|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Quests::Completed This is where Completed quests are. |
|
|
|
03-17-2022, 03:50 PM
|
|
Developer
|
|
Join Date: Dec 2012
Posts: 515
|
|
Easy to use Tiered Item Generator
Assign this script to an in-game NPC and hand them the item you want to turn into a tiered item.
It will keep its base stats and increase the all the values listed in the script by the assigned amount. Hailing the NPC will you give you a popup of what the current scale is for the NPC.
If you tell the npc "hp 1" it will increase the scale for HP or "hp -1" reduce scale by 1. The stat must match the hash value so.. "heroic_str 5" would increase the scale of heroic_str by 5.. or just alter the values in the script and do a #rq ... whichever way you prefer!
This is a script for GMs so you must have #gm on to hand in items and talk to this NPC.
(Max ranks for roman numerals is 3999 so be aware!)
Code:
use POSIX;
###################################################################
###################################################################
#####################Author: Natedog###############################
###################################################################
###################################################################
my $number_of_tiers = 101; #10== 0-9 101 == 1-100
my $naming = "roman"; #roman / decimal
#IV V / +4 +5
###################################################################
#these must match the database heroic_str ect...
#### EXAMPLE .1 would mean stat increases by 1 every 10 tiers
#### EXAMPLE .01 would mean stat increases by 1 every 100 tiers
###################################################################
my %stat_types = (
#HEROIC STATS
"heroic_str" => .1, #How much they increase by.. per turn in~
"heroic_sta" => .1,
"heroic_dex" => .1,
"heroic_agi" => .1,
"heroic_int" => .1,
"heroic_wis" => .1,
"heroic_cha" => .1,
#AC \ HP \ MANA
"ac" => 2,
"hp" => 150,
"mana" => 150,
"endur" => 150,
#DAMAGE \ HASTE
"damage" => .5, #Non-weapons it will not increase (items without damage already)
"haste" => .5,
#BASIC STATS
"astr" => .2,
"asta" => .2,
"aagi" => .2,
"adex" => .2,
"aint" => .2,
"awis" => .2,
"acha" => .2,
#MOD2 STATS
"spelldmg" => 5,
"healamt" => 5,
"regen" => .5,
"manaregen" => .5,
"enduranceregen"=> .5,
"damageshield" => .4,
"shielding" => .01,
"strikethrough" => .1,
"clairvoyance" => .1,
"dsmitigation" => .1,
"dotshielding" => .1,
"stunresist" => .1,
"avoidance" => .1,
"accuracy" => .1,
#RESISTS
"pr" => .1,
"mr" => .1,
"dr" => .1,
"fr" => .1,
"cr" => .1,
"svcorruption" => .01,
"heroic_pr" => .01,
"heroic_mr" => .01,
"heroic_dr" => .01,
"heroic_fr" => .01,
"heroic_cr" => .01,
"heroic_svcorrup" => .01,
);
#####################################################################
#####################################################################
## These can be lowered but some are already at their max so be aware
#####################################################################
#####################################################################
my $weapon_damage_cap = 5000; #Not the cap.. but allows you to keep things from going too high
my $haste_item_cap = 300; #Not the cap.. but allows you to keep things from going too high
my $ac_item_cap = 25000; #Not the cap.. but allows you to keep things from going too high
my $heroic_stat_cap = 127; #This cant go over 127.. but you can lower it if you don't want insane items..
my $basic_stat_cap = 127; #127 is cap.. but can lower as well
my $hp_mana_cap = 2000000; #No idea on cap.. but use common sense!
my $spell_heal_cap = 32767; #32767 cap i think? but lower if you wish
my $dmgshield_cap = 32767; #Cap? lower if you wish
my $regen_cap = 32767; #Cap? lower if you wish
my $av_ac_stun_strike_cap = 127;
###################################################################
#DO NOT EDIT BELOW HERE
###################################################################
sub EVENT_SAY {
if(!$array_fields[0]) {
LoadData();
}
if (!$client->GetGM()) {
$client->Message(315, "You must be a GM to access me!");
return;
}
if($text=~/Hail/i) {
quest::whisper("Hand me an item to create multiple tiers of it.");
$client->Message(335, "CURRENT SCALE");
foreach my $t (sort keys %stat_types) {
$client->Message(335,quest::saylink("$t -10", 1, "10 ") . quest::saylink("$t -5", 1, "5 ") . quest::saylink("$t -1", 1, "1") . " - $t: " . ($stat_types{$t} + $npc->GetEntityVariable("$t")) . " + " . quest::saylink("$t 1", 1, "1 ") . quest::saylink("$t 5", 1, "5 ") . quest::saylink("$t 10", 1, "10 "));
$$t = ($stat_types{$t} + $npc->GetEntityVariable("$t"));
}
Item_Popup();
} else {
$text = lc($text);
my @args = split(" ", $text);
if (exists($stat_types{$args[0]})) {
$npc->SetEntityVariable("$args[0]", ($npc->GetEntityVariable("$args[0]") + $args[1]));
foreach my $t (sort keys %stat_types) {
$$t = ($stat_types{$t} + $npc->GetEntityVariable("$t"));
}
Item_Popup();
}
}
}
sub Item_Popup {
my $ptext = "<table>
<tr><td>{y}LIFE~</td></tr>
<tr><td>AC: $ac</td></tr>
<tr><td>HP: $hp</td></tr>
<tr><td>MANA: $mana</td></tr>
<tr><td>ENDUR: $endur</td></tr>
</table>
<table>
<tr><td>{y}BASIC STATS~</td><td>{y}HEROIC STATS~</td><td>{y}OTHER~</td></tr>
<tr><td>STR: $astr</td> <td>H-STR: $heroic_str</td><td>Damage: $damage</td></tr>
<tr><td>STA: $asta</td> <td>H-STA: $heroic_sta</td><td>Haste: $haste</td></tr>
<tr><td>INT: $aint</td> <td>H-INT: $heroic_int</td><td>Spelldmg: $spelldmg</td></tr>
<tr><td>WIS: $awis</td> <td>H-WIS: $heroic_wis</td><td>Healamt: $healamt</td></tr>
<tr><td>AGI: $aagi</td> <td>H-AGI: $heroic_agi</td><td>Shielding: $shielding</td></tr>
<tr><td>DEX: $adex</td> <td>H-DEX: $heroic_dex</td><td>Damageshield: $damageshield</td></tr>
<tr><td>CHA: $acha</td> <td>H-CHA: $heroic_cha</td><td>Strikethrough: $strikethrough</td></tr>
<tr><td>PR: $pr</td> <td>H-PR: $heroic_pr</td><td>Avoidance: $avoidance</td></tr>
<tr><td>MR: $mr</td> <td>H-MR: $heroic_mr</td><td>Accuracy: $accuracy</td></tr>
<tr><td>DR: $dr</td> <td>H-DR: $heroic_dr</td><td>Dotshielding: $dotshielding</td></tr>
<tr><td>FR: $fr</td> <td>H-FR: $heroic_fr</td><td>Clairvoyance: $clairvoyance</td></tr>
<tr><td>CR: $cr</td> <td>H-CR: $heroic_cr</td><td>dsmitigation: $dsmitigation</td></tr>
<tr><td>Corr: $svcorruption</td> <td>H-Corr: $heroic_svcorrup</td><td>stunresist: $stunresist</td></tr>
</table> hiddenresponse";
$client->DialogueWindow($ptext);
}
sub EVENT_ITEM {
my $aug_slots_in = AugTypes(@aug_slots_used);
if(!$array_fields[0]) {
LoadData();
}
my $item_count = 0;
my @turnin = ();
if ($item1 > 0) { push(@turnin, $item1); $item_count++; }
if ($item2 > 0) { push(@turnin, $item2); $item_count++; }
if ($item3 > 0) { push(@turnin, $item3); $item_count++; }
if ($item4 > 0) { push(@turnin, $item4); $item_count++; }
if ($item_count != 1 || !$client->GetGM()) { #too many or too little items.. return them...
plugin::return_items(\%itemcount);
$client->AddMoneyToPP($copper, $silver, $gold, $platinum, 1); #They fucked up the turnin... give back their money
$client->Message(335, "That doesn't look correct!");
return;
}
my $dbh = plugin::LoadMysql();
#get the stats on each of the items given to the NPC
my $sth = $dbh->prepare( "SELECT * FROM items where id = $turnin[0];"); #This way it won't matter what slot the item is in...
$sth->execute();
#create variable to store tier (Used for pricing increases)
my $tier = 0;
my $client_name = $name;
my @values = $sth->fetchrow_array();
my $line = "";
my $current_value = "";
#FOR PRICING~
my $cost = 0;
my $heroic_stats = 0;
my $regular_stats = 0;
my $ac_hp_mana_stats = 0;
my $haste_damage_stats = 0;
my $mod2_stats = 0;
my $item_name_slot = 0;
my @new_values = ();
my $multiplier = 0;
my @combined_values = ();
my $max_item_id = MaxIDSearch("items", "id");
for $imake ( 1 .. $number_of_tiers-1) {
@new_values = ();
#$line = "";
$line .= "\n(";
for $x (0 .. $#array_fields) {
#$fieldname = $array_fields[$x];
$current_value = $values[$x]; #~whatever field are on is set here now..
if (exists $stat_types{$array_fields[$x]}) {
if ($array_fields[$x]=~/^damage$/i) {
if ($current_value > 0) {
$current_value += floor($imake * ($stat_types{$array_fields[$x]} + $npc->GetEntityVariable("$array_fields[$x]"))); #Only increment damage on things that already have damage stat
}
} else {
$current_value += floor($imake * ($stat_types{$array_fields[$x]} + $npc->GetEntityVariable("$array_fields[$x]"))); #increment the stats based on the hash at the top
}
}
#DEFAULT VALUES~
if ($array_fields[$x]=~/^itemtype$/i) {
#$current_value = 54; #DO NOT CHANGE
#} elsif ($array_fields[$x]=~/^augtype$/i) {
# $current_value = $aug_slots_in; ##VALUE AT TOP OF SCRIPT DICTATES THIS 1 -30
} elsif ($array_fields[$x]=~/^name$/i) {
#$current_value = "$client_name`s Ornamentation";
$item_name_slot = $x;
#} elsif ($array_fields[$x]=~/^clickeffect$/i) {
# $current_value = -1;
#} elsif ($array_fields[$x]=~/^clicktype$|^delay$|augslot1type|augslot2type|augslot3type|augslot4type|augslot5type/i) { ##All these are 0'ed out
# $current_value = 0;
} elsif ($array_fields[$x]=~/^loregroup$/i) {
#$current_value = 0;
} elsif ($array_fields[$x]=~/^UNK214$/i) {
if ($tier <= 0) {
$current_value = $values[$x] > 0 ? $values[$x] : 0;
$tier = $current_value;
} else {
$current_value = $tier;
}
$current_value++;
$tier++;
if ($naming=~/roman/i) {
$new_values[$item_name_slot] = "$new_values[$item_name_slot] " . decimal_to_roman($imake);
} else {
$new_values[$item_name_slot] = "$new_values[$item_name_slot] +" . $imake;
}
} elsif ($array_fields[$x]=~/^heroic_str$|^heroic_sta$|^heroic_dex$|^heroic_agi$|^heroic_wis$|^heroic_int$|^heroic_cha$/i) {
if ($current_value > $heroic_stat_cap) {
$current_value = $heroic_stat_cap;
}
$heroic_stats+=$current_value;
} elsif ($array_fields[$x]=~/^spelldmg$|^healamt$|^clairvoyance$/i) {
if ($current_value > $spell_heal_cap) {
$current_value = $spell_heal_cap;
}
$mod2_stats+=$current_value;
} elsif ($array_fields[$x]=~/^astr$|^asta$|^aagi$|^adex$|^awis$|^aint$|^acha$|^pr$|^mr$|^dr$|^fr$|^cr$|^svcorruption$|^heroic_pr$|^heroic_mr$|^heroic_dr$|^heroic_fr$|^heroic_cr$|^heroic_svcorrup$/i) {
if ($current_value > $basic_stat_cap) {
$current_value = $basic_stat_cap;
}
$regular_stats+=$current_value;
} elsif ($array_fields[$x]=~/^hp$|^mana$/i) {
if ($current_value > $hp_mana_cap) {
$current_value = $hp_mana_cap;
}
$ac_hp_mana_stats+=$current_value;
} elsif ($array_fields[$x]=~/^ac$/i) {
if ($current_value > $ac_item_cap) {
$current_value = $ac_item_cap;
}
$ac_hp_mana_stats+=$current_value;
} elsif ($array_fields[$x]=~/^damage$/i) {
if ($current_value > $weapon_damage_cap) { #Cap aug weapon damage..
$current_value = $weapon_damage_cap;
}
$weapon_damage_array_slot = $x;
$haste_damage_stats+= $current_value;
} elsif ($array_fields[$x]=~/^haste$/i) {
if ($current_value > $haste_item_cap) {
$current_value = $haste_item_cap;
}
$haste_damage_stats+= $current_value;
} elsif ($array_fields[$x]=~/^damageshield$/i) {
if ($current_value > $dmgshield_cap) {
$current_value = $dmgshield_cap;
}
$mod2_stats+=$current_value;
} elsif ($array_fields[$x]=~/^regen$|^manaregen$/i) {
if ($current_value > $regen_cap) {
$current_value = $regen_cap;
}
$mod2_stats+=$current_value;
} elsif ($array_fields[$x]=~/^avoidance$|^accuracy$|^stunresist$|^strikethrough$|^shielding$/i) {
if ($current_value > $av_ac_stun_strike_cap) {
$current_value = $av_ac_stun_strike_cap;
}
} elsif ($array_fields[$x]=~/^id$/i) {
$max_item_id++;
$current_value = $max_item_id;
}
$line .= "?, ";
push(@new_values, trim($current_value));
}
$line = substr($line, 0, -2);
$line .= "), ";
push(@combined_values, @new_values);
}
$line = substr($line, 0, -2);
my $master_item_insert = "INSERT INTO `items` (" . join(",", @array_fields_tilde) . ") VALUES $line";
$dbh->prepare($master_item_insert)->execute(@combined_values);
quest::whisper("Items created");
}
sub MaxIDSearch {
my $dbh = plugin::LoadMysql();
my $table = shift;
my $field = shift;
my $max_search = "SELECT max($field) FROM $table";
$sth = $dbh->prepare($max_search);
$sth->execute();
return $sth->fetchrow_array();
}
sub trim($) {
my $string = shift;
$string =~ s/^\s+//;
$string =~ s/\s+$//;
return $string;
}
sub AugTypes {
my @types = @_;
my %aug_values = (
1 => 1,
2 => 2,
3 => 4,
4 => 8,
5 => 16,
6 => 32,
7 => 64,
8 => 128,
9 => 256,
10 => 512,
11 => 1024,
12 => 2048,
13 => 4096,
14 => 8192,
15 => 16384,
16 => 32768,
17 => 65536,
18 => 131072,
19 => 262144,
20 => 524288,
21 => 1048576,
22 => 2097152,
23 => 4194304,
24 => 8388608,
25 => 16777216,
26 => 33554432,
27 => 67108864,
28 => 134217728,
29 => 268435456,
30 => 536870912
);
my $aug_return = 0;
foreach $t (@types) {
$aug_return += $aug_values{$t};
}
return $aug_return;
}
sub LoadData {
my $dbh = plugin::LoadMysql();
my $sth = $dbh->prepare("SHOW COLUMNS FROM items");
$sth->execute();
@array_fields = ();
while (@row = $sth->fetchrow_array()){
push(@array_fields, "$row[0]");
push(@array_fields_tilde, "`$row[0]`");
}
}
sub decimal_to_roman {
my $decimal = shift;
my $str = '';
my (@conversions) = (
M => 1000,
CM => 900,
D => 500,
CD => 400,
C => 100,
XC => 90,
L => 50,
XL => 40,
X => 10,
IX => 9,
V => 5,
IV => 4,
I => 1,
);
while (@conversions) {
my $r = shift @conversions;
my $v = shift @conversions;
while ( $decimal >= $v ) {
$decimal -= $v;
$str .= $r;
}
}
return $str;
}
Example image of an earring with 3000 ranks
|
|
|
|
04-17-2022, 11:51 PM
|
Fire Beetle
|
|
Join Date: May 2010
Posts: 10
|
|
Using the pre-compiled download, how are you able to let the system recognize those high heal and spell damage amounts. I did some testing and changed the rule_values for the Character:ItemHealAmtCap and it appears to stop at a certain amount.
|
09-02-2022, 10:43 AM
|
Sarnak
|
|
Join Date: Apr 2009
Location: LA
Posts: 97
|
|
By the way.. This is rad. Thank You.
I did notice that Strike through once generated keeps getting more negative.
|
03-06-2023, 11:04 AM
|
Hill Giant
|
|
Join Date: Feb 2008
Posts: 189
|
|
Modified for player hand-ins?
I am curious if this could be tied to a quest turn-in snippet check, and give stats to players who do a collection quest and hand it in to upgrade their armor.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 01:04 PM.
|
|
|
|
|
|
|
|
|
|
|
|
|