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karazu

No ERROR not Working.

Question

Can someone tell me why this script is not working?
Even if I will make it as Character base or Account Base the NPC will still not detect any Level 1 characters.


 

//==============================================================================////= 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::OnMenu"; },{},{}-	script	ClassHelper	-1,{OnInit:// -- Configuration Optionset .npcname$,"[ ^0000FF Class Helper ^000000 ]";set .InfoMenu,1;                    // Classes Informations Option [ 0 - Disable / 1 - Enable ]set .1stClassMenu,1;                // First Job Class Option [ 0 - Disable / 1 - Enable ]set .2ndClassMenu,1;                // Second Job Class Option [ 0 - Disable / 1 - Enable ]set .High1stClassMenu,1;            // High 1st Class Option [ 0 - Disable / 1 - Enable ]set .Trans2ndClassMenu,1;            // Transcendent Class Option [ 0 - Disable / 1 - Enable ]set .Trans3rdClassMenu,1;            // Third Job Class Option [ 0 - Disable / 1 - Enable ]set .ExpandedClassMenu,1;            // Expanded Class Option [ 0 - Disable / 1 - Enable ]set .BabyClassMenu,1;                // Baby Job Class Option [ 0 - Disable / 1 - Enable ]set .Baby3rdClassMenu,1;            // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]set .Allskills,0;                    // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Timeset .Based,1;                        // [ 0 - Account Based  / 1 - Character Based ]end;OnMenu:	if( ClassHelper == 1 || #ClassHelper == 1 ) end;    mes .npcname$;    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,1,174,50,60,"All";            case 2:    callsub Job_Changing,2,174,50,60,"All";            case 3:    callsub Job_Changing,3,174,50,60,"All";            case 4:    callsub Job_Changing,4,174,50,60,"All";            case 5:    callsub Job_Changing,5,174,50,60,"All";            case 6:    callsub Job_Changing,6,174,50,60,"All";            case 7:    goto OnMenu;        }HighFirstJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00High Swordman^000000",                "^76EE00High Magician^000000",                "^76EE00High Archer^000000",                "^76EE00High Acolyte^000000",                "^76EE00High Merchant^000000",                "^76EE00High Thief^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                case 1:    callsub Job_Changing,4002,174,50,60,"All";            case 2:    callsub Job_Changing,4003,174,50,60,"All";            case 3:    callsub Job_Changing,4004,174,50,60,"All";            case 4:    callsub Job_Changing,4005,174,50,60,"All";            case 5:    callsub Job_Changing,4006,174,50,60,"All";            case 6:    callsub Job_Changing,4007,174,50,60,"All";            case 7:    goto OnMenu;        }        SecondJob_Classes:    mes .npcname$;    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,7,174,50,110,"All";            case 2:    callsub Job_Changing,8,174,50,110,"All";            case 3:    callsub Job_Changing,9,174,50,110,"All";            case 4:    callsub Job_Changing,10,174,50,110,"All";            case 5:    callsub Job_Changing,11,174,50,110,"All";            case 6:    callsub Job_Changing,12,174,50,110,"All";            case 7:    callsub Job_Changing,14,174,50,110,"All";            case 8:    callsub Job_Changing,15,174,50,110,"All";            case 9:    callsub Job_Changing,16,174,50,110,"All";            case 10:    callsub Job_Changing,17,174,50,110,"All";            case 11:    callsub Job_Changing,18,174,50,110,"All";            case 12:    callsub Job_Changing,20,174,50,110,"All";            case 13:    callsub Job_Changing,19,174,50,110,"All";            case 14:    goto OnMenu;        }TransSecondJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Lord Knight^000000",                "^76EE00High Priest^000000",                "^76EE00High Wizard^000000",                "^76EE00Whitesmith^000000",                "^76EE00Sniper^000000",                "^76EE00Assassin Cross^000000",                "^76EE00Paladin^000000",                "^76EE00Champion^000000",                "^76EE00Professor^000000",                "^76EE00Stalker^000000",                "^76EE00Creator^000000",                ( Sex == 0 )?"":"^76EE00Gypsy^000000",                        ( Sex == 1 )?"":"^76EE00Clowm^000000",                    "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,4008,174,70,130,"All";            case 2:    callsub Job_Changing,4009,174,70,130,"All";            case 3:    callsub Job_Changing,4010,174,70,130,"All";            case 4:    callsub Job_Changing,4011,174,70,130,"All";            case 5:    callsub Job_Changing,4012,174,70,130,"All";            case 6:    callsub Job_Changing,4013,174,70,130,"All";            case 7:    callsub Job_Changing,4015,174,70,130,"All";            case 8:    callsub Job_Changing,4016,174,70,130,"All";            case 9:    callsub Job_Changing,4017,174,70,130,"All";            case 10:    callsub Job_Changing,4018,174,70,130,"All";            case 11:    callsub Job_Changing,4019,174,70,130,"All";            case 12:    callsub Job_Changing,4021,174,70,130,"All";            case 13:    callsub Job_Changing,4020,174,70,130,"All";            case 14:    goto OnMenu;        }TransThirdJob_Classes:    mes .npcname$;    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 OnMenu;        }                ExpandedJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Super Novice^000000",                "^76EE00Gunslinger^000000",                "^76EE00Ninja^000000",                "^76EE00Takewon^000000",                "^76EE00Star Gladiator^000000",                "^76EE00Soul Linker^000000",                ( Sex == 0 )?"":"^76EE00Kagerou^000000",                        ( Sex == 1 )?"":"^76EE00Oboro^000000",                "^76EE00Extended Super Novice^000000",                                "^76EE00Rebellion^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                case 1:    callsub Job_Changing,23,174,99,110,"All";            case 2:    callsub Job_Changing,24,174,50,600,"All";            case 3:    callsub Job_Changing,25,174,50,60,"All";            case 4:    callsub Job_Changing,4046,174,50,60,"All";            case 5:    callsub Job_Changing,4047,174,50,110,"All";            case 6:    callsub Job_Changing,4049,174,50,110,"All";            case 7:    callsub Job_Changing,4212,174,100,130,"All";            case 8:    callsub Job_Changing,4211,174,100,130,"All";            case 9:    callsub Job_Changing,4190,174,100,130,"All";            case 10:    callsub Job_Changing,4215,174,100,130,"All";            case 11:    goto OnMenu;        }BabyJob_Classes:    mes .npcname$;    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,4024,174,50,60,"All";            case 2:    callsub Job_Changing,4025,174,50,60,"All";            case 3:    callsub Job_Changing,4026,174,50,60,"All";            case 4:    callsub Job_Changing,4027,174,50,60,"All";            case 5:    callsub Job_Changing,4028,174,50,60,"All";            case 6:    callsub Job_Changing,4029,174,50,60,"All";            case 7:    callsub Job_Changing,4030,174,50,110,"All";            case 8:    callsub Job_Changing,4031,174,50,110,"All";            case 9:    callsub Job_Changing,4032,174,50,110,"All";            case 10:    callsub Job_Changing,4033,174,50,110,"All";            case 11:    callsub Job_Changing,4034,174,50,110,"All";            case 12:    callsub Job_Changing,4035,174,50,110,"All";            case 13:    callsub Job_Changing,4037,174,50,110,"All";            case 14:    callsub Job_Changing,4038,174,50,110,"All";            case 15:    callsub Job_Changing,4039,174,50,110,"All";            case 16:    callsub Job_Changing,4040,174,50,110,"All";            case 17:    callsub Job_Changing,4041,174,50,110,"All";            case 18:    callsub Job_Changing,4043,174,50,110,"All";            case 19:    callsub Job_Changing,4042,174,50,110,"All";            case 20:    callsub Job_Changing,4045,174,50,110,"All";            case 21:    goto OnMenu;        }        BabyThirdJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Baby Rune Knight^000000",                "^76EE00Baby Warlock^000000",                "^76EE00Baby Ranger^000000",                "^76EE00Baby Arch Bishop^000000",                "^76EE00Baby Mechanic^000000",                "^76EE00Baby Guillotine Cross^000000",                "^76EE00Baby Royal Guard^000000",                "^76EE00Baby Sorcerer^000000",                ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",                        ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",                    "^76EE00Baby Shura^000000",                "^76EE00Baby Genetic^000000",                "^76EE00Baby Shadow Chaser^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,4096,174,70,210,"All";            case 2:    callsub Job_Changing,4097,174,70,210,"All";            case 3:    callsub Job_Changing,4098,174,70,210,"All";            case 4:    callsub Job_Changing,4099,174,70,210,"All";            case 5:    callsub Job_Changing,4100,174,70,210,"All";            case 6:    callsub Job_Changing,4101,174,70,210,"All";            case 7:    callsub Job_Changing,4102,174,70,210,"All";            case 8:    callsub Job_Changing,4103,174,70,210,"All";            case 9:    callsub Job_Changing,4105,174,70,210,"All";            case 10:    callsub Job_Changing,4104,174,70,210,"All";            case 11:    callsub Job_Changing,4106,174,70,210,"All";            case 12:    callsub Job_Changing,4107,174,70,210,"All";            case 13:    callsub Job_Changing,4108,174,70,210,"All";            case 14:    goto OnMenu;        }Job_Changing:        mes .npcname$;        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;    }	delitem 20401,1;	dispbottom "Congratulation! Thank you for choosing a Class!.";		dispbottom "Please make your base level 175 to get out of this area..";	        close;        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 OnMenu;} 

 

 

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Hello,

 

I'd made some modification in your script because some if will be deleted in future. see details Deprecation of Legacy Script Commands. But I haven't test it yet.

//==============================================================================////= 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::OnMenu"; },{},{}-	script	ClassHelper	-1,{OnInit:// -- Configuration Option.npcname$ = "[ ^0000FF Class Helper ^000000 ]";.InfoMenu =1;                    // Classes Informations Option [ 0 - Disable / 1 - Enable ].1stClassMenu =1;                // First Job Class Option [ 0 - Disable / 1 - Enable ].2ndClassMenu = 1;                // Second Job Class Option [ 0 - Disable / 1 - Enable ].High1stClassMenu = 1;            // High 1st Class Option [ 0 - Disable / 1 - Enable ].Trans2ndClassMenu = 1;            // Transcendent Class Option [ 0 - Disable / 1 - Enable ].Trans3rdClassMenu = 1;            // Third Job Class Option [ 0 - Disable / 1 - Enable ].ExpandedClassMenu = 1;            // Expanded Class Option [ 0 - Disable / 1 - Enable ].BabyClassMenu = 1;                // Baby Job Class Option [ 0 - Disable / 1 - Enable ].Baby3rdClassMenu = 1;            // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ].Allskills = 0;                    // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Time.Based = 1;                        // [ 0 - Account Based  / 1 - Character Based ]end;OnMenu:    if( ClassHelper == 1 || #ClassHelper == 1 ) end;    mes .npcname$;    mes "PLEASE CHOOSE YOUR JOB...";    mes " ^FF0000________________________________^000000";    mes "What do you want to be?";    mes " ^FF0000________________________________^000000";    next;    mes .npcname$;    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)?"":"^4EEE94Classes Information^000000",                ( !.1stClassMenu)?"":"^0000FFFirst Job Classes^000000",                ( !.2ndClassMenu)?"":"^0000FFSecond Job Classes^000000",                    ( !.High1stClassMenu)?"":"^0000FFHigh First Job Classes^000000",                    ( !.Trans2ndClassMenu)?"":"^0000FFTranscendent Job Classes^000000",                    ( !.Trans3rdClassMenu)?"":"^0000FFThird Job Classes^000000",                        ( !.ExpandedClassMenu)?"":"^0000FFExpanded Job Classes^000000",                    ( !.BabyClassMenu)?"":"^0000FFBaby Normal Job Classes^000000",                        ( !.Baby3rdClassMenu)?"":"^0000FFBaby Third Job Classes^000000",                        "^FF0000Sorry, I admire nobody....^000000")) {                    case 1:		callsub Classes_info;                    case 2:		callsub FirstJob_Classes;                    case 3:		callsub SecondJob_Classes;                    case 4:		callsub HighFirstJob_Classes;                    case 5:		callsub TransSecondJob_Classes;                    case 6:		callsub TransThirdJob_Classes;                    case 7:		callsub ExpandedJob_Classes;                    case 8:		callsub BabyJob_Classes;                    case 9:		callsub BabyThirdJob_Classes;                    case 10:                                    if (!.Based)	#ClassHelper = 1;                            else	ClassHelper = 1;                            close;            }    FirstJob_Classes:    mes .npcname$;    mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Swordman^000000",                "^76EE00Magician^000000",                "^76EE00Archer^000000",                "^76EE00Acolyte^000000",                "^76EE00Merchant^000000",                "^76EE00Thief^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                case 1:    callsub Job_Changing,1,174,50,60,"All";            case 2:    callsub Job_Changing,2,174,50,60,"All";            case 3:    callsub Job_Changing,3,174,50,60,"All";            case 4:    callsub Job_Changing,4,174,50,60,"All";            case 5:    callsub Job_Changing,5,174,50,60,"All";            case 6:    callsub Job_Changing,6,174,50,60,"All";            case 7:    callsub OnMenu;        }HighFirstJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00High Swordsman^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,4002,174,50,60,"All";            case 2:    callsub Job_Changing,4003,174,50,60,"All";            case 3:    callsub Job_Changing,4004,174,50,60,"All";            case 4:    callsub Job_Changing,4005,174,50,60,"All";            case 5:    callsub Job_Changing,4006,174,50,60,"All";            case 6:    callsub Job_Changing,4007,174,50,60,"All";            case 7:    callsub OnMenu;        }        SecondJob_Classes:    mes .npcname$;    mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Knight^000000",                "^76EE00Priest^000000",                "^76EE00Wizard^000000",                "^76EE00Blacksmith^000000",                "^76EE00Hunter^000000",                "^76EE00Assassin^000000",                "^76EE00Crusader^000000",                "^76EE00Monk^000000",                "^76EE00Sage^000000",                "^76EE00Rogue^000000",                "^76EE00Alchemist^000000",                ( Sex == 0 )?"":"^76EE00Dancer^000000",                        ( Sex == 1 )?"":"^76EE00Bard^000000",                    "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,7,174,50,110,"All";            case 2:    callsub Job_Changing,8,174,50,110,"All";            case 3:    callsub Job_Changing,9,174,50,110,"All";            case 4:    callsub Job_Changing,10,174,50,110,"All";            case 5:    callsub Job_Changing,11,174,50,110,"All";            case 6:    callsub Job_Changing,12,174,50,110,"All";            case 7:    callsub Job_Changing,14,174,50,110,"All";            case 8:    callsub Job_Changing,15,174,50,110,"All";            case 9:    callsub Job_Changing,16,174,50,110,"All";            case 10:    callsub Job_Changing,17,174,50,110,"All";            case 11:    callsub Job_Changing,18,174,50,110,"All";            case 12:    callsub Job_Changing,20,174,50,110,"All";            case 13:    callsub Job_Changing,19,174,50,110,"All";            case 14:    callsub OnMenu;        }TransSecondJob_Classes:    mes .npcname$;    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,4008,174,70,130,"All";            case 2:    callsub Job_Changing,4009,174,70,130,"All";            case 3:    callsub Job_Changing,4010,174,70,130,"All";            case 4:    callsub Job_Changing,4011,174,70,130,"All";            case 5:    callsub Job_Changing,4012,174,70,130,"All";            case 6:    callsub Job_Changing,4013,174,70,130,"All";            case 7:    callsub Job_Changing,4015,174,70,130,"All";            case 8:    callsub Job_Changing,4016,174,70,130,"All";            case 9:    callsub Job_Changing,4017,174,70,130,"All";            case 10:    callsub Job_Changing,4018,174,70,130,"All";            case 11:    callsub Job_Changing,4019,174,70,130,"All";            case 12:    callsub Job_Changing,4021,174,70,130,"All";            case 13:    callsub Job_Changing,4020,174,70,130,"All";            case 14:    callsub OnMenu;        }TransThirdJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Rune Knight^000000",                "^76EE00Warlock^000000",                "^76EE00Ranger^000000",                "^76EE00Arch Bishop^000000",                "^76EE00Mechanic^000000",                "^76EE00Guillotine Cross^000000",                "^76EE00Royal Guard^000000",                "^76EE00Sorcerer^000000",                ( Sex == 0 )?"":"^76EE00Wanderer^000000",                        ( Sex == 1 )?"":"^76EE00Minstrel^000000",                    "^76EE00Shura^000000",                "^76EE00Genetic^000000",                "^76EE00Shadow Chaser^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,4060,174,70,210,"All";            case 2:    callsub Job_Changing,4061,174,70,210,"All";            case 3:    callsub Job_Changing,4062,174,70,210,"All";            case 4:    callsub Job_Changing,4063,174,70,210,"All";            case 5:    callsub Job_Changing,4064,174,70,210,"All";            case 6:    callsub Job_Changing,4065,174,70,210,"All";            case 7:    callsub Job_Changing,4073,174,70,210,"All";            case 8:    callsub Job_Changing,4074,174,70,210,"All";            case 9:    callsub Job_Changing,4076,174,70,210,"All";            case 10:    callsub Job_Changing,4075,174,70,210,"All";            case 11:    callsub Job_Changing,4077,174,70,210,"All";            case 12:    callsub Job_Changing,4078,174,70,210,"All";            case 13:    callsub Job_Changing,4079,174,70,210,"All";            case 14:    callsub OnMenu;        }                ExpandedJob_Classes:    mes .npcname$;    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:    callsub OnMenu;        }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 Swordsman^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,4024,174,50,60,"All";            case 2:    callsub Job_Changing,4025,174,50,60,"All";            case 3:    callsub Job_Changing,4026,174,50,60,"All";            case 4:    callsub Job_Changing,4027,174,50,60,"All";            case 5:    callsub Job_Changing,4028,174,50,60,"All";            case 6:    callsub Job_Changing,4029,174,50,60,"All";            case 7:    callsub Job_Changing,4030,174,50,110,"All";            case 8:    callsub Job_Changing,4031,174,50,110,"All";            case 9:    callsub Job_Changing,4032,174,50,110,"All";            case 10:    callsub Job_Changing,4033,174,50,110,"All";            case 11:    callsub Job_Changing,4034,174,50,110,"All";            case 12:    callsub Job_Changing,4035,174,50,110,"All";            case 13:    callsub Job_Changing,4037,174,50,110,"All";            case 14:    callsub Job_Changing,4038,174,50,110,"All";            case 15:    callsub Job_Changing,4039,174,50,110,"All";            case 16:    callsub Job_Changing,4040,174,50,110,"All";            case 17:    callsub Job_Changing,4041,174,50,110,"All";            case 18:    callsub Job_Changing,4043,174,50,110,"All";            case 19:    callsub Job_Changing,4042,174,50,110,"All";            case 20:    callsub Job_Changing,4045,174,50,110,"All";            case 21:    callsub OnMenu;        }        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 Sura^000000",                "^76EE00Baby Genetic^000000",                "^76EE00Baby Shadow Chaser^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,4096,174,70,210,"All";            case 2:    callsub Job_Changing,4097,174,70,210,"All";            case 3:    callsub Job_Changing,4098,174,70,210,"All";            case 4:    callsub Job_Changing,4099,174,70,210,"All";            case 5:    callsub Job_Changing,4100,174,70,210,"All";            case 6:    callsub Job_Changing,4101,174,70,210,"All";            case 7:    callsub Job_Changing,4102,174,70,210,"All";            case 8:    callsub Job_Changing,4103,174,70,210,"All";            case 9:    callsub Job_Changing,4105,174,70,210,"All";            case 10:    callsub Job_Changing,4104,174,70,210,"All";            case 11:    callsub Job_Changing,4106,174,70,210,"All";            case 12:    callsub Job_Changing,4107,174,70,210,"All";            case 13:    callsub Job_Changing,4108,174,70,210,"All";            case 14:    callsub OnMenu;        }Job_Changing:        mes .npcname$;        mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";        if (compare(getarg(4),"All")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;    }        if (compare(getarg(4),"Map")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;    }        if (compare(getarg(4),"Area")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;    }        if (compare(getarg(4),"Self")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;    }        jobchange getarg(0);        set BaseLevel,getarg(1);        set JobLevel,getarg(2);        resetskill;        resetstatus;        set SkillPoint,getarg(3);        if ( .Allskills == 1 ){        atcommand "@allskills";        SkillPoint = 0;        }        percentheal 100,100;		if (!.Based)	#ClassHelper = 1;		else	ClassHelper = 1;    delitem 20401,1;    dispbottom "Congratulation! Thank you for choosing a Class!.";        dispbottom "Please make your base level 175 to get out of this area..";            close;    Classes_info:    mes .npcname$;    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;    callsub OnMenu;} 

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Hello,

 

I'd made some modification in your script because some if will be deleted in future. see details Deprecation of Legacy Script Commands. But I haven't test it yet.

//==============================================================================////= 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::OnMenu"; },{},{}-	script	ClassHelper	-1,{OnInit:// -- Configuration Option.npcname$ = "[ ^0000FF Class Helper ^000000 ]";.InfoMenu =1;                    // Classes Informations Option [ 0 - Disable / 1 - Enable ].1stClassMenu =1;                // First Job Class Option [ 0 - Disable / 1 - Enable ].2ndClassMenu = 1;                // Second Job Class Option [ 0 - Disable / 1 - Enable ].High1stClassMenu = 1;            // High 1st Class Option [ 0 - Disable / 1 - Enable ].Trans2ndClassMenu = 1;            // Transcendent Class Option [ 0 - Disable / 1 - Enable ].Trans3rdClassMenu = 1;            // Third Job Class Option [ 0 - Disable / 1 - Enable ].ExpandedClassMenu = 1;            // Expanded Class Option [ 0 - Disable / 1 - Enable ].BabyClassMenu = 1;                // Baby Job Class Option [ 0 - Disable / 1 - Enable ].Baby3rdClassMenu = 1;            // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ].Allskills = 0;                    // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Time.Based = 1;                        // [ 0 - Account Based  / 1 - Character Based ]end;OnMenu:    if( ClassHelper == 1 || #ClassHelper == 1 ) end;    mes .npcname$;    mes "PLEASE CHOOSE YOUR JOB...";    mes " ^FF0000________________________________^000000";    mes "What do you want to be?";    mes " ^FF0000________________________________^000000";    next;    mes .npcname$;    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)?"":"^4EEE94Classes Information^000000",                ( !.1stClassMenu)?"":"^0000FFFirst Job Classes^000000",                ( !.2ndClassMenu)?"":"^0000FFSecond Job Classes^000000",                    ( !.High1stClassMenu)?"":"^0000FFHigh First Job Classes^000000",                    ( !.Trans2ndClassMenu)?"":"^0000FFTranscendent Job Classes^000000",                    ( !.Trans3rdClassMenu)?"":"^0000FFThird Job Classes^000000",                        ( !.ExpandedClassMenu)?"":"^0000FFExpanded Job Classes^000000",                    ( !.BabyClassMenu)?"":"^0000FFBaby Normal Job Classes^000000",                        ( !.Baby3rdClassMenu)?"":"^0000FFBaby Third Job Classes^000000",                        "^FF0000Sorry, I admire nobody....^000000")) {                    case 1:		callsub Classes_info;                    case 2:		callsub FirstJob_Classes;                    case 3:		callsub SecondJob_Classes;                    case 4:		callsub HighFirstJob_Classes;                    case 5:		callsub TransSecondJob_Classes;                    case 6:		callsub TransThirdJob_Classes;                    case 7:		callsub ExpandedJob_Classes;                    case 8:		callsub BabyJob_Classes;                    case 9:		callsub BabyThirdJob_Classes;                    case 10:                                    if (!.Based)	#ClassHelper = 1;                            else	ClassHelper = 1;                            close;            }    FirstJob_Classes:    mes .npcname$;    mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Swordman^000000",                "^76EE00Magician^000000",                "^76EE00Archer^000000",                "^76EE00Acolyte^000000",                "^76EE00Merchant^000000",                "^76EE00Thief^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                case 1:    callsub Job_Changing,1,174,50,60,"All";            case 2:    callsub Job_Changing,2,174,50,60,"All";            case 3:    callsub Job_Changing,3,174,50,60,"All";            case 4:    callsub Job_Changing,4,174,50,60,"All";            case 5:    callsub Job_Changing,5,174,50,60,"All";            case 6:    callsub Job_Changing,6,174,50,60,"All";            case 7:    callsub OnMenu;        }HighFirstJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00High Swordsman^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,4002,174,50,60,"All";            case 2:    callsub Job_Changing,4003,174,50,60,"All";            case 3:    callsub Job_Changing,4004,174,50,60,"All";            case 4:    callsub Job_Changing,4005,174,50,60,"All";            case 5:    callsub Job_Changing,4006,174,50,60,"All";            case 6:    callsub Job_Changing,4007,174,50,60,"All";            case 7:    callsub OnMenu;        }        SecondJob_Classes:    mes .npcname$;    mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Knight^000000",                "^76EE00Priest^000000",                "^76EE00Wizard^000000",                "^76EE00Blacksmith^000000",                "^76EE00Hunter^000000",                "^76EE00Assassin^000000",                "^76EE00Crusader^000000",                "^76EE00Monk^000000",                "^76EE00Sage^000000",                "^76EE00Rogue^000000",                "^76EE00Alchemist^000000",                ( Sex == 0 )?"":"^76EE00Dancer^000000",                        ( Sex == 1 )?"":"^76EE00Bard^000000",                    "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,7,174,50,110,"All";            case 2:    callsub Job_Changing,8,174,50,110,"All";            case 3:    callsub Job_Changing,9,174,50,110,"All";            case 4:    callsub Job_Changing,10,174,50,110,"All";            case 5:    callsub Job_Changing,11,174,50,110,"All";            case 6:    callsub Job_Changing,12,174,50,110,"All";            case 7:    callsub Job_Changing,14,174,50,110,"All";            case 8:    callsub Job_Changing,15,174,50,110,"All";            case 9:    callsub Job_Changing,16,174,50,110,"All";            case 10:    callsub Job_Changing,17,174,50,110,"All";            case 11:    callsub Job_Changing,18,174,50,110,"All";            case 12:    callsub Job_Changing,20,174,50,110,"All";            case 13:    callsub Job_Changing,19,174,50,110,"All";            case 14:    callsub OnMenu;        }TransSecondJob_Classes:    mes .npcname$;    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,4008,174,70,130,"All";            case 2:    callsub Job_Changing,4009,174,70,130,"All";            case 3:    callsub Job_Changing,4010,174,70,130,"All";            case 4:    callsub Job_Changing,4011,174,70,130,"All";            case 5:    callsub Job_Changing,4012,174,70,130,"All";            case 6:    callsub Job_Changing,4013,174,70,130,"All";            case 7:    callsub Job_Changing,4015,174,70,130,"All";            case 8:    callsub Job_Changing,4016,174,70,130,"All";            case 9:    callsub Job_Changing,4017,174,70,130,"All";            case 10:    callsub Job_Changing,4018,174,70,130,"All";            case 11:    callsub Job_Changing,4019,174,70,130,"All";            case 12:    callsub Job_Changing,4021,174,70,130,"All";            case 13:    callsub Job_Changing,4020,174,70,130,"All";            case 14:    callsub OnMenu;        }TransThirdJob_Classes:    mes .npcname$;    mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";    next;    switch(select("^76EE00Rune Knight^000000",                "^76EE00Warlock^000000",                "^76EE00Ranger^000000",                "^76EE00Arch Bishop^000000",                "^76EE00Mechanic^000000",                "^76EE00Guillotine Cross^000000",                "^76EE00Royal Guard^000000",                "^76EE00Sorcerer^000000",                ( Sex == 0 )?"":"^76EE00Wanderer^000000",                        ( Sex == 1 )?"":"^76EE00Minstrel^000000",                    "^76EE00Shura^000000",                "^76EE00Genetic^000000",                "^76EE00Shadow Chaser^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,4060,174,70,210,"All";            case 2:    callsub Job_Changing,4061,174,70,210,"All";            case 3:    callsub Job_Changing,4062,174,70,210,"All";            case 4:    callsub Job_Changing,4063,174,70,210,"All";            case 5:    callsub Job_Changing,4064,174,70,210,"All";            case 6:    callsub Job_Changing,4065,174,70,210,"All";            case 7:    callsub Job_Changing,4073,174,70,210,"All";            case 8:    callsub Job_Changing,4074,174,70,210,"All";            case 9:    callsub Job_Changing,4076,174,70,210,"All";            case 10:    callsub Job_Changing,4075,174,70,210,"All";            case 11:    callsub Job_Changing,4077,174,70,210,"All";            case 12:    callsub Job_Changing,4078,174,70,210,"All";            case 13:    callsub Job_Changing,4079,174,70,210,"All";            case 14:    callsub OnMenu;        }                ExpandedJob_Classes:    mes .npcname$;    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:    callsub OnMenu;        }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 Swordsman^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,4024,174,50,60,"All";            case 2:    callsub Job_Changing,4025,174,50,60,"All";            case 3:    callsub Job_Changing,4026,174,50,60,"All";            case 4:    callsub Job_Changing,4027,174,50,60,"All";            case 5:    callsub Job_Changing,4028,174,50,60,"All";            case 6:    callsub Job_Changing,4029,174,50,60,"All";            case 7:    callsub Job_Changing,4030,174,50,110,"All";            case 8:    callsub Job_Changing,4031,174,50,110,"All";            case 9:    callsub Job_Changing,4032,174,50,110,"All";            case 10:    callsub Job_Changing,4033,174,50,110,"All";            case 11:    callsub Job_Changing,4034,174,50,110,"All";            case 12:    callsub Job_Changing,4035,174,50,110,"All";            case 13:    callsub Job_Changing,4037,174,50,110,"All";            case 14:    callsub Job_Changing,4038,174,50,110,"All";            case 15:    callsub Job_Changing,4039,174,50,110,"All";            case 16:    callsub Job_Changing,4040,174,50,110,"All";            case 17:    callsub Job_Changing,4041,174,50,110,"All";            case 18:    callsub Job_Changing,4043,174,50,110,"All";            case 19:    callsub Job_Changing,4042,174,50,110,"All";            case 20:    callsub Job_Changing,4045,174,50,110,"All";            case 21:    callsub OnMenu;        }        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 Sura^000000",                "^76EE00Baby Genetic^000000",                "^76EE00Baby Shadow Chaser^000000",                "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;                            case 1:    callsub Job_Changing,4096,174,70,210,"All";            case 2:    callsub Job_Changing,4097,174,70,210,"All";            case 3:    callsub Job_Changing,4098,174,70,210,"All";            case 4:    callsub Job_Changing,4099,174,70,210,"All";            case 5:    callsub Job_Changing,4100,174,70,210,"All";            case 6:    callsub Job_Changing,4101,174,70,210,"All";            case 7:    callsub Job_Changing,4102,174,70,210,"All";            case 8:    callsub Job_Changing,4103,174,70,210,"All";            case 9:    callsub Job_Changing,4105,174,70,210,"All";            case 10:    callsub Job_Changing,4104,174,70,210,"All";            case 11:    callsub Job_Changing,4106,174,70,210,"All";            case 12:    callsub Job_Changing,4107,174,70,210,"All";            case 13:    callsub Job_Changing,4108,174,70,210,"All";            case 14:    callsub OnMenu;        }Job_Changing:        mes .npcname$;        mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";        if (compare(getarg(4),"All")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;    }        if (compare(getarg(4),"Map")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;    }        if (compare(getarg(4),"Area")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;    }        if (compare(getarg(4),"Self")){    announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;    }        jobchange getarg(0);        set BaseLevel,getarg(1);        set JobLevel,getarg(2);        resetskill;        resetstatus;        set SkillPoint,getarg(3);        if ( .Allskills == 1 ){        atcommand "@allskills";        SkillPoint = 0;        }        percentheal 100,100;		if (!.Based)	#ClassHelper = 1;		else	ClassHelper = 1;    delitem 20401,1;    dispbottom "Congratulation! Thank you for choosing a Class!.";        dispbottom "Please make your base level 175 to get out of this area..";            close;    Classes_info:    mes .npcname$;    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;    callsub OnMenu;} 

Thank you very for updating the script. I will test it now.

 

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