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@@ -34,54 +34,54 @@ prontera.gat,153,193,6 script Job Master 123,{
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mes "Welcome, please select the job you wish to change into";
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mes "Welcome, please select the job you wish to change into";
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if(lastJob != 0 && Class == Job_Novice_High){
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if(lastJob != 0 && Class == Job_Novice_High){
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switch(lastJob){
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switch(lastJob){
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- case Job_Knight:
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- case Job_Crusader:
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- set @target_job, Job_Swordman_High;
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- break;
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- case Job_Monk:
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- case Job_Priest:
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- set @target_job, Job_Acolyte_High;
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- break;
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- case Job_Alchem:
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- case Job_Blacksmith:
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- set @target_job, Job_Merchant_High;
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- break;
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- case Job_Rogue:
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- case Job_Assassin:
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- set @target_job, Job_Thief_High;
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- break;
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- case Job_Wizard:
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- case Job_Sage:
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- set @target_job, Job_Mage_High;
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- break;
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- case Job_Hunter:
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- case Job_Bard:
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- case Job_Dancer:
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- set @target_job, Job_Archer_High;
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- break;
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- }
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+ case Job_Knight:
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+ case Job_Crusader:
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+ set @target_job, Job_Swordman_High;
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+ break;
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+ case Job_Monk:
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+ case Job_Priest:
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+ set @target_job, Job_Acolyte_High;
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+ break;
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+ case Job_Alchem:
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+ case Job_Blacksmith:
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+ set @target_job, Job_Merchant_High;
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+ break;
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+ case Job_Rogue:
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+ case Job_Assassin:
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+ set @target_job, Job_Thief_High;
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+ break;
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+ case Job_Wizard:
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+ case Job_Sage:
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+ set @target_job, Job_Mage_High;
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+ break;
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+ case Job_Hunter:
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+ case Job_Bard:
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+ case Job_Dancer:
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+ set @target_job, Job_Archer_High;
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+ break;
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+ }
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} else {
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} else {
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switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
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switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief",
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"Super Novice","Taekwon","Gunslinger","Ninja")){
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"Super Novice","Taekwon","Gunslinger","Ninja")){
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- case 7:
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- if(Class == Job_Novice_High) goto L_noReq;
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- if($@JC_SupNovM > BaseLevel) goto L_BvError;
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- set @target_job, Job_SuperNovice;
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- break;
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- case 8:
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- if(Class == Job_Novice_High) goto L_noReq;
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- if(Upper == 2) goto L_noReq;
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- set @target_job, Job_Taekwon;
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- break;
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- case 9:
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- case 10:
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- if(Class == Job_Novice_High) goto L_noReq;
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- set @target_job, @menu + 15;
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- break;
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- default:
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- set @target_job, @menu;
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- if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
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- break;
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+ case 7:
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+ if(Class == Job_Novice_High) goto L_noReq;
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+ if($@JC_SupNovM > BaseLevel) goto L_BvError;
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+ set @target_job, Job_SuperNovice;
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+ break;
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+ case 8:
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+ if(Class == Job_Novice_High) goto L_noReq;
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+ if(Upper == 2) goto L_noReq;
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+ set @target_job, Job_Taekwon;
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+ break;
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+ case 9:
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+ case 10:
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+ if(Class == Job_Novice_High) goto L_noReq;
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+ set @target_job, @menu + 15;
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+ break;
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+ default:
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+ set @target_job, @menu;
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+ if(Class == Job_Novice_High) set @target_job, @target_job + 4001;
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+ break;
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}
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}
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}
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}
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mes "Are you sure?";
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mes "Are you sure?";
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@@ -103,49 +103,49 @@ prontera.gat,153,193,6 script Job Master 123,{
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set @target_job, lastJob + 4001;
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set @target_job, lastJob + 4001;
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} else {
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} else {
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switch(Class){
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switch(Class){
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- case Job_Swordman_High:
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- case Job_Baby_Swordman:
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- case Job_Swordman:
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- set @job_opt[0], Job_Knight;
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- set @job_opt[1], Job_Crusader;
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- break;
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- case Job_Mage_High:
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- case Job_Baby_Mage:
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- case Job_Mage:
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- set @job_opt[0], Job_Wizard;
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- set @job_opt[1], Job_Sage;
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- break;
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- case Job_Archer_High:
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- case Job_Baby_Archer:
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- case Job_Archer:
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- set @job_opt[0], Job_Hunter;
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- if(Sex == 0)
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- set @job_opt[1], Job_Dancer;
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- else
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- set @job_opt[1], Job_Bard;
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- break;
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- case Job_Acolyte_High:
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- case Job_Baby_Acolyte:
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- case Job_Acolyte:
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- set @job_opt[0], Job_Priest;
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- set @job_opt[1], Job_Monk;
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- break;
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- case Job_Merchant_High:
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- case Job_Baby_Merchant:
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- case Job_Merchant:
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- set @job_opt[0], Job_Blacksmith;
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- set @job_opt[1], Job_Alchem;
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- break;
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- case Job_Thief_High:
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- case Job_Baby_Theif:
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- case Job_Theif:
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- set @job_opt[0], Job_Assassin;
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- set @job_opt[1], Job_Rogue;
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- break;
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- default:
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- set @job_opt[0], Job_Star_Gladiator;
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- set @job_opt[1], Job_Soul_Linker;
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- break;
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+ case Job_Swordman_High:
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+ case Job_Baby_Swordman:
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+ case Job_Swordman:
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+ set @job_opt[0], Job_Knight;
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+ set @job_opt[1], Job_Crusader;
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+ break;
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+ case Job_Mage_High:
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+ case Job_Baby_Mage:
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+ case Job_Mage:
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+ set @job_opt[0], Job_Wizard;
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+ set @job_opt[1], Job_Sage;
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+ break;
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+ case Job_Archer_High:
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+ case Job_Baby_Archer:
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+ case Job_Archer:
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+ set @job_opt[0], Job_Hunter;
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+ if(Sex == 0)
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+ set @job_opt[1], Job_Dancer;
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+ else
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+ set @job_opt[1], Job_Bard;
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+ break;
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+ case Job_Acolyte_High:
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+ case Job_Baby_Acolyte:
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+ case Job_Acolyte:
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+ set @job_opt[0], Job_Priest;
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+ set @job_opt[1], Job_Monk;
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+ break;
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+ case Job_Merchant_High:
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+ case Job_Baby_Merchant:
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+ case Job_Merchant:
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+ set @job_opt[0], Job_Blacksmith;
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+ set @job_opt[1], Job_Alchem;
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+ break;
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+ case Job_Thief_High:
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+ case Job_Baby_Theif:
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+ case Job_Theif:
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+ set @job_opt[0], Job_Assassin;
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+ set @job_opt[1], Job_Rogue;
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+ break;
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+ default:
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+ set @job_opt[0], Job_Star_Gladiator;
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+ set @job_opt[1], Job_Soul_Linker;
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+ break;
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}
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}
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mes "Welcome, please select the job you wish to change into";
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mes "Welcome, please select the job you wish to change into";
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set @target_job, @job_opt[select(callfunc("getJobName",@job_opt[0]), callfunc("getJobName",@job_opt[1]))-1];
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set @target_job, @job_opt[select(callfunc("getJobName",@job_opt[0]), callfunc("getJobName",@job_opt[1]))-1];
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