Vá na pasta resources/scripts/calculate e abra forge.lua:
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PRIMEIRO MUDANDO O COMBINE RATE:
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function Check_CG_HechengBS ( Item_Lv , Item_Type , Sklv )
local a = 0
local b = 0
Item_Lv = Item_Lv - 1
if Item_Type == 49 then
a = math.max ( 0 , math.min ( 1 , ( 1 - Item_Lv * 0.01 + Sklv * 0.01 ) ) )
b = Percentage_Random ( a )
if Item_Lv < 3 then -- Até lvl 1-2 a taxa de sucesso é 100%, apartir do +3 é usada a fórmula das taxas
b = 1
end
return b
elseif Item_Type == 50 then
a = math.max ( 0 , math.min ( 1 , ( 1 - Item_Lv * 0.01 + Sklv * 0.01 ) ) )
b = Percentage_Random ( a )
return b
else
LG( "Hecheng_BS","probability check determine item type is not a gem" )
return 0
end
end
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AGORA MUDANDO A FORGE RATE:
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local Sklv = 1
local StateLv = GetChaStateLv ( role , STATE_JLGLJB ) --forge rate amp
Sklv = Sklv + StateLv
local Check_A = math.max ( 0.02 , math.min ( 1 , ( 1 - Baoshi_NeedLv * 0.1 + Sklv * 0.15 - 0.3 ) ) )-- lv 4 is 75%, lv 5 is 65%, lv 6 is 55%, lv 7 is 45%, lv 8 is 35%, lv 9 is 25%
local CheckFaild = Percentage_Random ( Check_A )
if Baoshi_NeedLv < 4 then --Até lvl 1-3 a taxa de sucesso é 100%, apartir do +3 é usada a fórmula das taxas
CheckFaild = 1
end
if CheckFaild == 1 then
Check_Jinglian_Item = Jinglian_Item ( Item_Jinglian , Item_Stone1 , Item_Stone2 )
else
local cha_name = GetChaDefaultName ( role )
local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed. Equipment is not damaged - "..Item_Jinglian_name )
SystemNotice ( role , "Sorry, Forging has failed. Luckily equipment is not damage" )
end
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Mudando onde está em vermelho para < 10, forge/combine ficam 100%, agora vai de cada um colocar quanto quiser entre 3~10 e 4~10 ^^
.
PRIMEIRO MUDANDO O COMBINE RATE:
.
function Check_CG_HechengBS ( Item_Lv , Item_Type , Sklv )
local a = 0
local b = 0
Item_Lv = Item_Lv - 1
if Item_Type == 49 then
a = math.max ( 0 , math.min ( 1 , ( 1 - Item_Lv * 0.01 + Sklv * 0.01 ) ) )
b = Percentage_Random ( a )
if Item_Lv < 3 then -- Até lvl 1-2 a taxa de sucesso é 100%, apartir do +3 é usada a fórmula das taxas
b = 1
end
return b
elseif Item_Type == 50 then
a = math.max ( 0 , math.min ( 1 , ( 1 - Item_Lv * 0.01 + Sklv * 0.01 ) ) )
b = Percentage_Random ( a )
return b
else
LG( "Hecheng_BS","probability check determine item type is not a gem" )
return 0
end
end
.
.
AGORA MUDANDO A FORGE RATE:
.
local Sklv = 1
local StateLv = GetChaStateLv ( role , STATE_JLGLJB ) --forge rate amp
Sklv = Sklv + StateLv
local Check_A = math.max ( 0.02 , math.min ( 1 , ( 1 - Baoshi_NeedLv * 0.1 + Sklv * 0.15 - 0.3 ) ) )-- lv 4 is 75%, lv 5 is 65%, lv 6 is 55%, lv 7 is 45%, lv 8 is 35%, lv 9 is 25%
local CheckFaild = Percentage_Random ( Check_A )
if Baoshi_NeedLv < 4 then --Até lvl 1-3 a taxa de sucesso é 100%, apartir do +3 é usada a fórmula das taxas
CheckFaild = 1
end
if CheckFaild == 1 then
Check_Jinglian_Item = Jinglian_Item ( Item_Jinglian , Item_Stone1 , Item_Stone2 )
else
local cha_name = GetChaDefaultName ( role )
local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed. Equipment is not damaged - "..Item_Jinglian_name )
SystemNotice ( role , "Sorry, Forging has failed. Luckily equipment is not damage" )
end
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Mudando onde está em vermelho para < 10, forge/combine ficam 100%, agora vai de cada um colocar quanto quiser entre 3~10 e 4~10 ^^
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