- 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://svn.code.sf.net/p/rathena/svn/trunk@10107 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,10 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2007/04/02
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* Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable
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matter, so it's no longer needed.
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* Reimplemented the bonus 'bAspd' (raw Aspd increase) [Skotlex]
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2007/03/31
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* Added all the missing defines for ctype.h functions and converted all
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the direct uses to the defines. [FlavioJS]
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@ -302,7 +302,7 @@ bIgnoreDefEle 1026
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bIgnoreDefRace 1027
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bAtkRate 1028
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bSpeedAddRate 1029
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bAspdAddRate 1030
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bMagicAtkDef 1031
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bMiscAtkDef 1032
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bIgnoreMdefEle 1033
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@ -704,7 +704,7 @@ struct map_session_data {
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int hp_loss_rate;
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int sp_loss_rate;
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int classchange; // [Valaris]
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int speed_add_rate, aspd_add_rate;
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int speed_add_rate, aspd_add;
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unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
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short splash_range, splash_add_range;
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@ -1149,7 +1149,7 @@ enum _sp {
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SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021
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SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_FREE2, SP_MATK_RATE, // 1022-1025
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SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
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SP_ATK_RATE,SP_SPEED_ADDRATE,SP_ASPD_ADDRATE, // 1028-1030
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SP_ATK_RATE,SP_SPEED_ADDRATE,SP_FREE3, // 1028-1030
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SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032
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SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034
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SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037
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@ -1179,6 +1179,7 @@ enum _sp {
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SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041
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//Before adding another, note that these are free:
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//1024 (SP_FREE2, previous matk)
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//1030 (SP_FREE3, previous AspdAddRate)
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//2022 (SP_FREE, previous bDefIgnoreMob)
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};
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18
src/map/pc.c
18
src/map/pc.c
@ -1528,20 +1528,12 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
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sd->speed_add_rate -= val;
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break;
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case SP_ASPD: //Raw increase
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// if(sd->state.lr_flag != 2)
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// status->amotion -= val*10;
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if (battle_config.error_log)
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ShowError("pc_bonus: bonus bAspd is no longer supported!\n");
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break;
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case SP_ASPD_RATE: //Non stackable increase
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if(val >= 0) { //Let negative ASPD bonuses become AddRate ones.
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if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10)
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status->aspd_rate = 1000-val*10;
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break;
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}
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case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
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if(sd->state.lr_flag != 2)
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sd->aspd_add_rate -= val;
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sd->aspd_add -= 10*val;
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break;
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case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
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if(sd->state.lr_flag != 2)
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status->aspd_rate -= 10*val;
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break;
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case SP_HP_RECOV_RATE:
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if(sd->state.lr_flag != 2)
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@ -1170,6 +1170,14 @@ int status_check_visibility(struct block_list *src, struct block_list *target)
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void status_calc_bl(struct block_list *bl, unsigned long flag);
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// Basic ASPD value
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#define status_base_amotion_pc(sd,status) (sd->aspd_add + \
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(sd->status.weapon < MAX_WEAPON_TYPE? \
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(1000 -4*status->agi -status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000:\
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(1000 -4*status->agi -status->dex)*(\
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aspd_base[sd->status.class_][sd->weapontype1]+\
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aspd_base[sd->status.class_][sd->weapontype2])*2/3000))
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static int status_base_atk(struct block_list *bl, struct status_data *status)
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{
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int flag = 0, str, dex, dstr;
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@ -1692,7 +1700,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
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+ sizeof(sd->sp_loss_rate)
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+ sizeof(sd->classchange)
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+ sizeof(sd->speed_add_rate)
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+ sizeof(sd->aspd_add_rate)
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+ sizeof(sd->aspd_add)
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+ sizeof(sd->setitem_hash)
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+ sizeof(sd->setitem_hash2)
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// shorts
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@ -1882,8 +1890,6 @@ int status_calc_pc(struct map_session_data* sd,int first)
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sd->double_rate += sd->double_add_rate;
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sd->perfect_hit += sd->perfect_hit_add;
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sd->splash_range += sd->splash_add_range;
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if(sd->aspd_add_rate)
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status->aspd_rate += 10*sd->aspd_add_rate;
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if(sd->speed_add_rate)
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sd->speed_rate += sd->speed_add_rate;
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@ -2166,18 +2172,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
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// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
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// Basic ASPD value
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if (sd->status.weapon < MAX_WEAPON_TYPE)
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i = (1000 -4*status->agi -status->dex)
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*aspd_base[sd->status.class_][sd->status.weapon]/1000;
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else
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i = ((
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(1000 -4*status->agi -status->dex)
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*aspd_base[sd->status.class_][sd->weapontype1]/1000
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)+(
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(1000 -4*status->agi -status->dex)
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*aspd_base[sd->status.class_][sd->weapontype2]/1000
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)) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
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i = status_base_amotion_pc(sd,status);
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status->amotion = cap_value(i,battle_config.max_aspd,2000);
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// Relative modifiers from passive skills
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@ -2696,18 +2691,8 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
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}
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if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
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flag|=SCB_ASPD;
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if (sd->status.weapon < MAX_WEAPON_TYPE)
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skill = (1000 -4*status->agi -status->dex)
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*aspd_base[sd->status.class_][sd->status.weapon]/1000;
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else
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skill = ((
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(1000 -4*status->agi -status->dex)
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*aspd_base[sd->status.class_][sd->weapontype1]/1000
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)+(
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(1000 -4*status->agi -status->dex)
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*aspd_base[sd->status.class_][sd->weapontype2]/1000
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)) *2/3;
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skill = status_base_amotion_pc(sd,status);
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status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
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// Apply all relative modifiers
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