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Showing content with the highest reputation on 03/21/19 in all areas

  1. Hello there, Surfing on the internet i was looking for a guide on how change the % of refining for the classes of the alchemy stones (rough, cut, rare, antique, legendary) for the clarity (Matt, Clear, Flawless, Brilliant, Excellent) and for the upp. Wasnt getting results so i did learn by myself how to do the trick. First of all, go in your locale directory and open the file "dragon_soul_table.txt". Inside it you will have at the line no. 140: Group RefineGradeTables { codice} RefineGradeTables it has the function to upgrade the CLASS (rough,cut....) Group RefineStepTables { codice} RefineStepTables it has the function to upgrade the CLARITY (Matt, clear....) Group RefineStrengthTables { codice} RefineStrengthTables it has the function to upgrade the LEVEL of the stone (+0, +1 etc) Those listed above are the function now lets get into it in a more detailled manner: RefineGradeTables: #--# NEED_COUNT FEE GRADE_NORMAL GRADE_BRILLIANT GRADE_RARE GRADE_ANCIENT GRADE_LEGENDARY GRADE_NORMAL 15 10000 5 95 0 0 0 Those are my settings by the way and i did modify them to let you understand better what im talking about, so we will have: GRADE_NORMAL STANDS FOR ROUGH GRADE_BRILLIANT STANDS FOR CUT GRADE_RARE STANDS FOR RARE GRADE_ANCIENT STANDS FOR ANTIQUE GRADE_LEGENDARY STANDS FOR LEGENDARY NEED_COUNT ITS EQUAL TO HOW MANY STONES ARE NEEDED FOR THAT UPGRADE FEE ITS EQUAL TO THE COST OF THE UPGRADE Now you may ask, where are the % of refining? Right here: GRADE_NORMAL 15 10000 5 95 0 0 0 You will have 8 values, GRADE_NORMAL stands for rough The value '15' identifies the no. of stones required for the upgrade The value '10000' identifies the no. of yang needed (10k) Now lets focus on the other 5 values: 5 95 0 0 0 For what these values stands for? And how do i modify them in the way i want? Read more and you will find out. The first value '5' identifies the % of the stone remaining in the first class (Rough) and the '95' is the % of success for the stone to become more powerful (Cut). Example, i want to create an upgrade of class that requires: 15 Stones, 10k Gold, and has these percentages: 90% of success, 5% of failure, 5% of lucky success to get from a Rough a Rare stone. Like this: GRADE_NORMAL 15 10000 5 90 5 0 0 Remember to have a total of 100% so 90 + 5 + 5 = 100 /------------------------------------------------------------------------------------------------------------------------------------------------------------------/ Now lets face the clarity field #--# NEED_COUNT FEE STEP_LOWEST STEP_LOW STEP_MID STEP_HIGH STEP_HIGHEST STEP_LOWEST 4 20000 30 70 0 0 0 In this case we will not face against the "GRADE_NORMAL" but we will have "STEP_*" (Where * is Lowest, low, mid, high, highest). NEED_COUNT Indicates the quantity of stones needed FEE Indicates the cost of the refining STEP_LOWEST STEP_LOW STEP_MID STEP_HIGH STEP_HIGHEST Those are the steps, STEP_LOWEST = Matt STEP_LOW = Clear STEP_MID = Flawless STEP_HIGH = Brilliant STE_HIGHEST = Excellent ---------------------------------------------------------------------------------------------- STEP_LOWEST 4 20000 30 70 0 0 0 What does this string means? Well for the refining % we always have to check the last 5 values 30 70 0 0 0 Here 30 indicates the % for the stone to remain matt (Failure %) and 70 indicates the percentage for your stone to become clear (Success %) What if i want to make the refining success 95% for the step_lowest? 5 95 0 0 0 What if i want to make the refining success 10% for the step_highest? 0 0 0 90 10 What if i want to make the refining success 10% for the step_highest but i even want to have the 5 % of the stone returning to the Flawless(STEP_MID) point? 0 0 5 85 10 Hope this will get you the idea on how to understand and modify those things, i posted this in few forums, if u want to share it i got no problems, if u want to give me credits would be better. Im sorry for my english if i made any kind of mistakes, thanks. Update You have to modify even the client part (sorry i forgot to mention this) On dragon_soul_refine_settings.py import item default_grade_need_count = [15, 10, 5, 3] default_grade_fee = [30000, 50000, 70000, 100000] default_step_need_count = [4, 3, 2, 1] default_step_fee = [20000, 30000, 40000, 50000] default_grade_need_count is for the N of stones needed (rough, cut etc) default_step_need_count is for the N of stones needed on the clarity refine fee are the costs for both of them.
    2 points
  2. It's pretty good! I would play with shadows and lights a little and I'd also try to add some "silver , gold, steel" part on the edge of daggers. Good job!
    2 points
  3. Thanks for the code, I used a bit. Fix is not correct, because it's just hiding effects and the player(and GM) from another kingdom sees on the minimap of the opponent. But I respect and appreciate! So far, I managed to do it for now: [Hidden Content] But I do not have time to refine the code, I will definitely do it and share it someday!
    1 point
  4. Obrazy gif. I do not know why you can not see them.
    1 point
  5. Good evening devs, i am actually working on my first set of weapons and i started from the daggers. Can you tell me if you like the model but most importantly if you like the textures? Is there something you would change? You can see it better on Youtube or if you don't want here it is a screen:
    1 point
  6. To be honest i already adjusted the daggers following tips from users on another forum, but thank you anyway, every suggestion is always appreciated, even more if it comes from you since i like your works and i really like them!
    1 point
  7. I also found something like that. Personally, I did not see it on official servers.
    1 point
  8. Some time ago, I too corrected this texture. It's nice that someone also takes care of such details PS: You forgot to make a shadow under the window. Unless it's a style like that. If someone need an alternative solution: DOWNLOAD ENGLISH/GERMAN: [Hidden Content]
    1 point
  9. Again, while the Worldcup is going on, the European Parliament is trying to pass a questionable law. Should this law be passed, everything you upload to the internet will be analysed - automatically by a potentially error-prone algorithm. If there is any doubt, your upload will never reach the world wide web! Imagine, you want to upload a picture of your dog, or your family, and you notice the upload failed just because an algorithm decided that YOUR picture already exists and is copyrighted. But that is not all! YOU can help stopping this! Sign the petition and send this message to all your friends! You can find more information under: https://savetheinternet.info/ Link to the petition: https://www.change.org/p/european-parliament-stop-the-censorship-machinery-save-the-internet (German) Discord Server: https://discord.gg/qgbQc86
    1 point
  10. How the bug manifests? Client closes without any syserr How to reproduce the bug? Let' say you got textureset/metin2_map_c1.txt and inside you got an empty string like this: TextureSet TextureCount 17 Start Texture001 "" 5.000000 5.000000 0.000000 0.000000 0 0 0 End Texture001 Start Texture002 "d:\ymir work\terrainmaps\b\field\field 02.dds" 6.000000 6.000000 0.000000 0.000000 0 0 0 End Texture002 binary/src/source/PRTerrainLib/TextureSet.cpp Search this lin inside bool CTextureSet::SetTexture if (!pResource->IsType(CGraphicImage::Type())) And add before if (!pResource) return false; Search this line inside bool CTextureSet::AddTexture if (!pResource->IsType(CGraphicImage::Type())) And add before if (!pResource) return false;
    1 point
  11. binary/source/SpeedTreeLib/SpeedTreeForest.cpp Search and replace this function CSpeedTreeForest::SpeedTreeWrapperPtr CSpeedTreeForest::CreateInstance(float x, float y, float z, DWORD dwTreeCRC, const char * c_szTreeName) { SpeedTreeWrapperPtr pMainTree; if (!GetMainTree(dwTreeCRC, pMainTree, c_szTreeName)) { TraceError("CSpeedTreeForest::CreateInstance - Cannot find: %s", c_szTreeName); // 1 iunie 2018 return NULL; } SpeedTreeWrapperPtr pTreeInst = pMainTree->MakeInstance(); pTreeInst->SetPosition(x, y, z); pTreeInst->RegisterBoundingSphere(); return pTreeInst; }
    1 point
  12. @C. Alexandru Sorin knew what he said, once player level is resetted to 1 for example and after that he levelup to 2 the quest gets triggered and the player is warped home.
    0 points
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