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Job changer


KoriAK

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Im looking for a job changer plus rebirth and 3rd jobs for baby and normal, and only a job changer that all i need.

Edited by Yachiru
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maybe this will help

//////////////////////////////////////////////////////////////////////////////////
//            Jobchanger eA-Jobsystem + 3rd Classes       		    //
/////////////////////////////////////////////////////////////////////////////////
//1.0 - Creators Job Master eAthena [Ori:LunatikBunnie] [Cur:Lance])
//1.1 - Added 3rd Classes [Viktus]
//1.2 - Added 2nd Platinum Skills [Viktus]
///////////////////////////////////////////////////////////////////////////////

prontera,143,178,6    script    Job Changer    733,{

menu "reset",J_reset, "Job change",J_changer, "Baby Job change",J_bchanger, "Platinum Skill",J_platinum, "leave",L_partir;

J_reset:
   mes "[Reset Girl]";
   mes "Reset Stats: 5,000z";
   mes "Reset Skills: 5,000z";
   mes "Reset Both: 9,000z";
   mes "Please select the service you want:";
   next;
   switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Quit")) {
       case 1:
           mes "[Reset Girl]";
           if (Zeny < 5000) {
               mes "Sorry, you don't have enough Zeny.";
               close;
           }
           mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
           set Zeny,zeny-5000;
           ResetSkill;
           close;
       case 2:
           mes "[Reset Girl]";
           if (Zeny < 5000) {
               mes "Sorry, you don't have enough Zeny.";
               close;
           }
           mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
           set Zeny,zeny-5000;
           ResetStatus;
           close;
       case 3:
           mes "[Reset Girl]";
           if (Zeny < 9000) {
               mes "Sorry, you don't have enough Zeny.";
               close;
           }
           mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!";
           set Zeny,zeny-9000;
           ResetSkill;
           ResetStatus;
           close;
       case 4:
           close;
   }

J_changer:
   mes "^ff0000[Job Master]^000000";
   if(Class >= 4054 && Class <= 4085) goto L_max;
   if(SkillPoint != 0) goto L_stats;
   if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third;
   if(JobLevel < 10) goto L_LvError;
   switch(Class){
       case Job_Novice_High:
       case Job_Baby:
       case Job_Novice:
           skill 142,1,0;
           skill 143,1,0;
           mes "Welcome, please select the job you wish to change into";
           if(lastJob != 0 && Class == Job_Novice_High){
               switch(lastJob){
                   case Job_Knight:
                   case Job_Crusader:
                       set @target_job, Job_Swordman_High;
                       break;
                   case Job_Monk:
                   case Job_Priest:
                       set @target_job, Job_Acolyte_High;
                       break;
                   case Job_Alchemist:
                   case Job_Blacksmith:
                       set @target_job, Job_Merchant_High;
                       break;
                   case Job_Rogue:
                   case Job_Assassin:
                       set @target_job, Job_Thief_High;
                       break;
                   case Job_Wizard:
                   case Job_Sage:
                       set @target_job, Job_Mage_High;
                       break;
                   case Job_Hunter:
                   case Job_Bard:
                   case Job_Dancer:
                       set @target_job, Job_Archer_High;
                       break;
                           }
           } else {
               switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
                   "Super Novice","Taekwon","Gunslinger","Ninja")){
                       case 7:
                           if(Class == Job_Novice_High) goto L_noReq;

                           if($@JC_SupNovM > BaseLevel) goto L_BvError;
                           if(Upper == 2)
                               set @target_job, Job_Super_Baby;
                           else
                               set @target_job, Job_SuperNovice;
                           break;
                       case 8:
                           if(Class == Job_Novice_High) goto L_noReq;
                           if(Upper == 2) goto L_noReq;
                           set @target_job, Job_Taekwon;
                           break;
                       case 9:
                       case 10:
                           if(Class == Job_Novice_High || Upper == 2) goto L_noReq;
                           set @target_job, @menu + 15;
                           break;
                       default:
                           set @target_job, @menu;
                           if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
                           break;
                   }
           }
           mes "Are you sure you want to change to " + JobName(@target_job) + "?";
//            if(countitem(909)<50) goto nojob1;    // item yang dibutuhkan untuk job 1
           if(select("No","Yes") == 2){
                   callfunc "Job_Change", @target_job;
//                    delitem 909,50;
               if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
                   callfunc "F_ClearJobVar";
                   } else {
                   if($@JC_Plat) goto L_GivePlat;
               }
           }
           close;
           break;
       default:
           if(JobLevel < $@JC_MinimumJB) goto L_LvError;
           deletearray @job_opt, getarraysize(@job_opt);
           if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){
               if(lastJob != 0){
                   set @target_job, lastJob + 4001;
               } else {
                   switch(Class){
                       case Job_Swordman_High:
                       case Job_Baby_Swordman:
                       case Job_Swordman:
                           set @job_opt[0], Job_Knight;
                           set @job_opt[1], Job_Crusader;
                           break;
                       case Job_Mage_High:
                       case Job_Baby_Mage:
                       case Job_Mage:
                           set @job_opt[0], Job_Wizard;
                           set @job_opt[1], Job_Sage;
                           break;
                       case Job_Archer_High:
                       case Job_Baby_Archer:
                       case Job_Archer:
                           set @job_opt[0], Job_Hunter;
                           if(Sex == 0)
                               set @job_opt[1], Job_Dancer;
                           else
                               set @job_opt[1], Job_Bard;
                           break;
                       case Job_Acolyte_High:
                       case Job_Baby_Acolyte:
                       case Job_Acolyte:
                           set @job_opt[0], Job_Priest;
                           set @job_opt[1], Job_Monk;
                           break;
                       case Job_Merchant_High:
                       case Job_Baby_Merchant:
                       case Job_Merchant:
                           set @job_opt[0], Job_Blacksmith;
                           set @job_opt[1], Job_Alchemist;
                           break;
                       case Job_Thief_High:
                       case Job_Baby_Thief:
                       case Job_Thief:
                           set @job_opt[0], Job_Assassin;
                           set @job_opt[1], Job_Rogue;
                           break;                        
                       default:
                           set @job_opt[0], Job_Star_Gladiator;
                           set @job_opt[1], Job_Soul_Linker;
                           break;
                   }
                   mes "Welcome, please select the job you wish to change into";
                   set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];
                   if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
               }
               mes "Are you sure you want to change to " + JobName(@target_job) + "?";
//                if(countitem(914)<70) goto nojob2;    // item yang dibutuhkan untuk job 2
               if(select("No","Yes")==2){

                   callfunc "Job_Change", @target_job;
//                    delitem 914,70;
                   if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
                       callfunc "F_ClearJobVar";
                   } else {
                       if($@JC_Plat) goto L_GivePlat;
                   }
               }
               close;
           }
           if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
           if((Class >=Job_Knight) && (Class <=Job_Crusader2)){
               mes "Choose your next step";
//                if(countitem(7825)<1) goto norebornitem;    // item yang dibutuhkan untuk reborn
               if(select("Reborn","Become a 3rd Class")==1){

                   if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
                   set lastJob, Class;
                   if(Class == Job_Knight2){
                       set lastJob, Job_Knight;
                   } else {
                       if(Class == Job_Crusader2){
                           set lastJob, Job_Crusader;
                       }
                   }
//                    delitem 7825,1;
                   jobchange Job_Novice_High;
                   resetlvl(1);
                   skill 142,1,0;
                   skill 143,1,0;
                   close;
               }
               switch(Class){
                   case Job_Knight:
                       set @target_job, 4054;
                       delitem 7825,2;
                       break;
                   case Job_Crusader:
                       set @target_job, 4066;
                       delitem 7825,2;
                       break;
                   case Job_Monk:
                       set @target_job, 4070;
                       delitem 7825,2;
                       break;
                   case Job_Priest:
                       set @target_job, 4057;
                       delitem 7825,2;
                       break;
                   case Job_Alchemist:
                       set @target_job, 4071;
                       delitem 7825,2;
                       break;
                   case Job_Blacksmith:
                       set @target_job, 4058;
                       delitem 7825,2;
                       break;
                   case Job_Rogue:
                       set @target_job, 4072;
                       delitem 7825,2;
                       break;
                   case Job_Assassin:
                       set @target_job, 4059;
                       delitem 7825,2;
                       break;
                   case Job_Wizard:
                       set @target_job, 4055;
                       delitem 7825,2;
                       break;
                   case Job_Sage:
                       set @target_job, 4067;
                       delitem 7825,2;
                       break;
                   case Job_Hunter:
                       set @target_job, 4056;
                       delitem 7825,2;
                       break;
                   case Job_Bard:
                       set @target_job, 4068;
                       delitem 7825,2;
                       break;
                   case Job_Dancer:
                       set @target_job, 4069;
                       delitem 7825,2;
                       break;
                           }
           mes "Are you sure you want to change to " + JobName(@target_job) + "?";
               if(select("No","Yes")==2){
//                if(countitem(925)<50) goto nojob2ad;    // item yang dibutuhkan untuk job 2 advance
               if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
//                delitem 925,50;
               callfunc "Job_Change", @target_job;
               specialeffect2 514;
               specialeffect2 381;
               setlook 7,0;
                       }
               close;
           }
   mes "I'm sorry, there are no further classes for your job.";
   close;
   }

L_Third:
   if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
   mes "Are you sure you want to change to 3rd Class?";
//    if(countitem(7825)<2) goto nojob3;    // item yang dibutuhkan untuk job 3
   if(select("Yes","No")==1){

       if(BaseLevel < 99 || JobLevel < 70) goto L_cantCht;
   switch(Class){
       case Job_Lord_Knight:
           set @target_job, 4060;
           getitem 5746,1;
           getitem 15002,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Winning";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Paladin:
           set @target_job, 4073;
           getitem 5757,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Champion:
           set @target_job, 4077;
           getitem 5754,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;    
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;                        
           close;
       case Job_High_Priest:
           set @target_job, 4063;
           getitem 5747,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Creator:
           set @target_job, 4078;
           getitem 5752,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Whitesmith:
           set @target_job, 4064;
           getitem 5749,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Stalker:
           set @target_job, 4079;
           getitem 5750,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Assassin_Cross:
           set @target_job, 4065;
           getitem 5755,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_High_Wizard:
           set @target_job, 4061;
           getitem 5753,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Professor:
           set @target_job, 4074;
           getitem 5756,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Sniper:
           set @target_job, 4062;
           getitem 5748,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Clown:
           set @target_job, 4075;
           getitem 5751,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Gypsy:
           set @target_job, 4076;
           getitem 5758,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
           }

           }


L_GivePlat:
   if (BaseClass==Job_SuperNovice) goto L_sSuperN;
   if (BaseClass==Job_Swordman) goto L_sSword;
   if (BaseClass==Job_Mage) goto L_sMage;
   if (BaseClass==Job_Archer) goto L_sArcher;
   if (BaseClass==Job_Acolyte) goto L_sAcolyte;
   if (BaseClass==Job_Merchant) goto L_sMerchant;
   if (BaseClass==Job_Thief) goto L_sThief;
   if (BaseClass==Job_Knight) goto L_sKnigh;
   if (BaseClass==Job_Crusader) goto L_sCrusader;
   if (BaseClass==Job_Assassin) goto L_sAssassin;
   if (BaseClass==Job_Rogue) goto L_sRogue;
   if (BaseClass==Job_Wizard) goto L_sWizard;
   if (BaseClass==Job_Sage) goto L_sSage;
   if (BaseClass==Job_Hunter) goto L_sHunter;
   if (BaseClass==Job_Bard) goto L_sBard;
   if (BaseClass==Job_Dancer) goto L_sDancer;
   if (BaseClass==Job_BlackSmith) goto L_sBlackSmith;
   if (BaseClass==Job_Priest) goto L_sPriest;
   if (BaseClass==Job_Monk) goto L_sMonk;
   close;
L_sSuperN:
   skill 142,1,0;
   close;
L_sSword:
   skill 142,1,0;
   skill 144,1,0;
   skill 145,1,0;
   skill 146,1,0;
   close;
L_sMage:
   skill 142,1,0;
   skill 157,1,0;
   close;
L_sArcher:
   skill 142,1,0;
   skill 147,1,0;
   skill 148,1,0;
   close;
L_sAcolyte:
   skill 142,1,0;
   skill 156,1,0;
   close;
L_sMerchant:
   skill 142,1,0;
   skill 153,1,0;
   skill 154,1,0;
   skill 155,1,0;
   close;
L_sThief:
   skill 142,1,0;
   skill 149,1,0;
   skill 150,1,0;
   skill 151,1,0;
   skill 152,1,0;
   close;
L_sKnight:
   skill 1001,1,0;
   close;
L_sCrusader:
   skill 1002,1,0;
   close;
L_sAssassin:
   skill 1003,1,0;
   skill 1004,1,0;
   close;
L_sRogue:
   skill 1005,1,0;
   close;
L_sWizard:
   skill 1006,1,0;
   close;
L_sSage:
   skill 1007,1,0;
   close;
L_sHunter:
   skill 1009,1,0;
   close;
L_sBard:
   skill 1010,1,0;
   close;
L_sDancer:
   skill 1011,1,0;
   close;
L_sBlackSmith:
   skill 1012,1,0;
   skill 1013,1,0;
   close;
L_sPriest:
   skill 1014,1,0;
   close;
L_sMonk:
   skill 1015,1,0;
   skill 1016,1,0;
   close;
L_cantCh:
   mes "I'm sorry, you do not meet the requirements to change";
   mes "Please come again soon!";
   close;

L_cantCht:
   mes "I'm sorry, you do not meet the requirements to change";
   mes "Base level 150 | and Job level 70";
   mes "Please come again soon!";
   close;

L_LvError:
   mes "Sorry ya~~!! Job Levels kamu tidak memenuhi syarat";
   mes "Please come again soon!";
   close;

L_BvError:
   mes "I'm sorry, you do not seem to have enough Base Levels";
   mes "Please come again soon!";
   close;

L_noReq:
   mes "I'm sorry, you do not meet the requirements to change";
   mes "Please come again soon!";
   close;

L_max:
   mes "I'm sorry, there are no further classes for your job.";
   close;

L_stats:
   mes "I'm sorry, please use up all your skill points before changing jobs";
   mes "Please come again soon!";
   close;

L_remove:
   mes "Please remove your cart,falcon or peco";
   mes "Please come again soon!";
   close;

nojob1:
   mes "[sYARAT]";
   mes "Membutuhkan 50x Jellopy";
   mes "Please come again soon!";
   close;

nojob2:
   mes "[sYARAT]";
   mes "Membutuhkan 70x Fluff";
   mes "Please come again soon!";
   close;

nojob2ad:
   mes "[sYARAT]";
   mes "Membutuhkan 50x Bill Of Bird";
   mes "Please come again soon!";
   close;

nojob3:
   mes "[sYARAT]";
   mes "Membutuhkan 2x Heroic Stone";
   mes "Please come again soon!";
   close;

norebornitem:
   mes "[sYARAT]";
   mes "Membutuhkan 1x Heroic Stone";
   mes "Please come again soon!";
   close;

OnInit:
   // Variable Setup
   set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40)
   set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)
   set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45)
   end;
//====================================//
J_bchanger:
set nome$, "[baby JobChanger]";
if((Class == 0) && (JobLevel >9))
{
mes "JobLevel: "+ JobLevel;
mes "Class: "+Class;
switch(select("Baby Novice","Nothing"))
{
case 1:
jobchange 4023;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4023) && (JobLevel >9))
{
switch(select("Baby Swordsman","Baby Magician","Baby Archer","Baby Acolyte","Baby Merchant","Baby Thief","Baby Super Novice","Nothing"))
{
case 1:
jobchange 4024;
break;
case 2:
jobchange 4025;
break;
case 3:
jobchange 4026;
break;
case 4:
jobchange 4027;
break;
case 5:
jobchange 4028;
break;
case 6:
jobchange 4029;
break;
case 7:
jobchange 4045;
break;
case 8:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4024) && (JobLevel >39))
{ switch(select("Baby Knight","Baby Crusader","Nothing"))
{
case 1:
jobchange 4030;
break;
case 2:
jobchange 4037;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4025) && (JobLevel >39))
{
switch(select("Baby Wizard","Baby Sage","Nothing"))
{
case 1:
jobchange 4032;
break;
case 2:
jobchange 4039;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4026) && (JobLevel >39))
{
switch(select("Baby Hunter","Baby Bard or Dancer","Nothing"))
{
case 1:
jobchange 4034;
break;
case 2:
if(Sex == 0) jobchange 4043;
else
jobchange 4042;
break;
case 4:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4027) && (JobLevel >39))
{
switch(select("Baby Priest","Baby Monk","Nothing"))
{
case 1:
jobchange 4031;
break;
case 2:
jobchange 4038;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4028) & (JobLevel > 39))
{ switch(select("Baby Blacksmith","Baby Alchemist","Nothing"))
{
case 1:
jobchange 4033;
break;
case 2:
jobchange 4041;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4029) && (JobLevel > 39))
{
switch(select("Baby Assassin","Baby Rogue","Nothing"))
{
case 1:
jobchange 4035;
break;
case 2:
jobchange 4040;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else
mes "I cant help you! Sorry!";
close;
//====================================//
J_platinum:
   mes "[Platinum Skill NPC]";
   mes "I can give you the special skills available to your job.";
   mes "Would you like these skills now?";
   next;
   if (select("Yes Please:No") == 2) {
       mes "[Platinum Skill NPC]";
       mes "Have a nice day... >.>";
       close;
   }
   skill 142,1,0; // First Aid
   if (BaseClass == Job_Novice) {
       skill 143,1,0; // Play Dead
   } else if (BaseClass == Job_Swordman) {
       skill 144,1,0; // Moving HP-Recovery
       skill 145,1,0; // Fatal Blow
       skill 146,1,0; // Auto Berserk
   } else if (BaseClass == Job_Mage) {
       skill 157,1,0; // Energy Coat
   } else if (BaseClass == Job_Archer) {
       skill 147,1,0; // Arrow Crafting
       skill 148,1,0; // Arrow Repel
   } else if (BaseClass == Job_Merchant) {
       skill 153,1,0; // Cart Revolution
       skill 154,1,0; // Change Cart
       skill 155,1,0; // Crazy Uproar
   } else if (BaseClass == Job_Thief) {
       skill 149,1,0; // Sand Attack
       skill 150,1,0; // Back Slide
       skill 151,1,0; // Find Stone
       skill 152,1,0; // Stone Fling
   } else if (BaseClass == Job_Acolyte) {
       skill 156,1,0; // Holy Light
   }
   if (Class == Job_Knight || Class == Job_Lord_Knight) {
       skill 1001,1,0; // Charge Attack
   } else if (Class == Job_Crusader || Class == Job_Paladin) {
       skill 1002,1,0; // Shrink
   } else if (Class == Job_Wizard || Class == Job_High_Wizard) {
       skill 1006,1,0; // Sight Blaster
   } else if (Class == Job_Sage || Class == Job_Professor) {
       skill 1007,1,0; // Create Elemental Converter
       skill 1008,1,0; // Elemental Change Water
       skill 1017,1,0; // Elemental Change Earth
       skill 1018,1,0; // Elemental Change Fire
       skill 1019,1,0; // Elemental Change Wind
   } else if (Class == Job_Hunter || Class == Job_Sniper) {
       skill 1009,1,0; // Phantasmic Arrow
   } else if (Class == Job_Bard || Class == Job_Clown) {
       skill 1010,1,0; // Pang Voice
   } else if (Class == Job_Dancer || Class == Job_Gypsy) {
       skill 1011,1,0; // Wink of Charm
   } else if (Class == Job_Blacksmith || Class == Job_Whitesmith) {
       skill 1012,1,0; // Unfair Trick
       skill 1013,1,0; // Greed
   } else if (Class == Job_Alchemist || Class == Job_Creator) {
       skill 238,1,0; // Bioethics
   } else if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
       skill 1003,1,0; // Sonic Acceleration
       skill 1004,1,0; // Throw Venom Knife
   } else if (Class == Job_Rogue || Class == Job_Stalker) {
       skill 1005,1,0; // Close Confine
   } else if (Class == Job_Priest || Class == Job_High_Priest) {
       skill 1014,1,0; // Redemptio
   } else if (Class == Job_Monk || Class == Job_Champion) {
       skill 1015,1,0; // Ki Translation
       skill 1016,1,0; // Ki Explosion
   }
   mes "[Platinum Skill NPC]";
   mes "There you go!";
   close;


L_partir:
mes "[^FF0000bonus^000000]";
mes "Have a nice day.";
close;
}

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doesn't cause it dont have baby 3rd jobs in it, plus all i want is a job changer nothing else please

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i'am sorry i make a mistake..try this one

prontera,147,178,6    script    Job Change    733,{
menu "Job change",J_changer, "Baby Job change",J_bchanger, "leave",L_partir;

J_changer:
   mes "^ff0000[Job Master]^000000";
   if(Class >= 4054 && Class <= 4085) goto L_max;
   if(SkillPoint != 0) goto L_stats;
   if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third;
   if(JobLevel < 10) goto L_LvError;
   switch(Class){
       case Job_Novice_High:
       case Job_Baby:
       case Job_Novice:
           skill 142,1,0;
           skill 143,1,0;
           mes "Welcome, please select the job you wish to change into";
           if(lastJob != 0 && Class == Job_Novice_High){
               switch(lastJob){
                   case Job_Knight:
                   case Job_Crusader:
                       set @target_job, Job_Swordman_High;
                       break;
                   case Job_Monk:
                   case Job_Priest:
                       set @target_job, Job_Acolyte_High;
                       break;
                   case Job_Alchemist:
                   case Job_Blacksmith:
                       set @target_job, Job_Merchant_High;
                       break;
                   case Job_Rogue:
                   case Job_Assassin:
                       set @target_job, Job_Thief_High;
                       break;
                   case Job_Wizard:
                   case Job_Sage:
                       set @target_job, Job_Mage_High;
                       break;
                   case Job_Hunter:
                   case Job_Bard:
                   case Job_Dancer:
                       set @target_job, Job_Archer_High;
                       break;
                           }
           } else {
               switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
                   "Super Novice","Taekwon","Gunslinger","Ninja")){
                       case 7:
                           if(Class == Job_Novice_High) goto L_noReq;

                           if($@JC_SupNovM > BaseLevel) goto L_BvError;
                           if(Upper == 2)
                               set @target_job, Job_Super_Baby;
                           else
                               set @target_job, Job_SuperNovice;
                           break;
                       case 8:
                           if(Class == Job_Novice_High) goto L_noReq;
                           if(Upper == 2) goto L_noReq;
                           set @target_job, Job_Taekwon;
                           break;
                       case 9:
                       case 10:
                           if(Class == Job_Novice_High || Upper == 2) goto L_noReq;
                           set @target_job, @menu + 15;
                           break;
                       default:
                           set @target_job, @menu;
                           if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
                           break;
                   }
           }
           mes "Are you sure you want to change to " + JobName(@target_job) + "?";
//            if(countitem(909)<50) goto nojob1;    // item yang dibutuhkan untuk job 1
           if(select("No","Yes") == 2){
                   callfunc "Job_Change", @target_job;
//                    delitem 909,50;
               if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) {
                   callfunc "F_ClearJobVar";
                   } else {
                   if($@JC_Plat) goto L_GivePlat;
               }
           }
           close;
           break;
       default:
           if(JobLevel < $@JC_MinimumJB) goto L_LvError;
           deletearray @job_opt, getarraysize(@job_opt);
           if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){
               if(lastJob != 0){
                   set @target_job, lastJob + 4001;
               } else {
                   switch(Class){
                       case Job_Swordman_High:
                       case Job_Baby_Swordman:
                       case Job_Swordman:
                           set @job_opt[0], Job_Knight;
                           set @job_opt[1], Job_Crusader;
                           break;
                       case Job_Mage_High:
                       case Job_Baby_Mage:
                       case Job_Mage:
                           set @job_opt[0], Job_Wizard;
                           set @job_opt[1], Job_Sage;
                           break;
                       case Job_Archer_High:
                       case Job_Baby_Archer:
                       case Job_Archer:
                           set @job_opt[0], Job_Hunter;
                           if(Sex == 0)
                               set @job_opt[1], Job_Dancer;
                           else
                               set @job_opt[1], Job_Bard;
                           break;
                       case Job_Acolyte_High:
                       case Job_Baby_Acolyte:
                       case Job_Acolyte:
                           set @job_opt[0], Job_Priest;
                           set @job_opt[1], Job_Monk;
                           break;
                       case Job_Merchant_High:
                       case Job_Baby_Merchant:
                       case Job_Merchant:
                           set @job_opt[0], Job_Blacksmith;
                           set @job_opt[1], Job_Alchemist;
                           break;
                       case Job_Thief_High:
                       case Job_Baby_Thief:
                       case Job_Thief:
                           set @job_opt[0], Job_Assassin;
                           set @job_opt[1], Job_Rogue;
                           break;                        
                       default:
                           set @job_opt[0], Job_Star_Gladiator;
                           set @job_opt[1], Job_Soul_Linker;
                           break;
                   }
                   mes "Welcome, please select the job you wish to change into";
                   set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1];
                   if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001;
               }
               mes "Are you sure you want to change to " + JobName(@target_job) + "?";
//                if(countitem(914)<70) goto nojob2;    // item yang dibutuhkan untuk job 2
               if(select("No","Yes")==2){

                   callfunc "Job_Change", @target_job;
//                    delitem 914,70;
                   if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) {
                       callfunc "F_ClearJobVar";
                   } else {
                       if($@JC_Plat) goto L_GivePlat;
                   }
               }
               close;
           }
           if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
           if((Class >=Job_Knight) && (Class <=Job_Crusader2)){
               mes "Choose your next step";
//                if(countitem(7825)<1) goto norebornitem;    // item yang dibutuhkan untuk reborn
               if(select("Reborn","Become a 3rd Class")==1){

                   if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
                   set lastJob, Class;
                   if(Class == Job_Knight2){
                       set lastJob, Job_Knight;
                   } else {
                       if(Class == Job_Crusader2){
                           set lastJob, Job_Crusader;
                       }
                   }
//                    delitem 7825,1;
                   jobchange Job_Novice_High;
                   resetlvl(1);
                   skill 142,1,0;
                   skill 143,1,0;
                   close;
               }
               switch(Class){
                   case Job_Knight:
                       set @target_job, 4054;
                       delitem 7825,2;
                       break;
                   case Job_Crusader:
                       set @target_job, 4066;
                       delitem 7825,2;
                       break;
                   case Job_Monk:
                       set @target_job, 4070;
                       delitem 7825,2;
                       break;
                   case Job_Priest:
                       set @target_job, 4057;
                       delitem 7825,2;
                       break;
                   case Job_Alchemist:
                       set @target_job, 4071;
                       delitem 7825,2;
                       break;
                   case Job_Blacksmith:
                       set @target_job, 4058;
                       delitem 7825,2;
                       break;
                   case Job_Rogue:
                       set @target_job, 4072;
                       delitem 7825,2;
                       break;
                   case Job_Assassin:
                       set @target_job, 4059;
                       delitem 7825,2;
                       break;
                   case Job_Wizard:
                       set @target_job, 4055;
                       delitem 7825,2;
                       break;
                   case Job_Sage:
                       set @target_job, 4067;
                       delitem 7825,2;
                       break;
                   case Job_Hunter:
                       set @target_job, 4056;
                       delitem 7825,2;
                       break;
                   case Job_Bard:
                       set @target_job, 4068;
                       delitem 7825,2;
                       break;
                   case Job_Dancer:
                       set @target_job, 4069;
                       delitem 7825,2;
                       break;
                           }
           mes "Are you sure you want to change to " + JobName(@target_job) + "?";
               if(select("No","Yes")==2){
//                if(countitem(925)<50) goto nojob2ad;    // item yang dibutuhkan untuk job 2 advance
               if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh;
//                delitem 925,50;
               callfunc "Job_Change", @target_job;
               specialeffect2 514;
               specialeffect2 381;
               setlook 7,0;
                       }
               close;
           }
   mes "I'm sorry, there are no further classes for your job.";
   close;
   }

L_Third:
   if(checkfalcon() || checkcart() || checkriding()) goto L_remove;
   mes "Are you sure you want to change to 3rd Class?";
//    if(countitem(7825)<2) goto nojob3;    // item yang dibutuhkan untuk job 3
   if(select("Yes","No")==1){

       if(BaseLevel < 99 || JobLevel < 70) goto L_cantCht;
   switch(Class){
       case Job_Lord_Knight:
           set @target_job, 4060;
           getitem 5746,1;
           getitem 15002,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Winning";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Paladin:
           set @target_job, 4073;
           getitem 5757,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Champion:
           set @target_job, 4077;
           getitem 5754,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;    
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;                        
           close;
       case Job_High_Priest:
           set @target_job, 4063;
           getitem 5747,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Creator:
           set @target_job, 4078;
           getitem 5752,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Whitesmith:
           set @target_job, 4064;
           getitem 5749,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Stalker:
           set @target_job, 4079;
           getitem 5750,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Assassin_Cross:
           set @target_job, 4065;
           getitem 5755,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_High_Wizard:
           set @target_job, 4061;
           getitem 5753,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Professor:
           set @target_job, 4074;
           getitem 5756,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Sniper:
           set @target_job, 4062;
           getitem 5748,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Clown:
           set @target_job, 4075;
           getitem 5751,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
       case Job_Gypsy:
           set @target_job, 4076;
           getitem 5758,1;
           callfunc "Job_Change", @target_job;
           //delitem 7825,2;
           specialeffect2 514;
           specialeffect2 381;
           setlook 7,0;
                       mes "Selamat Datang Pasukan Dewa Athena";
                       announce strcharinfo(0) + " Telah diangkat sebagai pasukan resmi Dewa Athena di profesi yang diambil  " + @megaphone$,bc_all,0xC0C0C0;
                       getitem 607,10;
           close;
           }

           }


L_GivePlat:
   if (BaseClass==Job_SuperNovice) goto L_sSuperN;
   if (BaseClass==Job_Swordman) goto L_sSword;
   if (BaseClass==Job_Mage) goto L_sMage;
   if (BaseClass==Job_Archer) goto L_sArcher;
   if (BaseClass==Job_Acolyte) goto L_sAcolyte;
   if (BaseClass==Job_Merchant) goto L_sMerchant;
   if (BaseClass==Job_Thief) goto L_sThief;
   if (BaseClass==Job_Knight) goto L_sKnigh;
   if (BaseClass==Job_Crusader) goto L_sCrusader;
   if (BaseClass==Job_Assassin) goto L_sAssassin;
   if (BaseClass==Job_Rogue) goto L_sRogue;
   if (BaseClass==Job_Wizard) goto L_sWizard;
   if (BaseClass==Job_Sage) goto L_sSage;
   if (BaseClass==Job_Hunter) goto L_sHunter;
   if (BaseClass==Job_Bard) goto L_sBard;
   if (BaseClass==Job_Dancer) goto L_sDancer;
   if (BaseClass==Job_BlackSmith) goto L_sBlackSmith;
   if (BaseClass==Job_Priest) goto L_sPriest;
   if (BaseClass==Job_Monk) goto L_sMonk;
   close;
L_sSuperN:
   skill 142,1,0;
   close;
L_sSword:
   skill 142,1,0;
   skill 144,1,0;
   skill 145,1,0;
   skill 146,1,0;
   close;
L_sMage:
   skill 142,1,0;
   skill 157,1,0;
   close;
L_sArcher:
   skill 142,1,0;
   skill 147,1,0;
   skill 148,1,0;
   close;
L_sAcolyte:
   skill 142,1,0;
   skill 156,1,0;
   close;
L_sMerchant:
   skill 142,1,0;
   skill 153,1,0;
   skill 154,1,0;
   skill 155,1,0;
   close;
L_sThief:
   skill 142,1,0;
   skill 149,1,0;
   skill 150,1,0;
   skill 151,1,0;
   skill 152,1,0;
   close;
L_sKnight:
   skill 1001,1,0;
   close;
L_sCrusader:
   skill 1002,1,0;
   close;
L_sAssassin:
   skill 1003,1,0;
   skill 1004,1,0;
   close;
L_sRogue:
   skill 1005,1,0;
   close;
L_sWizard:
   skill 1006,1,0;
   close;
L_sSage:
   skill 1007,1,0;
   close;
L_sHunter:
   skill 1009,1,0;
   close;
L_sBard:
   skill 1010,1,0;
   close;
L_sDancer:
   skill 1011,1,0;
   close;
L_sBlackSmith:
   skill 1012,1,0;
   skill 1013,1,0;
   close;
L_sPriest:
   skill 1014,1,0;
   close;
L_sMonk:
   skill 1015,1,0;
   skill 1016,1,0;
   close;
L_cantCh:
   mes "I'm sorry, you do not meet the requirements to change";
   mes "Please come again soon!";
   close;

L_cantCht:
   mes "I'm sorry, you do not meet the requirements to change";
   mes "Base level 150 | and Job level 70";
   mes "Please come again soon!";
   close;

L_LvError:
   mes "Sorry ya~~!! Job Levels kamu tidak memenuhi syarat";
   mes "Please come again soon!";
   close;

L_BvError:
   mes "I'm sorry, you do not seem to have enough Base Levels";
   mes "Please come again soon!";
   close;

L_noReq:
   mes "I'm sorry, you do not meet the requirements to change";
   mes "Please come again soon!";
   close;

L_max:
   mes "I'm sorry, there are no further classes for your job.";
   close;

L_stats:
   mes "I'm sorry, please use up all your skill points before changing jobs";
   mes "Please come again soon!";
   close;

L_remove:
   mes "Please remove your cart,falcon or peco";
   mes "Please come again soon!";
   close;

nojob1:
   mes "[sYARAT]";
   mes "Membutuhkan 50x Jellopy";
   mes "Please come again soon!";
   close;

nojob2:
   mes "[sYARAT]";
   mes "Membutuhkan 70x Fluff";
   mes "Please come again soon!";
   close;

nojob2ad:
   mes "[sYARAT]";
   mes "Membutuhkan 50x Bill Of Bird";
   mes "Please come again soon!";
   close;

nojob3:
   mes "[sYARAT]";
   mes "Membutuhkan 2x Heroic Stone";
   mes "Please come again soon!";
   close;

norebornitem:
   mes "[sYARAT]";
   mes "Membutuhkan 1x Heroic Stone";
   mes "Please come again soon!";
   close;

OnInit:
   // Variable Setup
   set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40)
   set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes)
   set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45)
   end;
//====================================//
J_bchanger:
set nome$, "[baby JobChanger]";
if((Class == 0) && (JobLevel >9))
{
mes "JobLevel: "+ JobLevel;
mes "Class: "+Class;
switch(select("Baby Novice","Nothing"))
{
case 1:
jobchange 4023;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4023) && (JobLevel >9))
{
switch(select("Baby Swordsman","Baby Magician","Baby Archer","Baby Acolyte","Baby Merchant","Baby Thief","Baby Super Novice","Nothing"))
{
case 1:
jobchange 4024;
break;
case 2:
jobchange 4025;
break;
case 3:
jobchange 4026;
break;
case 4:
jobchange 4027;
break;
case 5:
jobchange 4028;
break;
case 6:
jobchange 4029;
break;
case 7:
jobchange 4045;
break;
case 8:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4024) && (JobLevel >39))
{ switch(select("Baby Knight","Baby Crusader","Nothing"))
{
case 1:
jobchange 4030;
break;
case 2:
jobchange 4037;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4025) && (JobLevel >39))
{
switch(select("Baby Wizard","Baby Sage","Nothing"))
{
case 1:
jobchange 4032;
break;
case 2:
jobchange 4039;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4026) && (JobLevel >39))
{
switch(select("Baby Hunter","Baby Bard or Dancer","Nothing"))
{
case 1:
jobchange 4034;
break;
case 2:
if(Sex == 0) jobchange 4043;
else
jobchange 4042;
break;
case 4:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4027) && (JobLevel >39))
{
switch(select("Baby Priest","Baby Monk","Nothing"))
{
case 1:
jobchange 4031;
break;
case 2:
jobchange 4038;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4028) & (JobLevel > 39))
{ switch(select("Baby Blacksmith","Baby Alchemist","Nothing"))
{
case 1:
jobchange 4033;
break;
case 2:
jobchange 4041;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4029) && (JobLevel > 39))
{
switch(select("Baby Assassin","Baby Rogue","Nothing"))
{
case 1:
jobchange 4035;
break;
case 2:
jobchange 4040;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
//==========================================
//==========================================
else if((Class == 4030) && (JobLevel >49))
{ switch(select("Baby Rune Knight","Nothing"))
{
case 1:
jobchange 4096;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4037) && (JobLevel >49))
{ switch(select("Baby royal guard","Nothing"))
{
case 1:
jobchange 4102;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4032) && (JobLevel >49))
{
switch(select("Baby Warlock","Nothing"))
{
case 1:
jobchange 4097;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4039) && (JobLevel >49))
{
switch(select("Baby Sorcerer","Nothing"))
{
case 1:
jobchange 4103;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4042 || Class == 4043) && (JobLevel >49))
{
switch(select("Baby Minstrel","Baby Wanderer","Nothing"))
{
case 1:
if(Class == 4042) jobchange 4104;
case 2:
if(Class == 4043) jobchange 4105;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4034) && (JobLevel >49))
{
switch(select("Baby Ranger","Nothing"))
{
case 1:
jobchange 4098;
break;
case 2:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4031 || Class == 4038) && (JobLevel >49))
{
switch(select("Baby Arch Bishop","Baby Sura","Nothing"))
{
case 1:
if(Class == 4031) jobchange 4099;
break;
case 2:
if(Class == 4038) jobchange 4106;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4033 || Class == 4041) & (JobLevel > 49))
{ switch(select("Baby Mechanic","Baby Genetic","Nothing"))
{
case 1:
if(Class == 4033) jobchange 4100;
break;
case 2:
if(Class == 4041) jobchange 4107;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else if((Class == 4035 || Class == 4040) && (JobLevel > 49))
{
switch(select("Baby Guilttine Cross","Baby Shadow Chaser","Nothing"))
{
case 1:
if(Class == 4035) jobchange 4101;
break;
case 2:
if(Class == 4040) jobchange 4108;
break;
case 3:
mes "Back when I can help you!";
break;
}
}
else
mes "I cant help you! Sorry!";
close;
L_partir:
mes "[^FF0000bonus^000000]";
mes "Have a nice day.";
close;
}

if something wrong just tell me...hope this help

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Thank you that was what i was looking for thank you.

Edited by Yachiru
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thanks for this ^_^

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