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author | smokexyz <sagunkho@hotmail.com> | 2017-05-21 12:00:05 +0800 |
---|---|---|
committer | smokexyz <sagunkho@hotmail.com> | 2017-05-21 12:00:05 +0800 |
commit | e171deb58c7ebbc010d0a40b0e2e66651a0d7913 (patch) | |
tree | 08250f1ebcba2e0e03f2ad0a164f44a110d15de1 | |
parent | be118c7fad6df29dc691452ef511ac12fea37a06 (diff) | |
download | hercules-e171deb58c7ebbc010d0a40b0e2e66651a0d7913.tar.gz hercules-e171deb58c7ebbc010d0a40b0e2e66651a0d7913.tar.bz2 hercules-e171deb58c7ebbc010d0a40b0e2e66651a0d7913.tar.xz hercules-e171deb58c7ebbc010d0a40b0e2e66651a0d7913.zip |
Refine rate correction from kRO.
Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941553&curpage=1
Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941565&curpage=1
Event Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941558&curpage=1
Event Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941567&curpage=1
-rw-r--r-- | db/pre-re/refine_db.conf | 124 | ||||
-rw-r--r-- | db/re/refine_db.conf | 324 | ||||
-rw-r--r-- | npc/merchants/advanced_refiner.txt | 4 | ||||
-rw-r--r-- | src/map/script.c | 34 | ||||
-rw-r--r-- | src/map/skill.c | 2 | ||||
-rw-r--r-- | src/map/status.c | 77 | ||||
-rw-r--r-- | src/map/status.h | 12 |
7 files changed, 436 insertions, 141 deletions
diff --git a/db/pre-re/refine_db.conf b/db/pre-re/refine_db.conf index 0d59c8faa..523c2605c 100644 --- a/db/pre-re/refine_db.conf +++ b/db/pre-re/refine_db.conf @@ -39,10 +39,10 @@ Armors/WeaponLevel1~4: { // Specifies weapon level or armor type // Random bonus start level. This is only applied for weapons, and not displayed client-side. Rates: { // Per level configuration of the refine rates. Lv1~10: { // Level of refine - Chance: value (int, optional, defaults to 100) // Chance of successful refine (100 = 100%) + NormalChance: value (int, optional, defaults to 100) // Chance of successful refine (100 = 100%) Bonus: value (int, optional, defaults to 0) // Bonus for this level of refine } - // Note: Refine levels that use default values need not be listed. (Example: Lv1: Chance: 100 Bonus: 0) + // Note: Refine levels that use default values need not be listed. (Example: Lv1: NormalChance: 100 Bonus: 0) } } **************************************************************************/ @@ -53,22 +53,40 @@ Armors: { RandomBonusValue: 0 Rates: { Lv5: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv6: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 } Lv7: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 } Lv8: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 50 } Lv10: { - Chance: 10 + NormalChance: 9 + EnrichedChance: 20 + EventNormalChance: 9 + EventEnrichedChance: 35 } } } @@ -78,13 +96,22 @@ WeaponLevel1: { RandomBonusValue: 300 Rates: { Lv8: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv9: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 85 } Lv10: { - Chance: 20 + NormalChance: 19 + EnrichedChance: 30 + EventNormalChance: 19 + EventEnrichedChance: 55 } } } @@ -94,16 +121,28 @@ WeaponLevel2: { RandomBonusValue: 500 Rates: { Lv7: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv8: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 85 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv10: { - Chance: 20 + NormalChance: 19 + EnrichedChance: 30 + EventNormalChance: 19 + EventEnrichedChance: 45 } } } @@ -113,19 +152,34 @@ WeaponLevel3: { RandomBonusValue: 800 Rates: { Lv6: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv7: { - Chance: 50 + NormalChance: 50 + EnrichedChance: 80 + EventNormalChance: 50 + EventEnrichedChance: 90 } Lv8: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 70 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv10: { - Chance: 20 + NormalChance: 19 + EnrichedChance: 30 + EventNormalChance: 19 + EventEnrichedChance: 45 } } } @@ -135,22 +189,40 @@ WeaponLevel4: { RandomBonusValue: 1300 Rates: { Lv5: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv6: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 } Lv7: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 } Lv8: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 50 } Lv10: { - Chance: 10 + NormalChance: 9 + EnrichedChance: 20 + EventNormalChance: 9 + EventEnrichedChance: 35 } } } diff --git a/db/re/refine_db.conf b/db/re/refine_db.conf index 927e2d6bf..3c0e66070 100644 --- a/db/re/refine_db.conf +++ b/db/re/refine_db.conf @@ -39,10 +39,10 @@ Armors/WeaponLevel1~4: { // Specifies weapon level or armor type // Random bonus start level. This is only applied for weapons, and not displayed client-side. Rates: { // Per level configuration of the refine rates. Lv1~10: { // Level of refine - Chance: value (int, optional, defaults to 100) // Chance of successful refine (100 = 100%) + NormalChance: value (int, optional, defaults to 100) // Chance of successful refine (100 = 100%) Bonus: value (int, optional, defaults to 0) // Bonus for this level of refine } - // Note: Refine levels that use default values need not be listed. (Example: Lv1: Chance: 100 Bonus: 0) + // Note: Refine levels that use default values need not be listed. (Example: Lv1: NormalChance: 100 Bonus: 0) } } // A note about renewal Armors, there may or may not be another bonus, according to iRO wiki: Every upgrade gives floor[( 3 + current upgrade ) / 4] @@ -66,67 +66,105 @@ Armors: { Bonus: 100 } Lv5: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 Bonus: 200 } Lv6: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 Bonus: 200 } Lv7: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 Bonus: 200 } Lv8: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 Bonus: 200 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 50 Bonus: 300 } Lv10: { - Chance: 10 + NormalChance: 9 + EnrichedChance: 20 + EventNormalChance: 9 + EventEnrichedChance: 35 Bonus: 300 } Lv11: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 300 } Lv12: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 300 } Lv13: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 16 + EventEnrichedChance: 16 Bonus: 400 } Lv14: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 16 + EventEnrichedChance: 16 Bonus: 400 } Lv15: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 400 } Lv16: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 400 } Lv17: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 14 + EventEnrichedChance: 14 Bonus: 500 } Lv18: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 14 + EventEnrichedChance: 14 Bonus: 500 } Lv19: { - Chance: 5 + NormalChance: 5 + EventNormalChance: 10 + EventEnrichedChance: 10 Bonus: 500 } Lv20: { - Chance: 5 + NormalChance: 5 + EventNormalChance: 10 + EventEnrichedChance: 10 Bonus: 500 } } @@ -137,47 +175,76 @@ WeaponLevel1: { RandomBonusValue: 300 Rates: { Lv8: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv9: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 85 } Lv10: { - Chance: 20 + NormalChance: 19 + EnrichedChance: 30 + EventNormalChance: 19 + EventEnrichedChance: 55 } Lv11: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 40 + EventEnrichedChance: 40 } Lv12: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 40 + EventEnrichedChance: 40 } Lv13: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 35 + EventEnrichedChance: 35 } Lv14: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 35 + EventEnrichedChance: 35 } Lv15: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 30 + EventEnrichedChance: 30 } Lv16: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 30 + EventEnrichedChance: 30 Bonus: 300 } Lv17: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 300 } Lv18: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 300 } Lv19: { - Chance: 15 + NormalChance: 15 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 300 } Lv20: { - Chance: 15 + NormalChance: 15 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 300 } } @@ -188,50 +255,82 @@ WeaponLevel2: { RandomBonusValue: 500 Rates: { Lv7: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv8: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 85 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv10: { - Chance: 20 + NormalChance: 19 + EnrichedChance: 30 + EventNormalChance: 19 + EventEnrichedChance: 45 } Lv11: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 40 + EventEnrichedChance: 40 } Lv12: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 40 + EventEnrichedChance: 40 } Lv13: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 35 + EventEnrichedChance: 35 } Lv14: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 35 + EventEnrichedChance: 35 } Lv15: { - Chance:18 + NormalChance:18 + EventNormalChance: 30 + EventEnrichedChance: 30 } Lv16: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 30 + EventEnrichedChance: 30 Bonus: 600 } Lv17: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 600 } Lv18: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 600 } Lv19: { - Chance: 15 + NormalChance: 15 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 600 } Lv20: { - Chance: 15 + NormalChance: 15 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 600 } } @@ -242,53 +341,88 @@ WeaponLevel3: { RandomBonusValue: 800 Rates: { Lv6: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv7: { - Chance: 50 + NormalChance: 50 + EnrichedChance: 80 + EventNormalChance: 50 + EventEnrichedChance: 90 } Lv8: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 70 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv10: { - Chance: 20 + NormalChance: 19 + EnrichedChance: 30 + EventNormalChance: 19 + EventEnrichedChance: 45 } Lv11: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 40 + EventEnrichedChance: 40 } Lv12: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 40 + EventEnrichedChance: 40 } Lv13: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 35 + EventEnrichedChance: 35 } Lv14: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 35 + EventEnrichedChance: 35 } Lv15: { - Chance: 18 + NormalChance: 18 + EventNormalChance: 30 + EventEnrichedChance: 30 } Lv16: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 30 + EventEnrichedChance: 30 Bonus: 900 } Lv17: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 900 } Lv18: { - Chance: 17 + NormalChance: 17 + EventNormalChance: 20 + EventEnrichedChance: 20 Bonus: 900 } Lv19: { - Chance: 15 + NormalChance: 15 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 900 } Lv20: { - Chance: 15 + NormalChance: 15 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 900 } } @@ -299,56 +433,94 @@ WeaponLevel4: { RandomBonusValue: 1400 Rates: { Lv5: { - Chance: 60 + NormalChance: 60 + EnrichedChance: 90 + EventNormalChance: 60 + EventEnrichedChance: 95 } Lv6: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 } Lv7: { - Chance: 40 + NormalChance: 40 + EnrichedChance: 70 + EventNormalChance: 40 + EventEnrichedChance: 80 } Lv8: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 60 } Lv9: { - Chance: 20 + NormalChance: 20 + EnrichedChance: 40 + EventNormalChance: 20 + EventEnrichedChance: 50 } Lv10: { - Chance: 10 + NormalChance: 9 + EnrichedChance: 20 + EventNormalChance: 9 + EventEnrichedChance: 35 } Lv11: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 20 + EventEnrichedChance: 20 } Lv12: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 20 + EventEnrichedChance: 20 } Lv13: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 16 + EventEnrichedChance: 16 } Lv14: { - Chance: 8 + NormalChance: 8 + EventNormalChance: 16 + EventEnrichedChance: 16 } Lv15: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 15 + EventEnrichedChance: 15 } Lv16: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 15 + EventEnrichedChance: 15 Bonus: 1200 } Lv17: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 14 + EventEnrichedChance: 14 Bonus: 1200 } Lv18: { - Chance: 7 + NormalChance: 7 + EventNormalChance: 14 + EventEnrichedChance: 14 Bonus: 1200 } Lv19: { - Chance: 5 + NormalChance: 5 + EventNormalChance: 10 + EventEnrichedChance: 10 Bonus: 1200 } Lv20: { - Chance: 5 + NormalChance: 5 + EventNormalChance: 10 + EventEnrichedChance: 10 Bonus: 1200 } } diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt index e75912f4c..0d53dab87 100644 --- a/npc/merchants/advanced_refiner.txt +++ b/npc/merchants/advanced_refiner.txt @@ -93,7 +93,7 @@ payon,157,146,6 script Suhnbi#cash 4_M_03,{ mes "[Suhnbi]"; mes "Clang! Clang! Clang!"; - if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { + if (getequippercentrefinery(.@part, true) > rand(100)) { successrefitem .@part; next; emotion e_no1; @@ -123,7 +123,7 @@ S_RefineValidate: mes "Would you like to continue?"; next; if(select("Yes", "No") == 1) { - if (getequippercentrefinery(getarg(3)) < 100) { + if (getequippercentrefinery(getarg(3), true) < 100) { if (getarg(0)) { mes "[Suhnbi]"; mes "Wow!!"; diff --git a/src/map/script.c b/src/map/script.c index 599285e1e..f90df31d8 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -9338,20 +9338,32 @@ BUILDIN(getequipweaponlv) * 0 : false (max refine level or unequip..) *------------------------------------------*/ BUILDIN(getequippercentrefinery) { - int i = -1,num; + int i = -1, num; struct map_session_data *sd; + int type = 0; + + num = script_getnum(st, 2); + type = (script_hasdata(st, 3)) ? script_getnum(st, 3) : REFINE_CHANCE_TYPE_NORMAL; - num = script_getnum(st,2); sd = script->rid2sd(st); - if( sd == NULL ) + if (sd == NULL) return true; + if (type < REFINE_CHANCE_TYPE_NORMAL || type >= REFINE_CHANCE_TYPE_MAX) { + ShowError("buildin_getequippercentrefinery: Invalid type (%d) provided!\n", type); + script_pushint(st, 0); + return false; + } + + if (num > 0 && num <= ARRAYLENGTH(script->equip)) - i=pc->checkequip(sd,script->equip[num-1]); - if(i >= 0 && sd->status.inventory[i].nameid && sd->status.inventory[i].refine < MAX_REFINE) - script_pushint(st,status->get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine)); + i = pc->checkequip(sd, script->equip[num - 1]); + + if (i >= 0 && sd->status.inventory[i].nameid != 0 && sd->status.inventory[i].refine < MAX_REFINE) + script_pushint(st, + status->get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int) sd->status.inventory[i].refine, (enum refine_chance_type) type)); else - script_pushint(st,0); + script_pushint(st, 0); return true; } @@ -23316,7 +23328,7 @@ void script_parse_builtin(void) { BUILDIN_DEF(getequipisidentify,"i"), BUILDIN_DEF(getequiprefinerycnt,"i"), BUILDIN_DEF(getequipweaponlv,"i"), - BUILDIN_DEF(getequippercentrefinery,"i"), + BUILDIN_DEF(getequippercentrefinery,"i?"), BUILDIN_DEF(successrefitem,"i?"), BUILDIN_DEF(failedrefitem,"i"), BUILDIN_DEF(downrefitem,"i?"), @@ -23959,6 +23971,12 @@ void script_hardcoded_constants(void) script->set_constant("BL_CHAR",BL_CHAR,false, false); script->set_constant("BL_ALL",BL_ALL,false, false); + script->constdb_comment("Refine Chance Types"); + script->set_constant("REFINE_CHANCE_TYPE_NORMAL", REFINE_CHANCE_TYPE_NORMAL, false, false); + script->set_constant("REFINE_CHANCE_TYPE_ENRICHED", REFINE_CHANCE_TYPE_ENRICHED, false, false); + script->set_constant("REFINE_CHANCE_TYPE_E_NORMAL", REFINE_CHANCE_TYPE_E_NORMAL, false, false); + script->set_constant("REFINE_CHANCE_TYPE_E_ENRICHED", REFINE_CHANCE_TYPE_E_ENRICHED, false, false); + script->constdb_comment("Player permissions"); script->set_constant("PERM_TRADE", PC_PERM_TRADE, false, false); script->set_constant("PERM_PARTY", PC_PERM_PARTY, false, false); diff --git a/src/map/skill.c b/src/map/skill.c index 714c2aa71..b70ddc055 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -15652,7 +15652,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) return; } - per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; + per = status->get_refine_chance(ditem->wlv, (int)item->refine, REFINE_CHANCE_TYPE_NORMAL) * 10; // Aegis leaked formula. [malufett] if (sd->status.class == JOB_MECHANIC_T) diff --git a/src/map/status.c b/src/map/status.c index c3e5a3f40..7982b15eb 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -12860,13 +12860,17 @@ int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) * @param refine The target refine level * @return The chance to refine the item, in percent (0~100) **/ -int status_get_refine_chance(enum refine_type wlv, int refine) +int status_get_refine_chance(enum refine_type wlv, int refine, enum refine_chance_type type) { Assert_ret((int)wlv >= REFINE_TYPE_ARMOR && wlv < REFINE_TYPE_MAX); - if ( refine < 0 || refine >= MAX_REFINE) - return 0; - return status->dbs->refine_info[wlv].chance[refine]; + if (refine < 0 || refine >= MAX_REFINE) + return 0; + + if (type >= REFINE_CHANCE_TYPE_MAX) + return 0; + + return status->dbs->refine_info[wlv].chance[type][refine]; } int status_get_sc_type(sc_type type) @@ -13191,54 +13195,84 @@ int status_readdb_refine_libconfig_sub(struct config_setting_t *r, const char *n if ((rate=libconfig->setting_get_member(r, "Rates")) != NULL && config_setting_is_group(rate)) { struct config_setting_t *t = NULL; bool duplicate[MAX_REFINE]; - int bonus[MAX_REFINE], rnd_bonus[MAX_REFINE], chance[MAX_REFINE]; - int i; + int bonus[MAX_REFINE], rnd_bonus[MAX_REFINE]; + int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; + int i, j; + memset(&duplicate, 0, sizeof(duplicate)); memset(&bonus, 0, sizeof(bonus)); memset(&rnd_bonus, 0, sizeof(rnd_bonus)); - for (i = 0; i < MAX_REFINE; i++) { - chance[i] = 100; - } + for (i = 0; i < REFINE_CHANCE_TYPE_MAX; i++) + for (j = 0; j < MAX_REFINE; j++) + chance[i][j] = 100; // default value for all rates. + i = 0; + j = 0; while ((t = libconfig->setting_get_elem(rate,i++)) != NULL && config_setting_is_group(t)) { int level = 0, i32; char *rlvl = config_setting_name(t); memset(&lv, 0, sizeof(lv)); - if (!strspn(&rlvl[strlen(rlvl)-1], "0123456789") || (level = atoi(strncpy(lv, rlvl+2, 3))) <= 0) { + + if (!strspn(&rlvl[strlen(rlvl) - 1], "0123456789") || (level = atoi(strncpy(lv, rlvl + 2, 3))) <= 0) { ShowError("status_readdb_refine_libconfig_sub: Invalid refine level format '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source); continue; } + if (level <= 0 || level > MAX_REFINE) { ShowError("status_readdb_refine_libconfig_sub: Out of range refine level '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source); continue; } + level--; + if (duplicate[level]) { ShowWarning("status_readdb_refine_libconfig_sub: duplicate rate '%s' for entry %s in \"%s\", overwriting previous entry...\n", rlvl, name, source); } else { duplicate[level] = true; } - if (libconfig->setting_lookup_int(t, "Chance", &i32)) - chance[level] = i32; + + if (libconfig->setting_lookup_int(t, "NormalChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_NORMAL][level] = i32; + else + chance[REFINE_CHANCE_TYPE_NORMAL][level] = 100; + + if (libconfig->setting_lookup_int(t, "EnrichedChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_ENRICHED][level] = i32; + else + chance[REFINE_CHANCE_TYPE_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only. + + if (libconfig->setting_lookup_int(t, "EventNormalChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = i32; + else + chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = 100; + + if (libconfig->setting_lookup_int(t, "EventEnrichedChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = i32; else - chance[level] = 100; - if (libconfig->setting_lookup_int(t, "Bonus", &i32)) + chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only. + + if (libconfig->setting_lookup_int(t, "Bonus", &i32) != 0) bonus[level] += i32; + if (level >= rnd_bonus_lv - 1) rnd_bonus[level] = rnd_bonus_v * (level - rnd_bonus_lv + 2); } for (i = 0; i < MAX_REFINE; i++) { - status->dbs->refine_info[type].chance[i] = chance[i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_NORMAL][i] = chance[REFINE_CHANCE_TYPE_NORMAL][i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_NORMAL][i] = chance[REFINE_CHANCE_TYPE_E_NORMAL][i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_ENRICHED][i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_E_ENRICHED][i]; status->dbs->refine_info[type].randombonus_max[i] = rnd_bonus[i]; - bonus[i] += bonus_per_level + (i > 0 ? bonus[i-1] : 0); + bonus[i] += bonus_per_level + (i > 0 ? bonus[i - 1] : 0); status->dbs->refine_info[type].bonus[i] = bonus[i]; } } else { ShowWarning("status_readdb_refine_libconfig_sub: Missing refine rates for entry '%s' in \"%s\", skipping.\n", name, source); return 0; } - return type+1; + + return type + 1; } /** @@ -13332,15 +13366,6 @@ int status_readdb(void) for(j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++) status->dbs->atkmods[i][j] = 100; - // refine_db.txt - for(i=0;i<ARRAYLENGTH(status->dbs->refine_info);i++) { - for(j=0;j<MAX_REFINE; j++) { - status->dbs->refine_info[i].chance[j] = 100; - status->dbs->refine_info[i].bonus[j] = 0; - status->dbs->refine_info[i].randombonus_max[j] = 0; - } - } - // read databases // sv->readdb(map->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, status->readdb_job2); diff --git a/src/map/status.h b/src/map/status.h index 1496429a8..de21fa16c 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -2233,9 +2233,17 @@ struct status_change { #define status_calc_elemental(ed, opt) (status->calc_bl_(&(ed)->bl, SCB_ALL, (opt))) #define status_calc_npc(nd, opt) (status->calc_bl_(&(nd)->bl, SCB_ALL, (opt))) +enum refine_chance_type { + REFINE_CHANCE_TYPE_NORMAL = 0, // Normal Chance + REFINE_CHANCE_TYPE_ENRICHED = 1, // Enriched Ore Chance + REFINE_CHANCE_TYPE_E_NORMAL = 2, // Event Normal Ore Chance + REFINE_CHANCE_TYPE_E_ENRICHED = 3, // Event Enriched Ore Chance + REFINE_CHANCE_TYPE_MAX +}; + // bonus values and upgrade chances for refining equipment struct s_refine_info { - int chance[MAX_REFINE]; // success chance + int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; // success chance int bonus[MAX_REFINE]; // cumulative fixed bonus damage int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage }; @@ -2283,7 +2291,7 @@ struct status_interface { int (*init) (bool minimal); void (*final) (void); /* funcs */ - int (*get_refine_chance) (enum refine_type wlv, int refine); + int (*get_refine_chance) (enum refine_type wlv, int refine, enum refine_chance_type type); // for looking up associated data sc_type (*skill2sc) (int skill_id); int (*sc2skill) (sc_type sc); |