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Accessories upgrade chance
Discussion on Accessories upgrade chance within the Flyff Private Server forum part of the Flyff category.
11/05/2016, 14:12
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#1
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elite*gold: 0
Join Date: Jun 2008
Posts: 355
Received Thanks: 5
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Accessories upgrade chance
I've tried to edit the success rate of accessories in the itemupgrade.lua
-- Upgrade, Probability, Damage, Defense, Property compensation rate (excluding the value of refining all the values n/10000)
AddAttribute( 1, 10000, 200, 200, 500 )
AddAttribute( 2, 10000, 221, 221, 522 )
AddAttribute( 3, 10000, 256, 256, 560 )
AddAttribute( 4, 10000, 305, 305, 612 )
AddAttribute( 5, 10000, 368, 368, 680 )
AddAttribute( 6, 10000, 446, 446, 763 )
AddAttribute( 7, 10000, 537, 537, 860 )
AddAttribute( 8, 10000, 642, 642, 973 )
AddAttribute( 9, 10000, 761, 761, 1101 )
AddAttribute( 10, 10000, 895, 895, 1244 )
AddAttribute( 11, 10000, 1042, 1042, 1402 )
AddAttribute( 12, 10000, 1203, 1203, 1575 )
AddAttribute( 13, 10000, 1379, 1379, 1763 )
AddAttribute( 14, 10000, 1568, 1568, 1966 )
AddAttribute( 15, 10000, 1772, 1772, 2184 )
AddAttribute( 16, 10000, 1989, 1989, 2417 )
AddAttribute( 17, 10000, 2221, 2221, 2665 )
AddAttribute( 18, 10000, 2467, 2467, 2998 )
AddAttribute( 19, 10000, 2726, 2726, 3207 )
AddAttribute( 20, 10000, 3000, 3000, 3500 )
but when I try to upgrade my accessories the success rate is so low
I've done using 100+ of moonstone and scrolls but the plus of the ring is still
+1
Please help me where can i Edit the upgrade chance rate for accessories thanks in advance!
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11/05/2016, 23:12
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#2
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elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
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Accessory is not inside ItemGrade.lua its located inside S.txt
Code:
Accessory_Probability // 1 / 10000 기준
{
10000 // 0 - 1
10000 // 1 - 2
6300 // 2 - 3
4500 // 3 - 4
3300 // 4 - 5
2600 // 5 - 6
2100 // 6 - 7
1700 // 7 - 8
1400 // 8 - 9
1100 // 9 - 10
900 // 10 - 11
800 // 11 - 12
600 // 12 - 13
500 // 13 - 14
400 // 14 - 15
300 // 15 - 16
200 // 16 - 17
100 // 17 - 18
70 // 18 - 19
10 // 19 - 20
}
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11/06/2016, 01:17
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#3
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elite*gold: 0
Join Date: Jun 2008
Posts: 355
Received Thanks: 5
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Quote:
Originally Posted by raventh1984
Accessory is not inside ItemGrade.lua its located inside S.txt
Code:
Accessory_Probability // 1 / 10000 기준
{
10000 // 0 - 1
10000 // 1 - 2
6300 // 2 - 3
4500 // 3 - 4
3300 // 4 - 5
2600 // 5 - 6
2100 // 6 - 7
1700 // 7 - 8
1400 // 8 - 9
1100 // 9 - 10
900 // 10 - 11
800 // 11 - 12
600 // 12 - 13
500 // 13 - 14
400 // 14 - 15
300 // 15 - 16
200 // 16 - 17
100 // 17 - 18
70 // 18 - 19
10 // 19 - 20
}
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thanks! but I've tried to change the success rate to 10000 which is equal to 100% but the success rate is still not 100% it takes money moonstone to upgrade my acce to +2 :/ I'am sure that i copied the data's (Using Merge) in my client. is there any problem you think?
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11/06/2016, 07:46
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#4
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elite*gold: 0
Join Date: Oct 2012
Posts: 948
Received Thanks: 157
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void CUser::RefineAccessory( CItemElem* pTarget, CItemElem* pMaterial )
Check your dwRandom.
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11/06/2016, 22:27
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#5
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elite*gold: 0
Join Date: Jun 2008
Posts: 355
Received Thanks: 5
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Quote:
Originally Posted by raventh1984
void CUser::RefineAccessory( CItemElem* pTarget, CItemElem* pMaterial )
Check your dwRandom.
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I got the same probablity with the other source
I've Tried to change this
DWORD dwRand = xRandom( 1000 ); // 0 - 999
if( dwRand < nProb )
To this
DWORD dwRand = xRandom( 10000 ); // 0 - 999
if( dwRand < nProb )
But nothings happen :/
I'am now losing my hope please help me
in my User.cpp
#if __VER < 14 // __SMELT_SAFETY
// called by CDPSrvr::OnEnchant()
BOOL CUser::PreRefine( DWORD dwTarget, DWORD dwMaterial )
{
CItemElem* pMaterial = m_Inventory.GetAtId( dwMaterial );
// 재료가 유효한가?
if( !IsUsableItem( pMaterial ) )
return TRUE;
CItemElem* pTarget = m_Inventory.GetAtId( dwTarget );
// 대상이 유효한가?
if( !IsUsableItem( pTarget ) )
return TRUE;
// 대상이 장착중인가?
if( m_Inventory.IsEquip( dwTarget ) )
{
AddDefinedText( TID_GAME_EQUIPPUT , "" );
return TRUE;
}
// 대상이 채집기인가?
if( pTarget->IsCollector( TRUE ) )
{
RefineCollector( pTarget, pMaterial );
return TRUE;
}
if( pTarget->IsAccessory() )
{
RefineAccessory( pTarget, pMaterial );
return TRUE;
}
return FALSE;
}
void CUser::RefineCollector( CItemElem* pTarget, CItemElem* pMaterial )
{
// 재료가 문스톤인가?
if( pMaterial->m_dwItemId != II_GEN_MAT_MOONSTONE && pMaterial->m_dwItemId != II_GEN_MAT_MOONSTONE_1 )
{
AddDefinedText( TID_GAME_NOTEQUALITEM , "" );
return;
}
CCollectingProperty* pProperty = CCollectingProperty::GetInstance();
if( pTarget->GetAbilityOption() >= pProperty->GetMaxCollectorLevel() )
{
AddDefinedText( TID_GAME_MAX_COLLECTOR_LEVEL, "" );
return;
}
int nProb = pProperty->GetEnchantProbability( pTarget->GetAbilityOption() );
if( nProb == 0 )
return;
// log
LogItemInfo lii;
lii.SendName = GetName();
lii.RecvName = "UPGRADEITEM";
lii.WorldId = GetWorld()->GetID();
lii.Gold = GetGold();
lii.Gold2 = GetGold();
DWORD dwRand = xRandom( 1000 ); // 0 - 999
if( dwRand < nProb )
{
AddDefinedText( TID_UPGRADE_SUCCEEFUL );
AddPlaySound( SND_INF_UPGRADESUCCESS );
if( IsMode( TRANSPARENT_MODE ) == 0 )
g_UserMng.AddCreateSfxObj( this, XI_INT_SUCCESS, GetPos().x, GetPos().y, GetPos().z );
UpdateItem( pTarget->m_dwObjId, UI_AO, pTarget->GetAbilityOption()+1 );
lii.Action = "H";
g_DPSrvr.OnLogItem( lii, pTarget, pTarget->m_nItemNum );
}
else
{
AddDefinedText( TID_UPGRADE_FAIL );
AddPlaySound( SND_INF_UPGRADEFAIL );
if( IsMode( TRANSPARENT_MODE ) == 0 )
g_UserMng.AddCreateSfxObj( this, XI_INT_FAIL, GetPos().x, GetPos().y, GetPos().z );
// log
}
lii.Action = "N";
g_DPSrvr.OnLogItem( lii, pMaterial, pMaterial->m_nItemNum );
UpdateItem( pMaterial->m_dwObjId, UI_NUM, pMaterial->m_nItemNum - 1 );
}
void CUser::RefineAccessory( CItemElem* pTarget, CItemElem* pMaterial )
{
// 재료가 문스톤인가?
if( pMaterial->m_dwItemId != II_GEN_MAT_MOONSTONE && pMaterial->m_dwItemId != II_GEN_MAT_MOONSTONE_1 )
{
AddDefinedText( TID_GAME_NOTEQUALITEM );
return;
}
if( pTarget->GetAbilityOption() >= MAX_AAO ) // 20
{
AddDefinedText( TID_GAME_ACCESSORY_MAX_AAO );
return;
}
// log
LogItemInfo lii;
lii.SendName = GetName();
lii.RecvName = "UPGRADEITEM";
lii.WorldId = GetWorld()->GetID();
lii.Gold = GetGold();
lii.Gold2 = GetGold();
CAccessoryProperty* pProperty = CAccessoryProperty::GetInstance();
DWORD dwProbability = pProperty->GetProbability( pTarget->GetAbilityOption() );
DWORD dwRandom = xRandom( 10000 ); // 0 - 9999
// 액세서리 보호의 두루마리
BOOL bSmelprot = FALSE;
if( HasBuff( BUFF_ITEM, II_SYS_SYS_SCR_SMELPROT4 ) )
{
bSmelprot = TRUE;
RemoveBuff( BUFF_ITEM, II_SYS_SYS_SCR_SMELPROT4 );
ItemProp* pItemProp = prj.GetItemProp( II_SYS_SYS_SCR_SMELPROT4 );
if( pItemProp )
g_dpDBClient.SendLogSMItemUse( "2", this, NULL, pItemProp );
}
if( dwRandom < dwProbability ) // 성공
{
AddDefinedText( TID_UPGRADE_SUCCEEFUL );
AddPlaySound( SND_INF_UPGRADESUCCESS );
if( IsMode( TRANSPARENT_MODE ) == 0)
g_UserMng.AddCreateSfxObj( this, XI_INT_SUCCESS, GetPos().x, GetPos().y, GetPos().z);
int nAbilityOption = pTarget->GetAbilityOption() + 1;
UpdateItem( pTarget->m_dwObjId, UI_AO, nAbilityOption );
lii.Action = "H";
g_DPSrvr.OnLogItem( lii, pTarget, pTarget->m_nItemNum );
}
else // 실패
{
AddDefinedText( TID_UPGRADE_FAIL );
AddPlaySound( SND_INF_UPGRADEFAIL );
if( IsMode( TRANSPARENT_MODE ) == 0 )
g_UserMng.AddCreateSfxObj( this, XI_INT_FAIL, GetPos().x, GetPos().y, GetPos().z );
if( !bSmelprot )
{
if( pTarget->GetAbilityOption() >= 3 ) // 삭제
{
lii.Action = "L";
g_DPSrvr.OnLogItem( lii, pTarget, pTarget->m_nItemNum );
UpdateItem( pTarget->m_dwObjId, UI_NUM, 0 );
}
}
}
lii.Action = "N";
g_DPSrvr.OnLogItem( lii, pMaterial, pMaterial->m_nItemNum );
UpdateItem( pMaterial->m_dwObjId, UI_NUM, pMaterial->m_nItemNum - 1 );
}
#endif // __SMELT_SAFETY
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