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PunkBuster

Item that gives constant Soul Link Effect

Question

I am attempting to create a weapon that has a permanent Soul Link effect. In this case, it's a musical instrument.

 

What I am attempting is using equip_script...

 

sc_start SC_SOULLINK,600000,5;

and then on unequip_script....

 

sc_end SC_SOULLINK;

Doing this gives me the visual effect of the Soul Link(the bluish screen). However, the effects of the Soul Link skill are not triggered. I should be able to move freely when playing, get the other gender's songs, and be affected by my own songs. However, none of this happens.

 

Am I doing something wrong? Or is there another method for doing this?

 

*Edit 1*

 

I checked the map server window. I do not see any errors, thus I do not believe there are any syntax errors.

Edited by PunkBuster

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function    script    soullink    {    switch ( BaseJob ) {        case 18:    .@spirit = 445; break;        case 20:        case 15:    .@spirit = 447; break;        case 19:    .@spirit = 455; break;        case 4047:    .@spirit = 448; break;        case 17:    .@spirit = 456; break;        case 16:    .@spirit = 449; break;        case 12:    .@spirit = 457; break;        case 14:    .@spirit = 450; break;        case 10:    .@spirit = 458; break;        case 23:    .@spirit = 451; break;        case 11:    .@spirit = 460; break;        case 7:        .@spirit = 452; break;        case 4049:    .@spirit = 461; break;        case 8:        .@spirit = 454; break;        case 9:        .@spirit = 453; break;    }        sc_start4 .@j, 240000, 5,  .@spirit,0,0;    skilleffect .@spirit, 5;    // Start Soul Link Effect.    end;}

 

item script.

 

    OnEquipScript: <"        callfunc "soullink";    ">    OnUnequipScript: <"        sc_end SC_SOULLINK;    ">

 

 

Edited by quesoph

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I'll try this out. Thanks.

 

*Edit*

 

I tried this out and it doesn't work. Upon equipping the weapon, I get stone cursed for the duration instead of the link effect. Visually it triggers correctly, however.

Edited by PunkBuster

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Try this:

function    script    soullink    {    switch ( BaseJob ) {        case 18:    .@spirit = 445; break;        case 20:        case 15:    .@spirit = 447; break;        case 19:    .@spirit = 455; break;        case 4047:    .@spirit = 448; break;        case 17:    .@spirit = 456; break;        case 16:    .@spirit = 449; break;        case 12:    .@spirit = 457; break;        case 14:    .@spirit = 450; break;        case 10:    .@spirit = 458; break;        case 23:    .@spirit = 451; break;        case 11:    .@spirit = 460; break;        case 7:        .@spirit = 452; break;        case 4049:    .@spirit = 461; break;        case 8:        .@spirit = 454; break;        case 9:        .@spirit = 453; break;    }        sc_start4 SC_SOULLINK, -1, 5,  .@spirit,0,0;    skilleffect .@spirit, 5;    // Start Soul Link Effect.    end;}

(I don't know why there was .@j there instead of SC_SOULLINK or 185, but since it's not initialized anywhere it started status #0, which is SC_STONE)

Otherwise it should work, I used something like this once and it was providing full link benefits.

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