FIXED Enhancement Issue

RedBeard

Journeyman II
The Legend
I enhanced my shield with verite and it added fc-1 totally ruining my shield. No enhancement changes FC on metal. I have 3 Hephaestus shields in storage so I would have been using one if I needed the FC which I didn't, but now you can see my spellweaver is now affected by it having a 3/6 instead of 4/6.
 

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Last edited:

Dan

Staff Member
Administrator
Game Master

Code:
if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
            {
                base.DistributeMaterialBonus(attrInfo);
            }
For some reason even though the resource is not wood, it is ignoring this and still going to the else.

Code:
public override void DistributeMaterialBonus(CraftAttributeInfo attrInfo)
        {
            if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
            {
                base.DistributeMaterialBonus(attrInfo);
            }
            else
            {
                if (Resource != CraftResource.Heartwood)
                {
                    Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling;
                    ArmorAttributes.LowerStatReq += attrInfo.ShieldLowerRequirements;
                    Attributes.RegenHits += attrInfo.ShieldRegenHits;
                }
                else
                {
                    switch (Utility.Random(7))
                    {
                        case 0: Attributes.BonusDex += attrInfo.ShieldBonusDex; break;
                        case 1: Attributes.BonusStr += attrInfo.ShieldBonusStr; break;
                        case 2: PhysicalBonus += attrInfo.ShieldPhysicalRandom; break;
                        case 3: Attributes.ReflectPhysical += attrInfo.ShieldReflectPhys; break;
                        case 4: ArmorAttributes.SelfRepair += attrInfo.ShieldSelfRepair; break;
                        case 5: ColdBonus += attrInfo.ShieldColdRandom; break;
                        case 6: Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling; break;
                    }
                }
            }

            if (Attributes.SpellChanneling > 0 && Attributes.CastSpeed != -1)
            {
                Attributes.CastSpeed -= 1;
            }
        }
 

Dan

Staff Member
Administrator
Game Master
I see the issue.
Had the SC -FC fix in the wrong bracket from a previous bug fix.

BEFORE
Code:
public override void DistributeMaterialBonus(CraftAttributeInfo attrInfo)
        {
            if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
            {
                base.DistributeMaterialBonus(attrInfo);
            }
            else
            {
                if (Resource != CraftResource.Heartwood)
                {
                    Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling;
                    ArmorAttributes.LowerStatReq += attrInfo.ShieldLowerRequirements;
                    Attributes.RegenHits += attrInfo.ShieldRegenHits;
                }
                else
                {
                    switch (Utility.Random(7))
                    {
                        case 0: Attributes.BonusDex += attrInfo.ShieldBonusDex; break;
                        case 1: Attributes.BonusStr += attrInfo.ShieldBonusStr; break;
                        case 2: PhysicalBonus += attrInfo.ShieldPhysicalRandom; break;
                        case 3: Attributes.ReflectPhysical += attrInfo.ShieldReflectPhys; break;
                        case 4: ArmorAttributes.SelfRepair += attrInfo.ShieldSelfRepair; break;
                        case 5: ColdBonus += attrInfo.ShieldColdRandom; break;
                        case 6: Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling; break;
                    }
                }
            }

            if (Attributes.SpellChanneling > 0 && Attributes.CastSpeed != -1)
            {
                Attributes.CastSpeed -= 1;
            }
        }

NOW
Code:
public override void DistributeMaterialBonus(CraftAttributeInfo attrInfo)
        {
            if (CraftResources.GetType(Resource) != CraftResourceType.Wood)
            {
                base.DistributeMaterialBonus(attrInfo);
            }
            else
            {
                if (Resource != CraftResource.Heartwood)
                {
                    Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling;
                    ArmorAttributes.LowerStatReq += attrInfo.ShieldLowerRequirements;
                    Attributes.RegenHits += attrInfo.ShieldRegenHits;
                }
                else
                {
                    switch (Utility.Random(7))
                    {
                        case 0: Attributes.BonusDex += attrInfo.ShieldBonusDex; break;
                        case 1: Attributes.BonusStr += attrInfo.ShieldBonusStr; break;
                        case 2: PhysicalBonus += attrInfo.ShieldPhysicalRandom; break;
                        case 3: Attributes.ReflectPhysical += attrInfo.ShieldReflectPhys; break;
                        case 4: ArmorAttributes.SelfRepair += attrInfo.ShieldSelfRepair; break;
                        case 5: ColdBonus += attrInfo.ShieldColdRandom; break;
                        case 6: Attributes.SpellChanneling += attrInfo.ShieldSpellChanneling; break;
                    }
                }

                if (Attributes.SpellChanneling > 0 && Attributes.CastSpeed != -1)
                {
                    Attributes.CastSpeed -= 1;
                }
            }
        }

If you look closely you can see the error.
 

Dan

Staff Member
Administrator
Game Master
This issue has been fixed.

@RedBeard has been awarded 10 Sovereigns and the shield in question was fixed.
 

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