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Diffstat (limited to 'npc')
-rw-r--r--npc/items/alcohol.txt13
1 files changed, 9 insertions, 4 deletions
diff --git a/npc/items/alcohol.txt b/npc/items/alcohol.txt
index e50b3c00d..ad3d59a53 100644
--- a/npc/items/alcohol.txt
+++ b/npc/items/alcohol.txt
@@ -45,7 +45,9 @@ OnUse:
sc_start SC_CONFUSION, 5000, 0, 10000, SCFLAG_NOAVOID; // Warning, forces user to use @resync!
end;
}
- //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);
+ .@deltatime=60*1000; // How long (in ms) each Alcohol point works? (max. 100 points)
+ // 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
// If you are with many people, drink a better beverage! ;-)
@@ -55,7 +57,7 @@ OnUse:
// Put the delay in ms. Each Alcohol point is 10 minutes.
.@delay = remaining_bonus(SC_CASH_PLUSEXP, false);
- .@delay += @Alcohol*600*1000;
+ .@delay += @Alcohol*.@deltatime;
// Alcohol EXP Bonus sums to previous exp bonus
.@val1 = remaining_bonus(SC_CASH_PLUSEXP, true);
.@val1 += @taste;
@@ -66,7 +68,7 @@ OnUse:
// Same goes for attack speed debuff
// Except malus is recalculated
- .@delay = remaining_bonus(SC_ATTHASTE_INFINITY, false)+@Alcohol*600*1000;
+ .@delay = remaining_bonus(SC_ATTHASTE_INFINITY, false)+@Alcohol*.@deltatime;
.@val1 = (ALC_THRESHOLD+@Alcohol)/2;
// Reset Attack Speed Debuff
@@ -77,7 +79,10 @@ OnUse:
ALC_THRESHOLD+=@Alcohol;
if (ALC_DELAYTIME < gettimetick(2))
ALC_DELAYTIME=gettimetick(2);
- ALC_DELAYTIME+=@Alcohol*600*1000;
+ 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);
close;
}