// TMW-2 Script.
// Evol scripts.
// Author:
// Reid
// Jesusalva
// Description:
// Legacy Healing System
//
// Variables:
// @delay Second of healing
// @min Min amount of healing
// @max Max amount of healing
//
// *getequipoption(EQI_HEAD_TOP,1,168); → Heal Bonus (should be first bonus on Chef Hat)
- script legacy_heal -1,{
OnUse:
if (@delay <= 0) {
Exception("Invalid legacy healing item, deleting without healing effect.");
end;
}
// Decide the healing bonus type. We have four types: S, L, G and M
// By default, we use 'S'
.@skill = SC_S_LIFEPOTION;
// minimum between @min and bVit / 2 * BaseLevel / 10
//@min = min(@max, readparam(bVit) * BaseLevel / 20);
@val1 = rand2(@min, @max);
@delay *= 1000; // Put the delay in ms
// We now have @val1 (new effect), @delay (new delay)
// But do we have .@v and .@d (old effect and delay)?
.@v=getstatus(.@skill, 1);
.@d=getstatus(.@skill, 4) * 1000;
// If there WAS an effect previously, get ponderate average
// Note: never use double-precision ponderate averages
if (.@v > 0) {
@val1=ponderate_avg(@val1, @delay, .@v, .@d);
// Overflow and Underflow protection
if (@delay+.@d < @delay*5 && .@d > 0)
@delay=@delay+.@d;
//@delay=ponderate_avg(@delay, @val1, .@d, .@v);
}
// Apply the effect and finish
sc_end .@skill;
sc_start2 .@skill, @delay, @val1, 1;
@delay=0;
@min=0;
@max=0;
@val1=0;
end;
}