when i use pc-> jobchange () it finishes some SC_ (sc originals) and my sc_ custom it doesn't finish ...
The idea is that he will stop finishing all SCs
the two original sc_ he is finalizing ... I can not understand why he finalizes these two, and my custom not
I looked at the whole pc->jobchange() function
And I found this condition that from status_change_end,
I left commented //
// if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree.
// const int class_idx = pc->class2idx(sd->status.class);
// short id;
// for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) {
//Remove status specific to your current tree skills.
// enum sc_type sc = status->skill2sc(id);
// if (sc > SC_COMMON_MAX && sd->sc.data[sc]){
// status_change_end(&sd->bl, sc, INVALID_TIMER);
// }
// }
// }
but it did not work
the strange thing is that it finish (sc_end) only the original sc
when i use pc-> jobchange () it finishes some SC_ (sc originals) and my sc_ custom it doesn't finish ...
The idea is that he will stop finishing all SCs
the two original sc_ he is finalizing ... I can not understand why he finalizes these two, and my custom not
I looked at the whole pc->jobchange() function
And I found this condition that from status_change_end,
I left commented //
// if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree. // const int class_idx = pc->class2idx(sd->status.class); // short id; // for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) { //Remove status specific to your current tree skills. // enum sc_type sc = status->skill2sc(id); // if (sc > SC_COMMON_MAX && sd->sc.data[sc]){ // status_change_end(&sd->bl, sc, INVALID_TIMER); // } // } // }
but it did not work
the strange thing is that it finish (sc_end) only the original sc
in sc_config they are set the same
with these flags
Flags: { NoDeathReset: true NoDispelReset: true NoClearanceReset: true NoMadoReset: true }
@EDIT SOLVED!
Edited by Tio AkimaShare this post
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