bringing it back to live...I've though of something here to simulate that function I've talked about in the previous message of mine.
You could use the formula that returns the swing delay and multiply it to -1, then assign the result to delay_mod, that way you'd remove any swing delay, right after that (in the next line of code or so), one could add a number, returned by a swing delay calculation function, and this number would be the new swing delay.
So:
Code:
pc.delay_mod := -1 * calc_swing_delay(weapon_speed, char_dex);
pc.delay_mod := 300;
I think this is a good way of solving this problem, but I've tried a few times (5 or 6) implementng that, adding those lines at the end of my attack hook, it didn't work, POL CORE was "ignoring" it (in fact it was setting it to 0 before using it), I've started a thread about it (
viewtopic.php?f=11&t=2391), and I'm not sure if I'm coding it wrong or if it's really a bug.
But if anyone here knows how to overcome that "bug", you could post here and this swing delay issue may be solved.