Question about current state of a few jobs

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Irako
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Question about current state of a few jobs

Post by Irako » Mon Aug 25, 2014 9:22 pm

Just curious about the current working state of a few jobs. SCH, BLU, DNC, and SMN. I checked the wiki but the "What works" section seems pretty outdated.

Any and all info is appreciated.

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kjLotus
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Re: Question about current state of a few jobs

Post by kjLotus » Mon Aug 25, 2014 10:28 pm

SCH: everything up to 75 (excluding AF quests)
BLU: lots of spells don't have scripts yet, but most are settable/learnable (unless they have no script), i think all the JA work (up to 75), and no AF
DNC: everything up to 75 (excluding AF quests)
SMN: no diabolos, no astral flow

Irako
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Re: Question about current state of a few jobs

Post by Irako » Wed Aug 27, 2014 6:28 am

For jobs with non-working AF quests, I can make an NPC that sells them, correct? Is there a way to tell which BLU spells are scripted (besides in-game testing)? Is it all of the ones in blu_spell_mods.sql?

One final question: is there a way to go about making it so you can level all crafts to 100 (expert) for a low population server?

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Shadowmh
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Re: Question about current state of a few jobs

Post by Shadowmh » Wed Aug 27, 2014 11:59 am

darkstar/scripts/globals/spells/bluemagic
This has all the bluemagic that is currently scripted.

Craft ID's are in the mmo.h
// SkillID 48-54
fishing, woodworking, smithing, goldsmithing, clothcraft, leathercraft, bonecraft;
// SkillID 55-58
alchemy, cooking, synergy, riding;

This would have to be done in Navicat in the char_skills. 1100 will make your craft 110.

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kjLotus
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Re: Question about current state of a few jobs

Post by kjLotus » Wed Aug 27, 2014 3:08 pm

Irako wrote:For jobs with non-working AF quests, I can make an NPC that sells them, correct?
yes, but there's no guarantee that they do what they're supposed to

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