Ximboliex 85 Report post Posted March 13, 2017 (edited) Let's Start! Go to Scripts / calculate / AttrCalculate.lua Example whit : Attributes Growth Rate of Newbie Class 1- Mxhp_con_rad1[JOB_TYPE_XINSHOU], Mxhp_con_rad2[JOB_TYPE_XINSHOU], Mxhp_lv_rad[JOB_TYPE_XINSHOU] = 3, 2, 15 2- Mxsp_sta_rad1[JOB_TYPE_XINSHOU], Mxsp_sta_rad2[JOB_TYPE_XINSHOU], Mxsp_lv_rad[JOB_TYPE_XINSHOU] = 1, 0, 3 3- Mnatk_str_rad1[JOB_TYPE_XINSHOU], Mnatk_str_rad2[JOB_TYPE_XINSHOU], Mnatk_dex_rad1[JOB_TYPE_XINSHOU], Mnatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5, 0.4, 0, 0 4- Mxatk_str_rad1[JOB_TYPE_XINSHOU], Mxatk_str_rad2[JOB_TYPE_XINSHOU], Mxatk_dex_rad1[JOB_TYPE_XINSHOU], Mxatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5, 0.4, 0, 0 5- Def_con_rad1[JOB_TYPE_XINSHOU], Def_con_rad2[JOB_TYPE_XINSHOU] = 0.1, 0.1 6- Hit_dex_rad1[JOB_TYPE_XINSHOU], Hit_dex_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 7- Flee_agi_rad1[JOB_TYPE_XINSHOU], Flee_agi_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 8- Mf_luk_rad[JOB_TYPE_XINSHOU] = 0.39 9- Crt_luk_rad[JOB_TYPE_XINSHOU] = 0 10- Hrec_bsmxhp_rad[JOB_TYPE_XINSHOU], Hrec_con_rad[JOB_TYPE_XINSHOU] = 1/200, 1/8 11- Srec_bsmxsp_rad[JOB_TYPE_XINSHOU], Srec_sta_rad[JOB_TYPE_XINSHOU] = 1/100, 1/12 12- Aspd_agi_rad[JOB_TYPE_XINSHOU] = 1.1 13- Str_updata[JOB_TYPE_XINSHOU] = 0.2 14- Dex_updata[JOB_TYPE_XINSHOU] = 0.1 15- Con_updata[JOB_TYPE_XINSHOU] = 0.6 16- Agi_updata[JOB_TYPE_XINSHOU] = 0.1 17- Sta_updata[JOB_TYPE_XINSHOU] = 0.1 18- Luk_updata[JOB_TYPE_XINSHOU] To change the balance of the character's life (with) we will take into account these two lines. (1/15) 1- Mxhp_con_rad1[JOB_TYPE_XINSHOU], Mxhp_con_rad2[JOB_TYPE_XINSHOU], Mxhp_lv_rad[JOB_TYPE_XINSHOU] = 3, 2, 15 15- Con_updata[JOB_TYPE_XINSHOU] = 0.6 Line "1" consists of 3 things. -The first numer "3" is what will increase the life for each point added to the attribute of with multiplied three times. -The second number "2" will do the same as the first number but with the difference that this will make a variation to the first number depending on line 15. There goes line 15 on this. What you will do is put a percentage of chances that the increase in life depends on the first or second number. By default life will increase by the first number you put a point in with and life will increase by 9 ("3" x3) but there is 60% (the 0.6 of line 15 equals 60%) that The life increases 6 ("2" x3 using the second number). If you increase or decrease the number of line 15 will increase or decrease the chances that life will increase using the second number. -The third number 15 is how much life will increase each time you level up. To modify the balance of mana (sp) of the character is exactly the same as with life but for sp. (Line 2 and 17 sta = spr) To modify the attack balance (str) of the character we have to take into account three lines. ((This is the same for min attack (line 3) and max attack (line 4)) / 13/14). 3- Mnatk_str_rad1[JOB_TYPE_XINSHOU], Mnatk_str_rad2[JOB_TYPE_XINSHOU], Mnatk_dex_rad1[JOB_TYPE_XINSHOU], Mnatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5, 0.4, 0, 0 13- Str_updata[JOB_TYPE_XINSHOU] = 0.2 14- Dex_updata[JOB_TYPE_XINSHOU] = 0.1 1- The first number would be how much would increase the max / min attack for each point of str is added to the attributes multiplied by three. 2- The second number as with the life / sp is the variation to the first number depending on line 13. (If you do not understand this read what you explained above with life). 3- The third number unlike life this is not how much the max / min attack rises every time you raise but if max / min attack goes up for each acc point that is added to the attributes. This is mainly for the hunters / ss but the crosses also raise a percentage. 4- The fourth number would be the same as the second number but with acc. To modify the defensive balance (def) of the character we have to take into account two lines. (5/15) 5- Def_con_rad1[JOB_TYPE_XINSHOU], Def_con_rad2[JOB_TYPE_XINSHOU] = 0.1, 0.1 15- Con_updata[JOB_TYPE_XINSHOU] = 0.6 1- The first number is how much defense is increased by each point you add to with multiplied by 3. 2- The second number as explained before is the variation of the first number depending on the line 15 (percentage of chances of change of number) I advise to leave this number equal to the first one. (If you do not understand this read what you explained earlier with life). To modify the balance of the hit rate (acc) of the character we have to take into account two lines. (6/14) 6- Hit_dex_rad1[JOB_TYPE_XINSHOU], Hit_dex_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 14- Dex_updata[JOB_TYPE_XINSHOU] = 0.1 -The first number is how much hit rate (chances of making effective attacks) will increase for each acc point you add to your character multiplied by 3. -The second number as explained before is the variation of the first number depending on line 14 (percentage of chances of change of number). (If you do not understand this, read what you explained previously with life). To modify the balance of the dodge (agi) of the character we have to take into account two lines. (7/16) 7- Flee_agi_rad1[JOB_TYPE_XINSHOU], Flee_agi_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 16- Agi_updata[JOB_TYPE_XINSHOU] = 0.1 1- The first number is any dodge (chances of dodging attacks) is increased by each point you add to agi multiplied by 3. 2- The second number as explained above is the variation of the first number depending on line 16 (percentage of chances of change of number). (If you do not understand this, read what you explained previously with life). Line 8 is the luck chance of character (drop - pick up). 8- Mf_luk_rad[JOB_TYPE_XINSHOU] = 0.39 -0.39(39% chance the mob drop an item) Line 9 is the chances of making critical hits that a character has. 9- Crt_luk_rad[JOB_TYPE_XINSHOU] = 0.39 -As we can see in this line there is a 0.39 chance to make a critical hit, a 39% Line 10 - To modify the balance Hp recovery speed (Hrec) of the character we have to take into account a line 10- Hrec_bsmxhp_rad[JOB_TYPE_XINSHOU], Hrec_con_rad[JOB_TYPE_XINSHOU] = 1/200, 1/8 -The first number or operation is maximum hp coefficient -The second number or operation is hp minimum recovery speed Line 11 - To modify the balance Sp recovery speed (Srec) of the character we have to take into account a line 11- Srec_bsmxsp_rad[JOB_TYPE_XINSHOU], Srec_sta_rad[JOB_TYPE_XINSHOU] = 1/100, 1/12 -The first number or operation is maximum ap coefficient -The second number or operation is sp minimum recovery speed To modify the balance of attack speed (aspd) of the character we have to take into account a line. (12) 12- Aspd_agi_rad [JOB_TYPE_XINSHOU] = 1.1 - This is going to be how much aspd (attack speed) is going to increase for each point of agility that you add. NOTE: If you don't know your class chinesse name check "JobType.lua" in resoucer>script>calcutate Enjoy. Edited April 3, 2017 by Ximboliex 3 Quote Share this post Link to post Share on other sites
Abdelrahman Hajjaj 3 Report post Posted April 1, 2017 hi @Ximboliex thnx for the guide. i have extra question using this guide i can manipulate the base states but, what about the total damage. where can i edit? example: i want to make crus dmg 1.5x and ss dmg 2x champ will be tanky so dmg remains as 1 and so on Quote Share this post Link to post Share on other sites
Ximboliex 85 Report post Posted April 3, 2017 @Abdelrahman Hajjaj in skilleffect.lua mele_end and range_end 1 Quote Share this post Link to post Share on other sites
Abdelrahman Hajjaj 3 Report post Posted April 3, 2017 4 minutes ago, Ximboliex said: @Abdelrahman Hajjaj in skilleffect.lua mele_end and range_end yep played with it and it worked thnx for the reply Quote Share this post Link to post Share on other sites
Shako 97 Report post Posted April 3, 2017 @Ximboliex could add to the guide that the script to edit this is in Scripts / calculate / AttrCalculate.lua Quote Sunny Go! Online pko.host Share this post Link to post Share on other sites