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  #1  
Old 10-02-2008, 07:27 PM
Congdar
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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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  #2  
Old 10-02-2008, 07:35 PM
Congdar
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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'.
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  #3  
Old 10-02-2008, 07:49 PM
KLS
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Should be a fairly simple implementation.
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  #4  
Old 10-02-2008, 08:00 PM
Congdar
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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)) {
				mlog(COMBAT__ATTACKS, "Preforming a return kick (%d percent chance)", ReturnKickChance);
				defender->MonkSpecialAttack(this, FLYING_KICK);
			}
new:
Code:
			if(ReturnKickChance >= MakeRandomInt(0, 100)) {
				mlog(COMBAT__ATTACKS, "Preforming a return kick (%d percent chance)", ReturnKickChance);
				defender->MonkSpecialAttack(this, FLYING_KICK);

				int specl = GetAA(aaTechniqueofMasterWu) * 20;
				if(specl == 100 || specl >= MakeRandomInt(0,100)) {
					defender->MonkSpecialAttack(this, FLYING_KICK);
					if(20 > MakeRandomInt(0,100)) {
						defender->MonkSpecialAttack(this, FLYING_KICK);
					}
				}
			}
existing special_attacks.cpp in Client::OPCombatAbility() method:
Code:
	case MONK: {
		ReuseTime = MonkSpecialAttack(target, ca_atk->m_skill) - 1;
		if(ReuseTime < 100) {
			//hackish... but we return a huge reuse time if this is an 
			// invalid skill, otherwise, we can safely assume it is a 
			// valid monk skill and just cast it to a SkillType
			CheckIncreaseSkill((SkillType) ca_atk->m_skill);
		}
		break;
	}
new:
Code:
	case MONK: {
		ReuseTime = MonkSpecialAttack(target, ca_atk->m_skill) - 1;

		int specl = GetAA(aaTechniqueofMasterWu) * 20;
		if(specl == 100 || specl >= MakeRandomInt(0,100)) {
			ReuseTime = MonkSpecialAttack(target, ca_atk->m_skill) - 1;
			if(20 > MakeRandomInt(0,100)) {
				ReuseTime = MonkSpecialAttack(target, ca_atk->m_skill) - 1;
			}
		}
		if(ReuseTime < 100) {
			//hackish... but we return a huge reuse time if this is an 
			// invalid skill, otherwise, we can safely assume it is a 
			// valid monk skill and just cast it to a SkillType
			CheckIncreaseSkill((SkillType) ca_atk->m_skill);
		}
		break;
	}
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  #5  
Old 10-02-2008, 08:08 PM
Congdar
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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) {
	//this really should go through the same code as normal melee damage to
	//pick up all the special behavior there

	sint32 hate = max_damage;
	if(max_damage > 0) {
		who->AvoidDamage(this, max_damage);
		who->MeleeMitigation(this, max_damage, min_damage);
		ApplyMeleeDamageBonus(skill, max_damage);
		TryCriticalHit(who, skill, max_damage);
		if(max_damage != 0)
		{
			who->AddToHateList(this, hate);
		}
		else
			who->AddToHateList(this, 0);
		
		if(max_damage > 0 && GetClass() == MONK && skill != THROWING)
		{
			int specl = GetAA(aaTechniqueofMasterWu) * 20;
			if(specl == 100 || specl >= MakeRandomInt(0,100))
			{
				Attack(who);
				if(20 > MakeRandomInt(0,100))
					Attack(who);
			}
		}
	}
	who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
	
	if(max_damage == -3)
		DoRiposte(who);	
}
new:
Code:
void Mob::DoSpecialAttackDamage(Mob *who, SkillType skill, sint32 max_damage, sint32 min_damage) {
	//this really should go through the same code as normal melee damage to
	//pick up all the special behavior there

	sint32 hate = max_damage;
	if(max_damage > 0) {
		who->AvoidDamage(this, max_damage);
		who->MeleeMitigation(this, max_damage, min_damage);
		ApplyMeleeDamageBonus(skill, max_damage);
		TryCriticalHit(who, skill, max_damage);
		if(max_damage != 0)
		{
			who->AddToHateList(this, hate);
		}
		else
			who->AddToHateList(this, 0);
	}
	who->Damage(this, max_damage, SPELL_UNKNOWN, skill, false);
	
	if(max_damage == -3)
		DoRiposte(who);	
}
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  #6  
Old 10-02-2008, 08:12 PM
Congdar
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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;
			if(specl == 100 || specl >= MakeRandomInt(0,100))
new:
Code:
			int specl = GetAA(aaTechniqueofMasterWu) * 20;
			if(specl == 100 || specl > MakeRandomInt(0,100))
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  #7  
Old 10-02-2008, 09:11 PM
Congdar
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I missed this cut/paste error in the new Return Kick AA code:
Code:
int specl = GetAA(aaTechniqueofMasterWu) * 20;
should be:
Code:
int specl = defender->GetAA(aaTechniqueofMasterWu) * 20;
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  #8  
Old 10-02-2008, 10:32 PM
So_1337
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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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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