Mostly Rydian figured out the repair cost formula for us, hurray!!
So I added a bunch of templates to show them automatically on the pages.
The Repair90 arguments still exist as overrides so I removed all of them for now. If any calculation is incorrect or non-existent you can use them to force a correct value (like in Brionac). Every Light Armor we checked was incorrect and a few values from items that can be purchased at discounted rates.
The Repairs argument has been completely removed.
This affects both Template:StyleWeapon and Template:StyleEquip of course.
The added templates are Template:RepairCost and its sub-template, the tables (0 1 2 3 4 5 6 7 8 9), Template:RepairTableFromCategory, and the style template Template:StyleRepairCost and its sub-template.
If anything is wrong let us know! If you see ?s the item may be missing its Category or BuyPrice (or may just need a More -> Refresh). If you're double checking things, make sure your version of the item is the default price one (eg. 1500 for dagger). Usually it's the version that the most people sell. Of course if it's not sold by anyone there's no such worry.
The actual formula is as follows:
B = BuyPrice * A
Repair Cost = floor(5 / sqrt(floor(Original Durability / 1000)) * (B + min(B, C)))
A and B are variables dependent on the item type and the success rate of the repair, they're what are defined in those tables. The tables return the costs for 90 to 100%. I'll add documentation on the templates eventually but I literally spent half my day writing those and I don't want to right now (I have mission points to get).
|Posted by Kadalyn (administrator) on 25 July 2017 at 20:59.|
Edited by Kadalyn (administrator) on 27 July 2017 at 00:16.
You go get those mission points!
This is most impressive, big thanks to you and Rydian~
After taking a quick look I've come accross a few issues (pleasedontkillme):
- Balloon accessories (e.g. Starlet Balloon) have their repair cost show up as "? ?" or "0 0"
- Items repaired by Tailors only display the repair cost for 100%
- Miscellaneous repairs either don't show up (mostly intruments, e.g. Lute) or appear broken (e.g. Tailoring Kit)
- It appears the latter issue happens for Shields, as well.
- Gauntlets also don't display their repair costs. (Seems to be the same for Rag Dolls?)
- Repair costs for Magical Accessories are also displayed improperly.
- Marionettes should probably show up as irreparable.
- Crude Clear Umbrella seems to be a special case which shows as irreparable, yet still shows repair costs.
Whether these are currently intentional or due to a job queue that has yet to be run, I don't know, so sorry if i'm being too hasty here.
|Posted by Snowie on 26 July 2017 at 02:52.|
Edited by Snowie on 26 July 2017 at 02:55.
Nope, thanks for reporting.
I switched tailoring to look for the cloth category tag but that may not be enough, let me know if there are other tailor repairs that don't work. Otherwise, I fixed everything else except rag dolls because I don't know what table rag dolls use. Will investigate tomorrow probably.
|Posted by Kadalyn (administrator) on 27 July 2017 at 00:15.|
*blink* So. The Category of the item and the BuyPrice determines the repair cost. Er, except I remember some items being 1g for all repairs, like the Beginner Ice Wand, even though its BuyPrice is 0 (according to itemdb). But some people put BuyPrice as an incorrect number (from copy-pasting a previous template) or 0s, and Categories are liable to be copy-pasted and possibly incorrect as well... Sadly, I foresee Repair costs being somewhat unreliable, unless we put notes next to all the correct BuyPrices and Categories oAo;
It's nice that we can still override the RepairCost formula with the simple old
|Repair98=, so hope that doesn't change.
Sorry, it takes me a while to get my head around new things. Not that I'm planning on understanding all the array things and nested info and what have you. My head would explode o_x;
|Posted by Elide on 27 July 2017 at 16:41.|
Yes, I have noticed the repair cost on newbie/beginner items being defaulted to 0, as well. It also seems some irreparable items still show a list of repair costs even though they shouldn't (like balloon accessories).
Marionettes still show repairs listed, but I'll just manually change those to irreparable.
|Posted by Snowie on 27 July 2017 at 09:52.|
If the BuyPrice or Category are incorrect they should be corrected regardless of repair costs.
And yeah the min cost of things is 1 I forgot to add that, but I did now. Rag dolls and marionettes are now fixed. I also added headgear, gloves, and shoes to the tailoring list.
|Posted by Kadalyn (administrator) on 27 July 2017 at 14:22.|
Instruments still being weird - showing the same price for all repair %s, as well as being rather high repair costs (Lute, Milky Way Cello)
More weird items: Starry Bunny Headband (Type 2), Leather Bunny Headband (Type 2), Furry Bunny Headband (Type 2). They come in varieties of Durability (1~5), but their Repair cost isn't affected by that (according to itemdb - could be different in-game (will have to check my Dressing Room...)). But the Repair code kinda flips out, and won't show "Tailor". Could just change Durability on each of the 3 item's template to a single digit, but just wanted to let you know that some items may defy the formula(?). I think. Maybe. Blargh orz
|Posted by Elide on 16 August 2017 at 20:22.|
The repair fee issues for the Lute and Milky Way Cello were from incorrect tags, the game uses tags to determine what type of repair formula to apply to an item. Those two entries has lots of missing tags (they didn't even have /tool/), updating those from the current game version fixed the repair costs on both.
Repair costs are based on the base max dura of the item class, so they would theoretically be different for each of the headbands, not sure what to do there because holy %#&) Nexon needs to stop making so many slightly-varying duplicate items it's driving me insane.
|Posted by Rydian on 16 August 2017 at 21:25.|
If you have any of those, could you check the repair cost in game? My guess is that there's a fixed original durability and a randomly applied bonus (or detriment) applied to it.
|Posted by Kadalyn (administrator) on 17 August 2017 at 08:21.|
Don't have any of them in-game but they each do have a different base dura so their repair costs would vary.
|Posted by Rydian on 17 August 2017 at 17:34.|
Ok, so, the item's spot in the Dressing Room says, for example, "Starry Bunny Headband 5", but you can place the other versions (1, 2, 3, or 4) in that spot as well. (The repairable versions, of course.) To remove from the Dressing Room (Leather Bunny Headband, Starry, or Furry) costs 1750g no matter what Durability version you have placed in there.
My Starry Bunny Headband 3 I can sell for 689g, but I suspect I've worn it at some point, so that's probably not the full NPC price. But that's still a long way from a resale of 7,000g - which you'd think it would be if the item is worth 70,000g as according to the itemdb. To screw with you even more, my Furry Bunny Headband 5 sells for 8,000g, and my Leather Bunny Headband 4 sells for 2,499g (again, I suspect I wore it for a short time).
No idea if any of the above information matters, but figured I'd make note of it. I shall now commence the wearing of said items, and see if I can make sense of anything - seeing as they're each a different base durability, but also different items appearance-wise, so. Blargh orz
Oh and! Uhh, if possible, a list of what Tags are required to make the Repairs work would be awesome. I'm sure they're in a template... somewhere... ok basically I guess I'm asking for Documentation because I have no idea how all these templates work together. Mabiceptionnnn~ /o/
|Posted by Elide on 18 August 2017 at 21:47.|
Edited by Elide on 18 August 2017 at 21:53.