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author | Jesusaves <cpntb1@ymail.com> | 2023-07-03 15:09:01 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2023-07-03 15:09:01 -0300 |
commit | c603523d5aa1e116bf466011158e8f75e9ddde9b (patch) | |
tree | 51e2866d77ed867b8d5033fb5322969ae1e7204c | |
parent | c0bddbaa231ac5d61c0020397a238bc2d907ebeb (diff) | |
download | serverdata-c603523d5aa1e116bf466011158e8f75e9ddde9b.tar.gz serverdata-c603523d5aa1e116bf466011158e8f75e9ddde9b.tar.bz2 serverdata-c603523d5aa1e116bf466011158e8f75e9ddde9b.tar.xz serverdata-c603523d5aa1e116bf466011158e8f75e9ddde9b.zip |
Remove some clutter
-rw-r--r-- | npc/functions/hub.txt | 170 |
1 files changed, 0 insertions, 170 deletions
diff --git a/npc/functions/hub.txt b/npc/functions/hub.txt index 040856e..03e4442 100644 --- a/npc/functions/hub.txt +++ b/npc/functions/hub.txt @@ -356,10 +356,6 @@ function script HUB_SkillInvoke { if (checkidle() > 180) return; - // Record to database - skillInvoke[@skillId] = skillInvoke[@skillId] + 1; - callfunc "FYE_Olympics_SK"; - // Script-based skills /* *********************************************************************** */ switch (@skillId) { @@ -610,173 +606,7 @@ function script HUB_SkillInvoke { harm(@skillTarget, .@dmg, HARM_MAGI, Ele_Earth); GetManaExp(TMW2_METEORSTRIKE, 3); break; - /* - //////////////////////////////// - // XXX: Assassinate - // » Assassinate: Instantly kills a monster weaker than you. - // » Assassinated monsters give no experience. - // » You'll be stunned for 3 seconds as a penalty. - // » Does not work on boss. Base Success Chance is 100%. - case TMW2_ASSASSINATE: - .@lv = getunitdata(@skillTarget, UDT_LEVEL); - if ((.@lv+10-@skillLv) < (BaseLevel+(REBIRTH*2)) && filter_notboss(@skillTarget)) - sc_start SC_COMA, 90000, 1, 10000, SCFLAG_NONE, @skillTarget; - else - dispbottom l("Assassination failed - target is stronger than you"); - SC_Bonus(3, SC_STUN, 1); - break; - - // TODO: Ultimate Skills (T5/0) - // Sanctum: AoE resurrection, HP like Resurrect, 30min+ cooldown and - // inflict ailment on caster. - // [Ultimate] revives the whole map, like @raisemap - case TMW2_SANCTUM: - SK_sanctum(); - break; - - // Support magic - // STATUS: Awaiting for Alchemy rework - // TODO: Debuffs - // TODO: Buffs - - // XXX: Resurrection skills - // [MAPZONE] Need special care because scripts - // [WIP] Maybe a custom recovery and a flag @canRevive ? - // --------------------------------------------- - // Revive: Makes char alive with 5% HP/Lvl - // Resurrect: Makes char alive with ±80% HP and give a protection SC (lvl) - // Redemption: AoE resurrection (HP works like revive, though) - case TMW2_REVIVE: - SK_revive(@skillTarget); - break; - case TMW2_RESSURECT: - SK_ressurect(@skillLv); - break; - - - - - - // Physical Class - mostly builtin - // TODO: Archery effect-absorb skill - case TMW2_ARROWOFDEVOUR: - //.@x=getstatus(SC_POISON)+getstatus(SC_DPOISON); - // if SC_POISON or SC_DPOISON - break; - case TMW2_ARROWOFURGES: - // if SC_SILENCE or SC_FEAR - break; - case TMW2_ULTIMATEARROW: - // if SC_BLIND or SC_BLOODING - break; - case TMW2_EXECUTION: - // if SC_CURSE or SC_FEAR - break; - case TMW2_SHATTERARROW: - // if SC_STONE or SC_STUN - break; - case TMW2_ARROWOFADVANTAGE: - // IF SC_BURNING or SC_CONFUSION - break; - case TMW2_WAKENINGARROW: - // if SC_SLEEP or SC_DEEP_SLEEP - break; - case TMW2_BURNINGARROW: - // if SC_FREEZE or SC_COLD - break; - - - - case TMW2_SNARE: - // 100.00% inflict STUN/SLEEP/whatever - // Does not work on boss monsters - // (Maybe the one which makes next hit critical?) - // Was it SC_STONE? - break; - // Arrow pierce? (Maybe arrow shot disregarding defense, HARM_MISC ?) - - - case TMW2_RICHNESS: - // Passive, bonus2 bAddGetZenyNum, 5, 100; - Better not - break; - // TODO: Effect resisting passives? - // Windwalker... No wait. - // Immunity to knockback? Meeeeh. Easier to have a trait-giving quest. - // After all, we have about 20 traits and you can only pick 5. - - // XXX: Sword skills are a 5-skills combo - // No cast time, but cooldown present - // DEF lowers as cast, damage based on combo. - case TMW2_HORIZONTALSLASH: - .@PW=100; - .@PW+=(5*@skillLv); - @SCombo=@skillTarget; - harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); - GetManaExp(@skillId, rand2(1,3)); - break; - case TMW2_DIAGONALSLASH: - .@PW=100; - if (LAST_SKILL[0] == TMW2_HORIZONTALSLASH) - .@PW+=20; - if (.@PW >= 120) - .@PW+=30; - if (@SCombo != @skillTarget) - .@PW=100; - .@PW+=(5*@skillLv); - harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); - GetManaExp(@skillId, rand2(1,3)); - break; - case TMW2_VERTICALSLASH: - .@PW=100; - if (LAST_SKILL[0] == TMW2_DIAGONALSLASH) - .@PW+=30; - if (LAST_SKILL[1] == TMW2_HORIZONTALSLASH) - .@PW+=20; - if (.@PW >= 150) - .@PW+=100; - if (@SCombo != @skillTarget) - .@PW=100; - .@PW+=(5*@skillLv); - harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); - GetManaExp(@skillId, rand2(1,3)); - break; - case TMW2_STAB: - .@PW=100; - if (LAST_SKILL[0] == TMW2_VERTICALSLASH) - .@PW+=40; - if (LAST_SKILL[1] == TMW2_DIAGONALSLASH) - .@PW+=30; - if (LAST_SKILL[2] == TMW2_HORIZONTALSLASH) - .@PW+=20; - if (.@PW >= 190) - .@PW+=200; - if (@SCombo != @skillTarget) - .@PW=100; - .@PW+=(5*@skillLv); - harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Neutral); - GetManaExp(@skillId, rand2(1,3)); - break; - case TMW2_GRANDBLAST: - .@PW=100; - if (LAST_SKILL[0] == TMW2_STAB) - .@PW+=50; - if (LAST_SKILL[1] == TMW2_VERTICALSLASH) - .@PW+=40; - if (LAST_SKILL[2] == TMW2_DIAGONALSLASH) - .@PW+=30; - if (LAST_SKILL[3] == TMW2_HORIZONTALSLASH) - .@PW+=20; - if (.@PW >= 200) - .@PW+=300; - if (@SCombo != @skillTarget) - .@PW=100; - .@PW+=(5*@skillLv); - harm(@skillTarget, AdjustAttackpower(.@PW), HARM_PHYS, Ele_Holy); - GetManaExp(@skillId, rand2(2,3)); - break; - - */ //////////////////////////////// // XXX: Physical Class (Regular) case TMW2_FALKONSTRIKE: |