does the fleeting quiver give you the haste for archery here on THF like it did on live? and if so what might the haste be?
thanks for your time in answering this!
Code: Select all
float max_quiver = 0;
for(int r = SLOT_PERSONAL_BEGIN; r <= SLOT_PERSONAL_END; r++)
{
const ItemInst *pi = CastToClient()->GetInv().GetItem(r);
if(!pi)
continue;
if(pi->IsType(ItemClassContainer) && pi->GetItem()->BagType == bagTypeQuiver)
{
float temp_wr = (pi->GetItem()->BagWR / 3);
if(temp_wr > max_quiver)
{
max_quiver = temp_wr;
}
}
}
if(max_quiver > 0)
{
float quiver_haste = 1 / (1 + max_quiver / 100);
speed *= quiver_haste;
}
Argonas wrote:Code: Select all
float max_quiver = 0;
for(int r = SLOT_PERSONAL_BEGIN; r <= SLOT_PERSONAL_END; r++)
{
const ItemInst *pi = CastToClient()->GetInv().GetItem(r);
if(!pi)
continue;
if(pi->IsType(ItemClassContainer) && pi->GetItem()->BagType == bagTypeQuiver)
{
float temp_wr = (pi->GetItem()->BagWR / 3);
if(temp_wr > max_quiver)
{
max_quiver = temp_wr;
}
}
}
if(max_quiver > 0)
{
float quiver_haste = 1 / (1 + max_quiver / 100);
speed *= quiver_haste;
}
Appears it's at least implemented on the standard
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