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authorJesusaves <cpntb1@ymail.com>2023-07-03 15:09:01 -0300
committerJesusaves <cpntb1@ymail.com>2023-07-03 15:09:01 -0300
commitc603523d5aa1e116bf466011158e8f75e9ddde9b (patch)
tree51e2866d77ed867b8d5033fb5322969ae1e7204c
parentc0bddbaa231ac5d61c0020397a238bc2d907ebeb (diff)
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Remove some clutter
-rw-r--r--npc/functions/hub.txt170
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: