1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
|
// TMW-2 Script.
// Evol scripts.
// Author:
// Reid
// Jesusalva
// Description:
// Legacy Healing System
//
// Variables:
// @delay Second of healing
// @min Min amount of healing
// @max Max amount of healing
//
// *getequipoption(EQI_HEAD_TOP,1,168); → Heal Bonus (should be first bonus on Chef Hat)
// ItHeal(delay, min, {max=min})
function script ItHeal {
.@delay=getarg(0, @delay);
.@min=getarg(1, @min);
.@max=getarg(2, (@max ? @max : .@min));
if (.@delay <= 0) {
Exception("Invalid legacy healing item, deleting without healing effect.");
end;
}
// Decide the healing bonus type. We have four types: S, L, G and M
// By default, we use 'S'
.@skill = SC_S_LIFEPOTION;
// Vitality can improve the healing amount
.@min = max(.@max, .@min + (.@min * readparam2(bVit) / 100));
.@max = .@max + (.@max * readparam2(bVit) / 240);
// Obtain the real healing
@val1 = rand2(.@min, .@max);
.@delay *= 1000; // Put the delay in ms
// We now have @val1 (new effect), @delay (new delay)
// But do we have .@v and .@d (old effect and delay)?
.@v=getstatus(.@skill, 1);
.@d=getstatus(.@skill, 4) * 1000;
// If there WAS an effect previously, get ponderate average
// Note: never use double-precision ponderate averages
if (.@v > 0) {
@val1=ponderate_avg(@val1, .@delay, .@v, .@d);
// Overflow and Underflow protection
if (.@delay+.@d < .@delay*5 && .@d > 0)
.@delay=.@delay+.@d;
//.@delay=ponderate_avg(.@delay, @val1, .@d, .@v);
}
// Apply the effect and finish
sc_end .@skill;
sc_start2 .@skill, .@delay, @val1, 1;
// @val1 must be preserved for cross-reading
@delay=0;
@min=0;
@max=0;
// @val1=0;
return;
}
- script legacy_heal -1,{
OnUse:
if (@delay <= 0) {
Exception("Invalid legacy healing item, deleting without healing effect.");
end;
}
ItHeal(@delay, @min, @max);
end;
}
|