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Aura active after teleport


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Acum 2 ore, avertuss a spus:

I'm looking for this too. This skill disappear after teleport, because items are unequiping at logout.

I found in source what we needed. In char_item.cpp remove:

	if (!item && bCell == WEAR_WEAPON)
	{
		if (IsAffectFlag(AFF_GWIGUM))
			RemoveAffect(SKILL_GWIGEOM);

		if (IsAffectFlag(AFF_GEOMGYEONG))
			RemoveAffect(SKILL_GEOMKYUNG);
	}

Important fix. Add in bool CHARACTER::CanUnequipNow

	if (item->GetType() == ITEM_WEAPON)
	{
		if (IsAffectFlag(AFF_GWIGUM))
			RemoveAffect(SKILL_GWIGEOM);

		if (IsAffectFlag(AFF_GEOMGYEONG))
			RemoveAffect(SKILL_GEOMKYUNG);
	}

 

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39 minutes ago, Dobrescu Sebastian said:

I found in source what we needed. In char_item.cpp remove:


	if (!item && bCell == WEAR_WEAPON)
	{
		if (IsAffectFlag(AFF_GWIGUM))
			RemoveAffect(SKILL_GWIGEOM);

		if (IsAffectFlag(AFF_GEOMGYEONG))
			RemoveAffect(SKILL_GEOMKYUNG);
	}

Buf fix. Add in bool CHARACTER::CanUnequipNow


	if (item->GetType() == ITEM_WEAPON)
	{
		if (IsAffectFlag(AFF_GWIGUM))
			RemoveAffect(SKILL_GWIGEOM);

		if (IsAffectFlag(AFF_GEOMGYEONG))
			RemoveAffect(SKILL_GEOMKYUNG);
	}

 

?


 

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  • 1 year later...
  • 2 years later...
  • 2 months later...

I had a problem with Aura which not disappearing after weapon change.

Solution is simple, just:

// Before this condition (SwapItem, char_item.cpp):
if (TItemPos(EQUIPMENT, item2->GetCell()).IsEquipPosition())
{
  // [...]

// Add check:
if (item2->GetType() == ITEM_WEAPON)
{
	if (IsAffectFlag(AFF_GWIGUM))
		RemoveAffect(SKILL_GWIGEOM);

	if (IsAffectFlag(AFF_GEOMGYEONG))
		RemoveAffect(SKILL_GEOMKYUNG);
}
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