Hello, i tested the script and it worked fine, until i tried to use the system with the dual wield attribute of tfs 0.4.
if for example i use 2 legendary magic sword with +47% attack speed (each one)
the attack speed will be slower than 2 normal magic sword.
i think the player are losing the dual wield extra attack speed when the weapons have the attribute attack speed on it.
anyone know how to fix it?
[11/01/2013 21:21:19] > Loading random.xml...[Notice] Set monsterLootMessage = 0 to prevent duplicate loot messages
[11/01/2013 21:21:19] done.
[11/01/2013 21:21:19] > 10 mods were loaded.
item.cpp
weapons.cppCode:case ATTR_HITCHANCE: { int32_t hitChance; if(!propStream.GET_ULONG((uint32_t&)hitChance)) return ATTR_READ_ERROR; setAttribute("hitchance", hitChance); break; } [B][COLOR="#FF0000"] case ATTR_SHOOTRANGE: { int32_t shootRange; if(!propStream.GET_ULONG((uint32_t&)shootRange)) return ATTR_READ_ERROR; setAttribute("shootrange", shootRange); break; }[/COLOR][/B]
Code:if(it.weaponType == WEAPON_AMMO) range = player->getShootRange(); [B][COLOR="#FF0000"] else if(it.weaponType == WEAPON_WAND && player->getWeapon()) range = player->getWeapon()->getShootRange();[/COLOR][/B] else range = it.shootRange;
const ItemType& it = Item::items[id];
int32_t range = it.shootRange;
if(it.weaponType == WEAPON_AMMO)
{
if(Item* item = player->getWeapon(true))
range = item->getShootRange();
}
Mods doesn't work for 0.2 and 0.3(unless 0.3.6), your server won't include this folder if you make one.i dont have a Mod folder in my OT if i create one will this work? im using tfs 0.2 mystic spirit v9.6