Quote:
Originally Posted by jake13jake
You wish... pressing the direction arrows triggers your direction to get messed. If someone's able to lame a large amount of kills by using beer, they're probably an above average player. Also, Tyhm, current stumbling inevitably leads to the same outcome as your stumbling algorithm, just a lot cleaner (don't know if YOU wrote it, but ick).
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Yeah, I did. In my defense, it was overriding like 5 other scripts (including the boots and bowling ball; drunken bowling was particularly interesting). This is why I don't claim to have been a particularly good scripter, just a particularly stubborn one...and back in the days before NPCServ, you needed stubborn more than anything.
How often does this timer reset, exactly? Or approximately - after an hour? A day? A week? Never? The stumbling penalty doesn't mean much if they can full-heal, wait a little bit (or relog), and full-heal again...IMHO, the "Full-Heal" should be a % based on AP (the standard
playerhearts+=(int( 2*(playerfullhearts*(playerap/100)) )/2); thingy), so that the polite players can heal themselves during quests without throwing the balance way off, and PKers get maybe a heart out of it.
Hmm, I feel a poll coming on:
What would be the best way to improve the balance re: Beer?
- Longer period of vulnerability
- Heals based on AP
- Won't heal at all based on AP
- Staggering faster
- Slower recovery...