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Job Master!


Yoona

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Hello rAthena, I have a request for you guys!

 

 

Here's the script :

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

trinity,99,154,5	script	Job Master	635,{
function Job_Menu;

	mes "[Job Master]";
	if (Class > 4049) {
		mes "No more jobs are available.";
		close;
	}
	if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
		mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
		close;
	}
	if (.SkillPointCheck && SkillPoint) {
		mes "Please use all your skill points before proceeding.";
		close;
	}

	set .@eac, eaclass();
	set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
	if (.@i > 6 && .@i < 22) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		if (Class > 21) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
			if (.@i==3) close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
	if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		mes "Switch to "+jobname(.@exp[0])+"?";
		next;
		Job_Menu(.@exp[0]);
		close;
	}
	if (.@eac&EAJL_2)
		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
		if (JobLevel < .JobReq[0])
			mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
		else if (Class == 4001 && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else switch(Class) {
			case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
			case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
			case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
			default: mes "An error has occurred."; break;
		}
		close;
	}
	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
		mes "No more jobs are available.";
	else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
		mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+4001);
	} else
		Job_Menu(.@j1,.@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			set .@menu$,"";
			for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
				set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
			set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
			next;
			set .@i, getarg(select(.@menu$)-1,0);
			if (!.@i) close;
			if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			set .@i, getarg(0);
		if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+callfunc("F_InsertArticle",jobname(.@i))+"!";
			if (.@i==4001 && .LastJob) set lastJob, Class;
			jobchange .@i;
			if (.@i==4001 || .@i==4023) resetlvl(1);
			specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC;
			if (.Platinum) callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1) return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill 142,1,0;
	switch(BaseClass) {
		case 0: if (Class !=23) skill 143,1,0; break;
		case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
		case 2: skill 157,1,0; break;
		case 3: skill 147,1,0; skill 148,1,0; break;
		case 4: skill 156,1,0; break;
		case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
		case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
		default: break;
	}
	switch(BaseJob) {
		case 7: skill 1001,1,0; break;
		case 8: skill 1014,1,0; break;
		case 9: skill 1006,1,0; break;
		case 10: skill 1012,1,0; skill 1013,1,0; break;
		case 11: skill 1009,1,0; break;
		case 12: skill 1003,1,0; skill 1004,1,0; break;
		case 14: skill 1002,1,0; break;
		case 15: skill 1015,1,0; skill 1016,1,0; break;
		case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
		case 17: skill 1005,1,0; break;
		case 18: skill 238,1,0; break;
		case 19: skill 1010,1,0; break;
		case 20: skill 1011,1,0; break;
		default: break;
	}
	return;

OnInit:
	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	set .ThirdClass,0;		// Enable third classes? (1: yes / 0: no)
	set .SecondExpanded,0;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	set .SNovice,10;		// Minimum base level to turn into Super Novice
	set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)
	set .SkillPointCheck,1;		// Force player to use up all skill points? (1: yes / 0: no)
	set .Platinum,0;		// Get platinum skills automatically? (1: yes / 0: no)
	end;
}

What I want is each time they change a job for example from Novice changing to Swordsman then he/she will receive a +10 Blade[4] bounded to his/her account. then Swordsman to Knight receive another weapon. that's all :) i hope someone can help me out with this :) thanks!

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Find the comment "//Weapon Reward"

 

then add more class and their corresponding reward in the switch statement.

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

trinity,99,154,5	script	Job Master	635,{
function Job_Menu;

	mes "[Job Master]";
	if (Class > 4049) {
		mes "No more jobs are available.";
		close;
	}
	if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
		mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
		close;
	}
	if (.SkillPointCheck && SkillPoint) {
		mes "Please use all your skill points before proceeding.";
		close;
	}

	set .@eac, eaclass();
	set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
	if (.@i > 6 && .@i < 22) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		if (Class > 21) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
			if (.@i==3) close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
	if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		mes "Switch to "+jobname(.@exp[0])+"?";
		next;
		Job_Menu(.@exp[0]);
		close;
	}
	if (.@eac&EAJL_2)
		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
		if (JobLevel < .JobReq[0])
			mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
		else if (Class == 4001 && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else switch(Class) {
			case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
			case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
			case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
			default: mes "An error has occurred."; break;
		}
		close;
	}
	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
		mes "No more jobs are available.";
	else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
		mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+4001);
	} else
		Job_Menu(.@j1,.@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			set .@menu$,"";
			for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
				set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
			set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
			next;
			set .@i, getarg(select(.@menu$)-1,0);
			if (!.@i) close;
			if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			set .@i, getarg(0);
		if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+callfunc("F_InsertArticle",jobname(.@i))+"!";
			if (.@i==4001 && .LastJob) set lastJob, Class;
			jobchange .@i;
				switch(Class) { //Weapon Reward
						case 1: getitem2 1108,1,1,10,0,0,0,0,0; break; //+10 Blade for Class 1 = Swordsman
						case 7: getitem2 1408,1,1,10,0,0,0,0,0; break; //+10 Pike for Class 7 = Knight
							default: break;
					}
			if (.@i==4001 || .@i==4023) resetlvl(1);
			specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC;
			if (.Platinum) callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1) return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill 142,1,0;
	switch(BaseClass) {
		case 0: if (Class !=23) skill 143,1,0; break;
		case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
		case 2: skill 157,1,0; break;
		case 3: skill 147,1,0; skill 148,1,0; break;
		case 4: skill 156,1,0; break;
		case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
		case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
		default: break;
	}
	switch(BaseJob) {
		case 7: skill 1001,1,0; break;
		case 8: skill 1014,1,0; break;
		case 9: skill 1006,1,0; break;
		case 10: skill 1012,1,0; skill 1013,1,0; break;
		case 11: skill 1009,1,0; break;
		case 12: skill 1003,1,0; skill 1004,1,0; break;
		case 14: skill 1002,1,0; break;
		case 15: skill 1015,1,0; skill 1016,1,0; break;
		case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
		case 17: skill 1005,1,0; break;
		case 18: skill 238,1,0; break;
		case 19: skill 1010,1,0; break;
		case 20: skill 1011,1,0; break;
		default: break;
	}
	return;

OnInit:
	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	set .ThirdClass,0;		// Enable third classes? (1: yes / 0: no)
	set .SecondExpanded,0;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	set .SNovice,10;		// Minimum base level to turn into Super Novice
	set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)
	set .SkillPointCheck,1;		// Force player to use up all skill points? (1: yes / 0: no)
	set .Platinum,0;		// Get platinum skills automatically? (1: yes / 0: no)
	end;
}


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Hello rAthena, I have a request for you guys!

 

 

Here's the script :

//===== rAthena Script =======================================
//= Job Master
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: =========================================
//= A fully functional job changer.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Fixed reset on Baby job change.
//= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support.
//= 1.3 Kagerou/Oboro added.
//= 1.4 Rebellion added.
//============================================================

trinity,99,154,5	script	Job Master	635,{
function Job_Menu;

	mes "[Job Master]";
	if (Class > 4049) {
		mes "No more jobs are available.";
		close;
	}
	if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
		mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
		close;
	}
	if (.SkillPointCheck && SkillPoint) {
		mes "Please use all your skill points before proceeding.";
		close;
	}

	set .@eac, eaclass();
	set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
	if (.@i > 6 && .@i < 22) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		if (Class > 21) {
			mes "Switch to third class?";
			next;
			Job_Menu(roclass(.@eac|EAJL_THIRD));
			close;
		}
		while(1) {
			mes "Select an option.";
			next;
			set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
			if (.@i==3) close;
			mes "[Job Master]";
			mes "Are you sure?";
			next;
			Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
			mes "[Job Master]";
		}
	}
	set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
	if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70;
	if (.@exp[0] && .SecondExpanded) {
		if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
			set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
			mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
			close;
		}
		mes "Switch to "+jobname(.@exp[0])+"?";
		next;
		Job_Menu(.@exp[0]);
		close;
	}
	if (.@eac&EAJL_2)
		if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) {
			mes "No more jobs are available.";
			close;
		}
	if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
		if (JobLevel < .JobReq[0])
			mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
		else if (Class == 4001 && .LastJob && lastJob) {
			mes "Switch classes now?";
			next;
			Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
		} else switch(Class) {
			case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
			case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
			case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
			default: mes "An error has occurred."; break;
		}
		close;
	}
	if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
		mes "No more jobs are available.";
	else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
		mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
	else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
		mes "Switch classes now?";
		next;
		Job_Menu(lastJob+4001);
	} else
		Job_Menu(.@j1,.@j2);
	close;

function Job_Menu {
	while(1) {
		if (getargcount() > 1) {
			mes "Select a job.";
			set .@menu$,"";
			for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
				set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
			set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
			next;
			set .@i, getarg(select(.@menu$)-1,0);
			if (!.@i) close;
			if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
				mes "[Job Master]";
				mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
				close;
			}
			mes "[Job Master]";
			mes "Are you sure?";
			next;
		} else
			set .@i, getarg(0);
		if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
			mes "[Job Master]";
			mes "You are now "+callfunc("F_InsertArticle",jobname(.@i))+"!";
			if (.@i==4001 && .LastJob) set lastJob, Class;
			jobchange .@i;
			if (.@i==4001 || .@i==4023) resetlvl(1);
			specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC;
			if (.Platinum) callsub Get_Platinum;
			close;
		}
		if (getargcount() == 1) return;
		mes "[Job Master]";
	}
	end;
}

Get_Platinum:
	skill 142,1,0;
	switch(BaseClass) {
		case 0: if (Class !=23) skill 143,1,0; break;
		case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
		case 2: skill 157,1,0; break;
		case 3: skill 147,1,0; skill 148,1,0; break;
		case 4: skill 156,1,0; break;
		case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
		case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
		default: break;
	}
	switch(BaseJob) {
		case 7: skill 1001,1,0; break;
		case 8: skill 1014,1,0; break;
		case 9: skill 1006,1,0; break;
		case 10: skill 1012,1,0; skill 1013,1,0; break;
		case 11: skill 1009,1,0; break;
		case 12: skill 1003,1,0; skill 1004,1,0; break;
		case 14: skill 1002,1,0; break;
		case 15: skill 1015,1,0; skill 1016,1,0; break;
		case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
		case 17: skill 1005,1,0; break;
		case 18: skill 238,1,0; break;
		case 19: skill 1010,1,0; break;
		case 20: skill 1011,1,0; break;
		default: break;
	}
	return;

OnInit:
	setarray .Rebirth[0],99,50;	// Minimum base level, job level to rebirth OR change to third class
	setarray .JobReq[0],10,40;	// Minimum job level to turn into 1st class, 2nd class
	set .ThirdClass,0;		// Enable third classes? (1: yes / 0: no)
	set .SecondExpanded,0;		// Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
	set .SNovice,10;		// Minimum base level to turn into Super Novice
	set .LastJob,1;			// Enforce linear class changes? (1: yes / 0: no)
	set .SkillPointCheck,1;		// Force player to use up all skill points? (1: yes / 0: no)
	set .Platinum,0;		// Get platinum skills automatically? (1: yes / 0: no)
	end;
}
What I want is each time they change a job for example from Novice changing to Swordsman then he/she will receive a +10 Blade[4] bounded to his/her account. then Swordsman to Knight receive another weapon. that's all :) i hope someone can help me out with this :) thanks!

Eh....Too many variables @-@ Sorry I cant help you with this one Yoona; I tried to look and see what I could do..but variables..

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@sandbox how about prize will be only at Trans Job?

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Then use their Class IDs in the switch statement instead

case 4008: getitem ... //Lord Knight
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