SF - ID: 1687659
Last Update: Settings changed ( thpr )
Weapon Editor does not enforce PLUS when removing the + modifier.
e.g. you can:
Bane is not available
Make it +1
Bane is now available
Remove +1, leaving Bane
Except Bane should be illegal
Old Scheduling Discussion
Date: 2007-04-25 10:09:33 EDT
Sender: kariannaSourceForge.net DonorProject Admin & DonorAccepting Donations
confirmed, code dealing with this is in Equipment.java, in particular the
public void removeEqModifier(final EquipmentModifier eqMod, final boolean
removeUnqualified(bPrimary); // TODO: used?
The removeUnqualified() method itself has a comment:
// The problem is that you have entries
// like the following for Adamantine:
// PRETYPE:Weapon,Metal !PRETYPE:Masterwork
// Which have nothing to do with the eqMod, so
// they are always going to fail and be removed.
// The entries in equip_enhancing are used by
// the GUI to know what to display, not for
// actual passesPreReq checks
I don;t hikn automatic removal is a good idea - consider a weapon being upgraded from +1 Bane to +2 Bane. If the user chooses to remove +1 and add +2 it just gets annoying if they have to reselect any other enhancements.
Instead, I propose validation of the selected eqmods is made on selecting OK or Buy. If any enhancements are not qualified an error message such as "The modifier "Bane" is not valid. Please remove it or ensure all requirements are met." would be displayed and the Equipment Builder dialog would remain open.
The problem is that in 35e for example the Steel eqmod becomes unqualified if the weapon is enhanced. So data would need to be updated to work with this approach.
I'm fine with this approach.
What is the exact issue in the Steel vs Enhanced?
Example showing 35e steel eqmod as unqualified. It is always unqualified once selected.
Easily handled with a proper PREMULT. Would be nice if a PRETHIS existed, but as it stands, I'm fine with the proposal.
35e Mundane EQMODs now all fixed - Completed: At revision: 24579