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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.
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1 changed files with 2 additions and 1 deletions
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@ -1601,6 +1601,7 @@ function DoFlowSpellCast(%client, %spell, %sdata, %params)
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%client.player.getDataBlock().maxUnderwaterForwardSpeed += %increase;
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%client.player.getDataBlock().maxUnderwaterForwardSpeed += %increase;
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%client.player.getDataBlock().maxUnderwaterBackwardSpeed += %increase;
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%client.player.getDataBlock().maxUnderwaterBackwardSpeed += %increase;
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%client.player.getDataBlock().maxUnderwaterSideSpeed += %increase;
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%client.player.getDataBlock().maxUnderwaterSideSpeed += %increase;
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%client.player.getDataBlock().minImpactSpeed += %increase;
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// Update that skill had been successfully cast
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// Update that skill had been successfully cast
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UseSkill(%client, $skill::NeutralCasting, true, true, 1, false);
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UseSkill(%client, $skill::NeutralCasting, true, true, 1, false);
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@ -1620,7 +1621,7 @@ function EndFlow(%client)
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%client.player.getDataBlock().maxUnderwaterForwardSpeed += %decrease;
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%client.player.getDataBlock().maxUnderwaterForwardSpeed += %decrease;
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%client.player.getDataBlock().maxUnderwaterBackwardSpeed += %decrease;
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%client.player.getDataBlock().maxUnderwaterBackwardSpeed += %decrease;
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%client.player.getDataBlock().maxUnderwaterSideSpeed += %decrease;
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%client.player.getDataBlock().maxUnderwaterSideSpeed += %decrease;
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%client.player.getDataBlock().minImpactSpeed += %decrease;
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%client.flowActive = false;
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%client.flowActive = false;
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}
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}
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