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Help with Stolao's Weapon Mastery


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Hi, rAthena Community, i need some help about this script (not tested yet but i guess is working) what i want... is a bit help how to edit the bonuses, i liked whole the script but i wanna change some bonuses because counting em' with a base lv 255 (like the server im using) the bonuses would be get broken.... also i wanna delete some of em and add news as i can understand ...

//===== EinherjarRO Scripts ================================== 
//= WeaponMasteries
//===== By: ================================================== 
//= Stolao
//===== Current Version: ===================================== 
//= 1.36
//===== Compatible With: ===================================== 
//= rAthena SVN
//===== Description: ========================================= 
//= As you train using a particulat weapon type you gain
//= passive bonuses depending on how much you have trained in
//= that type. There are five types Onslaught, Swiftness,
//= Safeguard, Ranged and Mystical
//===== Comments: ============================================
//= Masteries can go up to level 999 with curve of 2100
//===== Additional Comments: =================================
//= Visit Git For Older Versions
//= 1.25 Added a Small boost to secondary stat based off prime stat
//= 1.26 Added a Check for Item in Hand + Conf 
//= 1.27 Fixed mssing ""
//= 1.28 Fixed missing ')'
//= 1.29 Added a missing conf setting
//= 1.2A Fixed missing descriptions
//= 1.2B Increased .expcurve from 2500 -> 5000 due to Jobrate
//= 1.2C Increased .wLvBonus from 1 -> 150 due to Jobrate
//= 1.2D Replace 10 with .FirstLevel for custmoizability
//= 1.2E Increase .FirstLevel from 10 -> 2000 due to Jobrate
//= 1.2F Moved Level 0 Effects to top for consistant reading
//= 1.30 Fixed a bug with @wlvl
//= 1.31 Fixed bug where you would recive bonus from no gear
//= 1.32 Tabulation
//= 1.33 Made sword Onslaught
//= 1.34 Made Any Shield Combo Safeguard
//= 1.35 Made Exp Table a Constant (Dynamic from settings)
//= 1.36 Fixed typo bug in Leveing up
//===== Contact Ifo: =========================================
//= [Stolao] 
//= Email: [email protected]
//============================================================
//
// Str - Onslaught:	2HSword,1HAxe,2HAxe,1HMace,2HMace(unused),Knuckle
// Agi - Swiftness:	Dagger,Fuuma Shuriken,Katar
// Vit - Safegaurd:	Unarmmed,1HSpear,2HSpear,Specialty
// Dex - Ranged:	Bow,Instrument,Whip,Revolver,Rifle,Gatling Gun,Shotgun,Grenade Launcher
// Int - Mystical:	Rod,Book,2HStaff,Scythe

function	script	Onslaught_M	{
	bonus bStr,1+getarg(0,0)/32;
	bonus bAtkrate,1 + getarg(0,0) / 7 + ((1 + getarg(0,0) / 7) *readparam(bStr) / 100);	
	if(getarg(0,0) >= 1)	bonus bCritical,1+getarg(0,0)/20;
	if(getarg(0,0) >= 2)	bonus bAtk,1+getarg(0,0)/4;
	if(getarg(0,0) >= 4)	bonus bAtk2,1+getarg(0,0)/4;
	if(getarg(0,0) >= 8)	bonus bPerfectHitAddRate,1+getarg(0,0)/21;
	if(getarg(0,0) >= 16)	bonus bBaseAtk,getarg(0,0)/4+1;
	if(getarg(0,0) >= 32)	bonus bCritAtkRate,getarg(0,0)/4+1;
	if(getarg(0,0) >= 64)	bonus bAspdRate,getarg(0,0)/22 + 1;
	if(getarg(0,0) >= 128)	bonus bSplashAddRange,1;
	return;
}

function	script	Swiftness_M	{
	bonus bAgi,1+getarg(0,0)/32;
	bonus bAspdRate,1+getarg(0,0)/7+((1+getarg(0,0)/7)*readparam(bAgi)/100);
	if(getarg(0,0) >= 1)	bonus bSpeedAddRate,1+getarg(0,0)/9;
	if(getarg(0,0) >= 2)	bonus bFlee,getarg(0,0)/3;
	if(getarg(0,0) >= 4)	bonus bDoubleAddRate,1+getarg(0,0)/9;
	if(getarg(0,0) >= 8)	bonus bFlee2,1+getarg(0,0)/33;
	if(getarg(0,0) >= 16)	bonus bPerfectHitAddRate,1+getarg(0,0)/11;
	if(getarg(0,0) >= 32)	bonus bCritAtkRate,getarg(0,0)/9-1;
	if(getarg(0,0) >= 64)	bonus bCritical,1+getarg(0,0)/10;
	if(getarg(0,0) >= 128)	bonus2 bHPDrainRate,1+getarg(0,0),1+getarg(0,0)/24;
	return;
}

function	script	Safegaurd_M	{
	bonus bVit,1+getarg(0,0)/32;
	bonus bMaxHP,getarg(0,0)*5+5+((getarg(0,0)*5+5)*readparam(bVit)/100);
	if(getarg(0,0) >= 1)	bonus bHPrecovRate,1+getarg(0,0)/2;
	if(getarg(0,0) >= 2)	bonus bDef,1+getarg(0,0)/20;
	if(getarg(0,0) >= 4)	bonus bMdef,1+getarg(0,0)/24;
	if(getarg(0,0) >= 8)	bonus bMaxHPrate,1+getarg(0,0)/11;
	if(getarg(0,0) >= 16)	bonus bNearAtkDef,getarg(0,0)/20+1;
	if(getarg(0,0) >= 32)	bonus bLongAtkDef,getarg(0,0)/21+1;
	if(getarg(0,0) >= 64)	bonus bMagicAtkDef,getarg(0,0)/22+1;
	if(getarg(0,0) >= 128)	bonus bCriticalDef,getarg(0,0)/23+1;
	return;
}

function	script	Ranged_M	{
	bonus bDex,1+getarg(0,0)/32;
	bonus bAtkrate,1+getarg(0,0)/7+((1+getarg(0,0)/7)*readparam(bDex)/100);
	if(getarg(0,0) >= 1)	bonus bBaseAtk,getarg(0,0)/3+2;
	if(getarg(0,0) >= 2)	bonus bCritical,1+getarg(0,0)/21;
	if(getarg(0,0) >= 4)	bonus bFlee,1+getarg(0,0)/11;
	if(getarg(0,0) >= 8)	bonus bAspd,1+getarg(0,0)/11;
	if(getarg(0,0) >= 16)	bonus bHit,1+getarg(0,0)/5;
	if(getarg(0,0) >= 32)	bonus bLongAtkRate,getarg(0,0)/9-1;
	if(getarg(0,0) >= 64)	bonus bCritAtkRate,4+getarg(0,0)/9;
	if(getarg(0,0) >= 128)	bonus bAtkRange,1+getarg(0,0)/99;
	return;
}

function	script	Mystical_M	{
	bonus bInt,1+getarg(0,0)/32;
	bonus bMatk,1+getarg(0,0)+((1+getarg(0,0))*readparam(bInt)/100);
	if(getarg(0,0) >= 1)	bonus bSPrecovRate,1+getarg(0,0)/2;
	if(getarg(0,0) >= 2)	bonus bMaxSP,getarg(0,0)*2+2;
	if(getarg(0,0) >= 4)	bonus bCastrate,-1-getarg(0,0)/20;
	if(getarg(0,0) >= 8)	bonus bUseSPrate,-1-getarg(0,0)/21;
	if(getarg(0,0) >= 16)	bonus bDelayrate,-1-getarg(0,0)/22;
	if(getarg(0,0) >= 32)	bonus bHealPower,1+getarg(0,0)/2;
	if(getarg(0,0) >= 64)	bonus bMAtkrate,1+getarg(0,0)/7;
	if(getarg(0,0) >= 128)	bonus bNoCastCancel,1;
	return;
}

prontera,5,5,5	script	PCSTATCALC	111,{
	end;

OnWeaponInfo:
	.@M$ = .@atcmd_parameters$[0];
	if((.@M$ == "")){
		if(getiteminfo(getequipid(EQI_HAND_R),11) == 2 &&
			getiteminfo(getequipid(EQI_HAND_L),2) == 4)
			.@i = 0;
		else	.@i = getiteminfo(getequipid(EQI_HAND_R),11);
		switch(.@i){
			case 3:  	case 6: 	case 7: 	case 8:	
			case 9:		case 12:	case 2:				.@M$ = "Onslaught";	Break;
			case 1: 	case 16:	case 22:			.@M$ = "Swiftness";	Break;
			case 4: 	case 5:		default:			.@M$ = "Safegaurd";	Break;
			case 11:	case 13:	case 14:	case 17:
			case 18:	case 19:	case 20:	case 21:	.@M$ = "Ranged";	Break;
			case 10:	case 15:	case 23:	case 24:	.@M$ = "Mystical";	Break;
		}
	}
	if(.@M$ == "Onslaught" || .@M$ == "onslaught" || .@M$ == "OnSlaught") .@i = 1;
	if(.@M$ == "Swiftness" || .@M$ == "swiftness") .@i = 2;
	if(.@M$ == "Safegaurd" || .@M$ == "SafeGaurd" || .@M$ == "safegaurd") .@i = 3;
	if(.@M$ == "Ranged"    || .@M$ == "ranged"   ) .@i = 4;
	if(.@M$ == "Mystical"  || .@M$ == "mystical" ) .@i = 5;
	.@X = atoi(.@atcmd_parameters$[1]);
	if(!.@X) .@X = getd(""+.@M$+"Master");
	switch(.@i){
		case 1:
			dispbottom "Onslaught Lv: "+.@X+" "+OnslaughtExp+" / "+.NeededExp[.@X]+"xp";
			dispbottom "Str +"+(1+.@X/32)+"";
			dispbottom "Atk +"+(1+.@X/9)+"%";
			if(.@X >= 1)dispbottom "Critical Chance +"+(1+.@X/20)+"";
			if(.@X >= 2)dispbottom "Atk +"+(1+.@X/9)+"";
			if(.@X >= 4)dispbottom "Weapon Atk +"+(1+.@X/11)+"";
			if(.@X >= 8)dispbottom "Perfect Hit +"+(1+.@X/21)+"";
			if(.@X >= 16)dispbottom "Base Atk +"+(.@X/4+1)+"";
			if(.@X >= 32)dispbottom "Crit Damage +"+(.@X/8+3)+"%";
			if(.@X >= 64)dispbottom "Aspd +"+.@X/16+"%";
			if(.@X >= 128)dispbottom "Splash attack radius +1";
			break;
		case 2:	
			dispbottom "Swiftness Lv: "+.@X+" "+SwiftnessExp+" / "+.NeededExp[.@X]+"xp";
			dispbottom "Agi +"+(1+.@X/32)+"";
			dispbottom "Aspd +"+(1+.@X/9)+"%";
			if(.@X >= 1)dispbottom "Moving speed +"+(1+.@X/9)+"%";
			if(.@X >= 2)dispbottom "Flee +"+(.@X/2)+"";
			if(.@X >= 4)dispbottom "Double Attack Chance +"+(1+.@X/9)+"%";
			if(.@X >= 8)dispbottom "Perfect Dodge +"+(1+.@X/33)+"";
			if(.@X >= 16)dispbottom "On-target impact chance +"+(1+.@X/11)+"%";
			if(.@X >= 32)dispbottom "Crit Damage +"+(.@X/9-1)+"%";
			if(.@X >= 64)dispbottom "Critical Chance +"+(1+.@X/10)+"";
			if(.@X >= 128)dispbottom ""+(1+SwiftnessMaster)/10+"."+((1+SwiftnessMaster)%10)+"% chance of healing for "+(.@X/24+1)+"% of damage dealt with each normal attack";
			break;
		case 3:
			dispbottom "Safegaurd Lv: "+.@X+" "+SafegaurdExp+" / "+.NeededExp[.@X]+"xp";
			dispbottom "Vit +"+(1+.@X/32)+"";
			dispbottom "Max HP +"+(.@X*5+5)+"";
			if(.@X >= 1)dispbottom "Natural HP recovery ratio +"+(1+.@X/2)+"%";
			if(.@X >= 2)dispbottom "Def +"+(1+.@X/20)+"";
			if(.@X >= 4)dispbottom "Mdef +"+(1+.@X/24)+"";
			if(.@X >= 8)dispbottom "Max HP +"+(1+.@X/9)+"%";
			if(.@X >= 16)dispbottom "Adds "+(.@X/20+1)+" damage reduction against Critical Hits";
			if(.@X >= 32)dispbottom "Adds "+(.@X/21+1)+" damage reduction against melee physical attacks";
			if(.@X >= 64)dispbottom "Adds "+(.@X/22+1)+" damage reduction against ranged physical";
			if(.@X >= 128)dispbottom "Adds "+(.@X/23+1)+" damage reduction against magical attacks";
			break;
		case 4:
			dispbottom "Ranged Lv: "+.@X+" "+RangedExp+" / "+.NeededExp[.@X]+"xp";
			dispbottom "Dex +"+(1+.@X/32)+"";
			dispbottom "Atk +"+(1+.@X/9)+"%";
			if(.@X >= 1)dispbottom "Moving speed +"+(1+.@X/20)+"%";
			if(.@X >= 2)dispbottom "Critical +"+(1+.@X/21)+"";
			if(.@X >= 4)dispbottom "Flee +"+(1+.@X/2)+"";
			if(.@X >= 8)dispbottom "Aspd +"+(.@X/11)+"";
			if(.@X >= 16)dispbottom "Hit +"+(.@X/9)+"";
			if(.@X >= 32)dispbottom "Increases damage of ranged attacks by "+(.@X/11)+"%";
			if(.@X >= 64)dispbottom "Crit Damage +"+(4+.@X/9)+"%";
			if(.@X >= 128)dispbottom "Atk Range +"+(1+.@X/99)+"";
			break;
		case 5:
			dispbottom "Mystical Lv: "+.@X+" "+MysticalExp+" / "+.NeededExp[.@X]+"xp";
			dispbottom "Int +"+(1+.@X/32)+"";
			dispbottom "Matk +"+(1+.@X/9)+"%";
			if(.@X >= 1)dispbottom "Natural SP recovery ratio +"+(.@X/2+1)+"%";
			if(.@X >= 2)dispbottom "Max SP +"+(2+.@X*2)+"";
			if(.@X >= 4)dispbottom "Skill casting time "+(-1-.@X/20)+"%";
			if(.@X >= 8)dispbottom "SP consumption "+(-1-.@X/21)+"%";
			if(.@X >= 16)dispbottom "Decreases skill delay by "+(1+.@X/22)+"%";
			if(.@X >= 32)dispbottom "Increase heal amount of all heal skills by "+(1+.@X/2)+"%";
			if(.@X >= 64)dispbottom "Weapon magical attack power +"+(.@X+1)+"";
			if(.@X >= 128)dispbottom "Prevents casting from being interrupted when hit";
			break;
		default:
			dispbottom "@wi <Type> <Level>";
			dispbottom "Type: Onslaught, Swiftness, Safegaurd, Ranged, Mystical";
			break;
	}
	end;

OnWeaponLevel:
	.@M$ = .@atcmd_parameters$[0];
	.@X = atoi(.@atcmd_parameters$[1]);
	if((.@M$ != "Onslaught" && .@M$ != "Swiftness" && .@M$ != "Safegaurd" && .@M$ != "Ranged" && .@M$ != "Mystical" && .@M$ != "All")||!.@X){
		dispbottom "@wlvl <type> <lvl>";
		dispbottom "Onslaught,  Swiftness,  Safegaurd,  Ranged,  Mystical,  All";
		end;
	}
	if(.MaxMastery >= .@X){
		if(.@M$ == "All"){
			setarray .@X$[0],"Onslaught","Swiftness","Safegaurd","Ranged","Mystical";
			.@i = 0;
			while(.@i < 5){
				setd ""+.@X$[.@i]+"Master",.@X;
				setd ""+.@X$[.@i]+"Exp",0;
				dispbottom ""+.@X$[.@i]+" Mastery has advanced to Lv "+.@X+"!";
				.@i++;
			}
		} else {
			setd ""+.@M$+"Master",.@X;
			setd ""+.@M$+"Exp",0;
			dispbottom ""+.@M$+" Mastery has advanced to Lv "+.@X+"!";
		}
	} else	dispbottom "Sorry. Your "+.@M$+" Mastery has reached its limit!";
	end;

OnPCStatCalcEvent:
	if(.Weapon){
		if(getequipid(EQI_HAND_R) > 500 || (getequipid(EQI_HAND_R) < 500 && .RightFist)){
			if(getiteminfo(getequipid(EQI_HAND_R),11) == 2 &&
				getiteminfo(getequipid(EQI_HAND_L),2) == 4)
				.@i = 0;
			else	.@i = getiteminfo(getequipid(EQI_HAND_R),11);
			switch(.@i){
				case 3:  	case 6: 	case 7: 	case 8:	
				case 9:		case 12:	case 2:				Onslaught_M(OnslaughtMaster);	Break;
				case 1: 	case 16:	case 22:			Swiftness_M(SwiftnessMaster);	Break;
			 	case 4: 	case 5:		default:			Safegaurd_M(SafegaurdMaster);	Break;
				case 11:	case 13:	case 14:	case 17:
				case 18:	case 19:	case 20:	case 21:	Ranged_M(RangedMaster);		Break;
				case 10:	case 15:	case 23:	case 24:	Mystical_M(MysticalMaster);	Break;
			}
		}
		if((getequipid(EQI_HAND_L) > 500 && getiteminfo(getequipid(EQI_HAND_R),5) != 34 && .Left) || (getequipid(EQI_HAND_L) < 500 && .LeftFist)){
			if(getiteminfo(getequipid(EQI_HAND_L),2) == 4)
				.@i = 0;
			else	.@i = getiteminfo(getequipid(EQI_HAND_L),11);
			switch(.@i){
				case 3:  	case 6: 	case 7: 	case 8:	
				case 9:		case 12:	case 2:				Onslaught_M(OnslaughtMaster / 2);	Break;
				case 1: 	case 16:	case 22:			Swiftness_M(SwiftnessMaster / 2);	Break;
				case 4: 	case 5:		default:			Safegaurd_M(SafegaurdMaster / 2);	Break;
				case 11:	case 13:	case 14:	case 17:
				case 18:	case 19:	case 20:	case 21:	Ranged_M(RangedMaster / 2);		Break;
				case 10:	case 15:	case 23:	case 24:	Mystical_M(MysticalMaster / 2);		Break;
			}
		}
	}
	end;

OnNPCKillEvent:
	if(.Weapon){
		.@M$ = "";
		if(getequipid(EQI_HAND_R) > 500 || (getequipid(EQI_HAND_R) < 500 && .RightFist)){
			if(getiteminfo(getequipid(EQI_HAND_R),11) == 2 &&
				getiteminfo(getequipid(EQI_HAND_L),2) == 4)
				.@i = 0;
			else	.@i = getiteminfo(getequipid(EQI_HAND_R),11);
			switch(.@i){
				case 3:  	case 6: 	case 7: 	case 8:	
				case 9:		case 12:	case 2:				.@M$ = "Onslaught";	Break;
				case 1: 	case 16:	case 22:			.@M$ = "Swiftness";	Break;
				case 4: 	case 5:		default:			.@M$ = "Safegaurd";	Break;
				case 11:	case 13:	case 14:	case 17:
				case 18:	case 19:	case 20:	case 21:	.@M$ = "Ranged";	Break;
				case 10:	case 15:	case 23:	case 24:	.@M$ = "Mystical";	Break;
			}
			.@exp = strmobinfo(3,killedrid);
			.@wLv = getiteminfo(getequipid(EQI_HAND_R),13);
			.@master = getd(""+ .@M$ + "Master");
			if(.MaxMastery > .@master){
				Setd ""+.@M$+"Exp",getd(""+.@M$+"Exp") + .@exp  * (.Rates * (getstatus(SC_JEXPBOOST,3)?3:2) / 2) + .@wLv * .@wLv * .wLvBonus;
				if(getd(""+.@M$+"Exp") > .NeededExp[.@master]){
					setd ""+.@M$+"Master",.@master + 1;
					announce ""+.@M$+" Mastery has advanced to Lv "+(.@master + 1)+"!",bc_blue|bc_self;
					Setd ""+.@M$+"Exp",0;
				}
			}
		}
		if((getequipid(EQI_HAND_L) > 500 && getiteminfo(getequipid(EQI_HAND_R),5) != 34 && .Left) || (getequipid(EQI_HAND_L) < 500 && .LeftFist)){
			.@M$ = "";
			if(getiteminfo(getequipid(EQI_HAND_L),2) == 4)
				.@i = 0;
			else	.@i = getiteminfo(getequipid(EQI_HAND_L),11);
			switch(.@i){
				case 3:  	case 6: 	case 7: 	case 8:	
				case 9:		case 12:	case 2: 			.@M$ = "Onslaught";	Break;
				case 1:		case 16:	case 22:			.@M$ = "Swiftness";	Break;
				case 4: 	case 5:		default:			.@M$ = "Safegaurd";	Break;
				case 11:	case 13:	case 14:	case 17:
				case 18:	case 19:	case 20:	case 21:	.@M$ = "Ranged";	Break;
				case 10:	case 15:	case 23:	case 24:	.@M$ = "Mystical";	Break;
			}
			.@wLv = getiteminfo(getequipid(EQI_HAND_L),13);
			.@master = getd(""+ .@M$ + "Master");
			if(.MaxMastery > .@master){
				Setd ""+.@M$+"Exp",getd(""+.@M$+"Exp") + .@exp  * (.Rates * (getstatus(SC_JEXPBOOST,3)?3:2) / 4) + .@wLv * .@wLv * .wLvBonus;
				if(getd(""+.@M$+"Exp") > .NeededExp[.@master]){
					setd ""+.@M$+"Master",.@master + 1;
					announce ""+.@M$+" Mastery has advanced to Lv "+(.@master + 1)+"!",bc_blue|bc_self;
					Setd ""+.@M$+"Exp",0;
				}
			}
		}
	}
	end;

OnInit:
	bindatcmd("wi"		,"PCSTATCALC::OnWeaponInfo",0,99);
	bindatcmd("weaponinfo"	,"PCSTATCALC::OnWeaponInfo",0,99);
	bindatcmd("wlvlup"	,"PCSTATCALC::OnWeaponLevel",60,99);
	bindatcmd("wlvl"	,"PCSTATCALC::OnWeaponLevel",60,99);
	.Weapon = 1;		// Toggle Exp Groth On/Off
				//   1 = On
				//   0 = Off

	.Left = 1;		// Toggle Left Handed Mastery, left hand recives ~1/2 exp and stats
				//   1 = On
				//   0 = Off

	.RightFist = 0;		// Toggle Right fist recive Safegaurd Mastery effect
				//   1 = On
				//   0 = Off

	.LeftFist = 0;		// Toggle Left fist recive Safegaurd Mastery effect
				//   1 = On
				//   0 = Off

	.FirstLevel = 20000;	// Exp cost to get from level 0 -> 1

	.expcurve = 20000;	// Exp curve for weapon mastery
				//   Lv * Lv * .expcurve + .FirstLevel + Lv
				//   Default 5000

	.MaxMastery = 99;	// Sets the max Weapon Mastery Level
				//   Default 128

	.wLvBonus = 150;	// Amount of extra Weapon Exp from higher level weapons, 
				//   Bonus exp = WLv * WLv * .wLvBonus
				//   Default 150

	// Exp Formula
	for(.@i = 0; .@i < .MaxMastery; .@i++)
		.NeededExp[.@i] = (.@i * .@i * .expcurve) + (.@i * 100) + .FirstLevel;

	// Dont Touch
	.Rates = getbattleflag("job_exp_rate");
}


https://github.com/Stolao/Npc_Release/blob/master/Weapon_Mastery/WeaponMastery.txt

this is for lv 0 =

 

bonus bAtkrate,1 + getarg(0,0) / 7 + ((1 + getarg(0,0) / 7) *readparam(bStr) / 100);	

this for lv 1

if(getarg(0,0) >= 1)	bonus bCritical,1+getarg(0,0)/20;


this for lv 2

if(getarg(0,0) >= 2)	bonus bAtk,1+getarg(0,0)/4;

then 4... 8...16...etc ok i guess that i can understand also can understand the basic scripts "bonus bAtk..." but im kinda slow about the.... "1+getarg(0,0)/4" as i read here...
https://github.com/Stolao/Npc_Release/blob/master/Weapon_Mastery/WeaponMastery_Details.txt
here explain me all bonuses but what i want... is how edit, for example... 

the first is....    

| Level | New Bonus | Bonus Rate | Max Bonus |
| 0       | Str                | 1+Lv/32      | 4                 |

but if i want something like....
|0       | Str                |3+BaseStr/15 | 15           |

or something like...
|0      |Str                  |15-BaseStr/25|   13         |

thats what i want... someone can explain me how do that ¿? i know that is just knowing basic scripts but.... what i learn i just learn it watching even i didnt study something like "programmer" or something like that well... thx! if someone help ^^

PD: Nice script Stolao <3

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Edit: also i wanted something for example... "Base Level x (random between 2~5) / (random 23~43)" ... well thx again ^^

Edited by ItsFree
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Getarg(0,0) will retrieve the weapon mastery level.

 

If you want to edit just change the formula as you see fit. Also base level will have 0 effect on the bonuses as they are purely based on the weapon mastery level.

 

I would remove 

+ ((1 + getarg(0,0) / 7) *readparam(bStr) / 100)

 

That part from all the base stats as it the only part to scale with something outside the weapon mastery

 

 

if you want to remove mastery scaling in bonuses remove the getarg(0,0) and replace with a readparam(type)

Edited by Stolao
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@Stolao
oh so i even understand wrong is about mastery level nice, not tested yet

Ok now i got it or at least most of them, but still have some questions,

the max mastery level can be set here right 
 

.MaxMastery = 99; // Sets the max Weapon Mastery Level


is there a limit about max lvl ¿? i mean if i want max lvl 1000 or something also the max bonus where can i set it¿?


also what this means

 

.wLvBonus = 150; // Amount of extra Weapon Exp from higher level weapons,

// Bonus exp = WLv * WLv * .wLvBonus

// Default 150

 

and the exp tables for each level where can i see them ¿?

i found this but i didnt understand
 

.expcurve = 20000; // Exp curve for weapon mastery

// Lv * Lv * .expcurve + .FirstLevel + Lv

// Default 5000
 
// Exp Formula

for(.@i = 0; .@i < .MaxMastery; .@i++)

.NeededExp[.@i] = (.@i * .@i * .expcurve) + (.@i * 100) + .FirstLevel;


the exp is gain each time you kill every mob/player right ¿? without taking care which kind of mob  not tested yed... but had question so im asking them ^^

 









 

 

Edited by ItsFree
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