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Fixed Runic Kit doubling attributes.

Discussion in 'Archived Bug Reports' started by WarFace, Nov 26, 2013.

  1. WarFace
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    WarFace Member

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    Hello my name is Rob im new to Servuo but iv been doing this for years, i downloaded your server pack installed it looks awesome btw you guys are doing a awesome job but when i make armor and it has just insane stats and we are a OSI like server. " Barbed, Horned, Spine" I already looked in Resourceinfo.cs everything looks fine. Here are some pics to further show whats going on.
    ai1328.photobucket.com_albums_w535_Robertbrownmo_crazystats_zps5d7da5ca.jpg ai1328.photobucket.com_albums_w535_Robertbrownmo_crazystats2_zpse983de3e.jpg
    See the + 30% resists barbed is only supposed to have 4 - 5 stats per peice

    If anyone could help with this bug i would be truly thankful
     
  2. Hank
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    Hank Active Member

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    Someone may have a solution to your problem but you can also check to make sure your BaseRunicTool.cs is as you want it.
    Note: parts of this file also apply to distro loot.
     
  3. Milva
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    I'm not sure if this is really a bug but @Insanity may know if this is correct, I'm sure it is as Runuo would be the same?
     
  4. WarFace
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    WarFace Member

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    Thank you all for your response, i took the time to look though BaseRunicTool.cs to no success on this problem im having. Does anyone elts have any idea what could be the problem, Or know of another file i should check?
     
  5. Ravenwolfe
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    Ok, think I found the problem in BaseArmor.cs near the bottom of the OnCraft Method. It looks like it is applying the attributes twice:

    Code (C#):
    1.   #region Mondain's Legacy
    2.             if (craftItem != null && !craftItem.ForceNonExceptional)
    3.             {
    4.                 if (Core.AOS && tool is BaseRunicTool)                               //APPLIED ONCE HERE
    5.                     ((BaseRunicTool)tool).ApplyAttributesTo(this);
    6.  
    7.                 if (Core.ML)
    8.                 {
    9.                     CraftResourceInfo resInfo = CraftResources.GetInfo(this.m_Resource);
    10.  
    11.                     if (resInfo == null)
    12.                         return quality;
    13.  
    14.                     CraftAttributeInfo attrInfo = resInfo.AttributeInfo;
    15.  
    16.                     if (attrInfo == null)
    17.                         return quality;
    18.  
    19.                     if (this.m_Resource != CraftResource.Heartwood)
    20.                     {
    21.                         this.m_AosAttributes.WeaponDamage += attrInfo.ArmorDamage;
    22.                         this.m_AosAttributes.AttackChance += attrInfo.ArmorHitChance;
    23.                         this.m_AosAttributes.RegenHits += attrInfo.ArmorRegenHits;
    24.                         this.m_AosArmorAttributes.MageArmor += attrInfo.ArmorMage;
    25.                     }
    26.                     else
    27.                     {
    28.                         switch (Utility.Random(5))
    29.                         {
    30.                             case 0:
    31.                                 this.m_AosAttributes.WeaponDamage += attrInfo.ArmorDamage;
    32.                                 break;
    33.                             case 1:
    34.                                 this.m_AosAttributes.AttackChance += attrInfo.ArmorHitChance;
    35.                                 break;
    36.                             case 2:
    37.                                 this.m_AosArmorAttributes.MageArmor += attrInfo.ArmorMage;
    38.                                 break;
    39.                             case 3:
    40.                                 this.m_AosAttributes.Luck += attrInfo.ArmorLuck;
    41.                                 break;
    42.                             case 4:
    43.                                 this.m_AosArmorAttributes.LowerStatReq += attrInfo.ArmorLowerRequirements;
    44.                                 break;
    45.                         }
    46.                     }
    47.                 }
    48.             }
    49.             #endregion
    50.  
    51.             if (Core.AOS && tool is BaseRunicTool)                                         //APPLIED AGAIN HERE
    52.                 ((BaseRunicTool)tool).ApplyAttributesTo(this);
    I commented out the first instance that is inside the if (craftItem != null && !craftItem.ForceNonExceptional) area, as it should apply these attributes no matter what, so just leave the one at the end of the method and you should be fine.

    My BaseArmor is heavily modified, so I can't post a fixed version, but it should be easy to comment out those lines at the first instance. Like this:

    Code (C#):
    1.   #region Mondain's Legacy
    2.             if (craftItem != null && !craftItem.ForceNonExceptional)
    3.             {
    4.                 //if (Core.AOS && tool is BaseRunicTool)
    5.                 //  ((BaseRunicTool)tool).ApplyAttributesTo(this);
    6.  
    7.                 if (Core.ML)
    8.                 {
    9.                     CraftResourceInfo resInfo = CraftResources.GetInfo(this.m_Resource);
    10.  
    11.                     if (resInfo == null)
    12.                         return quality;
    13.  
    14.                     CraftAttributeInfo attrInfo = resInfo.AttributeInfo;
    15.  
    16.                     if (attrInfo == null)
    17.                         return quality;
    18.  
    19.                     if (this.m_Resource != CraftResource.Heartwood)
    20.                     {
    21.                         this.m_AosAttributes.WeaponDamage += attrInfo.ArmorDamage;
    22.                         this.m_AosAttributes.AttackChance += attrInfo.ArmorHitChance;
    23.                         this.m_AosAttributes.RegenHits += attrInfo.ArmorRegenHits;
    24.                         this.m_AosArmorAttributes.MageArmor += attrInfo.ArmorMage;
    25.                     }
    26.                     else
    27.                     {
    28.                         switch (Utility.Random(5))
    29.                         {
    30.                             case 0:
    31.                                 this.m_AosAttributes.WeaponDamage += attrInfo.ArmorDamage;
    32.                                 break;
    33.                             case 1:
    34.                                 this.m_AosAttributes.AttackChance += attrInfo.ArmorHitChance;
    35.                                 break;
    36.                             case 2:
    37.                                 this.m_AosArmorAttributes.MageArmor += attrInfo.ArmorMage;
    38.                                 break;
    39.                             case 3:
    40.                                 this.m_AosAttributes.Luck += attrInfo.ArmorLuck;
    41.                                 break;
    42.                             case 4:
    43.                                 this.m_AosArmorAttributes.LowerStatReq += attrInfo.ArmorLowerRequirements;
    44.                                 break;
    45.                         }
    46.                     }
    47.                 }
    48.             }
    49.             #endregion
    50.  
    51.             if (Core.AOS && tool is BaseRunicTool)
    52.                 ((BaseRunicTool)tool).ApplyAttributesTo(this);if (craftItem != null && !craftItem.ForceNonExceptional)
     
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  6. WarFace
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    WarFace Member

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    Thanks that fixed her, cant believe i missed that. Thanks again. and this was in the servuo pack so i would ask the founder he may want to jot that out aswell


    Heres the correct file that servuo needs.
     

    Attached Files:

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  7. Milva
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    So there was a problem and it is a bug to squash :) Thanks for the fix Ravenwolfe!
     
  8. cmileto
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    cmileto Member

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    also made these changes and confirming proper function of runic tool now. ty guys your wonderful!
    Also Happy Turkey day, if thats your thing (and your not a turkey).
     
  9. WarFace
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    WarFace Member

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    Fletching tools need a fix now >.< hehe
    --- Double Post Merged, Nov 28, 2013 ---
    They have the same problem
     
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  10. cmileto
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    cmileto Member

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    I dont see anything in the fletching tools that i can edit for this. Man I wish my skills were better. Sorry
     
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  11. Ravenwolfe
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    I tested with Heartwood and it looks correct. I got one with 4 properties and one with 5, all in the proper range...

    bow1.png bow2.png

    Can you post what you are seeing?
     
    #11 Ravenwolfe, Nov 28, 2013
    Last edited: Nov 28, 2013
  12. RedDragon
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    RedDragon Member

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    Are RunicFletchingTool bugged or not?
     
  13. Ravenwolfe
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    Mine weren't when I tested. I went thru the scripts and they looked fine. Let me know if you see differently.
     
  14. RedDragon
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    how much "Hit Spells XX%" a runic bow or a weapon can have?
    i mean: Hit magic arrow, hit fire ball. a bow can have 4 hit spell props?
     
  15. Ravenwolfe
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    Scratch that, it looks to be set properly to me. It should allow only one hit spell and one hit area.
     
    #15 Ravenwolfe, Dec 23, 2013
    Last edited: Dec 23, 2013
  16. Milva
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    So is this confirmed that it is not a bug? :)
     
  17. Ravenwolfe
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    LOL, yes, not a bug, i did a bunch of bows and all were correct.
     
  18. Milva
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  19. RedDragon
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    a player of my shard got a bow with hit spell, hit spell, hit spell, hit area.
    this is not a bug?
     
  20. Hank
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    Hank Active Member

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    pics or it didn't happen! (j/k)
    Give yourself 120 fletching and make a bunch of bows yourself if the results vary for what they should be you will know that there is some code that you've added or changed that is effecting your results. People have confirmed that with distro files this is not a bug.
    The attributes twice bug is not new and is very known about.
     
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