require ("global") --player: Player that called this command --equipAbilityWidget: Widget that calls this command --triggername: Event Starter ? --slot: Which slot the ability will go into --commandid: command being equipped function onEventStarted(player, equipAbilityWidget, triggername, slot, commandid, unkown, arg1, arg2, arg3, arg4, arg5, arg6) local worldManager = GetWorldManager(); local ability = worldManager:GetBattleCommand(commandid); --Equip if (commandid > 0) then --Can the player equip any more cross class actions if (player.charaWork.parameterTemp.otherClassAbilityCount[0] >= player.charaWork.parameterTemp.otherClassAbilityCount[1]) then --"You cannot set any more actions." player:SendGameMessage(GetWorldMaster(), 30720, 0x20, 0, 0); player:endEvent(); return; end --Is the player high enough level in that class to equip the ability if (player.charaWork.battleSave.skillLevel[ability.job] < ability.level) then --"You have not yet acquired that action" player:SendGameMessage(GetWorldMaster(), 30742, 0x20, 0, 0); player:endEvent(); return; end --Equip the ability player:EquipAbility(slot, commandid); --Unequip elseif (commandid == 0) then commandid = player.charaWork.command[slot + player.charaWork.commandBorder]; --Is the ability a part of the player's current class? --This check isn't correct because of jobs having different ids if(worldManager:GetBattleCommand(commandid).job == player.charaWork.parameterSave.state_mainSkill[0]) then --"Actions of your current class or job cannot be removed." player:SendGameMessage(GetWorldMaster(), 30745, 0x20, 0, 0); elseif (commandid != 0) then player:UnequipAbility(slot); end end player:endEvent(); end