First post, 10 year lurker. Got a question about the Bargaining bonus. Now I realize having tons of bargaining is only useful to a point, but besides that point, I was looking to modify 2 items that are always Barganing bonus. I have figured out that Bonusgroup# = {490 represents the Bargaining Bonus. This allowed me to increase the bonus on those particular items. However, I went looking for the actual bonus itself, and what I found with ID 490 was the Voodoo bonus shown Below. Is this the actual bonus that I can modify? Or do I have something wrong? or is the bonus labeled wrong?
This is Amulet of Greed
newBlueprint = {
id = 2564,
name = "unique_amulet_habgier",
palettebits = "1111111111111111",
dmgvariation = 0,
minconstraints = {25,13,0},
lvljump = 10,
usability = 0,
allotment_pmfpi = {1000,0,0,0,0},
uniquename = "unique",
specialuseonly = 0,
bonusgroup0 = {803,400,1,9,0},
bonusgroup1 = {490,9999,1,9,0},
itemtypes = {11544,},
wearergroups = {'WEARGROUP_DEFAULT',},
}
mgr.createBlueprint(2564, newBlueprint);
This is Urtak's Ring
newBlueprint = {
id = 2535,
name = "unique_ring_urtaks",
palettebits = "1111111111111111",
dmgvariation = 0,
minconstraints = {25,13,0},
lvljump = 10,
usability = 0,
allotment_pmfpi = {1000,0,0,0,0},
uniquename = "unique",
specialuseonly = 0,
bonusgroup0 = {488,700,1,9,0},
bonusgroup1 = {490,9999,1,9,0},
itemtypes = {7150,},
wearergroups = {'WEARGROUP_DEFAULT',},
}
mgr.createBlueprint(2535, newBlueprint);
This is what Bonus 490 shows
mgr.createBonus(490, newBonus);
newBonus = {
-- name = "sb_addca_dr_vo_krankheit",
rating = 28,
basedonskill = "SKILL_INVALID",
type = "BONUS_ADDCA",
spez = "EA_DR_VOODOO",
spez2 = "dr_vo_krankheit",
usagebits = 65410,
minconstraints = {1,5,0},
difficultyvaluerange0 = {0,10,110},
difficultyvaluerange1 = {1,10,135},
difficultyvaluerange2 = {2,10,160},
difficultyvaluerange3 = {3,10,185},
difficultyvaluerange4 = {4,10,210},
}