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Over-equipped (OE) is currently not implemented. #584

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RaggyLP opened this issue Jan 30, 2024 · 5 comments
Closed

Over-equipped (OE) is currently not implemented. #584

RaggyLP opened this issue Jan 30, 2024 · 5 comments
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bug Something isn't working priority-2

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@RaggyLP
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RaggyLP commented Jan 30, 2024

Describe the bug
When an item is equipped, but the requirements to wear said item are not met, the item is not entering the Over-Equipped state.

To Reproduce
Steps to reproduce the behavior:

  1. Equip an item.
  2. Do a .getfull for your choice of modifier.
  3. Use .set to reduce a skill it relies on to be equipped.
  4. Check to ese how much the item is 'OE' by.
  5. Do another .getfull to confirm no modifier change on the server.

Expected behavior
When an item enters the OE sate, certain modifiers should be reduced.
More details here: https://www.ao-universe.com/guides/classic-ao/gameplay-guides-6/over-equipped

Screenshots
image

Character info:

Raggy [220 Trader]
------------------------------------
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    duck 	597
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    psychologicalmodification 	613
    materialcreation 	1631
    materiallocation 	1613
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    shotgun 	50
    distanceweaponinitiative 	281
    computerliteracy 	1568
    nanoenergypool 	850
    martialarts 	193
    brawl 	272
    riposte 	266
    dimach 	214
    adventuring 	425
    swim 	501
    onehandbluntweapons 	278
    onehandedgedweapon 	282
    maxncu 	91
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    features 	6
    apartmentsallowed 	1
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    autoattackflags 	5
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    mesh 	17530
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    mapflags 	0
    changesidecount 	0
    healinterval 	1
    nanointerval 	24
------------------------------------

.getfull succeeded - Listed all stats for Raggy.
@RaggyLP RaggyLP added bug Something isn't working needs-verification This is a new issue or affects a recently changed system and requires a tester to confirm the issue labels Jan 30, 2024
@TheTinkeringIdiot
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Confirmed.

The client reports that a piece of equipment is over-equipped at appropriate breakpoints, but server values for parameters related to that equipment do not change to reflect the reduced effectivity. It appears that OE rules are not enforced by the server.

@TheTinkeringIdiot TheTinkeringIdiot added priority-2 and removed needs-verification This is a new issue or affects a recently changed system and requires a tester to confirm the issue labels Jan 31, 2024
@portalerprk
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Should be fixed with project-rubika/engines#391

@RaggyLP
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RaggyLP commented Feb 17, 2024

OE Confirmed to be implemented now. However, in-zone update doesn't occur, OE check seems to only be on zone currently and doesn't update stats dynamically.

image

@portalerprk
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Could you explain a little more what you mean by "in-zone update"? It should recalculate the OE stats whenever a nano enters/exits NCU, or when items are equip/unequip etc. It's part of what we call RecalculateModifiers.

If you mean you manually adjust stats using .set <stat> <value> I dont think that triggers recalculation but thats sort of expected.

@RaggyLP
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RaggyLP commented Feb 17, 2024

Could you explain a little more what you mean by "in-zone update"? It should recalculate the OE stats whenever a nano enters/exits NCU, or when items are equip/unequip etc. It's part of what we call RecalculateModifiers.

If you mean you manually adjust stats using .set <stat> <value> I dont think that triggers recalculation but thats sort of expected.

Aha, something I wasn't actually aware of. Thinking on it, that makes sense considering the only situations where there is going to be a stat change is in those two circumstances (excluding something like Towers dying/Org contracts). Retested by casting a nano to force the RecalculateModifiers call and confirmed as fully implemented.

Confirmed fixed as of UTC 16:55 - 17/02/24

@RaggyLP RaggyLP closed this as completed Feb 17, 2024
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