;
  430.     mes "=====[^76EE00 Merchant Classes ^000000]=====";
  431.     mes " ^FF0000________________________________^000000";
  432.     mes "^4EEE94Description :^000000";
  433.     mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
  434.     mes " ^FF0000________________________________^000000";
  435.     next;
  436.     mes .npcname$;
  437.     mes "=====[^76EE00 Super Novice ^000000]=====";
  438.     mes " ^FF0000________________________________^000000";
  439.     mes "^4EEE94Description :^000000";
  440.     mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
  441.     mes " ^FF0000________________________________^000000";
  442.     next;
  443.     mes .npcname$;
  444.     mes "=====[^76EE00 Gunslinger ^000000]=====";
  445.     mes " ^FF0000________________________________^000000";
  446.     mes "^4EEE94Description :^000000";
  447.     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.";
  448.     mes " ^FF0000________________________________^000000";
  449.     next;
  450.     mes .npcname$;
  451.     mes "=====[^76EE00 Ninja ^000000]=====";
  452.     mes " ^FF0000________________________________^000000";
  453.     mes "^4EEE94Description :^000000";
  454.     mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
  455.     mes " ^FF0000________________________________^000000";
  456.     next;
  457.     mes .npcname$;
  458.     mes "=====[^76EE00 Taekwon ^000000]=====";
  459.     mes " ^FF0000________________________________^000000";
  460.     mes "^4EEE94Description :^000000";
  461.     mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
  462.     mes " ^FF0000________________________________^000000";
  463.     next;
  464.     mes .npcname$;
  465.     mes "=====[^76EE00 Star Gladiator ^000000]=====";
  466.     mes " ^FF0000________________________________^000000";
  467.     mes "^4EEE94Description :^000000";
  468.     mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
  469.     mes " ^FF0000________________________________^000000";
  470.     next;
  471.     mes .npcname$;
  472.     mes "=====[^76EE00 Soul Linker ^000000]=====";
  473.     mes " ^FF0000________________________________^000000";
  474.     mes "^4EEE94Description :^000000";
  475.     mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
  476.     mes " ^FF0000________________________________^000000";
  477.     next;
  478.     goto Main_Menu;
  479.  
  480. }
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