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Maybe there was some limiting code in the past, but the current Scripts/VendorInfo/GenericSell.cs uses 10 * the Damage increase of a weapon added to any exceptional weapons as the buy price from players for NPCs.
The OSI buy price is at a loss for most of these items. (exceptional daggers 8gp, exceptional katana 12gp; even at the base of 5gp for iron ingots buying the ingots to craft would not be profitable).
Here is the piece of code in the current ServUO (pub 58):
if (item is BaseArmor)
{
BaseArmor armor = (BaseArmor)item;
if (armor.Quality == ItemQuality.Low)
price = (int)(price * 0.60);
else if (armor.Quality == ItemQuality.Exceptional)
price = (int)(price * 1.25);
price += 5 * armor.ArmorAttributes.DurabilityBonus;
if (price < 1)
price = 1;
}
else if (item is BaseWeapon)
{
BaseWeapon weapon = (BaseWeapon)item;
if (weapon.Quality == ItemQuality.Low)
price = (int)(price * 0.60);
else if (weapon.Quality == ItemQuality.Exceptional)
price = (int)(price * 1.25);
price += 100 * weapon.WeaponAttributes.DurabilityBonus;
price += 10 * weapon.Attributes.WeaponDamage;
if (price < 1)
price = 1;
}
weapon.WeaponAttributes.DurabilityBonus = 0 on crafted items. It seems it may have a value for artifacts (which will not be exceptional), but I was not getting anything other than 0 for that value on items I tested crafting.
weapon.Attributes.WeaponDamage is Damage Increase, which is 35%-40% depending on the Arms Lore skill of the player. So this is adding 350 to 400 gold to the price the NPC will pay for the item.
I would think an appropriate buy value would be about 2x or 3x what it costs to make it.
The text was updated successfully, but these errors were encountered:
Maybe there was some limiting code in the past, but the current Scripts/VendorInfo/GenericSell.cs uses 10 * the Damage increase of a weapon added to any exceptional weapons as the buy price from players for NPCs.
The OSI buy price is at a loss for most of these items. (exceptional daggers 8gp, exceptional katana 12gp; even at the base of 5gp for iron ingots buying the ingots to craft would not be profitable).
Here is the piece of code in the current ServUO (pub 58):
if (item is BaseArmor)
{
BaseArmor armor = (BaseArmor)item;
weapon.WeaponAttributes.DurabilityBonus = 0 on crafted items. It seems it may have a value for artifacts (which will not be exceptional), but I was not getting anything other than 0 for that value on items I tested crafting.
weapon.Attributes.WeaponDamage is Damage Increase, which is 35%-40% depending on the Arms Lore skill of the player. So this is adding 350 to 400 gold to the price the NPC will pay for the item.
I would think an appropriate buy value would be about 2x or 3x what it costs to make it.
The text was updated successfully, but these errors were encountered: