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authorJesusalva Jesusalva <jesusalva@themanaworld.org>2023-05-31 00:44:16 +0000
committerJesusalva Jesusalva <jesusalva@themanaworld.org>2023-05-31 00:44:16 +0000
commitee111611d93667b412eda22477fabfac106da0ea (patch)
tree4f42d3c8f2727de64cb3e87847d837956ab6a391 /db/re
parentc4804195c8a3f6116cae8eb6c61bbd7f61e08105 (diff)
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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.conf2
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