Quote:
Look at the RFO server sources and you will see that all success rate calculation are on the server.
I will try to show you shortly:
Increasing success rate by the stones (default is 0,125)
Calculating rate depending on item's levelCode:for(int i = 0; i < upgrade_jewel_num; i++) { if(!pJewelFld[i]) fRate += 0.125; else fRate += pJewelFld[i]; }
Calculating general rate:Code:BYTE GetItemUpgedLv(DWORD dwLvBit) { BYTE byLv = 0; for(int g = 0; g < MAX_ITEM_LV; g++) { BYTE byTemp = (BYTE)((dwLvBit>>(g*4))&0x0000000F); if(byTemp == __NO_TALIK) break; byLv++; } return byLv; }
Calculating random variables:Code:dwTotalRate = s_dwItemUpgSucRate[byLv]*fRate/upgrade_jewel_num)*1000;
And the final success/failur checking depending on random variables and calculated rate:Code:DWORD dwR1 = rand(); DWORD dwRand = (dwR1<<16)+rand();
And what the f*ck you can change in it by packets???? NOTHING! You can just tell to the server *by packets) which talic you want to use and what item upgrade, nothing more. All other calculation is done by the server and it gives you a result: success/failur. You can just a bit increase possibility by level, timing and other stuff, nothing more.Code:if(dwTotalRate <= dwRand%100000) { ....
So stop talking bull about 100% upgrading and listening to bull like zhoea. Dont believe me? Ok, try to find this magic packet or dont waste your time and just look into the sources.
Full source is attached.
this is what my first conclusion.. that u just send the items to the server and the server will do the computation... but im jsut trying my luck to find a loop hole in the upgrading system thats y im kinda into this topic..^_^
@nopp
I know how u got thatitem from ur image.. you just apply the previous patch of rf and some of ur items is converted to that item..^_^