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authorJesusaves <cpntb1@ymail.com>2024-08-06 23:45:36 -0300
committerJesusaves <cpntb1@ymail.com>2024-08-06 23:45:36 -0300
commitf5a537cab997dae47477bfb783668476c857fa27 (patch)
tree4e09f60a91b3c6290081ea5edf2e69f8df758d4b /npc
parentfcda9ec0e5f4eb1559daea571587ee6cfcba27b5 (diff)
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As I promised, agility now penalizes Max HP, with an offset from vitality.
If agility = vitality, no impact will be felt by the player. I'm using an 1 HP increment for test purposes. It should, however, be at least 3 HP per increment to be meaningful.
Diffstat (limited to 'npc')
-rw-r--r--npc/functions/hub.txt3
1 files changed, 3 insertions, 0 deletions
diff --git a/npc/functions/hub.txt b/npc/functions/hub.txt
index 02b122e15..33831941c 100644
--- a/npc/functions/hub.txt
+++ b/npc/functions/hub.txt
@@ -1374,6 +1374,9 @@ function script HUB_PCBonus {
if (getq(HalinarzoQuest_Speed) > 1)
bonus bSpeedAddRate, min(getq(HalinarzoQuest_Speed)-1, 10);
+ /* Stat reassignment */
+ bonus bMaxHP, readparam2(bVit)-readparam2(bAgi);
+
// Double hack fix
if (isequipped(ExplosiveArrow)) {
if (getiteminfo(getequipid(EQI_HAND_R), ITEMINFO_SUBTYPE) != W_BOW)