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Change rates of the HD Refine NPC.


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Some one can explain to me, how the success rate works on this NPC? ... Only then i can change it to whatever rates i want.

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// Make sure you have the neccessary items and Zeny to refine your items
    // Determines chance of failure and verifies that you want to continue.
    switch(getequipweaponlv(.@part)) {
        case 1: callsub S_RefineValidate,1,7620,500,.@part; break;
        case 2: callsub S_RefineValidate,2,7620,2500,.@part; break;
        case 3: callsub S_RefineValidate,3,7620,5000,.@part; break;
        case 4: callsub S_RefineValidate,4,7620,7500,.@part; break;
        default: callsub S_RefineValidate,0,7619,50,.@part; break;
    }

    mes "[Herrero]";
    mes "Clang! Clang! Clang!";
    if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
        successrefitem .@part;
        next;
        emotion e_no1;
        mes "[Suhnbi]";
        mes "Esta hecho!.";
        mes "Ha pasado tiempo de la ultima vez que hice una mejora como esta"+((getequipweaponlv(.@part))?"Arma":"Armadura")+". Deberias estar feliz, por que se ha hecho mas fuerte!";
        close;

 

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Try look in 'db\pre-re\refine_db.yml' or 'db\re\refine_db.yml' depending the configuration you choosed.

You don't need change anything in the script, just in the 'refine_db.yml'.

Edited by Cretino
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i've found the refine_db that works with my conf but there's is so much values that is difficult for me to know what i need to modify in order to change the rates ...

Can you specify to me what i need to modify in order to change the success rates?, thank you very much.

 

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// Refine Database [Renewal]
//
// Structure of Database:
// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...
//
// For armors, values of 100 add 1 armor defense.
// For weapons, values of 100 add 1 ATK&MATK.
//
// Type:
//    0 - Armors
//    1 - Level 1 weapons
//    2 - Level 2 weapons
//    3 - Level 3 weapons
//    4 - Level 4 weapons
//
// Stats per level:
// This value is applied for every upgrade level.
//
// Random bonus start level:
// This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade).
//
// Random bonus value:
// A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past
// Random bonus start level. This is only applied for weapons, and not displayed client-side.
//
// Chance:
// 100 = 100%
//
// Notes:
// Changing the number of upgrade levels requires modifying MAX_REFINE in src/map/status.h.
// For Renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] equipment DEF)

0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,8:300,8:300,8:400,8:400,7:400,7:400,7:500,7:500,5:500,5:500
// Level 1 weapons
1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,18:0,18:0,18:0,18:0,18:0,17:300,17:300,17:300,15:300,15:300
// Level 2 weapons
2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0,18:0,18:0,18:0,18:0,18:0,17:600,17:600,17:600,15:600,15:600
// Level 3 weapons
3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0,18:0,18:0,18:0,18:0,18:0,17:900,17:900,17:900,15:900,15:900
// Level 4 weapons
4,700,5,1400,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0,8:0,8:0,8:0,8:0,8:0,7:1200,7:1200,7:1200,5:1200,5:1200

 

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Just read the file....

Spoiler

// Structure of Database:
// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...

// Type:
//    0 - Armors
//    1 - Level 1 weapons
//    2 - Level 2 weapons
//    3 - Level 3 weapons
//    4 - Level 4 weapons

// Chance:
// 100 = 100%

Example using Type 'Armors'.

Original rate:

Spoiler

0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,10:300,10:300,10:400,10:400,10:400,10:400,10:500,10:500,10:500,10:500

Modified to 75% all refine levels of 'Armors':

Spoiler

0,0,0,0,75:100,75:100,75:100,75:100,75:200,75:200,75:200,75:200,75:300,75:300,75:300,75:300,75:400,75:400,75:400,75:400,75:500,75:500,75:500,75:500

Now just follow the example and modify to values you want for other types.

Edited by Cretino
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On 1/13/2020 at 10:55 AM, Cretino said:

Just read the file....

  Reveal hidden contents

// Structure of Database:
// Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...

// Type:
//    0 - Armors
//    1 - Level 1 weapons
//    2 - Level 2 weapons
//    3 - Level 3 weapons
//    4 - Level 4 weapons

// Chance:
// 100 = 100%

Example using Type 'Armors'.

Original rate:

  Reveal hidden contents

0,0,0,0,100:100,100:100,100:100,100:100,60:200,40:200,40:200,20:200,20:300,10:300,10:300,10:300,10:400,10:400,10:400,10:400,10:500,10:500,10:500,10:500

Modified to 75% all refine levels of 'Armors':

  Reveal hidden contents

0,0,0,0,75:100,75:100,75:100,75:100,75:200,75:200,75:200,75:200,75:300,75:300,75:300,75:300,75:400,75:400,75:400,75:400,75:500,75:500,75:500,75:500

Now just follow the example and modify to values you want for other types.

Cretino, muchas gracias, thank you very much, that's what i needed ...

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Hello everyone i'm using HD Refiner from the renewal features to my Pre-renewal server.

I have successfully implemented it by adding the refine material id and cost to import/refine_db.yml

What i want to know is how do i know what is the success rate of the refine method using HD refiner and how can i edit it on my own preference.

Thanks in advance ?

refine_db.yml

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