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03/09/15, 02:35 PM   #22
Baertram
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Join Date: Mar 2014
Posts: 4,989
Hello ZOS,

I won't complain about your quality management too much, but could it be that you fixed the problem by generating a new one?

I got a new bug at crafting stations "Create item" now:
-Build some armor, e.g. some shoulders for level 30. Amount of Materials used: 6
-Switch to another armor where the materials needed are > 6, e.g. a chest part for level 30 as well.
-Switch back to any other armor part that needs less amount of materials then the part before (e.g. 6 = again)

Result: You could craft that next aromor piece now but its level won#t be 30 anymore, but 34 or higher!
It seems as if the needed crafting materials for each armor part/weapon is triggering the weapon level now, if you craft & switch aromor/weapons then.

I could alos rebuild this with daggers and 2hd weapons e.g. sometimes.

At least the style and traits are being kept now

Originally Posted by Garkin View Post
By the way do you know what causes current crafting staions bug (material quantity resets to its default value)? It's a typo in this added code ("currentSelectedQuality" instead of "currentSelectedQuantity"):

Lua Code:
  1. local currentSelectedQuantity = self:GetMaterialQuantity(data.patternIndex, data.materialIndex)
  2.  
  3. if currentSelectedQuality == nil then --here
  4.     self:SetMaterialQuantity(data.patternIndex, data.materialIndex, data.min)
  5.     currentSelectedQuantity = data.min
  6. end

Easy solution for this issue is creating global variable currentSelectedQuality and update it every time when you call GetMaterialQuantity method:
Lua Code:
  1. local originalGetMaterialQuantity = ZO_SharedSmithingCreation.GetMaterialQuantity
  2. function ZO_SharedSmithingCreation:GetMaterialQuantity(...)
  3.     currentSelectedQuality = originalGetMaterialQuantity(self, ...)
  4.     return currentSelectedQuality
  5. end
Originally Posted by ZOS_ChipHilseberg View Post
This typo will be fixed in the next patch.
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