Mjmackan
Mapper ~ Writer
Hello!
I exchanged my version of an old buggy TFS 1.4 to Gesiors 1.4.2 thinking that attackspeed and stuff would be working in another way.
What i thought/wished for: You can set attackspeed onto any item and the attackspeed you set reduces the players attackspeed when item is worn in main eq.
Example of how i want it to be:
-Player with 1000ms attackspeed puts on sword with 120ms atk-spd reduction & ring with 40ms atk-spd reduction.
-Players attackspeed sets to 840ms.
How it seems to work: The attackspeed you set (only on weapon) is the attackspeed the players recieves, you can set attackspeed onto other items but it wont affect the character.
Example of how it is:
-Player with 1000ms attackspeed puts on sword with 120ms atk-spd reduction & ring with 40ms atk-spd reduction.
-Players attackspeed sets to 120ms.
I guess this is the lines im looking for, but how would I achieve checking for example if a ring has attackspeed and then reduce the vocation attackspeed?
Player.cpp:
I exchanged my version of an old buggy TFS 1.4 to Gesiors 1.4.2 thinking that attackspeed and stuff would be working in another way.
What i thought/wished for: You can set attackspeed onto any item and the attackspeed you set reduces the players attackspeed when item is worn in main eq.
Example of how i want it to be:
-Player with 1000ms attackspeed puts on sword with 120ms atk-spd reduction & ring with 40ms atk-spd reduction.
-Players attackspeed sets to 840ms.
How it seems to work: The attackspeed you set (only on weapon) is the attackspeed the players recieves, you can set attackspeed onto other items but it wont affect the character.
Example of how it is:
-Player with 1000ms attackspeed puts on sword with 120ms atk-spd reduction & ring with 40ms atk-spd reduction.
-Players attackspeed sets to 120ms.
I guess this is the lines im looking for, but how would I achieve checking for example if a ring has attackspeed and then reduce the vocation attackspeed?
Player.cpp:
C++:
uint32_t Player::getAttackSpeed() const
{
const Item* weapon = getWeapon(true);
if (!weapon || weapon->getAttackSpeed() == 0) {
return vocation->getAttackSpeed();
}
return weapon->getAttackSpeed();
}