Difference between revisions of "SPEED"
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All variables are Integer and numbers after point, '''truncated''' to nearest INT. | All variables are Integer and numbers after point, '''truncated''' to nearest INT. | ||
− | '''CURRENTLY UNCOMPLETED & UNTESTED!''' | + | '''Formulas EXAMPLES CURRENTLY UNCOMPLETED & UNTESTED!''' |
=09-05-2015= | =09-05-2015= |
Latest revision as of 17:14, 15 May 2015
Speed formulas that were used in Sphere.
All variables are Integer and numbers after point, truncated to nearest INT.
Formulas EXAMPLES CURRENTLY UNCOMPLETED & UNTESTED!
09-05-2015
ibs = 50; iss = Char.IncreaseSwingSpeed; if (Weapon) { ibs = Weapon.TAG.OVERRIDE.SPEED; if (ibs <= 0) { ibs = MAX(0, Weapon.SPEED); } } iss = MAX(1, ibs * (100 + iss) / 100); iss = (iSpeedScaleFactor / (DEX + 100) * iss) - 2; swingSpeed = (MAX(5, iss) * 10) / 4;
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