Custom Job not able to equip items

Xesil

New member
Messages
6
Points
0
Hello Hercules Forum,

I added some Custom Jobs to my Hercules Server. I am not using the newest Hercules Version,because I have too much source modification. I use 2015/03/?? Hercules Source and 2014/02/05 Client. Do I have to edit any other Source tables,so my Classes are going to be able to wear my Items?

Thank you!

~Xesil

 
what is your custom job mapid? and did you setup it right in itemdb.c at itemdb_jobmask2mapid?

 
/*==========================================
* Converts the jobid from the format in itemdb
* to the format used by the map server. [Skotlex]
*------------------------------------------*/
void itemdb_jobid2mapid(unsigned int *bclass, unsigned int jobmask)
{
int i;
bclass[0]= bclass[1]= bclass[2]= 0;
//Base classes
if (jobmask & 1<<JOB_NOVICE) {
//Both Novice/Super-Novice are counted with the same ID
bclass[0] |= 1<<MAPID_NOVICE;
bclass[1] |= 1<<MAPID_NOVICE;
}
for (i = JOB_NOVICE+1; i <= JOB_THIEF; i++)
{
if (jobmask & 1<<i)
bclass[0] |= 1<<(MAPID_NOVICE+i);
}
//2-1 classes
if (jobmask & 1<<JOB_KNIGHT)
bclass[1] |= 1<<MAPID_SWORDMAN;
if (jobmask & 1<<JOB_PRIEST)
bclass[1] |= 1<<MAPID_ACOLYTE;
if (jobmask & 1<<JOB_WIZARD)
bclass[1] |= 1<<MAPID_MAGE;
if (jobmask & 1<<JOB_BLACKSMITH)
bclass[1] |= 1<<MAPID_MERCHANT;
if (jobmask & 1<<JOB_HUNTER)
bclass[1] |= 1<<MAPID_ARCHER;
if (jobmask & 1<<JOB_ASSASSIN)
bclass[1] |= 1<<MAPID_THIEF;
//2-2 classes
if (jobmask & 1<<JOB_CRUSADER)
bclass[2] |= 1<<MAPID_SWORDMAN;
if (jobmask & 1<<JOB_MONK)
bclass[2] |= 1<<MAPID_ACOLYTE;
if (jobmask & 1<<JOB_SAGE)
bclass[2] |= 1<<MAPID_MAGE;
if (jobmask & 1<<JOB_ALCHEMIST)
bclass[2] |= 1<<MAPID_MERCHANT;
if (jobmask & 1<<JOB_BARD)
bclass[2] |= 1<<MAPID_ARCHER;
#if 0 // Bard/Dancer share the same slot now.
if (jobmask & 1<<JOB_DANCER)
bclass[2] |= 1<<MAPID_ARCHER;
#endif // 0
if (jobmask & 1<<JOB_ROGUE)
bclass[2] |= 1<<MAPID_THIEF;
//Special classes that don't fit above.
if (jobmask & 1<<21) //Taekwon boy
bclass[0] |= 1<<MAPID_TAEKWON;
if (jobmask & 1<<22) //Star Gladiator
bclass[1] |= 1<<MAPID_TAEKWON;
if (jobmask & 1<<23) //Soul Linker
bclass[2] |= 1<<MAPID_TAEKWON;
if (jobmask & 1<<JOB_GUNSLINGER)
{//Rebellion job can equip Gunslinger equips. [Rytech]
bclass[0] |= 1<<MAPID_GUNSLINGER;
bclass[1] |= 1<<MAPID_GUNSLINGER;
}
if (jobmask & 1<<JOB_NINJA)
{bclass[0] |= 1<<MAPID_NINJA;
bclass[1] |= 1<<MAPID_NINJA;}//Kagerou/Oboro jobs can equip Ninja equips. [Rytech]
if (jobmask & 1<<26) //Bongun/Munak
bclass[0] |= 1<<MAPID_GANGSI;
if (jobmask & 1<<27) //Death Knight
bclass[1] |= 1<<MAPID_GANGSI;
if (jobmask & 1<<28) //Dark Collector
bclass[2] |= 1<<MAPID_GANGSI;
if (jobmask & 1<<29) //Kagerou / Oboro
bclass[1] |= 1<<MAPID_NINJA;
if (jobmask & 1<<30) //Rebellion
bclass[1] |= 1<<MAPID_GUNSLINGER;
if (jobmask & 1<<35) //Shinigami
bclass[0] |= 1<<MAPID_SHINIGAMI;
if (jobmask & 1<<36) //Dreadlord
bclass[0] |= 1<<MAPID_DREADLORD;
}


This is what I added at itemdb.c

And my

 
what is the value of your MAPID_SHINIGAMI and MAPID_DREADLORD?
EAJ_NINJA 0x0A
EAJ_GANGSI 0x0D
EAJ_SHINIGAMI 0x0E
EAJ_DREADLORD 0x0F


The Job ID's are 35 and 36, the only value I added is in my const.db with this.

 
/*==========================================
* Converts the jobid from the format in itemdb
* to the format used by the map server. [Skotlex]
*------------------------------------------*/
void itemdb_jobid2mapid(unsigned int *bclass, unsigned int jobmask)
{
int i;
bclass[0]= bclass[1]= bclass[2]= 0;
//Base classes
if (jobmask & 1<<JOB_NOVICE) {
//Both Novice/Super-Novice are counted with the same ID
bclass[0] |= 1<<MAPID_NOVICE;
bclass[1] |= 1<<MAPID_NOVICE;
}
for (i = JOB_NOVICE+1; i <= JOB_THIEF; i++)
{
if (jobmask & 1<<i)
bclass[0] |= 1<<(MAPID_NOVICE+i);
}
//2-1 classes
if (jobmask & 1<<JOB_KNIGHT)
bclass[1] |= 1<<MAPID_SWORDMAN;
if (jobmask & 1<<JOB_PRIEST)
bclass[1] |= 1<<MAPID_ACOLYTE;
if (jobmask & 1<<JOB_WIZARD)
bclass[1] |= 1<<MAPID_MAGE;
if (jobmask & 1<<JOB_BLACKSMITH)
bclass[1] |= 1<<MAPID_MERCHANT;
if (jobmask & 1<<JOB_HUNTER)
bclass[1] |= 1<<MAPID_ARCHER;
if (jobmask & 1<<JOB_ASSASSIN)
bclass[1] |= 1<<MAPID_THIEF;
//2-2 classes
if (jobmask & 1<<JOB_CRUSADER)
bclass[2] |= 1<<MAPID_SWORDMAN;
if (jobmask & 1<<JOB_MONK)
bclass[2] |= 1<<MAPID_ACOLYTE;
if (jobmask & 1<<JOB_SAGE)
bclass[2] |= 1<<MAPID_MAGE;
if (jobmask & 1<<JOB_ALCHEMIST)
bclass[2] |= 1<<MAPID_MERCHANT;
if (jobmask & 1<<JOB_BARD)
bclass[2] |= 1<<MAPID_ARCHER;
#if 0 // Bard/Dancer share the same slot now.
if (jobmask & 1<<JOB_DANCER)
bclass[2] |= 1<<MAPID_ARCHER;
#endif // 0
if (jobmask & 1<<JOB_ROGUE)
bclass[2] |= 1<<MAPID_THIEF;
//Special classes that don't fit above.
if (jobmask & 1<<21) //Taekwon boy
bclass[0] |= 1<<MAPID_TAEKWON;
if (jobmask & 1<<22) //Star Gladiator
bclass[1] |= 1<<MAPID_TAEKWON;
if (jobmask & 1<<23) //Soul Linker
bclass[2] |= 1<<MAPID_TAEKWON;
if (jobmask & 1<<JOB_GUNSLINGER)
{//Rebellion job can equip Gunslinger equips. [Rytech]
bclass[0] |= 1<<MAPID_GUNSLINGER;
bclass[1] |= 1<<MAPID_GUNSLINGER;
}
if (jobmask & 1<<JOB_NINJA)
{bclass[0] |= 1<<MAPID_NINJA;
bclass[1] |= 1<<MAPID_NINJA;}//Kagerou/Oboro jobs can equip Ninja equips. [Rytech]
if (jobmask & 1<<26) //Bongun/Munak
bclass[0] |= 1<<MAPID_GANGSI;
if (jobmask & 1<<27) //Death Knight
bclass[1] |= 1<<MAPID_GANGSI;
if (jobmask & 1<<28) //Dark Collector
bclass[2] |= 1<<MAPID_GANGSI;
if (jobmask & 1<<29) //Kagerou / Oboro
bclass[1] |= 1<<MAPID_NINJA;
if (jobmask & 1<<30) //Rebellion
bclass[1] |= 1<<MAPID_GUNSLINGER;
if (jobmask & 1<<35) //Shinigami
bclass[0] |= 1<<MAPID_SHINIGAMI;
if (jobmask & 1<<36) //Dreadlord
bclass[0] |= 1<<MAPID_DREADLORD;
}


This is what I added at itemdb.c

 
Back
Top