Cretino

Build Manager - Create your builds and load them when you want! (For Stats and Skills!!)

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Name: Build Manager

Creator: Me (@Cretino)

Version: 1.2 (Updated script and source modification to work with last Hercules revision [Cretino] (Need source modification))

Contributors: (@kerbiii: Found a bug, @Anisotropic Defixation: Make a list of bugged skills)

 

Q: 'What features have 'Build Manager'?'

R:

 
You can create stats profile. (No limit)
You can create skills profile. (No limit)
You can load stats profiles for all characters of account.
You can load skills profile for all characters of account with same class.
You can erase a profile.
You can reset skills.
You can reset stats.

Q: 'How to use these features?'

R: 'You can use all features in game, just talk to npc and have fun. :)'

 

Q: 'How to configure it?'

R: 'You can go to line '666' in script, and you will see details like:'

 
// Cost to reset player stats
.reset_status_cost = 50000;

// Cost to reset player skills
.reset_skills_cost = 50000;

// Cost to create a new stats profile
.create_status_cost = .reset_status_cost * 2;

// Cost to create a new skills profile
.create_skills_cost = .reset_skills_cost * 2;

// Cost to load a stats profile
.load_status_cost = .reset_status_cost * 2;

// Cost to load a skills profile
.load_skills_cost = .reset_skills_cost * 2;

// Will check if player have max base level and job level to access the npc. (Max Level = 'MAX_LEVEL' constant)
// false = Disabled
.check_max_lv = true;

I'm accepting suggestions.

If you found any bug, report in topic or send me a private message.

I'll solve the problem as quickly as possible.

 

I think is it. :)

Note: Sorry for my English.

@Edit

Now is necessary apply this source modification to use the script: skillup_scriptcommand_by_cretino_v0.1.diff

build_manager_v1.2.txt

 

skillup_scriptcommand_by_cretino.diff

build_manager_v1.1.txt

build_manager_v1.0.txt

build_manager_v1.0.txt

build_manager_v1.0.txt

Edited by Cretino
To make the script work with last Hercules revision and little fixes applied.

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how to add item requirements?

 

 

 

bug: cost to load stats is not working

 

 

suggestions: i think create a new stat/skill should not include stat/skill reset,

 

and if possible remove next; on every chosen option and just go to selected option

Edited by kerbiii

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how to add item requirements?

 

 

 

bug: cost to load stats is not working

 

 

suggestions: i think create a new stat/skill should not include stat/skill reset,

 

and if possible remove next; on every chosen option and just go to selected option

 

For skills does not need to reset, but the stats need, to get the amount of correct points that were spent.

 

About suggestion to remove the nexts, I will not do, I think that more organized clean npc window whenever you select the desired option.

You can remove the nexts and use the way that pleases you, just be careful not to change anything else.

 

What about the bug, it really was not being charged, I forgot to change the name of a variable, but is already fixed, I'll see a few more things to do and update the topic.

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When you type in hello on the input, it would output it as hell, it always lacks one letter at the end. Now if youre going to input one letter, the npc crashes. Idk why is there something wrong with input?

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Nice script ...
I loved it!

I have an idea to add in your NPC ...
I think it's going to get better.
You could add an option to the NPC to create scrolls with the stored build.

Thus, the player can load this parchment and use wherever he wants, make exchanges, sell the parchment, etc ...

The NPC creates a parchment (Item usable) with the stored build.

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4 hours ago, Tio Akima said:

I have an idea to add in your NPC ...
I think it's going to get better.
You could add an option to the NPC to create scrolls with the stored build.

Thus, the player can load this parchment and use wherever he wants, make exchanges, sell the parchment, etc ...

The NPC creates a parchment (Item usable) with the stored build.

impossible with this script

				[email protected]_name$ = "#skilllist_" + #skills_profile[[email protected]];

				setd [email protected]_name$ + "_name$", [email protected]_name$;
				setd [email protected]_name$ + "_count", [email protected];
				setd [email protected]_name$ + "_class", Class;
				setd [email protected]_name$ + "_cost", skillpointcount() - SkillPoint;

I see this script use account variable #skilllist_1_name$ something like this to save the profile

to make it save into an item needs another system probably using a usable item combine with a plugin for a custom field ...
and probably another SQL table for the stored build... something like that

big project

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Hello guys, I'm recently back and I think now my script is working fine...

I've tested so many times and is working, tested with all classes.

If have any bug, report to me for trying fix.

New script and source modification in first post.

@TOPIC

Version: 1.1 ("Fixed" bugged skills (Need source modification))

 

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Hey guys, I was testing my script in the latest Hercules revision and realized it had stopped working...
So I made some updates in script and source code to work again and also with some bug fixes.

If have any bug, report to me for trying fix.

New script and source modification in first post.

@TOPIC

Version: 1.2 (Updated script and source modification to work with last Hercules revision [Cretino] (Need source modification))

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