There may be a better way to do this but it works. This is pieced together from google searches but I did not keep a record so I am in no way claiming this to be all my work. I really have no idea what I am doing.
This is what I added to BaseArmor:
And what I added to BaseWeapon:
The complete files are attached.
This is what I added to BaseArmor:
Code:
else if (tool is BaseTool)
{
if (craftItem != null && !craftItem.ForceNonExceptional)
{
CraftResource thisResource = CraftResources.GetFromType(resourceType);
//if (thisResource == ((BaseRunicTool)tool).Resource)
//{
Resource = thisResource;
// CraftContext context = craftSystem.GetContext(from);
/* if (context != null && context.DoNotColor)
Hue = 0;
*/
switch (thisResource)
{
case CraftResource.DullCopper:
{
Identified = true;
Durability = ArmorDurabilityLevel.Durable;
break;
}
case CraftResource.ShadowIron:
{
Identified = true;
Durability = ArmorDurabilityLevel.Durable;
ProtectionLevel = ArmorProtectionLevel.Guarding;
break;
}
case CraftResource.Copper:
{
Identified = true;
Durability = ArmorDurabilityLevel.Substantial;
ProtectionLevel = ArmorProtectionLevel.Guarding;
break;
}
case CraftResource.Bronze:
{
Identified = true;
Durability = ArmorDurabilityLevel.Substantial;
ProtectionLevel = ArmorProtectionLevel.Hardening;
break;
}
case CraftResource.Gold:
{
Identified = true;
Durability = ArmorDurabilityLevel.Massive;
ProtectionLevel = ArmorProtectionLevel.Hardening;
break;
}
case CraftResource.Agapite:
{
Identified = true;
Durability = ArmorDurabilityLevel.Massive;
ProtectionLevel = ArmorProtectionLevel.Fortification;
break;
}
case CraftResource.Verite:
{
Identified = true;
Durability = ArmorDurabilityLevel.Fortified;
ProtectionLevel = ArmorProtectionLevel.Fortification;
break;
}
case CraftResource.Valorite:
{
Identified = true;
Durability = ArmorDurabilityLevel.Indestructible;
ProtectionLevel = ArmorProtectionLevel.Invulnerability;
break;
}
case CraftResource.HornedLeather:
{
Identified = true;
Durability = ArmorDurabilityLevel.Substantial;
ProtectionLevel = ArmorProtectionLevel.Hardening;
break;
}
case CraftResource.BarbedLeather:
{
Identified = true;
Durability = ArmorDurabilityLevel.Fortified;
ProtectionLevel = ArmorProtectionLevel.Fortification;
break;
}
case CraftResource.SpinedLeather:
{
Identified = true;
Durability = ArmorDurabilityLevel.Durable;
break;
}
}
}
}
And what I added to BaseWeapon:
Code:
else if (tool is BaseTool)
{
// Mondain's Legacy Mod
if (craftItem != null && !craftItem.ForceNonExceptional)
{
CraftResource thisResource = CraftResources.GetFromType(resourceType);
//if (thisResource == ((BaseTool)tool).Resource)
//{
Resource = thisResource;
CraftContext context = craftSystem.GetContext(from);
switch (thisResource)
{
case CraftResource.DullCopper:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Durable;
break;
}
case CraftResource.ShadowIron:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Durable;
DamageLevel = WeaponDamageLevel.Ruin;
AccuracyLevel = WeaponAccuracyLevel.Accurate;
break;
}
case CraftResource.Copper:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Fortified;
DamageLevel = WeaponDamageLevel.Ruin;
AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
break;
}
case CraftResource.Bronze:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Fortified;
DamageLevel = WeaponDamageLevel.Might;
AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
break;
}
case CraftResource.Gold:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Force;
AccuracyLevel = WeaponAccuracyLevel.Eminently;
break;
}
case CraftResource.Agapite:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Power;
AccuracyLevel = WeaponAccuracyLevel.Eminently;
break;
}
case CraftResource.Verite:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Power;
AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
break;
}
case CraftResource.Valorite:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Vanq;
AccuracyLevel = WeaponAccuracyLevel.Supremely;
break;
}
case CraftResource.OakWood:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Durable;
break;
}
case CraftResource.AshWood:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Fortified;
DamageLevel = WeaponDamageLevel.Ruin;
AccuracyLevel = WeaponAccuracyLevel.Accurate;
break;
}
case CraftResource.YewWood:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Fortified;
DamageLevel = WeaponDamageLevel.Force;
AccuracyLevel = WeaponAccuracyLevel.Eminently;
break;
}
case CraftResource.Heartwood:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Power;
AccuracyLevel = WeaponAccuracyLevel.Eminently;
break;
}
case CraftResource.Bloodwood:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Power;
AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
break;
}
case CraftResource.Frostwood:
{
Identified = true;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
DamageLevel = WeaponDamageLevel.Vanq;
AccuracyLevel = WeaponAccuracyLevel.Supremely;
break;
}
}
//}
}
}
The complete files are attached.