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Emistry

Support Leaders
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Posts posted by Emistry


  1. change the format to look like other new item_db.conf ?

     

     

    http://pastebin.com/raw.php?i=YSepT1DR

    refine: ({	TYPE: ARMOR	STAT_PER_LEVEL: 0	RATE: {		100:100,	// +1 refine RATE:randome bonus rate		100:100,	// +2 refine RATE:randome bonus rate		100:100,	// +3 refine RATE:randome bonus rate		100:100,	// +4 refine RATE:randome bonus rate		100:100,	// +5 refine RATE:randome bonus rate		100:100,	// +6 refine RATE:randome bonus rate		// etc....	}},	{	TYPE: WEAPON	LEVEL: 1	STAT_PER_LEVEL: 200	RATE: {		100:100,	// +1 refine RATE:randome bonus rate		100:100,	// +2 refine RATE:randome bonus rate		100:100,	// +3 refine RATE:randome bonus rate		100:100,	// +4 refine RATE:randome bonus rate		100:100,	// +5 refine RATE:randome bonus rate		100:100,	// +6 refine RATE:randome bonus rate		// etc....	}},{	TYPE: WEAPON	LEVEL: 2	STAT_PER_LEVEL: 300	RATE: {		100:100,	// +1 refine RATE:randome bonus rate		100:100,	// +2 refine RATE:randome bonus rate		100:100,	// +3 refine RATE:randome bonus rate		100:100,	// +4 refine RATE:randome bonus rate		100:100,	// +5 refine RATE:randome bonus rate		100:100,	// +6 refine RATE:randome bonus rate		// etc....	}},{	TYPE: WEAPON	LEVEL: 3	STAT_PER_LEVEL: 500	RATE: {		100:100,	// +1 refine RATE:randome bonus rate		100:100,	// +2 refine RATE:randome bonus rate		100:100,	// +3 refine RATE:randome bonus rate		100:100,	// +4 refine RATE:randome bonus rate		100:100,	// +5 refine RATE:randome bonus rate		100:100,	// +6 refine RATE:randome bonus rate		// etc....	}},{	TYPE: WEAPON	LEVEL: 4	STAT_PER_LEVEL: 700	RATE: {		100:100,	// +1 refine RATE:randome bonus rate		100:100,	// +2 refine RATE:randome bonus rate		100:100,	// +3 refine RATE:randome bonus rate		100:100,	// +4 refine RATE:randome bonus rate		100:100,	// +5 refine RATE:randome bonus rate		100:100,	// +6 refine RATE:randome bonus rate		// etc....	}})

     

     

    Propose:

    1. Overhaul the structure
    2. Passing the refine rate into server based on MAX_REFINE
    3. if want other customization ... maybe another field for "Bonus_Script" ??  that give bonus to all items that have specific refine ??

     

    About the passing refine rate based on server MAX_REFINE:

    if a rate is set for the refine rate, then it's passed into the server ...

    but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then  the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this

     getequippercentrefinery(<equipment slot>)

    • ​if value returned is equal or below 0 , then failed to refine ..

    Current issue that is known for current refine_db

    1. If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too .
    2. a bit hard for user to find and edit refine rate ...

     

    Advantages :

    1. easier to read or configure
    2. allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ...

     

    Disadvantages :

    1. larger file size
    2. longer passing time ?


  2. just wondering .... why you guys alway "ignore" the solution given ....O__O

    parse_syntax: use of deprecated keyword (use 'case' instead).   <---- ANSWERED automatically by the map-server.

    just change all "Case" to "case" ....lowercase...


  3. persoanlly, i have never used this grf setting thingy.. not even once.. O__O

     

    i am using the WeeMapcache all the time ...it's way more simply then using the grf setting mentioned above.

    just a few click ...and you are done adding a new maps...

     

    vote for drop it.


  4.  

     

    maybe ppl will ask why implement this when we got strcharinfo, right? the answer is: retrieve name from an offline character by its ID without the need of a query, I agree with that implementation.

     

    You will always have to query the DB for offline characters if you don't have an id->name cache somewhere.

     

    edit: Then you'd have to ask yourself why make something like that vs querying the DB?

     

    getcharid(<type>{,"<character name>"})

     

    :P

    it would be nice if hercules have time to add the optional char name/id parameter to these script command....it would be very useful .... 

     

    last time we have a short discussion for adding these optional parameter....but somehow the developer are busy and have no time to start it i guess...


  5. getpartymember getcharid(1), 2;for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i + 1 )	if ( attachrid($@partymemberaid[.@i]) ) {		set test, test+1;// do whatever	}donpcevent "Survival Waves#Sur::OnWave1";warpparty "guild_vs5", 0,0, getcharid(1);end;
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