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How to increase skill level?


chryxt

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Hello rA guys, i need your help :)

So i tried this script from ✰-euphys-scripts-✰ (Class Specialization)
there's 2 script, for npc side and for db (ItemInfo)
NPC side
//===== eAthena Script =======================================
//= Class Specialization
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.2
//===== Description: =========================================
//= A class expansion system allowing characters to
//= "specialize" in a particular aspect of their job.
//============================================================

valkyrie,53,53,4    script    Class Specialization    440,{
function Option;

// --------------------- Config ---------------------
//  Max: Maximum base level, maximum job level,
//        and maximum job level for Super Novices.
// SReq: Items required to specialize.
//        Format is "ID1,Count1,ID2,Count2,..."
//        If no requirements, use a single 0.
// DReq: Zeny, in MILLIONS, to despecialize.
//        If no requirement, use 0.

    setarray .Max[0],99,70,99;
    setarray .SReq[0],0;
    set .DReq,20;
    set .n$,"[Class Specialization]";

// --------------------------------------------------

    mes .n$;
    if (BaseLevel < .Max[0]) {
        mes "You must be level " + .Max[0] + " to use this feature."; close; }
    if (Class != 23 && (Class < 4008 || Class > 4022)) {
        mes "This feature is not available for your class."; close; }
    if ((JobLevel < .Max[1]) || (Class == 23 && JobLevel < .Max[2])) {
        mes "You must master your class before using this feature."; close; }

    mes "So you've mastered your class~"; sleep2 500;
    mes "The process of ^0055ffspecialization^000000 can greatly enhance your attributes."; mes " "; sleep2 750;
    mes "^ff0000You may only choose once, so think carefully before deciding.^000000"; sleep2 750;
    next;
    if(select("I want to specialize.:I'll think about it.")==2) goto Closing;
    mes .n$;
    for (set .@i,3350; .@i<=3377; set .@i,.@i+1)
        if (countitem(.@i)>0) { sleep2 1000; goto Despecialize; }
    sleep2 500;

    if (getarraysize(.SReq)) {
        mes "The process is not simple."; sleep2 1000;
        mes "I require the following items:"; sleep2 750;
        set .@i,0;
        while (.@i < getarraysize(.SReq)) {
            mes "  ~ ^FF0000"+getitemname(.SReq[.@i])+"^000000 [^0055ff"+countitem(.SReq[.@i])+"^000000/"+.SReq[.@i+1]+"]"; sleep2 100;
            set .@i, .@i+2; }
        next;
        if(select("I've got them all.:I'll come back later.")==2) close;
        set .@i,0;
        while (.@i < getarraysize(.SReq)) {
            if (countitem(.SReq[.@i]) < .SReq[.@i+1]) {
                mes .n$; sleep2 500;
                mes "You're missing some items."; sleep2 500;
                mes "I'll need all the materials";
                mes "for this to work.";
                close; }
        set .@i, .@i+2; }
        mes .n$; }

    switch(Class){
        case 23: Option("Ultra Novice","Heightened magical powers",3372,"Hyper Novice","Insurmountable in strength",3373);
        case 4008: Option("Slayer","Agile sword-bearer",3350,"Lancer","Spear expert",3351);
        case 4009: Option("Cardinal","Divine healer",3354,"Battle Priest","Powerful acolyte-warrior",3355);
        case 4010: Option("Evoker","Bolt-oriented magician",3364,"Sorcerer","Area-oriented spellcaster",3365);
        case 4011: Option("Goldsmith","Master forger",3376,"Battlesmith","Impulsive axeman",3377);
        case 4012: Option("Scout","Swift archer",3368,"Ranger","Dagger-wielder",3369);
        case 4013: Option("Virus","Strength in poison",3362,"Reaver","High-defense killer",3363);
        case 4015: Option("Guardian","Unstoppable tank",3352,"Templar","Holy mercenary",3353);
        case 4016: Option("Brawler","Lethal combos",3356,"Zealot","Fanatic striker",3357);
        case 4017: Option("Geomancer","Single-spell sorcerer",3366,"Enchanter","Melee assaulter",3367);
        case 4018: Option("Raider","Cunning marksman",3374,"Backstabber","Delusive assassin",3375);
        case 4019: Option("Apothecary","Potion-brewer",3370,"Terrorist","Malicious bomber",3371);
        case 4020: Option("Minstrel","Gifted bard",3358,"Jester","Musical killer",3359);
        case 4021: Option("Performer","Gifted dancer",3360,"Siren","Musical killer",3361);
        default: mes "Something went wrong. Try again."; close; }

function Option {
    mes "^0055ff > "+getarg(0);
        sleep2 200;
    mes "^777777 > "+getarg(1)+".";
    mes " ";
        sleep2 200;
    mes "^0055ff > "+getarg(3);
        sleep2 200;
    mes "^777777 > "+getarg(4)+".^000000";
    set @menu$,"^0055ff"+getarg(0)+":"+getarg(3)+":^777777Cancel^000000";
        sleep2 1000;
    next;
    switch(select(@menu$)) {
        case 1: set @sring,getarg(2); set @sclass$,getarg(0); goto SConfirm;
        case 2: set @sring,getarg(5); set @sclass$,getarg(3); goto SConfirm;
        case 3: goto Closing; }
}

SConfirm:
    mes .n$;
    mes "Are you sure you want to specialize as the ^0055ff" + @sclass$ + "^000000 class?"; mes " "; sleep2 500;
    mes "^ff0000Your base level will be reset.  This cannot be undone.^000000";
    next;
    if(select("I need more time to think.:Yes!")==1) goto Closing;
    progressbar "",2;
    specialeffect2 248;
    if (getarraysize(.SReq)) {
        set .@i,0;
        while (.@i < getarraysize(.SReq)) {
            delitem .SReq[.@i], .SReq[.@i+1];
            set .@i, .@i+2; }
    }
    mes .n$;
    mes "...finished!"; sleep2 500;
    mes "Here's your ^0055ff" + getitemname(@sring) + "^000000."; sleep2 200;
    getitem @sring,1;
    set BaseLevel,1;
    ResetStatus;
    set StatusPoint,100; sleep2 200;
    nude;
    equip @sring;
    close;

Despecialize:
    mes "You've already specialized!"; sleep2 1000;
    if (.DReq) {
        mes " ";
        mes "^777777There is a way to switch, if you really want to... but it's costly.^000000"; sleep2 1000;
        next;
        if(select("Okay, never mind.:I still want to switch!")==1) close;
        mes .n$; sleep2 1000;
        mes "...okay."; sleep2 800;
        mes "To undo the specialization process, I'll need ^ff0000" + .DReq + " million Zeny^000000 to";
        mes "obtain all the materials I need."; mes " "; sleep2 1000;
        mes "Are you sure?"; sleep2 1000;
        next;
        if(select("What? No way!:Yes.")==1) goto Closing;
        mes .n$;
        if (Zeny < (.DReq*1000000)) {
            sleep2 500;
            mes "You don't have enough Zeny."; sleep2 500;
            mes "It's an expensive procedure, so please reconsider.";
            close; }
    } else {
        mes "Your ring will be deleted if you despecialize."; sleep2 1000;
        next;
        if(select("Oh, never mind then.:Let me despecialize!")==1) close;
        mes .n$; sleep2 1000;
        mes "Do you really want to despecialize?"; sleep2 500;
        next;
        if(select("No, I've changed my mind.:Yes.")==1) close;
        mes .n$; }
    progressbar "", 2;
    specialeffect2 338;
    set Zeny, Zeny - (.DReq*1000000);
    for (set .@i,3350; .@i<=3377; set .@i,.@i+1)
        if (countitem(.@i)>0) delitem .@i,1;
    mes "...finished!"; sleep2 1000;
    mes "^777777(I hope you don't regret this...)^000000"; sleep2 1000;
    close;

Closing:
    mes .n$;
    mes "Come back when you've";
    mes "made your decision.";
    close;
}

function    script    SpecEffect    {
    function dd    {
        while(.@j<=getarg(2)){
            set .@j, .@j+1;
            specialeffect2 getarg(0);
            sleep2(getarg(1)); }
        return; }
    if(@effectdelay < gettimetick(2)) {
        set @effectdelay, gettimetick(2)+5;
        dd(54,10,2); dd(55,10,2); dd(668,10,2); dd(58,10,2); dd(377,10,2); dd(500,20,2); }
}

===================================================================================

DB Side (DB+ItemInfo)

===== item_db2.txt: =====
3350,Slayer_Ring,Slayer Ring,5,20,,100,,0,,0,0x00000080,2,2,136,,0,0,0,{ skill "SM_BASH",18; skill "SM_MAGNUM",18; skill "SM_SWORD",23; skill "SM_TWOHAND",23; skill "LK_PARRYING",13; skill "LK_AURABLADE",7; skill "LK_CONCENTRATION",6; skill 397,-getskilllv(397),2; skill 399,-getskilllv(399),2; for (set .@i,55; .@i <= 59; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; bonus bStr,25; bonus bAgi,18; bonus bVit,-2; bonus bInt,-8; bonus bDex,-1; bonus bLuk,3; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3351,Lancer_Ring,Lancer Ring,5,20,,100,,0,,0,0x00000080,2,2,136,,0,0,0,{ skill "SM_ENDURE",20; skill "KN_SPEARMASTERY",30; skill "LK_CONCENTRATION",6; skill "KN_SPEARBOOMERANG",7; skill "LK_SPIRALPIERCE",8; skill "KN_PIERCE",15; bonus bStr,25; bonus bAgi,-2; bonus bVit,18; bonus bInt,2; bonus bDex,9; bonus bLuk,-7; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3352,Guardian_Ring,Guardian Ring,5,20,,100,,0,,0,0x00004000,2,2,136,,0,0,0,{ skill "SM_ENDURE",20; skill "CR_AUTOGUARD",15; skill "AL_HEAL",12; skill "PA_GOSPEL",13; skill "CR_REFLECTSHIELD",14; skill "CR_PROVIDENCE",8; bonus bStr,18; bonus bVit,31; bonus bInt,7; bonus bDex,2; bonus bLuk,3; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3353,Templar_Ring,Templar Ring,5,20,,100,,0,,0,0x00004000,2,2,136,,0,0,0,{ skill "CR_HOLYCROSS",15; skill "CR_GRANDCROSS",13; skill "PA_SHIELDCHAIN",15; skill "KN_SPEARMASTERY",10; skill "PA_SACRIFICE",7; skill "CR_SHIELDCHARGE",10; skill "SM_BASH",15; if(getskilllv(28)>1) {skill 28,-2,2;} else {skill 28,-getskilllv(28),2;} if(getskilllv(249)>5) {skill 249,-6,2;} else {skill 249,-getskilllv(249),2;} skill 1002,-getskilllv(1002),2; if(getskilllv(257)>3) {skill 257,-4,2;} else {skill 257,-getskilllv(257),2;} bonus bStr,16; bonus bAgi,8; bonus bVit,11; bonus bInt,18; bonus bDex,13; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3354,Cardinal_Ring,Cardinal Ring,5,20,,100,,0,,0,0x00000100,2,2,136,,0,0,0,{ skill "HP_ASSUMPTIO",10; skill "PR_IMPOSITIO",10; skill "PR_GLORIA",10; skill "PR_MAGNIFICAT",10; skill "AL_HEAL",13; skill "AL_INCAGI",13; skill "AL_BLESSING",13; skill 156,-getskilllv(156),2; bonus bStr,-16; bonus bAgi,-7; bonus bVit,2; bonus bInt,22; bonus bDex,16; bonus bLuk,2; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3355,Battle_Priest_Ring,Battle Priest Ring,5,20,,100,,0,,0,0x00000100,2,2,136,,0,0,0,{ skill "PR_MACEMASTERY",20; skill "PR_IMPOSITIO",7; skill "PR_GLORIA",7; skill "SM_BASH",10; skill "MG_SOULSTRIKE",5; skill "BS_ADRENALINE",2; skill "MG_ENERGYCOAT",1; skill "CR_TRUST",5; skill "CR_HOLYCROSS",10; skill "SL_KAIZEL",1; bonus bStr,37; bonus bAgi,27; bonus bVit,7; bonus bInt,-25; bonus bDex,9; bonus bLuk, 4; },{ callfunc "SpecEffect"; },{ sc_end SC_ADRENALINE; sc_end SC_ENERGYCOAT; sc_end SC_KAIZEL; percentheal -99,-99; }
3356,Brawler_Ring,Brawler Ring,5,20,,100,,0,,0,0x00008000,2,2,136,,0,0,0,{ skill "MO_CHAINCOMBO",8; skill "CH_CHAINCRUSH",13; skill "MO_COMBOFINISH",8; skill "MO_DODGE",15; skill "MO_IRONHAND",20; skill "CH_TIGERFIST",8; skill 271,-getskilllv(271),2; bonus bStr,23; bonus bAgi,25; bonus bVit,7; bonus bLuk,3; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3357,Zealot_Ring,Zealot Ring,5,20,,100,,0,,0,0x00008000,2,2,136,,0,0,0,{ skill "AL_HEAL",11; skill "MO_FINGEROFFENSIVE",7; skill "MO_INVESTIGATE",10; skill 271,-getskilllv(271),2; bonus bStr,19; bonus bAgi,-20; bonus bDex,12; bonus bLuk,-25; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3358,Minstrel_Ring,Minstrel Ring,5,20,,100,,0,,0,0x00080000,2,1,136,,0,0,0,{ skill "BA_DISSONANCE",15; skill "BA_WHISTLE",15; skill "BA_ASSASSINCROSS",12; skill "BA_POEMBRAGI",12; skill "BA_APPLEIDUN",15; skill "BD_DRUMBATTLEFIELD",10; skill "BD_RINGNIBELUNGEN",10; skill "BD_RICHMANKIM",10; skill 489,-getskilllv(489),2; bonus bSpeedAddRate,10; bonus bStr,-10; bonus bVit,10; bonus bInt,13; bonus bDex,-7; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3359,Jester_Ring,Jester Ring,5,20,,100,,0,,0,0x00080000,2,1,136,,0,0,0,{ skill "BA_MUSICALLESSON",20; skill "BA_MUSICALSTRIKE",10; skill "CG_ARROWVULCAN",13; skill "BA_FROSTJOKER",6; skill 317,-getskilllv(317),2; skill 395,-getskilllv(395),2; skill 488,-getskilllv(488),2; for (set .@i,305; .@i <= 313; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; for (set .@i,319; .@i <= 322; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; bonus bStr,-1; bonus bAgi,12; bonus bVit,14; bonus bInt,-7; bonus bDex,35; bonus bLuk,4; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3360,Performer_Ring,Performer Ring,5,20,,100,,0,,0,0x00080000,2,0,136,,0,0,0,{ skill "DC_UGLYDANCE",20; skill "DC_HUMMING",15; skill "DC_DONTFORGETME",12; skill "DC_SERVICEFORYOU",12; skill "DC_FORTUNEKISS",25; skill "DC_SCREAM",7; skill "BD_DRUMBATTLEFIELD",10; skill "BD_RINGNIBELUNGEN",10; skill "BD_RICHMANKIM",10; skill 489,-getskilllv(489),2; bonus bStr,-10; bonus bVit,10; bonus bInt,13; bonus bDex,-7; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3361,Siren_Ring,Siren Ring,5,20,,100,,0,,0,0x00080000,2,0,136,,0,0,0,{ skill "DC_THROWARROW",10; skill "DC_DANCINGLESSON",20; skill "CG_ARROWVULCAN",13; for (set .@i,305; .@i <= 313; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; for (set .@i,327; .@i <= 330; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; skill 325,-getskilllv(325),2; skill 395,-getskilllv(395),2; skill 488,-getskilllv(488),2; bonus bMaxHPrate,10; bonus bStr,-2; bonus bAgi,14; bonus bVit,15; bonus bInt,-6; bonus bDex,37; bonus bLuk,2; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3362,Virus_Ring,Virus Ring,5,20,,100,,0,,0,0x00001000,2,2,136,,0,0,0,{ skill "AS_ENCHANTPOISON",20; skill "AS_VENOMDUST",20; skill "AS_POISONREACT",20; skill "AS_SPLASHER",14; bonus bAgi,12; bonus bInt,-9; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3363,Reaver_Ring,Reaver Ring,5,20,,100,,0,,0,0x00001000,2,2,136,,0,0,0,{ skill "TF_MISS",15; skill "SM_ENDURE",3; skill "LK_TENSIONRELAX",1; bonus bStr,-6; bonus bAgi,7; bonus bVit,12; bonus bInt,9; bonus bDex,-4; bonus bUseSPrate,-100; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3364,Evoker_Ring,Evoker Ring,5,20,,100,,0,,0,0x00000200,2,2,136,,0,0,0,{ skill "WZ_JUPITEL",12; skill "HW_MAGICPOWER",20; skill "MG_FIREBOLT",13; skill "MG_COLDBOLT",13; skill "MG_LIGHTNINGBOLT",13; skill 83,-getskilllv(83),2; skill 85,-getskilllv(85),2; skill 89,-getskilllv(89),2; skill 21,-getskilllv(21),2; skill 91,-getskilllv(91),2; bonus bStr,-3; bonus bAgi,9; bonus bVit,-9; bonus bInt,11; bonus bDex,9; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3365,Sorcerer_Ring,Sorcerer Ring,5,20,,100,,0,,0,0x00000200,2,2,136,,0,0,0,{ skill "WZ_SIGHTRASHER",20; skill "WZ_METEOR",13; skill "WZ_ICEWALL",20; skill "WZ_FROSTNOVA",12; skill "WZ_VERMILION",13; skill "WZ_HEAVENDRIVE",10; skill "WZ_QUAGMIRE",10; skill "HW_GRAVITATION",10; skill "MG_THUNDERSTORM",15; if(getskilllv(14)>1) {skill 14,-2,2;} else {skill 14,-getskilllv(14),2;} if(getskilllv(19)>1) {skill 19,-2,2;} else {skill 19,-getskilllv(19),2;} if(getskilllv(20)>1) {skill 20,-2,2;} else {skill 20,-getskilllv(20),2;} if(getskilllv(84)>1) {skill 84,-2,2;} else {skill 84,-getskilllv(84),2;} },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3366,Geomancer_Ring,Geomancer Ring,5,20,,100,,0,,0,0x00010000,2,2,136,,0,0,0,{ skill "MG_FIREBOLT",12; skill "MG_COLDBOLT",12; skill "MG_LIGHTNINGBOLT",12; skill "WZ_HEAVENDRIVE",8; skill 279,-getskilllv(279),2; skill 274,-getskilllv(274),2; bonus bStr,-16; bonus bAgi,-7; bonus bVit,-7; bonus bInt,13; bonus bDex,12; },{ sc_end SC_AUTOSPELL; callfunc "SpecEffect"; },{ percentheal -99,-99; }
3367,Enchanter_Ring,Enchanter Ring,5,20,,100,,0,,0,0x00010000,2,2,136,,0,0,0,{ skill "PF_HPCONVERSION",10; skill "SA_ADVANCEDBOOK",15; skill "WZ_QUAGMIRE",2; skill "TK_SEVENWIND",7; skill 482,-getskilllv(482),2; if(getskilllv(14)>4) {skill 14,-5,2;} else {skill 14,-getskilllv(14),2;} if(getskilllv(19)>4) {skill 19,-5,2;} else {skill 19,-getskilllv(19),2;} if(getskilllv(20)>4) {skill 20,-5,2;} else {skill 20,-getskilllv(20),2;} if(getskilllv(21)>4) {skill 21,-5,2;} else {skill 21,-getskilllv(21),2;} bonus bStr,26; bonus bAgi,17; bonus bInt,-26; bonus bDex,-9; },{ sc_end SC_DOUBLECAST; callfunc "SpecEffect"; },{ percentheal -99,-99; }
3368,Scout_Ring,Scout Ring,5,20,,100,,0,,0,0x00000800,2,2,136,,0,0,0,{ skill "SN_WINDWALK",13; skill "SN_SIGHT",12; skill "HT_STEELCROW",15; skill "HT_DETECTING",5; for (set .@i,115; .@i <= 123; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; skill 125,-getskilllv(125),2; bonus bAgi,6; bonus bVit,3; bonus bInt,15; bonus bDex,28; bonus bLuk,8; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3369,Ranger_Ring,Ranger Ring,5,20,,100,,0,,0,0x00000800,2,2,136,,0,0,0,{ skill 46,-getskilllv(46),2; skill 382,-getskilllv(382),2; skill "TF_DOUBLE",15; skill "CR_DEFENDER",1; skill "LK_CONCENTRATION",1; skill "ST_REJECTSWORD",1; skill "KN_ONEHAND",1; bonus bStr,20; bonus bAgi,19; bonus bInt,1; bonus bDex,16; bonus bLuk,15; },{ callfunc "SpecEffect"; },{ sc_end SC_REJECTSWORD; sc_end SC_CONCENTRATION; sc_end SC_DEFENDER; percentheal -99,-99; }
3370,Apothecary_Ring,Apothecary Ring,5,20,,100,,0,,0,0x00040000,2,2,136,,0,0,0,{ skill "CR_SLIMPITCHER",12; skill "AM_LEARNINGPOTION",15; skill "CR_FULLPROTECTION",10; skill 490,-getskilllv(490),2; bonus bStr,-10; bonus bDex,11; bonus bLuk,15; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3371,Terrorist_Ring,Terrorist Ring,5,20,,100,,0,,0,0x00040000,2,2,136,,0,0,0,{ skill "AM_LEARNINGPOTION",15; skill "AM_SPHEREMINE",15; skill "AM_DEMONSTRATION",10; skill "AM_ACIDTERROR",7; bonus bStr,6; bonus bVit,-6; bonus bInt,18; bonus bDex,17; bonus bLuk,17; },{ callfunc "SpecEffect"; },{ unitskilluseid getcharid(3),173,10; }
3372,Ultra_Novice_Ring,Ultra Novice Ring,5,20,,100,,0,,0,0x00000001,1,2,136,,0,0,0,{ if (Class !=23) end; skill "MG_FIREBOLT",13; skill "MG_COLDBOLT",13; skill "MG_LIGHTNINGBOLT",13; skill "PF_SOULBURN",5; skill "PF_MINDBREAKER",5; bonus bMaxHP,10000; bonus bMaxSP,3000; bonus bStr,-10; bonus bAgi,-5; bonus bVit,20; bonus bInt,45; bonus bDex,15; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3373,Hyper_Novice_Ring,Hyper Novice Ring,5,20,,100,,0,,0,0x00000001,1,2,136,,0,0,0,{ if (Class !=23) end; skill "LK_BERSERK",1; bonus bMaxHP,30000; bonus bMaxSP,500; bonus bStr,20; bonus bAgi,30; bonus bVit,10; bonus bInt,-50; bonus bDex,10; bonus bLuk,15; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3374,Raider_Ring,Raider Ring,5,20,,100,,0,,0,0x00020000,7,2,136,,0,0,0,{ skill "TF_MISS",20; skill "AC_VULTURE",12; skill "AC_DOUBLE",12; skill "SM_SWORD",20; skill "RG_RAID",10; bonus bMaxHPrate,10; bonus bMaxSPrate,10; bonus bStr,-4; bonus bAgi,29; bonus bVit,13; bonus bInt,-15; bonus bDex,28; bonus bLuk,6; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3375,Backstabber_Ring,Backstabber Ring,5,20,,100,,0,,0,0x00020000,7,2,136,,0,0,0,{ skill "RG_BACKSTAP",20; skill "ST_CHASEWALK",6; skill "SM_SWORD",20; bonus bStr,34; bonus bAgi,-4; bonus bVit,4; bonus bInt,-16; bonus bDex,7; bonus bLuk,6; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }
3376,Goldsmith_Ring,Goldsmith Ring,5,20,,100,,0,,0,0x00000400,7,2,136,,0,0,0,{ skill 113,-getskilllv(113),2; skill 486,-getskilllv(486),2; skill "BS_ORIDEOCON",10; skill "BS_ENCHANTEDSTONE",20; skill "MC_VENDING",13; for (set .@i,98; .@i <= 104; set .@i,.@i+1) skill .@i,5; bonus bStr,-11; bonus bDex,10; bonus bLuk,11; },{ sc_end SC_OVERTHRUST; sc_end SC_MAXOVERTHRUST; callfunc "SpecEffect"; },{ percentheal -99,-99; }
3377,Battlesmith_Ring,Battlesmith Ring,5,20,,100,,0,,0,0x00000400,7,2,136,,0,0,0,{ skill "BS_SKINTEMPER",10; skill "BS_OVERTHRUST",10; skill "WS_MELTDOWN",15; skill "WS_CARTTERMINATION",13; skill "BS_WEAPONRESEARCH",20; bonus bMaxHPrate,20; for (set .@i,98; .@i <= 104; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; bonus bStr,10; bonus bAgi,10; bonus bVit,9; bonus bInt,9; bonus bDex,15; bonus bLuk,11; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }

===== item_trade.txt: =====
3350,123,100
3351,123,100
3352,123,100
3353,123,100
3354,123,100
3355,123,100
3356,123,100
3357,123,100
3358,123,100
3359,123,100
3360,123,100
3361,123,100
3362,123,100
3363,123,100
3364,123,100
3365,123,100
3366,123,100
3367,123,100
3368,123,100
3369,123,100
3370,123,100
3371,123,100
3372,123,100
3373,123,100
3374,123,100
3375,123,100
3376,123,100
3377,123,100

===== idnum2itemdisplaynametable.txt: =====
3350#Slayer_Ring#
3351#Lancer_Ring#
3352#Guardian_Ring#
3353#Templar_Ring#
3354#Cardinal_Ring#
3355#Battle_Priest_Ring#
3356#Brawler_Ring#
3357#Zealot_Ring#
3358#Minstrel_Ring#
3359#Jester_Ring#
3360#Performer_Ring#
3361#Siren_Ring#
3362#Virus_Ring#
3363#Reaver_Ring#
3364#Evoker_Ring#
3365#Sorcerer_Ring#
3366#Geomancer_Ring#
3367#Enchanter_Ring#
3368#Scout_Ring#
3369#Ranger_Ring#
3370#Apothecary_Ring#
3371#Terrorist_Ring#
3372#Ultra_Novice_Ring#
3373#Hyper_Novice_Ring#
3374#Raider_Ring#
3375#Backstabber_Ring#
3376#Goldsmith_Ring#
3377#Battlesmith_Ring#

===== idnum2itemresnametable.txt: =====
3350#대주교의반지#
3351#대주교의반지#
3352#대주교의반지#
3353#대주교의반지#
3354#대주교의반지#
3355#대주교의반지#
3356#대주교의반지#
3357#대주교의반지#
3358#대주교의반지#
3359#대주교의반지#
3360#대주교의반지#
3361#대주교의반지#
3362#대주교의반지#
3363#대주교의반지#
3364#대주교의반지#
3365#대주교의반지#
3366#대주교의반지#
3367#대주교의반지#
3368#대주교의반지#
3369#대주교의반지#
3370#대주교의반지#
3371#대주교의반지#
3372#대주교의반지#
3373#대주교의반지#
3374#대주교의반지#
3375#대주교의반지#
3376#대주교의반지#
3377#대주교의반지#

===== idnum2itemdesctable.txt: =====
3350#
^6698FF< Lord Knight >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Slayer^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3351#
^6698FF< Lord Knight >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Lancer^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3352#
^6698FF< Paladin >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Guardian^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3353#
^6698FF< Paladin >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Templar^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3354#
^6698FF< High Priest >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Cardinal^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3355#
^6698FF< High Priest >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Battle Priest^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3356#
^6698FF< Champion >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Brawler^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3357#
^6698FF< Champion >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Zealot^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3358#
^6698FF< Clown >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Minstrel^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3359#
^6698FF< Clown >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Jester^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3360#
^6698FF< Gypsy >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Performer^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3361#
^6698FF< Gypsy >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Siren^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3362#
^6698FF< Assassin Cross >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Virus^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3363#
^6698FF< Assassin Cross >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Reaver^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3364#
^6698FF< High Wizard >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into an ^880000Evoker^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3365#
^6698FF< High Wizard >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Sorcerer^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3366#
^6698FF< Professor >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Geomancer^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3367#
^6698FF< Professor >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into an ^880000Enchanter^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3368#
^6698FF< Sniper >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Scout^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3369#
^6698FF< Sniper >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Ranger^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3370#
^6698FF< Creator >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into an ^880000Apothecary^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3371#
^6698FF< Creator >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Terrorist^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3372#
^6698FF< Super Novice >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into an ^880000Ultra Novice^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3373#
^6698FF< Super Novice >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Hyper Novice^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3374#
^6698FF< Stalker >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Raider^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3375#
^6698FF< Stalker >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Backstabber^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3376#
^6698FF< Whitesmith >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Goldsmith^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
3377#
^6698FF< Whitesmith >^000000
A mystic ring imbued with tremendous power.  Transforms its wearer into a ^880000Battlesmith^000000.
^ffffff_^000000
Weight:^777777 10^000000
#
=============================================================================================
its all work fine except this
[Error]: pc_skill: Skill level 15 too high. Max lv supported is 10
[Error]: pc_skill: Skill level 13 too high. Max lv supported is 10
[Error]: pc_skill: Skill level 20 too high. Max lv supported is 10

i know the problem is my skill max level right? but i dont know how to change max level, mind teach me guys?

I tried changing
1. map/skill.h #define MAX_SKILL_LEVEL 100 /// Max Skill Level (for skill_db storage)
2. db/import/skill_tree.txt
but still not working, please help me to fix this :)
Thanks before

btw im using "renewal"
 

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1st off use a codebox,

2ndly

skill "SN_WINDWALK",13; 

simply change the 13 to the desired number for each item db entry

 

 

for more info

*skill <skill id>,<level>{,<flag>};
*skill "<skill name>",<level>{,<flag>};
*addtoskill <skill id>,<level>{,<flag>};
*addtoskill "<skill name>",<level>{,<flag>};

These commands will give the invoking character a specified skill. This is also 
used for item scripts.

Level is obvious. Skill id is the ID number of the skill in question as per 
'db/(pre-)re/skill_db.txt'. It is not known for certain whether this can be used to give 
a character a monster's skill, but you're welcome to try with the numbers given 
in 'db/(pre-)re/mob_skill_db.txt'.

Flag is 0 if the skill is given permanently (will get written with the character 
data) or 1 if it is temporary (will be lost eventually, this is meant for card 
item scripts usage.).  The flag parameter is optional, and defaults to 1 in 
'skill' and to 2 in 'addtoskill'.

Flag 2 means that the level parameter is to be interpreted as a stackable 
additional bonus to the skill level. If the character did not have that skill 
previously, they will now at 0+the level given.

Flag 3 is the same as flag 1 in that it saves to the database.  However, these skills
are ignored when any action is taken that adjusts the skill tree (reset/job change).

Flag constants:
	0 - SKILL_PERM
	1 - SKILL_TEMP
	2 - SKILL_TEMPLEVEL
	3 - SKILL_PERM_GRANT

// This will permanently give the character Stone Throw (TF_THROWSTONE,152), at 
// level 1.
    skill 152,1,0;
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1st off use a codebox,

2ndly

skill "SN_WINDWALK",13; 

simply change the 13 to the desired number for each item db entry

 

 

for more info

*skill <skill id>,<level>{,<flag>};
*skill "<skill name>",<level>{,<flag>};
*addtoskill <skill id>,<level>{,<flag>};
*addtoskill "<skill name>",<level>{,<flag>};

These commands will give the invoking character a specified skill. This is also 
used for item scripts.

Level is obvious. Skill id is the ID number of the skill in question as per 
'db/(pre-)re/skill_db.txt'. It is not known for certain whether this can be used to give 
a character a monster's skill, but you're welcome to try with the numbers given 
in 'db/(pre-)re/mob_skill_db.txt'.

Flag is 0 if the skill is given permanently (will get written with the character 
data) or 1 if it is temporary (will be lost eventually, this is meant for card 
item scripts usage.).  The flag parameter is optional, and defaults to 1 in 
'skill' and to 2 in 'addtoskill'.

Flag 2 means that the level parameter is to be interpreted as a stackable 
additional bonus to the skill level. If the character did not have that skill 
previously, they will now at 0+the level given.

Flag 3 is the same as flag 1 in that it saves to the database.  However, these skills
are ignored when any action is taken that adjusts the skill tree (reset/job change).

Flag constants:
	0 - SKILL_PERM
	1 - SKILL_TEMP
	2 - SKILL_TEMPLEVEL
	3 - SKILL_PERM_GRANT

// This will permanently give the character Stone Throw (TF_THROWSTONE,152), at 
// level 1.
    skill 152,1,0;

Sorry, but can you tell me

1. what is codebox? example please?

2. skill "SN_WINDWALK",13;  ( in the item_db? )

3. For more info, where i can found that script?

Thanks for your help :)

 

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1) hit the <> code button when your making a post or manually typing in

{code} (replace { and } with [ and  ]

around your code

{/code}

 

2) yes you posted the entire item_db.txt for the script you just have to edit that as you like....

 

3) That's not a script its a script command and can be found here or in your rAthena copy in /doc/script_command.txt

Edited by Stolao
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1) hit the <> code button when your making a post or manually typing in

{code} (replace { and } with [ and  ]

around your code

{/code}

 

2) yes you posted the entire item_db.txt for the script you just have to edit that as you like....

 

3) That's not a script its a script command and can be found here or in your rAthena copy in /doc/script_command.txt

ahhh, i just understand what you mean /sry

I tried to follow your info from and change my item_db.txt into this

*skill "<skill name>",<level>{,<flag>};
3354,Cardinal_Ring,Cardinal Ring,5,20,,100,,0,,0,0x00000100,2,2,136,,0,0,0,{ skill "HP_ASSUMPTIO",10,1; skill "PR_IMPOSITIO",10,1; skill "PR_GLORIA",10,1; skill "PR_MAGNIFICAT",10,1; skill "AL_HEAL",13,1; skill "AL_INCAGI",13,1; skill "AL_BLESSING",13,1; skill 156,-getskilllv(156),2; bonus bStr,-16; bonus bAgi,-7; bonus bVit,2; bonus bInt,22; bonus bDex,16; bonus bLuk,2; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; }

But its still the same

My heal still didnt increase, max lv 10 the others work fine like in this pict below

 

The 1nd skill like heal, inc agi, bless didnt change

http://postimg.org/image/tgaiionud/

 

The 2nd skill like gloria, assump, etc is changed

http://postimg.org/image/vp4l1dw27/

but, i think its only changing the level not the effect since i tried using assump and still same duration (100sec)

how to change effect?

and i did try to change re/skill_tree.txt like this

 

4009,28,13,0,0,0,0,0,0,0,0,0,0 //AL_HEAL#Heal#

and its work like in this pict

http://postimg.org/image/cvcw3r7ah/

but the skill cant be used /wah

what i need to do? what&where i need to change so the skill will change following item_bonus (Heal from lv 10 to lv 13) and worked?

Thanks before :)

Edited by chryxt
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bump

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