Yeah i successfully made a Dual-Wielding gunslinger but the problem is, It attacks like a dual dagger sin. And if i equipped the two revolvers together, bullets is not required anymore. Anyone can help me o how to require bullets when it's also equipped with 2 guns? Here's what i've edited:
on pc.h
enum weapon_type {
W_FIST, //Bare hands
W_DAGGER, //1
W_1HSWORD, //2
W_2HSWORD, //3
W_1HSPEAR, //4
W_2HSPEAR, //5
W_1HAXE, //6
W_2HAXE, //7
W_MACE, //8
W_2HMACE, //9 (unused)
W_STAFF, //10
W_BOW, //11
W_KNUCKLE, //12
W_MUSICAL, //13
W_WHIP, //14
W_BOOK, //15
W_KATAR, //16
W_REVOLVER, //17
W_RIFLE, //18
W_GATLING, //19
W_SHOTGUN, //20
W_GRENADE, //21
W_HUUMA, //22
W_2HSTAFF, //23
MAX_WEAPON_TYPE,
// dual-wield constants
W_DOUBLE_DD, // 2 daggers
W_DOUBLE_SS, // 2 swords
W_DOUBLE_AA, // 2 axes
W_DOUBLE_DS, // dagger + sword
W_DOUBLE_DA, // dagger + axe
W_DOUBLE_SA, // sword + axe
W_DOUBLE_GU, // 2 guns
I added W_DOUBLE_GU, // 2 guns
on pc.c
int pc_equippoint(struct map_session_data *sd,int n)
{
int ep = 0;
nullpo_ret(sd);
if(!sd->inventory_data[n])
return 0;
if (!itemdb_isequip2(sd->inventory_data[n]))
return 0; //Not equippable by players.
ep = sd->inventory_data[n]->equip;
if(sd->inventory_data[n]->look == W_DAGGER ||
sd->inventory_data[n]->look == W_1HSWORD ||
sd->inventory_data[n]->look == W_1HAXE ||
sd->inventory_data[n]->look == W_REVOLVER) {
if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
return EQP_ARMS;
}
return ep;
In here i added (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
and again on pc.c
// dual-wield
sd->status.weapon = 0;
switch (sd->weapontype1){
case W_DAGGER:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
}
break;
case W_1HSWORD:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
}
break;
case W_1HAXE:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
}
break;
case W_REVOLVER:
switch (sd->weapontype2) {
case W_REVOLVER: sd->status.weapon = W_DOUBLE_GU; break;
}
}
And here i added case W_REVOLVER:
switch (sd->weapontype2) { case W_REVOLVER: sd->status.weapon = W_DOUBLE_GU; break;