diff options
Diffstat (limited to 'npc/items')
-rw-r--r-- | npc/items/alcohol.txt | 24 |
1 files changed, 15 insertions, 9 deletions
diff --git a/npc/items/alcohol.txt b/npc/items/alcohol.txt index 4b03e6818..d1a519d00 100644 --- a/npc/items/alcohol.txt +++ b/npc/items/alcohol.txt @@ -8,7 +8,7 @@ // // Variables: // @taste Alcohol taste (0~100) - influences exp up -// @Alcool Alcoholic rating (0~100) - influences Attack Speed Malus, Min. Vit and duration +// @Alcohol Alcoholic rating (0~100) - influences Attack Speed Malus, Min. Vit and duration // ALC_DELAYTIME For how long you are drunk (the delay) - gettimetick(2) // ALC_THRESHOLD How drunk you are (the bonus) // @@ -36,15 +36,17 @@ } OnUse: - if (@Alcool <= 0) close; + debugmes "I'm being run!"; + if (@Alcohol <= 0) close; // Do you have enough vitality to hold your beer? .@vit=readparam(bVit); - if (@Alcool+ALC_THRESHOLD > .@vit) { + if (@Alcohol+ALC_THRESHOLD > .@vit) { dispbottom l("You vomit, you are too drunk for this to have effect anymore."); dispbottom l("Raise vitality to be able to drink even more."); sc_start SC_CONFUSION, 5000, 0, 10000, SCFLAG_NOAVOID; // Warning, forces user to use @resync! end; } + debugmes "It's safe to drink!"; // Taste is affected by users near you. // Each user raises exp bonus in 1%, capped to the beverage taste // If you are with many people, drink a better beverage! ;-) @@ -52,9 +54,10 @@ OnUse: .@bonus=getareausers(.@m$, .@x-10, .@y-10, .@x+10, .@y+10); @taste+=min(@taste, .@bonus); - // Put the delay in ms. Each ALCOOL point is 10 minutes. + debugmes "You should get exp!"; + // Put the delay in ms. Each Alcohol point is 10 minutes. .@delay = remaining_bonus(SC_OVERLAPEXPUP, false); - .@delay += @Alcool*600*1000; + .@delay += @Alcohol*600*1000; // Alcohol EXP Bonus sums to previous exp bonus .@val1 = remaining_bonus(SC_OVERLAPEXPUP, true); .@val1 += @taste; @@ -63,20 +66,23 @@ OnUse: sc_end SC_CASH_PLUSEXP; sc_start SC_CASH_PLUSEXP, .@delay, .@val1; + debugmes "You attack too fast!"; // Same goes for attack speed debuff // Except delay does not stack, and malus is recalculated - .@delay = @Alcool*600*1000; - .@val1 = ALC_THRESHOLD+@Alcool; + .@delay = @Alcohol*600*1000; + .@val1 = ALC_THRESHOLD+@Alcohol; // Reset Attack Speed Debuff sc_end SC_ATTHASTE_INFINITY; sc_start SC_ATTHASTE_INFINITY, .@delay, -.@val1; + debugmes "Stop drinking!"; // Recalculate Alcohol Threshold and time - ALC_THRESHOLD+=@Alcool; + ALC_THRESHOLD+=@Alcohol; if (ALC_DELAYTIME < gettimetick(2)) ALC_DELAYTIME=gettimetick(2); - ALC_DELAYTIME+=@Alcool*600*1000; + ALC_DELAYTIME+=@Alcohol*600*1000; + debugmes "I'm done!"; close; } |