rector 0 Posted September 30, 2015 @@KirieZ Herc revision 12378 Quote Share this post Link to post Share on other sites
KirieZ 88 Posted October 1, 2015 @@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 1 rector reacted to this Quote Share this post Link to post Share on other sites
rector 0 Posted October 1, 2015 @@KirieZ That solution worked thanks a ton !! @@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 Quote Share this post Link to post Share on other sites
xlaws27 3 Posted November 16, 2015 (edited) @@Vlync hello vlyn. can u add a refiner script where there is a reversion of a refined item. example i'm going to refine my +4 composite bow to +5 there is a 5% chance that it will go back to +0 and there is a 10% chance that it will go back to +3 and 10% chance that it will stay as it is and 75% chance that it will go to +5.. Edited November 16, 2015 by xlaws27 Quote Share this post Link to post Share on other sites
KirieZ 88 Posted November 22, 2015 @@xlaws27 I made it already together with another request and I'm planning to release it soon, but I have yet to test, as I rewrote most of the code. Maybe until the end of the week it's done. This will be the new setting: // The chance of each special fail result to occur.// If none of them happen, item will be destroyed.// 100 = 100%setarray .FailResults[0], 30, // Stay as is 40, // Go down one level 25; // Go down to +0 and if none of the special fails occur, item will break. Quote Share this post Link to post Share on other sites
xlaws27 3 Posted November 23, 2015 @@xlaws27 I made it already together with another request and I'm planning to release it soon, but I have yet to test, as I rewrote most of the code. Maybe until the end of the week it's done. This will be the new setting: // The chance of each special fail result to occur.// If none of them happen, item will be destroyed.// 100 = 100%setarray .FailResults[0], 30, // Stay as is 40, // Go down one level 25; // Go down to +0 and if none of the special fails occur, item will break. thank you!! ill be waiting for this. Quote Share this post Link to post Share on other sites
KirieZ 88 Posted December 6, 2015 I've submited the new version, waiting for review. Quote Share this post Link to post Share on other sites
xlaws27 3 Posted December 13, 2015 (edited) I've submited the new version, waiting for review. im very thankful for this... i was waiting for this and i just saw it now. can you help me to configure this refiner? i tried it but i dont know if it will work. i want my refiner just to be an official refiner(normal refiner) with a capability to do fail results. but i dont know how to configure this its confusing according to http://ratemyserver.net/index.php?page=misc_table_refine on +7 level 1 weapon there's a 60% chance that you can refine it to +8 so what if i put 40, // Stay as is so what's gonna happen? 50, // Go down one level 60% chance to make it to +8 40% chance to stay as is 50% chance to go down one level..??? because on + 9 level 4 weapon there's a 10% chance that you can refine it to +10 that's why i put 40 and 50 and .DisplayRefineInfo = true; // Should NPC display information about // refine (such as success chance) is it possible for you to include the FailResults? and also i got this warning or debug hope you could fix it Edited December 13, 2015 by xlaws27 Quote Share this post Link to post Share on other sites
KirieZ 88 Posted December 13, 2015 @@xlaws27 about the debug, I'll check as soon as possible, do you know exactly when it appears? are you using hercules or rAthena? I'll include the fail possibilities soon, I would like to add it and fix this debug before submiting a new version. About the fail settings, it works this way: Let's say: --- Refine Success Chance: 60% --- Fail Results: (they doesn't have to sum any specific value) ----- Stay as is : 40% ----- Go down 1 level : 30% ----- Go down to +0: 10% By default, a chance is calculated by a random value between 0 and 100, if this value is smaller or equal to the sucess chance, it's a success if not, it is a fail. (this do make sense, as a chance of 60% is 60 numbers in a total of 100) When fail results are set, it will be this way: --- Try to refine (60%) ----- Success: Done ----- Fail: -------- Calculates chance to stay as is -------- Calculates chance to go down one level -------- Calculates chance to go to +0 -------- Else: break item Now I'm thinking if it would be better to make an array where you write fail possibilities like: setarray .fails, 1, 1, 1, 2, 2, 3, 3, 3, 4; (total: 10 items) so you would have 30% to break (1), 20% to stay as is (2), 30% to go down 1 level (3), 10% chance to go to +0 (4) I'm accepting suggestions about this I hope this makes these settings clear Quote Share this post Link to post Share on other sites
xlaws27 3 Posted December 14, 2015 @@xlaws27 about the debug, I'll check as soon as possible, do you know exactly when it appears? are you using hercules or rAthena? I'll include the fail possibilities soon, I would like to add it and fix this debug before submiting a new version. About the fail settings, it works this way: Let's say: --- Refine Success Chance: 60% --- Fail Results: (they doesn't have to sum any specific value) ----- Stay as is : 40% ----- Go down 1 level : 30% ----- Go down to +0: 10% By default, a chance is calculated by a random value between 0 and 100, if this value is smaller or equal to the sucess chance, it's a success if not, it is a fail. (this do make sense, as a chance of 60% is 60 numbers in a total of 100) When fail results are set, it will be this way: --- Try to refine (60%) ----- Success: Done ----- Fail: -------- Calculates chance to stay as is -------- Calculates chance to go down one level -------- Calculates chance to go to +0 -------- Else: break item Now I'm thinking if it would be better to make an array where you write fail possibilities like: setarray .fails, 1, 1, 1, 2, 2, 3, 3, 3, 4; (total: 10 items) so you would have 30% to break (1), 20% to stay as is (2), 30% to go down 1 level (3), 10% chance to go to +0 (4) I'm accepting suggestions about this I hope this makes these settings clear it happens when i choose an equipment to refine. im using the latest hercules okay i understand now thnk you. im looking forward to your updates!! keep up the good work!! Quote Share this post Link to post Share on other sites
keripikotaku 0 Posted December 20, 2015 hiya.. @@KirieZ i just test ur script. i found something strange.. 1. with refine multiple times, i choose 10 times to refine 0 vanargand helm. and viola, i get +10 vanargand helm without fail 2. with safe item, when i go to +8 > +9, or +9 > +10, it say i can just using safe to 7 armor sertificate maybe you can fix it? >< its great script btw ^^ keep it up! Quote Share this post Link to post Share on other sites
KirieZ 88 Posted December 20, 2015 hiya.. @@KirieZ i just test ur script. i found something strange.. 1. with refine multiple times, i choose 10 times to refine 0 vanargand helm. and viola, i get +10 vanargand helm without fail 2. with safe item, when i go to +8 > +9, or +9 > +10, it say i can just using safe to 7 armor sertificate maybe you can fix it? >< its great script btw ^^ keep it up! I'll check this as soon as possible, I believe on wednesday I'll have some time so I can do it. Thanks! Quote Share this post Link to post Share on other sites
REKT 10 Posted January 4, 2016 @@KirieZ Any update my friend? Quote Share this post Link to post Share on other sites
KirieZ 88 Posted January 13, 2016 @@Vlync and everybody Sorry I'm having lot of personal things (college tasks/exams) to do and not being able to check this, I'll update when possible. Quote Share this post Link to post Share on other sites
JoyRo 5 Posted January 20, 2016 Why is the refiner refining 100% when i ask him to make 10 refines at the same time..when i refine 1 by 1 its fails when i make 10 it works... Quote Share this post Link to post Share on other sites
KirieZ 88 Posted January 31, 2016 @@keripikotaku , @@JoyRo : I've just submited a new version with the 100% bug fixed. Sorry for the delay. @@keripikotaku : This +7 safe ticket for refines over +7 was because I set it like that as a place-holder, in this new version I've changed them to nothing, you can change these items to wathever you want in the settings. To everybody: this new version includes a new config (BreakWarning) and a overhaul of how refine fail results works, please take a look on these settings, as fail results no more work like it did before. Quote Share this post Link to post Share on other sites
JoyRo 5 Posted January 31, 2016 Tried to download it but. Sorry, you don't have permission for that! Quote Share this post Link to post Share on other sites
KirieZ 88 Posted January 31, 2016 @@JoyRo : Maybe it wasn't approved when you tried to download. Just tried and it was ok. Please try again. Quote Share this post Link to post Share on other sites
canditw 0 Posted July 24, 2016 Theres an issue with the multiple refine's Zeny deduction. If lets say +0 - +7 costs 140k in total, and you choose to multiple refine 7 times. It deducts 140k *7 instead of 140k Quote Share this post Link to post Share on other sites
KirieZ 88 Posted July 24, 2016 @canditw : Thanks! I just uploaded a new version fixing this issue, it should be approved in some hours. Quote Share this post Link to post Share on other sites
canditw 0 Posted July 25, 2016 Thanks for the quick response, were there any other changes that were made aside from changing @price to @totalprice? Because I would like to just replace the new lines into the existing one on my live server (edited a couple of stuff and didn't wanted to re-do it again xD). @canditw : Thanks! I just uploaded a new version fixing this issue, it should be approved in some hours. Quote Share this post Link to post Share on other sites
KirieZ 88 Posted July 26, 2016 Thanks for the quick response, were there any other changes that were made aside from changing @price to @totalprice? Because I would like to just replace the new lines into the existing one on my live server (edited a couple of stuff and didn't wanted to re-do it again xD). @canditw : Thanks! I just uploaded a new version fixing this issue, it should be approved in some hours. I'm not sure if by "total price" you meant all the lines, the changes were: At Line 149: @price *= .@refTimes; To: .@totalPrice = @price * .@refTimes; At Line 154: From: mes "a service fee of " + @price + " Zeny."; To: mes "a service fee of " + .@totalPrice + " Zeny."; And at line 164: From: else if((countitem(@item) < .@refTimes) || (Zeny < @price)) { To: else if((countitem(@item) < .@refTimes) || (Zeny < .@totalPrice)) { Quote Share this post Link to post Share on other sites
Kasthiel 1 Posted November 9, 2017 I would like to know how I can add more protection items up to +20 in npc, as I set it up and added it and it did not work, it still picks protection item +5 for any other refinement greater than +5. setarray .SecureItems[0], 6456, 6457, 6457, // +0 6456, 6457, 6457, // +1 6456, 6457, 6457, // +2 6456, 6457, 6457, // +3 6456, 6457, 6457, // +4 6456, 6457, 6457, // +5 6231, 6235, 6235, // +6 6230, 6234, 6234, // +7 6229, 6233, 6233, // +8 6228, 6232, 6232, // +9 6993, 6994, 6994, // +10 6238, 6239, 6239, // +11 6584, 6585, 6585, // +12 6870, 6876, 6876, // +13 6871, 6877, 6877, // +14 6872, 6878, 6878; // +15 1 IndieRO reacted to this Quote Share this post Link to post Share on other sites
Hadeszeus 15 Posted March 10, 2021 (edited) Hello. I'm trying to configure the refine chance rate per upgrade level but I think it's only possible with SOURCE edit? Thank you! Quote Please discard found it in refine_db.txt inside db folder. Edited March 10, 2021 by Hadeszeus Quote Share this post Link to post Share on other sites