static int clif_calc_walkdelay(struct block_list *bl,int delay, int type, int damage, int div_) { if (type == 4 || type == 9 || damage <=0) return 0; if (bl->type == BL_PC) { if (battle_config.pc_walk_delay_rate != 100) delay = delay*battle_config.pc_walk_delay_rate/100; } //else if (bl->type == BL_MOB && status_get_mode(bl)&MD_BOSS) //{ // delay = delay * 10/100; //} else if (battle_config.walk_delay_rate != 100) delay = delay*battle_config.walk_delay_rate/100; if (div_ > 1) //Multi-hit skills mean higher delays. delay += battle_config.multihit_delay*(div_-1); if (bl->type == BL_PC) { TBL_PC *sd = BL_CAST(BL_PC, bl); nullpo_retr(delay>0?delay:1, sd); sd->hit_tick = gettick(); } return delay>0?delay:1; //Return 1 to specify there should be no noticeable delay, but you should stop walking. }