k := 250 - Param[1] - (Param[4] div 4);
if (250 - Param[1] - (Param[4] div 4)) < 1 then begin
k := 1;
end else begin
k := 250 - Param[1] -(Param[4] div 4);
end;
ADelay := 20 * WeaponASPDTable[Job][WeaponType] * k div 250;
if ADelay < 200 then ADelay := 200;
if (BaseLV + Param[2]) > 203 then begin
HPDelay[0] := 150;
end else begin
HPDelay[0] := 3000 - (14 * (BaseLV + Param[2]));
end;
これで多分ダイジョウブかと
さらにクリティカルの実装
攻撃処理の直前に以下を挿入
l := integer(Critical);
atk_type := 0;
//Critical処理
if Random(100) < l then begin
if Weapon = 0 then begin
//素手
dmg[0] := ATK3;
end else begin
//素手以外
dmg[0] := ATK3 + (ATK * WeaponTypeTable[ts.Data.Scale][Weapon] div 100);
end;
atk_type := 10;
end else begin
〜省略〜
end
〜省略〜
WFIFOB(26。�ョ atk_type);
HPRTickをHPTickと同様に初期化しておく
var SM_RECOVERY:byte; //SM_RECOVERYの有無
SM_RECOVERY_LV:byte;//SM_RECOVERYのレベル
if SM_RECOVERY = 1 then begin
if HPRTick + 10000 <= Tick then begin
if HP <> MAXHP then begin
HPR := (SM_RECOVERY_LV * 5) + (MAXHP div 50);
if HP + HPR > MAXHP then HPR := MAXHP - HP;
HP := HP + HPR;
HPRTick := HPRTick + 10000;
WFIFOW( 0。�ョ $013d);
WFIFOW( 2。�ョ $0005);
WFIFOW( 4。�ョ HPR);
Socket.SendBuf(buf。�ョ 6);
end else begin
HPRTick := Tick;
end;
end;
end;