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安赫尔

How to increase ASPD by Status.c

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I am change status.c on line 2991 to increase ASPD on some jobclass before.

 

 more info	if((skill_lv=pc->checkskill(sd,AC_CONCENTRATION))>0 && sd->status.weapon == W_BOW)		bstatus->aspd_rate += 20;	if((skill_lv=pc->checkskill(sd,KN_TWOHANDQUICKEN))>0 && sd->status.weapon == W_2HSWORD)		bstatus->aspd_rate += 35;	if((skill_lv=pc->checkskill(sd,BS_ADRENALINE))>0 && sd->status.weapon == W_2HAXE)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,CR_SPEARQUICKEN))>0 && sd->status.weapon == W_2HSPEAR)		bstatus->aspd_rate += 35;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_KATAR)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_DAGGER)		bstatus->aspd_rate += 45;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_1HSWORD)		bstatus->aspd_rate += 45;	if((skill_lv=pc->checkskill(sd,TF_DOUBLE))>0 && sd->status.weapon >= W_1HSWORD)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,NJ_ISSEN))>0 && !pc->nextjobexp(sd))		bstatus->aspd_

 

But it invalid after https://github.com/HerculesWS/Hercules/commit/53b2d771beebbb358bf88cad47317965876eb0b4  this update.

 

So, how can I increase ASPD now?  I wanna increase RK Aspd.. I feel its much lower than the CRO.

 

Thanks.

 

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You can add those below

#ifndef RENEWAL_ASPD	if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)		bstatus->aspd_rate -= 5*skill_lv;	if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))		bstatus->aspd_rate -= 30*skill_lv;	if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))		bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;	if(pc_isriding(sd))		bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);	else if%2

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You can add those below

#ifndef RENEWAL_ASPD	if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)		bstatus->aspd_rate -= 5*skill_lv;	if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))		bstatus->aspd_rate -= 30*skill_lv;	if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))		bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;	if(pc_isriding(sd))		bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);	else if%2

 

 

Yes I am add below , but it's invalid. In the game Aspd is nothing changes.

 

	// ----- ASPD CALCULATION -----	// 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	i = status->base_amotion_pc(sd,bstatus);	bstatus->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);	// Relative modifiers from passive skills#ifndef RENEWAL_ASPD	if((skill_lv=pc->checkskill(sd,AC_CONCENTRATION))>0 && sd->status.weapon == W_BOW)		bstatus->aspd_rate += 20;	if((skill_lv=pc->checkskill(sd,KN_TWOHANDQUICKEN))>0 && sd->status.weapon == W_2HSWORD)		bstatus->aspd_rate += 35;	if((skill_lv=pc->checkskill(sd,BS_ADRENALINE))>0 && sd->status.weapon == W_2HAXE)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,CR_SPEARQUICKEN))>0 && sd->status.weapon == W_2HSPEAR)		bstatus->aspd_rate += 35;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_KATAR)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_DAGGER)		bstatus->aspd_rate += 45;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_1HSWORD)		bstatus->aspd_rate += 45;	if((skill_lv=pc->checkskill(sd,TF_DOUBLE))>0 && sd->status.weapon >= W_1HSWORD)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,NJ_ISSEN))>0 && !pc->nextjobexp(sd))		bstatus->aspd_rate += 18;	if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)		bstatus->aspd_rate -= 5*skill_lv;	if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))		bstatus->aspd_rate -= 30*skill_lv;	if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))		bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;	if(pc_isriding(sd))		bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);	else if(pc_isridingdragon(sd))		bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);#else // needs more info	if((skill_lv=pc->checkskill(sd,AC_CONCENTRATION))>0 && sd->status.weapon == W_BOW)		bstatus->aspd_rate += 20;	if((skill_lv=pc->checkskill(sd,KN_TWOHANDQUICKEN))>0 && sd->status.weapon == W_2HSWORD)		bstatus->aspd_rate += 35;	if((skill_lv=pc->checkskill(sd,BS_ADRENALINE))>0 && sd->status.weapon == W_2HAXE)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,CR_SPEARQUICKEN))>0 && sd->status.weapon == W_2HSPEAR)		bstatus->aspd_rate += 35;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_KATAR)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_DAGGER)		bstatus->aspd_rate += 45;	if((skill_lv=pc->checkskill(sd,GC_CROSSIMPACT))>0 && sd->status.weapon == W_1HSWORD)		bstatus->aspd_rate += 45;	if((skill_lv=pc->checkskill(sd,TF_DOUBLE))>0 && sd->status.weapon >= W_1HSWORD)		bstatus->aspd_rate += 25;	if((skill_lv=pc->checkskill(sd,NJ_ISSEN))>0 && !pc->nextjobexp(sd))		bstatus->aspd_rate += 18;	if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)		bstatus->aspd_rate += 5*skill_lv;	if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))		bstatus->aspd_rate += 30*skill_lv;	if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))		bstatus->aspd_rate += 150;	if(pc_isriding(sd))		bstatus->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);	else if(pc_isridingdragon(sd))		bstatus->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);#endif	bstatus->adelay = 2*bstatus->amotion;	// ----- DMOTION -----	//	i =  800-bstatus->agi*4;

 

Did it have some another way to add Aspd?

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