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TrueLev

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Posts posted by TrueLev

  1. Hi,

    When i equip a costume weapon, the sword +7 / +8 / +9 effect not disappear. 

    If i ride a mount or relog, the effect disappear.

    Can somebody give me a fix to the effect disappear immediately when i equip a costume weapon?

     

    Edit: Figured out and solved UserInterface/InstanceBase.cpp

     

    void CInstanceBase::RefreshState(DWORD dwMotIndex, bool isLoop)
    {
    	DWORD dwPartItemID = m_GraphicThingInstance.GetPartItemID(CRaceData::PART_WEAPON);
    
    	BYTE byItemType = 0xff;
    	BYTE bySubType = 0xff;
    
    	CItemManager & rkItemMgr = CItemManager::Instance();
    	CItemData * pItemData;
    	
    	if (rkItemMgr.GetItemDataPointer(dwPartItemID, &pItemData))
    	{
    		byItemType = pItemData->GetType();
    		bySubType = pItemData->GetWeaponType();
    	}
    
    	if (IsPoly())
    	{
    		SetMotionMode(CRaceMotionData::MODE_GENERAL);
    	}
    	else if (IsWearingDress())
    	{
    		SetMotionMode(CRaceMotionData::MODE_WEDDING_DRESS);
    	}
    	else if (IsHoldingPickAxe())
    	{
    		if (m_kHorse.IsMounting())
    		{
    			SetMotionMode(CRaceMotionData::MODE_HORSE);
    		}
    		else
    		{
    			SetMotionMode(CRaceMotionData::MODE_GENERAL);
    		}
    	}
    	else if (CItemData::ITEM_TYPE_ROD == byItemType)
    	{
    		if (m_kHorse.IsMounting())
    		{
    			SetMotionMode(CRaceMotionData::MODE_HORSE);
    		}
    		else
    		{
    			SetMotionMode(CRaceMotionData::MODE_FISHING);
    		}
    	}
    	else if (m_kHorse.IsMounting())
    	{
    		switch (bySubType)
    		{
    			case CItemData::COSTUME_WEAPON_SWORD:
    				__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_SWORD:
    				SetMotionMode(CRaceMotionData::MODE_HORSE_ONEHAND_SWORD);
    				break;
    
    			case CItemData::COSTUME_WEAPON_TWO_HANDED:
    				__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_TWO_HANDED:
    				SetMotionMode(CRaceMotionData::MODE_HORSE_TWOHAND_SWORD); // Only Warrior
    				break;
    
    			case CItemData::COSTUME_WEAPON_DAGGER:
    				__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_DAGGER:
    				SetMotionMode(CRaceMotionData::MODE_HORSE_DUALHAND_SWORD); // Only Assassin
    				break;
    
    			case CItemData::COSTUME_WEAPON_FAN:
    				__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_FAN:
    				SetMotionMode(CRaceMotionData::MODE_HORSE_FAN); // Only Shaman
    				break;
    
    			case CItemData::COSTUME_WEAPON_BELL:
    				__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_BELL:
    				SetMotionMode(CRaceMotionData::MODE_HORSE_BELL); // Only Shaman
    				break;
    
    			case CItemData::COSTUME_WEAPON_BOW:
    				__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_BOW:
    				SetMotionMode(CRaceMotionData::MODE_HORSE_BOW); // Only Shaman
    				break;
    
    			default:
    				SetMotionMode(CRaceMotionData::MODE_HORSE);
    				break;
    		}
    	}
    	else
    	{
    		switch (bySubType)
    		{
    			case CItemData::COSTUME_WEAPON_SWORD:
    			__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_SWORD:
    				SetMotionMode(CRaceMotionData::MODE_ONEHAND_SWORD);
    				break;
    
    			case CItemData::COSTUME_WEAPON_TWO_HANDED:
    			__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_TWO_HANDED:
    				SetMotionMode(CRaceMotionData::MODE_TWOHAND_SWORD); // Only Warrior
    				break;
    
    			case CItemData::COSTUME_WEAPON_DAGGER:
    			__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_DAGGER:
    				SetMotionMode(CRaceMotionData::MODE_DUALHAND_SWORD); // Only Assassin
    				break;
    
    			case CItemData::COSTUME_WEAPON_BOW:
    			__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_BOW:
    				SetMotionMode(CRaceMotionData::MODE_BOW); // Only Assassin
    				break;
    
    			case CItemData::COSTUME_WEAPON_FAN:
    			__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_FAN:
    				SetMotionMode(CRaceMotionData::MODE_FAN); // Only Shaman
    				break;
    
    			case CItemData::COSTUME_WEAPON_BELL:
    			__ClearWeaponRefineEffect();
    			case CItemData::WEAPON_BELL:
    				SetMotionMode(CRaceMotionData::MODE_BELL); // Only Shaman
    				break;
    
    			case CItemData::WEAPON_ARROW:
    			default:
    				SetMotionMode(CRaceMotionData::MODE_GENERAL);
    				break;
    		}
    	}
    
    	if (isLoop)
    		m_GraphicThingInstance.InterceptLoopMotion(dwMotIndex);
    	else
    		m_GraphicThingInstance.InterceptOnceMotion(dwMotIndex);
    
    	RefreshActorInstance();
    }

     

    • Love 1
  2. Hi,

    I installed GF character select and a bug appear.

    After creating a new character, the login quest text stays there after we click "ok".

    Not affecting just new character, any character after login click to an npc whitch use when x.click begin and not when x.chat."xy" begin 

    and the bug appears too.

    No syserr, totally empty.

    Screenshot_1.png.e0e6f64e4f5ecd07268a038cb5e4b6ff.png

    Any idea please?

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