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Hadeszeus

[Pre-Re] HD Refine Not Showing Blacksmith Blessing

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I just want to ask if the Blacksmith Blessing is not working yet or only works in RENEWAL?
Coz I can't make it work on my 2018 client PRE-RE. Should I use 2020?

Can't find any topic related to it. Thanks.


image.png.92f3a4e80bc787585324216827267034.png

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On 3/12/2021 at 4:53 AM, Hadeszeus said:

I just want to ask if the Blacksmith Blessing is not working yet or only works in RENEWAL?
Coz I can't make it work on my 2018 client PRE-RE. Should I use 2020?

Can't find any topic related to it. Thanks.


image.png.92f3a4e80bc787585324216827267034.png

 

as you're using PRE-RE, you need to configure it in your db/pre-re/refine_db.conf

 

/**************************************************************************
 ************* Entry structure ********************************************
 **************************************************************************
Armors/WeaponLevel1~4: {                                       // Specifies weapon level or armor type.
															   // - For armors, values of 100 add 1 armor defense.
															   // - For weapons, values of 100 add 1 ATK & MATK.
	StatsPerLevel: (int)                                       // This value is applied for ever level.
	RandomBonusStartLevel: (int)                               // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade).
															   // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side.
	RandomBonusValue: (int)                                    // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past.
	RefineryUISettings: (
		{
			Level: (int or array of int)                       // Holds either the individual refine level meant for this setting or an array defining a range
			                                                      of Low to Max level
			BlacksmithBlessing: (int) (optional)               // How many Blacksmith Blessing required for this range to be safe from breaking
			Announce: "(string)" (optional)                    // Sends an announcement server wide when a player reach this refine level using
			                                                      Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or
																  2017-09-06 Ragexe the field accepts the following values and it defaults to not announce
																  Success to set the announcement on item refine successful
																  Failure to set the announcement on item refine failure
																  Always to always announce it
			Items: {
				AegisName: {
					Type: "(string)"                           // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_*
                                                                  constants are used in here
					Cost: (int) (optional)                     // Amount of zeny required
					FailureBehavior: "(string)" (optional)     // The expected behavior on failure for this item, the following strings are used in here
																  Destroy (default) sets the item to be destroyed on failure
																  Keep keeps the item after failure
																  Downgrade downgrades the item by one level on failure
				}
			}
		}
	)
	Rates: {                                                   // Per level configuration of the refine rates.
		Lv1~20: {                                              // Lv1 ~ Lv20.
			NormalChance: (int)                                // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%).
			EnrichedChance: (int)                              // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%).
			EventNormalChance: (int)                           // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event.
			EventEnrichedChance: (int)                         // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event.
			Bonus: (int)                                       // (optional, defaults to 0) Bonus (Armor) for this level of refine.
		}
		// Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 })
	}
}
**************************************************************************/

 

Check db/re/refine_db.conf as your reference on how to add

 

Quote

BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking

 

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2 hours ago, Samuel said:

 

as you're using PRE-RE, you need to configure it in your db/pre-re/refine_db.conf

 

/************************************************************************** ************* Entry structure ******************************************** ************************************************************************** Armors/WeaponLevel1~4: { // Specifies weapon level or armor type. // - For armors, values of 100 add 1 armor defense. // - For weapons, values of 100 add 1 ATK & MATK. StatsPerLevel: (int) // This value is applied for ever level. RandomBonusStartLevel: (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side. RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past. RefineryUISettings: ( { Level: (int or array of int) // Holds either the individual refine level meant for this setting or an array defining a range of Low to Max level BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking Announce: "(string)" (optional) // Sends an announcement server wide when a player reach this refine level using Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or 2017-09-06 Ragexe the field accepts the following values and it defaults to not announce Success to set the announcement on item refine successful Failure to set the announcement on item refine failure Always to always announce it Items: { AegisName: { Type: "(string)" // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_* constants are used in here Cost: (int) (optional) // Amount of zeny required FailureBehavior: "(string)" (optional) // The expected behavior on failure for this item, the following strings are used in here Destroy (default) sets the item to be destroyed on failure Keep keeps the item after failure Downgrade downgrades the item by one level on failure } } } ) Rates: { // Per level configuration of the refine rates. Lv1~20: { // Lv1 ~ Lv20. NormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%). EnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%). EventNormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event. EventEnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event. Bonus: (int) // (optional, defaults to 0) Bonus (Armor) for this level of refine. } // Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 }) } } **************************************************************************/


/**************************************************************************
 ************* Entry structure ********************************************
 **************************************************************************
Armors/WeaponLevel1~4: {                                       // Specifies weapon level or armor type.
															   // - For armors, values of 100 add 1 armor defense.
															   // - For weapons, values of 100 add 1 ATK & MATK.
	StatsPerLevel: (int)                                       // This value is applied for ever level.
	RandomBonusStartLevel: (int)                               // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade).
															   // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side.
	RandomBonusValue: (int)                                    // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past.
	RefineryUISettings: (
		{
			Level: (int or array of int)                       // Holds either the individual refine level meant for this setting or an array defining a range
			                                                      of Low to Max level
			BlacksmithBlessing: (int) (optional)               // How many Blacksmith Blessing required for this range to be safe from breaking
			Announce: "(string)" (optional)                    // Sends an announcement server wide when a player reach this refine level using
			                                                      Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or
																  2017-09-06 Ragexe the field accepts the following values and it defaults to not announce
																  Success to set the announcement on item refine successful
																  Failure to set the announcement on item refine failure
																  Always to always announce it
			Items: {
				AegisName: {
					Type: "(string)"                           // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_*
                                                                  constants are used in here
					Cost: (int) (optional)                     // Amount of zeny required
					FailureBehavior: "(string)" (optional)     // The expected behavior on failure for this item, the following strings are used in here
																  Destroy (default) sets the item to be destroyed on failure
																  Keep keeps the item after failure
																  Downgrade downgrades the item by one level on failure
				}
			}
		}
	)
	Rates: {                                                   // Per level configuration of the refine rates.
		Lv1~20: {                                              // Lv1 ~ Lv20.
			NormalChance: (int)                                // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%).
			EnrichedChance: (int)                              // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%).
			EventNormalChance: (int)                           // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event.
			EventEnrichedChance: (int)                         // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event.
			Bonus: (int)                                       // (optional, defaults to 0) Bonus (Armor) for this level of refine.
		}
		// Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 })
	}
}
**************************************************************************/

 

Check db/re/refine_db.conf as your reference on how to add

 

 

Hey! Thank you! :)
Sorry didn't saw it. Next time will read all t he commented lines. But thanks again. Appreciate.

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3 hours ago, sotA said:

Can you please tell me how to use this visual refiner ??? For the third day I can't figure out how to enable graphical enhancement.

 

image.png.209c39d9bda89a87996bddf1f26c19c3.png

conf/map/battle/feature.conf

search refine

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