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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
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+5
-2
@@ -878,7 +878,7 @@ void EntityList::AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool aff
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caster->CastToClient()->CheckSongSkillIncrease(spell_id);
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}
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//Dook- Rampage and stuff for clients.
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// Rampage and stuff for clients. Normal and Duration rampages
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//NPCs handle it differently in Mob::Rampage
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void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool IsFromSpell) {
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//Dook- Will need tweaking, currently no pets or players or horses
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@@ -896,7 +896,10 @@ void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool I
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&& curmob->GetRace() != 216 && curmob->GetRace() != 472 /* dont attack horses */
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&& (DistanceSquared(curmob->GetPosition(), attacker->GetPosition()) <= dist2)
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) {
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attacker->Attack(curmob, Hand, false, false, IsFromSpell);
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if (!attacker->IsClient() || attacker->GetClass() == MONK || attacker->GetClass() == RANGER)
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attacker->Attack(curmob, Hand, false, false, IsFromSpell);
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else
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attacker->CastToClient()->DoAttackRounds(curmob, Hand, IsFromSpell);
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hit++;
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if (count != 0 && hit >= count)
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return;
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