[Lithium] Potential Glitch Help

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Can someone help me fix Potential on Lithium

For some reason every item in game can recieve the following
Code:
% Boss Damage
15-20% All Stats - In one line not multiple lines
15-20% Total Damage - In one line not multiple lines
Any way to fix this possible glitch? :c

If anyone can help many thanks :)
-Jaay
 
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When i say One line It gives the person a Line calld 20% All stats
Picture provided Below
xloserxj - [Lithium] Potential Glitch Help - RaGEZONE Forums
 
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this may help u
Thanks I may have found where the problem lays
Code:
if (newstate == 20) {
			return (i == 0 || Randomizer.nextInt(10) == 0 ? potentialID >= 40000 : potentialID >= 30000 && potentialID < 60004);// xml say so
I am assuming I make it
From This
Code:
if (newstate == 20) {
			return (i == 0 || Randomizer.nextInt(10) == 0 ? potentialID >= 40000 : potentialID >= 30000 && potentialID < 60004);// xml say so
To
Code:
if (newstate == 20) {
			return (i == 0 || Randomizer.nextInt(10) == 0 ? potentialID >= 40000 : potentialID >= 30000 && potentialID < 41008);// xml say so

Isn't that how it works on GMS? The data is in the WZ.


:laugh:

I think those were added for the Mu Gong Gloves If you were Rank 1 in Ranked Dojo Solo and such you can get those special ID of Potential on a Gloves
 
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BUMP Still having the issue when they use super cubes


After replacing that they can still gain that potential,

I scanned 30601 Only 1 Occurrence shows which is BattleConstant Which is part of another

Does it get the potential ID from "ItemOption.img" -

I seard opID - I believe it sets PotID by using/Find opID

This is in MapleItemInformationProvider.java
Code:
        StructItemOption item;
        final MapleData potsData = itemData.getData("ItemOption.img");
        List<StructItemOption> items;
        for (MapleData dat : potsData) {
            items = new LinkedList<>();
            for (MapleData potLevel : dat.getChildByPath("level")) {
                item = new StructItemOption();
                item.opID = Integer.parseInt(dat.getName());
                item.optionType = MapleDataTool.getIntConvert("info/optionType", dat, 0);
                item.reqLevel = MapleDataTool.getIntConvert("info/reqLevel", dat, 0);
                for (final String i : StructItemOption.types) {
                    if (i.equals("face")) {
                        item.face = MapleDataTool.getString("face", potLevel, "");
                    } else {
                        final int level = MapleDataTool.getIntConvert(i, potLevel, 0);
                        if (level > 0) { // Save memory
                            item.data.put(i, level);
                        }
                    }
                }
                switch (item.opID) {
                    case 31001: // Haste
                    case 31002: // Mystic Door
                    case 31003: // Sharp Eyes
                    case 31004: // Hyper Body
                        item.data.put("skillID", (item.opID - 23001));
                        break;
                    case 41005: // Combat Orders
                    case 41006: // Advanced Blessing
                    case 41007: // Speed Infusion
                        item.data.put("skillID", (item.opID - 33001));
                        break;
                }
                items.add(item);
            }
Is It finding the ID using that part to get the potential of 60001-60003?
 
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The problem with armors lies in this.

PHP:
case 10: // weapons
                return isWeapon(itemId);
            case 11: // all equipment except weapons
                return !isWeapon(itemId);

Both 30602 and 40601 evenly divide by 11, so you get boss damage.

All I did was..

PHP:
case 10: // weapons
            case 30602:
            case 40601:
                return isWeapon(itemId);
            case 11: // all equipment except weapons
                return !isWeapon(itemId);
 
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