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10-02-2008, 07:27 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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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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10-02-2008, 07:35 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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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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10-02-2008, 07:49 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Should be a fairly simple implementation.
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10-02-2008, 08:00 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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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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10-02-2008, 08:08 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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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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10-02-2008, 08:12 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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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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10-02-2008, 09:11 PM
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Developer
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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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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10-02-2008, 10:32 PM
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Dragon
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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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