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Old 04-06-2014, 10:28 PM
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Uleat
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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Ok..here is the original function:

Code:
bool Mob::CanThisClassDualWield(void) const
{
	if (!IsClient()) {
		return(GetSkill(SkillDualWield) > 0);
	} else {
		const ItemInst* inst = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
		// 2HS, 2HB, or 2HP
		if (inst && inst->IsType(ItemClassCommon)) {
			const Item_Struct* item = inst->GetItem();
			if ((item->ItemType == ItemType2HBlunt) || (item->ItemType == ItemType2HSlash) || (item->ItemType == ItemType2HPiercing))
				return false;
		} else {
			//No weapon in hand... using hand-to-hand...
			//only monks and beastlords? can dual wield their fists.
			if(class_ != MONK && class_ != MONKGM && class_ != BEASTLORD && class_ != BEASTLORDGM) {
				return false;
			}
		}

		return (CastToClient()->HasSkill(SkillDualWield));	// No skill = no chance
	}
}
As you can see, I did not change the effective behavior of dual-wielding empty hands.

This change affects all non-Monk/Beastlord dual wield characteristics only.


There were reports of warriors not attacking with their off-hand weapon when they unequipped their primary weapon.

Now, these classes can use either Primary or Secondary for their empty hand, so long as the other has a weapon.


In regards to the old rule for only allowing Monk and Beastlord, I don't know why it was set up that way. I only restated the criteria
to fix an issue for the other d-w classes.

If someone can provide a reference as to why or why not the other classes should or should not be capable of dual-wielding
their fists, I will gladly adapt this function to the finding.
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