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Instant Job Changer w/ PoDS to pay


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//==============================================================================//
//= 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.
//==============================================================================//
// OnPCLoginEvent:
// -- Add this at item DB. ( Change it to any items to your like. )
// -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}


prontera,148,176,4	script	Class Helper	779,{


// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,0;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,0;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,0;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]
set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]

// -- Usable for Only 1 Time
set .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]


if( ClassHelper == 1 || #ClassHelper == 1 ) end;

Main_Menu:
	mes .npcname$;
	mes "I am the Job Class Helper...";
	mes "I am here to help you.";
	mes " ^FF0000________________________________^000000";
	mes "Do you wish to become Stronger ?";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
	next;
	switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
				( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
				( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",	
				( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",	
				( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",	
				( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",		
				( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",	
				( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",		
				( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",		
				"^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,1,255,120,120,"All";
			Case 2:	callsub Job_Changing,2,255,120,120,"All";
			Case 3:	callsub Job_Changing,3,255,120,120,"All";
			Case 4:	callsub Job_Changing,4,255,120,120,"All";
			Case 5:	callsub Job_Changing,5,255,120,120,"All";
			Case 6:	callsub Job_Changing,6,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}

HighFirstJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00High Swordman^000000",
				"^76EE00High Magician^000000",
				"^76EE00High Archer^000000",
				"^76EE00High Acolyte^000000",
				"^76EE00High Merchant^000000",
				"^76EE00High Thief^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,4002,255,120,120,"All";
			Case 2:	callsub Job_Changing,4003,255,120,120,"All";
			Case 3:	callsub Job_Changing,4004,255,120,120,"All";
			Case 4:	callsub Job_Changing,4005,255,120,120,"All";
			Case 5:	callsub Job_Changing,4006,255,120,120,"All";
			Case 6:	callsub Job_Changing,4007,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,7,255,120,110,"Self";
			Case 2:	callsub Job_Changing,8,255,120,110,"Self";
			Case 3:	callsub Job_Changing,9,255,120,110,"Self";
			Case 4:	callsub Job_Changing,10,255,120,110,"Self";
			Case 5:	callsub Job_Changing,11,255,120,110,"Self";
			Case 6:	callsub Job_Changing,12,255,120,110,"Self";
			Case 7:	callsub Job_Changing,14,255,120,110,"Self";
			Case 8:	callsub Job_Changing,15,255,120,110,"Self";
			Case 9:	callsub Job_Changing,16,255,120,110,"Self";
			Case 10:	callsub Job_Changing,17,255,120,110,"Self";
			Case 11:	callsub Job_Changing,18,255,120,110,"Self";
			Case 12:	callsub Job_Changing,20,255,120,110,"Self";
			Case 13:	callsub Job_Changing,19,255,120,110,"Self";
			Case 14:	goto Main_Menu;
		}

TransSecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Lord Knight^000000",
				"^76EE00High Priest^000000",
				"^76EE00High Wizard^000000",
				"^76EE00Whitesmith^000000",
				"^76EE00Sniper^000000",
				"^76EE00Assassin Cross^000000",
				"^76EE00Paladin^000000",
				"^76EE00Champion^000000",
				"^76EE00Professor^000000",
				"^76EE00Stalker^000000",
				"^76EE00Creator^000000",
				( Sex == 0 )?"":"^76EE00Gypsy^000000",		
				( Sex == 1 )?"":"^76EE00Clowm^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4008,255,120,170,"Self";
			Case 2:	callsub Job_Changing,4009,255,120,170,"Self";
			Case 3:	callsub Job_Changing,4010,255,120,170,"Self";
			Case 4:	callsub Job_Changing,4011,255,120,170,"Self";
			Case 5:	callsub Job_Changing,4012,255,120,170,"Self";
			Case 6:	callsub Job_Changing,4013,255,120,170,"Self";
			Case 7:	callsub Job_Changing,4015,255,120,170,"Self";
			Case 8:	callsub Job_Changing,4016,255,120,170,"Self";
			Case 9:	callsub Job_Changing,4017,255,120,170,"Self";
			Case 10:	callsub Job_Changing,4018,255,120,170,"Self";
			Case 11:	callsub Job_Changing,4019,255,120,170,"Self";
			Case 12:	callsub Job_Changing,4021,255,120,170,"Self";
			Case 13:	callsub Job_Changing,4020,255,120,170,"Self";
			Case 14:	goto Main_Menu;
		}

TransThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Rune Knight^000000",
				"^76EE00Warlock^000000",
				"^76EE00Ranger^000000",
				"^76EE00Arch Bishop^000000",
				"^76EE00Mechanic^000000",
				"^76EE00Guillotine Cross^000000",
				"^76EE00Royal Guard^000000",
				"^76EE00Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Minstrel^000000",	
				"^76EE00Shura^000000",
				"^76EE00Genetic^000000",
				"^76EE00Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4060,99,70,200,"All";
			Case 2:	callsub Job_Changing,4061,99,70,200,"All";
			Case 3:	callsub Job_Changing,4062,99,70,200,"All";
			Case 4:	callsub Job_Changing,4063,99,70,200,"All";
			Case 5:	callsub Job_Changing,4064,99,70,200,"All";
			Case 6:	callsub Job_Changing,4065,99,70,200,"All";
			Case 7:	callsub Job_Changing,4073,99,70,200,"All";
			Case 8:	callsub Job_Changing,4074,99,70,200,"All";
			Case 9:	callsub Job_Changing,4076,99,70,200,"All";
			Case 10:	callsub Job_Changing,4075,70,70,200,"All";
			Case 11:	callsub Job_Changing,4077,70,70,200,"All";
			Case 12:	callsub Job_Changing,4078,70,70,200,"All";
			Case 13:	callsub Job_Changing,4079,70,70,200,"All";
			Case 14:	goto Main_Menu;
		}
				
ExpandedJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Super Novice^000000",
				"^76EE00Gunslinger^000000",
				"^76EE00Ninja^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,23,255,120,170,"All";
			Case 2:	callsub Job_Changing,24,255,120,170,"All";
			Case 3:	callsub Job_Changing,25,255,120,170,"All";
			Case 4:	callsub Job_Changing,4047,255,120,170,"All";
			Case 5:	callsub Job_Changing,4049,255,120,170,"All";
			Case 6:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Swordman^000000",
				"^76EE00Baby Magician^000000",
				"^76EE00Baby Archer^000000",
				"^76EE00Baby Acolyte^000000",
				"^76EE00Baby Merchant^000000",
				"^76EE00Baby Thief^000000",
				"^76EE00Baby Knight^000000",
				"^76EE00Baby Priest^000000",
				"^76EE00Baby Wizard^000000",
				"^76EE00Baby Blacksmith^000000",
				"^76EE00Baby Hunter^000000",
				"^76EE00Baby Assassin^000000",
				"^76EE00Baby Crusader^000000",
				"^76EE00Baby Monk^000000",
				"^76EE00Baby Sage^000000",
				"^76EE00Baby Rogue^000000",
				"^76EE00Baby Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Baby Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Bard^000000",	
				"^76EE00Baby Baby^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4024,255,50,60,"Self";
			Case 2:	callsub Job_Changing,4025,255,50,60,"Self";
			Case 3:	callsub Job_Changing,4026,255,50,60,"Self";
			Case 4:	callsub Job_Changing,4027,255,50,60,"Self";
			Case 5:	callsub Job_Changing,4028,255,50,60,"Self";
			Case 6:	callsub Job_Changing,4029,255,50,60,"Self";
			Case 7:	callsub Job_Changing,4030,255,50,110,"Self";
			Case 8:	callsub Job_Changing,4031,255,50,110,"Self";
			Case 9:	callsub Job_Changing,4032,255,50,110,"Self";
			Case 10:	callsub Job_Changing,4033,255,50,110,"Self";
			Case 11:	callsub Job_Changing,4034,255,50,110,"Self";
			Case 12:	callsub Job_Changing,4035,255,50,110,"Self";
			Case 13:	callsub Job_Changing,4037,255,50,110,"Self";
			Case 14:	callsub Job_Changing,4038,255,50,110,"Self";
			Case 15:	callsub Job_Changing,4039,255,50,110,"Self";
			Case 16:	callsub Job_Changing,4040,255,50,110,"Self";
			Case 17:	callsub Job_Changing,4041,255,50,110,"Self";
			Case 18:	callsub Job_Changing,4043,255,50,110,"Self";
			Case 19:	callsub Job_Changing,4042,255,50,110,"Self";
			Case 20:	callsub Job_Changing,4045,255,50,110,"Self";
			Case 21:	goto Main_Menu;
		}
		
BabyThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Rune Knight^000000",
				"^76EE00Baby Warlock^000000",
				"^76EE00Baby Ranger^000000",
				"^76EE00Baby Arch Bishop^000000",
				"^76EE00Baby Mechanic^000000",
				"^76EE00Baby Guillotine Cross^000000",
				"^76EE00Baby Royal Guard^000000",
				"^76EE00Baby Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",	
				"^76EE00Baby Shura^000000",
				"^76EE00Baby Genetic^000000",
				"^76EE00Baby Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4096,99,70,200,"All";
			Case 2:	callsub Job_Changing,4097,99,70,200,"All";
			Case 3:	callsub Job_Changing,4098,99,70,200,"All";
			Case 4:	callsub Job_Changing,4099,99,70,200,"All";
			Case 5:	callsub Job_Changing,4100,99,70,200,"All";
			Case 6:	callsub Job_Changing,4101,99,70,200,"All";
			Case 7:	callsub Job_Changing,4102,99,70,200,"All";
			Case 8:	callsub Job_Changing,4103,99,70,200,"All";
			Case 9:	callsub Job_Changing,4105,99,70,200,"All";
			Case 10:	callsub Job_Changing,4104,99,70,200,"All";
			Case 11:	callsub Job_Changing,4106,99,70,200,"All";
			Case 12:	callsub Job_Changing,4107,99,70,200,"All";
			Case 13:	callsub Job_Changing,4108,99,70,200,"All";
			Case 14:	goto Main_Menu;
		}

Job_Changing:
		mes .npcname$;
		mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
		if (compare(getarg(4),"All")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;	}
		if (compare(getarg(4),"Map")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;	}
		if (compare(getarg(4),"Area")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;	}
		if (compare(getarg(4),"Self")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;	}
		jobchange getarg(0);
		set BaseLevel,getarg(1);
		set JobLevel,getarg(2);
		ResetSkill;
		ResetStatus;
		set SkillPoint,98;
		percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
	 //warp "new_1-1",53,106;
	 //save "prontera",156,191;
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;
OnInit:
waitingroom "Auto Job Changer",0;
end;
}

Hello guys i hope someone could help me i want to put this instant job changer and the player must pay   Item ID# 7179 (Donation_Card) x10 in order to get instant job so my question is what code should i used and where to insert it thanks

Sorry for my bad english

4 answers to this question

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Posted
//==============================================================================//
//= 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.
//==============================================================================//
// OnPCLoginEvent:
// -- Add this at item DB. ( Change it to any items to your like. )
// -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}


prontera,148,176,4	script	Class Helper	779,{


// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,0;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,0;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,0;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]
set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]

// -- Usable for Only 1 Time
set .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]


if( ClassHelper == 1 || #ClassHelper == 1 ) end;

Main_Menu:
	mes .npcname$;
	mes "I am the Job Class Helper...";
	mes "I am here to help you.";
	mes " ^FF0000________________________________^000000";
	mes "Do you wish to become Stronger ?";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
	next;
	switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
				( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
				( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",	
				( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",	
				( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",	
				( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",		
				( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",	
				( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",		
				( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",		
				"^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,1,255,120,120,"All";
			Case 2:	callsub Job_Changing,2,255,120,120,"All";
			Case 3:	callsub Job_Changing,3,255,120,120,"All";
			Case 4:	callsub Job_Changing,4,255,120,120,"All";
			Case 5:	callsub Job_Changing,5,255,120,120,"All";
			Case 6:	callsub Job_Changing,6,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}

HighFirstJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00High Swordman^000000",
				"^76EE00High Magician^000000",
				"^76EE00High Archer^000000",
				"^76EE00High Acolyte^000000",
				"^76EE00High Merchant^000000",
				"^76EE00High Thief^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,4002,255,120,120,"All";
			Case 2:	callsub Job_Changing,4003,255,120,120,"All";
			Case 3:	callsub Job_Changing,4004,255,120,120,"All";
			Case 4:	callsub Job_Changing,4005,255,120,120,"All";
			Case 5:	callsub Job_Changing,4006,255,120,120,"All";
			Case 6:	callsub Job_Changing,4007,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,7,255,120,110,"Self";
			Case 2:	callsub Job_Changing,8,255,120,110,"Self";
			Case 3:	callsub Job_Changing,9,255,120,110,"Self";
			Case 4:	callsub Job_Changing,10,255,120,110,"Self";
			Case 5:	callsub Job_Changing,11,255,120,110,"Self";
			Case 6:	callsub Job_Changing,12,255,120,110,"Self";
			Case 7:	callsub Job_Changing,14,255,120,110,"Self";
			Case 8:	callsub Job_Changing,15,255,120,110,"Self";
			Case 9:	callsub Job_Changing,16,255,120,110,"Self";
			Case 10:	callsub Job_Changing,17,255,120,110,"Self";
			Case 11:	callsub Job_Changing,18,255,120,110,"Self";
			Case 12:	callsub Job_Changing,20,255,120,110,"Self";
			Case 13:	callsub Job_Changing,19,255,120,110,"Self";
			Case 14:	goto Main_Menu;
		}

TransSecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Lord Knight^000000",
				"^76EE00High Priest^000000",
				"^76EE00High Wizard^000000",
				"^76EE00Whitesmith^000000",
				"^76EE00Sniper^000000",
				"^76EE00Assassin Cross^000000",
				"^76EE00Paladin^000000",
				"^76EE00Champion^000000",
				"^76EE00Professor^000000",
				"^76EE00Stalker^000000",
				"^76EE00Creator^000000",
				( Sex == 0 )?"":"^76EE00Gypsy^000000",		
				( Sex == 1 )?"":"^76EE00Clowm^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4008,255,120,170,"Self";
			Case 2:	callsub Job_Changing,4009,255,120,170,"Self";
			Case 3:	callsub Job_Changing,4010,255,120,170,"Self";
			Case 4:	callsub Job_Changing,4011,255,120,170,"Self";
			Case 5:	callsub Job_Changing,4012,255,120,170,"Self";
			Case 6:	callsub Job_Changing,4013,255,120,170,"Self";
			Case 7:	callsub Job_Changing,4015,255,120,170,"Self";
			Case 8:	callsub Job_Changing,4016,255,120,170,"Self";
			Case 9:	callsub Job_Changing,4017,255,120,170,"Self";
			Case 10:	callsub Job_Changing,4018,255,120,170,"Self";
			Case 11:	callsub Job_Changing,4019,255,120,170,"Self";
			Case 12:	callsub Job_Changing,4021,255,120,170,"Self";
			Case 13:	callsub Job_Changing,4020,255,120,170,"Self";
			Case 14:	goto Main_Menu;
		}

TransThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Rune Knight^000000",
				"^76EE00Warlock^000000",
				"^76EE00Ranger^000000",
				"^76EE00Arch Bishop^000000",
				"^76EE00Mechanic^000000",
				"^76EE00Guillotine Cross^000000",
				"^76EE00Royal Guard^000000",
				"^76EE00Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Minstrel^000000",	
				"^76EE00Shura^000000",
				"^76EE00Genetic^000000",
				"^76EE00Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4060,99,70,200,"All";
			Case 2:	callsub Job_Changing,4061,99,70,200,"All";
			Case 3:	callsub Job_Changing,4062,99,70,200,"All";
			Case 4:	callsub Job_Changing,4063,99,70,200,"All";
			Case 5:	callsub Job_Changing,4064,99,70,200,"All";
			Case 6:	callsub Job_Changing,4065,99,70,200,"All";
			Case 7:	callsub Job_Changing,4073,99,70,200,"All";
			Case 8:	callsub Job_Changing,4074,99,70,200,"All";
			Case 9:	callsub Job_Changing,4076,99,70,200,"All";
			Case 10:	callsub Job_Changing,4075,70,70,200,"All";
			Case 11:	callsub Job_Changing,4077,70,70,200,"All";
			Case 12:	callsub Job_Changing,4078,70,70,200,"All";
			Case 13:	callsub Job_Changing,4079,70,70,200,"All";
			Case 14:	goto Main_Menu;
		}
				
ExpandedJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Super Novice^000000",
				"^76EE00Gunslinger^000000",
				"^76EE00Ninja^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,23,255,120,170,"All";
			Case 2:	callsub Job_Changing,24,255,120,170,"All";
			Case 3:	callsub Job_Changing,25,255,120,170,"All";
			Case 4:	callsub Job_Changing,4047,255,120,170,"All";
			Case 5:	callsub Job_Changing,4049,255,120,170,"All";
			Case 6:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Swordman^000000",
				"^76EE00Baby Magician^000000",
				"^76EE00Baby Archer^000000",
				"^76EE00Baby Acolyte^000000",
				"^76EE00Baby Merchant^000000",
				"^76EE00Baby Thief^000000",
				"^76EE00Baby Knight^000000",
				"^76EE00Baby Priest^000000",
				"^76EE00Baby Wizard^000000",
				"^76EE00Baby Blacksmith^000000",
				"^76EE00Baby Hunter^000000",
				"^76EE00Baby Assassin^000000",
				"^76EE00Baby Crusader^000000",
				"^76EE00Baby Monk^000000",
				"^76EE00Baby Sage^000000",
				"^76EE00Baby Rogue^000000",
				"^76EE00Baby Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Baby Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Bard^000000",	
				"^76EE00Baby Baby^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4024,255,50,60,"Self";
			Case 2:	callsub Job_Changing,4025,255,50,60,"Self";
			Case 3:	callsub Job_Changing,4026,255,50,60,"Self";
			Case 4:	callsub Job_Changing,4027,255,50,60,"Self";
			Case 5:	callsub Job_Changing,4028,255,50,60,"Self";
			Case 6:	callsub Job_Changing,4029,255,50,60,"Self";
			Case 7:	callsub Job_Changing,4030,255,50,110,"Self";
			Case 8:	callsub Job_Changing,4031,255,50,110,"Self";
			Case 9:	callsub Job_Changing,4032,255,50,110,"Self";
			Case 10:	callsub Job_Changing,4033,255,50,110,"Self";
			Case 11:	callsub Job_Changing,4034,255,50,110,"Self";
			Case 12:	callsub Job_Changing,4035,255,50,110,"Self";
			Case 13:	callsub Job_Changing,4037,255,50,110,"Self";
			Case 14:	callsub Job_Changing,4038,255,50,110,"Self";
			Case 15:	callsub Job_Changing,4039,255,50,110,"Self";
			Case 16:	callsub Job_Changing,4040,255,50,110,"Self";
			Case 17:	callsub Job_Changing,4041,255,50,110,"Self";
			Case 18:	callsub Job_Changing,4043,255,50,110,"Self";
			Case 19:	callsub Job_Changing,4042,255,50,110,"Self";
			Case 20:	callsub Job_Changing,4045,255,50,110,"Self";
			Case 21:	goto Main_Menu;
		}
		
BabyThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Rune Knight^000000",
				"^76EE00Baby Warlock^000000",
				"^76EE00Baby Ranger^000000",
				"^76EE00Baby Arch Bishop^000000",
				"^76EE00Baby Mechanic^000000",
				"^76EE00Baby Guillotine Cross^000000",
				"^76EE00Baby Royal Guard^000000",
				"^76EE00Baby Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",	
				"^76EE00Baby Shura^000000",
				"^76EE00Baby Genetic^000000",
				"^76EE00Baby Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4096,99,70,200,"All";
			Case 2:	callsub Job_Changing,4097,99,70,200,"All";
			Case 3:	callsub Job_Changing,4098,99,70,200,"All";
			Case 4:	callsub Job_Changing,4099,99,70,200,"All";
			Case 5:	callsub Job_Changing,4100,99,70,200,"All";
			Case 6:	callsub Job_Changing,4101,99,70,200,"All";
			Case 7:	callsub Job_Changing,4102,99,70,200,"All";
			Case 8:	callsub Job_Changing,4103,99,70,200,"All";
			Case 9:	callsub Job_Changing,4105,99,70,200,"All";
			Case 10:	callsub Job_Changing,4104,99,70,200,"All";
			Case 11:	callsub Job_Changing,4106,99,70,200,"All";
			Case 12:	callsub Job_Changing,4107,99,70,200,"All";
			Case 13:	callsub Job_Changing,4108,99,70,200,"All";
			Case 14:	goto Main_Menu;
		}

Job_Changing:
		mes .npcname$;
		mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
		if (compare(getarg(4),"All")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;	}
		if (compare(getarg(4),"Map")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;	}
		if (compare(getarg(4),"Area")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;	}
		if (compare(getarg(4),"Self")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;	}
		jobchange getarg(0);
		set BaseLevel,getarg(1);
		set JobLevel,getarg(2);
		ResetSkill;
		ResetStatus;
		set SkillPoint,98;
		percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
	 //warp "new_1-1",53,106;
	 //save "prontera",156,191;
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;
OnInit:
waitingroom "Auto Job Changer",0;
end;
}

Hello guys i hope someone could help me i want to put this instant job changer and the player must pay   Item ID# 7179 (Donation_Card) x10 in order to get instant job so my question is what code should i used and where to insert it thanks

Sorry for my bad english

 

 

Not Yet Tested.

http://pastebin.com/6f5Dx6bD

Posted (edited)

 

//==============================================================================//
//= 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.
//==============================================================================//
// OnPCLoginEvent:
// -- Add this at item DB. ( Change it to any items to your like. )
// -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}


prontera,148,176,4	script	Class Helper	779,{


// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,0;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,0;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,0;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]
set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]

// -- Usable for Only 1 Time
set .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]


if( ClassHelper == 1 || #ClassHelper == 1 ) end;

Main_Menu:
	mes .npcname$;
	mes "I am the Job Class Helper...";
	mes "I am here to help you.";
	mes " ^FF0000________________________________^000000";
	mes "Do you wish to become Stronger ?";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
	next;
	switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
				( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
				( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",	
				( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",	
				( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",	
				( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",		
				( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",	
				( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",		
				( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",		
				"^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,1,255,120,120,"All";
			Case 2:	callsub Job_Changing,2,255,120,120,"All";
			Case 3:	callsub Job_Changing,3,255,120,120,"All";
			Case 4:	callsub Job_Changing,4,255,120,120,"All";
			Case 5:	callsub Job_Changing,5,255,120,120,"All";
			Case 6:	callsub Job_Changing,6,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}

HighFirstJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00High Swordman^000000",
				"^76EE00High Magician^000000",
				"^76EE00High Archer^000000",
				"^76EE00High Acolyte^000000",
				"^76EE00High Merchant^000000",
				"^76EE00High Thief^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,4002,255,120,120,"All";
			Case 2:	callsub Job_Changing,4003,255,120,120,"All";
			Case 3:	callsub Job_Changing,4004,255,120,120,"All";
			Case 4:	callsub Job_Changing,4005,255,120,120,"All";
			Case 5:	callsub Job_Changing,4006,255,120,120,"All";
			Case 6:	callsub Job_Changing,4007,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,7,255,120,110,"Self";
			Case 2:	callsub Job_Changing,8,255,120,110,"Self";
			Case 3:	callsub Job_Changing,9,255,120,110,"Self";
			Case 4:	callsub Job_Changing,10,255,120,110,"Self";
			Case 5:	callsub Job_Changing,11,255,120,110,"Self";
			Case 6:	callsub Job_Changing,12,255,120,110,"Self";
			Case 7:	callsub Job_Changing,14,255,120,110,"Self";
			Case 8:	callsub Job_Changing,15,255,120,110,"Self";
			Case 9:	callsub Job_Changing,16,255,120,110,"Self";
			Case 10:	callsub Job_Changing,17,255,120,110,"Self";
			Case 11:	callsub Job_Changing,18,255,120,110,"Self";
			Case 12:	callsub Job_Changing,20,255,120,110,"Self";
			Case 13:	callsub Job_Changing,19,255,120,110,"Self";
			Case 14:	goto Main_Menu;
		}

TransSecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Lord Knight^000000",
				"^76EE00High Priest^000000",
				"^76EE00High Wizard^000000",
				"^76EE00Whitesmith^000000",
				"^76EE00Sniper^000000",
				"^76EE00Assassin Cross^000000",
				"^76EE00Paladin^000000",
				"^76EE00Champion^000000",
				"^76EE00Professor^000000",
				"^76EE00Stalker^000000",
				"^76EE00Creator^000000",
				( Sex == 0 )?"":"^76EE00Gypsy^000000",		
				( Sex == 1 )?"":"^76EE00Clowm^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4008,255,120,170,"Self";
			Case 2:	callsub Job_Changing,4009,255,120,170,"Self";
			Case 3:	callsub Job_Changing,4010,255,120,170,"Self";
			Case 4:	callsub Job_Changing,4011,255,120,170,"Self";
			Case 5:	callsub Job_Changing,4012,255,120,170,"Self";
			Case 6:	callsub Job_Changing,4013,255,120,170,"Self";
			Case 7:	callsub Job_Changing,4015,255,120,170,"Self";
			Case 8:	callsub Job_Changing,4016,255,120,170,"Self";
			Case 9:	callsub Job_Changing,4017,255,120,170,"Self";
			Case 10:	callsub Job_Changing,4018,255,120,170,"Self";
			Case 11:	callsub Job_Changing,4019,255,120,170,"Self";
			Case 12:	callsub Job_Changing,4021,255,120,170,"Self";
			Case 13:	callsub Job_Changing,4020,255,120,170,"Self";
			Case 14:	goto Main_Menu;
		}

TransThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Rune Knight^000000",
				"^76EE00Warlock^000000",
				"^76EE00Ranger^000000",
				"^76EE00Arch Bishop^000000",
				"^76EE00Mechanic^000000",
				"^76EE00Guillotine Cross^000000",
				"^76EE00Royal Guard^000000",
				"^76EE00Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Minstrel^000000",	
				"^76EE00Shura^000000",
				"^76EE00Genetic^000000",
				"^76EE00Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4060,99,70,200,"All";
			Case 2:	callsub Job_Changing,4061,99,70,200,"All";
			Case 3:	callsub Job_Changing,4062,99,70,200,"All";
			Case 4:	callsub Job_Changing,4063,99,70,200,"All";
			Case 5:	callsub Job_Changing,4064,99,70,200,"All";
			Case 6:	callsub Job_Changing,4065,99,70,200,"All";
			Case 7:	callsub Job_Changing,4073,99,70,200,"All";
			Case 8:	callsub Job_Changing,4074,99,70,200,"All";
			Case 9:	callsub Job_Changing,4076,99,70,200,"All";
			Case 10:	callsub Job_Changing,4075,70,70,200,"All";
			Case 11:	callsub Job_Changing,4077,70,70,200,"All";
			Case 12:	callsub Job_Changing,4078,70,70,200,"All";
			Case 13:	callsub Job_Changing,4079,70,70,200,"All";
			Case 14:	goto Main_Menu;
		}
				
ExpandedJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Super Novice^000000",
				"^76EE00Gunslinger^000000",
				"^76EE00Ninja^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,23,255,120,170,"All";
			Case 2:	callsub Job_Changing,24,255,120,170,"All";
			Case 3:	callsub Job_Changing,25,255,120,170,"All";
			Case 4:	callsub Job_Changing,4047,255,120,170,"All";
			Case 5:	callsub Job_Changing,4049,255,120,170,"All";
			Case 6:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Swordman^000000",
				"^76EE00Baby Magician^000000",
				"^76EE00Baby Archer^000000",
				"^76EE00Baby Acolyte^000000",
				"^76EE00Baby Merchant^000000",
				"^76EE00Baby Thief^000000",
				"^76EE00Baby Knight^000000",
				"^76EE00Baby Priest^000000",
				"^76EE00Baby Wizard^000000",
				"^76EE00Baby Blacksmith^000000",
				"^76EE00Baby Hunter^000000",
				"^76EE00Baby Assassin^000000",
				"^76EE00Baby Crusader^000000",
				"^76EE00Baby Monk^000000",
				"^76EE00Baby Sage^000000",
				"^76EE00Baby Rogue^000000",
				"^76EE00Baby Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Baby Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Bard^000000",	
				"^76EE00Baby Baby^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4024,255,50,60,"Self";
			Case 2:	callsub Job_Changing,4025,255,50,60,"Self";
			Case 3:	callsub Job_Changing,4026,255,50,60,"Self";
			Case 4:	callsub Job_Changing,4027,255,50,60,"Self";
			Case 5:	callsub Job_Changing,4028,255,50,60,"Self";
			Case 6:	callsub Job_Changing,4029,255,50,60,"Self";
			Case 7:	callsub Job_Changing,4030,255,50,110,"Self";
			Case 8:	callsub Job_Changing,4031,255,50,110,"Self";
			Case 9:	callsub Job_Changing,4032,255,50,110,"Self";
			Case 10:	callsub Job_Changing,4033,255,50,110,"Self";
			Case 11:	callsub Job_Changing,4034,255,50,110,"Self";
			Case 12:	callsub Job_Changing,4035,255,50,110,"Self";
			Case 13:	callsub Job_Changing,4037,255,50,110,"Self";
			Case 14:	callsub Job_Changing,4038,255,50,110,"Self";
			Case 15:	callsub Job_Changing,4039,255,50,110,"Self";
			Case 16:	callsub Job_Changing,4040,255,50,110,"Self";
			Case 17:	callsub Job_Changing,4041,255,50,110,"Self";
			Case 18:	callsub Job_Changing,4043,255,50,110,"Self";
			Case 19:	callsub Job_Changing,4042,255,50,110,"Self";
			Case 20:	callsub Job_Changing,4045,255,50,110,"Self";
			Case 21:	goto Main_Menu;
		}
		
BabyThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Rune Knight^000000",
				"^76EE00Baby Warlock^000000",
				"^76EE00Baby Ranger^000000",
				"^76EE00Baby Arch Bishop^000000",
				"^76EE00Baby Mechanic^000000",
				"^76EE00Baby Guillotine Cross^000000",
				"^76EE00Baby Royal Guard^000000",
				"^76EE00Baby Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",	
				"^76EE00Baby Shura^000000",
				"^76EE00Baby Genetic^000000",
				"^76EE00Baby Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4096,99,70,200,"All";
			Case 2:	callsub Job_Changing,4097,99,70,200,"All";
			Case 3:	callsub Job_Changing,4098,99,70,200,"All";
			Case 4:	callsub Job_Changing,4099,99,70,200,"All";
			Case 5:	callsub Job_Changing,4100,99,70,200,"All";
			Case 6:	callsub Job_Changing,4101,99,70,200,"All";
			Case 7:	callsub Job_Changing,4102,99,70,200,"All";
			Case 8:	callsub Job_Changing,4103,99,70,200,"All";
			Case 9:	callsub Job_Changing,4105,99,70,200,"All";
			Case 10:	callsub Job_Changing,4104,99,70,200,"All";
			Case 11:	callsub Job_Changing,4106,99,70,200,"All";
			Case 12:	callsub Job_Changing,4107,99,70,200,"All";
			Case 13:	callsub Job_Changing,4108,99,70,200,"All";
			Case 14:	goto Main_Menu;
		}

Job_Changing:
		mes .npcname$;
		mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
		if (compare(getarg(4),"All")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;	}
		if (compare(getarg(4),"Map")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;	}
		if (compare(getarg(4),"Area")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;	}
		if (compare(getarg(4),"Self")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;	}
		jobchange getarg(0);
		set BaseLevel,getarg(1);
		set JobLevel,getarg(2);
		ResetSkill;
		ResetStatus;
		set SkillPoint,98;
		percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
	 //warp "new_1-1",53,106;
	 //save "prontera",156,191;
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;
OnInit:
waitingroom "Auto Job Changer",0;
end;
}

Hello guys i hope someone could help me i want to put this instant job changer and the player must pay   Item ID# 7179 (Donation_Card) x10 in order to get instant job so my question is what code should i used and where to insert it thanks

Sorry for my bad english

 

 

Not Yet Tested.

http://pastebin.com/6f5Dx6bD

 

ok i will test it thx :)

 

Edit:

It runs on my server the problem is even a player without a donation pods he still can job change.

 

-a player with pods has deduct but there is no rule/check if a player has no proof of donation before proceeding on job change.

Edited by rekcah
Posted

 

 

//==============================================================================//
//= 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.
//==============================================================================//
// OnPCLoginEvent:
// -- Add this at item DB. ( Change it to any items to your like. )
// -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnPCLoginEvent"; },{},{}


prontera,148,176,4	script	Class Helper	779,{


// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,1;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,1;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,0;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,0;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,0;				// Baby Job Class Option [ 0 - Disable / 1 - Enable ]
set .Baby3rdClassMenu,0;			// Baby Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .Allskills,0;					// Complete Skills Option [ 0 - Disable / 1 - Enable ]

// -- Usable for Only 1 Time
set .Based,1;						// [ 0 - Account Based  / 1 - Character Based ]


if( ClassHelper == 1 || #ClassHelper == 1 ) end;

Main_Menu:
	mes .npcname$;
	mes "I am the Job Class Helper...";
	mes "I am here to help you.";
	mes " ^FF0000________________________________^000000";
	mes "Do you wish to become Stronger ?";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?";
	next;
	switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000",
				( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000",
				( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000",	
				( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000",	
				( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000",	
				( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000",		
				( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000",	
				( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000",		
				( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000",		
				"^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,1,255,120,120,"All";
			Case 2:	callsub Job_Changing,2,255,120,120,"All";
			Case 3:	callsub Job_Changing,3,255,120,120,"All";
			Case 4:	callsub Job_Changing,4,255,120,120,"All";
			Case 5:	callsub Job_Changing,5,255,120,120,"All";
			Case 6:	callsub Job_Changing,6,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}

HighFirstJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00High Swordman^000000",
				"^76EE00High Magician^000000",
				"^76EE00High Archer^000000",
				"^76EE00High Acolyte^000000",
				"^76EE00High Merchant^000000",
				"^76EE00High Thief^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,4002,255,120,120,"All";
			Case 2:	callsub Job_Changing,4003,255,120,120,"All";
			Case 3:	callsub Job_Changing,4004,255,120,120,"All";
			Case 4:	callsub Job_Changing,4005,255,120,120,"All";
			Case 5:	callsub Job_Changing,4006,255,120,120,"All";
			Case 6:	callsub Job_Changing,4007,255,120,120,"All";
			Case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,7,255,120,110,"Self";
			Case 2:	callsub Job_Changing,8,255,120,110,"Self";
			Case 3:	callsub Job_Changing,9,255,120,110,"Self";
			Case 4:	callsub Job_Changing,10,255,120,110,"Self";
			Case 5:	callsub Job_Changing,11,255,120,110,"Self";
			Case 6:	callsub Job_Changing,12,255,120,110,"Self";
			Case 7:	callsub Job_Changing,14,255,120,110,"Self";
			Case 8:	callsub Job_Changing,15,255,120,110,"Self";
			Case 9:	callsub Job_Changing,16,255,120,110,"Self";
			Case 10:	callsub Job_Changing,17,255,120,110,"Self";
			Case 11:	callsub Job_Changing,18,255,120,110,"Self";
			Case 12:	callsub Job_Changing,20,255,120,110,"Self";
			Case 13:	callsub Job_Changing,19,255,120,110,"Self";
			Case 14:	goto Main_Menu;
		}

TransSecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Lord Knight^000000",
				"^76EE00High Priest^000000",
				"^76EE00High Wizard^000000",
				"^76EE00Whitesmith^000000",
				"^76EE00Sniper^000000",
				"^76EE00Assassin Cross^000000",
				"^76EE00Paladin^000000",
				"^76EE00Champion^000000",
				"^76EE00Professor^000000",
				"^76EE00Stalker^000000",
				"^76EE00Creator^000000",
				( Sex == 0 )?"":"^76EE00Gypsy^000000",		
				( Sex == 1 )?"":"^76EE00Clowm^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4008,255,120,170,"Self";
			Case 2:	callsub Job_Changing,4009,255,120,170,"Self";
			Case 3:	callsub Job_Changing,4010,255,120,170,"Self";
			Case 4:	callsub Job_Changing,4011,255,120,170,"Self";
			Case 5:	callsub Job_Changing,4012,255,120,170,"Self";
			Case 6:	callsub Job_Changing,4013,255,120,170,"Self";
			Case 7:	callsub Job_Changing,4015,255,120,170,"Self";
			Case 8:	callsub Job_Changing,4016,255,120,170,"Self";
			Case 9:	callsub Job_Changing,4017,255,120,170,"Self";
			Case 10:	callsub Job_Changing,4018,255,120,170,"Self";
			Case 11:	callsub Job_Changing,4019,255,120,170,"Self";
			Case 12:	callsub Job_Changing,4021,255,120,170,"Self";
			Case 13:	callsub Job_Changing,4020,255,120,170,"Self";
			Case 14:	goto Main_Menu;
		}

TransThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Rune Knight^000000",
				"^76EE00Warlock^000000",
				"^76EE00Ranger^000000",
				"^76EE00Arch Bishop^000000",
				"^76EE00Mechanic^000000",
				"^76EE00Guillotine Cross^000000",
				"^76EE00Royal Guard^000000",
				"^76EE00Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Minstrel^000000",	
				"^76EE00Shura^000000",
				"^76EE00Genetic^000000",
				"^76EE00Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4060,99,70,200,"All";
			Case 2:	callsub Job_Changing,4061,99,70,200,"All";
			Case 3:	callsub Job_Changing,4062,99,70,200,"All";
			Case 4:	callsub Job_Changing,4063,99,70,200,"All";
			Case 5:	callsub Job_Changing,4064,99,70,200,"All";
			Case 6:	callsub Job_Changing,4065,99,70,200,"All";
			Case 7:	callsub Job_Changing,4073,99,70,200,"All";
			Case 8:	callsub Job_Changing,4074,99,70,200,"All";
			Case 9:	callsub Job_Changing,4076,99,70,200,"All";
			Case 10:	callsub Job_Changing,4075,70,70,200,"All";
			Case 11:	callsub Job_Changing,4077,70,70,200,"All";
			Case 12:	callsub Job_Changing,4078,70,70,200,"All";
			Case 13:	callsub Job_Changing,4079,70,70,200,"All";
			Case 14:	goto Main_Menu;
		}
				
ExpandedJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Super Novice^000000",
				"^76EE00Gunslinger^000000",
				"^76EE00Ninja^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	

			Case 1:	callsub Job_Changing,23,255,120,170,"All";
			Case 2:	callsub Job_Changing,24,255,120,170,"All";
			Case 3:	callsub Job_Changing,25,255,120,170,"All";
			Case 4:	callsub Job_Changing,4047,255,120,170,"All";
			Case 5:	callsub Job_Changing,4049,255,120,170,"All";
			Case 6:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Swordman^000000",
				"^76EE00Baby Magician^000000",
				"^76EE00Baby Archer^000000",
				"^76EE00Baby Acolyte^000000",
				"^76EE00Baby Merchant^000000",
				"^76EE00Baby Thief^000000",
				"^76EE00Baby Knight^000000",
				"^76EE00Baby Priest^000000",
				"^76EE00Baby Wizard^000000",
				"^76EE00Baby Blacksmith^000000",
				"^76EE00Baby Hunter^000000",
				"^76EE00Baby Assassin^000000",
				"^76EE00Baby Crusader^000000",
				"^76EE00Baby Monk^000000",
				"^76EE00Baby Sage^000000",
				"^76EE00Baby Rogue^000000",
				"^76EE00Baby Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Baby Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Bard^000000",	
				"^76EE00Baby Baby^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4024,255,50,60,"Self";
			Case 2:	callsub Job_Changing,4025,255,50,60,"Self";
			Case 3:	callsub Job_Changing,4026,255,50,60,"Self";
			Case 4:	callsub Job_Changing,4027,255,50,60,"Self";
			Case 5:	callsub Job_Changing,4028,255,50,60,"Self";
			Case 6:	callsub Job_Changing,4029,255,50,60,"Self";
			Case 7:	callsub Job_Changing,4030,255,50,110,"Self";
			Case 8:	callsub Job_Changing,4031,255,50,110,"Self";
			Case 9:	callsub Job_Changing,4032,255,50,110,"Self";
			Case 10:	callsub Job_Changing,4033,255,50,110,"Self";
			Case 11:	callsub Job_Changing,4034,255,50,110,"Self";
			Case 12:	callsub Job_Changing,4035,255,50,110,"Self";
			Case 13:	callsub Job_Changing,4037,255,50,110,"Self";
			Case 14:	callsub Job_Changing,4038,255,50,110,"Self";
			Case 15:	callsub Job_Changing,4039,255,50,110,"Self";
			Case 16:	callsub Job_Changing,4040,255,50,110,"Self";
			Case 17:	callsub Job_Changing,4041,255,50,110,"Self";
			Case 18:	callsub Job_Changing,4043,255,50,110,"Self";
			Case 19:	callsub Job_Changing,4042,255,50,110,"Self";
			Case 20:	callsub Job_Changing,4045,255,50,110,"Self";
			Case 21:	goto Main_Menu;
		}
		
BabyThirdJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Baby Rune Knight^000000",
				"^76EE00Baby Warlock^000000",
				"^76EE00Baby Ranger^000000",
				"^76EE00Baby Arch Bishop^000000",
				"^76EE00Baby Mechanic^000000",
				"^76EE00Baby Guillotine Cross^000000",
				"^76EE00Baby Royal Guard^000000",
				"^76EE00Baby Sorcerer^000000",
				( Sex == 0 )?"":"^76EE00Baby Wanderer^000000",		
				( Sex == 1 )?"":"^76EE00Baby Minstrel^000000",	
				"^76EE00Baby Shura^000000",
				"^76EE00Baby Genetic^000000",
				"^76EE00Baby Shadow Chaser^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			Case 1:	callsub Job_Changing,4096,99,70,200,"All";
			Case 2:	callsub Job_Changing,4097,99,70,200,"All";
			Case 3:	callsub Job_Changing,4098,99,70,200,"All";
			Case 4:	callsub Job_Changing,4099,99,70,200,"All";
			Case 5:	callsub Job_Changing,4100,99,70,200,"All";
			Case 6:	callsub Job_Changing,4101,99,70,200,"All";
			Case 7:	callsub Job_Changing,4102,99,70,200,"All";
			Case 8:	callsub Job_Changing,4103,99,70,200,"All";
			Case 9:	callsub Job_Changing,4105,99,70,200,"All";
			Case 10:	callsub Job_Changing,4104,99,70,200,"All";
			Case 11:	callsub Job_Changing,4106,99,70,200,"All";
			Case 12:	callsub Job_Changing,4107,99,70,200,"All";
			Case 13:	callsub Job_Changing,4108,99,70,200,"All";
			Case 14:	goto Main_Menu;
		}

Job_Changing:
		mes .npcname$;
		mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000.";
		if (compare(getarg(4),"All")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00;	}
		if (compare(getarg(4),"Map")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00;	}
		if (compare(getarg(4),"Area")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00;	}
		if (compare(getarg(4),"Self")){	announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00;	}
		jobchange getarg(0);
		set BaseLevel,getarg(1);
		set JobLevel,getarg(2);
		ResetSkill;
		ResetStatus;
		set SkillPoint,98;
		percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
	 //warp "new_1-1",53,106;
	 //save "prontera",156,191;
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;
OnInit:
waitingroom "Auto Job Changer",0;
end;
}

Hello guys i hope someone could help me i want to put this instant job changer and the player must pay   Item ID# 7179 (Donation_Card) x10 in order to get instant job so my question is what code should i used and where to insert it thanks

Sorry for my bad english

 

 

Not Yet Tested.

http://pastebin.com/6f5Dx6bD

 

ok i will test it thx :)

 

Edit:

It runs on my server the problem is even a player without a donation pods he still can job change.

 

-a player with pods has deduct but there is no rule/check if a player has no proof of donation before proceeding on job change.

 

 

Sorry.. you can try this one I tested it and it works. http://pastebin.com/raw.php?i=qXykcz7V

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