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authorJesusaves <cpntb1@ymail.com>2019-04-10 13:15:29 -0300
committerJesusaves <cpntb1@ymail.com>2019-04-10 13:15:29 -0300
commitd41bdcb9da327cf7268449194fc0ed221d0b4464 (patch)
tree44d0601c409eedf1b8f20fd276ff4ac56f1edcd5
parent61d14421decc566f4c34c93244e1df6c20297d55 (diff)
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Typo
-rw-r--r--db/re/item_db.conf1
-rw-r--r--npc/items/alcohol.txt24
2 files changed, 16 insertions, 9 deletions
diff --git a/db/re/item_db.conf b/db/re/item_db.conf
index d02fada4d..df76ce462 100644
--- a/db/re/item_db.conf
+++ b/db/re/item_db.conf
@@ -772,6 +772,7 @@ item_db: (
Delay: 500
UseEffect: "EFFECT_HEAL"
Script: <"
+ debugmes "They drank me!";
@taste = 50;
@Alcohol = 49;
doevent "alcohol_sc::OnUse";
diff --git a/npc/items/alcohol.txt b/npc/items/alcohol.txt
index 4b03e6818..d1a519d00 100644
--- a/npc/items/alcohol.txt
+++ b/npc/items/alcohol.txt
@@ -8,7 +8,7 @@
//
// Variables:
// @taste Alcohol taste (0~100) - influences exp up
-// @Alcool Alcoholic rating (0~100) - influences Attack Speed Malus, Min. Vit and duration
+// @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)
//
@@ -36,15 +36,17 @@
}
OnUse:
- if (@Alcool <= 0) close;
+ debugmes "I'm being run!";
+ if (@Alcohol <= 0) close;
// Do you have enough vitality to hold your beer?
.@vit=readparam(bVit);
- if (@Alcool+ALC_THRESHOLD > .@vit) {
+ 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;
}
+ debugmes "It's safe to drink!";
// 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! ;-)
@@ -52,9 +54,10 @@ OnUse:
.@bonus=getareausers(.@m$, .@x-10, .@y-10, .@x+10, .@y+10);
@taste+=min(@taste, .@bonus);
- // Put the delay in ms. Each ALCOOL point is 10 minutes.
+ debugmes "You should get exp!";
+ // Put the delay in ms. Each Alcohol point is 10 minutes.
.@delay = remaining_bonus(SC_OVERLAPEXPUP, false);
- .@delay += @Alcool*600*1000;
+ .@delay += @Alcohol*600*1000;
// Alcohol EXP Bonus sums to previous exp bonus
.@val1 = remaining_bonus(SC_OVERLAPEXPUP, true);
.@val1 += @taste;
@@ -63,20 +66,23 @@ OnUse:
sc_end SC_CASH_PLUSEXP;
sc_start SC_CASH_PLUSEXP, .@delay, .@val1;
+ debugmes "You attack too fast!";
// Same goes for attack speed debuff
// Except delay does not stack, and malus is recalculated
- .@delay = @Alcool*600*1000;
- .@val1 = ALC_THRESHOLD+@Alcool;
+ .@delay = @Alcohol*600*1000;
+ .@val1 = ALC_THRESHOLD+@Alcohol;
// Reset Attack Speed Debuff
sc_end SC_ATTHASTE_INFINITY;
sc_start SC_ATTHASTE_INFINITY, .@delay, -.@val1;
+ debugmes "Stop drinking!";
// Recalculate Alcohol Threshold and time
- ALC_THRESHOLD+=@Alcool;
+ ALC_THRESHOLD+=@Alcohol;
if (ALC_DELAYTIME < gettimetick(2))
ALC_DELAYTIME=gettimetick(2);
- ALC_DELAYTIME+=@Alcool*600*1000;
+ ALC_DELAYTIME+=@Alcohol*600*1000;
+ debugmes "I'm done!";
close;
}