Dori Posted April 12, 2014 Group: Members Topic Count: 105 Topics Per Day: 0.02 Content Count: 332 Reputation: 15 Joined: 12/11/11 Last Seen: August 8, 2017 Share Posted April 12, 2014 (edited) How can I make a item script that give +1 str for each refine level until refine level 10?with this it goes above 10.. bonus bStr,(getrefine()*1 I took the Dark Bacilium script as an example and noticed that it doesn't have a limit of 10 either ...O.o look: { bonus2 bResEff,Eff_Stone,2000+(getrefine()*200); bonus2 bResEff,Eff_Freeze,2000+(getrefine()*200); bonus2 bResEff,Eff_Stun,2000+(getrefine()*200); },{},{} how it's supposed to be like is this:Add a 20% resistance against Stone, Freeze, Stun. Each refine increases resistance by 2%.However, the resistance increases only up to + 10 refine. so how is this item script reading if the upgrade level is 10 or not? Edited April 12, 2014 by Phenex Quote Link to comment Share on other sites More sharing options...
Stolao Posted April 12, 2014 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: Sunday at 01:58 PM Share Posted April 12, 2014 (edited) try if(getrefine()<11){ bonus bStr,getrefine(); } else { bonus bStr,10; } Edited April 12, 2014 by Stolao Quote Link to comment Share on other sites More sharing options...
Dori Posted April 12, 2014 Group: Members Topic Count: 105 Topics Per Day: 0.02 Content Count: 332 Reputation: 15 Joined: 12/11/11 Last Seen: August 8, 2017 Author Share Posted April 12, 2014 (edited) Thanks that worked~! How would I go about fixing the script for the Dark Bacilium? Would you mind showing me this as well? is it like this? if(getrefine()<11){ bonus2 bResEff,Eff_Stone,2000+(getrefine()*200); } else { bonus2 bResEff,Eff_Stone,1000; } And do I have to do this separately for each stat like this? if(getrefine()<11){ bonus2 bResEff,Eff_Stone,2000+(getrefine()*200); } else { bonus2 bResEff,Eff_Stone,1000; } if(getrefine()<11){ bonus2 bResEff,Eff_Stun,2000+(getrefine()*200); } else { bonus2 bResEff,Eff_Stun,1000; } if(getrefine()<11){ bonus2 bResEff,Eff_Freeze,2000+(getrefine()*200); } else { bonus2 bResEff,Eff_Freeze,1000; } Edited April 12, 2014 by Phenex Quote Link to comment Share on other sites More sharing options...
Stolao Posted April 12, 2014 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: Sunday at 01:58 PM Share Posted April 12, 2014 You can put each one separately, however its more space efficient to group them like this ex: if(getrefine()<11){ bonus2 bResEff,Eff_Freeze,2000+(getrefine()*200); bonus2 bResEff,Eff_Stone,2000+(getrefine()*200); bonus2 bResEff,Eff_Stun,2000+(getrefine()*200); } else { bonus2 bResEff,Eff_Stone,1000; bonus2 bResEff,Eff_Stun,1000; bonus2 bResEff,Eff_Freeze,1000; } 1 Quote Link to comment Share on other sites More sharing options...
Dori Posted April 12, 2014 Group: Members Topic Count: 105 Topics Per Day: 0.02 Content Count: 332 Reputation: 15 Joined: 12/11/11 Last Seen: August 8, 2017 Author Share Posted April 12, 2014 Awesome, thanks bud! Quote Link to comment Share on other sites More sharing options...
Question
Dori
How can I make a item script that give +1 str for each refine level until refine level 10?
with this it goes above 10..
bonus bStr,(getrefine()*1
I took the Dark Bacilium script as an example and noticed that it doesn't have a limit of 10 either ...O.o
look:
how it's supposed to be like is this:
Add a 20% resistance against Stone, Freeze, Stun. Each refine increases resistance by 2%.
However, the resistance increases only up to + 10 refine.
so how is this item script reading if the upgrade level is 10 or not?
Edited by PhenexLink to comment
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