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  #1  
Old 09-13-2008, 05:46 AM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
Default 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)
   81 		{
   82 			int specl = GetAA(aaTechniqueofMasterWu) * 20;
   83 			if(specl == 100 || specl >= MakeRandomInt(0,100))
   84 			{
   85 				Attack(who);
   86 				if(20 > MakeRandomInt(0,100))
   87 					Attack(who);
   88 			}
   89 		}
If it's changed to this:
Code:
	if(max_damage > 0 && GetClass() == MONK && skill != THROWING)
	{
		int specl = GetAA(aaTechniqueofMasterWu) * 20;
		if(specl == 100 || specl >= MakeRandomInt(0,100))
		{
			who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
			if(20 > MakeRandomInt(0,100))
				who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
		}
	}
that should trigger the additional 1-2 special attacks (flying kick, etc).
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  #2  
Old 09-26-2008, 08:52 PM
So_1337
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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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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  #3  
Old 10-02-2008, 04:18 PM
So_1337
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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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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  #4  
Old 10-02-2008, 04:34 PM
Derision
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Join Date: Feb 2004
Location: UK
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Quote:
Originally Posted by So_1337 View Post
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.
Looking at the ChangeLog, Cavedude incorporated this into Revision 2 on 25th September.
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  #5  
Old 10-02-2008, 04:56 PM
So_1337
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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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
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  #6  
Old 10-02-2008, 05:58 PM
cavedude's Avatar
cavedude
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The stickies are handled by KLS to aid in getting the code into the official CVS.
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  #7  
Old 10-02-2008, 06:33 PM
KLS
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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?

Last edited by KLS; 10-03-2008 at 02:53 AM..
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