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[Request] Formula for upgrading item level

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Old   #1
 
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[Request] Formula for upgrading item level

Hey what is the formula to determine the amount of mets you need to upgrade an item level.

Thanks in advance



AndreaCo is offline  
Old 05/09/2011, 04:14   #2

 
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Code:
int Amount = 100 / Chance + 1;
The amount is related to the chance you have to upgrade at TC. I have the official algorithm somewhere, but I can't find it at the moment.


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Old 05/09/2011, 06:22   #3
 
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Quote:
Originally Posted by CptSky View Post
Code:
int Amount = 100 / Chance + 1;
The amount is related to the chance you have to upgrade at TC. I have the official algorithm somewhere, but I can't find it at the moment.
If they have the same thing in the EO client, then we could just look into that source. I've never played EO.
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Old 05/09/2011, 08:30   #4
 
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They do have a similar system. Red/yellow stones instead of db's/+1's... I forget what it is for level upgrade... blue? O_o


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Old 05/09/2011, 08:40   #5
 
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Originally Posted by pro4never View Post
They do have a similar system. Red/yellow stones instead of db's/+1's... I forget what it is for level upgrade... blue? O_o
._. ... what?
that's weird..
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Old 05/09/2011, 09:22   #6
 
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It's violet or purple stones for level upgrade now that I think of it... Violet stones sounds right :P
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Old 05/09/2011, 10:22   #7
 
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Originally Posted by pro4never View Post
It's violet or purple stones for level upgrade now that I think of it... Violet stones sounds right :P
TQ is so creative..
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Old 05/09/2011, 11:52   #8
 
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Originally Posted by Spirited View Post
TQ is so creative..
TQ does LSD.
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Old 05/09/2011, 15:27   #9
 
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Quote:
Originally Posted by CptSky View Post
Code:
int Amount = 100 / Chance + 1;
The amount is related to the chance you have to upgrade at TC. I have the official algorithm somewhere, but I can't find it at the moment.
And this is where the chance comes from:
Code:
bool CUser::GetUpEpLevelInfo	(CItem* pItem, int& nChance, OBJID& idNewType, bool bSendHint/*=false*/)
{
	idNewType = this->ChkUpEqLevel(pItem, bSendHint);
	if (ID_NONE == idNewType)
		return false;

	OBJID idType = pItem->GetInt(ITEMDATA_TYPE);

	nChance = 100;
	if (pItem->IsShield() || pItem->IsArmor() || pItem->IsHelmet())
	{
		int nLev = (idType%100)/10;
		switch(nLev)
		{
		case 5:
			nChance = 50;
			break;

		case 6:
			nChance = 40;
			break;

		case 7:
			nChance = 30;
			break;

		case 8:
		case 9:
			nChance = 20;
			break;

		default:
			nChance = 500;
			break;
		}

		int nQuality = idType%10;
		switch(nQuality)
		{
		case 6:
			nChance = nChance*90/100;
			break;

		case 7:
			nChance = nChance*70/100;
			break;
			
		case 8:
			nChance = nChance*30/100;
			break;
			
		case 9:
			nChance = nChance*10/100;
			break;
			
		default:
			break;
		}
	}
	else
	{		
		int nLev = (idType%1000)/10;
		switch(nLev)
		{
		case 11:
			nChance = 95;
			break;
			
		case 12:
			nChance = 90;
			break;
			
		case 13:
			nChance = 85;
			break;
			
		case 14:
			nChance = 80;
			break;
			
		case 15:
			nChance = 75;
			break;
			
		case 16:
			nChance = 70;
			break;
			
		case 17:
			nChance = 65;
			break;
			
		case 18:
			nChance = 60;
			break;
			
		case 19:
			nChance = 55;
			break;
			
		case 20:
			nChance = 50;
			break;
			
		case 21:
			nChance = 45;
			break;
			
		case 22:
			nChance = 40;
			break;
			
		default:
			nChance = 500;
			break;
		}
		
		int nQuality = idType%10;
		switch(nQuality)
		{
		case 6:
			nChance = nChance*90/100;
			break;

		case 7:
			nChance = nChance*70/100;
			break;
			
		case 8:
			nChance = nChance*30/100;
			break;
			
		case 9:
			nChance = nChance*10/100;
			break;
			
		default:
			break;
		}
	}

	// change range
	nChance = __min(100, __max(1, nChance));
	return true;
}


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