Eviles 180 Report post Posted October 17, 2016 (edited) 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 December 13, 2016 by Satan Scripts Re-write 6 Quote Share this post Link to post Share on other sites
Indestructible 1 Report post Posted October 17, 2016 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 Nice Bro 1 Quote Share this post Link to post Share on other sites
MonkeyCode 453 Report post Posted October 17, 2016 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. 2 Quote Share this post Link to post Share on other sites
Totoka 152 Report post Posted October 18, 2016 (edited) 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 October 18, 2016 by Totoka Quote Discord: andresc Share this post Link to post Share on other sites
MonkeyCode 453 Report post Posted October 18, 2016 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. Quote Share this post Link to post Share on other sites
Eviles 180 Report post Posted October 18, 2016 @KONG If you could that will be grateful for my knowledge. I've tried using GetItemAttr and SetItemAttr but doesn't work as well. Quote Share this post Link to post Share on other sites
MonkeyCode 453 Report post Posted November 16, 2016 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. 1 Quote Share this post Link to post Share on other sites
Eviles 180 Report post Posted December 13, 2016 UP. New version released! 3 Quote Share this post Link to post Share on other sites
Shako 97 Report post Posted December 13, 2016 Interesting! 1 Quote Sunny Go! Online pko.host Share this post Link to post Share on other sites
kyleflow 36 Report post Posted January 1 From the version 1.5 of the files. I have few question to clarify. 57 Nightmare Demonic Helm e1043 10110001 0000920001 0001930001 0002991001 0003010301 0 0 20 0 0 0 0 1 0 1 0 1 1 1 2000 -1,-2,-2,-2 100 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 0,-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 0,30 0,30 0 0 0 0 0 0 0,30 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 0,30 0 7000,7000 20000,20000 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 Nightmare Demonic equipments DustyNightmare = function(role, Item) local Cha_Boat = GetCtrlBoat ( role ) if Cha_Boat ~= nil then SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end local HasItem = CheckBagItem(role, NaHelm.conf['dustID']); if HasItem < 1 then BickerNotice(role,"["..GetItemName(NaHelm.conf['dustID']).."] is not in inventory!"); UseItemFailed(role); return else ---------------------------------------------------------------- -- Set attributes to helm by default: +1% Mx HP/SP, +1% Mspd; -- ---------------------------------------------------------------- local r1, r2 = MakeItem(role, NaHelm.conf['HelmID'], 1, 25) -- If not set quality 25, awaken will not work; local Awaken = GetChaItem(role, 2, r2) SetItemAttr(Awaken, ITEMATTR_COE_MXHP, NaHelm.conf['Mxhp_Awaken']); -- MAX HP Modulus Bonus; SetItemAttr(Awaken, ITEMATTR_COE_MXSP, NaHelm.conf['Mxsp_Awaken']); -- MAX SP Modulus Bonus; SetItemAttr(Awaken, ITEMATTR_COE_MSPD, NaHelm.conf['Mspd_Awaken']); -- MSPD Modulus Bonus; SetItemAttr(Awaken, 55, 1); -- Set Awaken level; Notice(''..GetChaDefaultName(role)..', sucesfully unsealed '..GetItemName(NaHelm.conf['dustID'])..'!'); end end Based on this 2 code. 1. The quality used in the nightmare is 20 right? Why its is check for 25? or is this an edit issue when release. 2. What is the value 55 used here throughout the files, is it the ItemID? 3. If I want to add more ItemAttr to change, I just simply add as per example of the existing Attr used above? Quote Share this post Link to post Share on other sites
Eviles 180 Report post Posted January 1 @kyleflow Hi! 1. Where do you see quality 20 on the nightmare? if you about the value on iteminfo line two columns after models it's item type not quality. The item quality is set when the item is created on the "Creat_Item()" function and also on Dusty item usage "DustyNightmare()": local r1, r2 = MakeItem(role, NaHelm.conf['HelmID'], 1, 25) -- If not set quality 25, awaken will not work; 2. 55 = ITEMATTR_FORGE, each variable for attribute properties has it unique id. So, you can call 55 or ITEMATTR_FORGE as you wish. this attribute was been used to determine the nightmare upgrade level. 3. At the introduction of the system I said that only "five attributes can be modified": On 10/17/2016 at 7:31 PM, Eviles said: Stats which is added can be easy managed with a limit of five attributes of limit at Creat_Item() Quote Share this post Link to post Share on other sites
kyleflow 36 Report post Posted January 2 (edited) hi @Eviles, My files version is 1.36 and I tried the files you made. But when using the the code, I did get +1+....+10 on the item. But there is no stats shown. I did all the steps mentioned. I just changed the ItemID from the files and others is as shown on your code. Do you have any idea why this happen. #solve. im a dummy dummy person hihi Edited January 2 by kyleflow Solved Quote Share this post Link to post Share on other sites