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Kayen: Implemented SE_ArcheryDoubleAttack (Chance to do an extra archery attack)
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped) Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped) Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)
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@@ -203,6 +203,9 @@ void Client::OPCombatAbility(const EQApplicationPacket *app) {
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if (ca_atk->m_skill == SkillArchery) {
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SetAttackTimer();
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RangedAttack(GetTarget());
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bool test = CheckArcheryDoubleAttack();
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if (CheckArcheryDoubleAttack())
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RangedAttack(GetTarget(), true);
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return;
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}
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//could we return here? Im not sure is m_atk 11 is used for real specials
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@@ -682,12 +685,12 @@ void Mob::RogueAssassinate(Mob* other)
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DoAnim(animPiercing); //piercing animation
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}
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void Client::RangedAttack(Mob* other) {
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void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
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//conditions to use an attack checked before we are called
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//make sure the attack and ranged timers are up
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//if the ranged timer is disabled, then they have no ranged weapon and shouldent be attacking anyhow
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if((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check())) {
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if(!CanDoubleAttack && ((attack_timer.Enabled() && !attack_timer.Check(false)) || (ranged_timer.Enabled() && !ranged_timer.Check()))) {
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mlog(COMBAT__RANGED, "Throwing attack canceled. Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime());
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// The server and client timers are not exact matches currently, so this would spam too often if enabled
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//Message(0, "Error: Timer not up. Attack %d, ranged %d", attack_timer.GetRemainingTime(), ranged_timer.GetRemainingTime());
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