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Old 01-15-2012, 12:32 AM
AudioGarden21
Sarnak
 
Join Date: Aug 2004
Posts: 80
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It appears that there's an issue with the implementation of the code. I too just noticed this as I was going through the aa's to see how they function.

In the code itself, the AA appears to be functional, however in practice it always casts the Barbarian version of the AA. There are already provisions in the code for each race, I just think that for whatever reason, it needs to be slightly altered to grant the desired effect.

Here is a copy of the code itself:

case aaBeastialAlignment:
switch(GetBaseRace()) {
case BARBARIAN:
spell_id = AA_Choose3(activate_val, 4521, 4522, 4523);
break;
case TROLL:
spell_id = AA_Choose3(activate_val, 4524, 4525, 4526);
break;
case OGRE:
spell_id = AA_Choose3(activate_val, 4527, 4527, 4529);
break;
case IKSAR:
spell_id = AA_Choose3(activate_val, 4530, 4531, 4532);
break;
case VAHSHIR:
spell_id = AA_Choose3(activate_val, 4533, 4534, 4535);
break;
}

I'm no expert, but I know there's gotta be a way to change around how this actually works, since there are actually three separate ranks for each of the listed classes totaling 3.

Here's a copy of the Celestial Renewal AA for Clerics:

case aaActionCelestialRegen: {
//special because spell_id depends on a different AA
switch (GetAA(aaCelestialRenewal)) {
case 1:
spell_id = 3250;
break;
case 2:
spell_id = 3251;
break;
default:
spell_id = 2740;
break;
}
target = aaTargetCurrent;
break;
}

Anyone got any bright ideas on how to re-arrange the Beastlord AA to work more like the Cleric AA listed above?
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