// TMW-2 Script. // Author: // Crush // Jesusalva // Description: // Alcohol effects // TODO: Retroactive, weakens every hour... // // Variables: // @taste Alcohol taste (0~100) - influences exp up // @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) // // When drunk, attack speed is lowered but exp gain is increased. // Attack Speed Reductor: SC_ATTHASTE_INFINITY // Max HP Reductor: SC_INCMHPRATE // EXP Increaser: SC_CASH_PLUSEXP - script alcohol_sc -1,{ // Stack remaning bonuses if the last one hasn't finished // remaining_bonuses(sc, type) // type 0: delay // type 1: value function remaining_bonus { if (getstatus(getarg(0))) { if (getarg(1)) return getstatus(getarg(0), 1); else return getstatus(getarg(0), 5); // Shouldn't it be 5? } return 0; } OnUse: if (@Alcohol <= 0) close; // Do you have enough vitality to hold your beer? .@vit=readparam(bVit); 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; } .@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 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*2, .@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; 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 = .@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; // Recalculate Alcohol Threshold and time ALC_THRESHOLD+=@Alcohol; if (ALC_DELAYTIME < gettimetick(2)) ALC_DELAYTIME=gettimetick(2); 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); // 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); @type=SC_ATTHASTE_INFINITY; @delay=@Alcohol*(.@deltatime/1000); doevent "inc_sc_bonus::OnUse"; close; }