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author | Jesusalva Jesusalva <jesusalva@themanaworld.org> | 2023-05-31 00:44:16 +0000 |
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committer | Jesusalva Jesusalva <jesusalva@themanaworld.org> | 2023-05-31 00:44:16 +0000 |
commit | ee111611d93667b412eda22477fabfac106da0ea (patch) | |
tree | 4f42d3c8f2727de64cb3e87847d837956ab6a391 /db/re | |
parent | c4804195c8a3f6116cae8eb6c61bbd7f61e08105 (diff) | |
download | serverdata-ee111611d93667b412eda22477fabfac106da0ea.tar.gz serverdata-ee111611d93667b412eda22477fabfac106da0ea.tar.bz2 serverdata-ee111611d93667b412eda22477fabfac106da0ea.tar.xz serverdata-ee111611d93667b412eda22477fabfac106da0ea.zip |
Simplify Alcohol Script for consistency, and replace penalty.
This replaces Alcohol to use SC_Bonus, which became the de-facto default.
SC_Bonus was made based on Alcohol code, but it received improvements over time. So I decided it was time to let the parent code go.
I also replaced the penalty. The ASPD penalty never struck me as "right". I tried SC_FROSTMISTY (which slows you down, reduces ASPD, etc. ─ more effects but less duration) and SC_QUAGMIRE (reduces DEX/AGI and nullifies buffs for them, slows you down).
But I opted for SC_HALT_REGENERATION. It is used elsewhere as well and is inflexible: While the effect is active, regardless of what drink you used, healing yourself (by magic, not by potions) will be ineffective, and natural regen is inhibited or disabled ─ likely the later).
Diffstat (limited to 'db/re')
-rw-r--r-- | db/re/item_db.conf | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/db/re/item_db.conf b/db/re/item_db.conf index 121bcfcec..465d18629 100644 --- a/db/re/item_db.conf +++ b/db/re/item_db.conf @@ -592,6 +592,8 @@ item_db: ( sc_end SC_DEC_AGI; sc_end SC_FROSTMISTY; sc_end SC_VENOMBLEED; + sc_end SC_QUAGMIRE; + sc_end SC_FROSTMISTY; sc_end SC_HALT_REGENERATION; percentheal 100, 100; callfunc("SC_Bonus", 180, SC_KAIZEL, 1); // Revives with 1% HP if you die |