From 58bd654aa96bedd53ec623a3038164d9bc7e82d6 Mon Sep 17 00:00:00 2001 From: Jusctsch5 Date: Sat, 7 Mar 2015 15:41:59 -0600 Subject: [PATCH] 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. --- scripts/rpgspells.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/scripts/rpgspells.cs b/scripts/rpgspells.cs index dfbf814..5f6b303 100644 --- a/scripts/rpgspells.cs +++ b/scripts/rpgspells.cs @@ -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; }