/// <summary>
        /// Occurs when you switch between weapons (primary -> secondary)
        /// </summary>
        private void CM_WEAPONSWITCH(CMSG_WEAPONSWITCH cpkt)
        {
            //Helper variables
            byte prev_weapontype = 0;
            byte next_weapontype = 0;

            //Deapplies the currrent stats
            lock (this.character._status)
            {
                int WeaponIndex = (this.character.weapons.ActiveWeaponIndex == 1) ? this.character.weapons.SeconairyWeaponIndex : this.character.weapons.PrimaryWeaponIndex;
                if (WeaponIndex < this.character.weapons.UnlockedWeaponSlots)
                {
                    Weapon CurrentWeapon = this.character.weapons[WeaponIndex];
                    prev_weapontype = CurrentWeapon._weapontype;

                    if (CurrentWeapon != null && CurrentWeapon._active == 1)
                    {
                        //Deapplies the weapon stats
                        this.character._status.MaxWMAttack -= (ushort)CurrentWeapon.Info.max_magic_attack;
                        this.character._status.MinWMAttack -= (ushort)CurrentWeapon.Info.min_magic_attack;
                        this.character._status.MaxWPAttack -= (ushort)CurrentWeapon.Info.max_short_attack;
                        this.character._status.MinWPAttack -= (ushort)CurrentWeapon.Info.min_short_attack;
                        this.character._status.MaxWRAttack -= (ushort)CurrentWeapon.Info.max_range_attack;
                        this.character._status.MinWRAttack -= (ushort)CurrentWeapon.Info.min_range_attack;
                        this.character._status.Updates |= 2;

                        //Deapplies the fusion stone
                        if (CurrentWeapon._fusion > 0)
                            Common.Skills.DeleteStaticAddition(this.character, CurrentWeapon._fusion);

                        //Deapplies alterstone additions
                        for (int i = 0; i < 8; i++)
                        {
                            uint addition = CurrentWeapon.Slots[i];
                            if (addition > 0)
                            {
                                Singleton.Additions.DeapplyAddition(addition, character);
                            }
                        }
                    }
                }
            }

            //Toggles the weapons index
            this.character.weapons.ActiveWeaponIndex ^= 1;
            int ShieldIndex = (this.character.weapons.ActiveWeaponIndex == 1) ? 15 : 14;
            Rag2Item shield = this.character.Equipment[ShieldIndex];

            lock (this.character._status)
            {
                int NewWeaponIndex = (this.character.weapons.ActiveWeaponIndex == 1) ? this.character.weapons.SeconairyWeaponIndex : this.character.weapons.PrimaryWeaponIndex;
                if (NewWeaponIndex < this.character.weapons.UnlockedWeaponSlots)
                {
                    //Apples the battle stats
                    Weapon CurrentWeapon = this.character.weapons[NewWeaponIndex];
                    next_weapontype = CurrentWeapon._weapontype;

                    if (CurrentWeapon != null && CurrentWeapon._active == 1)
                    {
                        this.character._status.MaxWMAttack += (ushort)CurrentWeapon.Info.max_magic_attack;
                        this.character._status.MinWMAttack += (ushort)CurrentWeapon.Info.min_magic_attack;
                        this.character._status.MaxWPAttack += (ushort)CurrentWeapon.Info.max_short_attack;
                        this.character._status.MinWPAttack += (ushort)CurrentWeapon.Info.min_short_attack;
                        this.character._status.MaxWRAttack += (ushort)CurrentWeapon.Info.max_range_attack;
                        this.character._status.MinWRAttack += (ushort)CurrentWeapon.Info.min_range_attack;
                        this.character._status.Updates |= 2;
                    }

                    //Reapplies the fusion stone
                    if (CurrentWeapon._fusion > 0)
                        Common.Skills.CreateAddition(this.character, CurrentWeapon._fusion);

                    //Reapplies alterstone additions
                    for (int i = 0; i < 8; i++)
                    {
                        uint addition = CurrentWeapon.Slots[i];
                        if (addition > 0)
                        {
                            Singleton.Additions.DeapplyAddition(addition, character);
                        }
                    }
                }

                if (prev_weapontype != next_weapontype)
                {
                    foreach (Skill skill in this.character.learnedskills)
                    {
                        //If it's a pasive skill
                        if (skill.info.skilltype == 2)
                        {
                            bool PreviousAble = skill.info.requiredWeapons[prev_weapontype] == 1;
                            bool NextAble = skill.info.requiredWeapons[next_weapontype] == 1;

                            if (PreviousAble == false && NextAble == true)
                            {
                                Singleton.Additions.ApplyAddition(skill.info.addition, this.character);
                                this.character._status.Updates |= 2;
                            }
                            else if (NextAble == false && PreviousAble == true)
                            {
                                Singleton.Additions.DeapplyAddition(skill.info.addition, this.character);
                                this.character._status.Updates |= 2;
                            }
                        }
                    }
                }
            }

            //Switch the weapons
            Point oldPos = this.character.Position;
            Regiontree tree = this.character.currentzone.Regiontree;
            foreach (Character regionObject in tree.SearchActors(this.character, SearchFlags.Characters))
            {
                if (regionObject.id == this.character.id)
                {
                    SMSG_WEAPONSWITCH spkt = new SMSG_WEAPONSWITCH();
                    spkt.slotid = cpkt.slotid;
                    spkt.SessionId = this.character.id;
                    this.Send((byte[])spkt);
                }
                else if (Point.IsInSightRangeByRadius(regionObject.Position, oldPos))
                {
                    SMSG_SHOWWEAPON spkt = new SMSG_SHOWWEAPON();
                    spkt.ActorID = this.character.id;
                    spkt.AugeID = this.character.ComputeAugeSkill();
                    spkt.SessionId = regionObject.id;
                    regionObject.client.Send((byte[])spkt);

                    SMSG_CHANGEEQUIPMENT spkt2 = new SMSG_CHANGEEQUIPMENT();
                    spkt2.ActorID = this.character.id;
                    spkt2.Slot = (byte)ShieldIndex;
                    spkt2.ItemID = (shield != null) ? shield.info.item : 0;
                    spkt2.Dye = shield.dyecolor;
                    spkt2.SessionId = regionObject.id;
                    regionObject.client.Send((byte[])spkt2);
                }
            }

            //Does the switch
            Tasks.LifeCycle.Update(this.character);
        }
        /// <summary>
        /// This occurs after adding a auge skill to the weaponary
        /// </summary>
        /// <param name="cpkt"></param>
        private void CM_WEAPONAUGE(CMSG_WEAPONAUGE cpkt)
        {
            Rag2Item item = this.character.container[cpkt.Index];
            Weapon wep = this.character.weapons[cpkt.WeaponSlot];
            if (item == null) return;

            wep._augeskill = item.info.skill;
            Point oldPos = this.character.Position;
            Regiontree tree = this.character.currentzone.Regiontree;
            bool IsActiveItem = cpkt.WeaponSlot == (byte)((character.weapons.ActiveWeaponIndex == 0) ? character.weapons.PrimaryWeaponIndex : character.weapons.SeconairyWeaponIndex);

            //Update item count
            int newLength = item.count - 1;
            if (newLength > 0)
            {
                item.count = newLength;
                SMSG_UPDATEITEM spkt2 = new SMSG_UPDATEITEM();
                spkt2.Amount = (byte)newLength;
                spkt2.UpdateReason = 0;
                spkt2.UpdateType = 4;
                spkt2.Container = 2;
                spkt2.SessionId = this.character.id;
                spkt2.Index = cpkt.Index;
                this.Send((byte[])spkt2);
            }
            else
            {
                this.character.container.RemoveAt(cpkt.Index);
                SMSG_DELETEITEM spkt3 = new SMSG_DELETEITEM();
                spkt3.UpdateReason = 0;
                spkt3.Container = 2;
                spkt3.Index = cpkt.Index;
                spkt3.SessionId = this.character.id;
                this.Send((byte[])spkt3);
            }

            //Update all objects
            foreach (Character regionObject in tree.SearchActors(SearchFlags.Characters))
            {
                if (regionObject.id == this.character.id)
                {
                    SMSG_ENCHANTMENT spkt = new SMSG_ENCHANTMENT();
                    spkt.Unknown1 = 1;
                    spkt.Unknown2 = cpkt.WeaponSlot;
                    spkt.Weaponslot = cpkt.Slot;
                    spkt.SkillId = wep._augeskill;
                    spkt.SessionId = this.character.id;
                    this.Send((byte[])spkt);
                }
                else if (IsActiveItem && Point.IsInSightRangeByRadius(regionObject.Position, oldPos))
                {
                    SMSG_SHOWWEAPON spkt = new SMSG_SHOWWEAPON();
                    spkt.ActorID = this.character.id;
                    spkt.AugeID = this.character.ComputeAugeSkill();
                    spkt.SessionId = regionObject.id;
                    regionObject.client.Send((byte[])spkt);
                }
            }
        }
        /// <summary>
        /// Occurs when changing the weapon
        /// </summary>
        private void CM_WEAPONMOVE(CMSG_WEAPONMOVE cpkt)
        {
            bool isselectedweapon = cpkt.Slot == this.character.weapons.ActiveWeaponIndex;
            byte prev_slot = (cpkt.Slot == 1) ? this.character.weapons.SeconairyWeaponIndex : this.character.weapons.PrimaryWeaponIndex;
            byte next_slot = cpkt.Slot;
            byte prev_weapontype = 0;
            byte next_weapontype = 0;

            if (isselectedweapon)
            {
                lock (this.character._status)
                {
                    if (prev_slot < this.character.weapons.UnlockedWeaponSlots)
                    {
                        Weapon CurrentWeapon = this.character.weapons[prev_slot];
                        prev_weapontype = CurrentWeapon._weapontype;

                        if (CurrentWeapon != null && CurrentWeapon._active == 1)
                        {
                            //Deapplies the weapon stats
                            this.character._status.MaxWMAttack -= (ushort)CurrentWeapon.Info.max_magic_attack;
                            this.character._status.MinWMAttack -= (ushort)CurrentWeapon.Info.min_magic_attack;
                            this.character._status.MaxWPAttack -= (ushort)CurrentWeapon.Info.max_short_attack;
                            this.character._status.MinWPAttack -= (ushort)CurrentWeapon.Info.min_short_attack;
                            this.character._status.MaxWRAttack -= (ushort)CurrentWeapon.Info.max_range_attack;
                            this.character._status.MinWRAttack -= (ushort)CurrentWeapon.Info.min_range_attack;
                            this.character._status.Updates |= 2;

                            //Deapplies the fusion stone
                            if (CurrentWeapon._fusion > 0)
                                Common.Skills.DeleteStaticAddition(this.character, CurrentWeapon._fusion);

                            //Deapplies alterstone additions
                            for (int i = 0; i < 8; i++)
                            {
                                uint addition = CurrentWeapon.Slots[i];
                                if (addition > 0)
                                {
                                    Singleton.Additions.DeapplyAddition(addition, character);
                                }
                            }
                        }
                    }

                    if (next_slot < this.character.weapons.UnlockedWeaponSlots)
                    {
                        //Apples the battle stats
                        Weapon CurrentWeapon = this.character.weapons[next_slot];
                        next_weapontype = CurrentWeapon._weapontype;

                        if (CurrentWeapon != null && CurrentWeapon._active == 1)
                        {
                            this.character._status.MaxWMAttack += (ushort)CurrentWeapon.Info.max_magic_attack;
                            this.character._status.MinWMAttack += (ushort)CurrentWeapon.Info.min_magic_attack;
                            this.character._status.MaxWPAttack += (ushort)CurrentWeapon.Info.max_short_attack;
                            this.character._status.MinWPAttack += (ushort)CurrentWeapon.Info.min_short_attack;
                            this.character._status.MaxWRAttack += (ushort)CurrentWeapon.Info.max_range_attack;
                            this.character._status.MinWRAttack += (ushort)CurrentWeapon.Info.min_range_attack;
                            this.character._status.Updates |= 2;
                        }

                        //Reapplies the fusion stone
                        if (CurrentWeapon._fusion > 0)
                            Common.Skills.CreateAddition(this.character, CurrentWeapon._fusion);

                        //Reapplies alterstone additions
                        for (int i = 0; i < 8; i++)
                        {
                            uint addition = CurrentWeapon.Slots[i];
                            if (addition > 0)
                            {
                                Singleton.Additions.DeapplyAddition(addition, character);
                            }
                        }
                    }

                    if (prev_weapontype != next_weapontype)
                    {
                        foreach (Skill skill in this.character.learnedskills)
                        {
                            //If it's a pasive skill
                            if (skill.info.skilltype == 2)
                            {
                                bool PreviousAble = skill.info.requiredWeapons[prev_weapontype] == 1;
                                bool NextAble = skill.info.requiredWeapons[next_weapontype] == 1;

                                if (PreviousAble == false && NextAble == true)
                                    Singleton.Additions.ApplyAddition(skill.info.addition, this.character);
                                else if (NextAble == false && PreviousAble == true)
                                    Singleton.Additions.DeapplyAddition(skill.info.addition, this.character);
                            }
                        }
                    }
                }
            }

            //Switch the weapons
            Point oldPos = this.character.Position;
            Regiontree tree = this.character.currentzone.Regiontree;
            foreach (Character regionObject in tree.SearchActors(SearchFlags.Characters))
            {
                if (regionObject.id == this.character.id)
                {
                    SMSG_WEAPONMOVE spkt = new SMSG_WEAPONMOVE();
                    spkt.Unknown1 = cpkt.Index;
                    spkt.Unknown2 = cpkt.WeaponSlot;
                    spkt.Weaponslot = cpkt.Slot;
                    spkt.SessionId = this.character.id;
                    regionObject.client.Send((byte[])spkt);
                }
                else if (isselectedweapon && Point.IsInSightRangeByRadius(regionObject.Position, oldPos))
                {
                    SMSG_SHOWWEAPON spkt = new SMSG_SHOWWEAPON();
                    spkt.ActorID = this.character.id;
                    spkt.AugeID = this.character.ComputeAugeSkill();
                    spkt.SessionId = regionObject.id;
                    regionObject.client.Send((byte[])spkt);
                }
            }

            Tasks.LifeCycle.Update(this.character);
        }
        /// <summary>
        /// Requests to change the job.
        /// </summary>
        /// <param name="cpkt"></param>
        private void CM_CHARACTER_JOBCHANGE(CMSG_CHANGEJOB cpkt)
        {
            JobChangeCollection collection = this.character.Tag as JobChangeCollection;
            if (collection == null || !collection.IsJobAvailable(cpkt.Job))
            {
                //Job change failed
                SMSG_JOBCHANGED spkt = new SMSG_JOBCHANGED();
                spkt.Job = this.character.job;
                spkt.Result = 1;
                spkt.SessionId = this.character.id;
                spkt.SourceActor = this.character.id;
                this.Send((byte[])spkt);
                return;
            }
            else if (collection.GetJobTrasferFee(cpkt.Job) > this.character.ZENY)
            {
                //Not enough money
                Common.Errors.GeneralErrorMessage(this.character, (uint)Generalerror.NotEnoughMoney);

                SMSG_JOBCHANGED spkt = new SMSG_JOBCHANGED();
                spkt.Job = this.character.job;
                spkt.Result = 1;
                spkt.SessionId = this.character.id;
                spkt.SourceActor = this.character.id;
                this.Send((byte[])spkt);
                return;
            }
            else
            {
                this.character.ZENY -= collection.GetJobTrasferFee(cpkt.Job);
                CommonFunctions.UpdateZeny(this.character);
            }

            //Helper variables
            List<int> EnabledEquipment = new List<int>();
            List<int> DisabledEquipment = new List<int>();
            bool ChangeWeapon = cpkt.ChangeWeapon == 1;
            bool IsActiveWeapon = this.character.weapons.IsActiveSlot(cpkt.WeaponSlot);
            Weapon selectedWeapon = this.character.weapons[cpkt.WeaponSlot];

            #region Update Character Information

            lock (this.character)
            {
                //Change the job and joblevel
                int hpbefore = Singleton.CharacterConfiguration.CalculateMaximumHP(this.character);
                int spbefore = Singleton.CharacterConfiguration.CalculateMaximumSP(this.character);
                this.character.CharacterJobLevel[this.character.job] = this.character.jlvl;
                this.character.jlvl = this.character.CharacterJobLevel[cpkt.Job];
                this.character.job = cpkt.Job;
                this.character.Jexp = Singleton.experience.FindRequiredJexp(this.character.jlvl);
                int hpafter = Singleton.CharacterConfiguration.CalculateMaximumHP(this.character);
                int spafter = Singleton.CharacterConfiguration.CalculateMaximumSP(this.character);
                this.character._status.CurrentHp += (ushort)(hpbefore - hpafter);
                this.character._status.CurrentSp += (ushort)(spbefore - spafter);
                this.character._status.Updates |= 1;
            }

            #endregion Update Character Information

            #region Refresh Weapon

            //Deapply current weapon info
            if (ChangeWeapon && IsActiveWeapon && selectedWeapon != null)
            {
                BattleStatus status = this.character._status;
                status.MaxWMAttack -= (ushort)selectedWeapon.Info.max_magic_attack;
                status.MinWMAttack -= (ushort)selectedWeapon.Info.min_magic_attack;
                status.MaxWPAttack -= (ushort)selectedWeapon.Info.max_short_attack;
                status.MinWPAttack -= (ushort)selectedWeapon.Info.min_short_attack;
                status.MaxWRAttack -= (ushort)selectedWeapon.Info.max_range_attack;
                status.MinWRAttack -= (ushort)selectedWeapon.Info.min_range_attack;
                status.Updates |= 2;

                //Reapplies alterstone additions
                for (int i = 0; i < 8; i++)
                {
                    uint addition = selectedWeapon.Slots[i];
                    if (addition > 0)
                    {
                        Singleton.Additions.DeapplyAddition(addition, character);
                    }
                }
            }

            #endregion Refresh Weapon

            #region Refresh Weapon

            if (ChangeWeapon && selectedWeapon != null)
            {
                Singleton.Weapons.ChangeWeapon(cpkt.Job, cpkt.PostFix, selectedWeapon);
                SMSG_WEAPONCHANGE spkt = new SMSG_WEAPONCHANGE();
                spkt.Auge = selectedWeapon._augeskill;
                spkt.SessionId = this.character.id;
                spkt.Suffix = cpkt.PostFix;
                spkt.Index = cpkt.WeaponSlot;
                spkt.WeaponType = (byte)selectedWeapon._type;
                this.Send((byte[])spkt);
            }

            #endregion Refresh Weapon

            #region Refresh Skills

            {
                //Remove all skills
                foreach (Skill skill in this.character.learnedskills)
                {
                    //Remove the skill
                    SMSG_SKILLREMOVE spkt = new SMSG_SKILLREMOVE();
                    spkt.Unknown = skill.info.skilltype;
                    spkt.SessionId = this.character.id;
                    spkt.SkillId = skill.info.skillid;
                    this.Send((byte[])spkt);

                    //Save only experience if it's maxed-out.
                    Singleton.Database.UpdateSkill(this.character, skill.Id,
                        (skill.Experience == skill.info.maximumexperience) ? skill.info.maximumexperience : 0);

                    //Deapply passive skills
                    bool canUse = Singleton.SpellManager.CanUse(this.character, skill.info);
                    if (skill.info.skilltype == 2 && canUse)
                        Singleton.Additions.DeapplyAddition(skill.info.addition, character);
                }

                //Remove all learned skills in an instant
                this.character.learnedskills.Clear();
                Singleton.Database.LoadSkills(this.character);

                //Retrieve job speciafic skills
                foreach (Skill skill in this.character.learnedskills)
                {
                    //Add the skill
                    SMSG_SKILLADD spkt = new SMSG_SKILLADD();
                    spkt.SessionId = this.character.id;
                    spkt.SkillId = skill.info.skillid;
                    spkt.Slot = 0;
                    this.Send((byte[])spkt);

                    //Deapply passive skills
                    bool canUse = Singleton.SpellManager.CanUse(this.character, skill.info);
                    if (skill.info.skilltype == 2 && canUse)
                        Singleton.Additions.ApplyAddition(skill.info.addition, character);
                }
            }

            #endregion Refresh Skills

            #region Refresh Weapon

            //Apply current weapon info
            if (ChangeWeapon && IsActiveWeapon && selectedWeapon != null)
            {
                //Apply status
                BattleStatus status = this.character._status;
                status.MaxWMAttack += (ushort)selectedWeapon.Info.max_magic_attack;
                status.MinWMAttack += (ushort)selectedWeapon.Info.min_magic_attack;
                status.MaxWPAttack += (ushort)selectedWeapon.Info.max_short_attack;
                status.MinWPAttack += (ushort)selectedWeapon.Info.min_short_attack;
                status.MaxWRAttack += (ushort)selectedWeapon.Info.max_range_attack;
                status.MinWRAttack += (ushort)selectedWeapon.Info.min_range_attack;
                status.Updates |= 2;

                //Reapplies alterstone additions
                for (int i = 0; i < 8; i++)
                {
                    uint addition = selectedWeapon.Slots[i];
                    if (addition > 0)
                    {
                        Singleton.Additions.ApplyAddition(addition, character);
                    }
                }
            }

            #endregion Refresh Weapon

            #region Refresh Equipment

            {
                //Disable equipment
                for (int i = 0; i < 16; i++)
                {
                    //Verify if item exists
                    Rag2Item item = this.character.Equipment[i];
                    if (item == null || item.info == null) continue;

                    //Verify if the item changed states
                    bool Active = item.active == 1;
                    bool NewActive = this.character.jlvl >= item.info.JobRequirement[cpkt.Job - 1];
                    if (Active == NewActive) continue;
                    item.active = (byte)((NewActive == true) ? 1 : 0);

                    //Adjust the item
                    SMSG_ITEMADJUST spkt = new SMSG_ITEMADJUST();
                    spkt.Container = 1;
                    spkt.Function = 5;
                    spkt.Slot = (byte)i;
                    spkt.SessionId = this.character.id;
                    spkt.Value = item.active;
                    this.Send((byte[])spkt);

                    //Deapply additions
                    if (NewActive)
                    {
                        EnabledEquipment.Add(i);
                        Singleton.Additions.ApplyAddition(item.info.option_id, character);
                    }
                    else
                    {
                        DisabledEquipment.Add(i);
                        Singleton.Additions.DeapplyAddition(item.info.option_id, character);
                    }
                }

                //Update other stats
                //Common.Internal.CheckWeaponary(this.character);
                //CommonFunctions.UpdateCharacterInfo(this.character, 0);
                //CommonFunctions.SendBattleStatus(this.character);
            }

            #endregion Refresh Equipment

            #region Refresh Appereance

            {
                Regiontree tree = this.character.currentzone.Regiontree;
                foreach (Character regionObject in tree.SearchActors(SearchFlags.Characters))
                {
                    SMSG_JOBCHANGED spkt = new SMSG_JOBCHANGED();
                    spkt.SessionId = regionObject.id;
                    spkt.SourceActor = this.character.id;
                    spkt.Job = cpkt.Job;
                    regionObject.client.Send((byte[])spkt);

                    if (regionObject.id != this.character.id)
                    {
                        if (IsActiveWeapon)
                        {
                            uint auge = (character.FindRequiredRootSkill(selectedWeapon.Info.weapon_skill)) ? selectedWeapon._augeskill : 0;
                            SMSG_SHOWWEAPON spkt2 = new SMSG_SHOWWEAPON();
                            spkt2.ActorID = this.character.id;
                            spkt2.AugeID = auge;
                            spkt2.SessionId = regionObject.id;
                            regionObject.client.Send((byte[])spkt2);
                        }

                        foreach (byte i in EnabledEquipment)
                        {
                            Rag2Item item = this.character.Equipment[i];
                            SMSG_CHANGEEQUIPMENT spkt2 = new SMSG_CHANGEEQUIPMENT();
                            spkt2.SessionId = regionObject.id;
                            spkt2.ActorID = this.character.id;
                            spkt2.Slot = i;
                            spkt2.ItemID = item.info.item;
                            spkt2.Dye = item.dyecolor;
                            regionObject.client.Send((byte[])spkt2);
                        }

                        foreach (byte i in DisabledEquipment)
                        {
                            SMSG_CHANGEEQUIPMENT spkt2 = new SMSG_CHANGEEQUIPMENT();
                            spkt2.SessionId = regionObject.id;
                            spkt2.ActorID = this.character.id;
                            spkt2.Slot = i;
                            spkt2.ItemID = 0;
                            spkt2.Dye = 0;
                            regionObject.client.Send((byte[])spkt2);
                        }
                    }
                }
            }

            #endregion Refresh Appereance

            #region Refresh Party

            {
                //Process party members
                SMSG_PARTYMEMBERJOB spkt = new SMSG_PARTYMEMBERJOB();
                spkt.Job = cpkt.Job;
                spkt.SessionId = this.character.id;
                spkt.ActorId = this.character.id;
                spkt.Index = 1;

                SMSG_PARTYMEMBERJLVL spkt2 = new SMSG_PARTYMEMBERJLVL();
                spkt2.Jvl = this.character.jlvl;
                spkt2.ActorId = this.character.id;
                spkt2.Index = 1;

                if (this.character.sessionParty != null)
                {
                    foreach (Character target in this.character.sessionParty.GetCharacters())
                    {
                        //Send over Job change
                        spkt.SessionId = target.id;
                        target.client.Send((byte[])spkt);

                        //Send over jlvl change
                        spkt2.SessionId = target.id;
                        target.client.Send((byte[])spkt2);
                    }
                }
            }

            #endregion Refresh Party

            #region Refresh LifeCycle

            Tasks.LifeCycle.Update(this.character);

            #endregion Refresh LifeCycle
        }