diff --git a/data/js/server/data/weapontypes.js b/data/js/server/data/weapontypes.js index 42fe15a2b..0a6940e56 100644 --- a/data/js/server/data/weapontypes.js +++ b/data/js/server/data/weapontypes.js @@ -208,6 +208,10 @@ function GetWeaponType( mChar, itemID ) case 0x48B3: //gargish axe - SA weaponType = "TWOHND_AXES"; break; // Default Maces + case 0x0DF2: // Wand + case 0x0DF3: // Wand + case 0x0DF4: // Wand + case 0x0DF5: // Wand case 0x0FB4: //sledge hammer case 0x0FB5: //sledge hammer case 0x0F5C: //mace diff --git a/source/Changelog.txt b/source/Changelog.txt index 7641bf853..0e15b9abb 100644 --- a/source/Changelog.txt +++ b/source/Changelog.txt @@ -5,6 +5,9 @@ -STAMINABONUS=# Add this properties to any weapon/armor/jewlery will give the player more hp/mana/stam why its equiped. depending on number you add with it These are also available as JS Engine object properties: .healthBonus, .staminaBonus, .manaBonus + +27/05/2024 - Dragon Slayer + Added Missing Wand ID's to combat weapon type in core and in js. 13/05/2024 - Dragon Slayer Added New Shield Type 107 so shield ID's no longer have to be in hard code for shields to work properly diff --git a/source/combat.cpp b/source/combat.cpp index 8817d7b3d..b38953b35 100644 --- a/source/combat.cpp +++ b/source/combat.cpp @@ -801,6 +801,10 @@ UI08 CHandleCombat::GetWeaponType( CItem *i ) case 0x48B3: //gargish axe - SA return TWOHND_AXES; // Default Maces + case 0x0DF2: // Wand + case 0x0DF3: // Wand + case 0x0DF4: // Wand + case 0x0DF5: // Wand case 0x13E3: //smith's hammer case 0x13E4: //smith's hammer case 0x13B3: //club