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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #006667

  • 0 - None Assigned

  • Working as Intended

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Mix cooking bugged

Posted by Hercules Bot on 10 September 2012 - 08:52 PM

Originally posted by Genius
My Genetic is on a potter-build atm, with 100% success on normal pots and about 80% on condensed. Yet he did fail on 20 attempts of mixed cooking. All items were available.

Originally posted by malufett


Mixed Cooking


Success formula compares the value of A to B.

A = (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3)

B = Random number between (30 ~ 150) + Difficulty rate

Success = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is greater than B value, (Random number between 30 ~ 150) + Difficulty rate

Failure = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is less than B value, (Random number between 30 ~ 150) + Difficulty rate

1. If A value is 30+ greater than B value, creates 10 ~ 12 Foods.

2. If A value is 10+ greater than B value, creates 10 Foods.

3. If A value is exactly 10 less than B value, creates 8 Foods.

4. If A value is 30+ less than B value, creates 5 Foods.

5. If A value is 50+ less than B value, Food creation fails.




:meow:

Originally posted by Genius
For you're saying Mixed cooking does work fine I'd love to get some insight of a part of the script, if you don't mind.
According to the formula posted, my Genetic would have a 80% chance to create +20-food if the 'difficulty-rating' would be 0. For I don't know what's the 'difficulty-rating', I don't know my actual chance.
But for my 20 food-ingredients did only produce black lumb I guess that 'difficulty rating' is extremely high? Just want to know how high that 'difficulty-rating' is, so I can recalculate my chance and decide if it is even worth the effort

Originally posted by malufett
hope you get it :)
<br />			case GN_MAKEBOMB:<br />			case GN_MIX_COOKING:<br />				{<br />					int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)<br />				<br />					make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster�s Job Level / 4) + (Caster�s LUK / 2) + (Caster�s DEX / 3)<br />					qty = ~(5 + rnd()%5) + 1;<br /><br />					switch(nameid){// difficulty factor<br />						case 13260:<br />							difficulty += 5;<br />							break;<br />						case 13261:	case 13262:<br />							difficulty += 10;<br />							break;<br />						case 12429:	case 12430:	case 12431:<br />						case 12432:	case 12433:	case 12434:<br />						case 13263:<br />							difficulty += 15;<br />							break;<br />						case 13264:	<br />							difficulty += 20;<br />							break;<br />					}<br /><br />					if( make_per >= 30 && make_per > difficulty)<br />						qty = 10 + rnd()%2;<br />					else if( make_per >= 10 && make_per > difficulty)<br />						qty = 10;<br />					else if( make_per == 10 && make_per > difficulty)<br />						qty = 8;<br />					else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)<br />						;// Food/Bomb creation fails.<br />					else if( make_per >= 30 && make_per < difficulty)<br />						qty = 5;<br />		<br />					if( qty < 0 || (skilllv == 1 && make_per < difficulty)){<br />						qty = ~qty + 1;<br />						make_per = 0;<br />					}else<br />						make_per = 10000;<br />					qty = (skilllv > 1 ? qty : 1);<br />				}<br />				break;<br />


:meow:

moved issue from Skills