Armorsmith Archive

Thread: Orske's Current Best Resources for Armorsmiths

SandLizard
Tue Oct 04, 2005 2:45 pm
#40



RPMayhem wrote:

SandLizard wrote:
Any ideas/suggestions for improvement, or has anyone noticed any discrepancies in resources/stats required?



For the wookie armor appearances...
The system isn't calculating the caps for the wood required in these pieces. They are:

Conifer Wood: DR 1 - 600, MA 600 - 1000, SR 100 - 400, UT 1 - 300
Evergreen Wood: DR 1 - 500, MA 800 - 1000, SR 1 - 400, UT 1 - 300
Decidious Wood: DR 1 - 800, MA 400 - 800, SR 300 - 700, UT 1 - 800


((Info aquired from Lunariel's post on resource caps))

EDIT: Something in my mind just triggered...does the system only calc the caps if the name is an exact match? I'm pretty sure it doesn't calculate the caps of say..Beyrllius Copper...when the schematic only calls for copper. Is the same true vis versa? And doesn't the game still use the caps in these situations?

Message Edited by RPMayhem on 10-04-2005 05:32 PM





Fixed the error on wood. I actually use Lunariel's posted info almost verbatim -- my script parses it, but I noticed an error....the schem is calling for *Endorian* (conifer/evergreen/deciduous) and Lunariel's post doesn't differentiate (and rightly so). I've added them in this case.

What the script looks for is a match in several cases. First, it will look in a file I created for base values -- so, it a generic 'copper' is wanted, it will use the entire gates of copper (the lowest min to highest max for each stat). I had to create this file manually, and it's where I threw the fix for these wood errors in. If no match is found in this file, it will look for an *exact* match in Lunariels post to grab the gates there. This case will only be hit when it can't find it in the first, so it means it's a specifically named resource, like Kammris Iron.

If the resource is not found in either file, it will assume no gates exist, as is the case with some (like Crystallized Bicorbantium Steel). I've had to exclude JTL resources from the first file, as they screwed up the base gates, like for copper, steel, fiberplast, etc. So basically, it should work correctly, not only calc'ing caps on exact match, but 'base' matches as well.

This is the first catch in a while, good eye If you notice anything else, let me know, and I'll fix it as soon as I can.

-orske




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
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