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flamyman1412

I want to modify the price, what should I do?

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I want to modify the price, what should I do?

 

https://uppic.cc/v/BT-fEtry2jdHdaI6ajngq 

100K Change to 10M

https://uppic.cc/v/pInhK3YQ9Uk03DPK_44LS 

100K Change to 74M

https://uppic.cc/v/LIbnaI4y1BNC1td4awd1A

50K Change to 5M

https://uppic.cc/v/AXsORe8z7ukjCP96l6mqV

1k x lv 95 = 95k Change to 2m x lv 95 = 190M

 

How do I get it to show you the correct price?

 

Sorry for my english

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All of those stuff are located inside forge.lua. Find the function you are using and then find the money cost for it. Like this:

 

function begin_forge_item(...)
--	Notice("Start to forge")

	local Check_CanForge = 0
	Check_CanForge = can_forge_item_main ( arg )

	if Check_CanForge == 0 then
		return 0
	end


	local role = 0
	local ItemBag = {}										--µÀ¾ß±³°üλÖÃ
	local ItemCount = {}										--µÀ¾ßÊýÁ¿
	local ItemBagCount = {}										--µÀ¾ß¶ÔÏóÊýÁ¿
	local Get_Count = 4
	local ItemReadCount = 0
	local ItemReadNow = 1
	local ItemReadNext = 0
	local ItemBag_Num = 0
	local ItemCount_Num = 0
	local ItemBagCount_Num = 0

	role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( arg )

	local ItemBag_Jinglian = ItemBag [0]
	local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian )
	local Item_Stone1 = GetChaItem ( role , 2 , ItemBag [1] )
	local Item_Stone2 = GetChaItem ( role , 2 , ItemBag [2] )

	local Check_Jinglian_Item = 0

	local Money_Need = getforge_money_main ( arg )
	local Money_Have = GetChaAttr ( role , ATTR_GD )
--	Notice ("Currently there are"..Money_Have.."So much gold")
--	Notice ("Must deduct"..Money_Need.."So much gold")
	Money_Have = Money_Have - Money_Need
	SetCharaAttr ( Money_Have , role , ATTR_GD )
	ALLExAttrSet( role )

See where Local Money_Need = getforge_money_main ( arg ), it refers to the function where the cost will be calculate it. Like:

function getforge_money_main ( Table )
	local role = 0
	local ItemBag = {}										--µÀ¾ß±³°üλÖÃ
	local ItemCount = {}										--µÀ¾ßÊýÁ¿
	local ItemBagCount = {}										--µÀ¾ß¶ÔÏóÊýÁ¿
	local Get_Count = 4
	local ItemReadCount = 0
	local ItemReadNow = 1
	local ItemReadNext = 0
	local ItemBag_Num = 0
	local ItemCount_Num = 0
	local ItemBagCount_Num = 0

	role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( Table )

	local ItemBag_Jinglian = ItemBag [0]
	local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian )
	local Jinglian_Lv = 0

	Jinglian_Lv =  GetItem_JinglianLv ( Item_Jinglian )
	Jinglian_Lv = Jinglian_Lv + 1

	local Money_Need = Jinglian_Lv * 100000
	
--	Notice("Calculation completed")
	return Money_Need
end

See whereas local Money_Need = Jinglian_Lv * 100000, it means it will be the plus (+1 = 1 * 100000, +2 = 2 * 100000 and so on).
Jinglian_lv = the current forge level your gear will be after forge.

If you hate finding stuff like these, after you finds all the cost, make a variable for it and call through that. So you don;t have to find again and again every time you want to change the price.

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1 hour ago, DangThao said:

All of those stuff are located inside forge.lua. Find the function you are using and then find the money cost for it. Like this:

 


function begin_forge_item(...)
--	Notice("Start to forge")

	local Check_CanForge = 0
	Check_CanForge = can_forge_item_main ( arg )

	if Check_CanForge == 0 then
		return 0
	end


	local role = 0
	local ItemBag = {}										--µÀ¾ß±³°üλÖÃ
	local ItemCount = {}										--µÀ¾ßÊýÁ¿
	local ItemBagCount = {}										--µÀ¾ß¶ÔÏóÊýÁ¿
	local Get_Count = 4
	local ItemReadCount = 0
	local ItemReadNow = 1
	local ItemReadNext = 0
	local ItemBag_Num = 0
	local ItemCount_Num = 0
	local ItemBagCount_Num = 0

	role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( arg )

	local ItemBag_Jinglian = ItemBag [0]
	local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian )
	local Item_Stone1 = GetChaItem ( role , 2 , ItemBag [1] )
	local Item_Stone2 = GetChaItem ( role , 2 , ItemBag [2] )

	local Check_Jinglian_Item = 0

	local Money_Need = getforge_money_main ( arg )
	local Money_Have = GetChaAttr ( role , ATTR_GD )
--	Notice ("Currently there are"..Money_Have.."So much gold")
--	Notice ("Must deduct"..Money_Need.."So much gold")
	Money_Have = Money_Have - Money_Need
	SetCharaAttr ( Money_Have , role , ATTR_GD )
	ALLExAttrSet( role )

See where Local Money_Need = getforge_money_main ( arg ), it refers to the function where the cost will be calculate it. Like:


function getforge_money_main ( Table )
	local role = 0
	local ItemBag = {}										--µÀ¾ß±³°üλÖÃ
	local ItemCount = {}										--µÀ¾ßÊýÁ¿
	local ItemBagCount = {}										--µÀ¾ß¶ÔÏóÊýÁ¿
	local Get_Count = 4
	local ItemReadCount = 0
	local ItemReadNow = 1
	local ItemReadNext = 0
	local ItemBag_Num = 0
	local ItemCount_Num = 0
	local ItemBagCount_Num = 0

	role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( Table )

	local ItemBag_Jinglian = ItemBag [0]
	local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian )
	local Jinglian_Lv = 0

	Jinglian_Lv =  GetItem_JinglianLv ( Item_Jinglian )
	Jinglian_Lv = Jinglian_Lv + 1

	local Money_Need = Jinglian_Lv * 100000
	
--	Notice("Calculation completed")
	return Money_Need
end

See whereas local Money_Need = Jinglian_Lv * 100000, it means it will be the plus (+1 = 1 * 100000, +2 = 2 * 100000 and so on).
Jinglian_lv = the current forge level your gear will be after forge.

If you hate finding stuff like these, after you finds all the cost, make a variable for it and call through that. So you don;t have to find again and again every time you want to change the price.

 

I can change the price.

But the UI doesn't show the price I changed, it's still 100K the same.

 

I want the UI to show prices before I confirm.

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43 minutes ago, flamyman1412 said:

 

I can change the price.

But the UI doesn't show the price I changed, it's still 100K the same.

 

I want the UI to show prices before I confirm.

You need to also edit via game.exe.

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