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1% Atk per refine from 1 -10 script?


JassMax

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want to add this with
 

{ bonus bStr,20; bonus bAgi,15; bonus2 bAddRace,RC_NonBoss,25; bonus2 bAddRace,RC_Boss,25; }

+ 20 str + 15 agi and 25% dmg all mobs / races

I want to add

 

1% Atk per refine from 1 -10

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bonus bAtkRate,getrefine();

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bonus bAtkRate,getrefine();

thanks i try and let u know

 

bonus bAtkRate,getrefine();

thanks i try and let u know

 

Attack in not increasing

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Did you try attacking? I think bAtkRate reflects only on the actual damage(not shown in the char info), unlike bAtk

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well there is a way to display it (it's all i can think for now lol) but i can't remember exactly the command (i couldn't find it on script_commands /hmm ), it goes like this:

bonus bBaseAtk,((/*here goes the command that catches the user ATK*/)/100)*(getrefine());

so, for example, if X user has 1000 of ATK then it would be like

(1000/100)*(refine)

 

let's say the item is +7

(1000/100)*(7)=70

 

so it will get a bonus of + 70 ATK

1000*7%=70

 

or to see the final bonus

1000*1.07=1070

 

it should work, only that command i can't remember /hmm

 

edit:

oh yeah lol i remember where i saw something like this

it was on this script, a file submited by Emistry

http://rathena.org/board/topic/68453-utility-build-manager/

prontera,155,181,5	script	Build Manager	757,{
function ManageBuild;

mes "Select Your Services";
next;
switch( select( ( .BMMode & 1 )?"^FF0000Save & Switch Builds^000000":"",
				( .BMMode & 2 )?"^0000FFReset Status^000000":"",	
				( .BMMode & 4 )?"^0000FFReset Skills^000000":"")){
	Case 1:
		for( set .@i,1; .@i <= .MaxSlots; set .@i,.@i + 1 )
			set .@Menu$,.@Menu$ + (( getd( "Slot_"+.@i+"$" ) == "" )?"^FF0000Empty Slot^000000":getd( "Slot_"+.@i+"$" ) )+":";
		set .@Slot,select( .@Menu$ );
		do{
			next;
			mes "Build : ^FF0000"+(( getd( "Slot_"+.@Slot+"$" ) == "" )?"Slot "+.@Slot:getd( "Slot_"+.@Slot+"$" ) )+"^000000";
			mes "STR - ^0000FF"+getd( "STR_"+.@Slot )+"^000000      INT - ^0000FF"+getd( "INT_"+.@Slot )+"^000000";
			mes "AGI - ^0000FF"+getd( "AGI_"+.@Slot )+"^000000      DEX - ^0000FF"+getd( "DEX_"+.@Slot )+"^000000";
			mes "VIT - ^0000FF"+getd( "VIT_"+.@Slot )+"^000000      LUK - ^0000FF"+getd( "LUK_"+.@Slot )+"^000000";
			mes " ";
			mes "Remaining Points : ^0000FF"+getd( "STATS_"+.@Slot )+"^000000";
			set .@Option,select(( getd( "Slot_"+.@Slot+"$" ) == "" )?"":"^0000FFSwitch",
								( getd( "Slot_"+.@Slot+"$" ) == "" )?"Save":"",
								( getd( "Slot_"+.@Slot+"$" ) == "" )?"":"^FF0000Clear" );
			ManageBuild( .@Slot,.@Option);
		}while( .@Option != 1 );
		break;
	Case 2:
		ResetStatus;
		mes "Status has been Reseted.";
		break;
	Case 3:
		ResetSkill;
		mes "Skills has been Reseted.";
		break;
}
close;

function	ManageBuild	{
switch( getarg(1) ){
	Case 1:	//	Switch Build
		message strcharinfo(0),"Build has been ^FF0000Switched^000000.";
			ResetStatus;
			set StatusPoint,getd( "STATS_"+getarg(0) );
			statusup2 bStr,getd( "STR_"+getarg(0) ) - 1;
			statusup2 bAgi,getd( "AGI_"+getarg(0) ) - 1;
			statusup2 bVit,getd( "VIT_"+getarg(0) ) - 1;
			statusup2 bInt,getd( "INT_"+getarg(0) ) - 1;
			statusup2 bDex,getd( "DEX_"+getarg(0) ) - 1;
			statusup2 bLuk,getd( "LUK_"+getarg(0) ) - 1;
		break;
	Case 2:	//	Save Build
			setd( "STR_"+getarg(0) ),readparam(bStr);
			setd( "AGI_"+getarg(0) ),readparam(bAgi);
			setd( "VIT_"+getarg(0) ),readparam(bVIT);
			setd( "INT_"+getarg(0) ),readparam(bInt);
			setd( "DEX_"+getarg(0) ),readparam(bDex);
			setd( "LUK_"+getarg(0) ),readparam(bLuk);
			setd( "STATS_"+getarg(0) ),StatusPoint;
		if( .Length[0] < .Length[1] && .Length[0] ){
			mes "Input a ^FF0000Name^000000 for this Slot.";
			mes "Name Length : "+.Length[0]+" ~ "+.Length[1]+" Chars";
			do{
				input getd( "Slot_"+getarg(0)+"$" );
			}while( getstrlen( getd( "Slot_"+getarg(0)+"$" ) ) < .Length[0] || getstrlen( getd( "Slot_"+getarg(0)+"$" ) ) > .Length[1] );
		}else{
			setd( "Slot_"+getarg(0)+"$" ),"Build "+getarg(0);
		}
		message strcharinfo(0),"Build has been ^FF0000Saved^000000.";
		break;
	Case 3:	//	Remove Build
		message strcharinfo(0),"Build has been ^FF0000Cleared^000000.";
			setd( "STR_"+getarg(0) ),0;
			setd( "AGI_"+getarg(0) ),0;
			setd( "VIT_"+getarg(0) ),0;
			setd( "INT_"+getarg(0) ),0;
			setd( "DEX_"+getarg(0) ),0;
			setd( "LUK_"+getarg(0) ),0;
			setd( "STATS_"+getarg(0) ),0;
			setd( "Slot_"+getarg(0)+"$" ),"";
		break;
}
return;
}	
	
OnInit:
// Mode of NPC
// 1 = Save & Switch 
// 2 = Reset Status
// 4 = Reset Skills
// 7 = All of Above [ 1+2+4 = 7 ]
set .BMMode,7;
// How Many Slots available to Save Status Builds.
set .MaxSlots,3;
// Enable Stats Slot Rename + Max Name Length ( 0 = Disable )
setarray .Length,4,26; // Min. ~ Max. Words.
end;

}

 

aw it was for stats only ): but, there should be something that reads too the ATK of a player isn't ): ?

 

olow4hc1yg8t0n0fg.jpg?size_id=6

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There's none. Unless you customize the source, you can add a script command that reads the actual ATK1/ATK2.

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huh yeah, i just guessed that

 

instead of make a custom src command, wouldn't be easier to just edit/adjust the bAtkRate to show the numbers on the player stats?

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prontera,155,184,5	script	mmmm	100,{
	mes "Atk1 = "+readparam(41);
	mes "Atk2 = "+readparam(42);
	close;
}

/whisp

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cant it be added somewhere in src to read its param ? btw also do this for all stuff that aint updated/shown in info window ?

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prontera,155,184,5	script	mmmm	100,{
	mes "Atk1 = "+readparam(41);
	mes "Atk2 = "+readparam(42);
	close;
}

/whisp

 

Ohh neat. I was wrong, readparam was updated.  /sry

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