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Thread: [2.50.1/2] Spin Attack Magic Cost Glitches

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  1. #6
    Here lies mero. Died by his own dumbassitude.
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    I can confirm something is seriously wacky here. Here is the code, and i didn't change a thing.
    Code:
        // charging up weapon...
        //
        if(((attack==wSword && attackclk==SWORDCHARGEFRAME && itemid>=0 && isWpnPressed(itype_sword)) ||
    #if 0
                (attack==wWand && attackclk==WANDCHARGEFRAME && itemid>=0 isWpnPressed(itype_wand)) ||
    #endif
                (attack==wHammer && attackclk==HAMMERCHARGEFRAME && itemid>=0 && isWpnPressed(itype_hammer))) && z==0 && checkmagiccost(itemid)) //this check prevents that
        {
            // Increase charging while holding down button.
            if(spins==0 && charging<magiccharge)
                charging++;
                
            // Once a charging threshold is reached, play the sound.
            if(charging==normalcharge)
            {
    			paymagiccost(itemid);
                sfx(WAV_ZN1CHARGE,pan(int(x)));
            }
            else
            {
                itemid = current_item_id(attack==wHammer ? itype_quakescroll2 : itype_spinscroll2);
                
                if(itemid>-1 && charging==magiccharge && checkmagiccost(itemid))
                {
                    paymagiccost(itemid);
                    charging++; // charging>magiccharge signifies a successful supercharge.
                    sfx(WAV_ZN1CHARGE2,pan(int(x)));
                }
            }
        }
    Last edited by Tamamo; 01-21-2016 at 11:09 AM.

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