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SUCKS BUGG WITH BONUS ON PET


Marggraf

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6 answers to this question

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Just now, Marggraf said:

The problem is not in python 99%

I already explained above, you just need to refresh bonuses :)

 

void CPetActor::GiveBuff()
{
	LPITEM item = ITEM_MANAGER::instance().FindByVID(m_dwSummonItemVID);

	if(NULL != item)
	{
		item->ModifyPoints(true);
	}
	return;
}
//////////////////////////////////////////
void CPetActor::ClearBuff()
{
	if(NULL == m_pkOwner)
	{
		return ;
	}

	TItemTable *item_proto = ITEM_MANAGER::instance().GetTable(m_dwSummonItemVnum);

	if(NULL == item_proto)
	{
		return;
	}

	for(int i = 0; i < ITEM_APPLY_MAX_NUM; i++)
	{
		if(item_proto->aApplies[i].bType == APPLY_NONE)
		{
			continue;
		}

		m_pkOwner->ApplyPoint(item_proto->aApplies[i].bType, -item_proto->aApplies[i].lValue);
	}

	return;
}

These two functions need to be changed.

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2 hours ago, Ikh said:

I already explained above, you just need to refresh bonuses :)

 

void CPetActor::GiveBuff()
{
	LPITEM item = ITEM_MANAGER::instance().FindByVID(m_dwSummonItemVID);

	if(NULL != item)
	{
		item->ModifyPoints(true);
	}
	return;
}
//////////////////////////////////////////
void CPetActor::ClearBuff()
{
	if(NULL == m_pkOwner)
	{
		return ;
	}

	TItemTable *item_proto = ITEM_MANAGER::instance().GetTable(m_dwSummonItemVnum);

	if(NULL == item_proto)
	{
		return;
	}

	for(int i = 0; i < ITEM_APPLY_MAX_NUM; i++)
	{
		if(item_proto->aApplies[i].bType == APPLY_NONE)
		{
			continue;
		}

		m_pkOwner->ApplyPoint(item_proto->aApplies[i].bType, -item_proto->aApplies[i].lValue);
	}

	return;
}

These two functions need to be changed.

I love you man..Thank you

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