So I was sitting here, playing around on the server I setup for my house, and a thought occurred to me. Wouldn't it be funny if, say on April Fool's day, I changed some coding around made it so my brother's Job Abilities had the effects of another class' JA?
If I were to want to do this, since I have very limited coding experience (took a class on C++ in high school, dabbled in it again recently as a refresher), what would I need to mess with to pull this off?
Also, if I wanted to create my own abilities or try my hand at contributing to the servers by working on something that needs to be worked on, aside from quests, how would I go about doing that?
Thanks.
Curiosity
Re: Curiosity
if you wanted the JA to still look the same as the normal JA but do the other JA in the background, you'd just have to change the name in the abilities table (with a few exceptions, such as jump, in which case you'd have to change ID too, and i dunno if that would entirely work), or modify the JA's script file to do whatever you wanted
if you wanted to create your own abilities, you have to use JAs already in the game as base (names, animation, etc are all stored in the client). if you, for example, wanted to add RUN's ignis, you'd make a new record in the abilities table, find the right ID for ignis (pol utils), put in the name (only used in resolving the script file), job number (21 or 22 for RUN, i forget), level you get it at, validTarget (just yourself, it's a bitpacked number), recast time (seconds), recastId (shared recast cooldowns, they don't correlate to anything so you'd just take the highest and increase it by 1), find the right chat log message when you use it for message1, i dunno what message2 is for, animation for it (altana viewer or just guess), some fairly obvious stuff, meritModID 0 for now since it has no merits, addType 0 since you just get it normally
then you make a script file in /abilities, and itd probably just add a status effect (ive never played RUN), which you then have to add a record in status_effects and another script in /effects...
anyways, that's for making a JA
there's not really any guides on "how to do x" because x is pretty much always different. i encourage you to play around with things
if you wanted to create your own abilities, you have to use JAs already in the game as base (names, animation, etc are all stored in the client). if you, for example, wanted to add RUN's ignis, you'd make a new record in the abilities table, find the right ID for ignis (pol utils), put in the name (only used in resolving the script file), job number (21 or 22 for RUN, i forget), level you get it at, validTarget (just yourself, it's a bitpacked number), recast time (seconds), recastId (shared recast cooldowns, they don't correlate to anything so you'd just take the highest and increase it by 1), find the right chat log message when you use it for message1, i dunno what message2 is for, animation for it (altana viewer or just guess), some fairly obvious stuff, meritModID 0 for now since it has no merits, addType 0 since you just get it normally
then you make a script file in /abilities, and itd probably just add a status effect (ive never played RUN), which you then have to add a record in status_effects and another script in /effects...
anyways, that's for making a JA
there's not really any guides on "how to do x" because x is pretty much always different. i encourage you to play around with things