From 7361d9a8860828b6040db76b5c9ebdc5d8fa29c6 Mon Sep 17 00:00:00 2001 From: Jesusaves Date: Wed, 10 Apr 2019 09:25:59 -0300 Subject: [ALPHA] [UNTESTED] [EXPERIMENTAL] [TEST SERVER ONLY] [FIX TEST REVERT ME PLEASE] Experimental Drinking System. Only on Red Plush Wine atm (not at Beer) See also: https://wiki.themanaworld.org/index.php/User:Crush/Alcohol --- npc/items/alcohol.txt | 76 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 76 insertions(+) create mode 100644 npc/items/alcohol.txt (limited to 'npc/items/alcohol.txt') diff --git a/npc/items/alcohol.txt b/npc/items/alcohol.txt new file mode 100644 index 000000000..6ecad5571 --- /dev/null +++ b/npc/items/alcohol.txt @@ -0,0 +1,76 @@ +// TMW-2 Script. +// Author: +// Crush +// Jesusalva +// Description: +// Alcohol effects +// TODO: Retroactive, weakens every hour... +// +// Variables: +// @taste Alcohol taste (0~100) - influences exp up +// @Alcool 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_OVERLAPEXPUP + +- 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), 4); // Shouldn't it be 5? + } + return 0; + } + +OnUse: + if (@Alcool <= 0) close; + // Do you have enough vitality to hold your beer? + .@vit=readparam(bVit); + if (@Alcool+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; + } + + // Put the delay in ms. Each ALCOOL point is 10 minutes. + .@delay = remaining_bonus(SC_OVERLAPEXPUP, false); + .@delay += @Alcool*600*1000; + // Alcohol EXP Bonus sums to previous exp bonus + .@val1 = remaining_bonus(SC_OVERLAPEXPUP, true); + .@val1 += @taste; + + // Reset EXP Bonus + sc_end SC_OVERLAPEXPUP; + sc_start SC_OVERLAPEXPUP, .@delay, .@val1; + + // Same goes for attack speed debuff + // Except delay does not stack, and malus is recalculated + .@delay = @Alcool*600*1000; + .@val1 = ALC_THRESHOLD+@Alcool; + + // Reset Attack Speed Debuff + sc_end SC_ATTHASTE_INFINITY; + sc_start SC_ATTHASTE_INFINITY, .@delay, -.@val1; + + // Recalculate Alcohol Threshold and time + ALC_THRESHOLD+=@Alcool; + if (ALC_DELAYTIME < gettimetick(2)) + ALC_DELAYTIME=gettimetick(2); + ALC_DELAYTIME+=@Alcool*600*1000; + close; +} + -- cgit v1.2.3-60-g2f50