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// TMW-2 Script.
// Evol scripts.
// Author:
// Reid
// Jesusalva
// Description:
// Random heal every x seconds.
//
// Variables:
// @type
// 0 - Sweeties (lowest)
// 1 - Vegetables
// 2 - Proteins
// 3 - Proccessed
// 4 - Magical (highest)
// @delay
// Overrides the lasting time
// @rarity
// How rare the item is (how much should it effect)
// Ranges from 1 to 10.
//
// Formula:
// MinHeal %: @rarity * ((@type*1) + 1)
// MaxHeal %: @rarity * ((@type*2) + 1)
// Delay: 1 + (@type*2)
// Sweeties: 1s
// Vegetables: 3s
// Proteins: 5s
// Proccessed: 7s
// Magical: 9s
//
// *getequipoption(EQI_HEAD_TOP,1,168); → Heal Bonus (should be first bonus on Chef Hat)
- script rand_sc_heal -1,{
// Add remaning bonus if the last one hasn't finished
/*
function remaining_bonus
{
if (getstatus(getarg(0)))
{
.@old_val1 = getstatus(getarg(0), 1);
.@old_delay = getstatus(getarg(0), 4) * 1000;
// Penalty to healing item stack: -20% on previous item bonus
.@old_val1 = (.@old_val1*8/10);
// change the delay to prevent fast healing
if (.@old_delay > @delay)
{
@delay = .@old_delay;
@val1 += .@old_val1;
}
else
{
@val1 += (.@old_val1 * .@old_delay) / @delay;
}
}
else
{
@val1 = @val3;
}
return;
}
*/
OnUse:
if (@rarity <= 0) {
Exception("Invalid healing item, deleting without healing effect.");
end;
}
// Calculate healing value in %
@min=@rarity * ((@type*1) + 1);
@max=@rarity * ((@type*1) + 1);
// Vitality raises the minimum healing value in 1%, capped at maximum vlaue
@min = min(@max, @min+readparam(bVit));
// Make these abstract % in absolute values
@min=max(1, MaxHp*@min/100);
@max=max(3, MaxHp*@max/100);
// Calculate how much you'll heal
@val1 = rand(@min, @max);
// Calculate delay if it was not given
if (!@delay) {
@delay=1 + (@type*2);
}
// Put the delay in ms
@delay *= 1000;
// We now have @val1 (new effect), @delay (new delay)
// But do we have .@v and .@d (old effect and delay)?
.@v=getstatus(getarg(0), 1);
.@d=getstatus(getarg(0), 4) * 1000;
// If there WAS an effect previously, get ponderate average
if (.@v > 0) {
@val1=ponderate_avg(@val1, @delay, .@v, .@d);
@delay=ponderate_avg(@delay, @val1, .@d, .@v);
}
// Decide the healing bonus type. We have four types: S, L, G and M
// By default, we use 'S'
.@skill = SC_S_LIFEPOTION;
// Apply the effect and finish
sc_end .@skill;
sc_start2 .@skill, @delay, @val1, 1;
end;
}
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