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Old 09-26-2008, 03:44 PM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
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I made an error on the secondary hand... the check for increase in dual_wield skill needs to change. You can get a skill up even if you don't succeed in dual wielding so delete in red... add(leave it there) in blue:
Code:
				float random = MakeRandomFloat(0, 1);
				//if (random > 0.9)	//this dosent make sense...
				CheckIncreaseSkill(DUAL_WIELD);
				if (random < DualWieldProbability  || GetAA(aaAmbidexterity)) { // Max 78% of DW
					if(CheckAAEffect(aaEffectRampage)) {
						entity_list.AEAttack(this, 30, 14);
					} else {
						Attack(target, 14);	// Single attack with offhand
					}
					CheckIncreaseSkill(DUAL_WIELD);
					
					if( CanThisClassDoubleAttack() && CheckDoubleAttack()) {
This code change results in added flurry bonus for main hand for Raging Fury AA only on successful tripple attack as described in the AA text and removes 100% dual wield if you have Ambidexterity AA and instead using the bonus and calucuation, and removes flurry attacks from the secondary hand. If secondary is supposed to flurry (i don't think it does) or if secondary is supposed to get tripple attack then somebody needs to speak up. It also removes double skillup in dual wield.
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