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foutaf

Need Help with jobmaster script

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Hi there

 

Im newbie here and have a first script problem ahah

 

I used the jobmaster custom script hercule default and i want to add a getitem function by class

Exemple, when the jobmaster change u into archer class, u get a list of item for archer class. And this for all class. I hope you will understand my bad english and could help me with

 

This is the script of jobmaster

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I found a script from rath but it didn't work IG (npc spawn but unclickable). There is the script if it can help

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Thanks for help

Edited by foutaf

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Hello Heroji,

 

thanks for ur answer.

Yes i'm ok to add this but where i have to do it ?

Because the "basejob==" is only on the platinium skill part and so there is'nt all the class

So that is why im lost ahah

 

Thanks again

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try use this one and add getitem for each case callsub..

//==============================================================================//
//= 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,153,193,5    script    Class Helper    4_F_SHAMAN,{
 
// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;                    // 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,0;            // Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,1;            // Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,0;                // Baby Job Class Option [ 0 - Disable / 1 - Enable ]
set .Baby3rdClassMenu,0;            // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .Allskills,0;                    // 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",        
                "^FF0000Cancel^000000")) {
 
                    case 1: goto Classes_info;
                    case 2:    goto FirstJob_Classes;
                    case 3:    goto SecondJob_Classes;
                    case 4:    goto HighFirstJob_Classes;
                    case 5:    goto TransSecondJob_Classes;
                    case 6:    goto TransThirdJob_Classes;
                    case 7:    goto ExpandedJob_Classes;
                    case 8:    goto BabyJob_Classes;
                    case 9:    goto BabyThirdJob_Classes;
                    case 10:    close;
            }
    
FirstJob_Classes:
    mes .npcname$;
    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
    next;
    switch(select("^000000Swordman^000000",
                "^000000Magician^000000",
                "^000000Archer^000000",
                "^000000Acolyte^000000",
                "^000000Merchant^000000",
                "^000000Thief^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("^000000High Swordman^000000",
                "^000000High Magician^000000",
                "^000000High Archer^000000",
                "^000000High Acolyte^000000",
                "^000000High Merchant^000000",
                "^000000High 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("^000000Knight^000000",
                "^000000Priest^000000",
                "^000000Wizard^000000",
                "^000000Blacksmith^000000",
                "^000000Hunter^000000",
                "^000000Assassin^000000",
                "^000000Crusader^000000",
                "^000000Monk^000000",
                "^000000Sage^000000",
                "^000000Rogue^000000",
                "^000000Alchemist^000000",
                ( Sex == 1 )?"":"^000000Dancer^000000",        
                ( Sex == 0 )?"":"^000000Bard^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("^000000Lord Knight^000000",
                "^000000High Priest^000000",
                "^000000High Wizard^000000",
                "^000000Whitesmith^000000",
                "^000000Sniper^000000",
                "^000000Assassin Cross^000000",
                "^000000Paladin^000000",
                "^000000Champion^000000",
                "^000000Professor^000000",
                "^000000Stalker^000000",
                //"^000000Creator^000000",
                ( Sex == 1 )?"":"^000000Gypsy^000000",        
                ( Sex == 0 )?"":"^000000Clown^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("^000000Rune Knight^000000",
                "^000000Warlock^000000",
                "^000000Ranger^000000",
                "^000000Arch Bishop^000000",
                "^000000Mechanic^000000",
                "^000000Guillotine Cross^000000",
                "^000000Royal Guard^000000",
                "^000000Sorcerer^000000",
                ( Sex == 1 )?"":"^000000Wanderer^000000",        
                ( Sex == 0 )?"":"^000000Minstrel^000000",    
                "^000000Shura^000000",
                "^000000Genetic^000000",
                "^000000Shadow 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("^000000Super Novice^000000",
                "^000000Gunslinger^000000",
                "^000000Ninja^000000",
                "^000000Takewon^000000",
                "^000000Star Gladiator^000000",
                "^000000Soul 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("^000000Baby Swordman^000000",
                "^000000Baby Magician^000000",
                "^000000Baby Archer^000000",
                "^000000Baby Acolyte^000000",
                "^000000Baby Merchant^000000",
                "^000000Baby Thief^000000",
                "^000000Baby Knight^000000",
                "^000000Baby Priest^000000",
                "^000000Baby Wizard^000000",
                "^000000Baby Blacksmith^000000",
                "^000000Baby Hunter^000000",
                "^000000Baby Assassin^000000",
                "^000000Baby Crusader^000000",
                "^000000Baby Monk^000000",
                "^000000Baby Sage^000000",
                "^000000Baby Rogue^000000",
                "^000000Baby Alchemist^000000",
                ( Sex == 1 )?"":"^000000Baby Dancer^000000",        
                ( Sex == 0 )?"":"^000000Baby Bard^000000",    
                "^000000Baby 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("^000000Baby Rune Knight^000000",
                "^000000Baby Warlock^000000",
                "^000000Baby Ranger^000000",
                "^000000Baby Arch Bishop^000000",
                "^000000Baby Mechanic^000000",
                "^000000Baby Guillotine Cross^000000",
                "^000000Baby Royal Guard^000000",
                "^000000Baby Sorcerer^000000",
                ( Sex == 0 )?"":"^000000Baby Wanderer^000000",        
                ( Sex == 1 )?"":"^000000Baby Minstrel^000000",    
                "^000000Baby Shura^000000",
                "^000000Baby Genetic^000000",
                "^000000Baby 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;    }
        //warp "prontera",0,0;
        close;
    
Classes_info:
    mes .npcname$;
    mes "=====[^000000 Swordman Classes ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
    mes " ^FF0000________________________________^000000";
    next;
    mes .npcname$;
    mes "=====[^000000 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$;
    mes "=====[^000000 Mage Classes ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
    mes " ^FF0000________________________________^000000";
    next;
    mes .npcname$;
    mes "=====[^000000 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$;
    mes "=====[^000000 Acolyte Classes ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
    mes " ^FF0000________________________________^000000";
    next;
    mes .npcname$;
    mes "=====[^000000 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$;
    mes "=====[^000000 Super Novice ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
    mes " ^FF0000________________________________^000000";
    next;
    mes .npcname$;
    mes "=====[^000000 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$;
    mes "=====[^000000 Ninja ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
    mes " ^FF0000________________________________^000000";
    next;
    mes .npcname$;
    mes "=====[^000000 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$;
    mes "=====[^000000 Star Gladiator ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
    mes " ^FF0000________________________________^000000";
    next;
    mes .npcname$;
    mes "=====[^000000 Soul Linker ^000000]=====";
    mes " ^FF0000________________________________^000000";
    mes "^4EEE94Description :^000000";
    mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
    mes " ^FF0000________________________________^000000";
    next;
    goto Main_Menu;
}
 

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