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[Spirit Buff] SC_START SC_SPIRIT not fully working


dikapramantya

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Hello, i've script in healer to give spirit if player click it.

i'm use this script sc_start SC_SPIRIT,300000,5; //Soul link for 4 minutes 

if use to Shadow Chaser, Rune Knight, the spirit is working, but if use it to Ministrell / Wanderer, Ministrell dont get Wanderer Skill, Wanderer dont get Ministrell skill.

and then they dont get own buff skill.

 

What correctly script to make it work to all job??
I try use this script too, but still doesn't work..

 

	switch ( basejob ) {
		case Job_Alchemist:				set .@spirit, 445; break;
		case Job_Monk:					set .@spirit, 447; break;
		case Job_Star_Gladiator:		set .@spirit, 448; break;
		case Job_Sage:					set .@spirit, 449; break;
		case Job_Crusader:				set .@spirit, 450; break;
		case Job_SuperNovice:			set .@spirit, 451; break;
		case Job_Knight:				set .@spirit, 452; break;
		case Job_Wizard:				set .@spirit, 453; break;
		case Job_Priest:				set .@spirit, 454; break;
		case Job_Bard: case Job_Dancer:	set .@spirit, 455; break;
		case Job_Rogue:					set .@spirit, 456; break;
		case Job_Assassin:				set .@spirit, 457; break;
		case Job_Blacksmith:			set .@spirit, 458; break;
		case Job_Hunter:				set .@spirit, 460; break;
		case Job_Soul_Linker:			set .@spirit, 461; break;
		default:
			if ( upper == 1 && baselevel < 70 )
				set .@spirit, 494;
	}
	if ( .@spirit ) {
		sc_start4 sc_spirit, .@time, 5, .@spirit,0,0;
		skilleffect .@spirit, 5;
	}

 

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Change

switch(basejob)

to

switch(Class)

*Note: I think it's case sensitive so you might have to change the other variables near the bottom of the script. Refer to the pre-defined character variables here:

Spoiler
Zeny - Amount of Zeny.
  Hp - Current amount of hit points.
  MaxHp - Maximum amount of hit points.
  Sp - Current spell points.
  MaxSp - Maximum amount of spell points.
  StatusPoint - Amount of status points remaining.
  SkillPoint - Amount of skill points remaining.
  BaseLevel - Character's base level.
  JobLevel - Character's job level.
  BaseExp - Amount of base experience points.
  JobExp - Amount of job experience points.
  NextBaseExp - Amount of base experience points needed to reach the next level.
  NextJobExp - Amount of job experience points needed to reach the next level.
  Weight - Amount of weight the character currently carries.
  MaxWeight - Maximum weight the character can carry.
  Sex - 0 if female, 1 if male.
  Class - Character's job.
  Upper - 0 if the character is a normal class, 1 if advanced, 2 if baby.
  BaseClass - The character's 1-1 'normal' job, regardless of Upper value.
  For example, this will return Job_Acolyte for Acolyte, Priest/Monk,
  High Priest/Champion, and Arch Bishop/Sura. If the character has not
  reached a 1-1 class, it will return Job_Novice.
  BaseJob - The character's 'normal' job, regardless of Upper value.
  For example, this will return Job_Acolyte for Acolyte,
  Baby Acolyte, and High Acolyte.
  Karma - The character's karma. Karma system is not fully functional, but
  this doesn't mean this doesn't work at all. Not tested.
  Manner - The character's manner rating. Becomes negative if the player
  utters words forbidden through the use of 'manner.txt' client-side
  file.

 

Edited by SpiritD
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I don't believe that this will work, since he would have to define all classes then, every single one.

Edit: Even my own script is the same as his/hers. But the difference is only that I use BaseJob so case-sensetive.

Weird is also that it works with Rune Knight like he mentioned.

Regards,

Chris

Edited by llchrisll
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Thank you fixed now.

 

need to change Case Job_Supernovice to Case Job_Super_Novice 

and Basejob change to BaseJob

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