Intrebare System Rarity

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Qubalau
Nivel 1

Nivel 1
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Membru din: 23 Dec 2014, 02:57
Server: Metin2Prime
Regat: Jinno
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Deci am bagat pe un server de metin(e PVP,bonusuri fixe)..acel Rarity Sistem..(sigur il stiti) si vroiam sa va intreb ..daca sa poate modifica in asa fel incat pentru set universal sa fie perfect iar pentru set war/ninja/sura/saman sa fie legendar si asa mai departe..
Imagine Perfect pentru Universal.. Imagine Aici set war..dar vreau sa fie Legendar nu perfect..

Sper ca ati inteles ce am zis acolo..daca nu e ok
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Nivel 1

Nivel 1
Mesaje: 129
Membru din: 23 Dec 2014, 02:57
Server: Metin2Prime
Regat: Jinno
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Careva? Nimeni ? ..
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dragos001
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Se poate modifica. Posteaza systemul aici
Ai nevoie de support? Contacteaza-ma!

Contact!
Discord: Dragos001#6927
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Qubalau
Nivel 1

Nivel 1
Mesaje: 129
Membru din: 23 Dec 2014, 02:57
Server: Metin2Prime
Regat: Jinno
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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','2000'],['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("Eroare la lista de culoare.")
			
	def __AppendAttributeInformation(self, attrSlot):
		if 0 != attrSlot:
			TitleColor = self.GetBonusColor(attrSlot)
			for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
				type = attrSlot[i][0]
				value = attrSlot[i][1]

				if 0 == value:
					continue

				affectString = self.__GetAffectString(type, value)
				if affectString:
					affectColor = self.__GetAttributeColor(i, value)
					if attrSlot[3][1] > 0:
						self.AppendTextLine(affectString, TitleColor)
					else:
						self.AppendTextLine(affectString, affectColor)

	def __GetAttributeColor(self, index, value):
		if value > 0:
			if index >= 5:
				return self.SPECIAL_POSITIVE_COLOR2
			else:
				return self.SPECIAL_POSITIVE_COLOR
		elif value == 0:
			return self.NORMAL_COLOR
		else:
			return self.NEGATIVE_COLOR

	def __IsPolymorphItem(self, itemVnum):
		if itemVnum >= 70103 and itemVnum <= 70106:
			return 1
		return 0

	def __SetPolymorphItemTitle(self, monsterVnum):
		if localeInfo.IsVIETNAM():
			itemName =item.GetItemName()
			itemName+=" "
			itemName+=nonplayer.GetMonsterName(monsterVnum)
		else:
			itemName =nonplayer.GetMonsterName(monsterVnum)
			itemName+=" "
			itemName+=item.GetItemName()
		self.SetTitle(itemName)

	def __SetNormalItemTitle(self):
		self.SetTitle(item.GetItemName())

	def __SetSpecialItemTitle(self):
		self.AppendTextLine(item.GetItemName(), self.SPECIAL_TITLE_COLOR)
		
	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 = [['[Perfect]',grp.GenerateColor(051,255,255, 1.0)],['[Legendar Prime]',grp.GenerateColor(24,116,205, 1.0)],['[Epic Prime]',grp.GenerateColor(0.63,0.13,0.94, 1.0)],['[Rar]',grp.GenerateColor(0,0.75,1, 1.0)],['[Avansat]',grp.GenerateColor(0,0.79,0.34, 1.0)],['[Normal]',grp.GenerateColor(0.9490, 0.9058, 0.7568, 1.0)],['[Scazut]',grp.GenerateColor(193,205,193, 1.0)],['[Slab]',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("Eroare la lista de bonus.")
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