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Old 03-12-2010, 05:44 AM
joligario's Avatar
joligario
Developer
 
Join Date: Mar 2003
Posts: 1,490
Default COMMITTED: Duel vs. Dual and Weild vs. Wield

Just some minor spelling fixes.

aggro.cpp
Code:
Index: aggro.cpp
===================================================================
--- aggro.cpp	(revision 1279)
+++ aggro.cpp	(working copy)
@@ -1233,7 +1233,7 @@
 			case SE_RiposteChance:
 			case SE_DodgeChance:
 			case SE_ParryChance:
-			case SE_DualWeildChance:
+			case SE_DualWieldChance:
 			case SE_DoubleAttackChance:
 			case SE_MeleeSkillCheck:
 			case SE_HitChance:
attack.cpp
Code:
Index: attack.cpp
===================================================================
--- attack.cpp	(revision 1279)
+++ attack.cpp	(working copy)
@@ -168,7 +168,7 @@
 	
 	// If we're attacking with the secondary hand, play the dual wield anim
 	if (Hand == 14)	// DW anim
-		type = animDualWeild;
+		type = animDualWield;
 	
 	DoAnim(type);
     return true;
bonuses.cpp
Code:
Index: bonuses.cpp
===================================================================
--- bonuses.cpp	(revision 1279)
+++ bonuses.cpp	(working copy)
@@ -992,10 +992,10 @@
 				break;
 			}
 				
-			case SE_DualWeildChance:
+			case SE_DualWieldChance:
 			{
-				if(newbon->DualWeildChance < effect_value)
-					newbon->DualWeildChance = effect_value;
+				if(newbon->DualWieldChance < effect_value)
+					newbon->DualWieldChance = effect_value;
 				break;
 			}
bot.cpp
Code:
Index: bot.cpp
===================================================================
--- bot.cpp	(revision 1279)
+++ bot.cpp	(working copy)
@@ -2378,7 +2378,7 @@
 
 				//now off hand
 				if(GetTarget() && attack_dw_timer.Check() && CanThisClassDualWield()) {
-					//can only dual weild without a weapon if you're a monk
+					//can only dual wield without a weapon if you're a monk
 					if((GetBotItemBySlot(SLOT_SECONDARY) != 0) || (botClass == MONK)) {
 						const Item_Struct* weapon = NULL;
 
@@ -2400,7 +2400,7 @@
 							}
 
 							//discipline effects:
-							DualWieldProbability += (spellbonuses.DualWeildChance + itembonuses.DualWeildChance) / 100.0f;
+							DualWieldProbability += (spellbonuses.DualWieldChance + itembonuses.DualWieldChance) / 100.0f;
 
 							float random = MakeRandomFloat(0, 1);
client.cpp
Code:
Index: client.cpp
===================================================================
--- client.cpp	(revision 1279)
+++ client.cpp	(working copy)
@@ -4941,7 +4941,7 @@
 	// this list of names must keep the same order as that in common/skills.h
 	const char* SkillName[] = {"1H Blunt","1H Slashing","2H Blunt","2H Slashing","Abjuration","Alteration","Apply Poison","Archery",
 		"Backstab","Bind Wound","Bash","Block","Brass Instruments","Channeling","Conjuration","Defense","Disarm","Disarm Traps","Divination",
-		"Dodge","Double Attack","Dragon Punch","Duel Wield","Eagle Strike","Evocation","Feign Death","Flying Kick","Forage","Hand to Hand",
+		"Dodge","Double Attack","Dragon Punch","Dual Wield","Eagle Strike","Evocation","Feign Death","Flying Kick","Forage","Hand to Hand",
 		"Hide","Kick","Meditate","Mend","Offense","Parry","Pick Lock","Piercing","Ripost","Round Kick","Safe Fall","Sense Heading",
 		"Singing","Sneak","Specialize Abjuration","Specialize Alteration","Specialize Conjuration","Specialize Divination","Specialize Evocation","Pick Pockets",
 		"Stringed Instruments","Swimming","Throwing","Tiger Claw","Tracking","Wind Instruments","Fishing","Make Poison","Tinkering","Research",
client_process.cpp
Code:
Index: client_process.cpp
===================================================================
--- client_process.cpp	(revision 1279)
+++ client_process.cpp	(working copy)
@@ -491,7 +491,7 @@
 				if(GetAA(aaAmbidexterity))
 					DualWieldProbability += 0.1f;
 				//discipline effects:
-				DualWieldProbability += (spellbonuses.DualWeildChance + itembonuses.DualWeildChance) / 100.0f;
+				DualWieldProbability += (spellbonuses.DualWieldChance + itembonuses.DualWieldChance) / 100.0f;
 				
 				float random = MakeRandomFloat(0, 1);
 				CheckIncreaseSkill(DUAL_WIELD, auto_attack_target, -10);
features.h
Code:
Index: features.h
===================================================================
--- features.h	(revision 1279)
+++ features.h	(working copy)
@@ -204,7 +204,7 @@
 //an npc can be and still let the theif PP them
 #define THIEF_PICKPOCKET_OVER 5
 
-//this is the % chance that an NPC will dual weild a 2nd weapon 
+//this is the % chance that an NPC will dual wield a 2nd weapon 
 //in its loot table, if it is able to.
 //Aug 2007: was 5% chance.. changed to 100% by default since that seems more normal
 //Kept it intact codewise incase someone wants to or is already using it.
mob.cpp
Code:
Index: mob.cpp
===================================================================
--- mob.cpp	(revision 1279)
+++ mob.cpp	(working copy)
@@ -1594,7 +1594,7 @@
 
 			//clients must have the skill to use it...
 			if(IsClient()) {
-				//if we cant dual weild, skip it
+				//if we cant dual wield, skip it
 				if (!CanThisClassDualWield()) {
 					attack_dw_timer.Disable();
 					continue;
@@ -1685,7 +1685,7 @@
 	
 }
 
-bool Mob::CanThisClassDualWield(void) const //Dual wield not Duel, busy someone else fix it (fixed! bUsh)
+bool Mob::CanThisClassDualWield(void) const
 {
 	// All npcs over level 13 can dual wield
 	if (this->IsNPC() && (this->GetLevel() >= 13))
@@ -1744,7 +1744,7 @@
 				return false;
 		} else {
 			//No weapon in hand... using hand-to-hand...
-			//only monks and beastlords? can dual weild their fists.
+			//only monks and beastlords? can dual wield their fists.
 			return(dh2h);
 		}
mob.h
Code:
Index: mob.h
===================================================================
--- mob.h	(revision 1279)
+++ mob.h	(working copy)
@@ -223,7 +223,7 @@
 	sint16 RiposteChance;	//i
 	sint16 DodgeChance;		//i
 	sint16 ParryChance;		//i
-	sint16 DualWeildChance;		//i
+	sint16 DualWieldChance;		//i
 	sint16 DoubleAttackChance;	//i
 	sint16 ResistSpellChance;	//i
 	sint16 ResistFearChance;	//i
@@ -266,7 +266,7 @@
 	anim2HSlashing			= 3,
 	anim2HWeapon			= 4,
 	anim1HWeapon			= 5,
-	animDualWeild			= 6,
+	animDualWield			= 6,
 	animTailRake			= 7,	//slam & Dpunch too
 	animHand2Hand			= 8,
 	animShootBow			= 9,
MobAI.cpp
Code:
Index: MobAI.cpp
===================================================================
--- MobAI.cpp	(revision 1279)
+++ MobAI.cpp	(working copy)
@@ -940,7 +940,7 @@
 				{
 					float DualWieldProbability = (GetSkill(DUAL_WIELD) + GetLevel()) / 400.0f; // 78.0 max
 					DualWieldProbability += (0.1f * GetAA(aaAmbidexterity));
-					DualWieldProbability += ((spellbonuses.DualWeildChance + itembonuses.DualWeildChance) / 100.0f);			
+					DualWieldProbability += ((spellbonuses.DualWieldChance + itembonuses.DualWieldChance) / 100.0f);			
 
 					if(MakeRandomFloat(0.0, 1.0) < DualWieldProbability)
 					{
@@ -1247,7 +1247,7 @@
 				if (attack_dw_timer.Check() && CanThisClassDualWield()) 
 				{
 					int myclass = GetClass();
-					//can only dual weild without a weapon if your a monk
+					//can only dual wield without a weapon if your a monk
 					if((GetEquipment(MATERIAL_SECONDARY) != 0 && GetLevel() > 39) || myclass == MONK || myclass == MONKGM) {
 						float DualWieldProbability = (GetSkill(DUAL_WIELD) + GetLevel()) / 400.0f;
 						DualWieldProbability -= MakeRandomFloat(0, 1);
skills.h
Code:
Index: skills.h
===================================================================
--- skills.h	(revision 1279)
+++ skills.h	(working copy)
@@ -44,7 +44,7 @@
 #define DODGE				19
 #define DOUBLE_ATTACK		20
 #define DRAGON_PUNCH		21
-#define DUEL_WIELD			22
+#define DUAL_WIELD			22
 #define EAGLE_STRIKE		23
 #define EVOCATION			24
 #define FEIGN_DEATH			25
@@ -123,7 +123,7 @@
 #define DODGE					19
 #define DOUBLE_ATTACK			20
 #define DRAGON_PUNCH			21
-#define DUEL_WIELD				22
+#define DUAL_WIELD				22
 #define EAGLE_STRIKE			23
 #define EVOCATION				24
 #define FEIGN_DEATH				25
spdat.h
Code:
Index: spdat.h
===================================================================
--- spdat.h	(revision 1279)
+++ spdat.h	(working copy)
@@ -304,7 +304,7 @@
 #define SE_RiposteChance			173
 #define SE_DodgeChance				174
 #define SE_ParryChance				175
-#define SE_DualWeildChance			176
+#define SE_DualWieldChance			176
 #define SE_DoubleAttackChance		177
 #define SE_MeleeLifetap				178
 #define SE_AllInstrunmentMod		179
spell_effects.cpp
Code:
Index: spell_effects.cpp
===================================================================
--- spell_effects.cpp	(revision 1279)
+++ spell_effects.cpp	(working copy)
@@ -2293,10 +2293,10 @@
 			}
 
 
-			case SE_DualWeildChance:
+			case SE_DualWieldChance:
 			{
 #ifdef SPELL_EFFECT_SPAM
-				snprintf(effect_desc, _EDLEN, "Dual Weild Chance: +%+i%%", effect_value);
+				snprintf(effect_desc, _EDLEN, "Dual Wield Chance: +%+i%%", effect_value);
 #endif
 				// handled with bonuses
 				break;
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  #2  
Old 03-12-2010, 08:48 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Someone forgot i after e except after c big time.
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  #3  
Old 03-12-2010, 09:52 PM
joligario's Avatar
joligario
Developer
 
Join Date: Mar 2003
Posts: 1,490
Default

What's even better is the correct and incorrect spellings all within the same line...
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