05-22-2003, 11:05 PM
tub,
You're questions (or doubts) seem to be mostly targetet at dual weilding speeds... perhaps I did not explain that well enough.
You were doing tests on a single target, correct? The sequence should go something like this (after 2 first "free" attacks):
default weapon = left
calculate next delay (based on default weapon)
find target in range
attack
switch weapons (default weapon = right)
we're dual weilding, so find a new target
oh, its the same target, skip the attack
switch weapons (default weapon = left)
see? when the next attack sequence starts, the default weapon will be the left one. And so on (as long as there's only one target). Hopefully this answers your questions.
myrdinn,
Not sure if you realised it or not... but the range within wich the game selects targets is not based on the weapon. It finds targets within a 5 tile unit radius (note the push 5 before the call), and then proceeds to attack the target. If the attack failed (eg because the monster was out of weapon range), it still switches weapons.
(btw, why dont you post at the Keep?)
You're questions (or doubts) seem to be mostly targetet at dual weilding speeds... perhaps I did not explain that well enough.
Quote:In most cases this speed really was your left hand weapon speed! Any explanation for this ?
You were doing tests on a single target, correct? The sequence should go something like this (after 2 first "free" attacks):
default weapon = left
calculate next delay (based on default weapon)
find target in range
attack
switch weapons (default weapon = right)
we're dual weilding, so find a new target
oh, its the same target, skip the attack
switch weapons (default weapon = left)
see? when the next attack sequence starts, the default weapon will be the left one. And so on (as long as there's only one target). Hopefully this answers your questions.
myrdinn,
Quote:1) Every 4 frames Whirlwind finishing function checks if you should make an attack. Even if there are no valid targets.
If you should make an attack, then it calls another function that checks if a valid target exists for the current weapon. if there are more than one valid target this function chooses the monster with the ID (PtUnit +08) next to the last target
Not sure if you realised it or not... but the range within wich the game selects targets is not based on the weapon. It finds targets within a 5 tile unit radius (note the push 5 before the call), and then proceeds to attack the target. If the attack failed (eg because the monster was out of weapon range), it still switches weapons.
(btw, why dont you post at the Keep?)