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@@ -20,12 +20,17 @@ prontera,153,193,6 script Job Master 123,{
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function Job_Menu;
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mes "[Job Master]";
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- if (Class > 4049) {
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+ if (Class > Job_Soul_Linker) {
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mes "No more jobs are available.";
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close;
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}
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if (checkfalcon() || checkcart() || checkriding() || ismounting()) {
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- mes "Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+((ismounting())?"mount":"")+" before proceeding.";
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+ mes "Please remove your " +
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+ ((checkfalcon()) ? "falcon" : "") +
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+ ((checkcart()) ? "cart" : "") +
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+ ((checkriding()) ? "Peco" : "") +
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+ ((ismounting()) ? "mount" : "") +
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+ " before proceeding.";
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close;
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}
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if (.SkillPointCheck && SkillPoint) {
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@@ -33,15 +38,18 @@ function Job_Menu;
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close;
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}
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- set .@eac, eaclass();
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- set .@i, ((.ThirdClass)?roclass(.@eac&EAJ_UPPERMASK):Class);
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- if (.@i > 6 && .@i < 22) {
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+ .@eac = eaclass();
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+ .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class);
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+ if (.@i >= Job_Knight && .@i <= Job_Crusader2) {
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if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) {
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- set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel;
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- mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
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+ .@blvl = .Rebirth[0] - BaseLevel;
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+ .@jlvl = .Rebirth[1] - JobLevel;
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+ mes "You need " +
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+ ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
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+ ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
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close;
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}
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- if (Class > 21) {
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+ if (Class > Job_Crusader2) {
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mes "Switch to third class?";
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next;
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Job_Menu(roclass(.@eac|EAJL_THIRD));
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@@ -50,25 +58,32 @@ function Job_Menu;
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while(1) {
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mes "Select an option.";
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next;
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- set .@i, select(" ~ ^0055FFRebirth^000000:"+((.ThirdClass)?" ~ ^FF0000Third Class^000000":"")+": ~ ^777777Cancel^000000");
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- if (.@i==3) close;
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+ .@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000");
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+ if (.@i == 3)
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+ close;
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mes "[Job Master]";
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mes "Are you sure?";
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next;
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- Job_Menu(((.@i==1)?4001:roclass(.@eac|EAJL_THIRD)));
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+ Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD)));
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mes "[Job Master]";
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}
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}
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- set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2);
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- if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99;
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- if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0],.@j1,70;
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+ .@j1 = roclass(.@eac|EAJL_2_1);
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+ .@j2 = roclass(.@eac|EAJL_2_2);
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+ if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE)
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+ setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99;
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+ if (Class == Job_Ninja || Class == Job_Gunslinger)
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+ setarray .@exp[0], .@j1, 70;
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if (.@exp[0] && .SecondExpanded) {
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if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) {
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- set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .@exp[1]-JobLevel;
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- mes "You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to continue.";
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+ .@blvl = .Rebirth[0] - BaseLevel;
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+ .@jlvl = .@exp[1] - JobLevel;
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+ mes "You need " +
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+ ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") +
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+ ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue.";
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close;
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}
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- mes "Switch to "+jobname(.@exp[0])+"?";
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+ mes "Switch to " + jobname(.@exp[0]) + "?";
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next;
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Job_Menu(.@exp[0]);
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close;
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@@ -80,107 +95,209 @@ function Job_Menu;
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}
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if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) {
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if (JobLevel < .JobReq[0])
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- mes "A job level of "+.JobReq[0]+" is required to change into the 1st Class.";
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- else if (Class == 4001 && .LastJob && lastJob) {
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+ mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class.";
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+ else if (Class == Job_Novice_High && .LastJob && lastJob) {
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mes "Switch classes now?";
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next;
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Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER));
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- } else switch(Class) {
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- case 0: Job_Menu(1,2,3,4,5,6,23,4046,24,25,4023);
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- case 4001: Job_Menu(4002,4003,4004,4005,4006,4007);
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- case 4023: Job_Menu(4024,4025,4026,4027,4028,4029,4045);
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- default: mes "An error has occurred."; break;
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+ } else {
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+ switch(Class) {
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+ case Job_Novice:
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+ Job_Menu(
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+ Job_Swordman,
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+ Job_Mage,
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+ Job_Archer,
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+ Job_Acolyte,
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+ Job_Merchant,
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+ Job_Thief,
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+ Job_SuperNovice,
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+ Job_Taekwon,
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+ Job_Gunslinger,
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+ Job_Ninja,
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+ Job_Baby
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+ );
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+ break;
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+ case Job_Novice_High:
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+ Job_Menu(
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+ Job_Swordman_High,
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+ Job_Mage_High,
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+ Job_Archer_High,
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+ Job_Acolyte_High,
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+ Job_Merchant_High,
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+ Job_Thief_High
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+ );
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+ break;
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+ case Job_Baby:
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+ Job_Menu(
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+ Job_Baby_Swordman,
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+ Job_Baby_Mage,
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+ Job_Baby_Archer,
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+ Job_Baby_Acolyte,
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+ Job_Baby_Merchant,
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+ Job_Baby_Thief,
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+ Job_Super_Baby
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+ );
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+ break;
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+ default:
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+ mes "An error has occurred.";
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+ break;
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+ }
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}
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close;
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}
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if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1)
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mes "No more jobs are available.";
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else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1])
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- mes "A job level of "+.JobReq[1]+" is required to change into the 2nd Class.";
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+ mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class.";
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else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) {
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mes "Switch classes now?";
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next;
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- Job_Menu(lastJob+4001);
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+ Job_Menu(lastJob + Job_Novice_High);
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} else
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- Job_Menu(.@j1,.@j2);
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+ Job_Menu(.@j1, .@j2);
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close;
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function Job_Menu {
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while(1) {
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if (getargcount() > 1) {
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mes "Select a job.";
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- set .@menu$,"";
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- for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
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- set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":";
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- set .@menu$, .@menu$+" ~ ^777777Cancel^000000";
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+ .@menu$ = "";
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+ for (.@i = 0; .@i < getargcount(); .@i++)
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+ .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":";
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+ .@menu$ = .@menu$+" ~ ^777777Cancel^000000";
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next;
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- set .@i, getarg(select(.@menu$)-1,0);
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- if (!.@i) close;
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- if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) {
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+ .@i = getarg(select(.@menu$) - 1, 0);
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+ if (!.@i)
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+ close;
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+ if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) {
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mes "[Job Master]";
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- mes "A base level of "+.SNovice+" is required to turn into a "+jobname(.@i)+".";
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+ mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + ".";
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close;
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}
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mes "[Job Master]";
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mes "Are you sure?";
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next;
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} else
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- set .@i, getarg(0);
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- if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777"+((getargcount() > 1)?"Go back":"Cancel")+"^000000") == 1) {
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+ .@i = getarg(0);
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+ if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) {
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mes "[Job Master]";
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- mes "You are now "+callfunc("F_InsertArticle",jobname(.@i))+"!";
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- if (.@i==4001 && .LastJob) set lastJob, Class;
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+ mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!";
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+ if (.@i == Job_Novice_High && .LastJob)
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+ lastJob = Class;
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jobchange .@i;
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- if (.@i==4001) resetlvl(1);
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- else if (.@i==Job_Baby) resetstatus;
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- specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC;
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- if (.Platinum) callsub Get_Platinum;
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+ if (.@i == Job_Novice_High)
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+ resetlvl(1);
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+ else if (.@i == Job_Baby)
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+ resetstatus;
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+ specialeffect2 EF_ANGEL2;
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+ specialeffect2 EF_ELECTRIC;
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+ if (.Platinum)
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+ callsub Get_Platinum;
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close;
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}
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- if (getargcount() == 1) return;
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+ if (getargcount() == 1)
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+ return;
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mes "[Job Master]";
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}
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end;
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}
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Get_Platinum:
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- skill 142,1,0;
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- switch(BaseClass) {
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- case 0: if (Class !=23) skill 143,1,0; break;
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- case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break;
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- case 2: skill 157,1,0; break;
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- case 3: skill 147,1,0; skill 148,1,0; break;
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- case 4: skill 156,1,0; break;
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- case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break;
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- case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break;
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- default: break;
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+ skill "NV_FIRSTAID",1,0;
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+ switch (BaseClass) {
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+ case Job_Novice:
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+ if (Class != Job_SuperNovice)
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+ skill "NV_TRICKDEAD",1,0;
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+ break;
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+ case Job_Swordman:
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+ skill "SM_MOVINGRECOVERY",1,0;
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+ skill "SM_FATALBLOW",1,0;
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+ skill "SM_AUTOBERSERK",1,0;
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+ break;
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+ case Job_Mage:
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+ skill "MG_ENERGYCOAT",1,0;
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+ break;
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+ case Job_Archer:
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+ skill "AC_MAKINGARROW",1,0;
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+ skill "AC_CHARGEARROW",1,0;
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+ break;
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+ case Job_Acolyte:
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+ skill "AL_HOLYLIGHT",1,0;
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+ break;
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+ case Job_Merchant:
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+ skill "MC_CARTREVOLUTION",1,0;
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+ skill "MC_CHANGECART",1,0;
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+ skill "MC_LOUD",1,0;
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+ break;
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+ case Job_Thief:
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+ skill "TF_SPRINKLESAND",1,0;
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+ skill "TF_BACKSLIDING",1,0;
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+ skill "TF_PICKSTONE",1,0;
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+ skill "TF_THROWSTONE",1,0;
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+ break;
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+ default:
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+ break;
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}
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- switch(BaseJob) {
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- case 7: skill 1001,1,0; break;
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- case 8: skill 1014,1,0; break;
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- case 9: skill 1006,1,0; break;
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- case 10: skill 1012,1,0; skill 1013,1,0; break;
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- case 11: skill 1009,1,0; break;
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- case 12: skill 1003,1,0; skill 1004,1,0; break;
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- case 14: skill 1002,1,0; break;
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- case 15: skill 1015,1,0; skill 1016,1,0; break;
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- case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break;
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- case 17: skill 1005,1,0; break;
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- case 18: skill 238,1,0; break;
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- case 19: skill 1010,1,0; break;
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- case 20: skill 1011,1,0; break;
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- default: break;
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+ switch (BaseJob) {
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+ case Job_Knight:
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+ skill "KN_CHARGEATK",1,0;
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+ break;
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+ case Job_Priest:
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+ skill "PR_REDEMPTIO",1,0;
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+ break;
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+ case Job_Wizard:
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+ skill "WZ_SIGHTBLASTER",1,0;
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+ break;
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+ case Job_Blacksmith:
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+ skill "BS_UNFAIRLYTRICK",1,0;
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+ skill "BS_GREED",1,0;
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+ break;
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+ case Job_Hunter:
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+ skill "HT_PHANTASMIC",1,0;
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+ break;
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+ case Job_Assassin:
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+ skill "AS_SONICACCEL",1,0;
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+ skill "AS_VENOMKNIFE",1,0;
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+ break;
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+ case Job_Crusader:
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+ skill "CR_SHRINK",1,0;
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+ break;
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+ case Job_Monk:
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+ skill "MO_KITRANSLATION",1,0;
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+ skill "MO_BALKYOUNG",1,0;
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+ break;
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+ case Job_Sage:
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+ skill "SA_CREATECON",1,0;
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+ skill "SA_ELEMENTWATER",1,0;
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+ skill "SA_ELEMENTGROUND",1,0;
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+ skill "SA_ELEMENTFIRE",1,0;
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+ skill "SA_ELEMENTWIND",1,0;
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+ break;
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+ case Job_Rogue:
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+ skill "RG_CLOSECONFINE",1,0;
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+ break;
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+ case Job_Alchemist:
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+ skill "AM_BIOETHICS",1,0;
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+ break;
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+ case Job_Bard:
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+ skill "BA_PANGVOICE",1,0;
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+ break;
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+ case Job_Dancer:
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+ skill "DC_WINKCHARM",1,0;
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+ break;
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+ default:
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+ break;
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}
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return;
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OnInit:
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setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class
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setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class
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- set .ThirdClass,1; // Enable third classes? (1: yes / 0: no)
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- set .SecondExpanded,1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
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- set .SNovice,45; // Minimum base level to turn into Super Novice
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- set .LastJob,1; // Enforce linear class changes? (1: yes / 0: no)
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- set .SkillPointCheck,1; // Force player to use up all skill points? (1: yes / 0: no)
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- set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no)
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+ .ThirdClass = 1; // Enable third classes? (1: yes / 0: no)
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+ .SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no)
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+ .SNovice = 45; // Minimum base level to turn into Super Novice
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+ .LastJob = 1; // Enforce linear class changes? (1: yes / 0: no)
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+ .SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no)
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+ .Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no)
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end;
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}
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