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Full Version: Nasty Bug Fix I just read.
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Maxcomplexity Player Damage Bug

Okay, this is nasty and I already forsee the issues with this. Til this is fixed in the core, please use this code I am about to give. It seems like the crafting of several items to fill pack and those on ground reaching maxcomplexity limits is causing equips of the item and setting the amounts to increase. With this increase, it is multiplying the damage according to this post by what seems to be the <amount>. Anyone with a brain player wise is going to craft 1,000 or more of the same item to get their damage to do (<damage>*<amount>). So instead of fixing the damage code, we are going to stop this in their first hit sequence.

I can think of several places to check for this. It should be checked in your crafting though, but I am not posting code for that since a lot of people use varying crafting systems. That would be your responsibility to run checks there.

Code:
on=@HitTry
if (<src.findlayer.layer_hand1.uid.amount> > 1)
src.findlayer.layer_hand1.uid.amount=1
endif
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