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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-01 14:40:49 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-04-01 14:40:49 +0000 |
commit | 11aa43448a18e4334f6ddc89711d15f73273484d (patch) | |
tree | 1c7dfa37df1c89642ca5f6f529b4f116e8435f90 /src | |
parent | b11dfba7a7ce1b7b5cfd114c066c0eb8614958c4 (diff) | |
download | hercules-11aa43448a18e4334f6ddc89711d15f73273484d.tar.gz hercules-11aa43448a18e4334f6ddc89711d15f73273484d.tar.bz2 hercules-11aa43448a18e4334f6ddc89711d15f73273484d.tar.xz hercules-11aa43448a18e4334f6ddc89711d15f73273484d.zip |
- Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable matter, so it's no longer needed.
- Reimplemented the bonus 'bAspd'
- Renamed variable aspd_add_rate to aspd_add, since bAspdAddRate was removed, this variable now holds the absolute aspd bonuses.
- Added define status_base_amotion_pc to get the base amotion value.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10107 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/map.h | 5 | ||||
-rw-r--r-- | src/map/pc.c | 18 | ||||
-rw-r--r-- | src/map/status.c | 37 |
3 files changed, 19 insertions, 41 deletions
diff --git a/src/map/map.h b/src/map/map.h index 5e8b788bd..14fbf6e31 100644 --- a/src/map/map.h +++ b/src/map/map.h @@ -704,7 +704,7 @@ struct map_session_data { int hp_loss_rate; int sp_loss_rate; int classchange; // [Valaris] - int speed_add_rate, aspd_add_rate; + int speed_add_rate, aspd_add; unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex] short splash_range, splash_add_range; @@ -1149,7 +1149,7 @@ enum _sp { SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021 SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_FREE2, SP_MATK_RATE, // 1022-1025 SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027 - SP_ATK_RATE,SP_SPEED_ADDRATE,SP_ASPD_ADDRATE, // 1028-1030 + SP_ATK_RATE,SP_SPEED_ADDRATE,SP_FREE3, // 1028-1030 SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032 SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034 SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037 @@ -1179,6 +1179,7 @@ enum _sp { SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041 //Before adding another, note that these are free: //1024 (SP_FREE2, previous matk) + //1030 (SP_FREE3, previous AspdAddRate) //2022 (SP_FREE, previous bDefIgnoreMob) }; diff --git a/src/map/pc.c b/src/map/pc.c index 2c473eec2..6f9a3c4d8 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1528,20 +1528,12 @@ int pc_bonus(struct map_session_data *sd,int type,int val) sd->speed_add_rate -= val; break; case SP_ASPD: //Raw increase -// if(sd->state.lr_flag != 2) -// status->amotion -= val*10; - if (battle_config.error_log) - ShowError("pc_bonus: bonus bAspd is no longer supported!\n"); - break; - case SP_ASPD_RATE: //Non stackable increase - if(val >= 0) { //Let negative ASPD bonuses become AddRate ones. - if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10) - status->aspd_rate = 1000-val*10; - break; - } - case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone if(sd->state.lr_flag != 2) - sd->aspd_add_rate -= val; + sd->aspd_add -= 10*val; + break; + case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone + if(sd->state.lr_flag != 2) + status->aspd_rate -= 10*val; break; case SP_HP_RECOV_RATE: if(sd->state.lr_flag != 2) diff --git a/src/map/status.c b/src/map/status.c index 8d4084f28..d1442e4bf 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1170,6 +1170,14 @@ int status_check_visibility(struct block_list *src, struct block_list *target) void status_calc_bl(struct block_list *bl, unsigned long flag); + // Basic ASPD value +#define status_base_amotion_pc(sd,status) (sd->aspd_add + \ + (sd->status.weapon < MAX_WEAPON_TYPE? \ + (1000 -4*status->agi -status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000:\ + (1000 -4*status->agi -status->dex)*(\ + aspd_base[sd->status.class_][sd->weapontype1]+\ + aspd_base[sd->status.class_][sd->weapontype2])*2/3000)) + static int status_base_atk(struct block_list *bl, struct status_data *status) { int flag = 0, str, dex, dstr; @@ -1692,7 +1700,7 @@ int status_calc_pc(struct map_session_data* sd,int first) + sizeof(sd->sp_loss_rate) + sizeof(sd->classchange) + sizeof(sd->speed_add_rate) - + sizeof(sd->aspd_add_rate) + + sizeof(sd->aspd_add) + sizeof(sd->setitem_hash) + sizeof(sd->setitem_hash2) // shorts @@ -1882,8 +1890,6 @@ int status_calc_pc(struct map_session_data* sd,int first) sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->splash_range += sd->splash_add_range; - if(sd->aspd_add_rate) - status->aspd_rate += 10*sd->aspd_add_rate; if(sd->speed_add_rate) sd->speed_rate += sd->speed_add_rate; @@ -2166,18 +2172,7 @@ int status_calc_pc(struct map_session_data* sd,int first) // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value - if (sd->status.weapon < MAX_WEAPON_TYPE) - i = (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - i = (( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype1]/1000 - )+( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype2]/1000 - )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] - + i = status_base_amotion_pc(sd,status); status->amotion = cap_value(i,battle_config.max_aspd,2000); // Relative modifiers from passive skills @@ -2696,18 +2691,8 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) } if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { flag|=SCB_ASPD; - if (sd->status.weapon < MAX_WEAPON_TYPE) - skill = (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - skill = (( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype1]/1000 - )+( - (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->weapontype2]/1000 - )) *2/3; + skill = status_base_amotion_pc(sd,status); status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); // Apply all relative modifiers |