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author | shennetsind <ind@henn.et> | 2013-11-02 20:25:51 -0200 |
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committer | shennetsind <ind@henn.et> | 2013-11-02 20:25:51 -0200 |
commit | 37fdcbae655c48e569398d3750d503ffe3bfae66 (patch) | |
tree | 319d247781eb544dbca5505de57eac14e597a3ec /vcproj-9 | |
parent | 5e002a43399f5358b7aabd1bd653f598f35287e2 (diff) | |
download | hercules-37fdcbae655c48e569398d3750d503ffe3bfae66.tar.gz hercules-37fdcbae655c48e569398d3750d503ffe3bfae66.tar.bz2 hercules-37fdcbae655c48e569398d3750d503ffe3bfae66.tar.xz hercules-37fdcbae655c48e569398d3750d503ffe3bfae66.zip |
Fixed Bug #7786
@speed no longer screws up on map change, modified @speed feedback so its clear whether the permanent speed flag is gone, enhanced @speed by making it capable of bypassing battle_config.max_walk_speed, made status_calc_speed rely on MIN_WALK_SPEED instead of the hardcoded 0, modified MIN_WALK_SPEED from 0 to 20 (it 1) wasnt being respected and 2) less than 20 clips).
@speed is now capable of moving the character faster, prior to this commit @speed 0 was equivalent to @speed 50 of this new version, @speed 20 for example is now the new maximum (and moves much faster).
http://hercules.ws/board/tracker/issue-7786-speed-bug-when-changing-maps/
Thanks to Mumbles for all the info
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'vcproj-9')
0 files changed, 0 insertions, 0 deletions