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Different stats on an item


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Is there a way adding different stats on an item depending on jobs? 

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Example: Hat[0] gives +10 STR to swordman class

2220,Hat,Hat,4,1000,,200,,2,,0,0xFFFFFFFF,7,2,256,,0,1,16,{ if(BaseClass==Job_Swordman) { bonus bStr,10; } },{},{}

And what specific kind of item tho? Equipment or usable?

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1 hour ago, Scylla said:

Example: Hat[0] gives +10 STR to swordman class

2220,Hat,Hat,4,1000,,200,,2,,0,0xFFFFFFFF,7,2,256,,0,1,16,{ if(BaseClass==Job_Swordman) { bonus bStr,10; } },{},{}


2220,Hat,Hat,4,1000,,200,,2,,0,0xFFFFFFFF,7,2,256,,0,1,16,{ if(BaseClass==Job_Swordman) { bonus bStr,10; } },{},{}

And what specific kind of item tho? Equipment or usable?

An equipment. I don't know if it's possible to use the same script for different jobs and stats. Example: { if(BaseClass==Job_Swordman) { bonus bStr,10; }{ if(BaseClass==Job_Thief) { bonus bStr,20; }  },{},{}

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you can use switch (BaseJob) or switch (BaseClass) if you want

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9 minutes ago, sader1992 said:

you can use switch (BaseJob) or switch (BaseClass) if you want

I don't get it, im kinda new with this, sorry xD!. I just want an script that if Champs wears it it gives +10 stats. If thief wears it + 20 stats. 

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only champ and only thief ? or up and down classes ?

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2 minutes ago, sader1992 said:

only champ and only thief ? or up and down classes ?

up and down classes

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switch (BaseClass) {case Job_Acolyte: bonus bAllStats,10; break; case Job_Thief: bonus bAllStats,20; break;}

if Acolyte and up 10 all stats

if Thief and up 20 all stats

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To also teach how to fish, my advice is for you to always try common scripts on items to achieve the effects you wish.
Most common scripts, used on NPCs and such will work as good on items, just take care to not overload them.

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