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author | Jesusaves <cpntb1@ymail.com> | 2020-07-06 12:16:39 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2020-07-06 12:16:39 -0300 |
commit | af18805ae0523951e73a2c8c7f7f6d96d675ae34 (patch) | |
tree | 941805706a7ce2adae1b7748bf3f7a3e6cb205c7 | |
parent | 34fafe8468493d52ce3b1fa08a88c524d230543e (diff) | |
download | serverdata-af18805ae0523951e73a2c8c7f7f6d96d675ae34.tar.gz serverdata-af18805ae0523951e73a2c8c7f7f6d96d675ae34.tar.bz2 serverdata-af18805ae0523951e73a2c8c7f7f6d96d675ae34.tar.xz serverdata-af18805ae0523951e73a2c8c7f7f6d96d675ae34.zip |
I feel better in letting Micksha test this now
-rw-r--r-- | db/re/skill_db.conf | 2 | ||||
-rw-r--r-- | npc/functions/crafting.txt | 15 |
2 files changed, 11 insertions, 6 deletions
diff --git a/db/re/skill_db.conf b/db/re/skill_db.conf index 5a98f4cc..6749fcd3 100644 --- a/db/re/skill_db.conf +++ b/db/re/skill_db.conf @@ -38656,7 +38656,7 @@ skill_db: ( Id: 20004 Name: "EVOL_CRAFTING" Description: "Crafting" - MaxLevel: 5 + MaxLevel: 10 SkillType: { Passive: true } diff --git a/npc/functions/crafting.txt b/npc/functions/crafting.txt index 050851ec..c60b48fa 100644 --- a/npc/functions/crafting.txt +++ b/npc/functions/crafting.txt @@ -39,9 +39,7 @@ function script SmithSystem { // Update your CRAFTING_SCORE CRAFTING_SCORE+=.@lv; - // Obtain the item, and record the craftsman name - // PS. This prevents dyes from being used!! - //getnameditem(.@it, strcharinfo(0)); + // Obtain the item. No bounds or restrictions applied. getitem(.@it, 1); // This is where we add options - this is oversimplified @@ -65,11 +63,18 @@ function script SmithSystem { // Apply the bonuses. They're capped by equip level and based on: // Equip level, crafting experience and crafting skill .@val=min(.@lv, (.@skill*CRAFTING_SCORE)/100+.@skill); + + // MDEF rule range is 99 while DEF rule range is 399 + // This is a really hackish way, for the record + if (.@opt1 == VAR_MDEFPOWER) + .@val=.@val/4; + + // First option will always succeed .@val1=rand2(.@val); setitemoptionbyindex(.@index, 0, .@opt1, .@val1); - // Lucky roll (5% per skill level, base of 1%) - // The lucky roll will add magic attributes + // Lucky roll (5% per skill level, capped at 50%) + // The lucky roll will add the extra attributes if (rand2(20) < .@skill) { .@val2=rand2(.@val); setitemoptionbyindex(.@index, 1, .@opt2, .@val2); |