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Found 5 results

  1. Situation: Starting a complex item (i.e. any item requiring "continue" actions to complete) with rare/supreme/fantastic items. Expected behavior: Similar behavior to continuing with rare parts. In that case, chance to transfer rarity from a part used is 1 in (total number of parts needed by item). Actual behavior: Rarity does not transfer from either starting item, ever. Steps to reproduce: Create tons of unfinished items. They should never start rare from rare parts, only from a rare window Moment of Inspiration. Cause of bug: The code sets a local rarity variable on unfinished item creation based on the rarity of the action (MoI), the rarity of the parts, and random chance. However, this value is never used. In AdvancedCreationEntry.run(): byte rarity = 0; if (act.getRarity() > rarity && Server.rand.nextInt(this.getTotalNumberOfItems()) == 0) { rarity = act.getRarity(); } if (realSource.rarity > rarity && Server.rand.nextInt(this.getTotalNumberOfItems()) == 0) { rarity = realSource.rarity; } if (realTarget.rarity > rarity && Server.rand.nextInt(this.getTotalNumberOfItems()) == 0) { rarity = realTarget.rarity; } However, this value is never used; the code instead uses act.getRarity() (MoI rarity) when creating the actual item. I assume this is a bug, since it is inconsistent with how continuing unfinished items works, the code seems to imply it should work, and I can't see any reason why this would be intended. This just seems like a simple oversight that the item creation calls use "act.getRarity()" instead of the rarity value set previously in the function. Solution: In the ItemFactory.createItem() calls in AdvancedCreationEntry.run(), replace "act.getRarity()" with "rarity" as set by the function properly.
  2. Rarity never transfers

    I have tried with lots of rare lumps and the sentence "that there is a chance of transfering rarity from a iron lump to item" is a myth. I think there is no chance as i have never seen it change. Also there is no rare roll. So if there is someone who can confirm that they have made a rare item from a rare lump i think its a bug. Thanks
  3. Heirloom Tools

    You know that pickaxe you've had forever? The one you must have used about 50,000 times? Wouldn't it be nice if the game recognised this in some small way? This is a simple suggestion, each tool has an integer stored on it that records its number of uses. Once this number gets to a large one (10,000 or so ) it gains a little prefix (akin to the rare ones) "heirloom". As a bonus heirloom tools always clearly display their maker, are slightly easier to enchant (+1 or something to rolls) and are worth double in the eyes of merchants. Optional Extra : If they reach the unlikely use number of 50,000 they gain the "antique" prefix, also gaining an extra effective rarity level (since how many tools actually reach 50,000 individual uses?) and a larger enchantment bonus (+3 to rolls) and are worth quintuple to merchants. So a rare antique tool would function as a supreme tool, a nice bonus for people who hand down tools.
  4. Rare Prayers

    Should give star gems... or something. If they do already, then nevermind. However, I have yet to see a rare prayer give anything on my chars, even extra faith/favor? Nor have I heard of such happening.
  5. I made a rare unfinished coal pile (first step, log + kindling), and I got the 'Really Rare' achievement for it. Wiki says this achievement is handed out for making a supreme item. I didn't expect to get an achievement. steps to reproduce: combine log and kindling to make a coal pile, make it rare.