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Old 07-03-2008, 07:29 PM   #1 (permalink)
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Default Exceptional weapon damage issues?

I am trying to alter the weapon damage that exceptional weapons recieve to 15%.
I have changed the code to the following:
Code:
	      
                    //if ( Attributes.WeaponDamage > 35 )
		    //Attributes.WeaponDamage -= 20;
		    //else
                    //Attributes.WeaponDamage = 15;

                    #region New Code
                    Attributes.WeaponDamage = 15;
                    #endregion
However upon crafting a weapon it recieves 41% damage increase .
I remember running into this issue before but I cannot remember for the life of me where the incriminating code is.

Any ideas?

Thanks ,
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Old 07-03-2008, 09:59 PM   #2 (permalink)
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you must be using a runic tool for crafting with

just use a regular tool for crafdting with
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Old 07-03-2008, 10:11 PM   #3 (permalink)
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Quote:
Originally Posted by Lord_Greywolf View Post
you must be using a runic tool for crafting with

just use a regular tool for crafdting with
Can't be, no runic tools even exist on my shard atm it's a fresh server.
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Old 07-04-2008, 03:14 AM   #4 (permalink)
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then i do not know how you are getting bonus weapon damage (like the 41%) unless you have modified some other files to produce weapon damage
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Old 07-04-2008, 05:38 AM   #5 (permalink)
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I ran across this problem last year also ... if I remember correctly the same code appears in CraftItem.cs and BaseWeapon.cs and you need to change both files...

.... perhaps

... and isn't there something about a bonus being applied if the smith is GM somewhere too? Again if memory serves a non GM smith makes +20 exceptional weps where a GM one makes +35?
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Old 07-04-2008, 12:44 PM   #6 (permalink)
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it is gm of armslore bonus you are thinking about
15% & 20% are the 2 diffferent bonuses (exceptional and armslore)
at least they USED to be
I had to manualy put them back in for them to show up correctly
not sure when they where lost in code - could have been distro change or maybe a package i put in long long ago, but the bonus went poof

but for the Exceptional bonus damage - anyways it is NOT shown on the weapons display - it is only figured out when the weapon actualy hits and is calculating damage
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Old 07-05-2008, 08:17 AM   #7 (permalink)
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hrrrm .... could be ... I'm still trying to remember what the hell I was up to last year *grins* I can hardly remember why I was doing some things, never mind how

Still .... on my shard I have this code ....

Code:
if ( quality == 2 )
{
	//if ( weapon.Attributes.WeaponDamage > 35 )
	//	weapon.Attributes.WeaponDamage -= 20;
	//else
		weapon.Attributes.WeaponDamage += 5;
}
.... in both Craft Item.cs and Base Weapon.cs and a gm smith always creates a +10% exceptional weapon (when using iron). Obviously the weapons are starting at 0% bonus so why the commented out check for values greater than 35 was there in the first place, I couldn't say.

Perhaps the bonus for resource used is calculated first and thats where the problem lies?
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Old 07-05-2008, 10:36 AM   #8 (permalink)
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those are from if it was made with a runic tool and had the bonuses added that way

osi believed you should loose your bonuses from skill if using a runic tool
(i modified those sections 2 years ago lol - i believe runic is bonuses to your skill)
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