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03-12-2010, 05:44 AM
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Developer
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Join Date: Mar 2003
Posts: 1,497
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COMMITTED: Duel vs. Dual and Weild vs. Wield
Just some minor spelling fixes.
aggro.cpp
Code:
Index: aggro.cpp
===================================================================
--- aggro.cpp (revision 1279)
+++ aggro.cpp (working copy)
@@ -1233,7 +1233,7 @@
case SE_RiposteChance:
case SE_DodgeChance:
case SE_ParryChance:
- case SE_DualWeildChance:
+ case SE_DualWieldChance:
case SE_DoubleAttackChance:
case SE_MeleeSkillCheck:
case SE_HitChance:
attack.cpp
Code:
Index: attack.cpp
===================================================================
--- attack.cpp (revision 1279)
+++ attack.cpp (working copy)
@@ -168,7 +168,7 @@
// If we're attacking with the secondary hand, play the dual wield anim
if (Hand == 14) // DW anim
- type = animDualWeild;
+ type = animDualWield;
DoAnim(type);
return true;
bonuses.cpp
Code:
Index: bonuses.cpp
===================================================================
--- bonuses.cpp (revision 1279)
+++ bonuses.cpp (working copy)
@@ -992,10 +992,10 @@
break;
}
- case SE_DualWeildChance:
+ case SE_DualWieldChance:
{
- if(newbon->DualWeildChance < effect_value)
- newbon->DualWeildChance = effect_value;
+ if(newbon->DualWieldChance < effect_value)
+ newbon->DualWieldChance = effect_value;
break;
}
bot.cpp
Code:
Index: bot.cpp
===================================================================
--- bot.cpp (revision 1279)
+++ bot.cpp (working copy)
@@ -2378,7 +2378,7 @@
//now off hand
if(GetTarget() && attack_dw_timer.Check() && CanThisClassDualWield()) {
- //can only dual weild without a weapon if you're a monk
+ //can only dual wield without a weapon if you're a monk
if((GetBotItemBySlot(SLOT_SECONDARY) != 0) || (botClass == MONK)) {
const Item_Struct* weapon = NULL;
@@ -2400,7 +2400,7 @@
}
//discipline effects:
- DualWieldProbability += (spellbonuses.DualWeildChance + itembonuses.DualWeildChance) / 100.0f;
+ DualWieldProbability += (spellbonuses.DualWieldChance + itembonuses.DualWieldChance) / 100.0f;
float random = MakeRandomFloat(0, 1);
client.cpp
Code:
Index: client.cpp
===================================================================
--- client.cpp (revision 1279)
+++ client.cpp (working copy)
@@ -4941,7 +4941,7 @@
// this list of names must keep the same order as that in common/skills.h
const char* SkillName[] = {"1H Blunt","1H Slashing","2H Blunt","2H Slashing","Abjuration","Alteration","Apply Poison","Archery",
"Backstab","Bind Wound","Bash","Block","Brass Instruments","Channeling","Conjuration","Defense","Disarm","Disarm Traps","Divination",
- "Dodge","Double Attack","Dragon Punch","Duel Wield","Eagle Strike","Evocation","Feign Death","Flying Kick","Forage","Hand to Hand",
+ "Dodge","Double Attack","Dragon Punch","Dual Wield","Eagle Strike","Evocation","Feign Death","Flying Kick","Forage","Hand to Hand",
"Hide","Kick","Meditate","Mend","Offense","Parry","Pick Lock","Piercing","Ripost","Round Kick","Safe Fall","Sense Heading",
"Singing","Sneak","Specialize Abjuration","Specialize Alteration","Specialize Conjuration","Specialize Divination","Specialize Evocation","Pick Pockets",
"Stringed Instruments","Swimming","Throwing","Tiger Claw","Tracking","Wind Instruments","Fishing","Make Poison","Tinkering","Research",
client_process.cpp
Code:
Index: client_process.cpp
===================================================================
--- client_process.cpp (revision 1279)
+++ client_process.cpp (working copy)
@@ -491,7 +491,7 @@
if(GetAA(aaAmbidexterity))
DualWieldProbability += 0.1f;
//discipline effects:
- DualWieldProbability += (spellbonuses.DualWeildChance + itembonuses.DualWeildChance) / 100.0f;
+ DualWieldProbability += (spellbonuses.DualWieldChance + itembonuses.DualWieldChance) / 100.0f;
float random = MakeRandomFloat(0, 1);
CheckIncreaseSkill(DUAL_WIELD, auto_attack_target, -10);
features.h
Code:
Index: features.h
===================================================================
--- features.h (revision 1279)
+++ features.h (working copy)
@@ -204,7 +204,7 @@
//an npc can be and still let the theif PP them
#define THIEF_PICKPOCKET_OVER 5
-//this is the % chance that an NPC will dual weild a 2nd weapon
+//this is the % chance that an NPC will dual wield a 2nd weapon
//in its loot table, if it is able to.
//Aug 2007: was 5% chance.. changed to 100% by default since that seems more normal
//Kept it intact codewise incase someone wants to or is already using it.
mob.cpp
Code:
Index: mob.cpp
===================================================================
--- mob.cpp (revision 1279)
+++ mob.cpp (working copy)
@@ -1594,7 +1594,7 @@
//clients must have the skill to use it...
if(IsClient()) {
- //if we cant dual weild, skip it
+ //if we cant dual wield, skip it
if (!CanThisClassDualWield()) {
attack_dw_timer.Disable();
continue;
@@ -1685,7 +1685,7 @@
}
-bool Mob::CanThisClassDualWield(void) const //Dual wield not Duel, busy someone else fix it (fixed! bUsh)
+bool Mob::CanThisClassDualWield(void) const
{
// All npcs over level 13 can dual wield
if (this->IsNPC() && (this->GetLevel() >= 13))
@@ -1744,7 +1744,7 @@
return false;
} else {
//No weapon in hand... using hand-to-hand...
- //only monks and beastlords? can dual weild their fists.
+ //only monks and beastlords? can dual wield their fists.
return(dh2h);
}
mob.h
Code:
Index: mob.h
===================================================================
--- mob.h (revision 1279)
+++ mob.h (working copy)
@@ -223,7 +223,7 @@
sint16 RiposteChance; //i
sint16 DodgeChance; //i
sint16 ParryChance; //i
- sint16 DualWeildChance; //i
+ sint16 DualWieldChance; //i
sint16 DoubleAttackChance; //i
sint16 ResistSpellChance; //i
sint16 ResistFearChance; //i
@@ -266,7 +266,7 @@
anim2HSlashing = 3,
anim2HWeapon = 4,
anim1HWeapon = 5,
- animDualWeild = 6,
+ animDualWield = 6,
animTailRake = 7, //slam & Dpunch too
animHand2Hand = 8,
animShootBow = 9,
MobAI.cpp
Code:
Index: MobAI.cpp
===================================================================
--- MobAI.cpp (revision 1279)
+++ MobAI.cpp (working copy)
@@ -940,7 +940,7 @@
{
float DualWieldProbability = (GetSkill(DUAL_WIELD) + GetLevel()) / 400.0f; // 78.0 max
DualWieldProbability += (0.1f * GetAA(aaAmbidexterity));
- DualWieldProbability += ((spellbonuses.DualWeildChance + itembonuses.DualWeildChance) / 100.0f);
+ DualWieldProbability += ((spellbonuses.DualWieldChance + itembonuses.DualWieldChance) / 100.0f);
if(MakeRandomFloat(0.0, 1.0) < DualWieldProbability)
{
@@ -1247,7 +1247,7 @@
if (attack_dw_timer.Check() && CanThisClassDualWield())
{
int myclass = GetClass();
- //can only dual weild without a weapon if your a monk
+ //can only dual wield without a weapon if your a monk
if((GetEquipment(MATERIAL_SECONDARY) != 0 && GetLevel() > 39) || myclass == MONK || myclass == MONKGM) {
float DualWieldProbability = (GetSkill(DUAL_WIELD) + GetLevel()) / 400.0f;
DualWieldProbability -= MakeRandomFloat(0, 1);
skills.h
Code:
Index: skills.h
===================================================================
--- skills.h (revision 1279)
+++ skills.h (working copy)
@@ -44,7 +44,7 @@
#define DODGE 19
#define DOUBLE_ATTACK 20
#define DRAGON_PUNCH 21
-#define DUEL_WIELD 22
+#define DUAL_WIELD 22
#define EAGLE_STRIKE 23
#define EVOCATION 24
#define FEIGN_DEATH 25
@@ -123,7 +123,7 @@
#define DODGE 19
#define DOUBLE_ATTACK 20
#define DRAGON_PUNCH 21
-#define DUEL_WIELD 22
+#define DUAL_WIELD 22
#define EAGLE_STRIKE 23
#define EVOCATION 24
#define FEIGN_DEATH 25
spdat.h
Code:
Index: spdat.h
===================================================================
--- spdat.h (revision 1279)
+++ spdat.h (working copy)
@@ -304,7 +304,7 @@
#define SE_RiposteChance 173
#define SE_DodgeChance 174
#define SE_ParryChance 175
-#define SE_DualWeildChance 176
+#define SE_DualWieldChance 176
#define SE_DoubleAttackChance 177
#define SE_MeleeLifetap 178
#define SE_AllInstrunmentMod 179
spell_effects.cpp
Code:
Index: spell_effects.cpp
===================================================================
--- spell_effects.cpp (revision 1279)
+++ spell_effects.cpp (working copy)
@@ -2293,10 +2293,10 @@
}
- case SE_DualWeildChance:
+ case SE_DualWieldChance:
{
#ifdef SPELL_EFFECT_SPAM
- snprintf(effect_desc, _EDLEN, "Dual Weild Chance: +%+i%%", effect_value);
+ snprintf(effect_desc, _EDLEN, "Dual Wield Chance: +%+i%%", effect_value);
#endif
// handled with bonuses
break;
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03-12-2010, 08:48 PM
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Administrator
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Join Date: Sep 2006
Posts: 1,348
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Someone forgot i after e except after c big time.
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03-12-2010, 09:52 PM
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Developer
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Join Date: Mar 2003
Posts: 1,497
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What's even better is the correct and incorrect spellings all within the same line...
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