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-rw-r--r--src/config/classes/general.h5
-rw-r--r--src/config/const.h13
-rw-r--r--src/config/core.h13
3 files changed, 20 insertions, 11 deletions
diff --git a/src/config/classes/general.h b/src/config/classes/general.h
index b3da4a475..b75c907e3 100644
--- a/src/config/classes/general.h
+++ b/src/config/classes/general.h
@@ -22,6 +22,11 @@
#define MAX_SPIRITBALL 15
/**
+* Spirit Charm Limitation
+**/
+#define MAX_SPIRITCHARM 10
+
+/**
* when enabled, reflect damage doesn't bypass devotion (and thus damage is passed to crusader)
* uncomment to enable
**/
diff --git a/src/config/const.h b/src/config/const.h
index 2b5b180c4..e10d2ad2a 100644
--- a/src/config/const.h
+++ b/src/config/const.h
@@ -52,10 +52,14 @@
#define DEFTYPE_MAX CHAR_MAX
#endif
-/* ATCMD_FUNC(mobinfo) HIT and FLEE calculations */
+/* ATCMD_FUNC(mobinfo) HIT, FLEE, ATK, ATK2, MATK and MATK2 calculations */
#ifdef RENEWAL
#define MOB_FLEE(mobdata) ( (mobdata)->lv + (mobdata)->status.agi + 100 )
#define MOB_HIT(mobdata) ( (mobdata)->lv + (mobdata)->status.dex + 150 )
+ #define MOB_ATK1(mobdata) ( ((mobdata)->lv + (mobdata)->status.str) + (mobdata)->status.rhw.atk * 8 / 10 )
+ #define MOB_ATK2(mobdata) ( ((mobdata)->lv + (mobdata)->status.str) + (mobdata)->status.rhw.atk * 12 / 10 )
+ #define MOB_MATK1(mobdata)( ((mobdata)->lv + (mobdata)->status.int_) + (mobdata)->status.rhw.atk2 * 7 / 10 )
+ #define MOB_MATK2(mobdata)( ((mobdata)->lv + (mobdata)->status.int_) + (mobdata)->status.rhw.atk2 * 13 / 10 )
#define RE_SKILL_REDUCTION() do { \
wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 0, wd.flag), nk, n_ele, s_ele, s_ele_, false, flag.arrow); \
if( flag.lh ) \
@@ -69,17 +73,16 @@
/* Renewal's dmg level modifier, used as a macro for a easy way to turn off. */
#ifdef RENEWAL_LVDMG
#define RE_LVL_DMOD(val) do { \
- if( status->get_lv(src) > 100 && (val) > 0 ) \
+ if( (val) > 0 ) \
skillratio = skillratio * status->get_lv(src) / (val); \
} while(0)
#define RE_LVL_MDMOD(val) do { \
- if( status->get_lv(src) > 100 && (val) > 0) \
+ if ( (val) > 0 ) \
md.damage = md.damage * status->get_lv(src) / (val); \
} while(0)
/* ranger traps special */
#define RE_LVL_TMDMOD() do { \
- if( status->get_lv(src) > 100 ) \
- md.damage = md.damage * 150 / 100 + md.damage * status->get_lv(src) / 100; \
+ md.damage = md.damage * 150 / 100 + md.damage * status->get_lv(src) / 100; \
} while(0)
#else
#define RE_LVL_DMOD(val)
diff --git a/src/config/core.h b/src/config/core.h
index ac59563b5..da9296bda 100644
--- a/src/config/core.h
+++ b/src/config/core.h
@@ -35,15 +35,16 @@
//#define STATS_OPT_OUT
/// Uncomment to enable the Cell Stack Limit mod.
-/// It's only config is the battle_config cell_stack_limit.
-/// Only chars affected are those defined in BL_CHAR (mobs and players currently)
+/// It's only config is the battle_config custom_cell_stack_limit.
+/// Only chars affected are those defined in BL_CHAR
//#define CELL_NOSTACK
/// Uncomment to enable circular area checks.
-/// By default, all range checks in Aegis are of Square shapes, so a weapon range
-/// - of 10 allows you to attack from anywhere within a 21x21 area.
-/// Enabling this changes such checks to circular checks, which is more realistic,
-/// - but is not the official behavior.
+/// By default, most server-sided range checks in Aegis are of square shapes, so a monster
+/// with a range of 4 can attack anything within a 9x9 area.
+/// Client-sided range checks are, however, are always circular.
+/// Enabling this changes all checks to circular checks, which is more realistic,
+/// - but is not the official behaviour.
//#define CIRCULAR_AREA
//This is the distance at which @autoloot works,