About This File
The goal in this script is to allow you to create any random option enchantment system by just creating a new copy of this script , change the script name and setting
You should be able to create any random option system exist currently in the game
DO NOT PM ME FOR ERRORS
Use the forum post to report for any bugs and errors HERE(Click Me)
the script allow you to
create a group of items > you can create as many groups as you want
each group has it's own options
allow reroll or not
put price for first time and price for the reroll after the first time
the price can be zeny, cashpoints, custom points, items
put random options for all slots or specific slot of the random options slot
put exclusive random options groups so they cannot coexist in the same item
The script config and example AT LINE 290 in the script file >
OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. //Creating Group id 1 , with Hat items inside. AddGroup(1,2220,2221,2222,2223); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,50,0,0,502,1,503,2); //Group id 1 ReRoll Cost AddGroupReRollCost(1,50,0,0,502,5,503,2); //Group id 1 Chances. AddGroupChance(1,100,75,60,40,20);AddGroupChance(1,100,100,100,100,100); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,0,RDMOPT_VAR_STRAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_INTAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_VITAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_LUKAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_AGIAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_DEXAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXHPPERCENT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXSPPERCENT,1,100); //those enchantment you wont get unless in slot 5 AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WATER_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WIND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_POISON_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET,1,100); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end;
Edited by sader1992
What's New in Version 1.1.0 See changelog
Released
Fixing an issue where sometimes the script break because of 'rand' function.