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-rw-r--r--src/map/status.c218
1 files changed, 110 insertions, 108 deletions
diff --git a/src/map/status.c b/src/map/status.c
index d3fa25aaa..31afcdbc8 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -5423,121 +5423,123 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
// flag&2 - percentage value
short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) {
#ifdef RENEWAL_ASPD
- int i, pots = 0, skills1 = 0, skills2 = 0;
+ int i, pots = 0, bonus = 0;
- if(!sc || !sc->count)
+ if (!sc || !sc->count)
return 0;
- if(sc->data[i=SC_ATTHASTE_INFINITY] ||
- sc->data[i=SC_ATTHASTE_POTION3] ||
- sc->data[i=SC_ATTHASTE_POTION2] ||
- sc->data[i=SC_ATTHASTE_POTION1])
- pots += sc->data[i]->val1;
-
- if( !sc->data[SC_QUAGMIRE] ){
- if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;
-
- if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
- skills1 = 7;
-
- if(sc->data[SC_ADRENALINE2] && skills1 < 6)
- skills1 = 6;
-
- if(sc->data[SC_ADRENALINE] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
- skills1 = 5;
- }
-
- if( sc->data[SC_ASSNCROS] && skills1 < sc->data[SC_ASSNCROS]->val2){
- if (bl->type!=BL_PC)
- skills1 = sc->data[SC_ASSNCROS]->val2;
- else
- switch(((TBL_PC*)bl)->status.weapon)
- {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- skills1 = sc->data[SC_ASSNCROS]->val2;
+ if (flag&1) {
+ // ASPD fixed values
+ if (sc->data[i=SC_ATTHASTE_INFINITY]
+ || sc->data[i=SC_ATTHASTE_POTION3]
+ || sc->data[i=SC_ATTHASTE_POTION2]
+ || sc->data[i=SC_ATTHASTE_POTION1]
+ )
+ pots += sc->data[i]->val1;
+
+ if (!sc->data[SC_QUAGMIRE]) {
+ if(sc->data[SC_TWOHANDQUICKEN] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_ONEHANDQUICKEN] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info
+ bonus = 7;
+ if(sc->data[SC_ADRENALINE2] && bonus < 6)
+ bonus = 6;
+ if(sc->data[SC_ADRENALINE] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_SPEARQUICKEN] && bonus < 7)
+ bonus = 7;
+ if(sc->data[SC_HLIF_FLEET] && bonus < 5)
+ bonus = 5;
}
- }
- if((sc->data[SC_BERSERK]) && skills1 < 15)
- skills1 = 15;
- else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
- skills1 = 20;
-
- if(sc->data[SC_DONTFORGETME])
- skills2 -= sc->data[SC_DONTFORGETME]->val2;
- if(sc->data[SC_LONGING])
- skills2 -= sc->data[SC_LONGING]->val2;
- if(sc->data[SC_STEELBODY])
- skills2 -= 25;
- if(sc->data[SC_SKA])
- skills2 -= 25;
- if(sc->data[SC_DEFENDER])
- skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
- skills2 -= 25;
- if(sc->data[SC_GRAVITATION])
- skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
- if(sc->data[SC_JOINTBEAT]) { // needs more info
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- skills2 -= 25;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- skills2 -= 10;
- }
- if( sc->data[SC_FROSTMISTY] )
- skills2 -= 15;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- skills2 -= 50;
- if( sc->data[SC_PARALYSE] )
- skills2 -= 10;
- if( sc->data[SC__BODYPAINT] )
- skills2 -= sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
- if( sc->data[SC__GROOMY] )
- skills2 -= sc->data[SC__GROOMY]->val2;
- if( sc->data[SC_GLOOMYDAY] )
- skills2 -= ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
- if( sc->data[SC_EARTHDRIVE] )
- skills2 -= 25;
- if( sc->data[SC_MELON_BOMB] )
- skills2 -= sc->data[SC_MELON_BOMB]->val1;
- if( sc->data[SC_PAIN_KILLER] )
- skills2 -= sc->data[SC_PAIN_KILLER]->val2;
+ if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
+ if (bl->type!=BL_PC)
+ bonus = sc->data[SC_ASSNCROS]->val2;
+ else {
+ switch (((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ bonus = sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ }
- if( sc->data[SC_SWING] ) // TODO: SC_SWING shouldn't stack with skill1 modifiers
- skills2 += sc->data[SC_SWING]->val3;
- if( sc->data[SC_DANCE_WITH_WUG] )
- skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
- if( sc->data[SC_GENTLETOUCH_CHANGE] )
- skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
- if( sc->data[SC_BOOST500] )
- skills2 += sc->data[SC_BOOST500]->val1;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
- if( sc->data[SC_INCASPDRATE] )
- skills2 += sc->data[SC_INCASPDRATE]->val1;
- if( sc->data[SC_GS_GATLINGFEVER] )
- skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
- if( sc->data[SC_STAR_COMFORT] )
- skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
+ if ((sc->data[SC_BERSERK]) && bonus < 15)
+ bonus = 15;
+ else if (sc->data[SC_GS_MADNESSCANCEL] && bonus < 20)
+ bonus = 20;
- return ( flag&1? (skills1 + pots) : skills2 );
+ } else {
+ // ASPD percentage values
+ if (sc->data[SC_DONTFORGETME])
+ bonus -= sc->data[SC_DONTFORGETME]->val2;
+ if (sc->data[SC_LONGING])
+ bonus -= sc->data[SC_LONGING]->val2;
+ if (sc->data[SC_STEELBODY])
+ bonus -= 25;
+ if (sc->data[SC_SKA])
+ bonus -= 25;
+ if (sc->data[SC_DEFENDER])
+ bonus -= sc->data[SC_DEFENDER]->val4 / 10;
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
+ bonus -= 25;
+ if (sc->data[SC_GRAVITATION])
+ bonus -= sc->data[SC_GRAVITATION]->val2; // needs more info
+ if (sc->data[SC_JOINTBEAT]) { // needs more info
+ if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
+ bonus -= 25;
+ if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
+ bonus -= 10;
+ }
+ if (sc->data[SC_FROSTMISTY])
+ bonus -= 15;
+ if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
+ bonus -= 50;
+ if (sc->data[SC_PARALYSE])
+ bonus -= 10;
+ if (sc->data[SC__BODYPAINT])
+ bonus -= sc->data[SC__BODYPAINT]->val1;
+ if (sc->data[SC__INVISIBILITY])
+ bonus -= sc->data[SC__INVISIBILITY]->val2 ;
+ if (sc->data[SC__GROOMY])
+ bonus -= sc->data[SC__GROOMY]->val2;
+ if (sc->data[SC_GLOOMYDAY])
+ bonus -= (15 + 5 * sc->data[SC_GLOOMYDAY]->val1);
+ if (sc->data[SC_EARTHDRIVE])
+ bonus -= 25;
+ if (sc->data[SC_MELON_BOMB])
+ bonus -= sc->data[SC_MELON_BOMB]->val1;
+ if (sc->data[SC_PAIN_KILLER])
+ bonus -= sc->data[SC_PAIN_KILLER]->val2;
+
+ if (sc->data[SC_SWING]) // TODO: SC_SWING shouldn't stack with skill1 modifiers
+ bonus += sc->data[SC_SWING]->val3;
+ if (sc->data[SC_DANCE_WITH_WUG])
+ bonus += sc->data[SC_DANCE_WITH_WUG]->val3;
+ if (sc->data[SC_GENTLETOUCH_CHANGE])
+ bonus += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
+ if (sc->data[SC_BOOST500])
+ bonus += sc->data[SC_BOOST500]->val1;
+ if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
+ bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
+ if (sc->data[SC_INCASPDRATE])
+ bonus += sc->data[SC_INCASPDRATE]->val1;
+ if (sc->data[SC_GS_GATLINGFEVER])
+ bonus += sc->data[SC_GS_GATLINGFEVER]->val1;
+ if (sc->data[SC_STAR_COMFORT])
+ bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
+ }
+
+ return (bonus + pots);
#else
return 0;
#endif