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//==============================================================================//
//= Script Release : Job Changer + Max Leveler  [ Version 1.5 ]
//==================================By==========================================//
//= ManiacSociety
//==============================================================================//
//= Idea Came From : ManiacSociety
//= Helper : Emistry & Kenpachi
//==============================================================================//
//= D E S C R I P T I O N S
//==============================================================================//
// -- 1. Character can choose a Job which he like to be.
// -- 2. This NPC only have 1 Time Usage.
//               If it is set to Account Based then that account can use 1 times.
//               If it is set to Character Based then all new character can use 1 times.
// -- 3. Complete skills / Skill Points will be given if it is set to be.
// -- 4. Base Level and Job Level will be given upon Job Change.
//==============================================================================//
//= V E R S I O N S
//==============================================================================//
// -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings
// -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes.                                                  
// -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations.                 
// -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts.                                                      
// -- [ 1.1 ] : Added New Job Change Option.                                                                   
// -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer.                                             
//==============================================================================//
//= R U L E S
//==============================================================================//
// -- 1. Do not use for exchanging purpose.                                                                            
// -- 2. Do not claim it as yours.                                                                                             
// -- 3. Do not change or remove the credits.
// -- 4. Do not sell the script in order to get paid.
// -- 5. Do not re-sharing upon modified without permission.
//==============================================================================//
 
 
 
 
-       script  ClassHelper     -1,{
OnPCLoginEvent:
 
// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,1;                                        // Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,1;                            // First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,1;                            // Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,1;                        // High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,1;                       // Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,1;                       // Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,1;                       // Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,1;                           // Baby Job Class Option [ 0 - Disable / 1 - Enable ]
set .Baby3rdClassMenu,1;                        // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .Allskills,1;                                       // Complete Skills Option [ 0 - Disable / 1 - Enable ]
 
// -- Usable for Only 1 Time
set .Based,1;                                           // [ 0 - Account Based  / 1 - Character Based ]
 
 
if( ClassHelper == 1 || #ClassHelper == 1 ) end;
 
Main_Menu:
        mes .npcname$;
        mes "I am the Job Class Helper...";
        mes "I am here to help you.";
        mes " ^FF0000________________________________^000000";
        mes "Do you wish to become Stronger ?";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        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 ?";
        next;
        switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
                                ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
                                ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",  
                                ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",  
                                ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",       
                                ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",              
                                ( .ExpandedClassMenu == 0 )?"":"^0000FFEExpanded Job Classes^000000",  
                                ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",            
                                ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",          
                                "^FF0000Sorry, i admire nobody....^000000")) {
 
                                        Case 1: goto Classes_info;
                                        Case 2: goto FirstJob_Classes;
                                        Case 3: goto SecondJob_Classes;
                                        Case 4: goto HighFirstJob_Classes;
                                        Case 5: goto TransSecondJob_Classes;
                                        Case 6: goto TransThirdJob_Classes;
                                        Case 7: goto ExpandedJob_Classes;
                                        Case 8: goto BabyJob_Classes;
                                        Case 9: goto BabyThirdJob_Classes;
                                        Case 10:        close;
                        }
       
FirstJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Swordman^000000",
                                "^76EE00Magician^000000",
                                "^76EE00Archer^000000",
                                "^76EE00Acolyte^000000",
                                "^76EE00Merchant^000000",
                                "^76EE00Thief^000000",
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
 
                        Case 1: callsub Job_Changing,1,99,50,60,"All";
                        Case 2: callsub Job_Changing,2,99,50,60,"All";
                        Case 3: callsub Job_Changing,3,99,50,60,"All";
                        Case 4: callsub Job_Changing,4,99,50,60,"All";
                        Case 5: callsub Job_Changing,5,99,50,60,"All";
                        Case 6: callsub Job_Changing,6,99,50,60,"All";
                        Case 7: goto Main_Menu;
                }
 
HighFirstJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00High Swordman^000000",
                                "^76EE00High Magician^000000",
                                "^76EE00High Archer^000000",
                                "^76EE00High Acolyte^000000",
                                "^76EE00High Merchant^000000",
                                "^76EE00High Thief^000000",
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
 
                        Case 1: callsub Job_Changing,4002,99,50,60,"All";
                        Case 2: callsub Job_Changing,4003,99,50,60,"All";
                        Case 3: callsub Job_Changing,4004,99,50,60,"All";
                        Case 4: callsub Job_Changing,4005,99,50,60,"All";
                        Case 5: callsub Job_Changing,4006,99,50,60,"All";
                        Case 6: callsub Job_Changing,4007,99,50,60,"All";
                        Case 7: goto Main_Menu;
                }
               
SecondJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Knight^000000",
                                "^76EE00Priest^000000",
                                "^76EE00Wizard^000000",
                                "^76EE00Blacksmith^000000",
                                "^76EE00Hunter^000000",
                                "^76EE00Assassin^000000",
                                "^76EE00Crusader^000000",
                                "^76EE00Monk^000000",
                                "^76EE00Sage^000000",
                                "^76EE00Rogue^000000",
                                "^76EE00Alchemist^000000",
                                ( Sex == 0 )?"":"^76EE00Dancer^000000",        
                                ( Sex == 1 )?"":"^76EE00Bard^000000",  
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
                       
                        Case 1: callsub Job_Changing,7,99,50,110,"All";
                        Case 2: callsub Job_Changing,8,99,50,110,"All";
                        Case 3: callsub Job_Changing,9,99,50,110,"All";
                        Case 4: callsub Job_Changing,10,99,50,110,"All";
                        Case 5: callsub Job_Changing,11,99,50,110,"All";
                        Case 6: callsub Job_Changing,12,99,50,110,"All";
                        Case 7: callsub Job_Changing,14,99,50,110,"All";
                        Case 8: callsub Job_Changing,15,99,50,110,"All";
                        Case 9: callsub Job_Changing,16,99,50,110,"All";
                        Case 10:        callsub Job_Changing,17,99,50,110,"All";
                        Case 11:        callsub Job_Changing,18,99,50,110,"All";
                        Case 12:        callsub Job_Changing,20,99,50,110,"All";
                        Case 13:        callsub Job_Changing,19,99,50,110,"All";
                        Case 14:        goto Main_Menu;
                }
 
TransSecondJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Lord Knight^000000",
                                "^76EE00High Priest^000000",
                                "^76EE00High Wizard^000000",
                                "^76EE00Whitesmith^000000",
                                "^76EE00Sniper^000000",
                                "^76EE00Assassin Cross^000000",
                                "^76EE00Paladin^000000",
                                "^76EE00Champion^000000",
                                "^76EE00Professor^000000",
                                "^76EE00Stalker^000000",
                                "^76EE00Creator^000000",
                                ( Sex == 0 )?"":"^76EE00Gypsy^000000",         
                                ( Sex == 1 )?"":"^76EE00Clowm^000000"
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
                       
                        Case 1: callsub Job_Changing,4008,99,70,130,"All";
                        Case 2: callsub Job_Changing,4009,99,70,130,"All";
                        Case 3: callsub Job_Changing,4010,99,70,130,"All";
                        Case 4: callsub Job_Changing,4011,99,70,130,"All";
                        Case 5: callsub Job_Changing,4012,99,70,130,"All";
                        Case 6: callsub Job_Changing,4013,99,70,130,"All";
                        Case 7: callsub Job_Changing,4015,99,70,130,"All";
                        Case 8: callsub Job_Changing,4016,99,70,130,"All";
                        Case 9: callsub Job_Changing,4017,99,70,130,"All";
                        Case 10:        callsub Job_Changing,4018,99,70,130,"All";
                        Case 11:        callsub Job_Changing,4019,99,70,130,"All";
                        Case 12:        callsub Job_Changing,4021,99,70,130,"All";
                        Case 13:        callsub Job_Changing,4020,99,70,130,"All";
                        Case 14:        goto Main_Menu;
                }
 
TransThirdJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Rune Knight^000000",
                                "^76EE00Warlock^000000",
                                "^76EE00Ranger^000000",
                                "^76EE00Arch Bishop^000000",
                                "^76EE00Mechanic^000000",
                                "^76EE00Guillotine Cross^000000",
                                "^76EE00Royal Guard^000000",
                                "^76EE00Sorcerer^000000",
                                ( Sex == 0 )?"":"^76EE00Wanderer^000000",              
                                ( Sex == 1 )?"":"^76EE00Minstrel^000000",      
                                "^76EE00Shura^000000",
                                "^76EE00Genetic^000000",
                                "^76EE00Shadow Chaser^000000",
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
                       
                        Case 1: callsub Job_Changing,4060,99,70,200,"All";
                        Case 2: callsub Job_Changing,4061,99,70,200,"All";
                        Case 3: callsub Job_Changing,4062,99,70,200,"All";
                        Case 4: callsub Job_Changing,4063,99,70,200,"All";
                        Case 5: callsub Job_Changing,4064,99,70,200,"All";
                        Case 6: callsub Job_Changing,4065,99,70,200,"All";
                        Case 7: callsub Job_Changing,4073,99,70,200,"All";
                        Case 8: callsub Job_Changing,4074,99,70,200,"All";
                        Case 9: callsub Job_Changing,4076,99,70,200,"All";
                        Case 10:        callsub Job_Changing,4075,70,70,200,"All";
                        Case 11:        callsub Job_Changing,4077,70,70,200,"All";
                        Case 12:        callsub Job_Changing,4078,70,70,200,"All";
                        Case 13:        callsub Job_Changing,4079,70,70,200,"All";
                        Case 14:        goto Main_Menu;
                }
                               
ExpandedJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Super Novice^000000",
                                "^76EE00Gunslinger^000000",
                                "^76EE00Ninja^000000",
                                "^76EE00Takewon^000000",
                                "^76EE00Star Gladiator^000000",
                                "^76EE00Soul Linker^000000",
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
 
                        Case 1: callsub Job_Changing,23,99,99,110,"All";
                        Case 2: callsub Job_Changing,24,99,50,600,"All";
                        Case 3: callsub Job_Changing,25,99,50,60,"All";
                        Case 4: callsub Job_Changing,4046,99,50,60,"All";
                        Case 5: callsub Job_Changing,4047,99,50,110,"All";
                        Case 6: callsub Job_Changing,4049,99,50,110,"All";
                        Case 7: goto Main_Menu;
                }
 
BabyJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Baby Swordman^000000",
                                "^76EE00Baby Magician^000000",
                                "^76EE00Baby Archer^000000",
                                "^76EE00Baby Acolyte^000000",
                                "^76EE00Baby Merchant^000000",
                                "^76EE00Baby Thief^000000",
                                "^76EE00Baby Knight^000000",
                                "^76EE00Baby Priest^000000",
                                "^76EE00Baby Wizard^000000",
                                "^76EE00Baby Blacksmith^000000",
                                "^76EE00Baby Hunter^000000",
                                "^76EE00Baby Assassin^000000",
                                "^76EE00Baby Crusader^000000",
                                "^76EE00Baby Monk^000000",
                                "^76EE00Baby Sage^000000",
                                "^76EE00Baby Rogue^000000",
                                "^76EE00Baby Alchemist^000000",
                                ( Sex == 0 )?"":"^76EE00Baby Dancer^000000",           
                                ( Sex == 1 )?"":"^76EE00Baby Bard^000000",     
                                "^76EE00Baby Baby^000000",
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
                       
                        Case 1: callsub Job_Changing,4024,99,50,60,"All";
                        Case 2: callsub Job_Changing,4025,99,50,60,"All";
                        Case 3: callsub Job_Changing,4026,99,50,60,"All";
                        Case 4: callsub Job_Changing,4027,99,50,60,"All";
                        Case 5: callsub Job_Changing,4028,99,50,60,"All";
                        Case 6: callsub Job_Changing,4029,99,50,60,"All";
                        Case 7: callsub Job_Changing,4030,99,50,110,"All";
                        Case 8: callsub Job_Changing,4031,99,50,110,"All";
                        Case 9: callsub Job_Changing,4032,99,50,110,"All";
                        Case 10:        callsub Job_Changing,4033,99,50,110,"All";
                        Case 11:        callsub Job_Changing,4034,99,50,110,"All";
                        Case 12:        callsub Job_Changing,4035,99,50,110,"All";
                        Case 13:        callsub Job_Changing,4037,99,50,110,"All";
                        Case 14:        callsub Job_Changing,4038,99,50,110,"All";
                        Case 15:        callsub Job_Changing,4039,99,50,110,"All";
                        Case 16:        callsub Job_Changing,4040,99,50,110,"All";
                        Case 17:        callsub Job_Changing,4041,99,50,110,"All";
                        Case 18:        callsub Job_Changing,4043,99,50,110,"All";
                        Case 19:        callsub Job_Changing,4042,99,50,110,"All";
                        Case 20:        callsub Job_Changing,4045,99,50,110,"All";
                        Case 21:        goto Main_Menu;
                }
               
BabyThirdJob_Classes:
        mes .npcname$;
        mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
        next;
        switch(select("^76EE00Baby Rune Knight^000000",
                                "^76EE00Baby Warlock^000000",
                                "^76EE00Baby Ranger^000000",
                                "^76EE00Baby Arch Bishop^000000",
                                "^76EE00Baby Mechanic^000000",
                                "^76EE00Baby Guillotine Cross^000000",
                                "^76EE00Baby Royal Guard^000000",
                                "^76EE00Baby Sorcerer^000000",
                                ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",         
                                ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000"
                                "^76EE00Baby Shura^000000",
                                "^76EE00Baby Genetic^000000",
                                "^76EE00Baby Shadow Chaser^000000",
                                "^FF0000Back^000000")) {
 
// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; 
                       
                        Case 1: callsub Job_Changing,4096,99,70,200,"All";
                        Case 2: callsub Job_Changing,4097,99,70,200,"All";
                        Case 3: callsub Job_Changing,4098,99,70,200,"All";
                        Case 4: callsub Job_Changing,4099,99,70,200,"All";
                        Case 5: callsub Job_Changing,4100,99,70,200,"All";
                        Case 6: callsub Job_Changing,4101,99,70,200,"All";
                        Case 7: callsub Job_Changing,4102,99,70,200,"All";
                        Case 8: callsub Job_Changing,4103,99,70,200,"All";
                        Case 9: callsub Job_Changing,4105,99,70,200,"All";
                        Case 10:        callsub Job_Changing,4104,99,70,200,"All";
                        Case 11:        callsub Job_Changing,4106,99,70,200,"All";
                        Case 12:        callsub Job_Changing,4107,99,70,200,"All";
                        Case 13:        callsub Job_Changing,4108,99,70,200,"All";
                        Case 14:        goto Main_Menu;
                }
 
Job_Changing:
                mes .npcname$;
                mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
                if (compare(getarg(4),"All")){  announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;   }
                if (compare(getarg(4),"Map")){  announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;   }
                if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;  }
                if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;  }
                jobchange getarg(0);
                set BaseLevel,getarg(1);
        set JobLevel,getarg(2);
                ResetSkill;
                ResetStatus;
        set SkillPoint,getarg(3);
                if ( .Allskills == 1 ){
                atcommand "@allskills";
        set SkillPoint,0;
                }
        percentheal 100,100;
                if ( .Based == 0 ){     set #ClassHelper,1;     }
                if ( .Based == 1 ){     set ClassHelper,1;      }
                close;
       
Classes_info:
        mes .npcname$;
        mes "=====[^76EE00 Swordman Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Archer Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Mage Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Thief Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Acolyte Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Merchant Classes ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Super Novice ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Gunslinger ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        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.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Ninja ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Taekwon ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Star Gladiator ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
        mes " ^FF0000________________________________^000000";
        next;
        mes .npcname$;
        mes "=====[^76EE00 Soul Linker ^000000]=====";
        mes " ^FF0000________________________________^000000";
        mes "^4EEE94Description :^000000";
        mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
        mes " ^FF0000________________________________^000000";
        next;
        goto Main_Menu;
 
}
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