* Implemented the official dual-wield aspd equation

- using 0.7 instead of 0.66 as modifier (so aspd will be lower now)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11030 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2007-08-17 19:29:03 +00:00
parent 6e94864755
commit 99ad0f978a
2 changed files with 21 additions and 8 deletions

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@ -3,6 +3,9 @@ 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.
2007/08/17
* Implemented the official dual-wield aspd equation [ultramage]
- using 0.7 instead of 0.66 as modifier (so aspd will be lower now)
2007/08/16
* Fixed eAthena's wrong interpretation of the respawn times [Playtester]
* Added icons for NPC_CRITICALWOUND and NPC_SLOWCAST [Playtester]

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@ -59,7 +59,6 @@ int current_equip_item_index; //Contains inventory index of an equipped item. To
int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits
void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag); //[orn]
static void add_sc(int skill, int sc)
{
@ -1170,13 +1169,24 @@ 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))
// Basic ASPD value
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
{
int amotion;
// base weapon delay
amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
? (aspd_base[sd->status.class_][sd->status.weapon]) // single weapon
: (aspd_base[sd->status.class_][sd->weapontype1] + aspd_base[sd->status.class_][sd->weapontype2])*7/10; // dual-wield
// percentual delay reduction from stats
amotion-= amotion * (4*status->agi + status->dex)/1000;
// raw delay adjustment from bAspd bonus
amotion+= sd->aspd_add;
return amotion;
}
static int status_base_atk(struct block_list *bl, struct status_data *status)
{