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[HELP] Help with a utility script

Question

I cant seem to find where the coding went wrong.

it works fine with rAthena, but when i used it for hercules, the npc doesn't function:

 

heres the code:


//==============================================================================//
//= 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
//==============================================================================//
// -- [ 1.6 ] : 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"; },{},{}


prontera,150,150,3	script	Instant Job	429,{
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 )?"":"^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,<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;

}

Please help. Thanks.

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  • 0

I cant seem to find where the coding went wrong.

it works fine with rAthena, but when i used it for hercules, the npc doesn't function:

 

heres the code:


//==============================================================================//
//= 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
//==============================================================================//
// -- [ 1.6 ] : 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"; },{},{}


prontera,150,150,3	script	Instant Job	429,{
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 )?"":"^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,<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;

}

Please help. Thanks.

This script is compatible only for rathena

you can use this one

 

 

//===== Hercules Script ======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.1 Fixed reset on Baby job change. [Euphy]
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
//= 1.3 Kagerou/Oboro added. [Euphy]
//= 1.4 Improved legibility (renamed variables, replaced
//      numbers with constants; Changed syntax to match
//      Hercules standards; Fixed status point exploit upon
//      Baby Novice job change. [Haru]
//============================================================

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

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

	.@eac = eaclass();
	.@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class;
	if (.@base >= Job_Knight && .@base <= Job_Crusader2) {
		if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) {
			.@blvl = .rebirth_blevel - BaseLevel;
			.@jlvl = .rebirth_jlevel - JobLevel;
			mes "You need "
			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "")
			    + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "")
			    + "to continue.";
			close;
		}
		if (Class > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while (true) {
			mes "Select an option.";
			next;
			.@[member=choice] = select(" ~ ^0055FFRebirth^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancel^000000");
			if (.@[member=choice] == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			if (.@[member=choice] == 1)
				Job_Menu(Job_Novice_High);
			else
				Job_Menu(roclass(.@eac|EAJL_THIRD));
			mes "[Job Master]";
		}
	}
	.@job1 = roclass(.@eac|EAJL_2_1);
	.@job2 = roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) {
		.@newclass = roclass(.@eac|EAJL_THIRD);
		.@required_jlevel = 99;
	} else if (Class == Job_Ninja || Class == Job_Gunslinger) {
		.@newclass = .@job1;
		.@required_jlevel = 70;
	}
	if (.@newclass && .third_classes) {
		if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) {
			mes "You need "
			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .@required_jlevel ? "and " : "")) : "")
			    + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" more job levels " : "")
			    + "to continue.";
			close;
		}
		mes "Switch to "+jobname(.@newclass)+"?";
		next;
		Job_Menu(.@newclass);
		close;
	}
	if (.@eac&EAJL_2)
		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
		if (JobLevel < .jobchange_first) {
			mes "A job level of "+.jobchange_first+" is required to change into the 1st Class.";
		} else if (Class == Job_Novice_High && .linear_jobchange && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else if (Class == Job_Novice) {
			Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
			         Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby);
		} else if (Class == Job_Novice_High) {
			Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
		} else if (Class == Job_Baby) {
			Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief,
			         Job_Super_Baby);
		} else {
			mes "An error has occurred.";
		}
		close;
	}
	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) {
		mes "No more jobs are available.";
	} else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) {
		mes "A job level of "+.jobchange_second+" is required to change into the 2nd Class.";
	} else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+Job_Novice_High);
	} else {
		Job_Menu(.@job1, .@job2);
	}
	close;

function Job_Menu {
	while (true) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); ++.@i)
				.@menu$ += " ~ "+jobname(getarg(.@i))+":";
			.@menu$ += " ~ ^777777Cancel^000000";
			next;
			.@newjob = getarg(select(.@menu$)-1, 0);
			if (!.@newjob) close;
			if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
				mes "[Job Master]";
				mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else {
			.@newjob = getarg(0);
		}
		if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+A_An(jobname(.@newjob))+"!";
			if (.@newjob == Job_Novice_High && .linear_jobchange)
				lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.
			jobchange .@newjob;
			if (.@newjob == Job_Novice_High)
				resetlvl(1);
			if (.@newjob == Job_Baby) {
				resetlvl(4);
				SkillPoint = 0;
			}
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.platinum)
				callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

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

Get_Platinum:
	skill NV_FIRSTAID, 1, 0;
	if (BaseClass == Job_Novice) {
		if (Class != Job_SuperNovice)
			skill NV_TRICKDEAD, 1, 0;
	} else if (BaseClass == Job_Swordman) {
		skill SM_MOVINGRECOVERY, 1, 0;
		skill SM_FATALBLOW, 1, 0;
		skill SM_AUTOBERSERK, 1, 0;
	} else if (BaseClass == Job_Mage) {
		skill MG_ENERGYCOAT, 1, 0;
	} else if (BaseClass == Job_Archer) {
		skill AC_MAKINGARROW, 1, 0;
		skill AC_CHARGEARROW, 1, 0;
	} else if (BaseClass == Job_Acolyte) {
		skill AL_HOLYLIGHT, 1, 0;
	} else if (BaseClass == Job_Merchant) {
		skill MC_CARTREVOLUTION, 1, 0;
		skill MC_CHANGECART, 1, 0;
		skill MC_LOUD, 1, 0;
	} else if (BaseClass == Job_Thief) {
		skill TF_SPRINKLESAND, 1, 0;
		skill TF_BACKSLIDING, 1, 0;
		skill TF_PICKSTONE, 1, 0;
		skill TF_THROWSTONE, 1, 0;
	}

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

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

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Sir @@Zhao Chow, which part do i edit to make it auto max level into 255/120

 

//===== Hercules Script ======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.1 Fixed reset on Baby job change. [Euphy]
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy]
//= 1.3 Kagerou/Oboro added. [Euphy]
//= 1.4 Improved legibility (renamed variables, replaced
//      numbers with constants; Changed syntax to match
//      Hercules standards; Fixed status point exploit upon
//      Baby Novice job change. [Haru]
//============================================================

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

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

	.@eac = eaclass();
	.@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class;
	if (.@base >= Job_Knight && .@base <= Job_Crusader2) {
		if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) {
			.@blvl = .rebirth_blevel - BaseLevel;
			.@jlvl = .rebirth_jlevel - JobLevel;
			mes "You need "
			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .rebirth_jlevel ? "and " : "")) : "")
			    + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" more job levels " : "")
			    + "to continue.";
			close;
		}
		if (Class > Job_Crusader2) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while (true) {
			mes "Select an option.";
			next;
			.@[member="choice"] = select(" ~ ^0055FFRebirth^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancel^000000");
			if (.@[member="choice"] == 3)
				close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			if (.@[member="choice"] == 1)
				Job_Menu(Job_Novice_High);
			else
				Job_Menu(roclass(.@eac|EAJL_THIRD));
			mes "[Job Master]";
		}
	}
	.@job1 = roclass(.@eac|EAJL_2_1);
	.@job2 = roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) {
		.@newclass = roclass(.@eac|EAJL_THIRD);
		.@required_jlevel = 99;
	} else if (Class == Job_Ninja || Class == Job_Gunslinger) {
		.@newclass = .@job1;
		.@required_jlevel = 70;
	}
	if (.@newclass && .third_classes) {
		if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) {
			mes "You need "
			    + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" more base levels "+ (JobLevel < .@required_jlevel ? "and " : "")) : "")
			    + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" more job levels " : "")
			    + "to continue.";
			close;
		}
		mes "Switch to "+jobname(.@newclass)+"?";
		next;
		Job_Menu(.@newclass);
		close;
	}
	if (.@eac&EAJL_2)
		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
		if (JobLevel < .jobchange_first) {
			mes "A job level of "+.jobchange_first+" is required to change into the 1st Class.";
		} else if (Class == Job_Novice_High && .linear_jobchange && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else if (Class == Job_Novice) {
			Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief,
			         Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby);
		} else if (Class == Job_Novice_High) {
			Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High);
		} else if (Class == Job_Baby) {
			Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief,
			         Job_Super_Baby);
		} else {
			mes "An error has occurred.";
		}
		close;
	}
	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) {
		mes "No more jobs are available.";
	} else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) {
		mes "A job level of "+.jobchange_second+" is required to change into the 2nd Class.";
	} else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+Job_Novice_High);
	} else {
		Job_Menu(.@job1, .@job2);
	}
	close;

function Job_Menu {
	while (true) {
		if (getargcount() > 1) {
			mes "Select a job.";
			.@menu$ = "";
			for (.@i = 0; .@i < getargcount(); ++.@i)
				.@menu$ += " ~ "+jobname(getarg(.@i))+":";
			.@menu$ += " ~ ^777777Cancel^000000";
			next;
			.@newjob = getarg(select(.@menu$)-1, 0);
			if (!.@newjob) close;
			if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) {
				mes "[Job Master]";
				mes "A base level of "+.supernovice_level+" is required to turn into a "+jobname(.@newjob)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else {
			.@newjob = getarg(0);
		}
		if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+A_An(jobname(.@newjob))+"!";
			if (.@newjob == Job_Novice_High && .linear_jobchange)
				lastJob = Class; // Note: This is incompatible with the Valkyrie rebirth script.
			jobchange .@newjob;
			if (.@newjob == Job_Novice_High)
				resetlvl(1);
			if (.@newjob == Job_Baby) {
				resetlvl(4);
				SkillPoint = 0;
			}
			specialeffect2 EF_ANGEL2;
			specialeffect2 EF_ELECTRIC;
			if (.platinum)
				callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1)
			return;
		mes "[Job Master]";
	}
	end;
}

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

Get_Platinum:
	skill NV_FIRSTAID, 1, 0;
	if (BaseClass == Job_Novice) {
		if (Class != Job_SuperNovice)
			skill NV_TRICKDEAD, 1, 0;
	} else if (BaseClass == Job_Swordman) {
		skill SM_MOVINGRECOVERY, 1, 0;
		skill SM_FATALBLOW, 1, 0;
		skill SM_AUTOBERSERK, 1, 0;
	} else if (BaseClass == Job_Mage) {
		skill MG_ENERGYCOAT, 1, 0;
	} else if (BaseClass == Job_Archer) {
		skill AC_MAKINGARROW, 1, 0;
		skill AC_CHARGEARROW, 1, 0;
	} else if (BaseClass == Job_Acolyte) {
		skill AL_HOLYLIGHT, 1, 0;
	} else if (BaseClass == Job_Merchant) {
		skill MC_CARTREVOLUTION, 1, 0;
		skill MC_CHANGECART, 1, 0;
		skill MC_LOUD, 1, 0;
	} else if (BaseClass == Job_Thief) {
		skill TF_SPRINKLESAND, 1, 0;
		skill TF_BACKSLIDING, 1, 0;
		skill TF_PICKSTONE, 1, 0;
		skill TF_THROWSTONE, 1, 0;
	}

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

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

Edited by Caves

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@@Caves i will fix the Job Changer Script you posted later, just give me sometime to do it :P

 

Geez, thanks!

Very much appreciated!  :lol:

here you go

 

-    script    Instant Job    FAKE_NPC,{
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 )?"":"^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,<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;

}
Edited by Zhao Chow

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