FIXED Scrappers Compendium Extra Mods and Tali Bonus

Magus Zeal

Expert II
So I have been getting a lot of requests lately for scrappers. Probably because uoguide.com says it always comes with its 4 base mods PLUS a chance at 3 extra ones. And the UO Admin seem to agree.

I have never rolled a scrappers with extra mods. SO I went digging in the script:


After reading I see that it is not scripted to have extra mods. It is supposed to have a chance - so these poor sods I keep telling that RNG is against them is actually the gods of ServUO playing tricks on mortals.

Here is the reference for the "extra mods"


It seems supported by some uo.com forum threads:

On the thread above MARIAH even chimed in saying everything that applies to NORMAL spell book crafting applies to scrappers when asked about extra mods - Spellbooks have a HUGE range of mods scripted while scrappers does not. Few things to clean up here I think, but I can't call it a bug since I haven't tested this - but I think from everything I'm seeing its not scripted right here.

@Dan if you think this is a bug too can you move it?
@Dexter am I correct in saying that the scrappers is currently coded for ONLY the 4 mods currently?

And since it is supposed to get extra mods, the "Guaranteed Spellbook Improvement" talisman should also tip the scales - it doesn't even consume charges.
 

Dan

Staff Member
Administrator
Game Master
So the talisman thing may have to get looked at a little closer otherwise it is in the code for it to have a rare chance at mods.
 
OP
Magus Zeal

Magus Zeal

Expert II
Hey Firefly I forgot about that and made me re-read the code. Just very LOW chance to hit exceptional with scrappers, which is needed to hit the other properties.

This is how "BaseRunicTool" is setup:
Code:
public static void ApplyAttributesTo(
            Item item,
            bool isRunicTool,
            int luckChance,
            int attributeCount,
            int min,
            int max)

The first argument is "item name" second is a true/false for "isrunictool", third is luck chance (0 in this case), 4th is attribute count (calculated as 'count') and then the intensity range (70-80).

Code:
public override int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, ITool tool, CraftItem craftItem, int resHue)
        {
            double magery = from.Skills.Magery.Value - 100;

            if (magery < 0)
                magery = 0;

            int count = (int)Math.Round(magery * Utility.RandomDouble() / 5);

            if (count > 2)
                count = 2;

            if (Utility.RandomDouble() < 0.5)
                count = 0;
            else
                BaseRunicTool.ApplyAttributesTo(this, true, 0, count, 70, 80);

            Attributes.SpellDamage = 25;
            Attributes.LowerManaCost = 10;
            Attributes.CastSpeed = 1;
            Attributes.CastRecovery = 1;

So what im reading here is if (magery-100) times some random is greater than 0.5, it will roll that as the property count, up to 2 properties, otherwise fail. It will "always" roll the base four mods listed below BaseRunicTool.ApplyAttributesTo.
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The other aspect, per Mariah, is that the extra mods on scrappers is supposed to be the SAME as the calculation to get extra mods on a NORMAL spellbook. I'm not sure this is the case - looking.
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Also the code is limiting the possible mods to 2, while Mariah states here that it is 3:

Mariah Mariah Posts: 1,108Moderator
August 2019
I will add 'slayer' to the information on the page.
All the relevant information given for crafting spell books also applies to Scrappers.
Up to 3 properties are possible for a character with 100 inscription and 120 magery, All the properties can be up to 80% of the intensity range they normally spawn in.
 
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OP
Magus Zeal

Magus Zeal

Expert II
Also, more information on crafting these from uo.com:


** When crafting a spellbook there is a chance it will get up to 3 magical properties.
These properties can be Faster Casting, Faster Cast Recovery, Lower Mana Cost, Lower Reagent Cost, Mana Increase, Mana Regeneration, Spell Damage Increase, Intelligence Bonus, Slayer (random) and a few mage related Skills(Magery, Eval. Int., Meditation and Resist).
All the properties can be up to 80% of the intensity range they normally spawn in.
The amount and intensity of the properties on a spellbook depends on your magery skill. At 80 Magery you can get 1 property, at 90 Magery you can get 2 properties and at 100 Magery you can get 3 properties. At 110 and 120 Magery you can still only get 3 properties, but you will have a higher chance of getting them.

I also see the property count calculation for normal spellbooks is completely different than scrappers:

Code:
private static readonly int[] m_LegendPropertyCounts = new[]
        {
            0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0 properties : 21/52 : 40%
            1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 1 property   : 15/52 : 29%
            2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 2 properties : 10/52 : 19%
            3, 3, 3, 3, 3, 3 // 3 properties :  6/52 : 12%
        };

The scrappers code is MUCH MUCH LOWER.
 
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FireFly

Journeyman II
Yes and nothing weird with low chance to get exxtra mods. How many times you burn them? I know in past people collect resources to be able to burn 100+ at once.

Best books should be able to add 12 skill 15lrc 2mr slayers etc so far in whole uo life best i have seen was 3skill bonus 12 11 12 eval magery resist spells for pvp andn12magery 15lrc demon slayer for pvm
 
OP
Magus Zeal

Magus Zeal

Expert II
Yes and nothing weird with low chance to get exxtra mods. How many times you burn them? I know in past people collect resources to be able to burn 100+ at once.

UO Demise cant be used as a basis of comparison lol.
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Anyways I'm going to go test this on TC1 :) Will report back.
 
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OP
Magus Zeal

Magus Zeal

Expert II
So I just tested this on TC1 - made 12 scrappers:

5 of these scrappers had no additional mods
7 of these had additional mods

120 magery and 100 scribe, no talisman(!)

I have made ALOT more than 12 on heritage and never got extra mods - I also use really good talismans.
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I'm going to roll another 10 see what happens.
 
OP
Magus Zeal

Magus Zeal

Expert II
Only had enough resources for another 8 scrappers and TC1 wont let me run the "give resources" command again. Will have to make a new char. For now:

The results were 3 out of 8 scrappers had additional mods:

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One of these had 7 mods - proving that the scrappers formula should be adding up to 3 mods not 2. Also the success rate seems much higher. I have made 20 books, 8 of which were improved (40%)
 

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