HERAKLES Otomatik Avlı kalıcı sunucu. 19 Haziran'da açılıyor. Atius & Wizard güvencesiyle hemen kayıt ol, ön kayıt ödülleri aktif. HEMEN TIKLA!
Merhaba mitsi simya sistemini kurdum fakat şöyle bir syserr alıyorum game dosyasında
dragon_soul_table.txt i de ekliyorum lütfen yardım
Kod:
SYSERR: Nov 20 16:36:46 :: ReadBasicApplys: In Group BasicApplys, E¡©¡¤©¡¨ù¢ç group is not defined.
SYSERR: Nov 20 16:36:46 :: Boot: cannot load DragonSoulTable: locale/turkey/dragon_soul_table.txt
SYSERR: Nov 20 16:37:17 :: PutAttributes: There is no AdditionalApply about 11 type dragon soul.
SYSERR: Nov 20 16:37:30 :: PutAttributes: There is no AdditionalApply about 11 type dragon soul.
Kod:
# ¢¯eE¡Í¨ù¢ç A¡¿AI¨¬i¥ìe...
# TAB A¢¬¡¤I ¡¾¢¬¨¬?¥ìC¢¥I ¢¯¡Ë¨ù¢¯¡¤I ¨¬¨ù ¡ÆI.
# vimA¢¬¡¤I ¨¬¡í¢¥U¢¬e AC¡Æ¡Ì ¡Æ¡Ì¡Æ?A¡í A¢ÒA¢´CI¡Æi ¨¬¨ù ¡ÆI. (set ts=16 A©¬A¥ì)
# A¡ì ¥ìu¢¯EC¡Í¡¤I ©ö¡©AI ¨¬I¨¬?A¨¬ ¨úE ¡¾¢¬¨¬?.
# \" AI¥ì©¥¡ÆA Ao¢¯©ª ¨úECO.
# ¢¯eE¡Í¨ù¢ç Vnum¢¯¢® ¢¥eCN comment
# ITEM VNUMA¡í 10¢¬¢¬ AU¢¬¢ç¨¬IAI, FEDCBA¢Òo¡Æi CN¢¥U¢¬e
# FE : ¢¯eE¡Í¨ù¢ç A¨ú¡¤u. D : ¥ìi¡¾?
# C : ¢¥U¡Æe B : ¡Æ¡©E¡©
# A : ¢¯¨Ï©öuAC ©ö©ªE¡Ì¥ìe...
# AI A¨ù¡Æe¢¯¢®¨ù¡© ©ö?¨úi©ø¨£¢¥A ¢¯eE¡Í¨ù¢çA¨¬ ¢¯e¨ù¡©CIAo ¨úEA¡í ¡ÆIAI¢¥U.
# ok?
# ¢¯eE¡Í¨ù¢çAI ©øE©ö¡ì©ø¨£¥ì¥ì ¢¬©ö¡¾a ¢Ò¡×©ö¢ç¢¯¢® VnumAI A©¬¡¾¢¬©ø¡©©ö©¡AI¢¬e,
# Special item group¢¯¢®¨ù¡© groupA¢¬¡¤I ©ö¡©¨úi¨ù¡© A©ø¢¬¢çCI¡¾a¥ì¥ì Eu¥ìe¡Æi-_-,
# VnumHelper.h¢¯¢®¨ù¡© A©ø¢¬¢çCI¢¥A ¡ÆI¥ì¥ì Eu¥ìe¢¥U. -_-
# Group Aa¢¥A¥ì¡Í¢¬¢¬ ¨ùoA¥ìAUA¡í ¨öa¨ú©¬CO Ao¥ì¥ì...
# Vnum¢¯¢® A¨ù¡Æe¢¬| Aa¨ú¨¡¨ù¡© AU¢¬¢¥¨ùo ¡¾a©ö?A¢¬¡¤I C¨ª¨ú©¬¢¬¢¬ CN¢¥U.
# TableA¨¬ "Group"¡Æu "AI¢¬¡×"A¢¬¡¤I ¨öAAUCN¢¥U.
# Table ©ø¡í¨¬I¢¯¢® ¢ÒC TableAI AOA¡í ¨ùo AO¢¥U.
# ¡¾¡¿¡¤¢¬¢¥U¡Æi ¨úu¢Ò¡¿CN A¡¿AI¨¬iA¡í ¨öa©øo¢¥A¢¥U¡Æi ¨ù¡©©öo¡Æ¢® AI¨öACI¢¥A ¡ÆIA¨¬ ¨ú¨¡¢¥I¢¥U.
# CE¢¯aCN A¡¿AI¨¬iA¨¬ ¢¥UA¨ö¡Æu ¡Æ¡Æ¢¥U.
# BaseVnums, BaseAttrs, AddtionalAttrs, AttrSettings, UpgradeTable, ImproveTable,
# RefineTable, UpgradeMoneys, ImproveTable, RefineMoneys, WeightTable, DurationTable,
# DragonHeartExtTable, DragonSoulExtTable
# E¢ç¡¤u A¡¿AI¨¬iAC ¡Æ¨£A¨¬ ¡¾a¨¬¡íAuA¢¬¡¤I floatAI¢¥U.
# A©¬¢¯a !!!!!
# A¡¿AI¨¬iA¡í ¨¬¢¬¢¥U ¨¬¢¬¢¬e #--#AI¢Òo ¨ú©÷¢¯¨ÏA©ª ¨¬I¨¬?AI AO¢¥A¥ì¡Í A©¥¢¥e¡¤I Ao¢¯iAo ¢¬¡í¡ÆI.
#
# AI¡ÆC vnum to AI¢¬¡× mapping.
# AI¡ÆE¡¤I ¨¡?A¢´ vnumAC ¢¯eE¡Í¨ù¢çAI ¨úi¢Ò©÷ A¨ú¡¤uAC ¢¯eE¡Í¨ù¢çAIAo(AI¢¬¡×AI ©ö¨¬Ao) ¨úE¨ú¨¡©ø¨ö EA,
# ¡¾¡¿ ¢¯eE¡Í¨ù¢ç¢¯¢® C¨ª¢¥cCI¢¥A ¨ùO¨ù¨¬A¡í A¡Ì¢¥A¢¥U.
# ¢ÒCCN ¢¯¨Ï¡¾a¢¯¢® AuCoAOAo ¨úEA¨¬ ¢¯eE¡Í¨ù¢çAI ©ö¨ª¢¯¢® Group A¢´ACCI¢¥A ¨¬I¨¬?¢¯¢® AO¢¥U¢¬e
# ¢¯¢®¡¤?.
Group VnumMapper
{
# ¨öAAU vnum.
# ¢¯¨Ï¡¾a¨ù¡© ¨öa¨ú©¬CO ¨¬I¨¬?A¨¬ A¡×¢¯¢® ¨ù©ø¢¬iCN FE¢¯¢® C¨ª¢¥cCI¢¥A ¨¬I¨¬?.
# FE¢¬| ¨öaAU ¡ÆI
#--# DragonSoulName Type
1 ©öe¡¤©¡¨ù¢ç 11
2 E¡©¡¤©¡¨ù¢ç 12
3 C©ø¡¤©¡¨ù¢ç 13
4 A¢Ò¡¤©¡¨ù¢ç 14
5 ©øu¡¤©¡¨ù¢ç 15
6 E©¡¡¤©¡¨ù¢ç 16
}
Group BasicApplys
{
Group ©öe¡¤©¡¨ù¢ç
{
# 1¨¬IAI ¨ù©ª¨ù¡©¢¥e¡¤I ¨¬I¢¯¨Ï¥ìE¢¥U.
#--# Apply_Type Apply_value
1 INT 15
2 RESIST_ICE 15
}
Group E¡©¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value
1 STR 15
2 RESIST_FIRE 15
}
Group C©ø¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value
1 MAX_SP 2500
2 RESIST_WIND 15
}
Group A¢Ò¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value
1 DEX 15
2 RESIST_EARTH 15
}
Group ©øu¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value
1 MAX_HP 3000
2 RESIST_ELEC 15
}
Group E©¡¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value
1 CON 15
2 RESIST_DARK 15
}
}
Group AdditionalApplys
{
Group ©öe¡¤©¡¨ù¢ç
{
# ¨úOAC A©ö AA¡¤©øA¨¬ ¨ù©ª¨ù¡©¢¯I ¡Æu¡Æe ¨ú©ª¢¥U. A¢ÒAuE¡À E¢ç¡¤u¢¯¢® ¥ìu¢Òo ¨ùO¨ù¨¬AI ¨¬I¢¯¨Ï¥ìE ¡íOAI¢¥U.
#--# Apply_Type Apply_value Prob
1 MAGIC_ATT_GRADE 20 15
2 MAGIC_DEF_GRADE 20 15
3 SKILL_DAMAGE_BONUS 20 15
4 SKILL_DEFEND_BONUS 20 15
}
Group E¡©¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value Prob
1 ATT_BONUS 350 10
2 DEF_BONUS 250 10
3 NORMAL_HIT_DAMAGE_BONUS 20 10
4 NORMAL_HIT_DEFEND_BONUS 20 10
}
Group C©ø¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value Prob
1 MAX_HP 3000 10
2 HP_REGEN 20 10
3 STEAL_HP 10 10
4 KILL_HP_RECOVER 10 10
5 MAX_HP_PCT 25 10
}
Group A¢Ò¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value Prob
1 ATT_BONUS_TO_WARRIOR 20 10
2 ATT_BONUS_TO_ASSASSIN 20 10
3 ATT_BONUS_TO_SURA 20 10
4 ATT_BONUS_TO_SHAMAN 20 10
5 RESIST_WARRIOR 20 10
6 RESIST_ASSASSIN 20 10
7 RESIST_SURA 20 10
8 RESIST_SHAMAN 20 10
9 ATT_BONUS_TO_WOLFMAN 20 10
10 RESIST_WOLFMAN 20 10
}
Group ©øu¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value Prob
1 MAX_SP 1500 10
2 SP_REGEN 20 10
3 STEAL_SP 20 10
4 KILL_SP_RECOVER 5 10
5 MAX_SP_PCT 25 10
}
Group E©¡¡¤©¡¨ù¢ç
{
#--# Apply_Type Apply_value Prob
1 BLOCK 15 10
2 DODGE 15 10
3 REFLECT_MELEE 15 10
4 RESIST_CRITICAL 15 10
5 RESIST_PENETRATE 15 10
}
}
# ¢¯¨Ï¡¾a¨¬IAI Default¢¬| ¥ì?¢¥U.
# Default ¡Æ¨£A¡í ¢¬?¥ìc ¢¯eE¡Í¨ù¢çAI ¥ìu¢¬¡Ì¡Æi,
# ¨¡?A¢´ ¡Æ¨£AI AO¢¥A ¢¯eE¡Í¨ù¢çA¨¬ Default¢¬| ©öUAAA¢¬¡¤I ¡¾¡¿ ¡Æ¨£A¡í ¥ì¢´¨úi¨ú¢¥¢¥U.
# ¥ìi¡¾?¢¯¢® ¥ìu¢¬¡Í ¨ùO¨ù¨¬¨ùo
# ¢¥U, basis, add_max¢¥A 3¨¬¢¬¢¥U A¨Ï¢¬e ¨úE¥ìE¢¥U.
Group ApplyNumSettings
{
Group Default
{
#--# GRADE_NORMAL GRADE_BRILLIANT GRADE_RARE GRADE_ANCIENT GRADE_LEGENDARY GRADE_MYTH
basis 1 1 1 2 2 3
add_min 0 0 0 0 0 0
add_max 0 1 2 2 3 3
}
# Group ©öe¡¤©¡¨ù¢ç
# {
# #--# GRADE_NORMAL GRADE_BRILLIANT GRADE_RARE GRADE_ANCIENT GRADE_LEGENDARY GRADE_MYTH
# basis 1 1 1 2 2 3
# }
}
# ¢¯eE¡Í¨ù¢ç ¡Æ¢®A©¬A¢® A¡¿AI¨¬i.
# AI A¡¿AI¨¬i¢¯¢®¨ù¡© ¡Æ¨£AI 0AI¢Òo¢¬e ¡¾¡¿ AI¡íoAC ¡Æ¡©E¡©¢¥A ¨¬O¡Æ¢®¢¥ECI¢¥U¡Æi ¨¡C¢¥UCN¢¥U.
Group WeightTables
{
Group Default
{
Group GRADE_NORMAL
{
# ¢¥U¡Æe ¡Æ¡©E¡©
#--# 0 1 2 3 4 5 6
STEP_LOWEST 1 2 3 0 0 0 0
STEP_LOW 2 3 4 0 0 0 0
STEP_MID 3 4 5 6 0 0 0
STEP_HIGH 4 5 6 7 0 0 0
STEP_HIGHEST 5 6 7 8 10 0 0
}
Group GRADE_BRILLIANT
{
STEP_LOWEST 3 4 5 6 0 0 0
STEP_LOW 4 5 6 8 0 0 0
STEP_MID 5 6 8 10 0 0 0
STEP_HIGH 6 8 10 12 15 0 0
STEP_HIGHEST 8 10 12 15 20 0 0
}
Group GRADE_RARE
{
#--# 0 1 2 3 4 5 6
STEP_LOWEST 6 7 9 11 15 0 0
STEP_LOW 7 9 11 15 20 0 0
STEP_MID 9 11 15 20 25 0 0
STEP_HIGH 11 15 20 25 30 0 0
STEP_HIGHEST 15 20 25 30 40 0 0
}
Group GRADE_ANCIENT
{
#--# 0 1 2 3 4 5 6
STEP_LOWEST 10 12 15 18 20 0 0
STEP_LOW 12 15 18 20 25 0 0
STEP_MID 15 18 20 25 35 0 0
STEP_HIGH 18 20 25 35 40 0 0
STEP_HIGHEST 20 25 35 40 60 80 0
}
Group GRADE_LEGENDARY
{
#--# 0 1 2 3 4 5 6
STEP_LOWEST 30 35 40 45 50 0 0
STEP_LOW 35 40 45 50 55 0 0
STEP_MID 40 45 50 55 65 0 0
STEP_HIGH 45 50 55 65 75 90 0
STEP_HIGHEST 50 55 65 75 90 105 120
}
Group GRADE_MYTH
{
#--# 0 1 2 3 4 5 6
STEP_LOWEST 35 40 45 50 55 0 0
STEP_LOW 45 50 55 60 65 0 0
STEP_MID 50 55 60 70 80 0 0
STEP_HIGH 65 75 85 95 105 120 0
STEP_HIGHEST 75 85 95 105 120 135 160
}
}
# Group ©öe¡¤©¡¨ù¢ç
# {
# Group GRADE_NORMAL
# {
# #--# 0 1 2 3 4 5 6
# STEP_LOWEST 10 20 53 0 0 0 0
# STEP_HIGHEST 50 60 37 18 10 0 0
# }
# }
}
# ¡Æ©ø¡¤¢ç table
Group RefineGradeTables
{
Group Default
{
#--# NEED_COUNT FEE GRADE_NORMAL GRADE_BRILLIANT GRADE_RARE GRADE_ANCIENT GRADE_LEGENDARY GRADE_MYTH
GRADE_NORMAL 2 30000 0 80 0 0 0 0
GRADE_BRILLIANT 2 50000 0 40 70 0 0 0
GRADE_RARE 2 70000 0 0 40 60 0 0
GRADE_ANCIENT 2 100000 0 0 0 40 60 0
GRADE_LEGENDARY 1 120000 0 0 0 40 60 60
}
}
Group RefineStepTables
{
Group Default
{
#--# NEED_COUNT FEE STEP_LOWEST STEP_LOW STEP_MID STEP_HIGH STEP_HIGHEST
STEP_LOWEST 2 20000 0 100 0 0 0
STEP_LOW 2 30000 0 20 60 0 0
STEP_MID 2 40000 0 0 40 20 0
STEP_HIGH 2 50000 0 0 0 20 10
}
}
Group RefineStrengthTables
{
Group Default
{
# MATERIAL_DS_REFINE_NORMAL : GRADE_NORMAL ¡Æ¡©E¡©¨ù¢ç
# MATERIAL_DS_REFINE_BLESSED : Aa¨¬©öAC ¡Æ¡©E¡©¨ù¢ç
# MATERIAL_DS_REFINE_HOLLY : ¢¯e¨öAAC ¡Æ¡©E¡©¨ù¢ç
#--# FEE 0 1 2 3 4 5
MATERIAL_DS_REFINE_NORMAL 10000 100 70 60 50 40 30
MATERIAL_DS_REFINE_BLESSED 20000 100 70 60 50 40 30
MATERIAL_DS_REFINE_HOLLY 30000 100 70 60 50 40 30
MATERIAL_DS_REFINE_MASTER 40000 100 100 100 100 100 100
}
}
# ¢¯e¨öEA¨¬ 100000(AO¨öA vnum)AI¡Æi, A©¡Au¡¤¢çA¨¬ socket (0)¢¯¢® ©öU¨ú¨¡©øO¢¥A¢¥U.
# ¢¥U, special item group¢¯¢® vnum 10053A¢¬¡¤I A¢´AC¥ìC¨úiAO¢¥A ¢¥U¢¬¡Í ¢¯e¨öE¥ìeA¨¬ Value(0)¢¯¢® AO¢¥A ¡Æ¨£AI A©¡Au¡¤¢ç.
# ¢¯e¨öE A©¬Aa E¢ç¡¤u A¡¿AI¨¬i
# A©¡Au¡¤¢çAI 0AI¢Òo¢¥A ¡ÆIA¨¬ A©¬Aa ¨öC¨¡?¢Òo¢¥A ¡ÆA.
Group DragonHeartExtTables
{
Group Default
{
#--# 1 2 3 4 5
# ¢¯e¨öE A©¡Au¡¤¢ç(%)
CHARGING 0 5 15 30 50
# ¥ìi¡¾?¡Æu A©¡Au¡¤¢ç¢¯¢® ¥ìu¢¬¡Í E¢ç¡¤u A¡¿AI¨¬i
# ¥ìi¡¾? E¢ç¡¤u
GRADE_NORMAL 80 0 0 0 0
GRADE_BRILLIANT 0 70 0 0 0
GRADE_RARE 0 0 0 60 0
GRADE_ANCIENT 0 0 0 50 0
GRADE_LEGENDARY 0 0 0 0 50
GRADE_MYTH 0 0 0 0 50
}
}
# ¢¯eE¡Í¨ù¢ç A©¬Aa E¢ç¡¤u A¡¿AI¨¬i.
# AI¡ÆI¥ì¥ì 1, 2¨úEAI AO¨úi AeCOCO ¨ùo AO¢¥A ©ö©¡¨úEA¢¬¡¤I ¡Æ¡§.
# A©¬Aa E¢ç¡¤uA¡í A¢´CO ¨ùo AO¡Æi, ¨öC¨¡? ¨¬I¡íe©ö¡Æ¥ì¥ì A¢´CO ¨ùo AOA¨ö.(0AI¢¬e ¨úEAU)
Group DragonSoulExtTables
{
Group Default
{
#¨öC¨¡? ¨¬I¡íe©ö¡Æ
#--# Prob ByProduct
GRADE_NORMAL 100 30270
GRADE_BRILLIANT 100 30270
GRADE_RARE 100 30270
GRADE_ANCIENT 100 30270
GRADE_LEGENDARY 100 30270
GRADE_MYTH 100 30270
}
}
