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