Re: wands...
This should do the trick:
Code:
Index: Scripts/Items/Wands/BaseWand.cs
===================================================================
--- Scripts/Items/Wands/BaseWand.cs (revision 321)
+++ Scripts/Items/Wands/BaseWand.cs (working copy)
@@ -24,6 +24,21 @@
public abstract class BaseWand : BaseBashing
{
+
+ public override int AosStrengthReq { get { return 5; } }
+ public override int AosMinDamage { get { return 9; } }
+ public override int AosMaxDamage { get { return 11; } }
+ public override int AosSpeed { get { return 40; } }
+
+ public override int OldStrengthReq { get { return 0; } }
+ public override int OldMinDamage { get { return 2; } }
+ public override int OldMaxDamage { get { return 6; } }
+ public override int OldSpeed { get { return 35; } }
+
+ public override int InitMinHits { get { return 31; } }
+ public override int InitMaxHits { get { return 110; } }
+
+
private WandEffect m_WandEffect;
private int m_Charges;
Fireworks wands are only wands that are currently working, they inherit properties from "MagicWand" and not "BaseWand". And BaseBashing won't tell default properties (maces, hammers... work with these overrides)
I have tested and looks like it works. I'd signal directly as ready, but let's respect the protocol... who will test it?
P.S. Values are took from MagicWand, they are same from Fireworks wands.