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  #1  
Old 09-16-2008, 08:22 PM
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cavedude
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You're right, it returns BasicBonus; so 1 handers won't check the delay statements. I just always like to make absolutely sure what we want to happen does happen.
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  #2  
Old 09-16-2008, 08:26 PM
renoofturks1
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Understandable, I'll see how it works out. I have a feeling I need to change the order that Damage Bonus is applied within the combat routine also, as it should be un-affected by AC and it currently is, I think.
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  #3  
Old 09-16-2008, 08:55 PM
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cavedude
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You forgot to define delayint and levelint. Just add:

int delayint;
int levelint;

before your first if statement.
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  #4  
Old 09-16-2008, 08:59 PM
renoofturks1
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Aye, I tried to define them as they became needed. I see now, this wouldn't work. I'll have a revised tested version shortly here.
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  #5  
Old 09-16-2008, 10:20 PM
renoofturks1
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Ok, I have it tested and working, but I had to comment out part of the existing code, and I am not sure what it does.... Someone care to fill me in?

Code:
if (Weapon->ItemClass == ItemClassCommon)
What is ItemClassCommon? Barring that not being important...the below code is tested to work, and add the proper damage bonus(within two, rounding) after all AC calculations as it should. Now, if that little piece of code I commented out is important, I'll go back to the drawing board LOL

Code:
int Mob::GetWeaponDamageBonus(const Item_Struct* Weapon)
{
	// Kaiyodo - Calculate the damage bonus for a weapon on the main hand
	if (GetLevel() < 28)
		return(0);
	
	// Check we're on of the classes that gets a damage bonus
	if (!IsWarriorClass())
		return 0;
	
	int BasicBonus = ((GetLevel() - 25) / 3) + 1;
	
	if(!Weapon)
		return(BasicBonus);
	
	// If we have no weapon, or only a single handed weapon, just return the default
	// damage bonus of (Level - 25) / 3
	//if (Weapon->ItemClass == ItemClassCommon)
		//return BasicBonus;
	
	if ((Weapon->ItemType == ItemType1HS) || (Weapon->ItemType == ItemTypePierce) || (Weapon->ItemType == ItemType1HB))
		return BasicBonus;

		if (Weapon->Delay <= 27)
			return (BasicBonus + 1);
		if (Weapon->Delay <= 39)
			return (BasicBonus + ((GetLevel()-27) / 4));
		if (Weapon->Delay <= 41)
			return (BasicBonus + ((GetLevel()-27) / 4) + 1);
                //reno-calc 2hand dmg bonus
		if (Weapon->Delay >= 42)
		{
			int levelint = 0;
			int delayint = 0;
			if (GetLevel() > 54)
				levelint++;
			if (GetLevel() > 56)
				levelint++;
			if (GetLevel() > 56)
				levelint++;
			if (GetLevel() > 58)
				levelint++;
			if (GetLevel() > 59)
				levelint++;
			if (GetLevel() > 66)
				levelint++;
			if (GetLevel() > 71)
				levelint++;
			if (Weapon->Delay > 42)
				delayint++;
			if (Weapon->Delay > 44)
				delayint++;
			return (((Weapon->Delay-37)/3) + ((GetLevel()-25)/5) + ((Weapon->Delay * ((GetLevel()-50) + levelint))/40) + delayint + BasicBonus);
			}
}
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  #6  
Old 09-16-2008, 10:27 PM
renoofturks1
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Note: The formula for delay's UNDER 42 and ABOVE 28 is off. I will work on this one next
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  #7  
Old 09-16-2008, 11:13 PM
trevius's Avatar
trevius
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in eq_constants.h

Code:
/*
** Item types
**
*/
enum ItemClass
{
	ItemClassCommon		= 0,
	ItemClassContainer	= 1,
	ItemClassBook		= 2
};
So, ItemClassCommon is just checking to verify that the item is a normal item. I think your 1hs check should probably work fine to replace it. But, if you wanted to keep it in there just be be sure (since it was there before), it probably wouldn't hurt. I think you could just do something like this maybe:

Code:
	if ((Weapon->ItemClass == ItemClassCommon) && ((Weapon->ItemType == ItemType1HS) || (Weapon->ItemType == ItemTypePierce) || (Weapon->ItemType == ItemType1HB)))
		return BasicBonus;
That way you are checking for both things. I am no coder, but it makes sense that this should work to me.
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Last edited by trevius; 09-17-2008 at 07:15 AM..
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