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KirieZ

Configurable Refiner

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@@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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@@KirieZ That solution worked thanks a ton !! :D

 

 

@@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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@@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 by xlaws27

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@@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.

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@@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.

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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

04LCOoB.png?1

Edited by xlaws27

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@@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 :P

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  :D

 

I hope this makes these settings clear

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@@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 :P

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  :D

 

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!!

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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!

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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!

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@@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.

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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...

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@@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.

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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

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@canditw : Thanks! I just uploaded a new version fixing this issue, it should be approved in some hours.

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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.

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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)) {

 

 

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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

 

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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 by Hadeszeus

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