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-rw-r--r--npc/magic/final.txt30
1 files changed, 15 insertions, 15 deletions
diff --git a/npc/magic/final.txt b/npc/magic/final.txt
index 5250bcf8..c583a481 100644
--- a/npc/magic/final.txt
+++ b/npc/magic/final.txt
@@ -228,14 +228,14 @@ function script HUB_PCBonus {
// Dex
if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_BOW)
{
- bonus bCritical, (readparam2(UDT_DEX)+2)*3/20;
+ bonus bCritical, (readparam(bDex)+2)*3/20;
}
// Luck
// gives atm more crit then on tmwa
/* Passive Skills */
if (FOCUSING & FSKILL_ASTRAL_SOUL) {
- bonus bMatkRate, -readparam(bMatkRate)+(getskilllv(SKILL_ASTRAL_SOUL)*(readparam2(UDT_INT)/9));
+ bonus bMatkRate, -readparam(bMatkRate)+(getskilllv(SKILL_ASTRAL_SOUL)*(readparam(bVit)/9));
// mattack without equipment is already so high that any mattack from skill would make no sense so i completly remove mattack and calculate it again
// can't realy test it right now since +mattack and -mattack for many items dont work but for some of the common mage items it seems ok
}
@@ -261,14 +261,14 @@ function script HUB_PCBonus {
if (getequipid(EQI_HAND_R) == Beheader)
@item_crit -= 25;
- bonus bCritical, (getskilllv(SKILL_RAGING))*((readparam2(UDT_DEX)/40)+(readparam2(UDT_LUK)/30)+(@item_crit/10)+(readparam2(UDT_STR)/10)-2);
+ bonus bCritical, (getskilllv(SKILL_RAGING))*((readparam(bDex)/40)+(readparam(bLuk)/30)+(@item_crit/10)+(readparam(bStr)/10)-2);
// must balance that more to get less crit on lower dex
- bonus bDef2, -(getskilllv(SKILL_RAGING)*((readparam2(UDT_STR)/20)-2));
+ bonus bDef2, -(getskilllv(SKILL_RAGING)*((readparam(bStr)/20)-2));
}
}
if (FOCUSING & FSKILL_SPEED) {
- bonus bSpeedAddRate, ((readparam2(UDT_AGI)*getskilllv(SKILL_SPEED))/60);
- bonus bAspd, (((readparam2(UDT_AGI)/10)*getskilllv(SKILL_SPEED))/11); // gives exactly tmwa values if setzer on tmwa and dagger on evolved with 110 damage but its a bit higher for fists and high agi
+ bonus bSpeedAddRate, ((readparam(bAgi)*getskilllv(SKILL_SPEED))/60);
+ bonus bAspd, (((readparam(bAgi)/10)*getskilllv(SKILL_SPEED))/11); // gives exactly tmwa values if setzer on tmwa and dagger on evolved with 110 damage but its a bit higher for fists and high agi
}
if (FOCUSING & FSKILL_RESIST_POISON) {
.@l=5*getskilllv(SKILL_RESIST_POISON);
@@ -282,21 +282,21 @@ function script HUB_PCBonus {
if (getequipid(EQI_HAND_R) < 1)
{
if (! (getiteminfo(getequipid(EQI_HAND_L), ITEMINFO_TYPE) == IT_ARMOR))
- bonus bAtk, (readparam2(UDT_AGI)/10)*getskilllv(SKILL_BRAWLING); // on tmwa a shield removes attack bonus
+ bonus bAtk, (readparam(bAgi)/10)*getskilllv(SKILL_BRAWLING); // on tmwa a shield removes attack bonus
//bonus bMaxHP, 15*getskilllv(SKILL_BRAWLING);
- //bonus bFlee, (readparam2(UDT_AGI)/20)*getskilllv(SKILL_BRAWLING);
- bonus bSpeedAddRate, (((readparam2(UDT_AGI)/2)*getskilllv(SKILL_BRAWLING))/80);
+ //bonus bFlee, (readparam(bAgi)/20)*getskilllv(SKILL_BRAWLING);
+ bonus bSpeedAddRate, (((readparam(bAgi)/2)*getskilllv(SKILL_BRAWLING))/80);
// bonus can be added here now instead of doing it on items itself
}
else if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) == W_FIST)
{
if (! (getiteminfo(getequipid(EQI_HAND_L), ITEMINFO_TYPE) == IT_ARMOR))
- bonus bAtk, (readparam2(UDT_AGI)/10)*getskilllv(SKILL_BRAWLING); // on tmwa a shield removes attack bonus
+ bonus bAtk, (readparam(bAgi)/10)*getskilllv(SKILL_BRAWLING); // on tmwa a shield removes attack bonus
//bonus bMaxHP, 15*getskilllv(SKILL_BRAWLING);
- //bonus bFlee, (readparam2(UDT_AGI)/20)*getskilllv(SKILL_BRAWLING);
- bonus bSpeedAddRate, (((readparam2(UDT_AGI)/2)*getskilllv(SKILL_BRAWLING))/80);
+ //bonus bFlee, (readparam(bAgi)/20)*getskilllv(SKILL_BRAWLING);
+ bonus bSpeedAddRate, (((readparam(bAgi)/2)*getskilllv(SKILL_BRAWLING))/80);
// bonus can be added here now instead of doing it on items itself
}
}
@@ -304,9 +304,9 @@ function script HUB_PCBonus {
if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) == W_BOW || getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) == W_HUUMA)
{
bonus bAtkRange, getskilllv(SKILL_MALLARDS_EYE)/3;
- bonus bHit, (readparam2(UDT_DEX)/20)*getskilllv(SKILL_MALLARDS_EYE);
- bonus bAspd, (((readparam2(UDT_DEX)/10)*getskilllv(SKILL_MALLARDS_EYE))/11)/4;
- bonus bDoubleAddRate, (readparam2(UDT_DEX)*getskilllv(SKILL_MALLARDS_EYE))/50; // max reachable is 18 Double Damage atm
+ bonus bHit, (readparam(bDex)/20)*getskilllv(SKILL_MALLARDS_EYE);
+ bonus bAspd, (((readparam(bDex)/10)*getskilllv(SKILL_MALLARDS_EYE))/11)/4;
+ bonus bDoubleAddRate, (readparam(bDex)*getskilllv(SKILL_MALLARDS_EYE))/50; // max reachable is 18 Double Damage atm
}
}