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DarkAng3l

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Posts posted by DarkAng3l

  1. I rewrite function GetWeaponType in InstanceBase.cpp, because I had same problem.

    Spoiler

    DWORD CInstanceBase::GetWeaponType()
    {
        DWORD dwWeapon = GetPart(CRaceData::PART_WEAPON);
        CItemData * pItemData;
        if (!CItemManager::Instance().GetItemDataPointer(dwWeapon, &pItemData))
            return CItemData::WEAPON_NONE;
    #ifdef ENABLE_COSTUME_WEAPON
        if (pItemData->GetType() == CItemData::ITEM_TYPE_COSTUME)
        {
            if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_SWORD)
                return CItemData::WEAPON_SWORD;
            else if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_DAGGER)
                return CItemData::WEAPON_DAGGER;
            else if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_BOW)
                return CItemData::WEAPON_BOW;
            else if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_TWO_HANDED)
                return CItemData::WEAPON_TWO_HANDED;
            else if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_BELL)
                return CItemData::WEAPON_BELL;
            else if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_FAN)
                return CItemData::WEAPON_FAN;
            else if (pItemData->GetSubType() == CItemData::COSTUME_WEAPON_CLAW)
                return CItemData::WEAPON_CLAW;
            else
                return pItemData->GetWeaponType();
        }
    #endif
        return pItemData->GetWeaponType();
    }

     

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  2. PythonNetworkStreamPhaseGameActor.cpp

    Spoiler

    void __SetWeaponPower(IAbstractPlayer& rkPlayer, DWORD dwWeaponID)
    {
        DWORD minPower=0;
        DWORD maxPower=0;
        DWORD minMagicPower=0;
        DWORD maxMagicPower=0;
        DWORD addPower=0;
    #ifdef ENABLE_COSTUME_WEAPON
        //DMG RESET BUG FIX
        dwWeaponID = rkPlayer.GetItemIndex(TItemPos(INVENTORY, c_Equipment_Weapon));
    #endif
        CItemData* pkWeapon;
        
        if (CItemManager::Instance().GetItemDataPointer(dwWeaponID, &pkWeapon))
        {
            if (pkWeapon->GetType()==CItemData::ITEM_TYPE_WEAPON)
            {
                minPower=pkWeapon->GetValue(3);
                maxPower=pkWeapon->GetValue(4);
                minMagicPower=pkWeapon->GetValue(1);
                maxMagicPower=pkWeapon->GetValue(2);
                addPower=pkWeapon->GetValue(5);
            }
        }
    #ifdef ENABLE_COSTUME_WEAPON
        DWORD dwItemIndex = rkPlayer.GetItemIndex(TItemPos(INVENTORY, c_Costume_Slot_Weapon));

        CItemData* pkCostumeWeapon;
        if (CItemManager::Instance().GetItemDataPointer(dwItemIndex, &pkCostumeWeapon))
        {
            if (pkCostumeWeapon->GetType() == CItemData::ITEM_TYPE_COSTUME && pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_SWORD ||
                pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_DAGGER || pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_BOW ||
                pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_TWO_HANDED || pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_BELL ||
                pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_FAN || pkCostumeWeapon->GetWeaponType() == CItemData::COSTUME_WEAPON_CLAW)
            {
                minPower += pkCostumeWeapon->GetValue(3);
                maxPower += pkCostumeWeapon->GetValue(4);
                minMagicPower += pkCostumeWeapon->GetValue(1);
                maxMagicPower += pkCostumeWeapon->GetValue(2);
                addPower += pkCostumeWeapon->GetValue(5);
            }
        }
    #endif

        rkPlayer.SetWeaponPower(minPower, maxPower, minMagicPower, maxMagicPower, addPower);
    }
     

     

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