marcrobledo / savegame-editors

A compilation of console savegame editors made with HTML5 technologies.
https://www.marcrobledo.com/savegame-editors/
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TOTK: improve fusion durability handling #410

Closed neebyA closed 11 months ago

neebyA commented 1 year ago

Hi,

I noticed that this save editor does not restore durability properly for fused weapons. What it currently does is calculate the maximum durability of the weapon/shield given its modifiers, and if fused, then adds either 25 or the durability of the fused weapon/bow/shield. This second step is not correct, and this durability value gets overwritten by the maximum durability as soon as the weapon is equipped in-game. Also, if I want to set a weapon's durability to 1, such as to get a double damage MsgNotFound for example, this editor does not take into account the extra durability from fusion.

Using v1.1.0, I tried various combinations of fusing/unfusing objects/weapons/shields to other weapons/shields, and here is what I've learned:

extraDurability and recordExtraDurability

fuseDurability

Changes

With the above in mind, I updated this code to edit extraDurability and recordExtraDurability for weapons, as well as set max durability for fused weapons/shields according to the checks the game seems to make. I obtained the extra max life values used here from Echo's data sheet, with the ones without values set to 25. For restoring durability, I also restore fuseDurability if the fusion is a weapon/bow/shield. I did a bit of testing with various materials to find some also had nonzero fuseDurability, but since there are so many I didn't bother with finding all of the max values or making this field editable.

Además, hace muchos años desde yo tomé español en escuela, entonces mi traducción no es la mejor.

Fixes #385

marcrobledo commented 11 months ago

Thank you a lot :-)