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 8
 8								 
					




 รายงานโพสต์นี้
 รายงานโพสต์นี้


#1) forgotten's bone doesn't leave trail.
#2) even when you have spirit sword but also have anything, that makes you attack more than one time (inner eye, conjoined and even cursed eye) only one trail is showed.
#2.5) trail is rendered on the same distance from forgotten, no matter what his range is. Haven't checked whether hitbox stays at the same place
Since Berserk (T.Samson ability) also re-uses Forgotten's bone, it's also vulnerable.
Though, it can be somewhat fixed by simply adding a check for whether player has spirit sword, as soon as player gets it, Forgotten's problem #2 and bag of crafting problem will be back.
I would consider turning this feature off, atleast for now.
function SpiritSwords:SpriteReplace(knife)
local data = knife:GetData()
if data.UpdatedCustomSword then return end
local player = knife.Parent
if player == nil then return end
if (player.Type ~= EntityType.ENTITY_PLAYER) and (player.Type ~= EntityType.ENTITY_FAMILIAR) then return end
if not player:ToPlayer():HasCollectible(579, false) then return end
local lilith = player.SpawnerEntity
local pType = nil
if (player.Type ~= EntityType.ENTITY_FAMILIAR) then pType = player:ToPlayer():GetPlayerType() else pType = lilith:ToPlayer():GetPlayerType() end
if not (knife.Variant == 10
or (knife.Variant == 1 and (pType == PlayerType.PLAYER_THEFORGOTTEN or pType == PlayerType.PLAYER_THEFORGOTTEN_B))
or (knife.Variant == 5 and pType == PlayerType.PLAYER_EVE_B)) then return end
if ModdedSwordSprites[pType] == nil and pType >40 then
print("Incompatible player type: "..player:ToPlayer():GetPlayerType()) return end
if knife:GetEntityFlags() == 67108864 then knife.Visible = false return end
if knife.Variant == 10 and pType ~= PlayerType.PLAYER_THEFORGOTTEN then
local sprite = knife:GetSprite()
local anim = sprite:GetAnimation()
if pType <41 then
sprite:Load("gfx/effects/"..VanillaSwordSprites[pType+1].."_spirit_sword.anm2", true)
else
sprite:Load("gfx/effects/"..ModdedSwordSprites[pType].."_spirit_sword.anm2", true)
end
if VanillaSwordSprites[pType+1] == "bluebabyb" then
local color = Color(1, 1, 1, 1, 0, 0, 0)
sprite.Color = color
elseif ModdedSwordSprites[pType] == "andromedab" then
local color = player:ToPlayer():GetHeadColor()
local tearVariant = player:ToPlayer():GetTearHitParams(WeaponType.WEAPON_TEARS, 1, 1, nil).TearVariant
if tearVariant == TearVariant.BLOOD
or tearVariant == TearVariant.CUPID_BLOOD
or tearVariant == TearVariant.PUPULA_BLOOD
or tearVariant == TearVariant.GODS_FLESH_BLOOD
or tearVariant == TearVariant.NAIL_BLOOD
or tearVariant == TearVariant.GLAUCOMA_BLOOD
or tearVariant == TearVariant.EYE_BLOOD
or tearVariant == TearVariant.KEY_BLOOD then
sprite.Color = Color(1, 0, 0, 1, 0, 0, 0)
else
sprite.Color = HeadColors[color+2]
end
end
knife.Visible = true
sprite:Play(anim, true)
data.UpdatedCustomSword = pType
elseif knife.Variant == 1 and (pType == PlayerType.PLAYER_THEFORGOTTEN or pType == PlayerType.PLAYER_THEFORGOTTEN_B) then
if player:ToPlayer():GetEffects():HasCollectibleEffect(704) then return end
local sprite = knife:GetSprite()
local anim = sprite:GetAnimation()
sprite:Load("gfx/effects/"..VanillaSwordSprites[pType+1].."_spirit_sword.anm2", true)
sprite:SetAnimation(anim, true)
sprite:Play(anim, true)
data.UpdatedCustomSword = pType
elseif knife.Variant == 5 and pType == PlayerType.PLAYER_EVE_B then
if player:ToPlayer():GetEffects():HasCollectibleEffect(704) then return end
local sprite = knife:GetSprite()
local anim = sprite:GetAnimation()
sprite:Load("gfx/effects/spirit_sumptorium.anm2")
sprite:SetAnimation(anim, true)
sprite:Play(anim, true)
data.UpdatedCustomSword = pType
end
end
(sorry for bad english)