Rise % for staves, sticks, books, scepters - currently these items were overpowering by 2x the supposed value. The item's "magic power" was being used as its rise, while it should be divided by 2.
Excellent/ancient bonus for defensive (armor) items, shields, physical attack weapons, scepters, wizardry weapons (sticks, staves). Made the following table to show values before and after this PR (nominal values were taken from in game with S6E3 client; red color means wrong value, green color right).
Skull Staff - had no wizardry rise base power up because it was being defined as a Summoner item
Excellent/harmony curse attack options - these do not exist until Season 14/16; until then wizardry attack options were used
Some staff group items property values (see comments)
Several wing options and values - Summoner, RF, DL (all shots taken with S6E3 client - see comments)
Always the same option being assigned for 2nd/3rd lvl wings upon JoL'ing (last PR fuckup! :disappointed: )
Additions:
Odd rise tables - because an item's rise is defined by dividing its magic power by 2, this will give rise to different increase by level tables for even and odd magic power values (because OpenMU uses floating point instead of rounded out values, odd base magic power items have a 0,5% extra increase at any level compared to nominal, while their excellent counterparts have 0,5% less; even base magic power items have nominal rise - see spreadsheet table above). Skull Staff MP = 6 (even); Legendary Staff MP = 59 (odd):
BookRise attribute and its CurseAttackDamageIncrease attribute relationship - for Summoner book items rise %, which is used to calculate curse damage.
Excellent/ancient bonus for books
If condition to add base power up physical damage attributes - books have 0 min/max physical dmg
UpdatePlugins to fix rise percentages, group 5 weapons, and the wing options
Fixes:
Additions:
BookRise
attribute and itsCurseAttackDamageIncrease
attribute relationship - for Summoner book items rise %, which is used to calculate curse damage.