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AndMetal
09-26-2008, 03:53 PM
Another relatively easy one that just hasn't been implemented yet.

In zone/mob.cpp (http://eqemulator.cvs.sourceforge.net/eqemulator/EQEmuCVS/Source/zone/mob.cpp?revision=1.68&view=markup#l_430), change this

float Mob::_GetMovementSpeed(int mod) const {
if (IsRooted())
return 0.0f;

float speed_mod = 1.0f;

if (IsClient()){
int32 aa_item = CastToClient()->GetAA(aaInnateRunSpeed);
if (aa_item > 0 && aa_item < 4){
speed_mod += aa_item * 0.10;
}
//partial implementation of Fleet of Foot
aa_item = CastToClient()->GetAA(aaFleetofFoot);
if (aa_item > 0 && aa_item < 6){
speed_mod += aa_item * 0.10;
}
//Selo's Enduring Cadence should be +7% per level
}

to this

float Mob::_GetMovementSpeed(int mod) const {
// List of movement speed modifiers, including AAs & spells:
// http://everquest.allakhazam.com/db/item.html?item=1721;page=1;howmany=50#m10822246245 352
if (IsRooted())
return 0.0f;

float speed_mod = 1.0f;

if (IsClient()){
int32 aa_item = CastToClient()->GetAA(aaInnateRunSpeed);
if (aa_item > 0 && aa_item < 4){
speed_mod += aa_item * 0.10;
}
//partial implementation of Fleet of Foot
aa_item = CastToClient()->GetAA(aaFleetofFoot);
if (aa_item > 0 && aa_item < 6){
speed_mod += aa_item * 0.10;
}
aa_item = CastToClient()->GetAA(aaSwiftJourney);
if (aa_item > 0 && aa_item < 3) {
speed_mod += aa_item * 0.10;
}
//Selo's Enduring Cadence should be +7% per level
}

AndMetal
09-26-2008, 06:02 PM
I think this might be an easier way to do all of the calculations, since GetAA() returns 0 by default:

float Mob::_GetMovementSpeed(int mod) const {
// List of movement speed modifiers, including AAs & spells:
// http://everquest.allakhazam.com/db/item.html?item=1721;page=1;howmany=50#m10822246245 352
if (IsRooted())
return 0.0f;

float speed_mod = 1.0f;

if (IsClient()){
speed_mod += ((CastToClient()->GetAA(aaInnateRunSpeed) * 0.10)
+ (CastToClient()->GetAA(aaFleetofFoot) * 0.10)
+ (CastToClient()->GetAA(aaSwiftJourney) * 0.10)
);

//Selo's Enduring Cadence should be +7% per level
}