View Single Post
  #8  
Old 10-13-2012, 11:23 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

yeah, if you figured out what to change =)
cause I am looking at the mob.cpp and can't seem to figure out what needs to be changed...

If I am reading this right:

Code:
bool Mob::CanThisClassDualWield(void) const
{
	if (!IsClient()) {
        return(GetSkill(DUAL_WIELD) > 0); 
    } else {
		const ItemInst* inst = CastToClient()->GetInv().GetItem(SLOT_PRIMARY);
		// 2HS, 2HB, or 2HP
		if (inst && inst->IsType(ItemClassCommon)) {
			const Item_Struct* item = inst->GetItem();
			if ((item->ItemType == ItemType2HB) || (item->ItemType == ItemType2HS) || (item->ItemType == ItemType2HPierce))
				return false;
		} else {
			//No weapon in hand... using hand-to-hand...
			//only monks and beastlords? can dual wield their fists.
			if(class_ != MONK && class_ != MONKGM && class_ != BEASTLORD && class_ != BEASTLORDGM) {
                return false;
            }
		}
		
		return (CastToClient()->HasSkill(DUAL_WIELD));	// No skill = no chance
	}
}
it checks if player has dual wield skill greater than 0, but then it just the value in DB should be enough, and nothing needs to be changed, unless I am misunderstanding something.
Reply With Quote