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instant job master transcend and lvl


mhitts

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Hello guys i hope someone could help me i want to put this instant job changer. i need instant job master that it goes direct class transcend and level max 99/70.no 3rd.

 

im trying to learn scripting too. this part was too complicated for me. thanks!

 

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Here's mine. You can try it as well if you like, it's not as good as the one from above, but is quite okay I guess.

 

prontera,123,123,5	script Instant Job Changer	403,{

if( Class != 0 ){ mes "[ Instant Job Changer ]"; mes "You are not a novice."; set NPCTalk1, 1; close; }
mes "[Ragnarok Online: ^FF0000 Flames of War^000000]";
mes "I was sent by ^FF0000 Admin Dusk ^000000 to assist you.";
mes "Choose your class and join the war.";
next;
	.@i = select( .Menu$ ) - 1;
	if( select( "Change to "+jobname( .JobList[.@i] )+"?:Cancel" ) == 1 ){
		jobchange .JobList[.@i];
		BaseLevel = .BaseLevel;
		JobLevel = .JobLevel;
		resetskill;
		resetstatus;
		atcommand "@allskill";
		mes "[ Instant Job Changer ]";
		mes "Now to talk to the ^0000FFGoddess of Fortune^000000";
		set TalkNPC1, 1;
		close;
	}
end;

OnInit:
setarray .JobList[0],4008,4009,4010,4011,4012,4013,4015,4016,4017,4018,4019,4020,4021,4046,4047,4049,24,25,23; //Insert Classes here.
.BaseLevel = 99;
.JobLevel = 70;
waitingroom "Job Changer",0;

.@size = getarraysize( .JobList );
for( .@i = 0; .@i < .@size; .@i++ )
	.Menu$ = .Menu$ + jobname( .JobList[.@i] )+":";
end;

}
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Hi Guys,

How can I make the script work on all character? I tried changing to

// -- Usable for Only 1 Time

set .Based,1; // [ 0 - Account Based / 1 - Character Based ]

But nothing happened

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//*************************************************************

// Job Changer

poring_w02,76,78,5 script Instant Job Changer 544,{

// -- Configuration Option

set .npcname$,"[ ^0000FF Class Helper ^000000 ]";

set .InfoMenu,0; // Classes Informations Option [ 0 - Disable / 1 - Enable ]

set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ]

set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ]

set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ]

set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ]

set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ]

set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ]

set .BabyClassMenu,1; // 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,1,99,50,60,"All";

case 2: callsub Job_Changing,2,99,50,60,"All";

case 3: callsub Job_Changing,3,99,50,60,"All";

case 4: callsub Job_Changing,4,99,50,60,"All";

case 5: callsub Job_Changing,5,99,50,60,"All";

case 6: callsub Job_Changing,6,99,50,60,"All";

case 7: goto Main_Menu;

}

HighFirstJob_Classes:

mes .npcname$;

mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";

next;

switch(select("^76EE00High Swordman^000000",

"^76EE00High Magician^000000",

"^76EE00High Archer^000000",

"^76EE00High Acolyte^000000",

"^76EE00High Merchant^000000",

"^76EE00High Thief^000000",

"^FF0000Back^000000")) {

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

case 1: callsub Job_Changing,4002,99,50,60,"All";

case 2: callsub Job_Changing,4003,99,50,60,"All";

case 3: callsub Job_Changing,4004,99,50,60,"All";

case 4: callsub Job_Changing,4005,99,50,60,"All";

case 5: callsub Job_Changing,4006,99,50,60,"All";

case 6: callsub Job_Changing,4007,99,50,60,"All";

case 7: goto Main_Menu;

}

SecondJob_Classes:

mes .npcname$;

mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";

next;

switch(select("^76EE00Knight^000000",

"^76EE00Priest^000000",

"^76EE00Wizard^000000",

"^76EE00Blacksmith^000000",

"^76EE00Hunter^000000",

"^76EE00Assassin^000000",

"^76EE00Crusader^000000",

"^76EE00Monk^000000",

"^76EE00Sage^000000",

"^76EE00Rogue^000000",

"^76EE00Alchemist^000000",

( Sex == 0 )?"":"^76EE00Dancer^000000",

( Sex == 1 )?"":"^76EE00Bard^000000",

"^FF0000Back^000000")) {

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

case 1: callsub Job_Changing,7,99,50,110,"All";

case 2: callsub Job_Changing,8,99,50,110,"All";

case 3: callsub Job_Changing,9,99,50,110,"All";

case 4: callsub Job_Changing,10,99,50,110,"All";

case 5: callsub Job_Changing,11,99,50,110,"All";

case 6: callsub Job_Changing,12,99,50,110,"All";

case 7: callsub Job_Changing,14,99,50,110,"All";

case 8: callsub Job_Changing,15,99,50,110,"All";

case 9: callsub Job_Changing,16,99,50,110,"All";

case 10: callsub Job_Changing,17,99,50,110,"All";

case 11: callsub Job_Changing,18,99,50,110,"All";

case 12: callsub Job_Changing,20,99,50,110,"All";

case 13: callsub Job_Changing,19,99,50,110,"All";

case 14: goto Main_Menu;

}

TransSecondJob_Classes:

mes .npcname$;

mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";

next;

switch(select("^76EE00Lord Knight^000000",

"^76EE00High Priest^000000",

"^76EE00High Wizard^000000",

"^76EE00Whitesmith^000000",

"^76EE00Sniper^000000",

"^76EE00Assassin Cross^000000",

"^76EE00Paladin^000000",

"^76EE00Champion^000000",

"^76EE00Professor^000000",

"^76EE00Stalker^000000",

"^76EE00Creator^000000",

( Sex == 0 )?"":"^76EE00Gypsy^000000",

( Sex == 1 )?"":"^76EE00Clowm^000000",

"^FF0000Back^000000")) {

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

case 1: callsub Job_Changing,4008,999,80,130,"All";

case 2: callsub Job_Changing,4009,999,80,130,"All";

case 3: callsub Job_Changing,4010,999,80,130,"All";

case 4: callsub Job_Changing,4011,999,80,130,"All";

case 5: callsub Job_Changing,4012,999,80,130,"All";

case 6: callsub Job_Changing,4013,999,80,130,"All";

case 7: callsub Job_Changing,4015,999,80,130,"All";

case 8: callsub Job_Changing,4016,999,80,130,"All";

case 9: callsub Job_Changing,4017,999,80,130,"All";

case 10: callsub Job_Changing,4018,999,80,130,"All";

case 11: callsub Job_Changing,4019,999,80,130,"All";

case 12: callsub Job_Changing,4021,999,80,130,"All";

case 13: callsub Job_Changing,4020,999,80,130,"All";

case 14: goto Main_Menu;

}

TransThirdJob_Classes:

mes .npcname$;

mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";

next;

switch(select("^76EE00Rune Knight^000000",

"^76EE00Warlock^000000",

"^76EE00Ranger^000000",

"^76EE00Arch Bishop^000000",

"^76EE00Mechanic^000000",

"^76EE00Guillotine Cross^000000",

"^76EE00Royal Guard^000000",

"^76EE00Sorcerer^000000",

( Sex == 0 )?"":"^76EE00Wanderer^000000",

( Sex == 1 )?"":"^76EE00Minstrel^000000",

"^76EE00Shura^000000",

"^76EE00Genetic^000000",

"^76EE00Shadow Chaser^000000",

"^FF0000Back^000000")) {

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

case 1: callsub Job_Changing,4060,99,70,200,"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",

"^76EE00Takewon^000000",

"^76EE00Star Gladiator^000000",

"^76EE00Soul Linker^000000",

"^FF0000Back^000000")) {

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

case 1: callsub Job_Changing,23,999,80,130,"All";

case 2: callsub Job_Changing,24,999,80,130,"All";

case 3: callsub Job_Changing,25,999,80,130,"All";

case 4: callsub Job_Changing,4046,999,80,130,"All";

case 5: callsub Job_Changing,4047,999,80,130,"All";

case 6: callsub Job_Changing,4049,999,80,130,"All";

case 7: goto Main_Menu;

}

BabyJob_Classes:

mes .npcname$;

mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";

next;

switch(select("^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",

"^76EE00Super Baby^000000",

"^76EE00Baby Novice^000000",

"^FF0000Back^000000")) {

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

case 1: callsub Job_Changing,4024,999,80,60,"All";

case 2: callsub Job_Changing,4025,999,80,60,"All";

case 3: callsub Job_Changing,4026,999,80,60,"All";

case 4: callsub Job_Changing,4027,999,80,60,"All";

case 5: callsub Job_Changing,4028,999,80,60,"All";

case 6: callsub Job_Changing,4029,999,80,60,"All";

case 7: callsub Job_Changing,4030,999,80,110,"All";

case 8: callsub Job_Changing,4031,999,80,110,"All";

case 9: callsub Job_Changing,4032,999,80,110,"All";

case 10: callsub Job_Changing,4033,999,80,110,"All";

case 11: callsub Job_Changing,4034,999,80,110,"All";

case 12: callsub Job_Changing,4035,999,80,110,"All";

case 13: callsub Job_Changing,4037,999,80,110,"All";

case 14: callsub Job_Changing,4038,999,80,110,"All";

case 15: callsub Job_Changing,4039,999,80,110,"All";

case 16: callsub Job_Changing,4040,999,80,110,"All";

case 17: callsub Job_Changing,4041,999,80,110,"All";

case 18: callsub Job_Changing,4043,999,80,110,"All";

case 19: callsub Job_Changing,4042,999,80,110,"All";

case 20: callsub Job_Changing,4045,999,80,110,"All";

case 21: callsub Job_Changing,4023,999,80,110,"All";

case 22: 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,getarg(3);

if ( .Allskills == 1 ){

atcommand "@allskills";

set SkillPoint,0;

}

percentheal 100,100;

if ( .Based == 0 ){ set #ClassHelper,1; }

if ( .Based == 1 ){ set ClassHelper,1; }

close;

Classes_info:

mes .npcname$;

mes "=====[^76EE00 Swordman Classes ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Archer Classes ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Mage Classes ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Thief Classes ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Acolyte Classes ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Merchant Classes ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Super Novice ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Gunslinger ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Ninja ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Taekwon ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Star Gladiator ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";

mes " ^FF0000________________________________^000000";

next;

mes .npcname$;

mes "=====[^76EE00 Soul Linker ^000000]=====";

mes " ^FF0000________________________________^000000";

mes "^4EEE94Description :^000000";

mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";

mes " ^FF0000________________________________^000000";

next;

goto Main_Menu;

OnInit:

waitingroom " Job Changer",0;

end;

}

 

Edited by Emistry
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Thank you DrewxD excellent script.

 
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Edited by Diego
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//*************************************************************
// Job Changer


poring_w02,76,78,5	script	Instant Job Changer	544,{

// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,0;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,0;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,1;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,1;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,1;				// 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,1,99,50,60,"All";
			case 2:	callsub Job_Changing,2,99,50,60,"All";
			case 3:	callsub Job_Changing,3,99,50,60,"All";
			case 4:	callsub Job_Changing,4,99,50,60,"All";
			case 5:	callsub Job_Changing,5,99,50,60,"All";
			case 6:	callsub Job_Changing,6,99,50,60,"All";
			case 7:	goto Main_Menu;
		}

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

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

			case 1:	callsub Job_Changing,4002,99,50,60,"All";
			case 2:	callsub Job_Changing,4003,99,50,60,"All";
			case 3:	callsub Job_Changing,4004,99,50,60,"All";
			case 4:	callsub Job_Changing,4005,99,50,60,"All";
			case 5:	callsub Job_Changing,4006,99,50,60,"All";
			case 6:	callsub Job_Changing,4007,99,50,60,"All";
			case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,7,99,50,110,"All";
			case 2:	callsub Job_Changing,8,99,50,110,"All";
			case 3:	callsub Job_Changing,9,99,50,110,"All";
			case 4:	callsub Job_Changing,10,99,50,110,"All";
			case 5:	callsub Job_Changing,11,99,50,110,"All";
			case 6:	callsub Job_Changing,12,99,50,110,"All";
			case 7:	callsub Job_Changing,14,99,50,110,"All";
			case 8:	callsub Job_Changing,15,99,50,110,"All";
			case 9:	callsub Job_Changing,16,99,50,110,"All";
			case 10:	callsub Job_Changing,17,99,50,110,"All";
			case 11:	callsub Job_Changing,18,99,50,110,"All";
			case 12:	callsub Job_Changing,20,99,50,110,"All";
			case 13:	callsub Job_Changing,19,99,50,110,"All";
			case 14:	goto Main_Menu;
		}

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

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4008,999,80,130,"All";
			case 2:	callsub Job_Changing,4009,999,80,130,"All";
			case 3:	callsub Job_Changing,4010,999,80,130,"All";
			case 4:	callsub Job_Changing,4011,999,80,130,"All";
			case 5:	callsub Job_Changing,4012,999,80,130,"All";
			case 6:	callsub Job_Changing,4013,999,80,130,"All";
			case 7:	callsub Job_Changing,4015,999,80,130,"All";
			case 8:	callsub Job_Changing,4016,999,80,130,"All";
			case 9:	callsub Job_Changing,4017,999,80,130,"All";
			case 10:	callsub Job_Changing,4018,999,80,130,"All";
			case 11:	callsub Job_Changing,4019,999,80,130,"All";
			case 12:	callsub Job_Changing,4021,999,80,130,"All";
			case 13:	callsub Job_Changing,4020,999,80,130,"All";
			case 14:	goto Main_Menu;
		}

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

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4060,99,70,200,"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",
				"^76EE00Takewon^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

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

			case 1:	callsub Job_Changing,23,999,80,130,"All";
			case 2:	callsub Job_Changing,24,999,80,130,"All";
			case 3:	callsub Job_Changing,25,999,80,130,"All";
			case 4:	callsub Job_Changing,4046,999,80,130,"All";
			case 5:	callsub Job_Changing,4047,999,80,130,"All";
			case 6:	callsub Job_Changing,4049,999,80,130,"All";
			case 7:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^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",	
				"^76EE00Super Baby^000000",
				"^76EE00Baby Novice^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4024,999,80,60,"All";
			case 2:	callsub Job_Changing,4025,999,80,60,"All";
			case 3:	callsub Job_Changing,4026,999,80,60,"All";
			case 4:	callsub Job_Changing,4027,999,80,60,"All";
			case 5:	callsub Job_Changing,4028,999,80,60,"All";
			case 6:	callsub Job_Changing,4029,999,80,60,"All";
			case 7:	callsub Job_Changing,4030,999,80,110,"All";
			case 8:	callsub Job_Changing,4031,999,80,110,"All";
			case 9:	callsub Job_Changing,4032,999,80,110,"All";
			case 10:	callsub Job_Changing,4033,999,80,110,"All";
			case 11:	callsub Job_Changing,4034,999,80,110,"All";
			case 12:	callsub Job_Changing,4035,999,80,110,"All";
			case 13:	callsub Job_Changing,4037,999,80,110,"All";
			case 14:	callsub Job_Changing,4038,999,80,110,"All";
			case 15:	callsub Job_Changing,4039,999,80,110,"All";
			case 16:	callsub Job_Changing,4040,999,80,110,"All";
			case 17:	callsub Job_Changing,4041,999,80,110,"All";
			case 18:	callsub Job_Changing,4043,999,80,110,"All";
			case 19:	callsub Job_Changing,4042,999,80,110,"All";
			case 20:	callsub Job_Changing,4045,999,80,110,"All";
			case 21:	callsub Job_Changing,4023,999,80,110,"All";
			case 22:	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,getarg(3);
		if ( .Allskills == 1 ){
		atcommand "@allskills";
        set SkillPoint,0;
		}
        percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;

OnInit:
	waitingroom " Job Changer",0;
end;
}

it you with restriction, I created other to char in the same account, I was to catch another classroom not of using npc. As I take off, I tried I did not obtain. 

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//*************************************************************
// Job Changer


poring_w02,76,78,5	script	Instant Job Changer	544,{

// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,0;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,0;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,1;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,1;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,1;				// 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,1,99,50,60,"All";
			case 2:	callsub Job_Changing,2,99,50,60,"All";
			case 3:	callsub Job_Changing,3,99,50,60,"All";
			case 4:	callsub Job_Changing,4,99,50,60,"All";
			case 5:	callsub Job_Changing,5,99,50,60,"All";
			case 6:	callsub Job_Changing,6,99,50,60,"All";
			case 7:	goto Main_Menu;
		}

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

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

			case 1:	callsub Job_Changing,4002,99,50,60,"All";
			case 2:	callsub Job_Changing,4003,99,50,60,"All";
			case 3:	callsub Job_Changing,4004,99,50,60,"All";
			case 4:	callsub Job_Changing,4005,99,50,60,"All";
			case 5:	callsub Job_Changing,4006,99,50,60,"All";
			case 6:	callsub Job_Changing,4007,99,50,60,"All";
			case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,7,99,50,110,"All";
			case 2:	callsub Job_Changing,8,99,50,110,"All";
			case 3:	callsub Job_Changing,9,99,50,110,"All";
			case 4:	callsub Job_Changing,10,99,50,110,"All";
			case 5:	callsub Job_Changing,11,99,50,110,"All";
			case 6:	callsub Job_Changing,12,99,50,110,"All";
			case 7:	callsub Job_Changing,14,99,50,110,"All";
			case 8:	callsub Job_Changing,15,99,50,110,"All";
			case 9:	callsub Job_Changing,16,99,50,110,"All";
			case 10:	callsub Job_Changing,17,99,50,110,"All";
			case 11:	callsub Job_Changing,18,99,50,110,"All";
			case 12:	callsub Job_Changing,20,99,50,110,"All";
			case 13:	callsub Job_Changing,19,99,50,110,"All";
			case 14:	goto Main_Menu;
		}

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

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4008,999,80,130,"All";
			case 2:	callsub Job_Changing,4009,999,80,130,"All";
			case 3:	callsub Job_Changing,4010,999,80,130,"All";
			case 4:	callsub Job_Changing,4011,999,80,130,"All";
			case 5:	callsub Job_Changing,4012,999,80,130,"All";
			case 6:	callsub Job_Changing,4013,999,80,130,"All";
			case 7:	callsub Job_Changing,4015,999,80,130,"All";
			case 8:	callsub Job_Changing,4016,999,80,130,"All";
			case 9:	callsub Job_Changing,4017,999,80,130,"All";
			case 10:	callsub Job_Changing,4018,999,80,130,"All";
			case 11:	callsub Job_Changing,4019,999,80,130,"All";
			case 12:	callsub Job_Changing,4021,999,80,130,"All";
			case 13:	callsub Job_Changing,4020,999,80,130,"All";
			case 14:	goto Main_Menu;
		}

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

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4060,99,70,200,"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",
				"^76EE00Takewon^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

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

			case 1:	callsub Job_Changing,23,999,80,130,"All";
			case 2:	callsub Job_Changing,24,999,80,130,"All";
			case 3:	callsub Job_Changing,25,999,80,130,"All";
			case 4:	callsub Job_Changing,4046,999,80,130,"All";
			case 5:	callsub Job_Changing,4047,999,80,130,"All";
			case 6:	callsub Job_Changing,4049,999,80,130,"All";
			case 7:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^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",	
				"^76EE00Super Baby^000000",
				"^76EE00Baby Novice^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4024,999,80,60,"All";
			case 2:	callsub Job_Changing,4025,999,80,60,"All";
			case 3:	callsub Job_Changing,4026,999,80,60,"All";
			case 4:	callsub Job_Changing,4027,999,80,60,"All";
			case 5:	callsub Job_Changing,4028,999,80,60,"All";
			case 6:	callsub Job_Changing,4029,999,80,60,"All";
			case 7:	callsub Job_Changing,4030,999,80,110,"All";
			case 8:	callsub Job_Changing,4031,999,80,110,"All";
			case 9:	callsub Job_Changing,4032,999,80,110,"All";
			case 10:	callsub Job_Changing,4033,999,80,110,"All";
			case 11:	callsub Job_Changing,4034,999,80,110,"All";
			case 12:	callsub Job_Changing,4035,999,80,110,"All";
			case 13:	callsub Job_Changing,4037,999,80,110,"All";
			case 14:	callsub Job_Changing,4038,999,80,110,"All";
			case 15:	callsub Job_Changing,4039,999,80,110,"All";
			case 16:	callsub Job_Changing,4040,999,80,110,"All";
			case 17:	callsub Job_Changing,4041,999,80,110,"All";
			case 18:	callsub Job_Changing,4043,999,80,110,"All";
			case 19:	callsub Job_Changing,4042,999,80,110,"All";
			case 20:	callsub Job_Changing,4045,999,80,110,"All";
			case 21:	callsub Job_Changing,4023,999,80,110,"All";
			case 22:	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,getarg(3);
		if ( .Allskills == 1 ){
		atcommand "@allskills";
        set SkillPoint,0;
		}
        percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;

OnInit:
	waitingroom " Job Changer",0;
end;
}

it you with restriction, I created other to char in the same account, I was to catch another classroom not of using npc. As I take off, I tried I did not obtain. 

 

i cant understand what your saying much better screen shot your problem

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//*************************************************************
// Job Changer


poring_w02,76,78,5	script	Instant Job Changer	544,{

// -- Configuration Option
set .npcname$,"[ ^0000FF Class Helper ^000000 ]";
set .InfoMenu,0;					// Classes Informations Option [ 0 - Disable / 1 - Enable ]
set .1stClassMenu,0;				// First Job Class Option [ 0 - Disable / 1 - Enable ]
set .2ndClassMenu,0;				// Second Job Class Option [ 0 - Disable / 1 - Enable ]
set .High1stClassMenu,0;			// High 1st Class Option [ 0 - Disable / 1 - Enable ]
set .Trans2ndClassMenu,1;			// Transcendent Class Option [ 0 - Disable / 1 - Enable ]
set .Trans3rdClassMenu,0;			// Third Job Class Option [ 0 - Disable / 1 - Enable ]
set .ExpandedClassMenu,1;			// Expanded Class Option [ 0 - Disable / 1 - Enable ]
set .BabyClassMenu,1;				// 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,1,99,50,60,"All";
			case 2:	callsub Job_Changing,2,99,50,60,"All";
			case 3:	callsub Job_Changing,3,99,50,60,"All";
			case 4:	callsub Job_Changing,4,99,50,60,"All";
			case 5:	callsub Job_Changing,5,99,50,60,"All";
			case 6:	callsub Job_Changing,6,99,50,60,"All";
			case 7:	goto Main_Menu;
		}

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

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

			case 1:	callsub Job_Changing,4002,99,50,60,"All";
			case 2:	callsub Job_Changing,4003,99,50,60,"All";
			case 3:	callsub Job_Changing,4004,99,50,60,"All";
			case 4:	callsub Job_Changing,4005,99,50,60,"All";
			case 5:	callsub Job_Changing,4006,99,50,60,"All";
			case 6:	callsub Job_Changing,4007,99,50,60,"All";
			case 7:	goto Main_Menu;
		}
		
SecondJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^76EE00Knight^000000",
				"^76EE00Priest^000000",
				"^76EE00Wizard^000000",
				"^76EE00Blacksmith^000000",
				"^76EE00Hunter^000000",
				"^76EE00Assassin^000000",
				"^76EE00Crusader^000000",
				"^76EE00Monk^000000",
				"^76EE00Sage^000000",
				"^76EE00Rogue^000000",
				"^76EE00Alchemist^000000",
				( Sex == 0 )?"":"^76EE00Dancer^000000",		
				( Sex == 1 )?"":"^76EE00Bard^000000",	
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,7,99,50,110,"All";
			case 2:	callsub Job_Changing,8,99,50,110,"All";
			case 3:	callsub Job_Changing,9,99,50,110,"All";
			case 4:	callsub Job_Changing,10,99,50,110,"All";
			case 5:	callsub Job_Changing,11,99,50,110,"All";
			case 6:	callsub Job_Changing,12,99,50,110,"All";
			case 7:	callsub Job_Changing,14,99,50,110,"All";
			case 8:	callsub Job_Changing,15,99,50,110,"All";
			case 9:	callsub Job_Changing,16,99,50,110,"All";
			case 10:	callsub Job_Changing,17,99,50,110,"All";
			case 11:	callsub Job_Changing,18,99,50,110,"All";
			case 12:	callsub Job_Changing,20,99,50,110,"All";
			case 13:	callsub Job_Changing,19,99,50,110,"All";
			case 14:	goto Main_Menu;
		}

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

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4008,999,80,130,"All";
			case 2:	callsub Job_Changing,4009,999,80,130,"All";
			case 3:	callsub Job_Changing,4010,999,80,130,"All";
			case 4:	callsub Job_Changing,4011,999,80,130,"All";
			case 5:	callsub Job_Changing,4012,999,80,130,"All";
			case 6:	callsub Job_Changing,4013,999,80,130,"All";
			case 7:	callsub Job_Changing,4015,999,80,130,"All";
			case 8:	callsub Job_Changing,4016,999,80,130,"All";
			case 9:	callsub Job_Changing,4017,999,80,130,"All";
			case 10:	callsub Job_Changing,4018,999,80,130,"All";
			case 11:	callsub Job_Changing,4019,999,80,130,"All";
			case 12:	callsub Job_Changing,4021,999,80,130,"All";
			case 13:	callsub Job_Changing,4020,999,80,130,"All";
			case 14:	goto Main_Menu;
		}

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

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4060,99,70,200,"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",
				"^76EE00Takewon^000000",
				"^76EE00Star Gladiator^000000",
				"^76EE00Soul Linker^000000",
				"^FF0000Back^000000")) {

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

			case 1:	callsub Job_Changing,23,999,80,130,"All";
			case 2:	callsub Job_Changing,24,999,80,130,"All";
			case 3:	callsub Job_Changing,25,999,80,130,"All";
			case 4:	callsub Job_Changing,4046,999,80,130,"All";
			case 5:	callsub Job_Changing,4047,999,80,130,"All";
			case 6:	callsub Job_Changing,4049,999,80,130,"All";
			case 7:	goto Main_Menu;
		}

BabyJob_Classes:
	mes .npcname$;
	mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes.";
	next;
	switch(select("^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",	
				"^76EE00Super Baby^000000",
				"^76EE00Baby Novice^000000",
				"^FF0000Back^000000")) {

// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>;	
			
			case 1:	callsub Job_Changing,4024,999,80,60,"All";
			case 2:	callsub Job_Changing,4025,999,80,60,"All";
			case 3:	callsub Job_Changing,4026,999,80,60,"All";
			case 4:	callsub Job_Changing,4027,999,80,60,"All";
			case 5:	callsub Job_Changing,4028,999,80,60,"All";
			case 6:	callsub Job_Changing,4029,999,80,60,"All";
			case 7:	callsub Job_Changing,4030,999,80,110,"All";
			case 8:	callsub Job_Changing,4031,999,80,110,"All";
			case 9:	callsub Job_Changing,4032,999,80,110,"All";
			case 10:	callsub Job_Changing,4033,999,80,110,"All";
			case 11:	callsub Job_Changing,4034,999,80,110,"All";
			case 12:	callsub Job_Changing,4035,999,80,110,"All";
			case 13:	callsub Job_Changing,4037,999,80,110,"All";
			case 14:	callsub Job_Changing,4038,999,80,110,"All";
			case 15:	callsub Job_Changing,4039,999,80,110,"All";
			case 16:	callsub Job_Changing,4040,999,80,110,"All";
			case 17:	callsub Job_Changing,4041,999,80,110,"All";
			case 18:	callsub Job_Changing,4043,999,80,110,"All";
			case 19:	callsub Job_Changing,4042,999,80,110,"All";
			case 20:	callsub Job_Changing,4045,999,80,110,"All";
			case 21:	callsub Job_Changing,4023,999,80,110,"All";
			case 22:	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,getarg(3);
		if ( .Allskills == 1 ){
		atcommand "@allskills";
        set SkillPoint,0;
		}
        percentheal 100,100;
		if ( .Based == 0 ){	set #ClassHelper,1;	}
		if ( .Based == 1 ){	set ClassHelper,1;	}
		close;
	
Classes_info:
	mes .npcname$;
	mes "=====[^76EE00 Swordman Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Archer Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Mage Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Thief Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Acolyte Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Merchant Classes ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Super Novice ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Gunslinger ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Ninja ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Taekwon ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. ";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Star Gladiator ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power.";
	mes " ^FF0000________________________________^000000";
	next;
	mes .npcname$;
	mes "=====[^76EE00 Soul Linker ^000000]=====";
	mes " ^FF0000________________________________^000000";
	mes "^4EEE94Description :^000000";
	mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability.";
	mes " ^FF0000________________________________^000000";
	next;
	goto Main_Menu;

OnInit:
	waitingroom " Job Changer",0;
end;
}

it you with restriction, I created other to char in the same account, I was to catch another classroom not of using npc. As I take off, I tried I did not obtain. 

 

i cant understand what your saying much better screen shot your problem

 

NPC's with restriction you create another char in it andcan't make the profession.

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