Technique of Master Wu AA
It looks like support for this was added in a few weeks ago, however, it looks like there's a slight issue: if the check is successful, it adds another regular attack instead of the special attack used. Here's the current code:
Code:
80 if(max_damage > 0 && GetClass() == MONK && skill != THROWING) Code:
if(max_damage > 0 && GetClass() == MONK && skill != THROWING) |
Had a pair of monks both mention this lately; I remember it being implemented awhile back, but never heard past that. Didn't even realize it was broken until they'd said so. Great work, hope this makes it in soon =)
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I see this stickied still, but I'm getting reports from our monks saying it's working perfectly for them. Did this go in with one of the recent revisions? Running revision 27.
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Quote:
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Sorry. I'm blind, I guess. Thanks for the spare set of eyes, Derision.
In any case, it's working and getting great feedback, so great work AndMetal =) /unsticky =P |
The stickies are handled by KLS to aid in getting the code into the official CVS.
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It wasn't meant to go in because it doesn't handle both versions of AC correctly. Apparently we don't even consider such things anymore though.
Edit: Wow that sounded a lot more emo than I meant it too. Anyway I'd like to fix it for the old system. Are the hits supposed to be affected by melee avoidance or are they a guaranteed thing? |
This aa may need to be moved outside this method so that the second and possibly third stike 'with the special attack' can be properly calculated. this just adds 2 new attacks with the main hand. not special attack 'strikes'
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Technique of Master Wu
This is a passive ability; it does not need to be activated. You may train 1 rank at each of the following levels: 61, 62, 63, 64, 65 Requirements: No previous ability requirements. Under the tutelage of Wu, Monks are able to hone their skills to the point of being able to execute a second and sometimes even third strike when scoring a hit with their special attacks. This ability grants a 20 percent increase in the chance of scoring multiple special attacks, per rank. Changing Attack to Damage just adds the same damage done by this special attack twice, maybe three times. Extra 'strikes' should be new 'strikes'. |
Should be a fairly simple implementation.
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The MonkSpecialAttack() method is called three times in the source tree. Once for the Monk Return Kick AA and once for when a monk presses the button for a special attack and it's also called once for NPC Monks but I don't think NPC's get AA's.
existing Return Kick AA in attack.cpp at the bottom of the Mob::DoRiposte() method: Code:
if(ReturnKickChance >= MakeRandomInt(0, 100)) { Code:
if(ReturnKickChance >= MakeRandomInt(0, 100)) { Code:
case MONK: { Code:
case MONK: { |
and the existing code needs to be deleted from special_attacks.cpp:
Code:
void Mob::DoSpecialAttackDamage(Mob *who, SkillType skill, sint32 max_damage, sint32 min_damage) { Code:
void Mob::DoSpecialAttackDamage(Mob *who, SkillType skill, sint32 max_damage, sint32 min_damage) { |
Something I noticed in the existing aa code looks like if the monk had no ranks in this aa they would still get a chance to do the extra attacks if the random returned a 0 so change >= to just >
old code in two places now: Code:
int specl = GetAA(aaTechniqueofMasterWu) * 20; Code:
int specl = GetAA(aaTechniqueofMasterWu) * 20; |
I missed this cut/paste error in the new Return Kick AA code:
Code:
int specl = GetAA(aaTechniqueofMasterWu) * 20; Code:
int specl = defender->GetAA(aaTechniqueofMasterWu) * 20; |
Sorry, didn't mean to interfere with how things were being done around here. Just wanted to give a big thanks to AndMetal since I thought it was completed. Getting out of the way now =X
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