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authorJesusaves <cpntb1@ymail.com>2023-01-16 20:47:22 -0300
committerJesusaves <cpntb1@ymail.com>2023-01-16 20:47:22 -0300
commit3ce836d10d34945f8414bbeabd0a32f5c7db9008 (patch)
treee21e4ab84eb9f8cc60ff8d6d0c36b4bb227f0b3a
parenta1ce0cc796f3d8344fad9c5166bbc4628d4607b9 (diff)
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Strip down weather
-rw-r--r--npc/functions/weather.txt52
1 files changed, 1 insertions, 51 deletions
diff --git a/npc/functions/weather.txt b/npc/functions/weather.txt
index 711497d..69e434c 100644
--- a/npc/functions/weather.txt
+++ b/npc/functions/weather.txt
@@ -187,57 +187,7 @@ OnMinute45:
end;
}
- // During night, normal monsters respawn 30% faster. (Bifs and Bosses are immune)
- //
- // Also, announce to players about day/night cycle changes
- // The fastest you'll get is 30 minutes for night cycle.
- // It's 2 messages every 3 hours. (r7.5)
- // Player might be on cave, and this will help them tracking time.
- .@current=is_night(true);
- .@update = (.@current != $@WEATHER_NIGHT);
- if (.@update) {
- $@WEATHER_NIGHT=.@current;
- if (.tcl > 0) {
- .tpc = .tpc / .tcl;
- // Monsters spawn faster based on average player count of previous
- // cycle, 2% faster per player, capped at 2/3 of the lowest rate
- // Default lowest is 70%, so it can go down up to 45% reduction
- // For a total of (70-45 = 25%) or monsters spawning 4× faster
- // when server is at "full" load (22 players or so)
- .@bon = min(.tpc * 2, min($BCONFN_SPAWN, $BCONFD_SPAWN) * 2 / 3);
- }
- .tpc=0;
- .tcl=0;
- }
- if (is_night() && .@update) {
- .@c = getunits(BL_PC, .@players, MAX_CYCLE_PC);
- for (.@i = 0; .@i < .@c; .@i++) {
- attachrid(.@players[.@i]);
- callfunc("SC_Bonus", 180, SC_INCMHPRATE, 10, 10);
- percentheal 100, 100;
- message(.@players[.@i], "The night falls.");
- detachrid();
- }
- setbattleflag("mob_spawn_delay", $BCONFN_SPAWN - .@bon);
- setbattleflag("monster_hp_rate", $BCONFN_MOBHP);
- //charcommand("@reloadbattleconf"); // Careful!
- donpcevent("@exprate::OnInheirtedReload");
- //donpcevent("@droprate::OnReload");
- } else if (!is_night() && .@update) {
- .@c = getunits(BL_PC, .@players, MAX_CYCLE_PC);
- for (.@i = 0; .@i < .@c; .@i++) {
- attachrid(.@players[.@i]);
- callfunc("SC_Bonus", 180, SC_INCMHPRATE, 10, 10);
- percentheal 100, 100;
- message(.@players[.@i], "The day rises.");
- detachrid();
- }
- setbattleflag("mob_spawn_delay", $BCONFD_SPAWN - .@bon);
- setbattleflag("monster_hp_rate", $BCONFD_MOBHP);
- //charcommand("@reloadbattleconf"); // Careful!
- donpcevent("@exprate::OnInheirtedReload");
- //donpcevent("@droprate::OnReload");
- }
+ // Crossroads has no changes between day/night (cosmetic only) (skill only)
callfunc "FYE_Normalize";
debugmes "[Weather.sys] Weather reloaded";