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// TMW2 Script
// Author:
//  Jesusalva
// Description:
//  Item Option System
// Notes:
//  Awarded for crafters and their own base skill tree system

// Player knowledge structure
// CRAFTSYS[ SKILL_SCOPE ] = SKILL_LV

// Player craft skills selection:
// CRAFTSYS_CURRENT

// Generate() takes the scope and finds out the skills on the group
// It'll fill the following variables:
//      @csys_attr → Available attributes
//      @csys_penalty → Penalty attribute array
//
//      use getarraysize(@csys_attr) to know how many are there.
// Players can active the bonus groups they want to use (in future, TODO)

// Max Level for base: 10
// Max Level for first tier: 5
// Max Level for second tier: 
// Max Level for third tier: 
// Max Level for ultimate tier: 1

// csys_Generate( cr_id{, preserve} )
// Return average level
function	script	csys_Generate	{
    .@gid=getarg(0);
    if (!getarg(1, false)) {
        deletearray(@csys_attr);
        deletearray(@csys_penalty);
    }
    //.@lvl=getd("CRAFTSYS["+.@gid+"]");
    .@avg=0;
    .@stk=0;

    if (.@gid & CRGROUP_BASE) {
        .@lvl=CRAFTSYS[CRGROUP_BASE];
        if (.@lvl >= 1)
            array_push(@csys_attr, VAR_STRAMOUNT);
        if (.@lvl >= 2)
            array_push(@csys_attr, VAR_AGIAMOUNT);
        if (.@lvl >= 3)
            array_push(@csys_attr, VAR_VITAMOUNT);
        if (.@lvl >= 4)
            array_push(@csys_attr, VAR_INTAMOUNT);
        if (.@lvl >= 5)
            array_push(@csys_attr, VAR_DEXAMOUNT);
        if (.@lvl >= 6)
            array_push(@csys_attr, VAR_LUKAMOUNT);
        if (.@lvl >= 8)
            array_push(@csys_attr, VAR_MAXHPAMOUNT);
        if (.@lvl >= 10)
            array_push(@csys_attr, VAR_MAXSPAMOUNT);

        // Update averages
        .@avg+=.@lvl;
        .@stk+=1;
    }
        // First tier
    if (.@gid & CRGROUP_ATK) {
        .@lvl=CRAFTSYS[CRGROUP_ATK];
        if (.@lvl >= 1) {
            array_push(@csys_attr, VAR_ATTPOWER);
            array_push(@csys_attr, VAR_ATTMPOWER);
        }
        if (.@lvl >= 5) {
            array_push(@csys_attr, VAR_MAGICATKPERCENT);
            array_push(@csys_attr, VAR_ATKPERCENT);
        }
        array_push(@csys_penalty, VAR_ITEMDEFPOWER);
        array_push(@csys_penalty, VAR_MDEFPOWER);

        // Update averages
        .@avg+=.@lvl;
        .@stk+=1;
    }
    if (.@gid & CRGROUP_DEF) {
        .@lvl=CRAFTSYS[CRGROUP_DEF];
        if (.@lvl >= 1) {
            array_push(@csys_attr, VAR_ITEMDEFPOWER);
            array_push(@csys_attr, VAR_MDEFPOWER);
        }
        if (.@lvl >= 5) {
            array_push(@csys_attr, DAMAGE_CRI_USER);
            array_push(@csys_attr, RANGE_ATTACK_DAMAGE_USER);
        }
        array_push(@csys_penalty, VAR_ATTPOWER);
        array_push(@csys_penalty, VAR_ATTMPOWER);

        // Update averages
        .@avg+=.@lvl;
        .@stk+=1;
    }
    if (.@gid & CRGROUP_ACC) {
        .@lvl=CRAFTSYS[CRGROUP_ACC];
        if (.@lvl >= 1) {
            array_push(@csys_attr, VAR_HITSUCCESSVALUE);
        }
        if (.@lvl >= 5) {
            array_push(@csys_attr, VAR_CRITICALSUCCESSVALUE);
        }
        array_push(@csys_penalty, VAR_ATTPOWER);
        array_push(@csys_penalty, VAR_ATTMPOWER);

        // Update averages
        .@avg+=.@lvl;
        .@stk+=1;
    }
    if (.@gid & CRGROUP_EVD) {
        .@lvl=CRAFTSYS[CRGROUP_EVD];
        if (.@lvl >= 1) {
            array_push(@csys_attr, VAR_AVOIDSUCCESSVALUE);
        }
        if (.@lvl >= 5) {
            array_push(@csys_attr, VAR_PLUSAVOIDSUCCESSVALUE);
        }
        array_push(@csys_penalty, VAR_ATTPOWER);
        array_push(@csys_penalty, VAR_ATTMPOWER);

        // Update averages
        .@avg+=.@lvl;
        .@stk+=1;
    }

        // Second tier
    if (.@gid & CRGROUP_REGEN) {
        .@lvl=CRAFTSYS[CRGROUP_REGEN];
        if (.@lvl >= 1) {
            array_push(@csys_attr, VAR_HPACCELERATION);
        }
        if (.@lvl >= 5) {
            array_push(@csys_attr, VAR_SPACCELERATION);
        }
        array_push(@csys_penalty, VAR_ATTPOWER);
        array_push(@csys_penalty, VAR_ATTMPOWER);

        // Update averages
        .@avg+=.@lvl;
        .@stk+=1;
    }

    // Clear the dummies
    array_remove(@csys_attr, DeathPenalty);
    array_remove(@csys_penalty, DeathPenalty);

    // Return the average level
    if (!.@stk)
        return 0;
    return (.@avg/.@stk);
}

// Confirms if player really wants to tweak a craft.
// Do not cast after new crafts. Returns false to stop script.
// csys_Confirm( invindex )
function	script	csys_Confirm	{
    .@id=getarg(0);

    // Sanitize input
    if (.@id < 0)
        return false;

    // *getequipisenableopt(<equipment slot>) → cannot use here
    // Not an equipment
    if (!getiteminfo(.@id, ITEMINFO_LOC))
        return false;

    mesc l("Really try to tweak this item? All current options will be deleted.");
    next;
    if (askyesno() == ASK_NO)
        return false;

    return true;
}

// Check if you'll have success in applying options or not
// Returns true if you was successful, and also cleans previous options
// If you only want cleaning, just disregard the output.
// csys_Check( invindex )
function	script	csys_Check	{
    .@id=getarg(0);

    // Clear all five options
    setitemoptionbyindex(.@id, 0, 0, 0);
    setitemoptionbyindex(.@id, 1, 0, 0);
    setitemoptionbyindex(.@id, 2, 0, 0);
    setitemoptionbyindex(.@id, 3, 0, 0);
    setitemoptionbyindex(.@id, 4, 0, 0);

    // Base Success Rate is: 40% + 5% each craft skill level
    .@base=4000+(getskilllv(TMW2_CRAFT)*500);
    if (rand(10000) < .@base)
        return true;
    return false;
}

// csys_Multiplier( cr_id )
// Returns a multiplier for bonus (it can be zero)
function	script	csys_Multiplier	{
    .@sk=getarg(0);
    switch (.@sk) {
        case IOPT_SPLASHDAMAGE:
            return 0;
        case IOPT_SCRESIST_POISON:
        case IOPT_SCRESIST_SILENCE:
        case IOPT_SCRESIST_CURSE:
        case IOPT_SCRESIST_BLIND:
            return 2;
        case VAR_MAXHPAMOUNT:
        case VAR_MAXSPAMOUNT:
        case VAR_ITEMDEFPOWER:
        case VAR_MDEFPOWER:
            return 3;
        default:
            return 1;
    }
    return 0;
}

// Attribute item options
// Does NOT performs success chance check, and can be used by NPC
// csys_Apply( invindex{, lvl, scope} )
function	script	csys_Apply	{
    .@id=getarg(0);
    .@lv=getarg(1, getskilllv(TMW2_CRAFT));
    .@sc=getarg(1, CRAFTSYS_CURRENT);

    .@lv2=csys_Generate(.@sc);
    // @csys_attr → Available attributes
    // @csys_penalty → Penalty attribute array

    // Shuffle the arrays
    array_shuffle(@csys_attr);
    array_shuffle(@csys_penalty);

    // How many bonuses we'll have? Never more than 3 bonus and 2 onus.
    .@max_attr=getarraysize(@csys_attr);
    .@max_pena=getarraysize(@csys_penalty);

    //debugmes "We have %d attributes and %d penalties", .@max_attr, .@max_pena;

    .@slot=0;
    while (.@slot < min(3, .@max_attr)) {
        // You have 100% for first bonus/onus, -30% each, depending on skill lv
        .@base=3000-(.@lv*75);
        if (rand(10000) > 10000-(.@base*.@slot))
            break;

        // Apply a bonus using array_pop (it was shuffled so we're fine)
        // A pity 1 str and 1 hp is so different.
        .@vartp=array_pop(@csys_attr);
        .@bonus=rand(1, .@lv+.@lv2)*csys_Multiplier(.@vartp)+1;
        setitemoptionbyindex(.@id, .@slot, .@vartp, .@bonus);
        //debugmes "Bonus applied: %d at %d (slot: %d)", .@vartp, .@bonus, .@slot;
        .@slot+=1;
    }

    // We need a new temp var
    .@slt=0;
    while (.@slt < min(2, .@max_pena)) {
        // You have 100% for first bonus/onus, -30% each, depending on skill lv
        .@base=3000+(.@lv*75);
        if (rand(10000) > 10000-(.@base*.@slt))
            break;

        // Apply a bonus using array_pop (it was shuffled so we're fine)
        // A pity 1 str and 1 hp is so different.
        .@vartp=array_pop(@csys_penalty);
        .@bonus=rand(1, .@lv+.@lv2)*csys_Multiplier(.@vartp)+1;
        setitemoptionbyindex(.@id, .@slot, .@vartp, .@bonus);
        .@slot+=1;
        .@slt+=1;
    }

    // The options have been attributed
    return;
}