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[Rule] Classic 2HB Animation #1420

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Jun 17, 2021
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7 changes: 4 additions & 3 deletions common/ruletypes.h
Original file line number Diff line number Diff line change
Expand Up @@ -443,9 +443,9 @@ RULE_REAL(Combat, AvgDefProcsPerMinute, 2.0, "Average defense procs per minute")
RULE_REAL(Combat, DefProcPerMinAgiContrib, 0.075, "How much agility contributes to defensive proc rate")
RULE_INT(Combat, SpecialAttackACBonus, 15, "Percent amount of damage per AC gained for certain special attacks (damage = AC*SpecialAttackACBonus/100)")
RULE_INT(Combat, NPCFlurryChance, 20, "Chance for NPC to flurry")
RULE_BOOL (Combat,TauntOverLevel, 1, "Allows you to taunt NPC's over warriors level")
RULE_REAL (Combat,TauntSkillFalloff, 0.33, "For every taunt skill point that's not maxed you lose this percentage chance to taunt")
RULE_BOOL (Combat,EXPFromDmgShield, false, "Determine if damage from a damage shield counts for experience gain")
RULE_BOOL(Combat, TauntOverLevel, 1, "Allows you to taunt NPC's over warriors level")
RULE_REAL(Combat, TauntSkillFalloff, 0.33, "For every taunt skill point that's not maxed you lose this percentage chance to taunt")
RULE_BOOL(Combat, EXPFromDmgShield, false, "Determine if damage from a damage shield counts for experience gain")
RULE_INT(Combat, MonkACBonusWeight, 15, "Usually, a monk under this weight threshold gets an AC bonus")
RULE_INT(Combat, QuiverHasteCap, 1000, "Quiver haste cap 1000 on live for a while, currently 700 on live")
RULE_INT(Combat, BerserkerFrenzyStart, 35, "Percentage Health Points below which Warrior and Berserker start frenzy")
Expand All @@ -467,6 +467,7 @@ RULE_BOOL(Combat, UseNPCDamageClassLevelMods, true, "Uses GetClassLevelDamageMod
RULE_BOOL(Combat, UseExtendedPoisonProcs, false, "Allow old school poisons to last until characrer zones, at a lower proc rate")
RULE_BOOL(Combat, EnableSneakPull, false, "Enable implementation of Sneak Pull")
RULE_INT(Combat, SneakPullAssistRange, 400, "Modified range of assist for sneak pull")
RULE_BOOL(Combat, Classic2HBAnimation, false, "2HB will use the 2 hand piercing animation instead of the overhead slashing animation")
RULE_CATEGORY_END()

RULE_CATEGORY(NPC)
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2 changes: 1 addition & 1 deletion zone/attack.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@ EQ::skills::SkillType Mob::AttackAnimation(int Hand, const EQ::ItemInstance* wea
break;
case EQ::item::ItemType2HBlunt: // 2H Blunt
skillinuse = EQ::skills::Skill2HBlunt;
type = anim2HSlashing; //anim2HWeapon
type = RuleB(Combat, Classic2HBAnimation) ? anim2HWeapon : anim2HSlashing;
break;
case EQ::item::ItemType2HPiercing: // 2H Piercing
if (IsClient() && CastToClient()->ClientVersion() < EQ::versions::ClientVersion::RoF2)
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