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Overload fixes and revisions #533
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…mage, in line with RuneScape's mechanics, rather than applying it ~5 ticks after damage is received. * Make the overload buff remain active even if a player logs out, ensuring its removal only upon the expiration of the timer.
...ain/kotlin/world/gregs/voidps/world/interact/entity/player/combat/consume/drink/Overload.kts
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…ness_main_multi_area` to keep the same format as other areas like it. * Add `enterArea` to `Overload.kts` to handle any scenarios where a player would enter the wilderness with any overload effect active * Add check to stop players from using an overload potion while they're in the wilderness * Remove wilderness check to apply a reduced buff while drinking an overload
Just to give more clarification on why i removed the ability to use overloads in the wilderness, it's because it was only after EOC where overloads were allowed to be used in the wilderness. |
Yeah absolutely they are far too OP to be allowed in the wilderness |
...ain/kotlin/world/gregs/voidps/world/interact/entity/player/combat/consume/drink/Overload.kts
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… overload boosts it will be reapplied once they leave. * Change parsed string for `enterArea` from `wilderness*` to `wilderness`
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I quickly finished it off so I can get it merged for the next update :)
I had noticed when making giant mole that the behaviour of overloads were slightly off, when applying the stats, it wasn't carrying over apon logging out, and the wilderness check would always return false.
For reference I have a video from 2009 and a forum post from 2010 for the mechanics that I changed
Video demonstrating when stats are boosted: https://youtu.be/7dmQtHVah80?si=o_PO0Emo0bF6nRfw&t=43
Forum post stating that potions don't reset when logging out, reply by user
Zaaps1
: 'https://forum.tip.it/topic/254557-if-i-log-out-will-my-super-anti-posion-stop-its-effect/'