Rarity System

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Devil
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Rarity System

Mesajde Devil » 06 Feb 2015, 16:31

Salut. am vazut ca toata lumea posteaza rarity system .. ma refer doar la fisierul .py eu mam gandit sa va postez si eu ce trebe adaugat doar..

Pentru prima dată cautati

AppendMagicDefenceInfo ( si adaugati sub el)

Cod: Selectaţi tot

def GetBonusColor(self, attrSlot):
# Lista de Bonus #
#1 = Max HP
#2 = Max SP
#3 = Vitalidad
#4 = Inteligencia
#5 = Fuerza
#6 = Dextreza
#7 = Velocidad de ataque
#8 = Velocidad de Movimiento
#9 = Velocidad Hechizo
#10 = Regeneraci? de HP
#11 = Regeneraci? de SP
#12 = Probabilidad de Envenenamiento
#13 = Probabilidad de Apagon
#14 = Probabilidad de Retardo
#15 = Probabilidad de golpes cr?icos
#16 = Probabilidad de golpes de penetraci?
#17 = Fuerza Contra MedioHumanos
#18 = Fuerza Contra Animales
#19 = Fuerza Contra Orcos
#20 = Fuerza Contra M?ticos
#21 = Fuerza Contra No-muertos
#22 = Fuerza Contra Demonios
#23 = Probabilidad de Absorver HP
#24 = Probabilidad de Absorver SP
#25 = Probabilidad de robar HP
#26 = Probabilidad de recuperar SP al golpear
#27 = Posibilidad de bloquear un ataque cuerpo a cuerpo
#28 = Probabilidad de Esquivar Flechas
#29 = Defensa Espada
#30 = Defensa Dos Manos
#31 = Defensa Daga
#32 = Defensa Campana
#33 = Defensa Fan
#34 = Resistencia de Flechas
#35 = Resistencia Fuego
#36 = Resistencia Rel?pago
#37 = Resistencia Magia
#38 = Resistencia Vento
#39 = Probabilidad de reflectar golpes f?icos
#40 = Probabilidad de reflectar maldici?
#41 = Resistencia veneno
#42 = Probabilidad para recuperar SP
#43 = Probabilidad de bonus de doble de EXP
#44 = Probabilidad de Caer Doble Drop de Yang
#45 = Probabilidad de Caer Doble Drop de Items
#46 = Aumentar el efecto de las pociones
#47 = Probabilidad para recuperar HP
#48 = Defensa contra Apagones
#49 = Defensa contra Retardo
#50 = Defensa contra Caidas
#51 = UNKNOWN_TYTE [51] SIN EFECTO
#52 = Alcance del arco
#53 = Valor de ataque
#54 = Defensa
#55 = Valor de Ataque m?ico
#56 = Defensa M?ica
#57 = UNKNOWN_TYPE [57] SIN EFECTO
#58 = Max Resistencia
#59 = Fuerza contra Guerrero
#60 = Fuerza contra Ninja
#61 = Fuerza contra Sura
#62 = Fuerza contra Chamanes
#63 = Fuerza contra Mounstruo
#64 = Valor de ataque
#65 = Defensa
#66 = EXP
#67 = Probabilidad de capturar objetos multiplicada con x.xx (las X son un porcentaje % = Bonus)
#68 = Probabilidad de capturar Yang multiplicada con x.xx (las X son un porcentaje % = Bonus)
#69 = UNKNOWN_TYPE [69] SIN EFECTO
#70 = UNKNOWN_TYPE [70] SIN EFECTO
#71 = Da? de Habilidad
#72 = Da? Media
#73 = Resistencia al da? de habilidad ( contrarresta el bonus ID:71 )
#74 = Resistencia al da? de media( contrarresta el bonus ID:72 )
#75 = UNKNOWN_TYPE [75] SIN EFECTO
#76 = EXP Bonus x.xx (las X son un porcentaje % = Bonus)
#77 = Probabilidad de capturar objetos mas x.xx (las X son un porcentaje % = Bonus)
#78 = Defensa Contra Guerrero
#79 = Defensa Contra Ninja
#80 = Defensa Contra Sura
#81 = Defensa Contra Chaman
# Lista de Bonus End

lista_bonus = [['1','3000'],['2','80'],['3','12'],['4','12'],['5','12'],['6','12'],['7','8'],['8','20'],['9','20'],['10','30'],['11','30'],['12','8'],['13','8'],['14','8'],['15','10'],['16','10'],['17','10'],['18','20'],['19','20'],['20','20'],['21','20'],['22','20'],['23','10'],['24','10'],['25','10'],['26','10'],['27','15'],['28','15'],['29','15'],['30','15'],['31','15'],['32','15'],['33','15'],['34','15'],['35','15'],['36','15'],['37','15'],['38','15'],['39','15'],['41','5'],['43','20'],['44','20'],['45','20'],['48','1'],['53','50'],['71','10'],['72','35']]
lista_color = [[grp.GenerateColor(051,255,255, 1.0)],[grp.GenerateColor(24,116,205, 1.0)],[grp.GenerateColor(0.63,0.13,0.94, 1.0)],[grp.GenerateColor(0,0.75,1, 1.0)],[grp.GenerateColor(0,0.79,0.34, 1.0)],[grp.GenerateColor(0.9490, 0.9058, 0.7568, 1.0)],[grp.GenerateColor(193,205,193, 1.0)],[grp.GenerateColor(131,139,131, 1.0)]]
i2 = 0
right = 0
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
type = attrSlot[i][0]
value = attrSlot[i][1]
if 0 == value:
continue
else:
for line in range(len(lista_bonus)):
if int(lista_bonus[line-1][0]) == int(type):
if int(lista_bonus[line-1][1]) == int(value) or int(lista_bonus[line-1][1]) < int(value):
right = right+1
i2 = i2+1
for i3 in [0,1,2,3,4,5,6,7]:
if int(i2) == int(int(right)+int(i3)):
i2 = i3
try:
return lista_color[i2][0]
except:
dbg.TraceError("Sistem de culori by : \~*Strumfy*~/")


iar după cautati

SetSpecialItemTitle (si sub el adaugati)

Cod: Selectaţi tot

def Rango_Bonus(self, attrSlot):
lista_bonus = [['1','3000'],['2','80'],['3','12'],['4','12'],['5','12'],['6','12'],['7','8'],['8','20'],['9','20'],['10','30'],['11','30'],['12','8'],['13','8'],['14','8'],['15','10'],['16','10'],['17','10'],['18','20'],['19','20'],['20','20'],['21','20'],['22','20'],['23','10'],['24','10'],['25','10'],['26','10'],['27','15'],['28','15'],['29','15'],['30','15'],['31','15'],['32','15'],['33','15'],['34','15'],['35','15'],['36','15'],['37','15'],['38','15'],['39','15'],['41','5'],['43','20'],['44','20'],['45','20'],['48','1'],['53','50'],['71','10'],['72','35']]
lista_texto = [['[Extrem]',grp.GenerateColor(051,255,255, 1.0)],['[Legendar]',grp.GenerateColor(24,116,205, 1.0)],['[ Varf]',grp.GenerateColor(0.63,0.13,0.94, 1.0)],['[Rar]',grp.GenerateColor(0,0.75,1, 1.0)],['[Bun]',grp.GenerateColor(0,0.79,0.34, 1.0)],['[Normal]',grp.GenerateColor(0.9490, 0.9058, 0.7568, 1.0)],['[Necunoscut]',grp.GenerateColor(193,205,193, 1.0)],['[R?u]',grp.GenerateColor(131,139,131, 1.0)]]
i2 = 0
right = 0
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
type = attrSlot[i][0]
value = attrSlot[i][1]
if 0 == value:
continue
else:
for line in range(len(lista_bonus)):
if int(lista_bonus[line-1][0]) == int(type):
if int(lista_bonus[line-1][1]) == int(value) or int(lista_bonus[line-1][1]) < int(value):
right = right+1
i2 = i2+1
for i3 in [0,1,2,3,4,5,6,7]:
if int(i2) == int(int(right)+int(i3)):
i2 = i3
try:
self.AppendTextLine(lista_texto[i2][0], lista_texto[i2][1])
except:
dbg.TraceError("Sistem de culori by : \~*Strumfy*~/")


Iar după cautati linia

__SetItemTitle (si inlocuiti cu asta)

Cod: Selectaţi tot

def __SetItemTitle(self, itemVnum, metinSlot, attrSlot):
if locale.IsEUROPE():
if 72726 == itemVnum or 72730 == itemVnum:
self.AppendTextLine(item.GetItemName(), grp.GenerateColor(1.0, 0.7843, 0.0, 1.0))
return

if self.__IsPolymorphItem(itemVnum):
self.__SetPolymorphItemTitle(metinSlot[0])
else:
if self.__IsAttr(attrSlot):
itemType = item.GetItemType()
if item.ITEM_TYPE_ARMOR == itemType or item.ITEM_TYPE_WEAPON == itemType:
if attrSlot[3][1] > 0:
self.Rango_Bonus(attrSlot)
self.__SetSpecialItemTitle()
return

self.__SetNormalItemTitle()


Sursa din fisierele postate de voi.

Bonusurile cu verde nu am stat sa le traduc pentru că nu are rost..

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BadBoyBy
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Membru din: 05 Dec 2014
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Mulțumiri primite: 0

Re: Rarity System

Mesajde BadBoyBy » 07 Feb 2015, 18:40

Salut imi poti da un fisier uitooltip pentru game 2089m gata facut doar sa il pun peste cel vechi :D Multumesc anticipat

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dicamusca
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Mesaje: 125
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Status: Metin2History.ro
Server Metin2: www.Metin2History.ro
Regat: Jinno
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Re: Rarity System

Mesajde dicamusca » 07 Feb 2015, 20:24

Multumesc omule!
www.Metin2History.ro - Un server cu adevarat de durata!


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