From 11aa43448a18e4334f6ddc89711d15f73273484d Mon Sep 17 00:00:00 2001 From: skotlex Date: Sun, 1 Apr 2007 14:40:49 +0000 Subject: - Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable matter, so it's no longer needed. - Reimplemented the bonus 'bAspd' - Renamed variable aspd_add_rate to aspd_add, since bAspdAddRate was removed, this variable now holds the absolute aspd bonuses. - Added define status_base_amotion_pc to get the base amotion value. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10107 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/status.c | 37 +++++++++++-------------------------- 1 file changed, 11 insertions(+), 26 deletions(-) (limited to 'src/map/status.c') diff --git a/src/map/status.c b/src/map/status.c index 8d4084f28..d1442e4bf 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1170,6 +1170,14 @@ int status_check_visibility(struct block_list *src, struct block_list *target) void status_calc_bl(struct block_list *bl, unsigned long flag); + // Basic ASPD value +#define status_base_amotion_pc(sd,status) (sd->aspd_add + \ + (sd->status.weapon < MAX_WEAPON_TYPE? \ + (1000 -4*status->agi -status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000:\ + (1000 -4*status->agi -status->dex)*(\ + aspd_base[sd->status.class_][sd->weapontype1]+\ + aspd_base[sd->status.class_][sd->weapontype2])*2/3000)) + static int status_base_atk(struct block_list *bl, struct status_data *status) { int flag = 0, str, dex, dstr; @@ -1692,7 +1700,7 @@ int status_calc_pc(struct map_session_data* sd,int first) + sizeof(sd->sp_loss_rate) + sizeof(sd->classchange) + sizeof(sd->speed_add_rate) - + sizeof(sd->aspd_add_rate) + + sizeof(sd->aspd_add) + sizeof(sd->setitem_hash) + sizeof(sd->setitem_hash2) // shorts @@ -1882,8 +1890,6 @@ int status_calc_pc(struct map_session_data* sd,int first) sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->splash_range += sd->splash_add_range; - if(sd->aspd_add_rate) - status->aspd_rate += 10*sd->aspd_add_rate; if(sd->speed_add_rate) sd->speed_rate += sd->speed_add_rate; @@ -2166,18 +2172,7 @@ int status_calc_pc(struct map_session_data* sd,int first) // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value - if (sd->status.weapon < MAX_WEAPON_TYPE) - i = (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - 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] - + i = status_base_amotion_pc(sd,status); status->amotion = cap_value(i,battle_config.max_aspd,2000); // Relative modifiers from passive skills @@ -2696,18 +2691,8 @@ 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 = (1000 -4*status->agi -status->dex) - *aspd_base[sd->status.class_][sd->status.weapon]/1000; - else - 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; + skill = status_base_amotion_pc(sd,status); status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); // Apply all relative modifiers -- cgit v1.2.3-60-g2f50