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authorKolkka <lmiranda@lumigo.net>2016-03-16 22:46:36 -0600
committerKolkka <lmiranda@lumigo.net>2016-03-16 22:46:36 -0600
commit327f9679f0f47bca96af2ef870ac5851bd6293ab (patch)
treee7e8718a41e4029e362ae6424b1e75d713dd760a /src/map/status.c
parent3cecbe83ddf16d2884706a3a77f24a0228b794bd (diff)
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Fixes HerculesWS/Hercules#1198 and fixes HerculesWS/Hercules#1194 introduced in pull request #1189
Changed other instances of MAX_WEAPON_TYPE to MAX_SINGLE_WEAPON_TYPE.
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 82c427317..f8cd2940a 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -2718,7 +2718,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
// Base batk value is set on status->calc_misc
// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
- if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+ if (sd->status.weapon < MAX_SINGLE_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
bstatus->batk += sd->weapon_atk[sd->status.weapon];
// Absolute modifiers from passive skills
#ifndef RENEWAL
@@ -4189,10 +4189,10 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
float temp;
int skill_lv, val = 0;
amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1];
- if ( sd->status.weapon > MAX_WEAPON_TYPE )
+ if ( sd->status.weapon > MAX_SINGLE_WEAPON_TYPE)
amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] / 4;
if ( sd->status.shield )
- amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE];
+ amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][MAX_SINGLE_WEAPON_TYPE];
switch ( sd->status.weapon ) {
case W_BOW:
case W_MUSICAL:
@@ -4215,7 +4215,7 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
amotion = ((int)(temp + ((float)(status->calc_aspd(&sd->bl, &sd->sc, 1) + val) * st->agi / 200)) - min(amotion, 200));
#else
// base weapon delay
- amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
+ amotion = (sd->status.weapon < MAX_SINGLE_WEAPON_TYPE)
? (status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
: (status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 7 / 10; // dual-wield
@@ -12603,7 +12603,7 @@ void status_read_job_db_sub(int idx, const char *name, struct config_setting_t *
{ "FuumaShuriken", W_HUUMA },
{ "TwoHandRod", W_2HSTAFF },
#ifdef RENEWAL_ASPD
- { "Shield", MAX_WEAPON_TYPE }
+ { "Shield", MAX_SINGLE_WEAPON_TYPE }
#endif
};
@@ -12999,10 +12999,10 @@ int status_readdb(void)
memset(status->dbs->job_bonus,0,sizeof(status->dbs->job_bonus)); // Job-specific stats bonus
}
for ( i = 0; i < CLASS_COUNT; i++ ) {
- for ( j = 0; j < MAX_WEAPON_TYPE; j++ )
+ for ( j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++ )
status->dbs->aspd_base[i][j] = 2000;
#ifdef RENEWAL_ASPD
- status->dbs->aspd_base[i][MAX_WEAPON_TYPE] = 0;
+ status->dbs->aspd_base[i][MAX_SINGLE_WEAPON_TYPE] = 0;
#endif
}