Boosting The Imbuer!

JaxStraw

Rookie
Feb 20, 2018
57
3
8
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Hello all. I am looking into beefing up the imbuer as I already have done this to the crafter using ResourcesInfo.cs.

I am looking in the Imbuing.cs script, but I am not sure what to change here.

I am running the latest Pub 57

Imbuing.cs:
        public static int GetMaxWeight(object item)
        {
            int maxWeight = 450;

            IQuality quality = item as IQuality;

            if (quality != null && quality.Quality == ItemQuality.Exceptional)
                maxWeight += 50;

            if (item is BaseWeapon)
            {
                BaseWeapon itemToImbue = item as BaseWeapon;

                if (itemToImbue is BaseThrown)
                    maxWeight += 0;
                else if (itemToImbue is BaseRanged)
                    maxWeight += 50;
                else if (itemToImbue.Layer == Layer.TwoHanded)
                    maxWeight += 100;
            }
            else if (item is BaseJewel)
            {
                maxWeight = 500;
            }

            return maxWeight;
        }

        public static int GetMaxProps(Item item)
        {
            return 5;
        }

        public static int GetGemAmount(Item item, int id, int value)
        {
            int max = ItemPropertyInfo.GetMaxIntensity(item, id, true);
            int inc = ItemPropertyInfo.GetScale(item, id, false);

            if (max == 1 && inc == 0)
                return 10;

            double v = Math.Floor(value / ((double)max / 10));

            if (v > 10) v = 10;
            if (v < 1) v = 1;

            return (int)v;
        }

        public static int GetPrimaryAmount(Item item, int id, int value)
        {
            int max = ItemPropertyInfo.GetMaxIntensity(item, id, true);
            int inc = ItemPropertyInfo.GetScale(item, id, false);

            //if (item is BaseJewel && id == 12)
            //    max /= 2;

            if (max == 1 && inc == 0)
                return 5;

            double v = Math.Floor(value / (max / 5.0));

            if (v > 5) v = 5;
            if (v < 1) v = 1;

            return (int)v;
        }

        public static int GetSpecialAmount(Item item, int id, int value)
        {
            int max = ItemPropertyInfo.GetMaxIntensity(item, id, true);

            int intensity = (int)((value / (double)max) * 100);

            if (intensity >= 100)
            {
                return 10;
            }

            else if (intensity >= 1 && intensity > 90)
            {
                return intensity - 90;
            }

            return 0;
I want it to have 2000/2000 weight property
and am wanting it to have 10/10 mods

I don't want to go changing it and have it break my server lol