From e8453063f688ab75f6cd31a4f8d8b63aaebb8208 Mon Sep 17 00:00:00 2001 From: Jesusaves Date: Thu, 25 Jul 2019 22:06:55 -0300 Subject: 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. --- npc/items/alcohol.txt | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'npc') 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"; -- cgit v1.2.3-60-g2f50