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authorJesusaves <cpntb1@ymail.com>2020-07-07 14:31:49 -0300
committerJesusaves <cpntb1@ymail.com>2020-07-07 14:31:49 -0300
commitb132a5ef37794732b8ab0c30ee612675a05d8e66 (patch)
tree28d6741f2e905a39cc1caea976fc34e65fe55e9a /npc
parent462cc299480483be7f5bea546845c4c2282af9ca (diff)
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I must have been asleep when I wrote this rule D:
Split wands to their own crafting rules. Nerf ATK% bonus from 2H swords. Seems more sane now; Mages doesn't need ATK, shields doesn't needs MATK, And %-based bonuses doesn't need higher modifiers than non-%-based bonuses. NOTE: Brawling Gloves still power up MATK for whatever reason
Diffstat (limited to 'npc')
-rw-r--r--npc/craft/options.txt25
1 files changed, 14 insertions, 11 deletions
diff --git a/npc/craft/options.txt b/npc/craft/options.txt
index c56bd0312..8e6ace561 100644
--- a/npc/craft/options.txt
+++ b/npc/craft/options.txt
@@ -512,6 +512,7 @@ function script csys_BonusCalc {
if (.@base >= (.@avg+1)*7/10)
.@base=rand2(1, .@avg+1);
+ ////////////////////////////////////
// Legendary Weapon? Effects +50%
if (@csysArmor & CSYS_LEGENDARY)
.@base=max(1, .@base*3/2);
@@ -520,18 +521,9 @@ function script csys_BonusCalc {
if (@csysArmor & CSYS_SAVIOR)
.@base=max(1, .@base*6/5);
- // Attack for 2H?
- if (.@var == VAR_ATKPERCENT || .@var == VAR_MAGICATKPERCENT) {
- // Two Hands/Bows: x2
- if ((@csysArmor & CSYS_ZWEIHANDER) || (@csysArmor & CSYS_RANGED))
- .@base=max(1, .@base*2);
- // Brawling/Magical: +80%
- else if ((@csysArmor & CSYS_BRAWLING) || (@csysArmor & CSYS_MAGICAL))
- .@base=max(1, .@base*18/10);
- }
-
+ ////////////////////////////////////
// Normal Attack for 2H?
- if (.@var == VAR_ATTPOWER || .@var == VAR_ATTMPOWER) {
+ if (.@var == VAR_ATTPOWER || .@var == VAR_ATKPERCENT) {
// Two Hands/Bows: +50%
if ((@csysArmor & CSYS_ZWEIHANDER) || (@csysArmor & CSYS_RANGED))
.@base=max(1, .@base*3/2);
@@ -540,6 +532,17 @@ function script csys_BonusCalc {
.@base=max(1, .@base*7/5);
}
+ // Similar rule but for MATK and Wands
+ if (.@var == VAR_MAGICATKPERCENT || .@var == VAR_ATTMPOWER) {
+ // Magical: +50%
+ if (@csysArmor & CSYS_MAGICAL)
+ .@base=max(1, .@base*3/2);
+ // Brawling: +40%
+ else if (@csysArmor & CSYS_BRAWLING)
+ .@base=max(1, .@base*7/5);
+ }
+
+ ////////////////////////////////////
// Armor? Cap it to 25%
if (@csysArmor & CSYS_ARMOR)
.@base=max(1, .@base/4);