//==============================================================================// //= Script Release : Job Changer + Max Leveler [ Version 1.6 ] //==================================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. // -- 5. Allow players to click an items to call out the NPC. //==============================================================================// //= V E R S I O N S //==============================================================================// // -- [ 1.8 ] : Added a New Setting [Dynasty] // -- [ 1.7 ] : Added Kagero, Oboro, Rebellion CLass [Dynasty] // -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets". // -- [ 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. //==============================================================================// // -- Add this at item DB. ( Change it to any items to your like. ) // -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{} lhz_in03,261,267,5 script ClassHelper 891,{ OnInit: waitingroom " Job Changer",0; // -- Configuration Option set .npcname$,"[ ^0000FF Class Helper ^000000 ]"; set .InfoMenu,1; // Classes Informations Option [ 0 - Disable / 1 - Enable ] //=================== set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ] setarray .1stlvl[0],99,50; // BaseLevel || JobLeve //=================== set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ] setarray .2stlvl[0],99,70; // BaseLevel || JobLeve //=================== set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ] setarray .High1stlvl[0],99,50; // BaseLevel || JobLeve //=================== set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ] setarray .Trans2stlvl[0],99,70; // BaseLevel || JobLeve //=================== set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ] setarray .Trans3stlvl[0],99,70; // BaseLevel || JobLeve //=================== set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ] setarray .Expandedlvl[0],99,50; // BaseLevel || JobLeve setarray .KExpandedlvl[0],99,50; // BaseLevel || JobLeve Kagero Class setarray .OExpandedlvl[0],99,50; // BaseLevel || JobLeve Oboro Class setarray .RExpandedlvl[0],99,50; // BaseLevel || JobLeve Rebellion Class //=================== set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ] setarray .Babelvl[0],99,70; // BaseLevel || JobLeve //=================== set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ] setarray .Babe3rdlvl[0],99,70; // BaseLevel || JobLeve //=================== set .Allskills,1; // Complete Skills Option [ 0 - Disable / 1 - Enable ] //=================== // -- Usable for Only 1 Time set .Based,1; // [ 0 - Account Based / 1 - Character Based ] end; if( ClassHelper == 1 || #ClassHelper == 1 ) end; Main_Menu: mes .npcname$; 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$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000", ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000", ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000", ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000", ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000", ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000", ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000", ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000", ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, i admire nobody....^000000")) { Case 1: goto Classes_info; Case 2: goto FirstJob_Classes; Case 3: goto SecondJob_Classes; Case 4: goto HighFirstJob_Classes; Case 5: goto TransSecondJob_Classes; Case 6: goto TransThirdJob_Classes; Case 7: goto ExpandedJob_Classes; Case 8: goto BabyJob_Classes; Case 9: goto BabyThirdJob_Classes; Case 10: if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; } FirstJob_Classes: mes .npcname$; 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,,,,,; Case 1: callsub Job_Changing,1,.1stlvl[0],.1stlvl[1],60,"All"; Case 2: callsub Job_Changing,2,.1stlvl[0],.1stlvl[1],60,"All"; Case 3: callsub Job_Changing,3,.1stlvl[0],.1stlvl[1],60,"All"; Case 4: callsub Job_Changing,4,.1stlvl[0],.1stlvl[1],60,"All"; Case 5: callsub Job_Changing,5,.1stlvl[0],.1stlvl[1],60,"All"; Case 6: callsub Job_Changing,6,.1stlvl[0],.1stlvl[1],60,"All"; Case 7: goto Main_Menu; } HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,,,,,; Case 1: callsub Job_Changing,4002,.High1stlvl[0],.High1stlvl[1],60,"All"; Case 2: callsub Job_Changing,4003,.High1stlvl[0],.High1stlvl[1],60,"All"; Case 3: callsub Job_Changing,4004,.High1stlvl[0],.High1stlvl[1],60,"All"; Case 4: callsub Job_Changing,4005,.High1stlvl[0],.High1stlvl[1],60,"All"; Case 5: callsub Job_Changing,4006,.High1stlvl[0],.High1stlvl[1],60,"All"; Case 6: callsub Job_Changing,4007,.High1stlvl[0],.High1stlvl[1],60,"All"; Case 7: goto Main_Menu; } SecondJob_Classes: mes .npcname$; 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,,,,,; Case 1: callsub Job_Changing,7,.2stlvl[0],.2stlvl[1],110,"All"; Case 2: callsub Job_Changing,8,.2stlvl[0],.2stlvl[1],110,"All"; Case 3: callsub Job_Changing,9,.2stlvl[0],.2stlvl[1],110,"All"; Case 4: callsub Job_Changing,10,.2stlvl[0],.2stlvl[1],110,"All"; Case 5: callsub Job_Changing,11,.2stlvl[0],.2stlvl[1],110,"All"; Case 6: callsub Job_Changing,12,.2stlvl[0],.2stlvl[1],110,"All"; Case 7: callsub Job_Changing,14,.2stlvl[0],.2stlvl[1],110,"All"; Case 8: callsub Job_Changing,15,.2stlvl[0],.2stlvl[1],110,"All"; Case 9: callsub Job_Changing,16,.2stlvl[0],.2stlvl[1],110,"All"; Case 10: callsub Job_Changing,17,.2stlvl[0],.2stlvl[1],110,"All"; Case 11: callsub Job_Changing,18,.2stlvl[0],.2stlvl[1],110,"All"; Case 12: callsub Job_Changing,20,.2stlvl[0],.2stlvl[1],110,"All"; Case 13: callsub Job_Changing,19,.2stlvl[0],.2stlvl[1],110,"All"; Case 14: goto Main_Menu; } TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,,,,,; Case 1: callsub Job_Changing,4008,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 2: callsub Job_Changing,4009,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 3: callsub Job_Changing,4010,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 4: callsub Job_Changing,4011,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 5: callsub Job_Changing,4012,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 6: callsub Job_Changing,4013,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 7: callsub Job_Changing,4015,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 8: callsub Job_Changing,4016,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 9: callsub Job_Changing,4017,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 10: callsub Job_Changing,4018,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 11: callsub Job_Changing,4019,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 12: callsub Job_Changing,4021,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 13: callsub Job_Changing,4020,.Trans2stlvl[0],.Trans2stlvl[1],130,"All"; Case 14: goto Main_Menu; } TransThirdJob_Classes: mes .npcname$; 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,,,,,; Case 1: callsub Job_Changing,4060,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 2: callsub Job_Changing,4061,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 3: callsub Job_Changing,4062,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 4: callsub Job_Changing,4063,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 5: callsub Job_Changing,4064,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 6: callsub Job_Changing,4065,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 7: callsub Job_Changing,4073,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 8: callsub Job_Changing,4074,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 9: callsub Job_Changing,4076,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 10: callsub Job_Changing,4075,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 11: callsub Job_Changing,4077,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 12: callsub Job_Changing,4078,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 13: callsub Job_Changing,4079,.Trans3stlvl[0],.Trans3stlvl[1],200,"All"; Case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Kagero^000000", "^76EE00Oboro^000000", "^76EE00Rebellion^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,,,,,; Case 1: callsub Job_Changing,23,.Expandedlvl[0],.Expandedlvl[1],110,"All"; Case 2: callsub Job_Changing,24,.Expandedlvl[0],.Expandedlvl[1],600,"All"; Case 3: callsub Job_Changing,25,.Expandedlvl[0],.Expandedlvl[1],60,"All"; Case 4: callsub Job_Changing,4046,.Expandedlvl[0],.Expandedlvl[1],60,"All"; Case 5: callsub Job_Changing,4047,.Expandedlvl[0],.Expandedlvl[1],110,"All"; Case 6: callsub Job_Changing,4049,.Expandedlvl[0],.Expandedlvl[1],110,"All"; Case 7: callsub Job_Changing,4211,.KExpandedlvl[0],.KExpandedlvl[1],110,"All"; Case 8: callsub Job_Changing,4212,.OExpandedlvl[0],.OExpandedlvl[1],110,"All"; Case 9: callsub Job_Changing,4215,.RExpandedlvl[0],.RExpandedlvl[1],110,"All"; Case 10: goto Main_Menu; } BabyJob_Classes: mes .npcname$; 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,,,,,; Case 1: callsub Job_Changing,4024,.Babelvl[0],.Babelvl[1],60,"All"; Case 2: callsub Job_Changing,4025,.Babelvl[0],.Babelvl[1],60,"All"; Case 3: callsub Job_Changing,4026,.Babelvl[0],.Babelvl[1],60,"All"; Case 4: callsub Job_Changing,4027,.Babelvl[0],.Babelvl[1],60,"All"; Case 5: callsub Job_Changing,4028,.Babelvl[0],.Babelvl[1],60,"All"; Case 6: callsub Job_Changing,4029,.Babelvl[0],.Babelvl[1],60,"All"; Case 7: callsub Job_Changing,4030,.Babelvl[0],.Babelvl[1],110,"All"; Case 8: callsub Job_Changing,4031,.Babelvl[0],.Babelvl[1],110,"All"; Case 9: callsub Job_Changing,4032,.Babelvl[0],.Babelvl[1],110,"All"; Case 10: callsub Job_Changing,4033,.Babelvl[0],.Babelvl[1],110,"All"; Case 11: callsub Job_Changing,4034,.Babelvl[0],.Babelvl[1],110,"All"; Case 12: callsub Job_Changing,4035,.Babelvl[0],.Babelvl[1],110,"All"; Case 13: callsub Job_Changing,4037,.Babelvl[0],.Babelvl[1],110,"All"; Case 14: callsub Job_Changing,4038,.Babelvl[0],.Babelvl[1],110,"All"; Case 15: callsub Job_Changing,4039,.Babelvl[0],.Babelvl[1],110,"All"; Case 16: callsub Job_Changing,4040,.Babelvl[0],.Babelvl[1],110,"All"; Case 17: callsub Job_Changing,4041,.Babelvl[0],.Babelvl[1],110,"All"; Case 18: callsub Job_Changing,4043,.Babelvl[0],.Babelvl[1],110,"All"; Case 19: callsub Job_Changing,4042,.Babelvl[0],.Babelvl[1],110,"All"; Case 20: callsub Job_Changing,4045,.Babelvl[0],.Babelvl[1],110,"All"; Case 21: goto Main_Menu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,,,,,; Case 1: callsub Job_Changing,4096,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 2: callsub Job_Changing,4097,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 3: callsub Job_Changing,4098,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 4: callsub Job_Changing,4099,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 5: callsub Job_Changing,4100,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 6: callsub Job_Changing,4101,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 7: callsub Job_Changing,4102,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 8: callsub Job_Changing,4103,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 9: callsub Job_Changing,4105,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 10: callsub Job_Changing,4104,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 11: callsub Job_Changing,4106,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 12: callsub Job_Changing,4107,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 13: callsub Job_Changing,4108,.Babe3rdlvl[0],.Babe3rdlvl[1],200,"All"; Case 14: goto Main_Menu; } Job_Changing: mes .npcname$; 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; if ( .Allskills == 1 ){ atcommand "@allskills"; set SkillPoint,0; } percentheal 100,100; if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } warp "prontera",155,180; save "prontera",155,180; 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; }