diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/skill.c | 2 | ||||
-rw-r--r-- | src/map/status.c | 70 |
2 files changed, 41 insertions, 31 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index dfa8a8992..4720074c2 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 - val2 = 2*skilllv+status->agi/10; // Movement speed decrease + val2 = 100+2*skilllv+status->agi/10; // Movement speed adjustment. if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); val2 += pc_checkskill(sd,DC_DANCINGLESSON); diff --git a/src/map/status.c b/src/map/status.c index cdc916bdc..8bf47c39e 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -3143,18 +3143,25 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if(!sc || !sc->count) return cap_value(speed,10,USHRT_MAX); + // Fixed reductions if(sc->data[SC_CURSE].timer!=-1) speed += 450; if(sc->data[SC_SWOO].timer != -1) // [marquis007] speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) if(sc->data[SC_WEDDING].timer!=-1) speed += 300; + + //% increases (they don't stack) if(sc->data[SC_SPEEDUP1].timer!=-1) - speed -= speed*50/100; + speed -= speed * 50/100; else if(sc->data[SC_SPEEDUP0].timer!=-1) - speed -= speed*25/100; + speed -= speed * 25/100; else if(sc->data[SC_INCREASEAGI].timer!=-1) speed -= speed * 25/100; + else if(sc->data[SC_RUN].timer!=-1) + speed -= speed * 25/100; + else if(sc->data[SC_FUSION].timer != -1) + speed -= speed * 25/100; else if(sc->data[SC_CARTBOOST].timer!=-1) speed -= speed * 20/100; else if(sc->data[SC_BERSERK].timer!=-1) @@ -3163,45 +3170,44 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha speed -= speed * sc->data[SC_AVOID].val2/100; else if(sc->data[SC_WINDWALK].timer!=-1) speed -= speed * sc->data[SC_WINDWALK].val3/100; - if(sc->data[SC_SLOWDOWN].timer!=-1) - speed += speed * 50/100; + + //% reductions (they stack) + if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF) + speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100; if(sc->data[SC_DECREASEAGI].timer!=-1) - speed += speed * 25/100; + speed = speed * 100/75; if(sc->data[SC_STEELBODY].timer!=-1) - speed += speed * 25/100; + speed = speed * 100/75; if(sc->data[SC_QUAGMIRE].timer!=-1) - speed += speed * 50/100; + speed = speed * 100/50; if(sc->data[SC_DONTFORGETME].timer!=-1) - speed += speed * sc->data[SC_DONTFORGETME].val3/100; + speed = speed * 100/sc->data[SC_DONTFORGETME].val3; if(sc->data[SC_DEFENDER].timer!=-1) - speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100; + speed = speed * 100/sc->data[SC_DEFENDER].val4; if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) - speed += speed * 25/100; + speed = speed * 100/75; if(sc->data[SC_JOINTBEAT].timer!=-1) { if (sc->data[SC_JOINTBEAT].val2 == 0) - speed += speed * 50/100; - else if (sc->data[SC_JOINTBEAT].val2 == 2) - speed += speed * 30/100; + speed = speed * 100/50; + else + if (sc->data[SC_JOINTBEAT].val2 == 2) + speed = speed * 100/70; } if(sc->data[SC_CLOAKING].timer!=-1) - speed = speed*( + speed = speed * 100 /( (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus - +sc->data[SC_CLOAKING].val3) /100; //Normal adjustment bonus. + +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus. - if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF) - speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100; if(sc->data[SC_LONGING].timer!=-1) - speed += speed*sc->data[SC_LONGING].val2/100; + speed = speed * 100/sc->data[SC_LONGING].val3; if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3) - speed += speed*sc->data[SC_HIDING].val3/100; + speed = speed * 100/sc->data[SC_HIDING].val3; if(sc->data[SC_CHASEWALK].timer!=-1) - speed = speed * sc->data[SC_CHASEWALK].val3/100; - if(sc->data[SC_RUN].timer!=-1) - speed -= speed * 25/100; - if(sc->data[SC_FUSION].timer != -1) - speed -= speed * 25/100; + speed = speed * 100/sc->data[SC_CHASEWALK].val3; if(sc->data[SC_GATLINGFEVER].timer!=-1) - speed += speed * 25/100; + speed = speed * 100/75; + if(sc->data[SC_SLOWDOWN].timer!=-1) + speed = speed * 100/75; return cap_value(speed,10,USHRT_MAX); } @@ -3287,7 +3293,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if(sc->data[SC_SKA].timer!=-1) aspd_rate += 25; if(sc->data[SC_DEFENDER].timer != -1) - aspd_rate += 25 -sc->data[SC_DEFENDER].val1*5; + aspd_rate += sc->data[SC_DEFENDER].val3; if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) aspd_rate += 25; if(sc->data[SC_GRAVITATION].timer!=-1) @@ -4482,7 +4488,8 @@ 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/Speed penalty. + val2 = 50-10*val1; //Aspd penalty. + val3 = 50+10*val1; //Walk speed adjustment. break; case SC_EXPLOSIONSPIRITS: val2 = 75 + 25*val1; //Cri bonus @@ -4562,7 +4569,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val tick = 1000; //Store speed penalty on val3. if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0) - val3 = 100 - 16*val3; + val3 = 20 + 6*val3; val4 = val1+3; //Seconds before SP substraction happen. break; case SC_CHASEWALK: @@ -4632,12 +4639,15 @@ 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 + val1*15; + val2 = 5 + 15*val1; //Damage reduction + val3 = 25 - 5*val1; //Aspd adjustment + val4 = 135 - 5*val1; //Speed adjustment + if (sd) for (i = 0; i < 5; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) - status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1); + status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1); } } break; |