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Fleon

[How-To] Understanding of Dragon_soul_table

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Hello there,
Surfing on the internet i was looking for a guide on how change the % of refining for the classes of the alchemy stones (rough, cut, rare, antique, legendary) for the clarity (Matt, Clear, Flawless, Brilliant, Excellent) and for the upp.
Wasnt getting results so i did learn by myself how to do the trick.
First of all, go in your locale directory and open the file "dragon_soul_table.txt".
Inside it you will have at the line no. 140:

Group RefineGradeTables
{ codice}


RefineGradeTables it has the function to upgrade the CLASS (rough,cut....)

Group RefineStepTables
{ codice}


RefineStepTables it has the function to upgrade the CLARITY (Matt, clear....)

Group RefineStrengthTables
{ codice}


RefineStrengthTables it has the function to upgrade the LEVEL of the stone (+0, +1 etc)

Those listed above are the function now lets get into it in a more detailled manner:

RefineGradeTables:
        #--#    NEED_COUNT    FEE    GRADE_NORMAL    GRADE_BRILLIANT    GRADE_RARE    GRADE_ANCIENT    GRADE_LEGENDARY
        GRADE_NORMAL    15    10000    5    95    0    0    0


Those are my settings by the way and i did modify them to let you understand better what im talking about, so
we will have:

GRADE_NORMAL            STANDS FOR ROUGH
GRADE_BRILLIANT        STANDS FOR CUT
GRADE_RARE            STANDS FOR RARE
GRADE_ANCIENT        STANDS FOR ANTIQUE
GRADE_LEGENDARY        STANDS FOR LEGENDARY
NEED_COUNT            ITS EQUAL TO HOW MANY STONES ARE NEEDED FOR THAT UPGRADE
FEE                    ITS EQUAL TO THE COST OF THE UPGRADE

Now you may ask, where are the % of refining?
Right here:

        GRADE_NORMAL    15    10000    5    95    0    0    0

You will have 8 values,
GRADE_NORMAL stands for rough
The value '15' identifies the no. of stones required for the upgrade
The value '10000' identifies the no. of yang needed (10k)

Now lets focus on the other 5 values:

5    95    0    0    0

For what these values stands for? And how do i modify them in the way i want? Read more and you will find out.

The first value '5' identifies the % of the stone remaining in the first class (Rough) and the '95' is the % of success for the stone to become more powerful (Cut).

Example, i want to create an upgrade of class that requires:

15 Stones, 10k Gold, and has these percentages: 90% of success, 5% of failure, 5% of lucky success to get from a Rough a Rare stone.

Like this:

        GRADE_NORMAL    15    10000    5    90    5    0    0

Remember to have a total of 100% so 90 + 5 + 5 = 100

/------------------------------------------------------------------------------------------------------------------------------------------------------------------/

Now lets face the clarity field

        #--#    NEED_COUNT    FEE    STEP_LOWEST    STEP_LOW    STEP_MID    STEP_HIGH    STEP_HIGHEST
        STEP_LOWEST    4    20000    30    70    0    0    0

In this case we will not face against the "GRADE_NORMAL" but we will have "STEP_*" (Where * is Lowest, low, mid, high, highest).

NEED_COUNT

Indicates the quantity of stones needed

FEE

Indicates the cost of the refining

STEP_LOWEST        STEP_LOW    STEP_MID    STEP_HIGH    STEP_HIGHEST

Those are the steps,
STEP_LOWEST = Matt
STEP_LOW = Clear
STEP_MID = Flawless
STEP_HIGH = Brilliant
STE_HIGHEST = Excellent

----------------------------------------------------------------------------------------------

        STEP_LOWEST    4    20000    30    70    0    0    0

What does this string means?
Well for the refining % we always have to check the last 5 values

    30    70    0    0    0

Here 30 indicates the % for the stone to remain matt (Failure %) and 70 indicates the percentage for your stone to become clear (Success %)

What if i want to make the refining success 95% for the step_lowest?

    5    95    0    0    0

What if i want to make the refining success 10% for the step_highest?

    0    0    0    90    10

What if i want to make the refining success 10% for the step_highest but i even want to have the 5 % of the stone returning to the Flawless(STEP_MID) point?

    0    0    5    85    10


Hope this will get you the idea on how to understand and modify those things, i posted this in few forums, if u want to share it i got no problems, if u want to give me credits would be better.

Im sorry for my english if i made any kind of mistakes, thanks.

 

Update
You have to modify even the client part (sorry i forgot to mention this)
On
dragon_soul_refine_settings.py

import item
default_grade_need_count = [15, 10, 5, 3]
default_grade_fee = [30000, 50000, 70000, 100000]
default_step_need_count = [4, 3, 2, 1]
default_step_fee = [20000, 30000, 40000, 50000]


default_grade_need_count is for the N of stones needed (rough, cut etc)
default_step_need_count is for the N of stones needed on the clarity refine
fee are the costs for both of them.

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Update
You have to modify even the client part (sorry i forgot to mention this)
On
dragon_soul_refine_settings.py

import item
default_grade_need_count = [15, 10, 5, 3]
default_grade_fee = [30000, 50000, 70000, 100000]
default_step_need_count = [4, 3, 2, 1]
default_step_fee = [20000, 30000, 40000, 50000]


default_grade_need_count is for the N of stones needed (rough, cut etc)
default_step_need_count is for the N of stones needed on the clarity refine
fee are the costs for both of them.

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This is one of the minimal requirements of server developing to understand how this works...
Nice tutorial btw.

On 2016. 12. 07. at 4:54 PM, Fleon said:

Wasnt getting results so i did learn by myself how to do the trick.

Respect!
 

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