Solved Rarity for Weapon and Armors

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Caves

The Annoying Newbie
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Hi everyone, its me again with another question.

So what I've done lately is add a simple rarity feature from Ancient Flyff Source.
Unfortunately there's no resource that I can find to kinda figure out what the format is or what the parameters are for but I was able to get a Rarity.inc
So my question is can someone explain what the parameters means or what its for?

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Last edited:
Hi everyone, its me again with another question.

So what I've done lately is add a simple rarity feature from Ancient Flyff Source.
Unfortunately there's no resource that I can find to kinda figure out what the format is or what the parameters are for but I was able to get a Rarity.inc
So my question is can someone explain what the parameters means or what its for?

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Please login and(or) register to see this awesome content today.
It seems works like Scroll of Strength, Stamina, Dext, and Intelli.

RandomOptItem the function
51~54 is rarity ID
IDS_XXX is the Rarity names
0xffxxxxx is the rarity color
and what's inside the curly braces are the STATS given by Rarity.

Correct me if I'm wrong.


EDIT:
It seems like

51 = Common
- All Stat +1
- Max. HP +300

52 = Uncommon
- All Stat +2
- Max. HP +400


53 = Rare
- All Stat +3
- Max. HP +500
- Increased Attack +1%
- Increased Def +1%
- Player vs. Monster +1%
- Increased HP +4%

54 = Epic
- All Stat +4
- Max. HP +700
- Increased Attack +2%
- Increased Def +3%
- Player vs. Monster +3%
- Increased HP +6%

55 = Legendary or Mythic
- All Stat +5
- Max. HP +1000
- Increased Attack +4
- Increased Def +5
- Player vs. Monster +6
- Increased HP +8
- Player vs. Player +3%
- Experience Gain +4%
 
Last edited:
It seems works like Scroll of Strength, Stamina, Dext, and Intelli.

RandomOptItem the function
51~54 is rarity ID
IDS_XXX is the Rarity names
0xffxxxxx is the rarity color
and what's inside the curly braces are the STATS given by Rarity.

Correct me if I'm wrong.


EDIT:
It seems like

51 = Common
- All Stat +1
- Max. HP +300

52 = Uncommon
- All Stat +2
- Max. HP +400


53 = Rare
- All Stat +3
- Max. HP +500
- Increased Attack +1%
- Increased Def +1%
- Player vs. Monster +1%
- Increased HP +4%

54 = Epic
- All Stat +4
- Max. HP +700
- Increased Attack +2%
- Increased Def +3%
- Player vs. Monster +3%
- Increased HP +6%

55 = Legendary or Mythic
- All Stat +5
- Max. HP +1000
- Increased Attack +4
- Increased Def +5
- Player vs. Monster +6
- Increased HP +8
- Player vs. Player +3%
- Experience Gain +4%
Where do I define or register the Rarity ID?
Do I add it to the propitemetc? or in the Rarity.inc?
Currently what happens ingame is that it lets me use the item and even props the text from the regular scroll of stats.
As for the spec_item i simply used the format of the scroll of stats and edited them accordingly
Could this issue be code related?

Hey There!
Please login and(or) register to see this awesome content today.
 
Last edited:
Where do I define or register the Rarity ID?
Do I add it to the propitemetc? or in the Rarity.inc?
Currently what happens ingame is that it lets me use the item and even props the text from the regular scroll of stats.
As for the spec_item i simply used the format of the scroll of stats and edited them accordingly
Yeah it works exactly the same as Scroll of Stats.

You make new item scroll for your own Rarity and create new effects inside propItemEtc.inc
 
Yeah it works exactly the same as Scroll of Stats.

You make new item scroll for your own Rarity and create new effects inside propItemEtc.inc
Do I have to disable the existing RandomOptItem Func?
 
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