From e8d0a490a25a52c49942e07c0eed1fbc6c7909fa Mon Sep 17 00:00:00 2001 From: MrShadow Date: Wed, 10 Dec 2025 13:33:23 -0300 Subject: [PATCH] Fix attack type multiplier --- system/scripts/zone/core/calc_combat.cs | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/system/scripts/zone/core/calc_combat.cs b/system/scripts/zone/core/calc_combat.cs index fcf215483..2a9cb424f 100644 --- a/system/scripts/zone/core/calc_combat.cs +++ b/system/scripts/zone/core/calc_combat.cs @@ -387,16 +387,6 @@ public float SCR_AttackTypeMultiplier(ICombatEntity attacker, ICombatEntity targ var attackType = skill.Data.AttackType; var targetArmor = target.ArmorMaterial; - // Use the right-hand weapon's attack type if a weapon is equipped. - // This doesn't necessarily take into account off-hand attacks, - // but it's currently unclear if/how those would be handled. - if (attacker.Components.TryGet(out var inventory)) - { - var rhItem = inventory.GetEquip(EquipSlot.RightHand); - if (rhItem is not DummyEquipItem) - attackType = rhItem.Data.AttackType; - } - if (Feature.IsEnabled("AttackTypeBonusRevamp2")) { if (attackType == SkillAttackType.Slash)