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how u determine value of armor

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  • how u determine value of armor

    i v just got an idea to make a script for auto-crafting tonns of horned kit with analising properties and maybe even loading to vendor at the same time.

    Min Intensity - 30, Maximum Intensity - 70, props - 3-4

    the question is what can be usefull with horned kit?

    for example:
    lrc >= 12 , res >= 50 -> save item
    hpi >= 3 , mr > 1 , res >= 60 -> save item
    res >= 70 -> save item

    what else?

  • #2
    the distribution of the resist.
    example:if resists are all poison/energy then chances are the armor isn't all that useful.

    the combination of the properties:
    example:mr + stat increase is more useful mr+ night sight

    Commenta


    • #3
      some hight props can be usefull,

      high ress (>65) with one of this, LM,Hpi,mr,rpd, luck, can be usefull
      One Ress and full props:
      hpi4 lm6 mi6 fire 20 can be usefull on pvp armor

      i suggest u to look some props intensity:

      LM 4-6
      Hpi 3-4
      Mi 4-6
      Mr
      Rpd >= 10%
      Luck (only if in spined) > 100
      Ress >= 15

      u can put some weight to every props

      LM 4-6 (5 point)
      Hpi 3-4 (4 point)
      Mi 4-6 (4 point)
      Mr >= 1(3 point)
      Mr >= 2(2 point)
      Rpd >= 10% (3 point)
      Luck (only if in spined) > 100 (10 point)
      Ress >= 15 (5 point)
      Ress >= 22 (3 point)
      Lrc >= 12 (4 point)
      Lrc >= 14 (4 point)

      For every props u sum point when u reach a good amount u take piece...
      for example using this table 16 point is a good item, varing ur table u can do all what u want, i suggest these props but find u the value :P
      Lista dei Punti di Xorina
      icq 112740352

      Commenta


      • #4
        codice:
        set %pack1 CBMGRMD
        set %pack2 KGMRUMD
        
        finditem * C_ , %pack1
           for #findindex #findcnt 1
           {
            repeat
                  event property #findid
                  wait 1
                  set %pr %pr + 1
                  set %_pr . %pr #property
            until durability in #property || no , #spc , data in #property
            if No , #spc , Data in #property
               continue
        
            set %save #false
        
        gosub Property Physical , #spc , Resist
        set %AR #result
        gosub Property Fire , #spc , Resist
        set %FR #result
        gosub Property Cold , #spc , Resist
        set %CR #result
        gosub Property Poison , #spc , Resist
        set %PR #result
        gosub Property Energy , #spc , Resist
        set %ER #result
        set %Res %AR + %FR + %CR + %PR + %ER
        gosub Property Lower , #spc , Mana , #spc , Cost
        set %LMC #result
        gosub Property Hit , #spc , Point , #spc , Increase
        set %HPI #result
        gosub Property mana , #spc , regeneration
        set %MR #result
        gosub Property lower , #spc , reagent , #spc , cost
        set %lrc #result
        gosub Property mana , #spc , increase
        set %mi #result
        gosub Property stamina , #spc , increase
        set %si #result
        
        set %value 0
        if %ar > 5
           set %value %value + ( %ar - 5 ) * 10
        if %ar > 11
           set %value %value + ( %ar - 11 ) * 10
        set %value 0
        if %fr > 5
           set %value %value + ( %fr - 5 ) * 13
        if %fr > 11
           set %value %value + ( %fr - 11 ) * 13
        if %cr > 5
           set %value %value + ( %cr - 5 ) * 9
        if %cr > 11
           set %value %value + ( %cr - 11 ) * 9
        if %pr > 5
          set %value %value + ( %pr - 5 ) * 10
        if %pr > 11
           set %value %value + ( %pr - 11 ) * 10
        if %er > 5
           set %value %value + ( %er - 5 ) * 8
        if %er > 11
           set %value %value + ( %er - 11 ) * 8
        set %value %value + %lrc * 20
        if %lrc >= 12
           set %value %value + ( %lrc - 11 ) * 30
        if %mr = 1
           set %value %Value + 100
        if %mr = 2
           set %value %value + 250
        set %value %value + %hpi * 40
        set %value %value + %lmc * 25
        set %value %value + %mi * 20
        set %value %value + %si * 15
        
        if %mr > 0 && %hpi > 0
           set %value %value + %mr * 25 + %hpi * 10
        if %lrc > 0 && ( %mr > 0 || %lmc > 0 )
           set %value %value + %lrc * 10 + %mr * 10 + %lmc * 5
        if %fr >= 17 && %ar >= 17 )
           set %value %value + ( %fr - 16 ) * 5 + ( %ar - 16 ) * 5
        if %fr >= 17 && %pr >= 17
           set %value %value + ( %fr - 16 ) * 5 + ( %pr - 16 ) * 5
        if %ar >= 17 && %pr >= 17
           set %value %value + ( %ar - 16 ) * 5 + ( %pr - 16 ) * 5
        
        event exmsg #charid 0 0 %value
        exevent drag #findid
        exevent dropc %pack2
        wait 12
        while #true
        {
              onhotkey f2
                       break
        }
        
        event %exmsg #charid 0 0
        }
        halt
        
        
        SUB Property
        {
        	IF ( %0 <> 1 ) || ( %1 NOTIN #PROPERTY )
        		RETURN #FALSE
        	SET %_property %1
        	STR POS #PROPERTY %_property
        	STR DEL #PROPERTY 1 #STRRES
        	SET %_string #STRRES
        	STR POS #STRRES $
        	STR DEL %_string #STRRES 9999
        	SET %_string #STRRES
        	STR LEN %_string
        	IF skill IN %_string
        		SET #STRRES #STRRES - 6
        	IF % IN %_string
        		SET #STRRES #STRRES - 1
        	SET %num_len 0
        	FOR %i #STRRES 1
        	{
        		SET %num_len %num_len + 1
        		STR MID %_string %i 1
        		IF #SPC IN #STRRES
        		{
        			STR MID %_string %i %num_len
        			SET %i 1
        		}
        	}
          RETURN #STRRES
        }
        Ultima modifica di fnurov; 19-06-2010, 17:51.

        Commenta


        • #5
          i just modified BM item evaluer script for the same purpose, the main problem is how you want to balance res on props to have a general balanced statistics... when you think its done try the script to analyze people equips and you get an idea if calculation its balanced. for example if many people has a total value of "400 points" of equip, and you get someone with 2000 maybe something is overvalued or is a gm :O...
          ____________________________________________________________________

          Il p Fengyr
          ____________________________________________________________________
          : algander#6292

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