- 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
This commit is contained in:
skotlex 2007-04-01 14:40:49 +00:00
parent 4d5a0a08bb
commit 945be871ce
5 changed files with 24 additions and 42 deletions

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@ -3,6 +3,10 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/04/02
* Removed bonus 'bAspdAddRate'. bAspdRate now behaves on a stackable
matter, so it's no longer needed.
* Reimplemented the bonus 'bAspd' (raw Aspd increase) [Skotlex]
2007/03/31
* Added all the missing defines for ctype.h functions and converted all
the direct uses to the defines. [FlavioJS]

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@ -302,7 +302,7 @@ bIgnoreDefEle 1026
bIgnoreDefRace 1027
bAtkRate 1028
bSpeedAddRate 1029
bAspdAddRate 1030
bMagicAtkDef 1031
bMiscAtkDef 1032
bIgnoreMdefEle 1033

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@ -704,7 +704,7 @@ struct map_session_data {
int hp_loss_rate;
int sp_loss_rate;
int classchange; // [Valaris]
int speed_add_rate, aspd_add_rate;
int speed_add_rate, aspd_add;
unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
short splash_range, splash_add_range;
@ -1149,7 +1149,7 @@ enum _sp {
SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021
SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_FREE2, SP_MATK_RATE, // 1022-1025
SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
SP_ATK_RATE,SP_SPEED_ADDRATE,SP_ASPD_ADDRATE, // 1028-1030
SP_ATK_RATE,SP_SPEED_ADDRATE,SP_FREE3, // 1028-1030
SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032
SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034
SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037
@ -1179,6 +1179,7 @@ enum _sp {
SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041
//Before adding another, note that these are free:
//1024 (SP_FREE2, previous matk)
//1030 (SP_FREE3, previous AspdAddRate)
//2022 (SP_FREE, previous bDefIgnoreMob)
};

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@ -1528,20 +1528,12 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
sd->speed_add_rate -= val;
break;
case SP_ASPD: //Raw increase
// if(sd->state.lr_flag != 2)
// status->amotion -= val*10;
if (battle_config.error_log)
ShowError("pc_bonus: bonus bAspd is no longer supported!\n");
break;
case SP_ASPD_RATE: //Non stackable increase
if(val >= 0) { //Let negative ASPD bonuses become AddRate ones.
if(sd->state.lr_flag != 2 && status->aspd_rate > 1000-val*10)
status->aspd_rate = 1000-val*10;
break;
}
case SP_ASPD_ADDRATE: //Stackable increase - Made it linear as per rodatazone
if(sd->state.lr_flag != 2)
sd->aspd_add_rate -= val;
sd->aspd_add -= 10*val;
break;
case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
if(sd->state.lr_flag != 2)
status->aspd_rate -= 10*val;
break;
case SP_HP_RECOV_RATE:
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)
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