It works by class:
Switch ( Other.Class ) {
Case Class'RuneI.VikingBroadSword':
If ( bRandomize ) Spawn ( clReplace [ 0 + Rand (2) ],,,Other.Location,Other.Rotation );
Else Spawn ( clReplace [ 0 ],,,Other.Location,Other.Rotation );
return false;So anything that's not explicitly in the RuneI package won't be affected. RAK uses a slightly more sophisticated profile, where there's a list of things it will replace that can be configured in the .ini:
WeapRep(0)=(clTarget=Class'RuneI.VikingShortSword',clReplacement=Class'rakVikingShortSword')
WeapRep(1)=(clTarget=Class'RuneI.romansword',clReplacement=Class'rakRomanSword')
Alternatively, you can specify exceptions to the replacement:
clException(0)=Class'RuneI.HandAxe'
clException(1)=Class'rakTorch'
If you need something like the RAK profile I can probably throw it together; but suffice to say: simply subclassing the weaps in question will bypass the current mutator.