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[Help] add the QuickJobChange In Source

One word! Im Fawkin Pro!
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A updated version of this can be found here: http://forum.ragezone.com/f457/__fastjobchange-1193423/

Sup Ragezoner's.

Xakzi here and I will do a Noob-friendly guide on how to add the QuickJobChange that was release in Epvp and re-released in RZ (In english)

You can download the package here~
http://forum.ragezone.com/f724/source-quickjobchanger-769708/

Credits goes for the guy who released in at ePVP (Sorry but Im lazy to check who u are :eek:tt1: Guessing Pumbaaa since your name is in the code :lol:)

(Keep in mind that My source is v15 Clean Released by Spiken http://forum.ragezone.com/f457/clean-source-705158/)

Green = What you have to find
Red = What you have to add/replace

Source
MsgHdr.h
Code:
[COLOR="Green"][U][B]After~[/B][/U]
#define PACKETTYPE_QUERYMAILBOX_COUNT				(DWORD)0x88100241[/COLOR]
[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
#define PACKETTYPE_UPDATE_JOB						(DWORD)0x88100242
#endif //__QUICKJOBCHANGE[/Color]
Info::~ If 0x88100243 is already added, add 0x88100242, just be sure it is not duplicated

DPClient.cpp
Code:
[COLOR="Green"][U][B]After~[/B][/U]
void CDPClient::SendGuildHouseTenderJoin( OBJID objGHId, int nTenderPerin, int nTenderPenya )
{
	BEFORESENDSOLE( ar, PACKETTYPE_GUILDHOUSE_TENDER_JOIN, DPID_UNKNOWN );
	ar << objGHId << nTenderPerin << nTenderPenya;
	SEND( ar, this, DPID_SERVERPLAYER );
}
#endif // __GUILD_HOUSE_MIDDLE[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
void CDPClient::UpdateJob( int nJob, int nLevel )
{
	BEFORESENDSOLE( ar, PACKETTYPE_UPDATE_JOB, DPID_UNKNOWN );
	ar << nJob << nLevel;
	SEND( ar, this, DPID_SERVERPLAYER );
}
#endif //__QUICKJOBCHANGE[/COLOR]

DPClient.h
Code:
[COLOR="Green"][U][B]After~[/B][/U]
#ifdef __GUILD_HOUSE_MIDDLE
private:
	void	OnGuildHouseTenderMainWnd( CAr & ar );
	void	OnGuildHouseTenderInfoWnd( CAr & ar );
	void	OnGuildHouseTenderResult( CAr & ar );
public:
	void	SendGuildHouseTenderMainWnd( DWORD dwGHType, OBJID objNpcId );
	void	SendGuildHouseTenderInfoWnd( OBJID objGHId );
	void	SendGuildHouseTenderJoin( OBJID objGHId, int nTenderPerin, int nTenderPenya );
#endif // __GUILD_HOUSE_MIDDLE[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
	void	UpdateJob( int nJob, int nLevel );
#endif //__QUICKJOBCHANGE[/COLOR]
DPSrvr.cpp
Code:
[COLOR="Green"][U][B]After~[/B][/U]
#ifdef __GUILD_HOUSE_MIDDLE
	ON_MSG( PACKETTYPE_GUILDHOUSE_TENDER_MAINWND, OnGuildHouseTenderMainWnd );
	ON_MSG( PACKETTYPE_GUILDHOUSE_TENDER_INFOWND, OnGuildHouseTenderInfoWnd );
	ON_MSG( PACKETTYPE_GUILDHOUSE_TENDER_JOIN, OnGuildHouseTenderJoin );
#endif // __GUILD_HOUSE_MIDDLE
[/COLOR]
[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
	ON_MSG( PACKETTYPE_UPDATE_JOB, OnUpdateJob );
#endif // __QUICKJOBCHANGE[/COLOR]

[COLOR="Green"][U][B]After~[/B][/U]
#ifdef __GUILD_HOUSE_MIDDLE
void CDPSrvr::OnGuildHouseTenderMainWnd( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long )
{
	CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
	if( IsValidObj( pUser ) == TRUE )
	{
		DWORD dwGHType;
		OBJID objNpcId;
		ar >> dwGHType >> objNpcId;

		GuildHouseMng->ReqTenderGuildHouseList( pUser, dwGHType, objNpcId );
	}
}

void CDPSrvr::OnGuildHouseTenderInfoWnd( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long )
{
	CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
	if( IsValidObj( pUser ) == TRUE )
	{
		OBJID objGHId;
		ar >> objGHId;

		GuildHouseMng->ReqTenderGuildHouseInfo( pUser, objGHId );
	}
}

void CDPSrvr::OnGuildHouseTenderJoin( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long )
{
	CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
	if( IsValidObj( pUser ) == TRUE )
	{
		OBJID objGHId;
		int nTenderPerin, nTenderPenya;
		ar >> objGHId >> nTenderPerin >> nTenderPenya;
		
		GuildHouseMng->OnGuildHouseTenderJoin( pUser, objGHId, nTenderPerin, nTenderPenya );
	}
}
#endif // __GUILD_HOUSE_MIDDLE[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
void CDPSrvr::OnUpdateJob( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long )
{
    try
    {
        CUser* pUser = g_UserMng.GetUser( dpidCache, dpidUser );
        
        if( IsValidObj( pUser ) == TRUE )
        {
			int nJob, nLevel;
            ar >> nJob >> nLevel;
			if( pUser->m_nJob >= nJob )
				return;
			if( nJob < MAX_EXPERT && pUser->m_nLevel != 15 )
				return;
			else if( nJob >= MAX_EXPERT && nJob < MAX_PROFESSIONAL && pUser->m_nLevel != 60 )
				return;
			else if( nJob >= MAX_PROFESSIONAL && nJob < MAX_HERO && pUser->m_nLevel != 120 && pUser->GetExpPercent() != 9999 ) 
				return;
			else if( nJob >= MAX_HERO && pUser->m_nLevel != 129 && pUser->GetExpPercent() != 9999 )
				return;

			pUser->InitLevelPumbaaa( nJob, nLevel, TRUE );
		}
    }
    catch(...)
    {
        Error("Exception caught in File %s on line %d", __FILE__, __LINE__);
    }
}
#endif //__QUICKJOBCHANGE[/COLOR]

DPSrvr.h
Code:
[COLOR="Green"][U][B]After~[/B][/U]
#ifdef __GUILD_HOUSE_MIDDLE
	void	OnGuildHouseTenderMainWnd( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long );
	void	OnGuildHouseTenderInfoWnd( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long );
	void	OnGuildHouseTenderJoin( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long );
#endif // __GUILD_HOUSE_MIDDLE[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
void	OnUpdateJob( CAr & ar, DPID dpidCache, DPID dpidUser, LPBYTE, u_long );
#endif //__QUICKJOBCHANGE[/COLOR]
Mover.cpp
For 3rd Job Only~
Code:
[COLOR="Purple"][U][B]At The Bottom You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
{
#ifdef __WORLDSERVER
	// ¿î¿µÀÚ ¸í·ÉÀ¸·Î ·¹º§¾÷ Çϴ°÷ÀÓ
	MoverProp* pProp = GetProp();
	if( pProp )
	{
		if( nJob > 0 && nJob < MAX_LEGEND_HERO )
		{
			AddChangeJob( nJob );
		}else{
			return;
		}
		int nPoint = 0;
		if( m_nJob == JOB_MERCENARY )
			nPoint += 40;
		else if( m_nJob == JOB_ACROBAT )
			nPoint += 50;
		else if( m_nJob == JOB_ASSIST )
			nPoint += 60;
		else if( m_nJob == JOB_MAGICIAN )
			nPoint += 90;
		else if( m_nJob ==  JOB_KNIGHT || m_nJob ==  JOB_BLADE )
			nPoint += 120;
		else if( m_nJob ==  JOB_JESTER || m_nJob ==  JOB_RANGER )
			nPoint += 150;
		else if( m_nJob ==  JOB_RINGMASTER )
			nPoint += 160;
		else if( m_nJob ==  JOB_BILLPOSTER || m_nJob ==  JOB_PSYCHIKEEPER )
			nPoint += 180;
		else if( m_nJob ==  JOB_ELEMENTOR )
			nPoint += 390;
		else if( nJob ==  JOB_LORDTEMPLER_HERO || nJob ==  JOB_STORMBLADE_HERO )
			nPoint += 120;
		else if( nJob ==  JOB_WINDLURKER_HERO || nJob ==  JOB_CRACKSHOOTER_HERO )
			nPoint += 150;
		else if( nJob ==  JOB_FLORIST_HERO )
			nPoint += 160;
		else if( nJob ==  JOB_FORCEMASTER_HERO || nJob ==  JOB_MENTALIST_HERO )
			nPoint += 180;
		else if( nJob ==  JOB_ELEMENTORLORD_HERO )
			nPoint += 390;

		AddSkillPoint( nPoint );
		m_nLevel = nLevel;

		SetJobLevel( nLevel, nJob );
		m_nDeathLevel = nLevel;
#if __VER >= 10 // __LEGEND	//	10Â÷ Àü½Â½Ã½ºÅÛ	Neuz, World, Trans
		if(IsMaster())
		{
			int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
			if( nLevel > 59 && nLevel < 72 )
				dwTmpSkLevel = 1;
			else if( nLevel > 71 && nLevel < 84 )
				dwTmpSkLevel = 2;
			else if( nLevel > 83 && nLevel < 96 )
				dwTmpSkLevel = 3;
			else if( nLevel > 95 && nLevel < 108 )
				dwTmpSkLevel = 4;
			else if( nLevel > 107 && nLevel < 120 )
				dwTmpSkLevel = 5;
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = dwTmpSkLevel;
				}
			}
		}
		else if(IsHero())
		{
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = 5;
				}
			}
		}
		else if(IsLegendHero())
		{
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = 5;
				}
			}
		}
#endif	// 	__LEGEND	//	10Â÷ Àü½Â½Ã½ºÅÛ	Neuz, World, Trans
		if( bGamma )
		{
			m_nExp1 = 0;
		}
		
		( (CUser*)this )->AddSetChangeJob( nJob );
		g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
		

#if __VER >= 11 // __SYS_PLAYER_DATA
		g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
#else	// __SYS_PLAYER_DATA
		g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
		g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
		if( m_idGuild != 0 )
			g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
#endif	// __SYS_PLAYER_DATA
		SetHitPoint( GetMaxHitPoint() );
		SetManaPoint( GetMaxManaPoint() );
		SetFatiguePoint( GetMaxFatiguePoint() );
		if( nJob >= 1 && nJob <= 4 )
		{
			m_nStr = m_nSta = m_nDex = m_nInt = 15;
			m_nRemainGP = 28;
		}
		if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
		{
			m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
			m_nStr = m_nSta = m_nDex = m_nInt = 15;
		}
		if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
		{
			CItemElem itemelem;
			itemelem.m_nItemNum = 1;
			itemelem.m_bCharged = TRUE;
			BYTE nID;

			if( nJob == JOB_MENTALIST_HERO )
				itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
			if( nJob == JOB_FORCEMASTER_HERO )
				itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;

			( ( CUser*)this)->CreateItem( &itemelem, &nID );
		}
		g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
		( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
		( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
		/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
		( (CUser*)this )->AddTaskBar();*/
		( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
#if __VER >= 13 // __HONORABLE_TITLE			// ´ÞÀÎ
		((CUser*)this)->CheckHonorStat();
		((CUser*)this)->AddHonorListAck();
		g_UserMng.AddHonorTitleChange( this, m_nHonor);
#endif	// __HONORABLE_TITLE			// ´ÞÀÎ
	}
#endif // __WORLDSERVER
}
#endif //__QUICKJOBCHANGE[/COLOR][/spoiler]
For 2nd Job Only~
Code:
[COLOR="Purple"][U][B]At The Bottom You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
void CMover::InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma )
{
#ifdef __WORLDSERVER
	// ¿î¿µÀÚ ¸í·ÉÀ¸·Î ·¹º§¾÷ Çϴ°÷ÀÓ
	MoverProp* pProp = GetProp();
	if( pProp )
	{
		if( nJob > 0 && nJob < MAX_HERO )
		{
			AddChangeJob( nJob );
		}else{
			return;
		}
		int nPoint = 0;
		if( m_nJob == JOB_MERCENARY )
			nPoint += 40;
		else if( m_nJob == JOB_ACROBAT )
			nPoint += 50;
		else if( m_nJob == JOB_ASSIST )
			nPoint += 60;
		else if( m_nJob == JOB_MAGICIAN )
			nPoint += 90;
		else if( m_nJob ==  JOB_KNIGHT || m_nJob ==  JOB_BLADE )
			nPoint += 120;
		else if( m_nJob ==  JOB_JESTER || m_nJob ==  JOB_RANGER )
			nPoint += 150;
		else if( m_nJob ==  JOB_RINGMASTER )
			nPoint += 160;
		else if( m_nJob ==  JOB_BILLPOSTER || m_nJob ==  JOB_PSYCHIKEEPER )
			nPoint += 180;
		else if( m_nJob ==  JOB_ELEMENTOR )
			nPoint += 390;
/*		else if( nJob ==  JOB_LORDTEMPLER_HERO || nJob ==  JOB_STORMBLADE_HERO )
			nPoint += 120;
		else if( nJob ==  JOB_WINDLURKER_HERO || nJob ==  JOB_CRACKSHOOTER_HERO )
			nPoint += 150;
		else if( nJob ==  JOB_FLORIST_HERO )
			nPoint += 160;
		else if( nJob ==  JOB_FORCEMASTER_HERO || nJob ==  JOB_MENTALIST_HERO )
			nPoint += 180;
		else if( nJob ==  JOB_ELEMENTORLORD_HERO )
			nPoint += 390;*/

		AddSkillPoint( nPoint );
		m_nLevel = nLevel;

		SetJobLevel( nLevel, nJob );
		m_nDeathLevel = nLevel;
#if __VER >= 10 // __LEGEND	//	10Â÷ Àü½Â½Ã½ºÅÛ	Neuz, World, Trans
		if(IsMaster())
		{
			int dwTmpSkLevel = 1;//60, 72, 84, 96, 108
			if( nLevel > 59 && nLevel < 72 )
				dwTmpSkLevel = 1;
			else if( nLevel > 71 && nLevel < 84 )
				dwTmpSkLevel = 2;
			else if( nLevel > 83 && nLevel < 96 )
				dwTmpSkLevel = 3;
			else if( nLevel > 95 && nLevel < 108 )
				dwTmpSkLevel = 4;
			else if( nLevel > 107 && nLevel < 120 )
				dwTmpSkLevel = 5;
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = dwTmpSkLevel;
				}
			}
		}
		else if(IsHero())
		{
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = 5;
				}
			}
		}
/*		else if(IsLegendHero())
		{
			for( int i = 0; i < MAX_SKILL_JOB; i++ ) 
			{				
				LPSKILL lpSkill = &(m_aJobSkill[i]);
				if( lpSkill && lpSkill->dwSkill != NULL_ID )
				{
					ItemProp* pSkillProp    = prj.GetSkillProp( lpSkill->dwSkill );			
					if( pSkillProp == NULL )
						continue;
					if( pSkillProp->dwItemKind1 != JTYPE_MASTER)
						continue;
					lpSkill->dwLevel = 5;
				}
			}
		}*/
#endif	// 	__LEGEND	//	10Â÷ Àü½Â½Ã½ºÅÛ	Neuz, World, Trans
		if( bGamma )
		{
			m_nExp1 = 0;
		}
		
		( (CUser*)this )->AddSetChangeJob( nJob );
		g_UserMng.AddNearSetChangeJob( this, nJob, &((CUser*)this)->m_aJobSkill[MAX_JOB_SKILL] );
		

#if __VER >= 11 // __SYS_PLAYER_DATA
		g_dpDBClient.SendUpdatePlayerData( (CUser*)this );
#else	// __SYS_PLAYER_DATA
		g_DPCoreClient.SendPartyMemberJob( (CUser*)this );
		g_DPCoreClient.SendFriendChangeJob( (CUser*)this );
		if( m_idGuild != 0 )
			g_DPCoreClient.SendGuildChangeJobLevel( (CUser*)this );
#endif	// __SYS_PLAYER_DATA
		SetHitPoint( GetMaxHitPoint() );
		SetManaPoint( GetMaxManaPoint() );
		SetFatiguePoint( GetMaxFatiguePoint() );
		if( nJob >= 1 && nJob <= 4 )
		{
			m_nStr = m_nSta = m_nDex = m_nInt = 15;
			m_nRemainGP = 28;
		}
		if( nJob >= MAX_PROFESSIONAL && nJob < MAX_MASTER )
		{
			m_nRemainGP = ( m_nSta - 15 ) + ( m_nStr - 15 ) + ( m_nDex - 15 ) + ( m_nInt - 15 ) + m_nRemainGP;
			m_nStr = m_nSta = m_nDex = m_nInt = 15;
		}
/*		if( nJob == JOB_MENTALIST_HERO || nJob == JOB_FORCEMASTER_HERO )
		{
			CItemElem itemelem;
			itemelem.m_nItemNum = 1;
			itemelem.m_bCharged = TRUE;
			BYTE nID;

			if( nJob == JOB_MENTALIST_HERO )
				itemelem.m_dwItemId = II_WEA_BOOK_BOKROMAIN;
			if( nJob == JOB_FORCEMASTER_HERO )
				itemelem.m_dwItemId = II_ARM_ARM_SHI_ZEMBATO;

			( ( CUser*)this)->CreateItem( &itemelem, &nID );
		}*/
		g_UserMng.AddSetLevel( this, (WORD)m_nLevel );
		( (CUser*)this )->AddSetGrowthLearningPoint( m_nRemainGP );
		( (CUser*)this )->AddSetExperience( GetExp1(), (WORD)m_nLevel, m_nSkillPoint, m_nSkillLevel );
		/*( (CUser*)this )->m_playTaskBar.InitTaskBarShorcutKind( SHORTCUT_SKILL );
		( (CUser*)this )->AddTaskBar();*/
		( (CUser*)this )->AddSetState( m_nStr, m_nSta, m_nDex, m_nInt, m_nRemainGP );
#if __VER >= 13 // __HONORABLE_TITLE			// ´ÞÀÎ
		((CUser*)this)->CheckHonorStat();
		((CUser*)this)->AddHonorListAck();
		g_UserMng.AddHonorTitleChange( this, m_nHonor);
#endif	// __HONORABLE_TITLE			// ´ÞÀÎ
	}
#endif // __WORLDSERVER
}
#endif //__QUICKJOBCHANGE[/color]
Mover.h
Code:
[COLOR="Green"][U][B]After~[/B][/U]
	void			InitLevel( int nJob, LONG nLevel, BOOL bGamma = TRUE );[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
	void			InitLevelPumbaaa( int nJob, LONG nLevel, BOOL bGamma = TRUE ) ;
#endif //__QUICKJOBCHANGE[/COLOR]

MoverParam.cpp
For 3rd Job Only~
Code:
[COLOR="Green"][U][B]Find~[/B][/U]
BOOL CMover::SetExperience( EXPINTEGER nExp1, int nLevel )
{
	m_nExp1		= nExp1;

	if( IsInvalidObj(this) )
		return 0;

	if( nLevel > m_nLevel )
	{[/COLOR]

[COLOR="Red"][U][B]Change To~[/B][/U]
BOOL CMover::SetExperience( EXPINTEGER nExp1, int nLevel )
{
#ifdef __QUICKJOBCHANGE
	m_nExp1		= nExp1;

	if( IsInvalidObj(this) )
		return 0;
		
#ifdef __CLIENT
	if( (GetLevel() == 120 || GetLevel() == 129) && GetExpPercent() == 9999 )
	{
		SAFE_DELETE( g_WndMng.m_pJobChangeEx );
		g_WndMng.m_pJobChangeEx = new CWndJobChangeEx;
		g_WndMng.m_pJobChangeEx->Initialize();
	}
#endif

	if( nLevel > m_nLevel )
	{
#else // __QUICKJOBCHANGE

	m_nExp1		= nExp1;

	if( IsInvalidObj(this) )
		return 0;

	if( nLevel > m_nLevel )
	{
	
#endif //__QUICKJOBCHANGE[/COLOR]

[COLOR="Green"][U][B]After~[/B][/U]
#if __VER < 12 // __MOD_TUTORIAL				
				if( GetLevel() != 1 )
					pWndWorld->m_pWndGuideSystem->GuideStart(FALSE);
			#endif[/color]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
if( GetLevel() == 15 || GetLevel() == 60 /*|| ((GetLevel() == 120 || GetLevel() == 129) && GetExpPercent() >= 9900 ) */)
{
	SAFE_DELETE( g_WndMng.m_pJobChangeEx );
	g_WndMng.m_pJobChangeEx = new CWndJobChangeEx;
	g_WndMng.m_pJobChangeEx->Initialize();
}
#endif //__QUICKJOBCHANGE[/COLOR]

For 2nd Job Only~
Code:
[COLOR="Green"][U][B]Find~[/B][/U]
BOOL CMover::SetExperience( EXPINTEGER nExp1, int nLevel )
{
	m_nExp1		= nExp1;

	if( IsInvalidObj(this) )
		return 0;

	if( nLevel > m_nLevel )
	{[/COLOR]

[COLOR="Red"][U][B]Change To~[/B][/U]
BOOL CMover::SetExperience( EXPINTEGER nExp1, int nLevel )
{
#ifdef __QUICKJOBCHANGE
	m_nExp1		= nExp1;

	if( IsInvalidObj(this) )
		return 0;
		
#ifdef __CLIENT
	if( (GetLevel() == 120) && GetExpPercent() == 9999 )
	{
		SAFE_DELETE( g_WndMng.m_pJobChangeEx );
		g_WndMng.m_pJobChangeEx = new CWndJobChangeEx;
		g_WndMng.m_pJobChangeEx->Initialize();
	}
#endif

	if( nLevel > m_nLevel )
	{
#else // __QUICKJOBCHANGE

	m_nExp1		= nExp1;

	if( IsInvalidObj(this) )
		return 0;

	if( nLevel > m_nLevel )
	{
	
#endif //__QUICKJOBCHANGE[/COLOR]

[COLOR="Green"][U][B]After~[/B][/U]
#if __VER < 12 // __MOD_TUTORIAL				
				if( GetLevel() != 1 )
					pWndWorld->m_pWndGuideSystem->GuideStart(FALSE);
			#endif[/color]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
if( GetLevel() == 15 || GetLevel() == 60 )
{
	SAFE_DELETE( g_WndMng.m_pJobChangeEx );
	g_WndMng.m_pJobChangeEx = new CWndJobChangeEx;
	g_WndMng.m_pJobChangeEx->Initialize();
}
#endif //__QUICKJOBCHANGE[/COLOR]

WndManager.h
Code:
[COLOR="Green"][U][B]After~[/B][/U]
#ifdef __GUILD_HOUSE_MIDDLE
#include "WndHousing.h"
#endif //__GUILD_HOUSE_MIDDLE[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
#include "WndChangeJobEx.h"
#endif //__QUICKJOBCHANGE[/COLOR]

[COLOR="Green"][U][B]After~[/B][/U]
	CWndPetStatus* m_pWndPetStatus;[/COLOR]

[COLOR="Red"][U][B]You Add~[/B][/U]
#ifdef __QUICKJOBCHANGE
	CWndJobChangeEx* m_pJobChangeEx;
#endif //__QUICKJOBCHANGE[/COLOR]
VersionCommon.h (Neuz & Worldserver)
Code:
[COLOR="Red"][U][B]Add~[/B][/U]

#define __QUICKJOBCHANGE //Released by pumbaaa thanks <3[/COLOR]

WndChangeJobEx.cpp & WndChangeJobEx.h
Code:
So, how to add these hm?
Add the files into the folder "_Interface".
Go To Visual Studio (after opening all.sln)
Click this button right here.
[img]http://screensnapr.com/e/fdnv5f.png[/img]
Mark the 2 new .cpp & .h
and Click "Open"!
Now the files should be in the solution :)

If for 3rd Job Only~ Use this WndChangeJobEx.cpp instead
WndChangeJobEx.cpp
Code:
#include "StdAfx.h"
#include "WndChangeJobEx.h"
#include "DPClient.h"
#include "DPLoginClient.h"
#include "Network.h"
#include "ResData.h"
#include "defineText.h"
#include "mover.h"

extern CDPClient g_DPlay;

CWndJobChangeEx::CWndJobChangeEx()
{
}

CWndJobChangeEx::~CWndJobChangeEx()
{
	DeleteDeviceObjects();
}

BOOL CWndJobChangeEx::Initialize( CWndBase* pWndParent, DWORD dwType )
{

	if( g_pPlayer->GetLevel() == 15 || g_pPlayer->GetLevel() == 60 || ( ( g_pPlayer->GetLevel() == 120 || g_pPlayer->GetLevel() == 129 ) && g_pPlayer->GetExpPercent() == 9999 ) )
	{
		if(  g_pPlayer->GetJob() == 0 )
		{
			nJobMin = 1;
			nJobMax = 4;
			nNewLv = 15;
		}
		else if( g_pPlayer->GetJob() < MAX_EXPERT )
		{
			nJobMin = (g_pPlayer->GetJob() + 2) * 2;
			nJobMax = nJobMin + 1;
			nNewLv = 60;
		}
		else if( g_pPlayer->GetJob() < MAX_PROFESSIONAL )
		{
			nJobMin = g_pPlayer->GetJob() + 10;
			nJobMax = nJobMin;
			nNewLv = 60;
		}
		else if( g_pPlayer->GetJob() < MAX_HERO )
		{
			nJobMin = g_pPlayer->GetJob() + 8;
			nJobMax = nJobMin;
			( g_pPlayer->GetJob() < MAX_MASTER ) ? nNewLv = 121 : nNewLv = 130;
		}
		nCurJob = nJobMin;
	}else{
		nCurJob = 0;
	}
	return CWndNeuz::InitDialog( g_Neuz.GetSafeHwnd(), APP_FASTJOBCHANGE, 0, CPoint( 0, 0 ), pWndParent );
}

BOOL CWndJobChangeEx::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
{
	switch( nID )
	{
	case WIDC_BUTTON4:
		g_DPlay.UpdateJob( nCurJob, nNewLv );
		Destroy();
		break;
	case WIDC_BUTTON2:
		if( nCurJob < nJobMax )
			nCurJob++;
		break;
	case WIDC_BUTTON3:
		if( nCurJob > nJobMin )
			nCurJob--;
		break;
	}
	return CWndNeuz::OnChildNotify( message, nID, pLResult );
}

void CWndJobChangeEx::OnDraw( C2DRender* p2DRender )
{
	char* szInfo[] = { "Error", "Mercenaries prefer to partake in close range combat. The main characteristics of this particular class involve physical strength, and a strong body that is able to withstand attacks.",
"Acrobats are those who mainly wield long distance weapons such as bows or yoyos. Using the skill tactics of speed and accuracy, they are usually able to break anyone willing enough to fight them.",
"Being an assist, you'll be able to choose to either be a fighter, or a healer. If a fighter is what you desire, assists generally favouritise close and personal combat. If supporting other characters is more your style, you may choose the alternative.",
"Magicians are ranged spell casters, they are able to focus large amounts of magic upon an enemy, dealing a great deal of damage before they are even reached. Magicians generally have lower defense, lower HP, and sometimes even delay when it comes to casting spells.",
"<Leer>",
"Knights are a second class for mercenaries and are the best tanks in the game. As a knight you will receive more health points per stamina point than any other class.",
"Blades are a second class for mercenaries and are the best damage dealers in the game. As a blade you will be able to wield two weapons at the same time and thus drastically increase your damage output.",
"Jesters focus on ranged attacks using Yo-Yos. They have a wide range of skills that allow them to be strong PvP'ers with their YoYo attacks, use some of their penya to do increased damage, and escape incoming attacks.",
"Rangers are a ranged based melee class that focus on using bow skills to damage enemies.",
"When it comes to partners, this class is the most sought after due to their ability to enhance others abilities and skills. With extra buffs and skills, this assist class is almost considered a necessity for game play; or, at least, they make it easier.",
"Billposters are undoubtedly the most self-sufficient class in the game. With their normal assist buffs, and their additional damage skills upon second job change, they are a very strong class. They are more of a melee class, and fight using a knuckle and a shield.",
"Psykeepers are one of the Magician's second classes. These, however, do not deal in the field of elemental damage. Most of the attacks, which are very powerful, tend to be based off mental and demonic forces.",
"Elementors are a second class for magicians and are a high damage spell casting class that uses staves to cast devastating elemental spells. ",
"<Leer>",
"<Leer>",
"Become master to get more strength",
"Become hero to get more strength",
"Templars are the third class for knights. The ultimate guardian, far more than just a meat shield. They are the epitome of defense and are the knights in shining armor legends are made of.",
"Slayers are the third class for blades. These ferocious fighters never relent on the attack, and their fury never ceases until all those that oppose them have been laid to waste at their hands.",
"Harlequins are the third class for Jesters and posses dark skills which allow them to attack from behind there foes and even vanish right in front of your eyes. The Harlequins make for a deadly class with there combo of stealth and attacks.",
"Crackshooters are the third class for Rangers and can kill from a much further distance than Rangers. They can equip the crossbow, a compact and highly lethal weapon, these ranged fighters can and will kill multiple targets.",
"Seraphs are the third class for Ringmasters. They are capable of mending any wound, big or small and can bless their companions and awaken strength, skill, and abilities few may think are possible and can even invoke the power of temporary immortality.",
"Force Masters are the third class for Billposters. All ready one of the strongest if not thee strongest class within Madrigal. The addition of the Force Master Skills brings the most welcome boost to party abilities. Any party would welcome the power's of a Force Master.",
"Mentalists are the third class for Psykeepers. These playful but graceful and fearsome magicians can manipulate the battlefield and foes to an untimely demise.",
"Arcanists are the third class for Elementors. Arcanists are experts in the art of elements and can rain down the heaven's to destroy all that lie in there way.",
};


	CWndButton* nJobPic = (CWndButton*)GetDlgItem( WIDC_BUTTON4 );
	CWndStatic* nJobTit = (CWndStatic*)GetDlgItem( WIDC_STATIC1 );
	CWndButton* chk1 = (CWndButton*) GetDlgItem( WIDC_BUTTON2 );
	CWndButton* chk2 = (CWndButton*) GetDlgItem( WIDC_BUTTON3 );
	CWndText* nJobInfo = (CWndText*)GetDlgItem( WIDC_TEXT1 );
	switch( nCurJob )
	{
	case 0:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotVan.bmp" ), TRUE );
		nJobPic->EnableWindow( FALSE );
		nJobTit->SetToolTip( "You don't have the right level" );
		nApply->EnableWindow( FALSE );
		nJobTit->SetTitle( "Error" );
		chk1->EnableWindow( FALSE );
		chk2->EnableWindow( FALSE );
		return;
		break;
	case 1:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMer.bmp" ), TRUE );
		break;
	case 2:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotArc.bmp" ), TRUE );
		break;
	case 3:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotAs.bmp" ), TRUE );
		break;
	case 4:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMag.bmp" ), TRUE );
		break;
	case 6: case 16: case 24:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotKnight.bmp" ), TRUE );
		break;
	case 7: case 17: case 25:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBlad.bmp" ), TRUE );
		break;
	case 8: case 18: case 26:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotJes.bmp" ), TRUE );
		break;
	case 9: case 19: case 27:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRan.bmp" ), TRUE );
		break;
	case 10: case 20: case 28:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRingm.bmp" ), TRUE );
		break;
	case 11: case 21: case 29:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBillfor.bmp" ), TRUE );
		break;
	case 12: case 22: case 30:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotPsy.bmp" ), TRUE );
		break;
	case 13: case 23: case 31:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotElem.bmp" ), TRUE );
		break;
	case 32:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotLord.bmp" ), TRUE );
		break;
	case 33:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotStormb.bmp" ), TRUE );
		break;
	case 34:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotWindI.bmp" ), TRUE );
		break;
	case 35:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotCracks.bmp" ), TRUE );
		break;
	case 36:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotFlor.bmp" ), TRUE );
		break;
	case 37:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotForcem.bmp" ), TRUE );
		break;
	case 38:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMent.bmp" ), TRUE );
		break;
	case 39:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotElel.bmp" ), TRUE );
		break;
	default:
		return;
		break;
	}
	nJobPic->SetToolTip( prj.m_aJob[nCurJob].szName );
	nJobTit->SetTitle( prj.m_aJob[nCurJob].szName );
	( nCurJob == nJobMax ) ? chk1->EnableWindow( FALSE ) : chk1->EnableWindow( TRUE );
	( nCurJob == nJobMin ) ? chk2->EnableWindow( FALSE ):chk2->EnableWindow( TRUE );
	if( nCurJob < MAX_PROFESSIONAL )
		nJobInfo->SetString( szInfo[nCurJob] );
	else if( nCurJob < MAX_MASTER )
		nJobInfo->SetString( szInfo[MAX_PROFESSIONAL] );
	else if( nCurJob < MAX_HERO )
		nJobInfo->SetString( szInfo[MAX_PROFESSIONAL+1] );
	else
		nJobInfo->SetString( szInfo[nCurJob - 14] );

}

void CWndJobChangeEx::OnInitialUpdate( )
{
	CWndNeuz::OnInitialUpdate(); 
	RestoreDeviceObjects();

	
	CRect rectRoot = m_pWndRoot->GetLayoutRect();
	CRect rectWindow = GetWindowRect();
	CPoint point( rectRoot.right - rectWindow.Width(), 110 );
	Move( point );
	MoveParentCenter();
}

BOOL CWndJobChangeEx::OnCommand( UINT nID, DWORD dwMessage, CWndBase *pWndBase )
{
	return CWndNeuz::OnCommand( nID, dwMessage, pWndBase );
}

HRESULT CWndJobChangeEx::RestoreDeviceObjects()
{
	CWndNeuz::RestoreDeviceObjects();
	return S_OK;
}
HRESULT CWndJobChangeEx::InvalidateDeviceObjects()
{
	CWndNeuz::InvalidateDeviceObjects();
    return S_OK;
}
HRESULT CWndJobChangeEx::DeleteDeviceObjects()
{
	CWndNeuz::DeleteDeviceObjects();
	InvalidateDeviceObjects();
	return S_OK;
}

If for 2nd Job Only~ Use this WndChangeJobEx.cpp instead
WndChangeJobEx.cpp
Code:
#include "StdAfx.h"
#include "WndChangeJobEx.h"
#include "DPClient.h"
#include "DPLoginClient.h"
#include "Network.h"
#include "ResData.h"
#include "defineText.h"
#include "mover.h"

extern CDPClient g_DPlay;

CWndJobChangeEx::CWndJobChangeEx()
{
}

CWndJobChangeEx::~CWndJobChangeEx()
{
	DeleteDeviceObjects();
}

BOOL CWndJobChangeEx::Initialize( CWndBase* pWndParent, DWORD dwType )
{

	if( g_pPlayer->GetLevel() == 15 || g_pPlayer->GetLevel() == 60 || ( ( g_pPlayer->GetLevel() == 120 || g_pPlayer->GetLevel() == 129 ) && g_pPlayer->GetExpPercent() == 9999 ) )
	{
		if(  g_pPlayer->GetJob() == 0 )
		{
			nJobMin = 1;
			nJobMax = 4;
			nNewLv = 15;
		}
		else if( g_pPlayer->GetJob() < MAX_EXPERT )
		{
			nJobMin = (g_pPlayer->GetJob() + 2) * 2;
			nJobMax = nJobMin + 1;
			nNewLv = 60;
		}
		else if( g_pPlayer->GetJob() < MAX_PROFESSIONAL )
		{
			nJobMin = g_pPlayer->GetJob() + 10;
			nJobMax = nJobMin;
			nNewLv = 60;
		}
		else if( g_pPlayer->GetJob() < MAX_HERO )
		{
			nJobMin = g_pPlayer->GetJob() + 8;
			nJobMax = nJobMin;
			( g_pPlayer->GetJob() < MAX_MASTER ) ? nNewLv = 121 : nNewLv = 130;
		}
		nCurJob = nJobMin;
	}else{
		nCurJob = 0;
	}
	return CWndNeuz::InitDialog( g_Neuz.GetSafeHwnd(), APP_FASTJOBCHANGE, 0, CPoint( 0, 0 ), pWndParent );
}

BOOL CWndJobChangeEx::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
{
	switch( nID )
	{
	case WIDC_BUTTON4:
		g_DPlay.UpdateJob( nCurJob, nNewLv );
		Destroy();
		break;
	case WIDC_BUTTON2:
		if( nCurJob < nJobMax )
			nCurJob++;
		break;
	case WIDC_BUTTON3:
		if( nCurJob > nJobMin )
			nCurJob--;
		break;
	}
	return CWndNeuz::OnChildNotify( message, nID, pLResult );
}

void CWndJobChangeEx::OnDraw( C2DRender* p2DRender )
{
	char* szInfo[] = { "Error", "Mercenaries prefer to partake in close range combat. The main characteristics of this particular class involve physical strength, and a strong body that is able to withstand attacks.",
"Acrobats are those who mainly wield long distance weapons such as bows or yoyos. Using the skill tactics of speed and accuracy, they are usually able to break anyone willing enough to fight them.",
"Being an assist, you'll be able to choose to either be a fighter, or a healer. If a fighter is what you desire, assists generally favouritise close and personal combat. If supporting other characters is more your style, you may choose the alternative.",
"Magicians are ranged spell casters, they are able to focus large amounts of magic upon an enemy, dealing a great deal of damage before they are even reached. Magicians generally have lower defense, lower HP, and sometimes even delay when it comes to casting spells.",
"<Leer>",
"Knights are a second class for mercenaries and are the best tanks in the game. As a knight you will receive more health points per stamina point than any other class.",
"Blades are a second class for mercenaries and are the best damage dealers in the game. As a blade you will be able to wield two weapons at the same time and thus drastically increase your damage output.",
"Jesters focus on ranged attacks using Yo-Yos. They have a wide range of skills that allow them to be strong PvP'ers with their YoYo attacks, use some of their penya to do increased damage, and escape incoming attacks.",
"Rangers are a ranged based melee class that focus on using bow skills to damage enemies.",
"When it comes to partners, this class is the most sought after due to their ability to enhance others abilities and skills. With extra buffs and skills, this assist class is almost considered a necessity for game play; or, at least, they make it easier.",
"Billposters are undoubtedly the most self-sufficient class in the game. With their normal assist buffs, and their additional damage skills upon second job change, they are a very strong class. They are more of a melee class, and fight using a knuckle and a shield.",
"Psykeepers are one of the Magician's second classes. These, however, do not deal in the field of elemental damage. Most of the attacks, which are very powerful, tend to be based off mental and demonic forces.",
"Elementors are a second class for magicians and are a high damage spell casting class that uses staves to cast devastating elemental spells. ",
"<Leer>",
"<Leer>",
"Become master to get more strength",
"Become hero to get more strength",
/*"Templars are the third class for knights. The ultimate guardian, far more than just a meat shield. They are the epitome of defense and are the knights in shining armor legends are made of.",
"Slayers are the third class for blades. These ferocious fighters never relent on the attack, and their fury never ceases until all those that oppose them have been laid to waste at their hands.",
"Harlequins are the third class for Jesters and posses dark skills which allow them to attack from behind there foes and even vanish right in front of your eyes. The Harlequins make for a deadly class with there combo of stealth and attacks.",
"Crackshooters are the third class for Rangers and can kill from a much further distance than Rangers. They can equip the crossbow, a compact and highly lethal weapon, these ranged fighters can and will kill multiple targets.",
"Seraphs are the third class for Ringmasters. They are capable of mending any wound, big or small and can bless their companions and awaken strength, skill, and abilities few may think are possible and can even invoke the power of temporary immortality.",
"Force Masters are the third class for Billposters. All ready one of the strongest if not thee strongest class within Madrigal. The addition of the Force Master Skills brings the most welcome boost to party abilities. Any party would welcome the power's of a Force Master.",
"Mentalists are the third class for Psykeepers. These playful but graceful and fearsome magicians can manipulate the battlefield and foes to an untimely demise.",
"Arcanists are the third class for Elementors. Arcanists are experts in the art of elements and can rain down the heaven's to destroy all that lie in there way.",*/
};


	CWndButton* nJobPic = (CWndButton*)GetDlgItem( WIDC_BUTTON4 );
	CWndStatic* nJobTit = (CWndStatic*)GetDlgItem( WIDC_STATIC1 );
	CWndButton* chk1 = (CWndButton*) GetDlgItem( WIDC_BUTTON2 );
	CWndButton* chk2 = (CWndButton*) GetDlgItem( WIDC_BUTTON3 );
	CWndText* nJobInfo = (CWndText*)GetDlgItem( WIDC_TEXT1 );
	switch( nCurJob )
	{
	case 0:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotVan.bmp" ), TRUE );
		nJobPic->EnableWindow( FALSE );
		nJobTit->SetToolTip( "You don't have the right level" );
		nApply->EnableWindow( FALSE );
		nJobTit->SetTitle( "Error" );
		chk1->EnableWindow( FALSE );
		chk2->EnableWindow( FALSE );
		return;
		break;
	case 1:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMer.bmp" ), TRUE );
		break;
	case 2:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotArc.bmp" ), TRUE );
		break;
	case 3:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotAs.bmp" ), TRUE );
		break;
	case 4:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMag.bmp" ), TRUE );
		break;
	case 6: case 16: case 24:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotKnight.bmp" ), TRUE );
		break;
	case 7: case 17: case 25:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBlad.bmp" ), TRUE );
		break;
	case 8: case 18: case 26:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotJes.bmp" ), TRUE );
		break;
	case 9: case 19: case 27:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRan.bmp" ), TRUE );
		break;
	case 10: case 20: case 28:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotRingm.bmp" ), TRUE );
		break;
	case 11: case 21: case 29:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotBillfor.bmp" ), TRUE );
		break;
	case 12: case 22: case 30:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotPsy.bmp" ), TRUE );
		break;
	case 13: case 23: case 31:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotElem.bmp" ), TRUE );
		break;
	/*case 32:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotLord.bmp" ), TRUE );
		break;
	case 33:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotStormb.bmp" ), TRUE );
		break;
	case 34:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotWindI.bmp" ), TRUE );
		break;
	case 35:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotCracks.bmp" ), TRUE );
		break;
	case 36:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotFlor.bmp" ), TRUE );
		break;
	case 37:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotForcem.bmp" ), TRUE );
		break;
	case 38:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotMent.bmp" ), TRUE );
		break;
	case 39:
		nJobPic->SetTexture(D3DDEVICE, MakePath( DIR_THEME, "SlotElel.bmp" ), TRUE );
		break;*/
	default:
		return;
		break;
	}
	nJobPic->SetToolTip( prj.m_aJob[nCurJob].szName );
	nJobTit->SetTitle( prj.m_aJob[nCurJob].szName );
	( nCurJob == nJobMax ) ? chk1->EnableWindow( FALSE ) : chk1->EnableWindow( TRUE );
	( nCurJob == nJobMin ) ? chk2->EnableWindow( FALSE ):chk2->EnableWindow( TRUE );
	if( nCurJob < MAX_PROFESSIONAL )
		nJobInfo->SetString( szInfo[nCurJob] );
	else if( nCurJob < MAX_MASTER )
		nJobInfo->SetString( szInfo[MAX_PROFESSIONAL] );
	else if( nCurJob < MAX_HERO )
		nJobInfo->SetString( szInfo[MAX_PROFESSIONAL+1] );
	else
		nJobInfo->SetString( szInfo[nCurJob - 14] );

}

void CWndJobChangeEx::OnInitialUpdate( )
{
	CWndNeuz::OnInitialUpdate(); 
	RestoreDeviceObjects();

	
	CRect rectRoot = m_pWndRoot->GetLayoutRect();
	CRect rectWindow = GetWindowRect();
	CPoint point( rectRoot.right - rectWindow.Width(), 110 );
	Move( point );
	MoveParentCenter();
}

BOOL CWndJobChangeEx::OnCommand( UINT nID, DWORD dwMessage, CWndBase *pWndBase )
{
	return CWndNeuz::OnCommand( nID, dwMessage, pWndBase );
}

HRESULT CWndJobChangeEx::RestoreDeviceObjects()
{
	CWndNeuz::RestoreDeviceObjects();
	return S_OK;
}
HRESULT CWndJobChangeEx::InvalidateDeviceObjects()
{
	CWndNeuz::InvalidateDeviceObjects();
    return S_OK;
}
HRESULT CWndJobChangeEx::DeleteDeviceObjects()
{
	CWndNeuz::DeleteDeviceObjects();
	InvalidateDeviceObjects();
	return S_OK;
}


Resource
Resdata.h
Code:
[COLOR="Red"][U][B]You Add These Stuff~[/B][/U]

#define APP_FASTJOBCHANGE						907
[/COLOR]
Info::~ Since it is an "APP_", if the number 907 already exists, just take the next possible (Do not duplicate the number with another "APP_" number)

Resdata.inc (OLD RESDATA)
Code:
[COLOR="Red"][U][B]You Add~[/B][/U]
APP_FASTJOBCHANGE "WndTile00.tga" 1 288 240 0x2410000 26
{
// Title String
IDS_RESDATA_INC_017466
}
{
// Help Key
IDS_RESDATA_INC_017471
}
{
    WTYPE_TEXT WIDC_TEXT1 "WndEditTile00.tga" 1 12 78 264 170 0x20020000 0 0 0 0
    {
    // Title String
IDS_RESDATA_INC_017465
    }
    {
    // ToolTip
IDS_RESDATA_INC_017465
    }
    WTYPE_BUTTON WIDC_BUTTON2 "Buttright2.bmp" 0 223 172 264 192 0x220010 0 0 0 0
    {
    // Title String
IDS_RESDATA_INC_017471
    }
    {
    // ToolTip
IDS_RESDATA_INC_017467
    }
    WTYPE_BUTTON WIDC_BUTTON3 "Buttleft2.bmp" 0 12 172 53 192 0x220010 0 0 0 0
    {
    // Title String
IDS_RESDATA_INC_017471
    }
    {
    // ToolTip
IDS_RESDATA_INC_017468
    }
    WTYPE_BUTTON WIDC_BUTTON4 "SlotVan.bmp" 0 8 8 72 72 0x220010 0 0 0 0
    {
    // Title String
IDS_RESDATA_INC_017470
    }
    {
    // ToolTip
IDS_RESDATA_INC_017469
    }
    WTYPE_STATIC WIDC_STATIC1 "" 0 78 52 264 68 0x2220000 0 0 0 0
    {
    // Title String
IDS_RESDATA_INC_017470
    }
    {
    // ToolTip
IDS_RESDATA_INC_017471
    }

}[/COLOR]

Resdata.inc (NEW RESDATA)
Code:
[COLOR="Red"][U][B]You Add~[/B][/U]
APP_FASTJOBCHANGE "WndTile00.tga" "" 1 288 240 0x2410000 26
{
// Title String
IDS_RESDATA_INC_017466
}
{
// Help Key
IDS_RESDATA_INC_017471
}
{
    WTYPE_TEXT WIDC_TEXT1 "WndEditTile00.tga" 1 12 78 264 170 0x20020000 0 0 0 0 46 112 169
    {
    // Title String
IDS_RESDATA_INC_017465
    }
    {
    // ToolTip
IDS_RESDATA_INC_017465
    }
    WTYPE_BUTTON WIDC_BUTTON2 "Buttright2.bmp" 0 223 172 264 192 0x220010 0 0 0 0 46 112 169
    {
    // Title String
IDS_RESDATA_INC_017471
    }
    {
    // ToolTip
IDS_RESDATA_INC_017467
    }
    WTYPE_BUTTON WIDC_BUTTON3 "Buttleft2.bmp" 0 12 172 53 192 0x220010 0 0 0 0 46 112 169
    {
    // Title String
IDS_RESDATA_INC_017471
    }
    {
    // ToolTip
IDS_RESDATA_INC_017468
    }
    WTYPE_BUTTON WIDC_BUTTON4 "SlotVan.bmp" 0 8 8 72 72 0x220010 0 0 0 0 46 112 169
    {
    // Title String
IDS_RESDATA_INC_017470
    }
    {
    // ToolTip
IDS_RESDATA_INC_017469
    }
    WTYPE_STATIC WIDC_STATIC1 "" 0 78 52 264 68 0x2220000 0 0 0 0 46 112 169
    {
    // Title String
IDS_RESDATA_INC_017470
    }
    {
    // ToolTip
IDS_RESDATA_INC_017471
    }

}[/COLOR]

ResData.txt
Code:
[COLOR="Red"][U][B]You Add~[/B][/U]
IDS_RESDATA_INC_017465	
IDS_RESDATA_INC_017466	Quick Jobchange
IDS_RESDATA_INC_017467	Next
IDS_RESDATA_INC_017468	Previous
IDS_RESDATA_INC_017469	Do It!
IDS_RESDATA_INC_017470	
IDS_RESDATA_INC_017471	
IDS_RESDATA_INC_017472	
[/COLOR]
Info::~ As Usual, if the ID Numbers already exist, change it to the next possible :)


And as Usual, End words!!

I have done some changes to pumbaaa's Quick change job..

change 1:
There is no "Change" Button anymore, now when you click on the picture, the character will change to that job!

change 2:
Fixed the text on the window, now it does not say "IDS_****" when mouse is hovering over a button / text

Change 3:
I have made a window for the NEW resdata and OLD resdata

Change 4:
I have made quick job change up to Hero and one up to 3rd Job

Change 5: The code is now inside an ID "__QUICKJOBCHANGE",
so if you feel like removing it, then removing the ID from both versioncommon.h is enough :)

Change 6: I am too damn awesome so I just needed to say that.

Info 1: I dont have 3rd job in my server, so if anyone has 3rd job, could you please comment on how it worked for you? Would greatly appriciate it.

I hope you like it, and there should not be any problems whatsoever, tried to change my job more then 64 times already haha..

If you would need any kind of help, just write your error log you get in a Spoiler and I and many others will try to help you as much as possible ^^

SlideShow For Pictures ---->>

3rd job change does not work for you?
Here's the fix for that! ~ http://forum.ragezone.com/f457/source-quickchange-3rd-job-level-818682/#post6827132

Sincerely~ Xakzi

EDIT: IF YOU GET THE ERROR GETDLGITEM : nID=933 NOT FOUND, GO TO WNDCHANGEJOBEX.CPP AND DELETE THIS LINE
Code:
	CWndButton* nApply = (CWndButton*)GetDlgItem( WIDC_BUTTON1 );
 
Last edited by a moderator:
One word! Im Fawkin Pro!
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when i get the windowd for getting 3rd job, i click it and nothing happens, wonder why.. so i changed the code a little and still with this issue D:

hm... you used the "3rd job only" spoilers?
i did never try out this source with 3rd jobs coded.. if you already checked the 3rd job spoilers then ill check it out once im on my computer again...
 
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Scarlet Dreamz ~waves~
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Re: How to add the QuickJobChange In Source

hm... you used the "3rd job only" spoilers?
i did never try out this source with 3rd jobs coded.. if you already checked the 3rd job spoilers then ill check it out once im on my computer again...
Problem solved thx to a friend. for making it to fully work 1000% like master and hero, u need to edit the code a little.
 
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Re: How to add the QuickJobChange In Source

Problem solved thx to a friend. for making it to fully work 1000% like master and hero, u need to edit the code a little.

Master & hero already works..

and I also wrote that if anyone uses 3rd job he/she should tell me in the thread if it works or not.. well, you are actually the first one, so if you could tell me what was wrong with the 3rd job change that would be great.
 
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Junior Spellweaver
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Re: How to add the QuickJobChange In Source

Master & hero already works..

and I also wrote that if anyone uses 3rd job he/she should tell me in the thread if it works or not.. well, you are actually the first one, so if you could tell me what was wrong with the 3rd job change that would be great.

but my 3rd job works in your TUT.
 
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Junior Spellweaver
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Re: How to add the QuickJobChange In Source

hmm sir zaksi a little help.. one last error -.-

------ Build started: Project: Neuz, Configuration: Release Win32 ------

Compiling...
Mover.cpp
\Source\Program\_Common\Mover.cpp(12248) : error C2084: function 'void CMover::InitLevelPumbaaa(int,LONG,BOOL)' already has a body
..\_Common\Mover.h(991) : see previous definition of 'InitLevelPumbaaa'

Build log was saved at "file://c:\Source\Output\Neuz\Release\BuildLog.htm"
Neuz - 1 error(s), 0 warning(s)


------ Build started: Project: LoginServer, Configuration: Release Win32 ------




------ Build started: Project: DatabaseServer, Configuration: Release Win32 ------




------ Build started: Project: CoreServer, Configuration: Release Win32 ------




------ Build started: Project: Certifier, Configuration: Release Win32 ------




------ Build started: Project: CacheServer, Configuration: Release Win32 ------




------ Build started: Project: AccountServer, Configuration: Release Win32 ------




------ Build started: Project: WorldServer, Configuration: Release Win32 ------

Compiling...
Mover.cpp
Linking...
LINK : warning LNK4089: all references to 'NeuzD.dll' discarded by /OPT:REF
LINK : warning LNK4089: all references to 'SHELL32.dll' discarded by /OPT:REF
LINK : warning LNK4089: all references to 'SHLWAPI.dll' discarded by /OPT:REF
LINK : warning LNK4089: all references to 'comdlg32.dll' discarded by /OPT:REF
LINK : warning LNK4089: all references to 'ole32.dll' discarded by /OPT:REF

Build log was saved at "file://c:\Source\Output\WorldServer\Release\BuildLog.htm"
WorldServer - 0 error(s), 5 warning(s)


---------------------- Done ----------------------

Build: 7 succeeded, 1 failed, 0 skipped
 
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Flyff Developer
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Re: How to add the QuickJobChange In Source

find InitLevelPumbaaa in Mover.h and Mover.cpp and make sure you changed the correctly.
 
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Re: How to add the QuickJobChange In Source

I don't care what source you're using. The function InitLevelPumbaaa is something you added during this tutorial, and you messed up something while doing it. Now either go back and fix them, or give up and leave. It's your choice.
 
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Re: How to add the QuickJobChange In Source

Is there a Tut for adding 3rd jobs... can i someone plz gimme the tut so i can ad 3rd job to my v15 server.
 
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Re: How to add the QuickJobChange In Source

I added it in, and it compiled perfectly. But...the odd part is when I get to the right levels...Nothing happens, until 120-M. and it doesnt take effect for 3rd jobs (folloed the guide perfectly and re-tired 4 more times to be sure)
 
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I added it in, and it compiled perfectly. But...the odd part is when I get to the right levels...Nothing happens, until 120-M. and it doesnt take effect for 3rd jobs (folloed the guide perfectly and re-tired 4 more times to be sure)

did you take the snippets from the "3rd job only" snippets??

As i stated before, have not actually tried with 3rd jobs installed.. there was 1 other person saying that it was fully working.. so I suggest that u check in the 3rd job spoilers again and then contact the person whom had it fixed and wait for the best to appear :p
 
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Re: How to add the QuickJobChange In Source

Hi, im using Akerius source, and taken the the snippets from "3rd job only" snippets.

but when i reach lvl 15, the window appear but then when i click the picture, it didn't change my job. same as level 60 and 120.

and when i reach level 130 which supposed to be in 3rd, the window doesn't appear.

could it be possible to take the 2 snippets? (3rd job and 2nd job)
 
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Re: How to add the QuickJobChange In Source

------ Build started: Project: Neuz, Configuration: NoGameguard Win32 ------

Compiling...
MoverParam.cpp
Mover.cpp
c:\edited\Official Source\_Common\honor.h(13) : error C2011: 'HonorData' : 'struct' type redefinition
..\_Common\honor.h(13) : see declaration of 'HonorData'
c:\edited\Official Source\_Common\honor.h(27) : error C2011: 'EarnedTitle' : 'struct' type redefinition
..\_Common\honor.h(27) : see declaration of 'EarnedTitle'
c:\edited\Official Source\_Common\honor.h(34) : error C2011: 'CTitleManager' : 'class' type redefinition
..\_Common\honor.h(34) : see declaration of 'CTitleManager'
DPClient.cpp
..\_Common\honor.h(13) : error C2011: 'HonorData' : 'struct' type redefinition
..\_Common\honor.h(13) : see declaration of 'HonorData'
..\_Common\honor.h(27) : error C2011: 'EarnedTitle' : 'struct' type redefinition
..\_Common\honor.h(27) : see declaration of 'EarnedTitle'
..\_Common\honor.h(34) : error C2011: 'CTitleManager' : 'class' type redefinition
..\_Common\honor.h(34) : see declaration of 'CTitleManager'
Generating Code...

Build log was saved at "file://c:\edited\Output\Neuz\Neuz.exe\BuildLog.htm"
Neuz - 6 error(s), 0 warning(s)


---------------------- Done ----------------------

Build: 0 succeeded, 1 failed, 0 skipped

what is my problem herE? :(
 
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Re: How to add the QuickJobChange In Source

You defined HonorData, EarnedTitle and CTitleManager Twice.
 
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Re: How to add the QuickJobChange In Source

ok thank you.. new errors..
------ Build started: Project: Neuz, Configuration: NoGameguard Win32 ------

Compiling...
MoverParam.cpp
Linking...
MoverParam.obj : error LNK2019: unresolved external symbol "public: __thiscall CWndJobChangeEx::CWndJobChangeEx(void)" (??0CWndJobChangeEx@@QAE@XZ) referenced in function "public: int __thiscall CMover::SetExperience(__int64,int)" (?SetExperience@CMover@@QAEH_JH@Z)
C:\Blessed Source\Neuz.exe : fatal error LNK1120: 1 unresolved externals

Build log was saved at "file://c:\Source\Output\Neuz\Neuz.exe\BuildLog.htm"
Neuz - 2 error(s), 0 warning(s)


---------------------- Done ----------------------

Build: 0 succeeded, 1 failed, 0 skipped
 
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Re: How to add the QuickJobChange In Source

Did you add the files to the build?
Xakzi - [Help] add the QuickJobChange In Source - RaGEZONE Forums



any help ?? :grr::grr::grr:
 
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Re: How to add the QuickJobChange In Source

if you check on the changed I did, you will understand why it is not working..

please read the whole thread post before posting this kind of stuff. thank you.
 
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Re: How to add the QuickJobChange In Source

I'm compile souce quickjobchange complete. I can change class1 & class 2 but 3rd job not work because in game job 3rd change to level 130 not level 129/99.99% how to fix it

sorry my bad english
 
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