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authorJesusaves <cpntb1@ymail.com>2019-04-10 13:42:56 -0300
committerJesusaves <cpntb1@ymail.com>2019-04-10 13:42:56 -0300
commit1a8f33e5c3183275d66a2c37abcc129225d861be (patch)
tree235ad59ef7675f6b53e4c99608a21981b4c2c7b4 /npc/items/alcohol.txt
parentd3ce3af3e7d955d265f06f98fcdd1487829c1105 (diff)
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Set friends limit to double the beverage test.
Thus, a 8% wine can boost up to 24% EXP at a single go, if you have 16 friends online with you. This is a lot of Experience, but also a lot of friends ;-) And said friends help the game to grow, which is more important than worrying with experience values. I'll probably set final value to 6% (aka. 12 friends for 18% max bonus).
Diffstat (limited to 'npc/items/alcohol.txt')
-rw-r--r--npc/items/alcohol.txt4
1 files changed, 2 insertions, 2 deletions
diff --git a/npc/items/alcohol.txt b/npc/items/alcohol.txt
index ad3d59a53..b5d187f67 100644
--- a/npc/items/alcohol.txt
+++ b/npc/items/alcohol.txt
@@ -49,11 +49,11 @@ OnUse:
// Default value is 1 minute per alcohol point - you'll be somber after at most two hours.
// Taste is affected by users near you.
- // Each user raises exp bonus in 1%, capped to the beverage taste
+ // Each user raises exp bonus in 1%, capped to twice the beverage taste
// If you are with many people, drink a better beverage! ;-)
getmapxy(.@m$, .@x, .@y, 0);
.@bonus=getareausers(.@m$, .@x-10, .@y-10, .@x+10, .@y+10)-1;
- @taste+=min(@taste, .@bonus);
+ @taste+=min(@taste*2, .@bonus);
// Put the delay in ms. Each Alcohol point is 10 minutes.
.@delay = remaining_bonus(SC_CASH_PLUSEXP, false);