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authorJesusaves <cpntb1@ymail.com>2019-07-25 22:06:55 -0300
committerJesusaves <cpntb1@ymail.com>2019-07-25 22:06:55 -0300
commite8453063f688ab75f6cd31a4f8d8b63aaebb8208 (patch)
treedbd81f374b054448cad38027205106139ecf7bf0 /npc
parent7c53677b79dbc4d79f9964475c22193471c54b47 (diff)
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Raise Alcohol EXPUP values and expire them on death.
Beer: +5% EXP, Wine: +12% EXP. All values can go up to double with players, capped to the number of players on a 10x10 square from you.
Diffstat (limited to 'npc')
-rw-r--r--npc/items/alcohol.txt20
1 files changed, 10 insertions, 10 deletions
diff --git a/npc/items/alcohol.txt b/npc/items/alcohol.txt
index 4f132fd52..81c6a6bd0 100644
--- a/npc/items/alcohol.txt
+++ b/npc/items/alcohol.txt
@@ -49,27 +49,27 @@ 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 twice the beverage taste
+ // Each user raises exp bonus in 1%, capped to 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*2, .@bonus);
+ @taste+=min(@taste, .@bonus);
// Alcohol EXP Bonus - ponderate average, so having more VIT doesn't means
// more experience - only more time (be careful when mixing alcohol!)
- .@v=remaining_bonus(SC_CASH_PLUSEXP, true);
- .@t=remaining_bonus(SC_CASH_PLUSEXP, false)/1000;
+ .@v=remaining_bonus(SC_OVERLAPEXPUP, true);
+ .@t=remaining_bonus(SC_OVERLAPEXPUP, false)/1000;
if (.@t) .@val1 = ponderate_avg(@taste, @Alcohol, .@v, .@t);
else .@val1 = @taste;
// Put the delay in ms.
- .@delay = remaining_bonus(SC_CASH_PLUSEXP, false);
+ .@delay = remaining_bonus(SC_OVERLAPEXPUP, false);
.@delay = .@t + @Alcohol*.@deltatime;
// Reset EXP Bonus based on the new cumulative delay and average exp bonus
- sc_end SC_CASH_PLUSEXP;
- sc_start SC_CASH_PLUSEXP, .@delay, .@val1;
+ sc_end SC_OVERLAPEXPUP;
+ sc_start SC_OVERLAPEXPUP, .@delay, .@val1;
// Recalculate Alcohol Threshold and time
ALC_THRESHOLD+=@Alcohol;
@@ -78,11 +78,11 @@ OnUse:
ALC_DELAYTIME+=@Alcohol*.@deltatime;
// Debug comment if you need to check stuff
- //debugmes "%d %d | %d %d | f t ", remaining_bonus(SC_CASH_PLUSEXP, false), remaining_bonus(SC_CASH_PLUSEXP, true), remaining_bonus(SC_ATTHASTE_INFINITY, false), remaining_bonus(SC_ATTHASTE_INFINITY, true);
+ //debugmes "%d %d | %d %d | f t ", remaining_bonus(SC_OVERLAPEXPUP, false), remaining_bonus(SC_OVERLAPEXPUP, true), remaining_bonus(SC_ATTHASTE_INFINITY, false), remaining_bonus(SC_ATTHASTE_INFINITY, true);
// For debuff I'll use inc_sc_bonus utilities (exp gain = atk speed loss)
- @min=-(remaining_bonus(SC_CASH_PLUSEXP, true)*2);
- @max=-(remaining_bonus(SC_CASH_PLUSEXP, true)*2);
+ @min=-(remaining_bonus(SC_OVERLAPEXPUP, true)*2);
+ @max=-(remaining_bonus(SC_OVERLAPEXPUP, true)*2);
@type=SC_ATTHASTE_INFINITY;
@delay=@Alcohol*(.@deltatime/1000);
doevent "inc_sc_bonus::OnUse";