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authorJesusaves <cpntb1@ymail.com>2018-08-27 20:22:25 -0300
committerJesusaves <cpntb1@ymail.com>2018-08-27 20:22:25 -0300
commitb04e65c9404c658d7c00118e4b6615d005cba4cf (patch)
treec4273a706f35e410a700748a57ea446fd2ec64e2 /npc/functions
parent6c428c2b63420a4dfe98535ea213ad6622722fed (diff)
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Make Mana Stone requeriments more flexible and more obscure.
Values are exactly the same as before, but we can now have some special, massive, hardcoded, risky events betting the Mana Fragments on it. Winning the event means easier to get magic: Less int required, for example. Losing the event means the opposite. Isn't cool how many cool things we can do?
Diffstat (limited to 'npc/functions')
-rw-r--r--npc/functions/util.txt20
1 files changed, 20 insertions, 0 deletions
diff --git a/npc/functions/util.txt b/npc/functions/util.txt
index ca1947df7..181f02ca0 100644
--- a/npc/functions/util.txt
+++ b/npc/functions/util.txt
@@ -248,6 +248,26 @@ function script party_expon {
}
+// Prepare Mana Stone
+// mstone( lvl )
+function script mstone {
+ // Fill variable
+ .@v=getarg(0);
+
+ // Determine how much stats you need, this is based on players
+ // and change based on $Global Variables
+ .int=15;
+ .lvl=20;
+ .jlv=15;
+
+ return (
+ MAGIC_LVL == .@v &&
+ readparam(bInt) >= $MANA_BINT+(.int*.@v) &&
+ BaseLevel >= $MANA_BLVL+(.lvl*.@v) &&
+ JobLevel >= $MANA_JLVL+(.jlv*.@v) &&
+ readparam(Sp) == readparam(MaxSp));
+}
+
// Gets how many subclasses were actually filled
// total_subclass( )
function script total_subclass {