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I've fixed this a long time ago on my end expecting Klei to follow soon after but it hasn't happened. Please, Klei, apply this to both the shields and any other weapon that modifies durability directly. Efficient user is for Wes and attackwearmultipliers is for Weaponized Warble. Of course, mods benefits from both of these.

local function OnAttack(inst, attacker, target)
    local efficientuser = attacker.components.efficientuser and attacker.components.efficientuser:GetMultiplier(ACTIONS.ATTACK) or 1
    local useMult = efficientuser * inst.components.weapon.attackwearmultipliers:Get()

    inst.components.armor:TakeDamage(TUNING.SHIELDOFTERROR_USEDAMAGE * useMult)
end
Edited by Anomen77
typo
  • Like 1
17 minutes ago, ShadowDuelist said:

Can you elaborate on the original problem and why does this solve it, for those of us who do not understand code?

I imagine it's going to be one of two things, right? Wes' innate trait that reduces the durability loss when a tool/weapon is used, as well as Wigfrid's battle song that applies the same effect, in the current code of the game these effects are not applying to the durability loss of the Shield of Terror or Battle Rond when (and this is the part of I'm not 100% sure about) the player is attacking with one of these shields, or when they receive an attack while holding one of these shields.

Or possibly in both cases? But the bottom line is that these effects that reduce the loss of durability aren't being applied when the shields lose durability, according to OP.

  • Thanks 1

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