kjelldan and Creater0822:
I modified 4 type of update stone to weapon / armor / tools so that they give +4 str/int/agi/luk 100% chances in Z.js, it is not that hard if you found the right section. here is my code:
null != d.displayName ? iQ.setReserved("displayName", "Warped_Weapon|Upgrade_Stone") : iQ.h.displayName = "Warped_Weapon|Upgrade_Stone",
null != d.sellPrice ? iQ.setReserved("sellPrice", 25e3) : iQ.h.sellPrice = 25e3,
null != d.typeGen ? iQ.setReserved("typeGen", "dStone") : iQ.h.typeGen = "dStone",
null != d.ID ? iQ.setReserved("ID", 0) : iQ.h.ID = 0,
null != d.Type ? iQ.setReserved("Type", "UPGRADE") : iQ.h.Type = "UPGRADE",
null != d.lvReqToCraft ? iQ.setReserved("lvReqToCraft", "3") : iQ.h.lvReqToCraft = "3",
null != d.common ? lQ.setReserved("common", iQ) : lQ.h.common = iQ;
var oQ = new l;
null != d.desc_line1 ? oQ.setReserved("desc_line1", "Drag_onto_any_Weapon_to_apply.") : oQ.h.desc_line1 = "Drag_onto_any_Weapon_to_apply.",
null != d.desc_line2 ? oQ.setReserved("desc_line2", "Success_Chance;_*%") : oQ.h.desc_line2 = "Success_Chance;_*%",
null != d.desc_line3 ? oQ.setReserved("desc_line3", "Uses_up_#_item_slots.") : oQ.h.desc_line3 = "Uses_up_#_item_slots.",
null != d.desc_line4 ? oQ.setReserved("desc_line4", "WARNING:Slots_are_used_up_even") : oQ.h.desc_line4 = "WARNING:Slots_are_used_up_even",
null != d.desc_line5 ? oQ.setReserved("desc_line5", "if_the_Upgrade_fails!") : oQ.h.desc_line5 = "if_the_Upgrade_fails!",
null != d.desc_line6 ? oQ.setReserved("desc_line6", "Filler") : oQ.h.desc_line6 = "Filler",
null != d.desc_line7 ? oQ.setReserved("desc_line7", "Filler") : oQ.h.desc_line7 = "Filler",
null != d.desc_line8 ? oQ.setReserved("desc_line8", "Filler") : oQ.h.desc_line8 = "Filler",
null != d.Effect ? oQ.setReserved("Effect",
"Weapon_Power,3.LUK,4") : oQ.h.Effect =
"Weapon_Power,3.LUK,4", // This gives +3 weapon power and +4 luk
null != d.Amount ? oQ.setReserved("Amount",
100) : oQ.h.Amount =
100, //This is success chance
null != d.Trigger ? oQ.setReserved("Trigger", 1) : oQ.h.Trigger = 1,
null != d.Cooldown ? oQ.setReserved("Cooldown", 1) : oQ.h.Cooldown = 1,
null != d.consumable ? lQ.setReserved("consumable", oQ) : lQ.h.consumable = oQ,
w.addNewConsumable("StoneW6", lQ);
OR you can just alter the status on the weapon:
null != d.displayName ? gA.setReserved("displayName", "Wooden_Spear") : gA.h.displayName = "Wooden_Spear",
null != d.sellPrice ? gA.setReserved("sellPrice", 265) : gA.h.sellPrice = 265,
null != d.typeGen ? gA.setReserved("typeGen", "aWeapon") : gA.h.typeGen = "aWeapon",
null != d.ID ? gA.setReserved("ID", 4) : gA.h.ID = 4,
null != d.Type ? gA.setReserved("Type", "SPEAR") : gA.h.Type = "SPEAR",
null != d.lvReqToCraft ? gA.setReserved("lvReqToCraft", "3") : gA.h.lvReqToCraft = "3",
null != d.common ? mA.setReserved("common", gA) : mA.h.common = gA;
var dA = new l;
null != d.lvReqToEquip ? dA.setReserved("lvReqToEquip", 4) : dA.h.lvReqToEquip = 4,
null != d.Class ? dA.setReserved(
"Class", "ALL") :
dA.h.Class = "ALL",
null != d.Speed ? dA.setReserved("Speed", 5) : dA.h.Speed = 5,
null != d.Reach ? dA.setReserved("Reach", 70) : dA.h.Reach = 70,
null != d.Weapon_Power ? dA.setReserved(
"Weapon_Power", 7) :
dA.h.Weapon_Power = 7,
null != d.STR ? dA.setReserved(
"STR", 3) :
dA.h.STR = 3,
null != d.AGI ? dA.setReserved(
"AGI", 0) :
dA.h.AGI = 0,
null != d.WIS ? dA.setReserved(
"WIS", 1) :
dA.h.WIS = 1,
null != d.LUK ? dA.setReserved(
"LUK", 0) :
dA.h.LUK = 0,
null != d.Defence ? dA.setReserved(
"Defence", 0) :
dA.h.Defence = 0,
null != d.UQ1txt ? dA.setReserved("UQ1txt", "0") : dA.h.UQ1txt = "0", // line 1
null != d.UQ1val ? dA.setReserved("UQ1val", 0) : dA.h.UQ1val = 0, // line 1
null != d.UQ2txt ? dA.setReserved("UQ2txt", "0") : dA.h.UQ2txt = "0", // line 2
null != d.UQ2val ? dA.setReserved("UQ2val", 0) : dA.h.UQ2val = 0, // line 2
null != d.Upgrade_Slots_Left ? dA.setReserved(
"Upgrade_Slots_Left", 1) :
dA.h.Upgrade_Slots_Left = 1,
null != d.equip ? mA.setReserved("equip", dA) : mA.h.equip = dA, w.addNewEquip("TestObj1", mA);
Once you update the weapon, the status will be given base on this and you DON"T NEED to use update stone any more, you can also add moving speed /exp% increase or other status to
line 1 and 2, it's all up to your imagination.
**In the current game, there is a set of + skill efficient equipment and normal fighting equipment, imagine you merge all those together, a weapon/armor/ring/etc... that gives "% CHOP/MINING/CATCHING/FISHING/TRAPPING/WORSHIP EFFICIENCY, you don't have to switch gear anymore.
The good thing about this is whatever you change is IN YOUR OWN GAME, when other people clicked on your character, they will see the status base on the code in THEIR VERSION. Which mean you can have an OP status equipment +99 on everything and other still see it as normal
Anything above is subject to change / retest when Lava update his code for party dungeon which coming out soon!