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Old 10-28-2008, 09:26 PM
seveianrex
Sarnak
 
Join Date: Sep 2008
Location: asdf
Posts: 60
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Further to this, there are two other classes that I can see who get Pet Flurries and can therefore use the same bonuses. The resulting code, then, should be something like this:

Code:
					if (IsPet() && GetOwner()->IsClient()) {
						int aa_chance = 0;
						// Magician AA
						int aa_skill = GetOwner()->CastToClient()->GetAA(aaElementalAlacrity);
						// Necromancer AA
						if (aa_skill < 1) {
							aa_skill = GetOwner()->CastToClient()->GetAA(aaQuickeningofDeath);
						}
						// Beastlord AA
						if (aa_skill < 1) {
							aa_skill = GetOwner()->CastToClient()->GetAA(aaWardersAlacrity);
						}
						switch (aa_skill)
						{
						case 1:
							aa_chance = 2;
							break;
						case 2:
							aa_chance = 4;
							break;
						case 3:
							aa_chance = 6;
							break;
						case 4:
							aa_chance = 8;
							break;
						case 5:
							aa_chance = 10;
							break;
						}
						if (MakeRandomInt(1, 100) < aa_chance)
							Flurry();
					}
Again, this is untested and until I can get my test port back up and running I'm not able to do that myself.
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