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karazu

doevent error, please advice and help.

Question

The Item

 

{	Id: 20401	AegisName: "JobClassTicket"	Name: "JobClassTicket"	Type: 11	Buy: 10	Weight: 10	Script: <" doevent "ClassHelper::OnPCLoginEvent";		 ">}, 

The Error
 

 

[Error]: npc_event: event not found [ClassHelper::OnPCLoginEvent][Error]: npc_event: event not found [ClassHelper::OnPCLoginEvent] 

 

 

The Script

 

//==============================================================================////= 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"; },{},{}-	script	ClassHelper	-1,{//OnPCLoginEvent:// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,1;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,1;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,1;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,1;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,1;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,1;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,1;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]if( ClassHelper == 1 || #ClassHelper == 1 ) end;Main_Menu:	mes .npcname$;	mes "PLEASE CHOOSE YOUR JOB...";	mes " ^FF0000________________________________^000000";	mes "What do u want to be?";	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,4060,174,70,210,"All";			case 2:	callsub Job_Changing,4061,174,70,210,"All";			case 3:	callsub Job_Changing,4062,174,70,210,"All";			case 4:	callsub Job_Changing,4063,174,70,210,"All";			case 5:	callsub Job_Changing,4064,174,70,210,"All";			case 6:	callsub Job_Changing,4065,174,70,210,"All";			case 7:	callsub Job_Changing,4073,174,70,210,"All";			case 8:	callsub Job_Changing,4074,174,70,210,"All";			case 9:	callsub Job_Changing,4076,174,70,210,"All";			case 10:	callsub Job_Changing,4075,174,70,210,"All";			case 11:	callsub Job_Changing,4077,174,70,210,"All";			case 12:	callsub Job_Changing,4078,174,70,210,"All";			case 13:	callsub Job_Changing,4079,174,70,210,"All";			case 14:	goto Main_Menu;		}				ExpandedJob_Classes:	mes .npcname$;	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";	next;	switch(select("^76EE00Super Novice^000000",				"^76EE00Gunslinger^000000",				"^76EE00Ninja^000000",				"^76EE00Takewon^000000",				"^76EE00Star Gladiator^000000",				"^76EE00Soul Linker^000000",				( Sex == 0 )?"":"^76EE00Kagerou^000000",						( Sex == 1 )?"":"^76EE00Oboro^000000",				"^76EE00Extended Super Novice^000000",								"^76EE00Rebellion^000000",				"^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;				case 1:	callsub Job_Changing,23,174,99,110,"All";			case 2:	callsub Job_Changing,24,174,50,600,"All";			case 3:	callsub Job_Changing,25,174,50,60,"All";			case 4:	callsub Job_Changing,4046,174,50,60,"All";			case 5:	callsub Job_Changing,4047,174,50,110,"All";			case 6:	callsub Job_Changing,4049,174,50,110,"All";			case 7:	callsub Job_Changing,4212,174,100,130,"All";			case 8:	callsub Job_Changing,4211,174,100,130,"All";			case 9:	callsub Job_Changing,4190,174,100,130,"All";			case 10:	callsub Job_Changing,4215,174,100,130,"All";			case 11:	goto Main_Menu;		}BabyJob_Classes:	mes .npcname$;	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$;	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";	next;	switch(select("^76EE00Baby Rune Knight^000000",				"^76EE00Baby Warlock^000000",				"^76EE00Baby Ranger^000000",				"^76EE00Baby Arch Bishop^000000",				"^76EE00Baby Mechanic^000000",				"^76EE00Baby Guillotine Cross^000000",				"^76EE00Baby Royal Guard^000000",				"^76EE00Baby Sorcerer^000000",				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",						( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",					"^76EE00Baby Shura^000000",				"^76EE00Baby Genetic^000000",				"^76EE00Baby Shadow Chaser^000000",				"^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;							case 1:	callsub Job_Changing,4096,99,70,210,"All";			case 2:	callsub Job_Changing,4097,99,70,210,"All";			case 3:	callsub Job_Changing,4098,99,70,210,"All";			case 4:	callsub Job_Changing,4099,99,70,210,"All";			case 5:	callsub Job_Changing,4100,99,70,210,"All";			case 6:	callsub Job_Changing,4101,99,70,210,"All";			case 7:	callsub Job_Changing,4102,99,70,210,"All";			case 8:	callsub Job_Changing,4103,99,70,210,"All";			case 9:	callsub Job_Changing,4105,99,70,210,"All";			case 10:	callsub Job_Changing,4104,99,70,210,"All";			case 11:	callsub Job_Changing,4106,99,70,210,"All";			case 12:	callsub Job_Changing,4107,99,70,210,"All";			case 13:	callsub Job_Changing,4108,99,70,210,"All";			case 14:	goto Main_Menu;		}Job_Changing:		mes .npcname$;		mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";		if (compare(getarg(4),"All")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;	}		if (compare(getarg(4),"Map")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;	}		if (compare(getarg(4),"Area")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;	}		if (compare(getarg(4),"Self")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;	}		jobchange getarg(0);		set BaseLevel,getarg(1);        set JobLevel,getarg(2);		resetskill;		resetstatus;        set SkillPoint,getarg(3);		if ( .Allskills == 1 ){		atcommand "@allskills";        set SkillPoint,0;		}        percentheal 100,100;		if ( .Based == 0 ){	set #ClassHelper,1;	}		if ( .Based == 1 ){	set ClassHelper,1;	}		close;	Classes_info:	mes .npcname$;	mes "=====[^76EE00 Swordman Classes ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Archer Classes ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Mage Classes ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Thief Classes ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Acolyte Classes ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Merchant Classes ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Super Novice ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Gunslinger ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Ninja ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Taekwon ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Star Gladiator ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";	mes " ^FF0000________________________________^000000";	next;	mes .npcname$;	mes "=====[^76EE00 Soul Linker ^000000]=====";	mes " ^FF0000________________________________^000000";	mes "^4EEE94Description :^000000";	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";	mes " ^FF0000________________________________^000000";	next;	goto Main_Menu;} 

 

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