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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-26 18:26:51 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-26 18:26:51 +0000 |
commit | 3396bad1320df4d59a0806a41fafaf99d7b4c9d6 (patch) | |
tree | 861c7ecf114a1491de5c60dd23796630907a2b2c /src/map/status.c | |
parent | bab077c56d3f89cc65bb0b00e10046ae8bdaa83a (diff) | |
download | hercules-3396bad1320df4d59a0806a41fafaf99d7b4c9d6.tar.gz hercules-3396bad1320df4d59a0806a41fafaf99d7b4c9d6.tar.bz2 hercules-3396bad1320df4d59a0806a41fafaf99d7b4c9d6.tar.xz hercules-3396bad1320df4d59a0806a41fafaf99d7b4c9d6.zip |
- Corrected unit id of desperado and Ground Drift using jA's info.
- Rough implementation of Ground Drift according to description and jA info.
- Implemented Tatami Gaeshi using skill description and jA implementation for reference.
- map_foreachinpath calls will no longer go beyond the target point, as this function is required for skills other than SharpShooting now.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7344 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 32 |
1 files changed, 18 insertions, 14 deletions
diff --git a/src/map/status.c b/src/map/status.c index 774f8b60d..fcd9e5a21 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1971,14 +1971,16 @@ int status_calc_pc(struct map_session_data* sd,int first) // Basic ASPD value if (sd->status.weapon < MAX_WEAPON_TYPE) - i = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000; + i = (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->status.weapon]/1000; else - i = ( - (aspd_base[sd->status.class_][sd->weapontype1] - -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) + - (aspd_base[sd->status.class_][sd->weapontype2] - -(status->agi*4+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 = (( + (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] status->amotion = cap_value(i,battle_config.max_aspd,2000); @@ -2388,14 +2390,16 @@ 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 = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000; + skill = (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->status.weapon]/1000; else - skill = ( - (aspd_base[sd->status.class_][sd->weapontype1] - -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) + - (aspd_base[sd->status.class_][sd->weapontype2] - -(status->agi*4+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] + 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; status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); |