Merge conflicts abound and now are fixed

This commit is contained in:
KimLS
2015-07-02 20:12:51 -07:00
67 changed files with 24488 additions and 5020 deletions
+5 -78
View File
@@ -391,73 +391,12 @@ bool Client::Process() {
}
else if (auto_attack_target->GetHP() > -10) // -10 so we can watch people bleed in PvP
{
if(CheckAAEffect(aaEffectRampage))
{
entity_list.AEAttack(this, 30);
} else {
Attack(auto_attack_target, MainPrimary); // Kaiyodo - added attacking hand to arguments
}
ItemInst *wpn = GetInv().GetItem(MainPrimary);
TryWeaponProc(wpn, auto_attack_target, MainPrimary);
bool tripleAttackSuccess = false;
if( auto_attack_target && CanThisClassDoubleAttack() ) {
CheckIncreaseSkill(SkillDoubleAttack, auto_attack_target, -10);
if(CheckDoubleAttack()) {
//should we allow rampage on double attack?
if(CheckAAEffect(aaEffectRampage)) {
entity_list.AEAttack(this, 30);
} else {
Attack(auto_attack_target, MainPrimary, false);
}
}
//triple attack: rangers, monks, warriors, berserkers over level 60
if((((GetClass() == MONK || GetClass() == WARRIOR || GetClass() == RANGER || GetClass() == BERSERKER)
&& GetLevel() >= 60) || GetSpecialAbility(SPECATK_TRIPLE))
&& CheckDoubleAttack(true))
{
tripleAttackSuccess = true;
Attack(auto_attack_target, MainPrimary, false);
}
//quad attack, does this belong here??
if(GetSpecialAbility(SPECATK_QUAD) && CheckDoubleAttack(true))
{
Attack(auto_attack_target, MainPrimary, false);
}
}
//Live AA - Flurry, Rapid Strikes ect (Flurry does not require Triple Attack).
int16 flurrychance = aabonuses.FlurryChance + spellbonuses.FlurryChance + itembonuses.FlurryChance;
if (auto_attack_target && flurrychance)
{
if(zone->random.Int(0, 99) < flurrychance)
{
Message_StringID(MT_NPCFlurry, YOU_FLURRY);
Attack(auto_attack_target, MainPrimary, false);
Attack(auto_attack_target, MainPrimary, false);
}
}
int16 ExtraAttackChanceBonus = spellbonuses.ExtraAttackChance + itembonuses.ExtraAttackChance + aabonuses.ExtraAttackChance;
if (auto_attack_target && ExtraAttackChanceBonus) {
ItemInst *wpn = GetInv().GetItem(MainPrimary);
if(wpn){
if(wpn->GetItem()->ItemType == ItemType2HSlash ||
wpn->GetItem()->ItemType == ItemType2HBlunt ||
wpn->GetItem()->ItemType == ItemType2HPiercing )
{
if(zone->random.Int(0, 99) < ExtraAttackChanceBonus)
{
Attack(auto_attack_target, MainPrimary, false);
}
}
}
}
DoAttackRounds(auto_attack_target, MainPrimary);
if (CheckAATimer(aaTimerRampage))
entity_list.AEAttack(this, 30);
}
}
@@ -498,23 +437,11 @@ bool Client::Process() {
float random = zone->random.Real(0, 1);
CheckIncreaseSkill(SkillDualWield, auto_attack_target, -10);
if (random < DualWieldProbability){ // Max 78% of DW
if(CheckAAEffect(aaEffectRampage)) {
entity_list.AEAttack(this, 30, MainSecondary);
} else {
Attack(auto_attack_target, MainSecondary); // Single attack with offhand
}
if (random < DualWieldProbability) { // Max 78% of DW
ItemInst *wpn = GetInv().GetItem(MainSecondary);
TryWeaponProc(wpn, auto_attack_target, MainSecondary);
if( CanThisClassDoubleAttack() && CheckDoubleAttack()) {
if(CheckAAEffect(aaEffectRampage)) {
entity_list.AEAttack(this, 30, MainSecondary);
} else {
if(auto_attack_target && auto_attack_target->GetHP() > -10)
Attack(auto_attack_target, MainSecondary); // Single attack with offhand
}
}
DoAttackRounds(auto_attack_target, MainSecondary);
}
}
}