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I've been brewing on this ammo magic accuracy issue for quite some time and been digging around in the code to see if I can get it working for Phoenix before they launch. I've stumbled on a couple of core issues:
magic_hit_rate, damage_spell, and enfeebling_spell all want to know your skill type,
If you're using a weapon skill, weaponskills wants to know your slot
Items don't have a skill, and something like body doesn't have a slot that yields a skill rating when you ask for it. This causes stuff like igqira weskit's curse to fail because body doesn't have a skill, and sleep arrow to always resist when fired by a PLD because PLD doesn't have native archery skill.
My first idea is something like adding the following line to skill_ranks.sql, granting all jobs A- skill to generic "item" skill ranking you could yield elsewhere in code.
INSERT INTO skill_ranks VALUES (46,'item',2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2);
I'm worried this might blow up the client though because it'll try and write this value into the client display in the skills menu. I haven't yet tested this on local and want to vibe check the idea before moving further.
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I've been brewing on this ammo magic accuracy issue for quite some time and been digging around in the code to see if I can get it working for Phoenix before they launch. I've stumbled on a couple of core issues:
magic_hit_rate,damage_spell, andenfeebling_spellall want to know your skill type,weaponskillswants to know yourslotItems don't have a skill, and something like
bodydoesn't have a slot that yields a skill rating when you ask for it. This causes stuff likeigqira weskit's curse to fail becausebodydoesn't have a skill, andsleep arrowto always resist when fired by a PLD because PLD doesn't have native archery skill.My first idea is something like adding the following line to
skill_ranks.sql, granting all jobs A- skill to generic "item" skill ranking you could yield elsewhere in code.INSERT INTOskill_ranksVALUES (46,'item',2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2);I'm worried this might blow up the client though because it'll try and write this value into the client display in the skills menu. I haven't yet tested this on local and want to vibe check the idea before moving further.
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