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#301
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Quote:
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#302
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Quote:
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Current Games:
Naw | |||
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#303
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gromlok / earthshaker bowquest is nothing compared to weighted axe abuse. It is nice if you have nothing else... but the weighted axe turns fatty warriors into absolute destructo cannons
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First say to yourself what you would be, and then do what you have to do. | ||
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#304
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Nilbog is fixing bowquest now, check the bug forums. The long wait is nearing it's end.
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Green:
Rimurok 60 Ogre Shadowknight <Castle> Nilwen 56 Ogre Druid <Castle> Pygnomaniac 4 GnOgre Wizard <Castle> Mirnimhirnsvirf 13 Cancermancer <Castle> __________________ Green: ACTIVE Blue: INACTIVE Red: INACTIVE Quarm is love Quarm is life | ||
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#305
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Just adding something I found. P.S. I don't know if it even fits P99 code
Code:
// Logic that causes Bowquest
if (Hand == 13) { // 13 is the internal constant for the Primary Hand
int damage_bonus = GetWeaponDamageBonus(primary_weapon);
min_hit += damage_bonus;
max_hit += damage_bonus;
}
Code:
// The Fix: Specifically checking for Archery
if (skill == ARCHERY) {
// Instead of looking at Hand 13 (Primary), we look at Slot 22 (Range)
ItemInst* archery_weapon = GetInv().GetItem(slotRange);
if (archery_weapon) {
// Apply the specific Archery Damage Bonus formula
// derived from the bow's delay, NOT the primary weapon's delay.
int bow_bonus = CalculateArcheryBonus(archery_weapon->GetItem()->Delay);
min_hit += bow_bonus;
max_hit += bow_bonus;
}
} else if (Hand == 13) {
// Standard Melee logic for Primary hand...
int damage_bonus = GetWeaponDamageBonus(primary_weapon);
// ...
}
Edit this would be for the attack.cpp file | ||
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Last edited by Botten; Yesterday at 11:40 PM..
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