// 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 // It also raises @max up to double @max = min(@max*2, @min+(readparam2(bVit)/50)); @min = min(@max, @min+(readparam2(bVit)/30)); // 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 = rand2(@min, @max); // Calculate delay if it was not given if (!@delay || @delay > 60) { @delay=1 + ((@type*3)/2); } // Update val1 @val1 = (@val1 / @delay) + 1; // Decide the healing bonus type. We have four types: S, L, G and M // By default, we use 'S' .@skill = SC_S_LIFEPOTION; // We now have @val1 (new effect), @delay (new delay) // But do we have .@v and .@d (old effect and delay)? //Meh, just override it /* if (getstatus(.@skill)) { .@v=getstatus(.@skill, 1); .@d=getstatus(.@skill, 5); } // 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); } */ // Put the delay in ms @delay *= 1000; // Apply the effect and finish sc_end .@skill; sc_start2 .@skill, @delay, @val1, 1; // Clear stuff // @val1 must be preserved for cross-reading @delay=0; @type=0; @rarity=0; @min=0; @max=0; // @val1=0; end; }