Management Karbust 4881 Posted April 5, 2018 Management Share Posted April 5, 2018 (edited) Hello, I have this bug on sash system: It is absorbing the 100% of the bonus (just the 1/5 and on 6/7, the normal bonus from armor/weapon it is applying the correct ones)... On the tooltip it shows the correct bonus, but the 1/5 and the 6/7 isn't corresponding the the write absorption... Anyone can help me out? Thanks Edited August 20, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
nodoc 0 Posted April 8, 2018 Share Posted April 8, 2018 what are you using to check stats like that? Link to comment Share on other sites More sharing options...
Hades ✔ 52 Posted April 8, 2018 Share Posted April 8, 2018 Did you test ur damage ? Try to check if the bonuses are applied for 100% abs rate. xD Link to comment Share on other sites More sharing options...
nodoc 0 Posted April 8, 2018 Share Posted April 8, 2018 1 hour ago, Hades ✔ said: Did you test ur damage ? Try to check if the bonuses are applied for 100% abs rate. xD Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 8, 2018 Author Management Share Posted April 8, 2018 (edited) 8 hours ago, nodoc said: what are you using to check stats like that? The command state (/state <name>) 7 hours ago, Hades ✔ said: Did you test ur damage ? Try to check if the bonuses are applied for 100% abs rate. xD I haven't tested the damage, but it's absorbing 100%, it saves like that on the database... This is my uitooltip.py of the sashs Spoiler elif 0 != isCostumeItem: self.__AppendLimitInformation() if app.ENABLE_ACCE_SYSTEM: if isCostumeAcce: ## ABSORPTION RATE absChance = int(metinSlot[acce.ABSORPTION_SOCKET]) self.AppendTextLine(localeInfo.ACCE_ABSORB_CHANCE % (absChance), self.CONDITION_COLOR) ## END ABSOPRTION RATE itemAbsorbedVnum = int(metinSlot[acce.ABSORBED_SOCKET]) if itemAbsorbedVnum: ## ATTACK / DEFENCE item.SelectItem(itemAbsorbedVnum) if item.GetItemType() == item.ITEM_TYPE_WEAPON: if item.GetItemSubType() == item.WEAPON_FAN: self.__AppendMagicAttackInfo(metinSlot[acce.ABSORPTION_SOCKET]) item.SelectItem(itemAbsorbedVnum) self.__AppendAttackPowerInfo(metinSlot[acce.ABSORPTION_SOCKET]) else: self.__AppendAttackPowerInfo(metinSlot[acce.ABSORPTION_SOCKET]) item.SelectItem(itemAbsorbedVnum) self.__AppendMagicAttackInfo(metinSlot[acce.ABSORPTION_SOCKET]) elif item.GetItemType() == item.ITEM_TYPE_ARMOR: defGrade = item.GetValue(1) defBonus = item.GetValue(5) * 2 defGrade = self.CalcAcceValue(defGrade, metinSlot[acce.ABSORPTION_SOCKET]) defBonus = self.CalcAcceValue(defBonus, metinSlot[acce.ABSORPTION_SOCKET]) if defGrade > 0: self.AppendSpace(5) self.AppendTextLine(localeInfo.TOOLTIP_ITEM_DEF_GRADE % (defGrade + defBonus), self.GetChangeTextLineColor(defGrade)) item.SelectItem(itemAbsorbedVnum) self.__AppendMagicDefenceInfo(metinSlot[acce.ABSORPTION_SOCKET]) ## END ATTACK / DEFENCE ## EFFECT item.SelectItem(itemAbsorbedVnum) for i in xrange(item.ITEM_APPLY_MAX_NUM): (affectType, affectValue) = item.GetAffect(i) affectValue = self.CalcAcceValue(affectValue, metinSlot[acce.ABSORPTION_SOCKET]) affectString = self.__GetAffectString(affectType, affectValue) if affectString and affectValue > 0: self.AppendTextLine(affectString, self.GetChangeTextLineColor(affectValue)) item.SelectItem(itemAbsorbedVnum) # END EFFECT item.SelectItem(itemVnum) ## ATTR self.__AppendAttributeInformation(attrSlot, metinSlot[acce.ABSORPTION_SOCKET]) # END ATTR else: # ATTR self.__AppendAttributeInformation(attrSlot) # END ATTR else: self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) else: self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) #self.__AppendAffectInformation() #self.__AppendAttributeInformation(attrSlot) self.AppendWearableInformation() if app.ENABLE_CHANGELOOK_SYSTEM: self.AppendTransmutation(window_type, slotIndex, transmutation) bHasRealtimeFlag = 0 ## »ç¿ë°¡´É ½Ã°£ Á¦ÇÑÀÌ ÀÖ´ÂÁö ã¾Æº¸°í for i in xrange(item.LIMIT_MAX_NUM): (limitType, limitValue) = item.GetLimit(i) if item.LIMIT_REAL_TIME == limitType: bHasRealtimeFlag = 1 ## ÀÖ´Ù¸é °ü·Ã Á¤º¸¸¦ Ç¥½ÃÇÔ. ex) ³²Àº ½Ã°£ : 6ÀÏ 6½Ã°£ 58ºÐ if 1 == bHasRealtimeFlag: self.AppendMallItemLastTime(metinSlot[0]) #dbg.TraceError("1) REAL_TIME flag On ") Edited August 24, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Premium Speachless 759 Posted April 8, 2018 Premium Share Posted April 8, 2018 I don't use the absorption sash system, but I don't think that in item_proto should be set any bonus. Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 8, 2018 Author Management Share Posted April 8, 2018 1 minute ago, Dobrescu Sebastian said: I don't use the absorption sash system, but I don't think that in item_proto should be set any bonus. That's not item_proto, thats the item table, that's the item after absorbing a armor or a weapon... It's 100%... Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 11, 2018 Author Management Share Posted April 11, 2018 BUMP Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 15, 2018 Author Management Share Posted April 15, 2018 BUMP Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 20, 2018 Author Management Share Posted April 20, 2018 BUMP Link to comment Share on other sites More sharing options...
Premium Solution WeedHex 635 Posted April 20, 2018 Premium Solution Share Posted April 20, 2018 Wrong mathematical calculation of the percentage before computepoints. item.cpp should be the problem. 1 Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 21, 2018 Author Management Share Posted April 21, 2018 You're right, it was a stupid mistake on item.cpp, now it's applying the correct bonus! 1 Link to comment Share on other sites More sharing options...
Premium WeedHex 635 Posted April 21, 2018 Premium Share Posted April 21, 2018 i was right Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted April 21, 2018 Author Management Share Posted April 21, 2018 (edited) 5 minutes ago, WeedHex said: i was right Yes, but for some reason the state command is not working properly... That bonus table reads the packets sent by the server and displays them, so it's not just calculating the bonus on the client side... It only happens with a few bonus, not all... Edited August 26, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Management Karbust 4881 Posted May 1, 2018 Author Management Share Posted May 1, 2018 (edited) On 4/21/2018 at 2:48 PM, charparodar said: Yes, but for some reason the state command is not working properly... That bonus table reads the packets sent by the server and displays them, so it's not just calculating the bonus on the client side... It only happens with a few bonus, not all... BUMP Edited August 26, 2022 by Metin2 Dev Core X - External 2 Internal Link to comment Share on other sites More sharing options...
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