Jimmermania 27 Posted May 9 Share Posted May 9 Hello guys, there is the following bug with @ Mali transmutation system. Look below: i have this item (120lvl) transmutated with Silver Bell (15 lvl). 1. The stats of this item: 2. When i click C these are the stats of the player when i wear the transmutated item: 3. When i wear the original item (120lvl) without transmute, these are the stats: 4. When i wear the Silver Bell (15lvl) without transmute, these are the stats: (It has same stats as 2) 5. Last, when i transmute the Silver Bell (15lvl) with the 120lvl Bell, these are the stats: So... the problem is that it takes the stats of the item that i want to "Show". Any ideas? Link to comment Share on other sites More sharing options...
bicho3711 0 Posted June 13 Share Posted June 13 (edited) I have the same problem... I know it's a visual problem, because damage is how it's suposed to be... Edited June 13 by bicho3711 Link to comment Share on other sites More sharing options...
ARISE 2 Posted June 14 Share Posted June 14 FIX Search in UserInterface/PythonNetworkStreamPhaseGameActor.cpp for: void __SetWeaponPower(IAbstractPlayer& rkPlayer, DWORD dwWeaponID) { ... } Replace it with: void __SetWeaponPower(IAbstractPlayer& rkPlayer, DWORD dwWeaponID) { DWORD minPower = 0; DWORD maxPower = 0; DWORD minMagicPower = 0; DWORD maxMagicPower = 0; DWORD addPower = 0; CItemData* pkWeapon; #if defined(ENABLE_WEAPON_COSTUME_SYSTEM) || defined(__BL_TRANSMUTATION__) if (CItemManager::Instance().GetItemDataPointer(CPythonPlayer::Instance().GetItemIndex(TItemPos(INVENTORY, c_Equipment_Weapon)), &pkWeapon)) #else if (CItemManager::Instance().GetItemDataPointer(dwWeaponID, &pkWeapon)) #endif { 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_WEAPON_COSTUME_SYSTEM else if (pkWeapon->GetType() == CItemData::ITEM_TYPE_COSTUME) { dwWeaponID = rkPlayer.GetItemIndex(TItemPos(INVENTORY, c_Equipment_Weapon)); CItemData* pkWeaponReal; if (CItemManager::Instance().GetItemDataPointer(dwWeaponID, &pkWeaponReal)) { if (pkWeaponReal->GetType() == CItemData::ITEM_TYPE_WEAPON) { minPower = pkWeaponReal->GetValue(3); maxPower = pkWeaponReal->GetValue(4); minMagicPower = pkWeaponReal->GetValue(1); maxMagicPower = pkWeaponReal->GetValue(2); addPower = pkWeaponReal->GetValue(5); } } } #endif } rkPlayer.SetWeaponPower(minPower, maxPower, minMagicPower, maxMagicPower, addPower); } That will fix it. Kind Regards, ONE 2 Link to comment Share on other sites More sharing options...
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