Charm Stats?
I noticed charms used to show stats,now however it appears they don't,unless aug'd in which case it shows the aug'd stats. Doesn't even show clicky effect any more. Any ideas as how to go about fixing this , or is it not just a bug on my side?
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There is a field called charmfileid if that is greater than 0 the charm uses scaled stats based on the Charmfile .. (a quest)
If you just want to charms to use their base stats set charmfileid to 0.. if you want them to scale on a quest.. look inside... quests\global\items\ for examples :p |
From what I have seen, they do display, but It takes a while to kick in, and they only display if they are actually in your characters inventory or charm slot.
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I don't think this has changed recently..but, you can never tell :P
Scaling items are processed differently across the many clients. To avoid conflict issues, a scaling item's charmfile id is set to 0 and is 'scaled' locally on the server. It's been that way as long as I've been hanging around. |
I think something did change, Had a charm Ive been using for months and stats wouldn't work. Soon as I removed the charmfile ID (set it to 0) it worked fine. Pretty cool to see charms working correctly now though. I remember when you couldn't get stats from them at all lol.
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Might be something in the difference between scaling and non-scaling...
Demonstar55 mentioned something to me a while ago..but, I can't remember the details at the moment. |
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Edit: live will also send the scaling packet for all your charms with a scale of 100 before they send the AAs. This uses the small scaling packet and the absent of this step maybe causing the issues? (If there are any, but its probably just the delay between getting an the new item packet) |
Been kinda working on something and Im not sure if I am missing something so was looking for some guidance... I am trying to combine the charm like properties with armor to make a custom set of elite armor once all pieces are acquired. My charm file looks like this:
Code:
sub EVENT_SCALE_CALC { so when I add the charm name in the charm file box as : CHRMcustomgear there is another box below Labelled: Charm If I leave it Blank, you get full stats completely negating what im going for. When I look at other charms they all have weird numbers in it that I cannot associate with anything else. Am I missing something? Is my code not setup correctly? This is the first time ive ever messed with this type configuration so Im assuming that my code is wrong considering I keep getting errors on it. |
I don't think your quest code is valid.
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Mace, I copy/pasted from the hasitem plugin to reduce some time, it doesnt go beyond checking to see if the item is in their proper slot, but should check either cursor or main inventory:
Code:
sub EVENT_SCALE_CALC { |
Here is my item check plugin:
Code:
sub check_hasitem { Code:
sub EVENT_SCALE_CALC { |
Wow awesome! Thanks Krab and Tear, ill check them later and hopefully can achieve what im going for, thanks!
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Tearinall, I checked yours out and it does not scale or appear to do anything.
Krab, yours makes me crash but I think the reason being is that I have multiple items using the same charm file and IDK if that's allowed. I basically wanted the armor to power up as you acquire more of the set items. One piece of armor will power up but the rest remain statless, hence bringing me back to multiple items using the same charmfile PL . Has anyone tried to do anything like this and been successful? |
Mace, it doesn't always "take hold" instantaneously from what I remember.
I get what you're after, which is why I only check the main inventory (worn, and consequently cursor rather than all slots). I also put the item numbers you want to check for in a declared array so that you may add to it in perhaps a more easier to understand method. I also have it check how many elements are in the array as a "total number of armor to check for", so it's easier to scale (as in grow, increase, etc.). Try this debugging version: Code:
sub EVENT_SCALE_CALC { |
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that actually worked beautifully bro, stats scale and everything. Exactly what I wanted thanks man! Now if I could figure out what to do with that other box or what its even for I have a whole new design and set of progression setup lol
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Replying to anyone that will listen lol...
http://www.mediafire.com/convkey/593...k15y66zkzg.jpg I used the 4032 or whatever is in there bc it seemed to work. It is also the same number used in the tainted heartstone which increases stats based on mastered languages. I thought it was the DBstr number but none of my items even have a "Item gains power with the more pieces of this set you carry " or whatever. |
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Ah that's neat, I added the set information associated with my charmfile, but I am still unsure what and where the number inside the red box is coming from.
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`charmfile` is the (quest) file used to determine the scaling Code:
GetAugment(slot) # Returns an item object for the augment found in the slot supplied Code:
$questitem->GetID(); |
oh so basically any number will work in the red box.
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Hit me up on skype Maceblade and I can help ya out if you wish :)
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