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calculating item % (white stats)
Discussion on calculating item % (white stats) within the SRO Coding Corner forum part of the Silkroad Online category.
09/13/2012, 23:00
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#31
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@Stratti thanks but im still having some trouble
This is the stats of a weapon
Code:
73 06 50 D2 03 00 00 00
This is the actual stats from client
Code:
41% [Critical]
28% [Mag Dmg]
15% [Phy Dmg]
0% [Hit Rate]
3% [Mag Rein]
61% [Phy Rein]
61% [Dura]
That's my tool's output
Code:
96% [Critical]
58% [Mag Dmg]
32% [Phy Dmg]
0% [Hit Rate]
9% [Mag Rein]
22% [Phy Rein]
9% [Dura]
If I used the stats in this my tool outputs exactly the same stats as pergian did.
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09/14/2012, 14:33
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#32
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Quote:
Originally Posted by supermando
@Stratti thanks but im still having some trouble
This is the stats of a weapon
Code:
73 06 50 D2 03 00 00 00
This is the actual stats from client
Code:
41% [Critical]
28% [Mag Dmg]
15% [Phy Dmg]
0% [Hit Rate]
3% [Mag Rein]
61% [Phy Rein]
61% [Dura]
That's my tool's output
Code:
96% [Critical]
58% [Mag Dmg]
32% [Phy Dmg]
0% [Hit Rate]
9% [Mag Rein]
22% [Phy Rein]
9% [Dura]
If I used the stats in this my tool outputs exactly the same stats as pergian did.
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Some time ago, I made a class to do this job. Maybe it helps you. It's not that fine, but it works.
(Coded in vb.net, you can easily convert it online to C#)
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09/15/2012, 03:42
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#33
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@up
If pastebin is blocked in anbody else's country: (Its blocked here)
Code:
'ViSro Project
'Created by GoneUp, Daxter
'(2012)
Namespace Functions
Public Class cWhitestats
Private ReadOnly weaponArray() As UInt64 = New UInt64() {1073741824, 33554432, 1048576, 32768, 1024, 32, 1}
Private ReadOnly equipementArray() As UInt64 = New UInt64() {33554432, 1048576, 32768, 1024, 32, 1}
Private ReadOnly shieldArray() As UInt64 = New UInt64() {33554432, 1048576, 32768, 1024, 32, 1}
Private ReadOnly accesoryArray() As UInt64 = New UInt64() {32, 1}
Public PerDurability As Byte
Public PerPhyRef As Byte
Public PerMagRef As Byte
Public PerPhyAtk As Byte
Public PerMagAtk As Byte
Public PerPhyDef As Byte
Public PerMagDef As Byte
Public PerBlock As Byte
Public PerCritical As Byte
Public PerAttackRate As Byte
Public PerParryRate As Byte
Public PerPhyAbs As Byte
Public PerMagAbs As Byte
Public Sub New()
End Sub
Public Sub New(ByVal ItemType As Type, ByVal ws As UInt64)
SetWhitestats(ItemType, ws)
End Sub
Public Function GetWhiteStats(ByVal ItemType As Type) As ULong
Dim ws As ULong = 0
Select Case ItemType
Case Type.Equipment
ws += Math.Round(31 * PerDurability / 100)
ws += Math.Round(31 * PerPhyRef / 100) * 32
ws += Math.Round(31 * PerMagRef / 100) * 1024
ws += Math.Round(31 * PerPhyDef / 100) * 32768
ws += Math.Round(31 * PerMagDef / 100) * 1048576
ws += Math.Round(31 * PerParryRate / 100) * 33554432
Case Type.Shield
ws += Math.Round(31 * PerDurability / 100)
ws += Math.Round(31 * PerPhyRef / 100) * 32
ws += Math.Round(31 * PerMagRef / 100) * 1024
ws += Math.Round(31 * PerBlock / 100) * 32768
ws += Math.Round(31 * PerPhyDef / 100) * 1048576
ws += Math.Round(31 * PerMagDef / 100) * 33554432
Case Type.Weapon
ws += Math.Round(31 * PerDurability / 100)
ws += Math.Round(31 * PerPhyRef / 100) * 32
ws += Math.Round(31 * PerMagRef / 100) * 1024
ws += Math.Round(31 * PerAttackRate / 100) * 32768
ws += Math.Round(31 * PerPhyAtk / 100) * 1048576
ws += Math.Round(31 * PerMagAtk / 100) * 33554432
ws += Math.Round(31 * PerCritical / 100) * 1073741824
Case Type.Accesory
ws += Math.Round(31 * PerPhyAbs / 100)
ws += Math.Round(31 * PerMagAbs / 100) * 32
End Select
Return ws
End Function
Public Sub SetWhitestats(ByVal ItemType As Type, ByVal ws As UInt64)
Dim round As Byte = 0
Dim array As ULong()
Select Case ItemType
Case Type.Weapon
array = weaponArray
Case Type.Shield
array = shieldArray
Case Type.Equipment
array = equipementArray
Case Type.Accesory
array = equipementArray
End Select
Dim results As Byte() = New Byte(array.Length) {}
Do While (round < array.Length)
Dim counter As Int32 = 31
Do While (counter <> 0)
Dim value As UInt64 = (Convert.ToUInt64(counter) * array(round))
If (ws >= value) Then
results(round) = Convert.ToInt32(Math.Round(((Convert.ToDouble(counter) / 31) * 100)))
ws = (ws - value)
Exit Do
End If
counter -= 1
Loop
round += 1
Loop
Select Case ItemType
Case Type.Weapon
PerCritical = results(0)
PerMagAtk = results(1)
PerPhyAtk = results(2)
PerAttackRate = results(3)
PerMagRef = results(4)
PerPhyRef = results(5)
PerDurability = results(6)
Case Type.Shield
PerMagDef = results(0)
PerPhyRef = results(1)
PerBlock = results(2)
PerMagRef = results(3)
PerPhyRef = results(4)
PerDurability = results(5)
Case Type.Equipment
PerParryRate = results(0)
PerMagDef = results(1)
PerPhyDef = results(2)
PerMagRef = results(3)
PerPhyRef = results(4)
PerDurability = results(5)
Case Type.Accesory
PerMagAbs = results(0)
PerPhyAbs = results(1)
End Select
End Sub
Public Function GetItemType(ByVal ClassB As Byte) As Type
Select Case ClassB
Case 1, 2, 3, 9, 10, 11 'Equipment
Return Type.Equipment
Case 4
Return Type.Shield
Case 6
Return Type.Weapon
Case 5, 12
Return Type.Accesory
End Select
Return Nothing
End Function
Enum Type
Weapon
Shield
Accesory
Equipment
End Enum
End Class
End Namespace
And love to see people making great stuff in vb.net (against saying 99% of population that vb.net sucks)
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09/19/2012, 16:02
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#34
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Here is a C# version ( Converted not tested )
Code:
// ViSro Project
// Created by GoneUp, Daxter
// (2012)
namespace Functions {
public class cWhitestats {
private UInt64[] weaponArray = new UInt64[] {
1073741824,
33554432,
1048576,
32768,
1024,
32,
1};
private UInt64[] equipementArray = new UInt64[] {
33554432,
1048576,
32768,
1024,
32,
1};
private UInt64[] shieldArray = new UInt64[] {
33554432,
1048576,
32768,
1024,
32,
1};
private UInt64[] accesoryArray = new UInt64[] {
32,
1};
public byte PerDurability;
public byte PerPhyRef;
public byte PerMagRef;
public byte PerPhyAtk;
public byte PerMagAtk;
public byte PerPhyDef;
public byte PerMagDef;
public byte PerBlock;
public byte PerCritical;
public byte PerAttackRate;
public byte PerParryRate;
public byte PerPhyAbs;
public byte PerMagAbs;
public cWhitestats() {
}
public cWhitestats(Type ItemType, UInt64 ws) {
SetWhitestats(ItemType, ws);
}
public ULong GetWhiteStats(Type ItemType) {
ULong ws = 0;
switch (ItemType) {
case Type.Equipment:
ws = (ws + Math.Round((31
* (PerDurability / 100))));
ws = (ws
+ (Math.Round((31
* (PerPhyRef / 100))) * 32));
ws = (ws
+ (Math.Round((31
* (PerMagRef / 100))) * 1024));
ws = (ws
+ (Math.Round((31
* (PerPhyDef / 100))) * 32768));
ws = (ws
+ (Math.Round((31
* (PerMagDef / 100))) * 1048576));
ws = (ws
+ (Math.Round((31
* (PerParryRate / 100))) * 33554432));
break;
case Type.Shield:
ws = (ws + Math.Round((31
* (PerDurability / 100))));
ws = (ws
+ (Math.Round((31
* (PerPhyRef / 100))) * 32));
ws = (ws
+ (Math.Round((31
* (PerMagRef / 100))) * 1024));
ws = (ws
+ (Math.Round((31
* (PerBlock / 100))) * 32768));
ws = (ws
+ (Math.Round((31
* (PerPhyDef / 100))) * 1048576));
ws = (ws
+ (Math.Round((31
* (PerMagDef / 100))) * 33554432));
break;
case Type.Weapon:
ws = (ws + Math.Round((31
* (PerDurability / 100))));
ws = (ws
+ (Math.Round((31
* (PerPhyRef / 100))) * 32));
ws = (ws
+ (Math.Round((31
* (PerMagRef / 100))) * 1024));
ws = (ws
+ (Math.Round((31
* (PerAttackRate / 100))) * 32768));
ws = (ws
+ (Math.Round((31
* (PerPhyAtk / 100))) * 1048576));
ws = (ws
+ (Math.Round((31
* (PerMagAtk / 100))) * 33554432));
ws = (ws
+ (Math.Round((31
* (PerCritical / 100))) * 1073741824));
break;
case Type.Accesory:
ws = (ws + Math.Round((31
* (PerPhyAbs / 100))));
ws = (ws
+ (Math.Round((31
* (PerMagAbs / 100))) * 32));
break;
}
return ws;
}
public void SetWhitestats(Type ItemType, UInt64 ws) {
byte round = 0;
ULong[] array;
switch (ItemType) {
case Type.Weapon:
array = weaponArray;
break;
case Type.Shield:
array = shieldArray;
break;
case Type.Equipment:
array = equipementArray;
break;
case Type.Accesory:
array = equipementArray;
break;
}
byte[] results = new byte[] {
array.Length};
while ((round < array.Length)) {
Int32 counter = 31;
while ((counter != 0)) {
UInt64 value = (Convert.ToUInt64(counter) * array[round]);
if ((ws >= value)) {
results[round] = Convert.ToInt32(Math.Round(((Convert.ToDouble(counter) / 31)
* 100)));
ws = (ws - value);
break; //Warning!!! Review that break works as 'Exit Do' as it could be in a nested instruction like switch
}
counter--;
}
round++;
}
switch (ItemType) {
case Type.Weapon:
PerCritical = results[0];
PerMagAtk = results[1];
PerPhyAtk = results[2];
PerAttackRate = results[3];
PerMagRef = results[4];
PerPhyRef = results[5];
PerDurability = results[6];
break;
case Type.Shield:
PerMagDef = results[0];
PerPhyRef = results[1];
PerBlock = results[2];
PerMagRef = results[3];
PerPhyRef = results[4];
PerDurability = results[5];
break;
case Type.Equipment:
PerParryRate = results[0];
PerMagDef = results[1];
PerPhyDef = results[2];
PerMagRef = results[3];
PerPhyRef = results[4];
PerDurability = results[5];
break;
case Type.Accesory:
PerMagAbs = results[0];
PerPhyAbs = results[1];
break;
}
}
public Type GetItemType(byte ClassB) {
switch (ClassB) {
case 1:
case 2:
case 3:
case 9:
case 10:
case 11:
// Equipment
return Type.Equipment;
break;
case 4:
return Type.Shield;
break;
case 6:
return Type.Weapon;
break;
case 5:
case 12:
return Type.Accesory;
break;
}
return null;
}
enum Type {
Weapon,
Shield,
Accesory,
Equipment,
}
}
}
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09/20/2012, 00:04
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#35
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Join Date: Jan 2011
Posts: 610
Received Thanks: 152
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Quote:
Originally Posted by sarkoplata
@up
If pastebin is blocked in anbody else's country: (Its blocked here)
Code:
'ViSro Project
'Created by GoneUp, Daxter
'(2012)
Namespace Functions
Public Class cWhitestats
Private ReadOnly weaponArray() As UInt64 = New UInt64() {1073741824, 33554432, 1048576, 32768, 1024, 32, 1}
Private ReadOnly equipementArray() As UInt64 = New UInt64() {33554432, 1048576, 32768, 1024, 32, 1}
Private ReadOnly shieldArray() As UInt64 = New UInt64() {33554432, 1048576, 32768, 1024, 32, 1}
Private ReadOnly accesoryArray() As UInt64 = New UInt64() {32, 1}
Public PerDurability As Byte
Public PerPhyRef As Byte
Public PerMagRef As Byte
Public PerPhyAtk As Byte
Public PerMagAtk As Byte
Public PerPhyDef As Byte
Public PerMagDef As Byte
Public PerBlock As Byte
Public PerCritical As Byte
Public PerAttackRate As Byte
Public PerParryRate As Byte
Public PerPhyAbs As Byte
Public PerMagAbs As Byte
Public Sub New()
End Sub
Public Sub New(ByVal ItemType As Type, ByVal ws As UInt64)
SetWhitestats(ItemType, ws)
End Sub
Public Function GetWhiteStats(ByVal ItemType As Type) As ULong
Dim ws As ULong = 0
Select Case ItemType
Case Type.Equipment
ws += Math.Round(31 * PerDurability / 100)
ws += Math.Round(31 * PerPhyRef / 100) * 32
ws += Math.Round(31 * PerMagRef / 100) * 1024
ws += Math.Round(31 * PerPhyDef / 100) * 32768
ws += Math.Round(31 * PerMagDef / 100) * 1048576
ws += Math.Round(31 * PerParryRate / 100) * 33554432
Case Type.Shield
ws += Math.Round(31 * PerDurability / 100)
ws += Math.Round(31 * PerPhyRef / 100) * 32
ws += Math.Round(31 * PerMagRef / 100) * 1024
ws += Math.Round(31 * PerBlock / 100) * 32768
ws += Math.Round(31 * PerPhyDef / 100) * 1048576
ws += Math.Round(31 * PerMagDef / 100) * 33554432
Case Type.Weapon
ws += Math.Round(31 * PerDurability / 100)
ws += Math.Round(31 * PerPhyRef / 100) * 32
ws += Math.Round(31 * PerMagRef / 100) * 1024
ws += Math.Round(31 * PerAttackRate / 100) * 32768
ws += Math.Round(31 * PerPhyAtk / 100) * 1048576
ws += Math.Round(31 * PerMagAtk / 100) * 33554432
ws += Math.Round(31 * PerCritical / 100) * 1073741824
Case Type.Accesory
ws += Math.Round(31 * PerPhyAbs / 100)
ws += Math.Round(31 * PerMagAbs / 100) * 32
End Select
Return ws
End Function
Public Sub SetWhitestats(ByVal ItemType As Type, ByVal ws As UInt64)
Dim round As Byte = 0
Dim array As ULong()
Select Case ItemType
Case Type.Weapon
array = weaponArray
Case Type.Shield
array = shieldArray
Case Type.Equipment
array = equipementArray
Case Type.Accesory
array = equipementArray
End Select
Dim results As Byte() = New Byte(array.Length) {}
Do While (round < array.Length)
Dim counter As Int32 = 31
Do While (counter <> 0)
Dim value As UInt64 = (Convert.ToUInt64(counter) * array(round))
If (ws >= value) Then
results(round) = Convert.ToInt32(Math.Round(((Convert.ToDouble(counter) / 31) * 100)))
ws = (ws - value)
Exit Do
End If
counter -= 1
Loop
round += 1
Loop
Select Case ItemType
Case Type.Weapon
PerCritical = results(0)
PerMagAtk = results(1)
PerPhyAtk = results(2)
PerAttackRate = results(3)
PerMagRef = results(4)
PerPhyRef = results(5)
PerDurability = results(6)
Case Type.Shield
PerMagDef = results(0)
PerPhyRef = results(1)
PerBlock = results(2)
PerMagRef = results(3)
PerPhyRef = results(4)
PerDurability = results(5)
Case Type.Equipment
PerParryRate = results(0)
PerMagDef = results(1)
PerPhyDef = results(2)
PerMagRef = results(3)
PerPhyRef = results(4)
PerDurability = results(5)
Case Type.Accesory
PerMagAbs = results(0)
PerPhyAbs = results(1)
End Select
End Sub
Public Function GetItemType(ByVal ClassB As Byte) As Type
Select Case ClassB
Case 1, 2, 3, 9, 10, 11 'Equipment
Return Type.Equipment
Case 4
Return Type.Shield
Case 6
Return Type.Weapon
Case 5, 12
Return Type.Accesory
End Select
Return Nothing
End Function
Enum Type
Weapon
Shield
Accesory
Equipment
End Enum
End Class
End Namespace
And love to see people making great stuff in vb.net (against saying 99% of population that vb.net sucks)
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I don't think vb.net sux but people says it all the time so i changed C#.. i guess is nice to know another program, still learning x)
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09/30/2012, 00:45
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#36
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,339
Received Thanks: 2,654
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Whatever I tried, If ingame the stat is: 16%, tool shows 22%, otherways, it's all true, but at some values the client and tool show different. Seems like client change it as it want. Any idea?
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09/30/2012, 01:03
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#37
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Join Date: May 2008
Posts: 201
Received Thanks: 73
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Wich Tool? :P
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09/30/2012, 01:09
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#38
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,339
Received Thanks: 2,654
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Quote:
Originally Posted by GoneUp
Wich Tool? :P
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My fuser tool ( ) I'm trying to add stone fusing option too.
Used your class to get stats aswell, same. Ingame it shows 16%, but calculating it give 22%. And this happens for 16%, the 41% etc. works normally.
I can recognize your codes at first look with var names, you always use cWhiteStats sWhiteStats and so on c and s are classics for GoneUp :P (since nclientless)
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09/30/2012, 12:37
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#39
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Join Date: May 2008
Posts: 201
Received Thanks: 73
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Can you post the uint64 and a ingame screen of the item?
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09/30/2012, 13:52
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#40
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,339
Received Thanks: 2,654
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UInt64 = 7516192768
Tool says 23% Crit ratio (it works at stats like 41% etc. but at this it fail)
Code:
PHP Code:
ElseIf packet.Opcode = &HB151 Then Dim variance As UInt64 context.RelaySecurity.Send(packet) Dim typeid_1 As Byte = packet.ReadUInt8()
If Not typeid_1 = 2 Then Try Dim typeid_2 As Byte = packet.ReadUInt8()
Main.Log("Type Id[2]: " & typeid_2)
Dim success As Byte = packet.ReadUInt8()
Dim itemslot As Byte = packet.ReadUInt8()
Dim Unknown3 As UInt32 = packet.ReadUInt32()
Dim itemid As UInt32 = packet.ReadUInt32 Dim plusvalue As Byte = packet.ReadUInt8 variance = packet.ReadUInt64() Dim durability As UInt32 = packet.ReadUInt32
Dim bluecount As Byte = packet.ReadUInt8 packet.ReadUInt8() packet.ReadUInt8() packet.ReadUInt8() packet.ReadUInt8()
Dim stat As New cWhitestats(cWhitestats.Type.Weapon, variance) Main.Log(stat.PerCritical)
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09/30/2012, 22:13
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#41
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elite*gold: 0
Join Date: May 2008
Posts: 201
Received Thanks: 73
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Quote:
Originally Posted by sarkoplata
UInt64 = 7516192768
Tool says 23% Crit ratio (it works at stats like 41% etc. but at this it fail)
Code:
PHP Code:
ElseIf packet.Opcode = &HB151 Then Dim variance As UInt64 context.RelaySecurity.Send(packet) Dim typeid_1 As Byte = packet.ReadUInt8() If Not typeid_1 = 2 Then Try Dim typeid_2 As Byte = packet.ReadUInt8() Main.Log("Type Id[2]: " & typeid_2) Dim success As Byte = packet.ReadUInt8() Dim itemslot As Byte = packet.ReadUInt8() Dim Unknown3 As UInt32 = packet.ReadUInt32() Dim itemid As UInt32 = packet.ReadUInt32 Dim plusvalue As Byte = packet.ReadUInt8 variance = packet.ReadUInt64() Dim durability As UInt32 = packet.ReadUInt32 Dim bluecount As Byte = packet.ReadUInt8 packet.ReadUInt8() packet.ReadUInt8() packet.ReadUInt8() packet.ReadUInt8() Dim stat As New cWhitestats(cWhitestats.Type.Weapon, variance) Main.Log(stat.PerCritical)
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It's quite a bit senseless.
To trace it I split the value into their bits:
Code:
00111
00000
00000
00000
00000
00000
00000
The 00111 represents the weapon value: 7
And (7/31) * 100 gives us 22,58 ~ 23.
Dunno why the client writes 16%. Any Ideas?
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09/30/2012, 22:21
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#42
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Received Thanks: 667
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You'll never see a +23%
Code:
0 0%
1 3%
2 6%
3 9%
4 12%
5 16%
6 19%
7 22%
8 25%
9 29%
10 32%
11 35%
12 38%
13 41%
14 45%
15 48%
16 51%
17 54%
18 58%
19 61%
20 64%
21 67%
22 70%
23 74%
24 77%
25 80%
26 83%
27 87%
28 90%
29 93%
30 96%
31 100%
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09/30/2012, 22:35
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#43
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,339
Received Thanks: 2,654
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Quote:
Originally Posted by DaxterSoul
You'll never see a +23%
Code:
0 0%
1 3%
2 6%
3 9%
4 12%
5 16%
6 19%
7 22%
8 25%
9 29%
10 32%
11 35%
12 38%
13 41%
14 45%
15 48%
16 51%
17 54%
18 58%
19 61%
20 64%
21 67%
22 70%
23 74%
24 77%
25 80%
26 83%
27 87%
28 90%
29 93%
30 96%
31 100%
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It return 22,58 ~ 23. and if you round it to higher it's 23%.
Still does not solve the mysticity why client says 16%.
(1 thing blew my mind, ingame says "Critical 5 (+16%)", and (5/31 * 100) = 16. Maybe it give the value, not the percantage?)
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10/01/2012, 00:22
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#44
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You're sending those values wrong.
Crit+3% is 1073741824 and you want around 23% what is not present, so you choose Crit+22%.
7 *1073741824 = 7516192768, just as you said.
I'll work out a simple class for VB.NET & C# tomorrow hope that will clear things up
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10/01/2012, 09:55
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#45
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Received Thanks: 73
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Quote:
Originally Posted by DaxterSoul
You're sending those values wrong.
Crit+3% is 1073741824 and you want around 23% what is not present, so you choose Crit+22%.
7 *1073741824 = 7516192768, just as you said.
I'll work out a simple class for VB.NET & C# tomorrow hope that will clear things up
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To correct it: the value is from the server, but our calculated value and the ingame value doesn't match.
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1 to +12 item stats any one?
11/29/2007 - Conquer Online 2 - 3 Replies
:confused: 1 to +12 item stats any one?
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Unequip item but still keep its stats
09/28/2006 - World of Warcraft - 7 Replies
1) Get the spider's kiss dagger.
2) Get 2 other weapons.
3) Equip the skd in your main hand.
4) Put one weapon in your off hand.
5) The thrid weapon in your inventory.
6) Switch the main weapon with your off hand (skd should be in your off hand now)
7) Switch your skd with your inventory weapon.
Cool You should have the bonus of your skd even though its in your inventory.
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