Implement duration ramp and war cry with new AA system

Rampage also correctly does a full attack round for classes
other than monk and ranger
This commit is contained in:
Michael Cook (mackal)
2015-06-21 02:01:48 -04:00
parent d5098a56e0
commit d34b4a786b
8 changed files with 102 additions and 141 deletions
+2 -1
View File
@@ -226,6 +226,7 @@ public:
virtual int32 GetMeleeMitDmg(Mob *attacker, int32 damage, int32 minhit, float mit_rating, float atk_rating);
virtual void SetAttackTimer();
float GetQuiverHaste();
void DoAttackRounds(Mob *target, int hand, bool IsFromSpell = false);
void AI_Init();
void AI_Start(uint32 iMoveDelay = 0);
@@ -774,7 +775,7 @@ public:
void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAlternateAdvancementStats(); }
int GetAAPoints() { return m_pp.aapoints; }
int GetSpentAA() { return m_pp.aapoints_spent; }
//old AA methods that we still use
void ResetAA();
void RefundAA();