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Item Awakening - Nightmare Helm

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Extension Name: Item Awakening - Nightmare Helm

 

Credits:

@KONG, for redirection on attribute modification;

@Satan, creator of extension;

Flyff, system idea: http://flyff-wiki.webzen.com/wiki/Awakening

 

Introduction:

Allow the additional attributes to a equipment. Stats which is added can be easy managed with a limit of five attributes of limit at Creat_Item().

The Helm must be give to player with 25 quality as you will se on Dusty function, otherwise awakening not work. 

 

How to awaken Nightmare Helm:

Requires a Scroll of Awakening. Insert your Nightmare Helm on first inventory slot and double click on Scroll, in seconds, the stats will be shown on the helm, if it not fail, of course.

 

Awakening Results:

  • MAX HP Modulus bonus: 1%;
  • MAX SP Modulus bonus: 1%;
  • MSPD Modulus bonus: 1%;
  • Physical Resist: 1, Obtained after Helm reaches eight awakens;

 

You can awaken your Nightmare Helm only 10 times, can reach only +10. Awakening has a determined chance of success which can be easy managed at extension configuration. There is not a chance of item damage or such.

 

  • +1 Nightmare Helm: 100% success rate;
  • +2 Nightmare Helm: 90% success rate;
  • +3 Nightmare Helm: 80% success rate;
  • +4 Nightmare Helm: 70% success rate;
  • +5 Nightmare Helm: 60% success rate;
  • +6 Nightmare Helm: 50% success rate;
  • +7 Nightmare Helm: 40% success rate;
  • +8 Nightmare Helm: 30% success rate;
  • +9 Nightmare Helm: 20% success rate;
  • +10 Nightmare Helm: 90% success rate;

 

TODO:

  • Set Symbols like TOP2;

 

Change Logs:

v1.0 - Release of scripts: Upgrades a equipment, but with limitation. Takes a helm and give another with better attributes, keeping gems;

v1.5 - Extension re-write. Allow item attribute modification without requeriment of take and give a equipment with better attributes.

 

 

Edited by Satan
Scripts Re-write
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26 minutes ago, Satan said:

It's simple functions which allow upgrade a equipment, item into a new one keeping gems.

 

Usage: Put your hat into 1st inventory slot and double click on Evil Source Crystal.

 

Attributes change according to Hat level, You can change as well.

 

Chance to sucess while upgrading by default:

Lv1: 50%, Lv2: 40%, Lv3: 30%, Lv4: 20%, Lv5: 15%, Lv6: 10%, Lv7: 9%, Lv8: 7%, Lv9: 7%, Lv10: 5%.

 

http://pastebin.com/vcRfTfJC

 

 

imageproxy.php?img=&key=8d0c12c2cbcba1c5

 

GIF.gif

Nice Bro 

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I think using some codes from Admiral Cloak is a better solution. I released it somewhere...
Lari/Laboe has done one using attr modification instead of new item id per cap.

  • Like 2

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I done some similar in the past also, but using the spring town fountain + an unique item x attribute, by doing attr modifications, same method mentioned by @KONG,

I Had to stop working on that, because I was not able to add an attribute without having and instanced item + the same attribute being modifed.

There is some kind of

1: loop for each item attr

2: if attr_id exists into this item

3: modify it, otherwise get ignored

 

I was looking for hexing also the GS to do that over any item, but no luck

 

edit: ---

By instanced item: an item having at least one attribute different that the minimum specified at ItemInfo

Edited by Totoka

Discord: andresc

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6 hours ago, Totoka said:

I done some similar in the past also, but using the spring town fountain + an unique item x attribute, by doing attr modifications, same method mentioned by @KONG,

I Had to stop working on that, because I was not able to add an attribute without having and instanced item + the same attribute being modifed.

There is some kind of

1: loop for each item attr

2: if attr_id exists into this item

3: modify it, otherwise get ignored

 

I was looking for hexing also the GS to do that over any item, but no luck

 

edit: ---

By instanced item: an item having at least one attribute different that the minimum specified at ItemInfo

Yes i remember there were limitations...
5 stats can be assigned to be edited at the beginning of an item's creation, and it becomes static throughout its life.
and so, some years ago i tried replicating: http://flyff-wiki.webzen.com/wiki/Awakening
works, but very limited... 
@Satan, if you are willing to rewrite your helm scripts, i am willing to give guidance and
redirection. 

 

 


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Hi, sorry for late reply and a late revive
The idea is simple but is quite limited.

inside:AttrCalculate function Creat_Item():
this will set up attrs to be editable.

if GetItemID(item) == *YOUR_RING_ID then
            Add_Item_Attr(ITEMATTR_VAL_STR, 0)
            Add_Item_Attr(ITEMATTR_VAL_CON, 0)
            Add_Item_Attr(ITEMATTR_VAL_AGI, 0)
            Add_Item_Attr(ITEMATTR_VAL_STA, 0)
            Add_Item_Attr(ITEMATTR_VAL_DEX, 0)
end



now to edit stats, i'm sure you already know:
using:

SetItemAttr(*PLAYER_SLOT, *STAT, *STAT_NUM)



to make this even possible, inside iteminfo.txt
the equipment must have the necessary attributes of STR/CON/AGI/DEX/STA:

0,100    0,100    0,100    0,100    0,100


- when the item is created, 0 goes to all stats
- when the item is upgraded, the maximum number each stat can accumulate is 100. (note these variables can be editable to your likings)

I will check thoroughly how we can add other types of equipments, but for now it is limited to just a few itemtypes,
IIRC, rings-fairies-medals/ and some other ones.
 

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Interesting! :)

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