Is this the evo gear that you have to train up to 10001 ? Going to put it in and check but it dont like the evo i seen on other shards that you have to train up from 1 .
 
Code:
 public void ApplyGain()
        {
            int expr;
            if (mEvolutionPoints < 101) // edit this to change how high you wish the Attributes to go 10000 means max attributes will be 100
            {
                mEvolutionPoints++;
                this.Name = "Evo Arms (" + mEvolutionPoints.ToString() + ")";
 
                if ((mEvolutionPoints / 1) > 0)
                {
                    expr = mEvolutionPoints / 20;
 
                    this.Attributes.AttackChance = expr;
                    this.Attributes.WeaponSpeed  = expr;
                    this.Attributes.BonusHits = expr;
                    this.Attributes.BonusMana = expr;
                    this.Attributes.BonusStam = expr;
                }
 
                if ((mEvolutionPoints / 2) > 0)
                {
                    expr = mEvolutionPoints / 2;
     
                    this.Attributes.WeaponDamage = expr;
                    this.Attributes.Luck = expr;
                    this.Attributes.SpellDamage = expr;
                }
 
                if ((25 + (mEvolutionPoints / 2)) > 0) this.Attributes.WeaponSpeed = (25 + (mEvolutionPoints / 2));
 
                if ((mEvolutionPoints / 20) > 0)
                {
                    expr = mEvolutionPoints / 20;
 
                    this.Attributes.DefendChance = expr;
                    this.Attributes.ReflectPhysical = expr;
                    this.Attributes.BonusStr = expr;
                    this.Attributes.BonusDex = expr;
                    this.Attributes.BonusInt = expr;
                }
                InvalidateProperties();
 
 
            }
        }

in this section of each armor piece you can chance the amount of needed gain making it lesser or more in needed gain.
 
Meaning i only need to change the (mEvolutionPoints < 1000) correct? Which makes sense, but so many other numbers i wasnt sure if they would effect the desired outcome or not.

switch ( Utility. random( 30 ))

Does this control the chances of drop rate ? (learning script here lol ) so like one pc drops every 30 kills of that said mob. This is the Evo mob in the script.
 
Last edited:
@Rochaven
EvoArmorGuardian.cs -
The Utility.Random(30) is going to randomly pick a number from 0 to 29.
If it matches the number of one of the cases you have listed in the curly brackets, then it will perform the action for that case.
you have a 1 in 30 (3%) chance to get one of the 7 cases. making a 21% chance of a drop and 79% chance of no drop.
Edit: 100/30 = 3.3repeating. This is how i came up with 3% times 7 cases = 21% chance of drop.

Someone please correct me if I'm wrong.^

Remember that C# uses 0 1 2 3..., not 1 2 3 when counting.
 
Last edited by a moderator:
Right but my question was (not fully understanding code yet) is this the number that decides the chance of drop, Rather simple question i think.
 
yes that is correct it counts the rate of killed mob vs the number set as to weather it will drop. or rather yes it is the controler for drop rates
 
Perfect ! :) Thank you Jase and thank you hank for showing me awesome website, added to fav so in the future i can help others like that.
 
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