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effect for classes


Notorius

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Hello, I have doubts about how to add effects for the classes in the items. I don't know how they work. This is a bonus. I don't know how to make an effect work for high priest, another for soul linker and another for high wizard.

    Script: |
      bonus bInt,3;
      bonus bMatkRate,15;
      if (class == Job_Soul_Linker)
         bonus2 bSkillAtk,"SL_SMA",25;
         bonus2 bSkillAtk,"SL_STUN",25;
      if (class == Job_Mage)
         bonus2 bSkillAtk," ",25;
         bonus2 bSkillAtk," ",25;
      if (class == Job_Acolyte)
         bonus2 bSkillAtk," ",25;

is this the correct way?


 

Edited by Notorius
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18 hours ago, Notorius said:

Hello, I have doubts about how to add effects for the classes in the items. I don't know how they work. This is a bonus. I don't know how to make an effect work for high priest, another for soul linker and another for high wizard.

    Script: |
      bonus bInt,3;
      bonus bMatkRate,15;
      if (class == Job_Soul_Linker)
         bonus2 bSkillAtk,"SL_SMA",25;
         bonus2 bSkillAtk,"SL_STUN",25;
      if (class == Job_Mage)
         bonus2 bSkillAtk," ",25;
         bonus2 bSkillAtk," ",25;
      if (class == Job_Acolyte)
         bonus2 bSkillAtk," ",25;

is this the correct way?


 

    Script: |
      bonus bInt,3;
      bonus bMatkRate,15;
      if (class == Job_Soul_Linker){
         bonus2 bSkillAtk,"SL_SMA",25;
         bonus2 bSkillAtk,"SL_STUN",25;}
      if (class == Job_High_Wizard){
         bonus2 bSkillAtk," ",25;
         bonus2 bSkillAtk," ",25;}
      if (class == Job_High_Priest){
         bonus2 bSkillAtk," ",25;}

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Use Class == Job...

Check for more bonus: here

Spoiler
 
   
  /* jobs */
  export_constant(JOB_NOVICE);
  export_constant(JOB_SWORDMAN);
  export_constant(JOB_MAGE);
  export_constant(JOB_ARCHER);
  export_constant(JOB_ACOLYTE);
  export_constant(JOB_MERCHANT);
  export_constant(JOB_THIEF);
  export_constant(JOB_KNIGHT);
  export_constant(JOB_PRIEST);
  export_constant(JOB_WIZARD);
  export_constant(JOB_BLACKSMITH);
  export_constant(JOB_HUNTER);
  export_constant(JOB_ASSASSIN);
  export_constant(JOB_KNIGHT2);
  export_constant(JOB_CRUSADER);
  export_constant(JOB_MONK);
  export_constant(JOB_SAGE);
  export_constant(JOB_ROGUE);
  export_constant(JOB_ALCHEMIST);
  export_constant(JOB_BARD);
  export_constant(JOB_DANCER);
  export_constant(JOB_CRUSADER2);
  export_constant(JOB_WEDDING);
  export_constant(JOB_SUPER_NOVICE);
  // For backwards compatability
  export_constant2("Job_SuperNovice",JOB_SUPER_NOVICE); // TODO: Refactor NPCs to use the new constant
  export_constant(JOB_GUNSLINGER);
  export_constant(JOB_NINJA);
  export_constant(JOB_XMAS);
  export_constant(JOB_SUMMER);
  export_constant(JOB_HANBOK);
  export_constant(JOB_OKTOBERFEST);
  export_constant(JOB_SUMMER2);
   
  export_constant(JOB_NOVICE_HIGH);
  export_constant(JOB_SWORDMAN_HIGH);
  export_constant(JOB_MAGE_HIGH);
  export_constant(JOB_ARCHER_HIGH);
  export_constant(JOB_ACOLYTE_HIGH);
  export_constant(JOB_MERCHANT_HIGH);
  export_constant(JOB_THIEF_HIGH);
  export_constant(JOB_LORD_KNIGHT);
  export_constant(JOB_HIGH_PRIEST);
  export_constant(JOB_HIGH_WIZARD);
  export_constant(JOB_WHITESMITH);
  export_constant(JOB_SNIPER);
  export_constant(JOB_ASSASSIN_CROSS);
  export_constant(JOB_LORD_KNIGHT2);
  export_constant(JOB_PALADIN);
  export_constant(JOB_CHAMPION);
  export_constant(JOB_PROFESSOR);
  export_constant(JOB_STALKER);
  export_constant(JOB_CREATOR);
  export_constant(JOB_CLOWN);
  export_constant(JOB_GYPSY);
  export_constant(JOB_PALADIN2);
   
  export_constant(JOB_BABY);
  export_constant(JOB_BABY_SWORDMAN);
  export_constant(JOB_BABY_MAGE);
  export_constant(JOB_BABY_ARCHER);
  export_constant(JOB_BABY_ACOLYTE);
  export_constant(JOB_BABY_MERCHANT);
  export_constant(JOB_BABY_THIEF);
  export_constant(JOB_BABY_KNIGHT);
  export_constant(JOB_BABY_PRIEST);
  export_constant(JOB_BABY_WIZARD);
  export_constant(JOB_BABY_BLACKSMITH);
  export_constant(JOB_BABY_HUNTER);
  export_constant(JOB_BABY_ASSASSIN);
  export_constant(JOB_BABY_KNIGHT2);
  export_constant(JOB_BABY_CRUSADER);
  export_constant(JOB_BABY_MONK);
  export_constant(JOB_BABY_SAGE);
  export_constant(JOB_BABY_ROGUE);
  export_constant(JOB_BABY_ALCHEMIST);
  export_constant(JOB_BABY_BARD);
  export_constant(JOB_BABY_DANCER);
  export_constant(JOB_BABY_CRUSADER2);
  export_constant(JOB_SUPER_BABY);
   
  export_constant(JOB_TAEKWON);
  export_constant(JOB_STAR_GLADIATOR);
  export_constant(JOB_STAR_GLADIATOR2);
  export_constant(JOB_SOUL_LINKER);
   
  export_constant(JOB_GANGSI);
  export_constant(JOB_DEATH_KNIGHT);
  export_constant(JOB_DARK_COLLECTOR);
   
  export_constant(JOB_RUNE_KNIGHT);
  export_constant(JOB_WARLOCK);
  export_constant(JOB_RANGER);
  export_constant(JOB_ARCH_BISHOP);
  export_constant(JOB_MECHANIC);
  export_constant(JOB_GUILLOTINE_CROSS);
   
  export_constant(JOB_RUNE_KNIGHT_T);
  export_constant(JOB_WARLOCK_T);
  export_constant(JOB_RANGER_T);
  export_constant(JOB_ARCH_BISHOP_T);
  export_constant(JOB_MECHANIC_T);
  export_constant(JOB_GUILLOTINE_CROSS_T);
   
  export_constant(JOB_ROYAL_GUARD);
  export_constant(JOB_SORCERER);
  export_constant(JOB_MINSTREL);
  export_constant(JOB_WANDERER);
  export_constant(JOB_SURA);
  export_constant(JOB_GENETIC);
  export_constant(JOB_SHADOW_CHASER);
   
  export_constant(JOB_ROYAL_GUARD_T);
  export_constant(JOB_SORCERER_T);
  export_constant(JOB_MINSTREL_T);
  export_constant(JOB_WANDERER_T);
  export_constant(JOB_SURA_T);
  export_constant(JOB_GENETIC_T);
  export_constant(JOB_SHADOW_CHASER_T);
   
  export_constant(JOB_RUNE_KNIGHT2);
  export_constant(JOB_RUNE_KNIGHT_T2);
  export_constant(JOB_ROYAL_GUARD2);
  export_constant(JOB_ROYAL_GUARD_T2);
  export_constant(JOB_RANGER2);
  export_constant(JOB_RANGER_T2);
  export_constant(JOB_MECHANIC2);
  export_constant(JOB_MECHANIC_T2);
   
  export_deprecated_constant3("JOB_BABY_RUNE", JOB_BABY_RUNE_KNIGHT, "JOB_BABY_RUNE_KNIGHT");
  export_deprecated_constant3("JOB_BABY_BISHOP", JOB_BABY_ARCH_BISHOP, "JOB_BABY_ARCH_BISHOP");
  export_deprecated_constant3("JOB_BABY_CROSS", JOB_BABY_GUILLOTINE_CROSS, "JOB_BABY_GUILLOTINE_CROSS");
  export_deprecated_constant3("JOB_BABY_GUARD", JOB_BABY_ROYAL_GUARD, "JOB_BABY_ROYAL_GUARD");
  export_deprecated_constant3("JOB_BABY_CHASER", JOB_BABY_SHADOW_CHASER, "JOB_BABY_SHADOW_CHASER");
   
  export_deprecated_constant3("JOB_BABY_RUNE2", JOB_BABY_RUNE_KNIGHT2, "JOB_BABY_RUNE_KNIGHT2");
  export_deprecated_constant3("JOB_BABY_GUARD2", JOB_BABY_ROYAL_GUARD2, "JOB_BABY_ROYAL_GUARD2");
   
  export_constant(JOB_BABY_RUNE_KNIGHT);
  export_constant(JOB_BABY_WARLOCK);
  export_constant(JOB_BABY_RANGER);
  export_constant(JOB_BABY_ARCH_BISHOP);
  export_constant(JOB_BABY_MECHANIC);
  export_constant(JOB_BABY_GUILLOTINE_CROSS);
  export_constant(JOB_BABY_ROYAL_GUARD);
  export_constant(JOB_BABY_SORCERER);
  export_constant(JOB_BABY_MINSTREL);
  export_constant(JOB_BABY_WANDERER);
  export_constant(JOB_BABY_SURA);
  export_constant(JOB_BABY_GENETIC);
  export_constant(JOB_BABY_SHADOW_CHASER);
   
  export_constant(JOB_BABY_RUNE_KNIGHT2);
  export_constant(JOB_BABY_ROYAL_GUARD2);
  export_constant(JOB_BABY_RANGER2);
  export_constant(JOB_BABY_MECHANIC2);
   
  export_constant(JOB_SUPER_NOVICE_E);
  export_constant(JOB_SUPER_BABY_E);
   
  export_constant(JOB_KAGEROU);
  export_constant(JOB_OBORO);
   
  export_constant(JOB_REBELLION);
   
  export_constant(JOB_SUMMONER);
   
  export_constant(JOB_BABY_SUMMONER);
   
  export_constant(JOB_BABY_NINJA);
  export_constant(JOB_BABY_KAGEROU);
  export_constant(JOB_BABY_OBORO);
  export_constant(JOB_BABY_TAEKWON);
  export_constant(JOB_BABY_STAR_GLADIATOR);
  export_constant(JOB_BABY_SOUL_LINKER);
  export_constant(JOB_BABY_GUNSLINGER);
  export_constant(JOB_BABY_REBELLION);
   
  export_constant(JOB_BABY_STAR_GLADIATOR2);
   
  export_constant(JOB_STAR_EMPEROR);
  export_constant(JOB_SOUL_REAPER);
  export_constant(JOB_BABY_STAR_EMPEROR);
  export_constant(JOB_BABY_SOUL_REAPER);
  export_constant(JOB_STAR_EMPEROR2);
  export_constant(JOB_BABY_STAR_EMPEROR2);
   
  export_constant(JOB_DRAGON_KNIGHT);
  export_constant(JOB_MEISTER);
  export_constant(JOB_SHADOW_CROSS);
  export_constant(JOB_ARCH_MAGE);
  export_constant(JOB_CARDINAL);
  export_constant(JOB_WINDHAWK);
  export_constant(JOB_IMPERIAL_GUARD);
  export_constant(JOB_BIOLO);
  export_constant(JOB_ABYSS_CHASER);
  export_constant(JOB_ELEMENTAL_MASTER);
  export_constant(JOB_INQUISITOR);
  export_constant(JOB_TROUBADOUR);
  export_constant(JOB_TROUVERE);
   
  export_constant(JOB_WINDHAWK2);
  export_constant(JOB_MEISTER2);
  export_constant(JOB_DRAGON_KNIGHT2);
  export_constant(JOB_IMPERIAL_GUARD2);
   
  export_constant(JOB_SKY_EMPEROR);
  export_constant(JOB_SOUL_ASCETIC);
  export_constant(JOB_SHINKIRO);
  export_constant(JOB_SHIRANUI);
  export_constant(JOB_NIGHT_WATCH);
  export_constant(JOB_HYPER_NOVICE);
  export_constant(JOB_SPIRIT_HANDLER);
   
  export_constant(JOB_SKY_EMPEROR2);

 

Edited by khyle650
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On 2/13/2023 at 6:51 AM, khyle650 said:

    Script: |
      bonus bInt,3;
      bonus bMatkRate,15;
      if (class == Job_Soul_Linker){
         bonus2 bSkillAtk,"SL_SMA",25;
         bonus2 bSkillAtk,"SL_STUN",25;}
      if (class == Job_High_Wizard){
         bonus2 bSkillAtk," ",25;
         bonus2 bSkillAtk," ",25;}
      if (class == Job_High_Priest){
         bonus2 bSkillAtk," ",25;}

thank you. I have a question. I'm using the latest version of rathen, is there a list of all the bonuses that can be added?

 

And if I want the bonus to be applied to the  wizard as well as to the high wizard, how should the script be? An example if I want the applicable bonus to be for Sage and Professor, how should the bonus be? one more dua if it's for baby job is it the same?

 

Hello, it's me again, I have a question. Is the way I'm doing it correct? The damage increases by 1% of the skill per refine.

      if (class == JOB_ALCHEMIST || class == JOB_CREATOR || class == JOB_BABY_ALCHEMIST){
         bonus2 bSkillAtk,"AM_ACIDTERROR",20;
         bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20;
         bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",getrefine();
         bonus2 bSkillAtk,"AM_ACIDTERROR",getrefine();}

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

{ . @r = obtenerRefinar (); bonus2 bSkillAtk , "CR_ACIDDEMOSTRATION" , . @r ; }

 

In a section of the forum I found this but it did not help me, it gave me an error when giving realoaditemdb but it says there that it is to increase 1% per refine and the one I am using I do not know if it works the same as this

Edited by Notorius
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On 2/13/2023 at 6:51 AM, khyle650 said:

    Script: |
      bonus bInt,3;
      bonus bMatkRate,15;
      if (class == Job_Soul_Linker){
         bonus2 bSkillAtk,"SL_SMA",25;
         bonus2 bSkillAtk,"SL_STUN",25;}
      if (class == Job_High_Wizard){
         bonus2 bSkillAtk," ",25;
         bonus2 bSkillAtk," ",25;}
      if (class == Job_High_Priest){
         bonus2 bSkillAtk," ",25;}

hello sir, can you help me with something like this  ( if(readparam(bAgi)>=100) { bonus bDelayRate,-45; )
i need to be a function script, where in with or without an item. if a user has 100 agi, it will give this kind of bonus effect.

 

 

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1 hour ago, BabaVoss said:

hola señor, ¿puede ayudarme con algo como esto (if(readparam(bAgi)>=100) { bonus bDelayRate,-45; )
necesito ser un script de función, con o sin un elemento. si un usuario tiene 100 agi, le dará este tipo de efecto de bonificación.
 

use this.

    Script: |
      if (readparam(bAgi)>=77) {
         bonus bDelayRate,-100;
      }

Edited by Notorius
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17 hours ago, Notorius said:

use this.

    Script: |
      if (readparam(bAgi)>=77) {
         bonus bDelayRate,-100;
      }

can u help me build the complete function script? hehe thank youu

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3 hours ago, BabaVoss said:

can u help me build the complete function script? hehe thank youu

hello this ami is working for me send me the full text to see if i can find the error

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On 2/24/2023 at 11:29 AM, BabaVoss said:

hello sir, can you help me with something like this  ( if(readparam(bAgi)>=100) { bonus bDelayRate,-45; )
i need to be a function script, where in with or without an item. if a user has 100 agi, it will give this kind of bonus effect.

 

 

Try. (Instant Cast)

    Script: |
      if (readparam(bDex)>=99) {
        bonus bDelayRate,-100;
        bonus bVariableCastrate,-100;
      }

 

Edited by khyle650
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10 hours ago, khyle650 said:

Try. (Instant Cast)

    Script: |
      if (readparam(bDex)>=99) {
        bonus bDelayRate,-100;
        bonus bVariableCastrate,-100;
      }

 

i want it to be a callfunc sir khyle

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11 hours ago, Notorius said:

hello this ami is working for me send me the full text to see if i can find the error

i want it to be a callfunc, not on a db. hehe

 

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18 minutes ago, BabaVoss said:

i want it to be a callfunc, not on a db. hehe

 

Create script:

function    script    F_SpecialBonus {
      if (readparam(bDex)>=99) {
        bonus bDelayRate,-100;
        bonus bVariableCastrate,-100;
      }
}

Call in item_db.yml:

    Script: |
      callfunc "F_SpecialBonus";

 

Edited by khyle650
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14 minutes ago, khyle650 said:

Create script:

function    script    F_SpecialBonus {
      if (readparam(bDex)>=99) {
        bonus bDelayRate,-100;
        bonus bVariableCastrate,-100;
      }
}

Call in item_db.yml:

    Script: |
      callfunc "F_SpecialBonus";

 

meaning one should wear an item with this script on item_db for the bonus effect to work? is it possible if even no item, just the stats alone?

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19 minutes ago, BabaVoss said:

meaning one should wear an item with this script on item_db for the bonus effect to work? is it possible if even no item, just the stats alone?

Try. Create Script:

function    script    F_SpecialBonus {
OnPCLoginEvent:
      if (readparam(bDex)>=99) {
        bonus bDelayRate,-100;
        bonus bVariableCastrate,-100;
      }
end;
}

If no work fuction change:

function script F_SpecialBonus {

for

- script Special_Bonus -1, {

Too try in conf/battle/skill.conf for instant cast:

// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
// Note: On Official servers, neither Dex nor Agi affect delay time
delay_dependon_dex: yes
delay_dependon_agi: yes

 

Edited by khyle650
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Just now, khyle650 said:

Try. Create Script:

function    script    F_SpecialBonus {
OnPCLoginEvent:
      if (readparam(bDex)>=99) {
        bonus bDelayRate,-100;
        bonus bVariableCastrate,-100;
      }
end;
}

Too try in conf/battle/skill.conf for instant cast:

// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
// Note: On Official servers, neither Dex nor Agi affect delay time
delay_dependon_dex: yes
delay_dependon_agi: yes

 

thank you for your big help sir kyle i really appreciate it, okay the reason i dont want to use agi base settings on skill.conf is because
im creating a high rate server, and i would like to implement skill delay also. Paid nodelay is popular on high rate server, putting skill delay is useless on agi base(skill.conf setting), not unless youre using Kiel delay effect. that is why i want to try to make a FUNCTION script that works the same, for example. if a char has 150 agi, a function script read param bAgi>150 will got effect of bdelayrate.

Basically the difference with skill.conf agi base skilldelay and kiel skill delay is that, with Skill.conf if you put a skill delay, Every skill has a different delay, meaning you can cast Cold bolt, and fire bolt at the same time, with different delay. And with Kiel delay, ALL SKILLS has one delay, for example if you cast cold bolt, you cant cast another spell unless the skill delay is finish.

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Infiltrator is also a bit better in the sequels, but they're arguably still your best overall option in Mass Effect if you want to pick a class that can use some of the game's better tech abilities. 

kick the buddy

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On 12/2/2023 at 16:51, khyle650 said:

    Guión : |
      bonificación bInt,3;
      bonificación bMatkRate,15;
      if (clase  == Job_Soul_Linker){
         bonus2 bSkillAtk,"SL_SMA",25;
         bonus2 bSkillAtk,"SL_STUN",25;}
      if (class == Job_High_Wizard){
         bonus2 bSkillAtk," ",25;
         bonus2 bSkillAtk," ",25;}
      if (clase == Job_High_Priest){
         bonus2 bSkillAtk," ",25;}

 

Hello, what should I do so that for each refine level the holy light increases by 2%?

bonus2 bSkillAtk,"AL_HOLYLIGHT",getrefine();}

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32 minutes ago, Notorius said:

 

Hello, what should I do so that for each refine level the holy light increases by 2%?

bonus2 bSkillAtk,"AL_HOLYLIGHT",getrefine();}

This bonus is for increase damage in skill. 2% by refine level.

bonus2 bSkillAtk,"SKILL NAME",2+getrefine();

For increase elemental damage try:

bonus2 bMagicAtkEle,Ele_Holy,2+getrefine();

 

Edited by khyle650
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On 3/2/2023 at 1:03 AM, khyle650 said:

This bonus is for increase damage in skill. 2% by refine level.

bonus2 bSkillAtk,"SKILL NAME",2+getrefine();

For increase elemental damage try:

bonus2 bMagicAtkEle,Ele_Holy,2+getrefine();

 

How should the script be if I want it to go up .5% and not 1%?

edit

solution

bonus2 bSkillAtk,"SKILL NAME",getrefine()/2;
Edited by Notorius
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