Emme

Member
I've noticed that when i dress or undress the armor from character the character status bar doesn't change AR and character doesn't lost dex for wearing it. What it depends from?

armor also didn't get material propriety when are crafted. Someone can help me?

I Attach my resourceinfo.
Thank you
 

Attachments

  • ResourceInfo.cs
    42.5 KB · Views: 1
The issue probably won't be in ResourceInfo.cs
You'll need to post BaseArmor.cs as the issue is likely in the OnCraft(), OnAdded(), and OnRemoved() method overrides.
 
thank you. I don't notice anything strange in my basearmor
 

Attachments

  • BaseArmor.cs
    122.5 KB · Views: 1
AOS
and i've the same problem with shield. no armor gain and no dex malus.
 
Last edited:
I can't find any issues with the code, it is probably working as intended.

Have you changed anything recently?
 
sry is not armor that doesn't change is the physical resistance that on my melee is stucked on 40 as the other resistence. And the dex doesn't change when i equip them.
I've changed gold and stat cap on character gen, the resourceinfo props
and i've changed singular values of all armor like this

Code:
 using System;
using Server.Engines.Craft;

namespace Server.Items
{
    [Alterable(typeof(DefBlacksmithy), typeof(GargishPlateChest))]
    [FlipableAttribute(0x1415, 0x1416)]
    public class PlateChest : BaseArmor
    {
        [Constructable]
        public PlateChest()
            : base(0x1415)
        {
            Weight = 10.0;
        }

        public PlateChest(Serial serial)
            : base(serial)
        {
        }

        public override int BasePhysicalResistance
        {
            get
            {
                return 0;
            }
        }
        public override int BaseFireResistance
        {
            get
            {
                return 1;
            }
        }
        public override int BaseColdResistance
        {
            get
            {
                return 1;
            }
        }
        public override int BasePoisonResistance
        {
            get
            {
                return 1;
            }
        }
        public override int BaseEnergyResistance
        {
            get
            {
                return 1;
            }
        }
        public override int InitMinHits
        {
            get
            {
                return 50;
            }
        }
        public override int InitMaxHits
        {
            get
            {
                return 65;
            }
        }
        public override int AosStrReq
        {
            get
            {
                return 95;
            }
        }
        public override int OldStrReq
        {
            get
            {
                return 60;
            }
        }
        public override int OldDexBonus
        {
            get
            {
                return -4;
            }
        }
        public override int ArmorBase
        {
            get
            {
                return 7;
            }
        }
        public override ArmorMaterialType MaterialType
        {
            get
            {
                return ArmorMaterialType.Plate;
            }
        }
        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)0);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();
        }
    }
}
maybbe the valor 0 doens't is 0 but is "not change actual value"?
but dex should decrease anyway
 
Last edited:
Ahh OK, you need to do the same as OldDexBonus, and add an override line for AosDexBonus.

The Old* overrides are used for pre-AOS.
 
thank you very much!
And have you got any idea for the locked resistance?
 

Attachments

  • prot.jpg
    prot.jpg
    60.7 KB · Views: 5
What's your magic resist?

The skill Resisting Spells, sometimes referred to as Magic Resist, gives you some basic resistances (physical, fire, cold, poison, energy), even when you are not wearing any armor at all. The formula to calculate your basic resistances is (Resist skill – 40) / 3 * 2 rounded down to the nearest whole number. At 100 skill points, this gives you 40 points in all five resistances, at 120 skill points it gives 44 points in all five resistances.

These resistances are not cumulative with armor resistances.
If you wear an armor that has 30 in all resistances, and you have 40 points in all resistances because of your Resisting
Spells skill, then your final resistances will be 40 (and not 70).
 
well... it doesn't appen to alll character... only the one with 100 respell... ouch. thank you i was going mad
now i have only to understand why i can't get the material bonus form resourceinfo when i craft them. If someone knows it I've done a lot of progress this sunday :D
Thank you again
 
Last edited:
thank you, i have found the code and edited it.

for the material propriety i've done some tries and i've see that it doesn't take the propriety that i've added. for example here gold armor takes correctly fire and luck, but not armor rege hit. Maybe missed to code armor rege hit somewhere else?
Thanks again

Code:
            CraftAttributeInfo golden = Golden = new CraftAttributeInfo();

            golden.ArmorPhysicalResist = 0;
            golden.ArmorFireResist = 0;
            golden.ArmorColdResist = 0;
            golden.ArmorEnergyResist = 0;
            golden.ArmorLuck = 1;
            golden.ArmorLowerRequirements = 0;
	    golden.ArmorRegenHits = 1;
            golden.WeaponLuck = 0;
            golden.WeaponLowerRequirements = 0;
	    golden.WeaponHitDispell = 4;
            golden.RunicMinAttributes = 2;
            golden.RunicMaxAttributes = 2;
            if (Core.ML)
            {
                golden.RunicMinIntensity = 0;
                golden.RunicMaxIntensity = 0;
            }
            else
            {
                golden.RunicMinIntensity = 2;
                golden.RunicMaxIntensity = 2;
            }
 

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