[1] | 1 | //===== eAthena Script ======================================= |
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| 2 | //= eAthena Jobchanger AKA Job Master |
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| 3 | //===== By: ================================================== |
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| 4 | //= eAthena Dev Team [Ori:LunatikBunnie] [Cur:Lance] |
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| 5 | //===== Current Version: ===================================== |
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| 6 | //= 1.5a |
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| 7 | //===== Compatible With: ===================================== |
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| 8 | //= eAthena SVN Trunk 6674 |
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| 9 | //===== Description: ========================================= |
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| 10 | //= Changes your job without asking too much |
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| 11 | //= For other info, please contact me at Lunatikbunnie@gmail.com |
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| 12 | //= Editted menu to avoid button mashing. |
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| 13 | //= 1.3 Added TK/SL/SG, thanks to Haplo. Fixed minor bugs [Lupus] |
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| 14 | //= script leaves grabage variable: 'lastJob' |
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| 15 | //= 1.4 Added NJ/GS, changed all job numbers to Job_* constants. |
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| 16 | //= All credits go to pxxx [Skotlex] |
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| 17 | //= 1.5 Rewrite everything from scratch. [Lance] |
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| 18 | //= 1.5a fixed Baby -> Super Baby change. Switched to JobName() [Lupus] |
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| 19 | //============================================================ |
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| 20 | prontera,153,193,6 script Job Master 123,{ |
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| 21 | mes "^ff0000[Job Master]^000000"; |
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| 22 | if(Upper == 1 && Class >= Job_Lord_Knight) goto L_noReq; |
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| 23 | if(SkillPoint != 0){ |
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| 24 | mes "I'm sorry, please use up all your skill points before changing jobs"; |
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| 25 | mes "Please come again soon!"; |
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| 26 | close; |
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| 27 | } |
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| 28 | if(JobLevel < 10) goto L_LvError; |
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| 29 | switch(Class){ |
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| 30 | case Job_Novice_High: |
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| 31 | case Job_Baby: |
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| 32 | case Job_Novice: |
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| 33 | skill 142,1,0; |
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| 34 | skill 143,1,0; |
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| 35 | mes "Welcome, please select the job you wish to change into"; |
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| 36 | if(lastJob != 0 && Class == Job_Novice_High){ |
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| 37 | switch(lastJob){ |
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| 38 | case Job_Knight: |
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| 39 | case Job_Crusader: |
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| 40 | set @target_job, Job_Swordman_High; |
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| 41 | break; |
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| 42 | case Job_Monk: |
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| 43 | case Job_Priest: |
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| 44 | set @target_job, Job_Acolyte_High; |
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| 45 | break; |
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| 46 | case Job_Alchemist: |
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| 47 | case Job_Blacksmith: |
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| 48 | set @target_job, Job_Merchant_High; |
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| 49 | break; |
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| 50 | case Job_Rogue: |
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| 51 | case Job_Assassin: |
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| 52 | set @target_job, Job_Thief_High; |
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| 53 | break; |
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| 54 | case Job_Wizard: |
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| 55 | case Job_Sage: |
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| 56 | set @target_job, Job_Mage_High; |
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| 57 | break; |
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| 58 | case Job_Hunter: |
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| 59 | case Job_Bard: |
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| 60 | case Job_Dancer: |
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| 61 | set @target_job, Job_Archer_High; |
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| 62 | break; |
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| 63 | } |
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| 64 | } else { |
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| 65 | switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", |
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| 66 | "Super Novice","Taekwon","Gunslinger","Ninja")){ |
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| 67 | case 7: |
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| 68 | if(Class == Job_Novice_High) goto L_noReq; |
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| 69 | if($@JC_SupNovM > BaseLevel) goto L_BvError; |
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| 70 | if(Upper == 2) |
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| 71 | set @target_job, Job_Super_Baby; |
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| 72 | else |
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| 73 | set @target_job, Job_SuperNovice; |
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| 74 | break; |
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| 75 | case 8: |
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| 76 | if(Class == Job_Novice_High) goto L_noReq; |
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| 77 | if(Upper == 2) goto L_noReq; |
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| 78 | set @target_job, Job_Taekwon; |
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| 79 | break; |
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| 80 | case 9: |
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| 81 | case 10: |
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| 82 | if(Class == Job_Novice_High || Upper == 2) goto L_noReq; |
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| 83 | set @target_job, @menu + 15; |
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| 84 | break; |
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| 85 | default: |
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| 86 | set @target_job, @menu; |
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| 87 | if(Class == Job_Novice_High) set @target_job, @target_job + 4001; |
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| 88 | break; |
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| 89 | } |
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| 90 | } |
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| 91 | mes "Are you sure you want to change to " + JobName(@target_job) + "?"; |
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| 92 | if(select("No","Yes") == 2){ |
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| 93 | callfunc "Job_Change", @target_job; |
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| 94 | if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { |
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| 95 | callfunc "F_ClearJobVar"; |
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| 96 | } else { |
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| 97 | if($@JC_Plat) goto L_GivePlat; |
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| 98 | } |
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| 99 | } |
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| 100 | close; |
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| 101 | break; |
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| 102 | default: |
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| 103 | if(JobLevel < $@JC_MinimumJB) goto L_LvError; |
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| 104 | deletearray @job_opt, getarraysize(@job_opt); |
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| 105 | if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ |
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| 106 | if(lastJob != 0){ |
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| 107 | set @target_job, lastJob + 4001; |
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| 108 | } else { |
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| 109 | switch(Class){ |
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| 110 | case Job_Swordman_High: |
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| 111 | case Job_Baby_Swordman: |
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| 112 | case Job_Swordman: |
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| 113 | set @job_opt[0], Job_Knight; |
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| 114 | set @job_opt[1], Job_Crusader; |
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| 115 | break; |
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| 116 | case Job_Mage_High: |
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| 117 | case Job_Baby_Mage: |
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| 118 | case Job_Mage: |
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| 119 | set @job_opt[0], Job_Wizard; |
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| 120 | set @job_opt[1], Job_Sage; |
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| 121 | break; |
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| 122 | case Job_Archer_High: |
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| 123 | case Job_Baby_Archer: |
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| 124 | case Job_Archer: |
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| 125 | set @job_opt[0], Job_Hunter; |
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| 126 | if(Sex == 0) |
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| 127 | set @job_opt[1], Job_Dancer; |
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| 128 | else |
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| 129 | set @job_opt[1], Job_Bard; |
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| 130 | break; |
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| 131 | case Job_Acolyte_High: |
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| 132 | case Job_Baby_Acolyte: |
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| 133 | case Job_Acolyte: |
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| 134 | set @job_opt[0], Job_Priest; |
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| 135 | set @job_opt[1], Job_Monk; |
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| 136 | break; |
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| 137 | case Job_Merchant_High: |
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| 138 | case Job_Baby_Merchant: |
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| 139 | case Job_Merchant: |
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| 140 | set @job_opt[0], Job_Blacksmith; |
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| 141 | set @job_opt[1], Job_Alchemist; |
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| 142 | break; |
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| 143 | case Job_Thief_High: |
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| 144 | case Job_Baby_Thief: |
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| 145 | case Job_Thief: |
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| 146 | set @job_opt[0], Job_Assassin; |
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| 147 | set @job_opt[1], Job_Rogue; |
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| 148 | break; |
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| 149 | default: |
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| 150 | set @job_opt[0], Job_Star_Gladiator; |
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| 151 | set @job_opt[1], Job_Soul_Linker; |
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| 152 | break; |
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| 153 | } |
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| 154 | mes "Welcome, please select the job you wish to change into"; |
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| 155 | set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; |
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| 156 | if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; |
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| 157 | } |
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| 158 | mes "Are you sure you want to change to " + JobName(@target_job) + "?"; |
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| 159 | if(select("No","Yes")==2){ |
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| 160 | callfunc "Job_Change", @target_job; |
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| 161 | if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { |
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| 162 | callfunc "F_ClearJobVar"; |
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| 163 | } else { |
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| 164 | if($@JC_Plat) goto L_GivePlat; |
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| 165 | } |
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| 166 | } |
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| 167 | close; |
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| 168 | } |
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| 169 | if(checkfalcon() || checkcart() || checkriding()) goto L_remove; |
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| 170 | if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ |
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| 171 | mes "Do you want to reborn?"; |
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| 172 | if(select("Yes","No")==1){ |
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| 173 | if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; |
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| 174 | set lastJob, Class; |
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| 175 | if(Class == Job_Knight2){ |
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| 176 | set lastJob, Job_Knight; |
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| 177 | } else { |
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| 178 | if(Class == Job_Crusader2){ |
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| 179 | set lastJob, Job_Crusader; |
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| 180 | } |
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| 181 | } |
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| 182 | jobchange Job_Novice_High; |
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| 183 | resetlvl(1); |
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| 184 | skill 142,1,0; |
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| 185 | skill 143,1,0; |
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| 186 | } |
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| 187 | close; |
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| 188 | } |
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| 189 | } |
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| 190 | mes "Looks like something has gone wrong. Please report to the eAthena Development Team about this error."; |
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| 191 | close; |
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| 192 | |
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| 193 | L_GivePlat: |
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| 194 | if (BaseClass==Job_SuperNovice) goto L_sSuperN; |
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| 195 | if (BaseClass==Job_Swordman) goto L_sSword; |
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| 196 | if (BaseClass==Job_Mage) goto L_sMage; |
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| 197 | if (BaseClass==Job_Archer) goto L_sArcher; |
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| 198 | if (BaseClass==Job_Acolyte) goto L_sAcolyte; |
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| 199 | if (BaseClass==Job_Merchant) goto L_sMerchant; |
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| 200 | if (BaseClass==Job_Thief) goto L_sThief; |
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| 201 | close; |
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| 202 | L_sSuperN: |
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| 203 | skill 142,1,0; |
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| 204 | close; |
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| 205 | L_sSword: |
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| 206 | skill 142,1,0; |
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| 207 | skill 144,1,0; |
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| 208 | skill 145,1,0; |
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| 209 | skill 146,1,0; |
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| 210 | close; |
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| 211 | L_sMage: |
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| 212 | skill 142,1,0; |
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| 213 | skill 157,1,0; |
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| 214 | close; |
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| 215 | L_sArcher: |
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| 216 | skill 142,1,0; |
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| 217 | skill 147,1,0; |
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| 218 | skill 148,1,0; |
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| 219 | close; |
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| 220 | L_sAcolyte: |
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| 221 | skill 142,1,0; |
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| 222 | skill 156,1,0; |
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| 223 | close; |
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| 224 | L_sMerchant: |
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| 225 | skill 142,1,0; |
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| 226 | skill 153,1,0; |
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| 227 | skill 154,1,0; |
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| 228 | skill 155,1,0; |
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| 229 | close; |
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| 230 | L_sThief: |
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| 231 | skill 142,1,0; |
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| 232 | skill 149,1,0; |
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| 233 | skill 150,1,0; |
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| 234 | skill 151,1,0; |
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| 235 | skill 152,1,0; |
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| 236 | close; |
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| 237 | |
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| 238 | L_cantCh: |
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| 239 | mes "I'm sorry, you do not meet the requirements to change"; |
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| 240 | mes "Please come again soon!"; |
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| 241 | close; |
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| 242 | |
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| 243 | L_LvError: |
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| 244 | mes "I'm sorry, you do not seem to have enough Job Levels"; |
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| 245 | mes "Please come again soon!"; |
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| 246 | close; |
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| 247 | |
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| 248 | L_BvError: |
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| 249 | mes "I'm sorry, you do not seem to have enough Base Levels"; |
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| 250 | mes "Please come again soon!"; |
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| 251 | close; |
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| 252 | |
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| 253 | L_noReq: |
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| 254 | mes "I'm sorry, you do not meet the requirements to change"; |
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| 255 | mes "Please come again soon!"; |
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| 256 | close; |
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| 257 | |
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| 258 | L_remove: |
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| 259 | mes "Please remove your cart,falcon or peco"; |
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| 260 | mes "Please come again soon!"; |
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| 261 | close; |
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| 262 | |
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| 263 | OnInit: |
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| 264 | // Variable Setup |
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| 265 | set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) |
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| 266 | set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) |
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| 267 | set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) |
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| 268 | end; |
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| 269 | } |
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