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Weapon Refining, Armor Refining? Screw that! POTION REFINE!


Squishyyy

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[uPDATED] 12-27-11

http://pastebin.com/AqGJQe2f

Link to diff that should work and has been tested ingame on a local server countless times ^

1. No support provided by me in this topic or through Private messages or any favors or anything.

2. This includes finding client stuff. I personally found everything I Needed in data.grf :3.

Good luck.

Known bugs:

1. Refined potions do not show the "+" amount

2. Refined potions stack with regular potions

3. actual effeciency formula is unknown and kinda screwy atm.

Version 2.0

Resurrected from 2 years ago, cleaned up and fixed.

Images:

screenTestRO004.jpg

screenTestRO005.jpg

Edited by Squishyyy
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So.. just for inquiry.. Basically when the Creator, according to the job you made it for, "Refines" the certain potion, once that potion is created, it'll give the consumer more HP/SP, etc?

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nice is nice but. if i m player even refine also cannot sell can say for self use. -.-" becos player can use normal potion say is refine potion sell high price scam other ppl.

Edited by manabeast
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So.. just for inquiry.. Basically when the Creator, according to the job you made it for, "Refines" the certain potion, once that potion is created, it'll give the consumer more HP/SP, etc?

yea it gives more HP (or SP for blue potion). I"m not sure of the exact formula but it should be around +100% per refine

nice is nice but. if i m player even refine also cannot sell can say for self use. -.-" becos player can use normal potion say is refine potion sell high price scam other ppl.

I completely agree. I've been looking for a client hexer guru/dev to find a way to display the refine, but they seem uninterested atm. I was hoping this thread would spark some interest.

EDIT:

Some extra notes~

1. Item required for upgrades are different. Each potion requires a corresponding herb.

2. You cannot upgrade orange potions (no such thing as an orange herb).

3. Potions have entires documented in refine_db.txt. read it.

4. Anyone who wants to pick this up and do some edit fixing or implentation or whatever you're going to do is fine just keep my names in the comments in there and do not take them out. Taking them out would be a bad idea.

5. ^ but basically saying give me credit and don't be dumb.

Edited by Squishyyy
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Your method seems wrong, I think it would be easier to create new items for each refine level.

And I'm sure the stackability is defined in the server

Another method would be to change the type to be weapon with onequip to delete item, but that would make it in the wrong inventory section.

The hex edit is quite advanced and to do this every client update would be a pain for anyone using this system

Yom <3

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Yes, but then you're not really refining the item you're creating a new one....well I guess you're doing that anyway. I didn't mean to say that stackability wasn't in the server, I just meant that I had trouble getting it modified to work correctly.

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Instead of it refining the "Regular" potion(s), cant you use custom made Potion(s) for the "Refinement" instead? Thus, you wont need to hex the client to give it the +1 effect o_o

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1>..srcmapskill.c(13516): error C2198: 'clif_skill_fail' : too few arguments for call
Why this error ?
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I already have a skill to do this on my server and have had for a very long time now. The same with blacksmith creating elemental armor. However, if you find a new way to do it please share, lol. No source mod required for any of this. Besides I have maxed my produce_db out anyway. i have around 500 custom potions, armor, etc... Can't seem to get the produce_db to get any bigger even if I increase it in the skill.c. Here are just a few of the potions I have that can be refined.

item_db2:

28328,Red_Potion_1,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(50,72),0; getitem 1093,1; },{},{}
28329,Red_Potion_2,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(55,79),0; getitem 1093,1; },{},{}
28330,Red_Potion_3,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(61,87),0; getitem 1093,1; },{},{}
28331,Red_Potion_4,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(67,96),0; getitem 1093,1; },{},{}
28332,Red_Potion_5,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(73,105),0; getitem 1093,1; },{},{}
28333,Red_Potion_6,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(81,116),0; getitem 1093,1; },{},{}
28334,Red_Potion_7,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(89,128),0; getitem 1093,1; },{},{}
28335,Red_Potion_8,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(97,140),0; getitem 1093,1; },{},{}
28336,Red_Potion_9,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(107,154),0; getitem 1093,1; },{},{}
28337,Red_Potion_10,Red Potion,0,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 204; itemheal rand(118,170),0; getitem 1093,1; },{},{}

produce_db

//-- Refined Potons <-- AM_PHARMACY & Potion Creation Guide & Previous Potion, 1 Refining Concentrate
501,22,228,1,7144,0,507,1,,1
28328,22,228,1,7144,0,501,1,28378,1
28329,22,228,1,7144,0,28328,1,28378,1
28330,22,228,1,7144,0,28329,1,28378,1
28331,22,228,1,7144,0,28330,1,28378,1
28332,22,228,1,7144,0,28331,1,28378,1
28333,22,228,1,7144,0,28332,1,28378,1
28334,22,228,1,7144,0,28333,1,28378,1
28335,22,228,1,7144,0,28334,1,28378,1
28336,22,228,1,7144,0,28335,1,28378,1
28337,22,228,1,7144,0,28336,1,28378,1

Edited by peopleperson49
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Very nice Squishy & peopleperson49.

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My method just uses the produce_db to produce potions they way the game already intended it to be. It takes the old type of potion and then "refines" it to the next one using the potion creation success rate. It was less work than doing an actual source mod and once created you don't have to put it back in the source files everytime you do an update! A red potion would refine to +1 Red Potion, etc... Since it is already named +1 Red Potion it will produce a potions called CreatorsName's +1 Red Potion just as if it was refined. My method uses the produce_db for a potion refine gives the correct beaker success/fail action effect instead of Upgrade Weapon effect with the other version. Also since it uses the potion creation skill it uses the proper success rates instead of the weapon upgrade success rates. I added the source mod attempted to fix the + not showing up, I found that after the potion gets vended it sometimes looses the + and you can't tell its refined.

Peopleperson49

Edited by peopleperson49
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If client does not allow displaying +X Potion, you can do a hack: set reserved IDs for creator's name and return it from clif:

e.g.

999991 = +1

999992 = +2

...

it will make something like "+1's potion"

's you can easily hex out from client

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Ph1047 do you think you can take the mod from the first post and make it work like you said?

Peopleperson49

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