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xEvo7

Requesting for 100% Forge / Combine Fruit

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Hi guys, 

Is there anyone have a script for 100% Forge Fruit / Combine? 
I had it before on my mega but i cant find it anymore because my mega got wiped.

If you have one and can share it, i appreciate it. 

Thanks in advance! 

1 More thing , Is there a skill that when a GM used to a player, he/she can be teleport to prison? 
I just remembered this when i was playing roso 3 years ago. A player used a skill to teleport me to Prison. that was weird but that whats happen.  
 

Edited by xEvo7

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Iteminfo Line 

xxxx	100% Forging Fruit	n1198	10130001	0	0	0	0	0	0	31	0	0	0	0	0	1	1	1	1	99	0	180	-1,-2,-2,-2	0	-1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2	0	0	-1,-2,-2,-2,-2,-2,-2,-2,-2,-2	-1,-2,-2,-2,-2,-2,-2,-2,-2,-2	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0	0,0	0,0	0	0	0	0	0	0	0	0	0	ItemUse_Forgi	0	0	0	0,0	0,0	0,0	Forging Success Rate 100%	0
xxxx	100% Combining Fruit	n1199	10130001	0	0	0	0	0	0	31	0	0	0	0	0	1	1	1	1	99	0	180	-1,-2,-2,-2	0	-1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2	0	0	-1,-2,-2,-2,-2,-2,-2,-2,-2,-2	-1,-2,-2,-2,-2,-2,-2,-2,-2,-2	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0,0	0	0,0	0,0	0	0	0	0	0	0	0	0	0	ItemUse_Combi	0	0	0	0,0	0,0	0,0	Combining Success Rate 100%	0

 

ItemEffect.lua

 

--100% Forging

function ItemUse_Forgi ( role , Item )
	local statelv = 10
	local statetime = 60
	local Cha_Boat = 0
	Cha_Boat = GetCtrlBoat ( role )
--	SystemNotice( role , Cha_Boat )
	if Cha_Boat ==  nil then
	AddState( role , role , STATE_JLGLJB , statelv , statetime )

	else
		SystemNotice( role , "Cannot use while sailing" )
		UseItemFailed ( role )
		return
	end

	local StateType = GetChaStateLv (role, STATE_XLZH)
	local StateType = GetChaStateLv (role, STATE_SHPF)
	local StateType = GetChaStateLv (role, STATE_MLCH)
	local StateType = GetChaStateLv (role, STATE_FZLZ)
	local StateType = GetChaStateLv (role, STATE_JSFB)
	local StateType = GetChaStateLv (role, STATE_TSHD)
	if StateType == 0 or 10	then
	AddState (role, role, STATE_XLZH, 10, 60)
	AddState (role, role, STATE_SHPF, 10, 60)
	AddState (role, role, STATE_MLCH, 10, 60)
	AddState (role, role, STATE_FZLZ, 10, 60) 
	AddState (role, role, STATE_JSFB, 10, 60)
	AddState (role, role, STATE_TSHD, 10, 60)  
	SystemNotice (role, "You were buffed for 60 secs to make forging 100 percent")
	else
		SystemNotice( role , "Cannot use while sailing" )
		UseItemFailed ( role )
		return
	end

end

--100% Combining

function ItemUse_Combi ( role , Item )
	local statelv = 10
	local statetime = 60
	local Cha_Boat = 0
	Cha_Boat = GetCtrlBoat ( role )
--	SystemNotice( role , Cha_Boat )
	if Cha_Boat ==  nil then
	AddState( role , role , STATE_HCGLJB , statelv , statetime )	
	else
		SystemNotice( role , "Cannot use while sailing" )
		UseItemFailed ( role )
		return
	end

	local StateType = GetChaStateLv (role, STATE_XLZH)
	local StateType = GetChaStateLv (role, STATE_SHPF)
	local StateType = GetChaStateLv (role, STATE_MLCH)
	local StateType = GetChaStateLv (role, STATE_FZLZ)
	local StateType = GetChaStateLv (role, STATE_JSFB)
	local StateType = GetChaStateLv (role, STATE_TSHD)
	if StateType == 0 or 10	then
	AddState (role, role, STATE_XLZH, 10, 60)
	AddState (role, role, STATE_SHPF, 10, 60)
	AddState (role, role, STATE_MLCH, 10, 60)
	AddState (role, role, STATE_FZLZ, 10, 60) 
	AddState (role, role, STATE_JSFB, 10, 60)
	AddState (role, role, STATE_TSHD, 10, 60)  
	SystemNotice (role, "You were buffed for 60 secs to make combining 100 percent")
	
	else
		SystemNotice( role , "Cannot use while sailing" )
		UseItemFailed ( role )
		return
	end

	RefreshCha(role)

end

 

Skilleff

 

107	Forging success rate increased	-1	0	0	0	1	0	1	1	1	1	1	1	1	1	1	1	1	1	0	0	0	-1	0	0	0	0	-1	0	0	0	0	0	0	0
108	Increases combining success rate	-1	0	0	0	1	0	1	1	1	1	1	1	1	1	1	1	1	1	0	0	0	-1	0	0	0	0	-1	0	0	0	0	0	0	0

Variable.lua 

ScreenShot_20170423140156.png

 

Search for STATE_ and put it. 

 

STATE_JLGLJB 		= 107 -- double the success rate of refining
STATE_HCGLJB 		= 108 -- double the success rate of synthesis

 

Forge.lua

ScreenShot_20170423140525.png

Search for " begin_forge_item " and inside add it

 

	local Sklv = 1
	local StateLv = GetChaStateLv ( role , STATE_JLGLJB )
	
	Sklv = Sklv + StateLv

	local Check_A = math.max ( 0.02 , math.min ( 1 , ( 1 - Baoshi_NeedLv * 0.1 + Sklv * 0.15 - 0.3 ) ) )
	local CheckFaild = 1
	
	if Baoshi_NeedLv < 9 then --// changed forge level check 
		CheckFaild = 1
	end

	if CheckFaild == 1 then
		Check_Jinglian_Item = Jinglian_Item ( Item_Jinglian , Item_Stone1 , Item_Stone2 )
	else
		local cha_name = GetChaDefaultName ( role )
		local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
		LG( "JingLian_ShiBai" , "Player"..cha_name.."Forging of equipment failed. Equipment is not damaged"..Item_Jinglian_name )
		SystemNotice ( role , "Sorry, forging has failed. Luckily equipment is not damage" )
	end

 

Now Search for " begin_unite_item " and inside add it

 

ScreenShot_20170423140843.png

 

	local Sklv = 1
	local StateLv = GetChaStateLv ( role , STATE_HCGLJB )
	
	Sklv = Sklv + StateLv


	local b = Check_CG_HechengBS ( Item2_Lv , ItemType2 , Sklv )
	if b == 0 then
		i = RemoveChaItem ( role , ItemID2 , 1 , 2 , BagItem2 , 2 , 1 , 0)		--移除宝石	
		if i == 0 then
			LG( "Hecheng_BS" , "Delete item failed" )
		end
		local cha_name = GetChaDefaultName ( role )
		LG( "JingLian_ShiBai" , "Player"..cha_name.."Gem combining failed" )
		SystemNotice( role , "Very sorry, combining has failed. Gem has vanished…")

		return 0					--// Changed Combining Rate - MoMo
	end
	local cha_name = GetChaDefaultName ( role )
	LG( "JingLian_ShiBai" , "Player"..cha_name.."Gem combining successful" )
	return 1

 

If you have another function with STATE_HCGLJB or STATE_JLGLJB replace with these above.

 

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@Wantows i have a question with the Forge.lua steps below. i have those scripts before on my forge.lua but i changed them because i wanted to make a specific forging and combining rate. should i still insert those to the function? 

I tried not to insert them and i got a failure forge even when im using the fruit on lv4 gem. 


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8 hours ago, xEvo7 said:

i have a question with the Forge.lua steps below. i have those scripts before on my forge.lua but i changed them because i wanted to make a specific forging and combining rate. should i still insert those to the function? 

I tried not to insert them and i got a failure forge even when im using the fruit on lv4 gem. 

 

in Forge.lua search for begin_forge_item and inside this function add before END the functions above 

check if you already have it searching for STATE_HCGLJB and STATE_JLGLJB in forge.lua

  • Like 1

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@Wantows I have it like this. do i need to make another function for the fruit? and make another line for skilleff? cant i use the forging and combining rate function? 
Screen Shot 04-25-17 at 06.54 PM.PNGScreen Shot 04-25-17 at 06.55 PM.PNG


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8 hours ago, xEvo7 said:

 Thank you! Working now, i've created different function and everything is working. thanks again!

You're welcome.

  • Like 1

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11 hours ago, FapFap said:

Sorry for reviev this thread..
But im having a problem that even when im using the Fruits iam failing to combine/forge..  anyone can help me ?

Here is a simple Forge Fruit, I don't have a combine fruit so GL on that one.

 

	 local Check_A
     local CheckFaild


    
            if Baoshi_NeedLv < 4 then        
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )

        elseif Baoshi_NeedLv == 4 then
                Check_A = (Your Percent)
                CheckFaild = Percentage_Random ( Check_A )        
 
        elseif Baoshi_NeedLv == 5 then
                Check_A = (Your Percent)
                CheckFaild = Percentage_Random ( Check_A )
                                
        elseif Baoshi_NeedLv == 6 then
                Check_A = (Your Percent)
                CheckFaild = Percentage_Random ( Check_A ) 
       
        elseif Baoshi_NeedLv == 7 then
                Check_A = (Your Percent)
               CheckFaild = Percentage_Random ( Check_A )
            
        elseif Baoshi_NeedLv == 8 then
                Check_A = (Your Percent)
                CheckFaild = Percentage_Random ( Check_A )
                
        elseif Baoshi_NeedLv == 9 then
                Check_A = (Your Percent)
                CheckFaild = Percentage_Random ( Check_A )
                
                
        end
		
CheckBag4Item = CheckBagItem( role,#### ) -- Checks to see if character has Item in bag, if it does it will take the fruit upon completion of forging and it will be 100%
    if CheckBag4Item > 0 then
                if Baoshi_NeedLv > 6 then -- If the gem is higher than Lv6, then fruit will work for Lv7+
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )
                 TakeItem(role, 0, ####, 1)
                
        end
    end

 


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3 hours ago, FapFap said:

@Ecstasy Is there for combine tho? im kinda interested on the one shared by @Wantows but it aint working lel fails with fruit too..

Sorry, I don't have a combine fruit, maybe try playing around with [in Combine Rate] perhaps instead of if Baoshi_NeedLv try Item_Lv

CheckBag4Item = CheckBagItem( role,#### ) -- Checks to see if character has Item in bag, if it does it will take the fruit upon completion of forging and it will be 100%
    if CheckBag4Item > 0 then
                if Baoshi_NeedLv > 6 then -- If the gem is higher than Lv6, then fruit will work for Lv7+
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )
                 TakeItem(role, 0, ####, 1)
                
        end
    end

 

Edited by Ecstasy

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