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-rw-r--r--src/map/map.h2
-rw-r--r--src/map/mob.c4
-rw-r--r--src/map/pc.c4
-rw-r--r--src/map/skill.c6
-rw-r--r--src/map/status.c68
5 files changed, 42 insertions, 42 deletions
diff --git a/src/map/map.h b/src/map/map.h
index 4fcc1ff22..dae831ab5 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -651,7 +651,7 @@ struct map_session_data {
int castrate,delayrate,hprate,sprate,dsprate;
int atk_rate;
- int aspd_rate,speed_rate,hprecov_rate,sprecov_rate;
+ int speed_rate,hprecov_rate,sprecov_rate;
int matk_rate;
int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate;
diff --git a/src/map/mob.c b/src/map/mob.c
index 472d1ba22..686cb71d3 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -3190,7 +3190,7 @@ static int mob_readdb(void)
}
status->mode=atoi(str[25]);
status->speed=atoi(str[26]);
- status->aspd_rate = 100;
+ status->aspd_rate = 1000;
status->adelay=atoi(str[27]);
status->amotion=atoi(str[28]);
status->dmotion=atoi(str[29]);
@@ -3869,7 +3869,7 @@ static int mob_read_sqldb(void)
}
status->mode = TO_INT(25);
status->speed = TO_INT(26);
- status->aspd_rate = 100;
+ status->aspd_rate = 1000;
status->adelay = TO_INT(27);
status->amotion = TO_INT(28);
status->dmotion = TO_INT(29);
diff --git a/src/map/pc.c b/src/map/pc.c
index eeecf6a70..d88c0cc32 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -1390,8 +1390,8 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
status->adelay -= val*10;
break;
case SP_ASPD_RATE: //Non stackable increase
- if(sd->state.lr_flag != 2 && status->aspd_rate > 100-val)
- status->aspd_rate = 100-val;
+ 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)
diff --git a/src/map/skill.c b/src/map/skill.c
index 48cab9cd4..9cd8f58ce 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -6285,7 +6285,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
}
break;
case DC_DONTFORGETME:
- val1 = 3*skilllv+status->dex/10; // ASPD decrease
+ val1 = 30*skilllv+status->dex; // ASPD decrease
val2 = 100+2*skilllv+status->agi/10; // Movement speed adjustment.
if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
@@ -6309,7 +6309,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
}
break;
case BA_ASSASSINCROSS:
- val1 = 10+skilllv+(status->agi/10); // ASPD increase
+ val1 = 100+10*skilllv+status->agi; // ASPD increase
if(sd)
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
break;
@@ -6556,7 +6556,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_GRAVITATION:
if (sc && sc->data[type].timer==-1)
- sc_start4(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit);
+ sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
break;
case UNT_ICEWALL: //Destroy the cell. [Skotlex]
diff --git a/src/map/status.c b/src/map/status.c
index 5cfc34f64..ce52d17ad 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1198,7 +1198,7 @@ int status_calc_mob(struct mob_data* md, int first)
status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
- status->aspd_rate -= 10*md->guardian_data->guardup_lv;
+ status->aspd_rate -= 100*md->guardian_data->guardup_lv;
}
if(!battle_config.enemy_str)
@@ -1357,6 +1357,7 @@ int status_calc_homunculus(struct homun_data *hd, int first)
status->sp = 0;
status->max_hp=500+lv*10+lv*lv;
status->max_sp=300+lv*11+lv*lv*90/100;
+ status->aspd_rate = 1000;
status->speed=0x96;
status->batk = status_base_atk(&hd->bl, status);
status_calc_misc(status, hd->level);
@@ -1514,7 +1515,6 @@ int status_calc_pc(struct map_session_data* sd,int first)
//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
status->speed = DEFAULT_WALK_SPEED;
- status->aspd_rate = 100;
status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
status->size = (sd->class_&JOBL_BABY)?0:1;
if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
@@ -1524,7 +1524,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
} if(battle_config.character_size&1)
status->size++;
}
- status->aspd_rate = 100;
+ status->aspd_rate = 1000;
status->ele_lv = 1;
status->race = RC_DEMIHUMAN;
@@ -1766,7 +1766,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
sd->perfect_hit += sd->perfect_hit_add;
sd->splash_range += sd->splash_add_range;
if(sd->aspd_add_rate)
- sd->aspd_rate += sd->aspd_add_rate;
+ status->aspd_rate += 10*sd->aspd_add_rate;
if(sd->speed_add_rate)
sd->speed_rate += sd->speed_add_rate;
@@ -1963,14 +1963,14 @@ int status_calc_pc(struct map_session_data* sd,int first)
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- status->aspd_rate -= (skill/2);
+ status->aspd_rate -= 5*skill;
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
- status->aspd_rate -= (skill*3);
+ status->aspd_rate -= 30*skill;
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- status->aspd_rate -= (skill/2);
+ status->aspd_rate -= 5*skill;
if(pc_isriding(sd))
- status->aspd_rate += 50-10*pc_checkskill(sd,KN_CAVALIERMASTERY);
+ status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
status->adelay = 2*status->amotion;
@@ -2379,8 +2379,8 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
// Apply all relative modifiers
- if(status->aspd_rate != 100)
- skill = skill *status->aspd_rate/100;
+ if(status->aspd_rate != 1000)
+ skill = skill *status->aspd_rate/1000;
status->amotion = cap_value(skill,battle_config.max_aspd,2000);
@@ -2657,10 +2657,10 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
if(flag&SCB_ASPD) {
status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
- temp = status->aspd_rate*b_status->amotion/100;
+ temp = status->aspd_rate*b_status->amotion/1000;
status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
- temp = status->aspd_rate*b_status->adelay/100;
+ temp = status->aspd_rate*b_status->adelay/1000;
status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
}
@@ -3255,7 +3255,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
{
int i;
if(!sc || !sc->count)
- return aspd_rate;
+ return cap_value(aspd_rate,0,SHRT_MAX);
if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
{
@@ -3263,8 +3263,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
if(sc->data[SC_STAR_COMFORT].timer!=-1)
max = sc->data[SC_STAR_COMFORT].val2;
- if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 20)
- max = 20;
+ if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 200)
+ max = 200;
if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
max < sc->data[SC_TWOHANDQUICKEN].val2)
@@ -3316,7 +3316,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
aspd_rate -= max;
if(sc->data[SC_BERSERK].timer!=-1)
- aspd_rate -= 30; //Stacks with the rest of bonuses.
+ aspd_rate -= 300; //Stacks with the rest of bonuses.
}
if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
@@ -3328,23 +3328,23 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
if(sc->data[SC_LONGING].timer!=-1)
aspd_rate += sc->data[SC_LONGING].val2;
if(sc->data[SC_STEELBODY].timer!=-1)
- aspd_rate += 25;
+ aspd_rate += 250;
if(sc->data[SC_SKA].timer!=-1)
- aspd_rate += 25;
+ aspd_rate += 250;
if(sc->data[SC_DEFENDER].timer != -1)
aspd_rate += sc->data[SC_DEFENDER].val3;
if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
- aspd_rate += 25;
+ aspd_rate += 250;
if(sc->data[SC_GRAVITATION].timer!=-1)
aspd_rate += sc->data[SC_GRAVITATION].val2;
//Curse shouldn't effect on this?
// if(sc->data[SC_BLEEDING].timer != -1)
-// aspd_rate += 25;
+// aspd_rate += 250;
if(sc->data[SC_JOINTBEAT].timer!=-1) {
if (sc->data[SC_JOINTBEAT].val2 == 1)
- aspd_rate += 25;
+ aspd_rate += 250;
else if (sc->data[SC_JOINTBEAT].val2 == 2)
- aspd_rate += 10;
+ aspd_rate += 100;
}
return cap_value(aspd_rate,0,SHRT_MAX);
@@ -4520,12 +4520,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
break;
case SC_ONEHAND:
case SC_TWOHANDQUICKEN:
- val2 = 30;
+ val2 = 300;
if (val1 > 10) //For boss casted skills [Skotlex]
- val2 += 2*(val1-10);
+ val2 += 20*(val1-10);
break;
case SC_SPEARQUICKEN:
- val2 = 20+val1;
+ val2 = 200+10*val1;
break;
case SC_MOONLIT:
val2 = bl->id;
@@ -4545,7 +4545,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
tick = 1000;
break;
case SC_LONGING:
- val2 = 50-10*val1; //Aspd penalty.
+ val2 = 500-100*val1; //Aspd penalty.
val3 = 50+10*val1; //Walk speed adjustment.
break;
case SC_EXPLOSIONSPIRITS:
@@ -4555,7 +4555,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
- val2 = 5*(2+type-SC_ASPDPOTION0);
+ val2 = 50*(2+type-SC_ASPDPOTION0);
break;
case SC_WEDDING:
@@ -4698,7 +4698,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
struct map_session_data *tsd;
int i;
val2 = 5 + 15*val1; //Damage reduction
- val3 = 25 - 5*val1; //Aspd adjustment
+ val3 = 250 - 50*val1; //Aspd adjustment
val4 = 135 - 5*val1; //Speed adjustment
if (sd)
@@ -4903,7 +4903,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
break;
case SC_GRAVITATION:
- //val2 = aspd reduction
+ val2 = 50*val1; //aspd reduction
if (val3 == BCT_SELF) {
struct unit_data *ud = unit_bl2ud(bl);
if (ud) {
@@ -5048,9 +5048,9 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
case SC_ADRENALINE2:
case SC_ADRENALINE:
if (val2 || !battle_config.party_skill_penalty)
- val2 = 30;
+ val2 = 300;
else
- val2 = 20;
+ val2 = 200;
break;
case SC_CONCENTRATION:
val2 = 5*val1; //Batk/Watk Increase
@@ -5078,7 +5078,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
break;
case SC_STAR_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //Aspd increase
+ val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
break;
case SC_QUAGMIRE:
val2 = (sd?5:10)*val1; //Agi/Dex decrease.
@@ -5086,7 +5086,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
// gs_something1 [Vicious]
case SC_GATLINGFEVER:
- val2 = 2*val1; //Aspd increase
+ val2 = 20*val1; //Aspd increase
val3 = 5*val1; //Flee decrease
break;
@@ -5106,7 +5106,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = 20+10*val1; //Atk rate change.
break;
case SC_FLEET:
- val2 = 3*val1; //Aspd change
+ val2 = 30*val1; //Aspd change
val3 = 5+5*val1; //Atk rate change
break;
case SC_MINDBREAKER: