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Cleaned up Impressive Riff ASPD formula
* Renewal - No longer has to be /10 each time.
* Pre-renewal - Calculated separately from renewal formula.

aleos89 9 years ago
parent
commit
06eab75006
2 changed files with 9 additions and 8 deletions
  1. 7 6
      src/map/skill.c
  2. 2 2
      src/map/status.c

+ 7 - 6
src/map/skill.c

@@ -12673,13 +12673,14 @@ struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_
 		}
 		break;
 	case BA_ASSASSINCROSS:
-		val1 = skill_lv + (status->agi/20); // ASPD increase
-#ifndef RENEWAL
-		val1 += 5; // Pre-renewal has a 5% base ASPD increase
+		if (sd)
+			val1 = pc_checkskill(sd,BA_MUSICALLESSON) / 2;
+#ifdef RENEWAL // ASPD increase
+		val1 += skill_lv + (status->agi / 20);
+#else
+		val1 += 10 + skill_lv + (status->agi / 10);
+		val1 *= 10; // ASPD works with 1000 as 100%
 #endif
-		if(sd)
-			val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
-		val1*=10; // ASPD works with 1000 as 100%
 		break;
 	case DC_FORTUNEKISS:
 		val1 = 10+skill_lv+(status->luk/10); // Critical increase

+ 2 - 2
src/map/status.c

@@ -6496,7 +6496,7 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s
 
 	if(sc->data[SC_ASSNCROS] && !skills1) {
 		if (bl->type!=BL_PC)
-			skills2 += sc->data[SC_ASSNCROS]->val2/10;
+			skills2 += sc->data[SC_ASSNCROS]->val2;
 		else
 			switch(((TBL_PC*)bl)->status.weapon) {
 				case W_BOW:
@@ -6507,7 +6507,7 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s
 				case W_GRENADE:
 					break;
 				default:
-					skills2 += sc->data[SC_ASSNCROS]->val2/10;
+					skills2 += sc->data[SC_ASSNCROS]->val2;
 					break;
 			}
 	}