T2RPG: Fix Collision Damage when Flow is active

Flow had a downside where the caster was more likely to take collision
damage. I found a variable on the player object called minImpactSpeed,
adding the increase in speed due to Flow to that value did what I wanted it to do
after some testing.
This commit is contained in:
Jusctsch5 2015-03-07 15:41:59 -06:00
parent da1ba61b19
commit 58bd654aa9

View file

@ -1601,6 +1601,7 @@ function DoFlowSpellCast(%client, %spell, %sdata, %params)
%client.player.getDataBlock().maxUnderwaterForwardSpeed += %increase;
%client.player.getDataBlock().maxUnderwaterBackwardSpeed += %increase;
%client.player.getDataBlock().maxUnderwaterSideSpeed += %increase;
%client.player.getDataBlock().minImpactSpeed += %increase;
// Update that skill had been successfully cast
UseSkill(%client, $skill::NeutralCasting, true, true, 1, false);
@ -1620,7 +1621,7 @@ function EndFlow(%client)
%client.player.getDataBlock().maxUnderwaterForwardSpeed += %decrease;
%client.player.getDataBlock().maxUnderwaterBackwardSpeed += %decrease;
%client.player.getDataBlock().maxUnderwaterSideSpeed += %decrease;
%client.player.getDataBlock().minImpactSpeed += %decrease;
%client.flowActive = false;
}