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authorJesusaves <cpntb1@ymail.com>2020-12-23 21:14:36 -0300
committerJesusaves <cpntb1@ymail.com>2020-12-23 21:14:36 -0300
commit299c64e05a548751c1ada1dcae46a5fdb6865991 (patch)
treefc27247d508af87e3cc096d4d24428a252130730 /battle
parent799e5bed054f84118ad0ac7b3be7058fee550602 (diff)
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Level boosts are now extremely predictable: They boost status in 1%
Do note that stats were nerfed with the new recalc patch (being applied to units)
Diffstat (limited to 'battle')
-rw-r--r--battle/main.py5
1 files changed, 3 insertions, 2 deletions
diff --git a/battle/main.py b/battle/main.py
index f19dc6b..d5470db 100644
--- a/battle/main.py
+++ b/battle/main.py
@@ -282,9 +282,10 @@ def begin_quest(args, token, client_side=True):
stdout("Preparing party member")
# How much HP/ATK bonus per level you'll get?
+ # Each level boosts your stats in 1%
lvl=int(Player[token]["inv"][ux["inv_id"]]["level"])-1
- hpboost=player.readjust_status(un["rare"], un["job"], True)*max(lvl-1, 0)
- akboost=player.readjust_status(un["rare"], un["job"], False)*max(lvl-1, 0)
+ hpboost=int(un["hp"]*(max(lvl-1, 0)/100.0))
+ akboost=int(un["strength"]*(max(lvl-1, 0)/100.0))
# generate unit data for battle
Battle[token]["party"].append({