Open MrWomanStealer opened 3 years ago
This is probably an issue with duplicate reforges in the game's code (i.e. a scrapped earlier "Deadly" modifier). I'll take a look at this later.
(Steviegt6,) The reforge command takes valid input for a prefix and compares it to a list of prefixes that were hand-written and placed in an array static readonly string[] MystagogueCommand.Prefixes
, getting the index of the matching name and applying that index as a prefix to the weapon. (Making my own list was the fastest, also a lazy option) IndexOf should return the first one the game finds when it recognizes you choose deadly. I'm going to also look at the command input digester later but it's got nothing to do with negative IDs, discard IDs or anything else of that sort, as the prefix list was handwritten from what's allowed in game
Edit: Also, a check for ids 20 and 43 is made where it checks for melee/ranged status on the weapon before it chooses what ID to use. Image
Edit 2: I think it has something to do with the big spaghetti storm that is Item.Prefix().
Edit 3: changes
@GooUckd Can I ask what item you were trying to reforge?
@GooUckd Can I ask what item you were trying to reforge?
A silver bow. I tried another bow which I can't remember. Also, tried the clockwork assault rifle. Same issue.
The issue
This bug involves the .reforge command and being used with the deadly modifier.
Reproduction steps
Steps to reproduce the behavior: Pick up a weapon that can support the deadly modifier (like a bow) type .reforge deadly You will now see 2 deadly's, and can't choose between them
Expected behavior
The deadly modifier being applied to a bow.
Comprehensive information
If you press enter it will give a random modifier or just remove the modifier fully.
Hardware & software information