rector
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rector reacted to KirieZ in Configurable Refiner
@@rector Which emulator and revision are you using?
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rector reacted to KirieZ in Configurable Refiner
You're using the old version, I think, refiner 1.0 is the old version and maybe you're on rAthena?
Download refiner.txt instead of refiner 1.0.txt
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rector reacted to KirieZ in Configurable Refiner
@@rector Seems like you've modified the code, the problem is probably at '+'+.@i , it should be ++.@i (or as originally, .@i++)
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rector reacted to KirieZ in Configurable Refiner
@Aurora I understood that, but I didn't get if your suggestion is that the player choose to de-refine or if it is a consequence of a refine fail.
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rector reacted to KirieZ in Configurable Refiner
@@Aurora : Can't see why not, but would it be a option or it will de-refine when a refine fails? (for example, if you are refining with a secure item and it fails, it will downgrade instead of breaking)
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rector reacted to KirieZ in Configurable Refiner
@Vlync:
It was approved already, the current version (1.1) is fully working on rAthena.
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rector reacted to KirieZ in Configurable Refiner
@Vlync: Sorry for the delay, I've just uploaded a new version, waiting for it to be approved.
It will bring the option to secure items by their types and refine levels and rAthena compatibility.
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rector reacted to KirieZ in Configurable Refiner
@@Gerz
So it's like the SecureItems that it already has, but for a limited refine level? I will try to do it in these next days.
Thanks
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rector reacted to KirieZ in Configurable Refiner
Not sure if I understood what you said. My refiner has the safe levels, it's shown to the player when .DisplayRefineInfo is true and as a warning if he is going to upgrade over the safe level.
If you want to increase the safe levels you have to change refine_db.txt and .SafeLevels array in my script.
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rector reacted to KirieZ in Configurable Refiner
File Name: Configurable Refiner
File Submitter: KirieZ
File Submitted: 02 Aug 2015
File Category: Utility
This is a configurable refiner that I made after reading the request from this topic.
It contains the following options (all of them configurable):
Normal refine
Refine N times at once (It's possible to allow this for a different group)
Set different zeny and item requirements based on item's WeaponLv field
Display information about the refine like: the safe refine and the chance of the next level.
Allow the usage of items that increase the success chance
Allow the usage of items that avoids the item from being destroyed when the refine fails
(2.0) Ask if want to use items to protect / increase refine chance
(2.0) Define custom effects when refine fails: stay as is, decrease one level or go back to +0
Everything is configurable at the end of the script.
I made some tests and it seems to be working correctly, if you run into any bug or wants to suggest a new feature, please let me know and I'll see what I can do.
Click here to download this file
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rector reacted to KirieZ in Configurable Refiner
@@rector If I've checked it right, this seems like a revision from august 2013, true and false constants were added on november 2013, but even if you manually add them you'll probably run into other problems because of a too old version, you should update it,
I can't help too much with these old revisions, but at least for true and false, you have to add this commit to your emulator: https://github.com/HerculesWS/Hercules/commit/463cbc94ea4124a35ad5bf3222b510ad979d8805
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rector reacted to Sephus in Base Drop Rate Tweek !
to exactly double the amount? you can make a script that will increase all drop rates to exactly double using something like
setbattleflag "drop_rate_common",getbattleflag("drop_rate_common")*2;
and run this every hour or day for any drop rate battle flag that you need using the OnDay, OnHour, OnMinute events. See http://herc.ws/wiki/Timers_(Scripting) for more info
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rector reacted to Winterfox in [REQ] New Donation System
@@rector
prontera,166,207,4 script Flux Point Shop 4_M_YOUNGKNIGHT,{ openshop; end; OnInit: setarray .@itemIds,501, 502, 503; setarray .@itemPrices, 1, 1, 1; tradertype( NST_CUSTOM ); for( .@i = 0; .@i < getarraysize( .@itemIds ); .@i++ ) sellitem .@itemIds[ .@i ], .@itemPrices[ .@i ]; end; OnCountFunds: query_sql "SELECT balance FROM cp_credits WHERE account_id = " + getcharid( 3 ), .@balance; setcurrency( .@balance ); end; OnPayFunds: query_sql "SELECT balance FROM cp_credits WHERE account_id = " + getcharid( 3 ), .@balance; if( .@balance < @price ) end; query_sql "UPDATE cp_credits SET balance = balance - " + @price + " WHERE account_id = " + getcharid( 3 ); purchaseok(); end;} -
rector reacted to Winterfox in Refiner we all need??
@@rector
http://herc.ws/board/topic/10308-configurable-refiner/
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rector reacted to Playtester in Luck Immunity!!!
Well in that case just find:
//Aegis accuracy if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);}And then add: //Aegis accuracy if(rate > 0 && rate%10 != 0) rate += (10 - rate%10); //Immunity at 300 Luk if(st->luk > 299) rate = 0;} -
rector reacted to Playtester in Luck Immunity!!!
Well 300 is ugly number, because 10000 can't be divided by it.
You could for example make each Luk give 33 scdef for the corresponding status change.
Maybe I can give other suggestions, but I need to know what your core issue is. Do you think that Luk gives too much resistance right now or too little? Do you only care about a specific status change or do you want all status changes only depend on Luk? Should there be other stats affecting the resistances? How should different resistances stack? Should Luk reduce the chance gradually or should it be 299 Luk 100% chance, 300 Luk 0% chance?
As you can see there are a lot different possible implementations.
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rector reacted to Playtester in Luck Immunity!!!
Deprecated, as the official status resistance formulas have been added and they are very complex and different for every single status change so a general option for luk wasn't viable anymore.
The normal status DEF rate option now applies to all stats that are involved in the resistance:
// Adjustment for the natural rate of resistance from status changes.// If 50, status defense is halved, and you need twice as much stats to block// them (eg: 200 vit to completely block stun)pc_status_def_rate: 100mob_status_def_rate: 100You can also manually change the individual status resistances fairly easily via the code.Just look at status.c and search for "int status_get_sc_def".
Just understand sc_def as percentual def and sc_def2 as linear def (kind of like armor DEF / vit DEF in pre-renewal).
tick_def and tick_def2 is for duration respectively. You don't need to set tick_def specifically as by default it uses sc_def.