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authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-08 00:35:56 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-08 00:35:56 +0000
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* Added "eA Job System" documentation for third classes (doc\ea_job_system.txt)
* Fixed Eden: Romeo#02 not setting para_suv01 upon quest completion (bugreport:5949) * Cleaned and edited "Item Signer" script for general use (custom\item_signer.txt) * Merged and cleaned "Poring Track" custom script, then moved and renamed (custom\events\p_track.txt) * Optimized "Valhallen Quests" script (custom\quests\valhallen.txt) * Optimized "Event King Items" script (custom\events\kings_items.txt) * Deleted "Market Place" script, not sure why this existed... (custom\etc\market.txt) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16239 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc')
-rw-r--r--doc/ea_job_system.txt20
1 files changed, 17 insertions, 3 deletions
diff --git a/doc/ea_job_system.txt b/doc/ea_job_system.txt
index 229216a9e..5a6db5e3c 100644
--- a/doc/ea_job_system.txt
+++ b/doc/ea_job_system.txt
@@ -3,9 +3,10 @@
//===== By ================================================
//= Skotlex
//===== Version ===========================================
-//= 0.1
+//= 0.2
//=========================================================
//= 0.1 - First release, explained as well as I could.
+//= 0.2 - Added info on third jobs. [Euphy]
//===== Description =======================================
//= A reference description of eA's inner job system (for
//= use on scripts through the eaclass and roclass script
@@ -37,7 +38,8 @@ The eA Job System:
EAJ_THIEF 0x6
EAJ_TAEKWON 0x7
EAJ_GUNSLINGER 0x9
- EAJ_NINJA 0x10
+ EAJ_NINJA 0x0A
+ EAJ_GANGSI 0x0D
- Branch: All classes can be classified as "1st Class", "2-1 Class" or "2-2 Class":
@@ -45,10 +47,11 @@ The eA Job System:
EAJL_2_2 0x200
EAJL_2 0x300
-- The third category is type. Classes can either be normal, rebirth/advanced or adopted.
+- The third category is type. Classes can either be normal, rebirth/advanced, adopted, or third class.
EAJL_UPPER 0x1000
EAJL_BABY 0x2000
+ EAJL_THIRD 0x4000
So using these three categories, any job class can be constructed from the others. Let's take a swordman, for example.
@@ -70,6 +73,7 @@ Or getting out the rebirth versions of a swordman:
EAJ_SWORDMAN|EAJL_UPPER -> EAJ_SWORDMAN_HIGH
EAJ_SWORDMAN|EAJL_2_1|EAJL_UPPER -> EAJ_LORD_KNIGHT
EAJ_SWORDMAN|EAJL_2_2|EAJL_UPPER -> EAJ_PALADIN
+ EAJ_SWORDMAN|EAJL_2_2|EAJL_THIRD -> EAJ_ROYAL_GUARD
Why are we using the bitwise OR operand ('|') rather than just adding? Because the OR is wreck-proof:
@@ -105,6 +109,11 @@ EAJL_BABY:
if (@job&EAJL_BABY)
mes "Don't you hate being weak?";
+EAJL_THIRD:
+ Checks if a class is a third job.
+ if(@job&EAJL_THIRD)
+ mes "Wow, you've really grown!";
+
EAJ_UPPERMASK:
The upper mask can be used to "strip" the upper/baby characteristics of a class, used when you want to know if someone is a certain class regardless of rebirth/adopted status. For example, the following code would go through for Monks, Champions and Baby Monks:
if ((@job&EAJ_UPPERMASK) == EAJ_MONK)
@@ -119,6 +128,11 @@ EAJ_BASEMASK:
Note that, like before, if you try to check versus any of the other classes (High merchant, blacksmith, etc) instead of basic merchant, the check will always fail for the same reasons previously explained.
+EAJ_THIRDMASK:
+ This mask strips 3rd class attributes. It will give the "normal" class of a third job, regardless of rebirth/adopted status. When used on non-third class characters, it will return the second job, or, if that also doesn't exist, the first.
+ if ((@job&EAJ_THIRDMASK) == EAJ_WARLOCK_T)
+ mes "You've gone through rebirth, I see.";
+
The script commands eaclass, roclass:
-------------------------------------------------------------------------------