Zagreuz Posted December 23, 2011 Posted December 23, 2011 just want to confirm if this is the right syntax for the item script. bonus bAllStats,10; if(BaseClass == Job_Sniper) { bonus2 bSubRace,RC_DemiHuman,30; bonus2 bSkillAtk,"SN_SHARPSHOOTING",300; } else if(BaseClass==Job_Bard || BaseClass == Job_Clown) { bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSkillAtk,"CG_ARROWVULCAN",300; its a helm that was use for sniper and clown , i want to make it increase the skill damage, by using if & else Quote
Mystery Posted December 23, 2011 Posted December 23, 2011 (edited) You can always make the item only available for Archer class. Thus, changing to : bonus bAllStats,10; if(BaseClass == Job_Sniper) { bonus2 bSubRace,RC_DemiHuman,30; bonus2 bSkillAtk,"SN_SHARPSHOOTING",300; } else { bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSkillAtk,"CG_ARROWVULCAN",300; } There are other ways to change the above method. Other then that, try your way. Edited December 23, 2011 by Mysterious Quote
Zagreuz Posted December 23, 2011 Author Posted December 23, 2011 well, i already make the item exclusive to sniper's and clowns, so is my problem at the "else if" change to "else" only ? Quote
JayPee Posted December 23, 2011 Posted December 23, 2011 I guess your just missing a closing curly brace bonus bAllStats,10; if(BaseClass == Job_Sniper) { bonus2 bSubRace,RC_DemiHuman,30; bonus2 bSkillAtk,"SN_SHARPSHOOTING",300; } else if(BaseClass==Job_Bard || BaseClass == Job_Clown) { bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSkillAtk,"CG_ARROWVULCAN",300}; Quote
Zagreuz Posted December 23, 2011 Author Posted December 23, 2011 (edited) this is the whole line of the script { bonus bAllStats,10; if(BaseClass == Job_Sniper) { bonus2 bSubRace,RC_DemiHuman,30; bonus2 bSkillAtk,"SN_SHARPSHOOTING",300; } else if(BaseClass==Job_Bard || BaseClass == Job_Clown) { bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSkillAtk,"CG_ARROWVULCAN",300; } },{},{} still having a missing curly brace ? Edited December 23, 2011 by LordOfHeRO Quote
JayPee Posted December 23, 2011 Posted December 23, 2011 (edited) I dont know if is really BaseClass exist. the only Code i found in the script commands that check jobs is BaseJob This is sneaky, apparently meant for baby class support. This will supposedly equal Job_Acolyte regardless of whether the character is an acolyte or a baby acolyte, for example. and Class Current Job Edited December 23, 2011 by JayPeeMateo Quote
Sneaky Posted December 23, 2011 Posted December 23, 2011 BaseClass doesn't exist; Should be Class instead. here: { bonus bAllStats,10; if(Class == 4012) { bonus2 bSubRace,RC_DemiHuman,30; bonus2 bSkillAtk,"SN_SHARPSHOOTING",300; } else if(Class == 19 || Class == 4020) { bonus2 bSubRace,RC_DemiHuman,10; bonus2 bSkillAtk,"CG_ARROWVULCAN",300; } },{},{} 4012 = sniper 19 = bard 4020 = clown You can check the ids in db/const.txt even though using job_class will still work. Quote
Zagreuz Posted December 23, 2011 Author Posted December 23, 2011 (edited) say . . . its the BaseClass problem ey ! , i try Slim info first ! , thanks Slim and JayPeeMateo p/s : it works , thanks Guys ! , really been helping, topic close i guess ? Edited December 24, 2011 by LordOfHeRO Quote
Emistry Posted December 24, 2011 Posted December 24, 2011 BaseClass doesnt Exist... but BaseJob Exist ~ BaseJob - This is sneaky, apparently meant for baby class support. This will supposedly equal Job_Acolyte regardless of whether the character is an acolyte or a baby acolyte, for example. to check current Class..we use.. Class - Current job Quote
Sneaky Posted December 25, 2011 Posted December 25, 2011 say . . . its the BaseClass problem ey ! , i try Slim info first ! , thanks Slim and JayPeeMateo p/s : it works , thanks Guys ! , really been helping, topic close i guess ? No problem, I won't close it but, I'll mark it as Solved instead. 1 Quote
Question
Zagreuz
just want to confirm if this is the right syntax for the item script.
its a helm that was use for sniper and clown , i want to make it increase the skill damage, by using if & else
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