fix equip state after item combinations applied
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@@ -119,21 +119,25 @@ void player_use_item(shared_ptr<Client> c, size_t item_index, shared_ptr<PSOLFGE
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} else if (primary_identifier == 0x00330000) {
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// Unseal Sealed J-Sword => Tsumikiri J-Sword
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item.data.data1[1] = 0x32;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x00AB0000) {
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// Unseal Lame d'Argent => Excalibur
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item.data.data1[1] = 0xAC;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x01034D00) {
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// Unseal Limiter => Adept
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item.data.data1[2] = 0x4E;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x01034F00) {
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// Unseal Swordsman Lore => Proof of Sword-Saint
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item.data.data1[2] = 0x50;
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item.flags &= (~8); // Unequip it
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should_delete_item = false;
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} else if (primary_identifier == 0x030C0000) {
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@@ -242,6 +246,7 @@ void player_use_item(shared_ptr<Client> c, size_t item_index, shared_ptr<PSOLFGE
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inv_item.data.data1[2] = combo.result_item[2];
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inv_item.data.data1[3] = 0; // Grind
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inv_item.data.data1[4] = 0; // Flags + special
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inv_item.flags &= (~8); // Unequip it
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} catch (const out_of_range&) {
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}
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}
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