Element Card

07/02/2018 11:12 nicksss03#1
Hi! I was wondering where to edit the upgrade chance of the Element Card? I am thinking it is in ItemUpgrade.lua and here
But I am not sure where and what numbers do I need to change... And not sure if this is the one... Thanks in advance!
07/02/2018 11:19 Dr. Peacock#2
Here is mine :lul:
Code:
----------------------------------------------------------
-- Piercing (Probability n/10000 ) -----------------------
----------------------------------------------------------
tSuitProb = { 1500, 1250, 1000, 750 }
tWeaponProb = { 3250, 3000, 2750, 2500, 2250, 2000, 1750, 1500, 1250, 1000 }

----------------------------------------------------------
-- Global Upgrade Rates ----------------------------------
----------------------------------------------------------
tGeneral = { 10000, 10000, 7000, 5000, 4000, 3000, 2000, 1000, 500, 200 };
----------------------------------------------------------
-- Element Upgrading -------------------------------------
----------------------------------------------------------
tAttribute = {}
function AddAttribute( nNum, nProb, nDamageRate, nDefenseRate, nAddAtkDmgRate )
	tAttribute[nNum] = {}
	tAttribute[nNum].nProb = nProb
	tAttribute[nNum].nDamageRate = nDamageRate
	tAttribute[nNum].nDefenseRate = nDefenseRate
	tAttribute[nNum].nAddAtkDmgRate = nAddAtkDmgRate
end
--		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,		9000,		305,			305,			612		)
AddAttribute(	5,		8000,		368,			368,			680		)
AddAttribute(	6,		7000,		446,			446,			763		)
AddAttribute(	7,		6000,		537,			537,			860		)
AddAttribute(	8,		5000,		642,			642,			973		)
AddAttribute(	9,		4000,		761,			761,			1101		)
AddAttribute(	10,		3000,		895,			895,			1244		)
AddAttribute(	11,		2000,		1042,			1042,			1402		)
AddAttribute(	12,		1000,		1203,			1203,			1575		)
AddAttribute(	13,		900,		1379,			1379,			1763		)
AddAttribute(	14,		800,		1568,			1568,			1966		)
AddAttribute(	15,		700,		1772,			1772,			2184		)
AddAttribute(	16,		600,		1989,			1989,			2417		)
AddAttribute(	17,		500,		2221,			2221,			2665		)
AddAttribute(	18,		400,		2467,			2467,			2998		)
AddAttribute(	19,		300,		2726,			2726,			3207		)
AddAttribute(	20,		200,		3000,			3000,			3500		)

----------------------------------------------------------
-- Transy Probability (Do not touch!) --------------------
----------------------------------------------------------
nItemTransyLowLevel	= 500000
nItemTransyHighLevel	= 2000000
07/02/2018 11:24 nicksss03#3
Quote:
Originally Posted by Dr. Peacock View Post
Here is mine :lul:
Code:
----------------------------------------------------------
-- Piercing (Probability n/10000 ) -----------------------
----------------------------------------------------------
tSuitProb = { 1500, 1250, 1000, 750 }
tWeaponProb = { 3250, 3000, 2750, 2500, 2250, 2000, 1750, 1500, 1250, 1000 }

----------------------------------------------------------
-- Global Upgrade Rates ----------------------------------
----------------------------------------------------------
tGeneral = { 10000, 10000, 7000, 5000, 4000, 3000, 2000, 1000, 500, 200 };
----------------------------------------------------------
-- Element Upgrading -------------------------------------
----------------------------------------------------------
tAttribute = {}
function AddAttribute( nNum, nProb, nDamageRate, nDefenseRate, nAddAtkDmgRate )
	tAttribute[nNum] = {}
	tAttribute[nNum].nProb = nProb
	tAttribute[nNum].nDamageRate = nDamageRate
	tAttribute[nNum].nDefenseRate = nDefenseRate
	tAttribute[nNum].nAddAtkDmgRate = nAddAtkDmgRate
end
--		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,		9000,		305,			305,			612		)
AddAttribute(	5,		8000,		368,			368,			680		)
AddAttribute(	6,		7000,		446,			446,			763		)
AddAttribute(	7,		6000,		537,			537,			860		)
AddAttribute(	8,		5000,		642,			642,			973		)
AddAttribute(	9,		4000,		761,			761,			1101		)
AddAttribute(	10,		3000,		895,			895,			1244		)
AddAttribute(	11,		2000,		1042,			1042,			1402		)
AddAttribute(	12,		1000,		1203,			1203,			1575		)
AddAttribute(	13,		900,		1379,			1379,			1763		)
AddAttribute(	14,		800,		1568,			1568,			1966		)
AddAttribute(	15,		700,		1772,			1772,			2184		)
AddAttribute(	16,		600,		1989,			1989,			2417		)
AddAttribute(	17,		500,		2221,			2221,			2665		)
AddAttribute(	18,		400,		2467,			2467,			2998		)
AddAttribute(	19,		300,		2726,			2726,			3207		)
AddAttribute(	20,		200,		3000,			3000,			3500		)

----------------------------------------------------------
-- Transy Probability (Do not touch!) --------------------
----------------------------------------------------------
nItemTransyLowLevel	= 500000
nItemTransyHighLevel	= 2000000
Haha. Dang. My files isn't english translated that is why I am so confuse about it hahaha! Thanks!

Quote:
Originally Posted by nicksss03 View Post
Haha. Dang. My files isn't english translated that is why I am so confuse about it hahaha! Thanks!
Quote:
Originally Posted by Dr. Peacock View Post
Here is mine :lul:
Code:
----------------------------------------------------------
-- Piercing (Probability n/10000 ) -----------------------
----------------------------------------------------------
tSuitProb = { 1500, 1250, 1000, 750 }
tWeaponProb = { 3250, 3000, 2750, 2500, 2250, 2000, 1750, 1500, 1250, 1000 }

----------------------------------------------------------
-- Global Upgrade Rates ----------------------------------
----------------------------------------------------------
tGeneral = { 10000, 10000, 7000, 5000, 4000, 3000, 2000, 1000, 500, 200 };
----------------------------------------------------------
-- Element Upgrading -------------------------------------
----------------------------------------------------------
tAttribute = {}
function AddAttribute( nNum, nProb, nDamageRate, nDefenseRate, nAddAtkDmgRate )
	tAttribute[nNum] = {}
	tAttribute[nNum].nProb = nProb
	tAttribute[nNum].nDamageRate = nDamageRate
	tAttribute[nNum].nDefenseRate = nDefenseRate
	tAttribute[nNum].nAddAtkDmgRate = nAddAtkDmgRate
end
--		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,		9000,		305,			305,			612		)
AddAttribute(	5,		8000,		368,			368,			680		)
AddAttribute(	6,		7000,		446,			446,			763		)
AddAttribute(	7,		6000,		537,			537,			860		)
AddAttribute(	8,		5000,		642,			642,			973		)
AddAttribute(	9,		4000,		761,			761,			1101		)
AddAttribute(	10,		3000,		895,			895,			1244		)
AddAttribute(	11,		2000,		1042,			1042,			1402		)
AddAttribute(	12,		1000,		1203,			1203,			1575		)
AddAttribute(	13,		900,		1379,			1379,			1763		)
AddAttribute(	14,		800,		1568,			1568,			1966		)
AddAttribute(	15,		700,		1772,			1772,			2184		)
AddAttribute(	16,		600,		1989,			1989,			2417		)
AddAttribute(	17,		500,		2221,			2221,			2665		)
AddAttribute(	18,		400,		2467,			2467,			2998		)
AddAttribute(	19,		300,		2726,			2726,			3207		)
AddAttribute(	20,		200,		3000,			3000,			3500		)

----------------------------------------------------------
-- Transy Probability (Do not touch!) --------------------
----------------------------------------------------------
nItemTransyLowLevel	= 500000
nItemTransyHighLevel	= 2000000
By the way, have you seen my private message? :mofo: