1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
|
// 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
// 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;
/////////////////////////////////////////////////////////////
// Basic tier
if (.@gid & CRGROUP_BASE) {
.@lvl=CRAFTSYS[CRGROUP_BASE];
if (.@lvl >= 1) {
array_push(@csys_attr, VAR_STRAMOUNT);
array_push(@csys_attr, VAR_INTAMOUNT);
}
if (.@lvl >= 3) {
array_push(@csys_attr, VAR_DEXAMOUNT);
array_push(@csys_attr, VAR_MAXHPAMOUNT);
}
if (.@lvl >= 5) {
array_push(@csys_attr, VAR_AGIAMOUNT);
array_push(@csys_attr, VAR_MAXSPAMOUNT);
}
if (.@lvl >= 7) {
array_push(@csys_attr, VAR_LUKAMOUNT);
array_push(@csys_attr, VAR_VITAMOUNT);
}
if (rand2(60) < .@lv)
array_push(@csys_attr, CLASS_DAMAGE_BOSS_TARGET);
// 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_VITAMOUNT);
array_push(@csys_penalty, VAR_MAXHPAMOUNT);
// 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_DEXAMOUNT);
array_push(@csys_penalty, VAR_INTAMOUNT);
// 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_LUKAMOUNT);
array_push(@csys_penalty, VAR_MDEFPOWER);
array_push(@csys_penalty, VAR_ITEMDEFPOWER);
// 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);
array_push(@csys_penalty, IOPT_CRITDMG);
// 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_PLUSASPD);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
if (.@gid & CRGROUP_SPEED) {
.@lvl=CRAFTSYS[CRGROUP_SPEED];
if (.@lvl >= 1) {
array_push(@csys_attr, VAR_PLUSASPD);
}
if (.@lvl >= 3) {
array_push(@csys_attr, VAR_PLUSASPDPERCENT);
}
if (.@lvl >= 5) {
array_push(@csys_attr, IOPT_WALKSPEED);
}
array_push(@csys_penalty, VAR_MAXSPAMOUNT);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
if (.@gid & CRGROUP_DOUBLE) {
.@lvl=CRAFTSYS[CRGROUP_DOUBLE];
if (.@lvl >= 1) {
array_push(@csys_attr, IOPT_CRITDMG);
}
if (.@lvl >= 5) {
array_push(@csys_attr, IOPT_DOUBLEATTACK);
}
array_push(@csys_penalty, RANGE_ATTACK_DAMAGE_USER);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
if (.@gid & CRGROUP_MAXPC) {
.@lvl=CRAFTSYS[CRGROUP_MAXPC];
if (.@lvl >= 1) {
array_push(@csys_attr, VAR_MAXHPPERCENT);
array_push(@csys_attr, VAR_MAXSPPERCENT);
}
if (.@lvl >= 5) {
array_push(@csys_attr, CLASS_DAMAGE_BOSS_USER);
}
array_push(@csys_penalty, DAMAGE_CRI_USER);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
/////////////////////////////////////////////////////////////
// Third tier
if (.@gid & CRGROUP_SCRESIST) {
.@lvl=CRAFTSYS[CRGROUP_SCRESIST];
if (.@lvl >= 1) {
array_push(@csys_attr, IOPT_SCRESIST_POISON);
}
if (.@lvl >= 2) {
array_push(@csys_attr, IOPT_SCRESIST_SILENCE);
}
if (.@lvl >= 3) {
array_push(@csys_attr, IOPT_SCRESIST_BLIND);
}
if (.@lvl >= 4) {
array_push(@csys_attr, IOPT_SCRESIST_CURSE);
}
array_push(@csys_penalty, VAR_CRITICALSUCCESSVALUE);
array_push(@csys_penalty, IOPT_CRITDMG);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
if (.@gid & CRGROUP_SCINFLICT) {
.@lvl=CRAFTSYS[CRGROUP_SCINFLICT];
if (.@lvl >= 1) {
array_push(@csys_attr, IOPT_SCPROVOKE_POISON);
}
if (.@lvl >= 2) {
array_push(@csys_attr, IOPT_SCPROVOKE_SILENCE);
}
if (.@lvl >= 3) {
array_push(@csys_attr, IOPT_SCPROVOKE_BLIND);
}
if (.@lvl >= 4) {
array_push(@csys_attr, IOPT_SCPROVOKE_CURSE);
}
array_push(@csys_penalty, IOPT_SCRESIST_POISON);
array_push(@csys_penalty, IOPT_SCRESIST_SILENCE);
array_push(@csys_penalty, IOPT_SCRESIST_BLIND);
array_push(@csys_penalty, IOPT_SCRESIST_CURSE);
array_push(@csys_penalty, VAR_MAXHPAMOUNT);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
if (.@gid & CRGROUP_MANAUSE) {
.@lvl=CRAFTSYS[CRGROUP_MANAUSE];
if (.@lvl >= 1) {
array_push(@csys_attr, SP_DRAIN);
}
if (.@lvl >= 5) {
array_push(@csys_attr, DEC_SP_CONSUMPTION);
}
array_push(@csys_penalty, VAR_ATTPOWER);
array_push(@csys_penalty, VAR_ITEMDEFPOWER);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
if (.@gid & CRGROUP_BOSSATK) {
.@lvl=CRAFTSYS[CRGROUP_BOSSATK];
if (.@lvl >= 1) {
array_push(@csys_attr, HP_DRAIN);
}
if (.@lvl >= 5) {
array_push(@csys_attr, CLASS_DAMAGE_BOSS_TARGET);
}
array_push(@csys_penalty, VAR_AVOIDSUCCESSVALUE);
array_push(@csys_penalty, VAR_PLUSAVOIDSUCCESSVALUE);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
/////////////////////////////////////////////////////////////
// Final tier (needs minimum lv 3)
if (.@gid & CRGROUP_FINAL) {
.@lvl=CRAFTSYS[CRGROUP_FINAL];
if (.@lvl >= 1) {
array_push(@csys_attr, IOPT_EXPGAIN);
}
if (.@lvl >= 3) {
array_push(@csys_attr, IOPT_RICHNESS);
}
if (.@lvl >= 5) {
array_push(@csys_attr, IOPT_SPLASHDAMAGE);
}
array_push(@csys_penalty, IOPT_WALKSPEED);
// Update averages
.@avg+=.@lvl;
.@stk+=1;
}
///////////////////////////////
// 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.");
mesc l("NOTE: You're tweaking a(n): @@", getinvindexlink(.@id));
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{, base} )
function script csys_Check {
.@id=getarg(0);
.@base=getarg(1, 40000);
// 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+=(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_WALKSPEED:
case IOPT_RICHNESS:
return 2;
case VAR_STRAMOUNT:
case VAR_AGIAMOUNT:
case VAR_INTAMOUNT:
case VAR_DEXAMOUNT:
case VAR_LUKAMOUNT:
return 4;
case VAR_MAXHPPERCENT:
case VAR_MAXSPPERCENT:
case VAR_VITAMOUNT:
case HP_DRAIN:
case SP_DRAIN:
case IOPT_DOUBLEATTACK:
case VAR_PLUSAVOIDSUCCESSVALUE:
case IOPT_EXPGAIN:
return 5;
case IOPT_SCRESIST_POISON:
case IOPT_SCRESIST_SILENCE:
case IOPT_SCRESIST_CURSE:
case IOPT_SCRESIST_BLIND:
return 15;
case VAR_MAXHPAMOUNT:
case VAR_MAXSPAMOUNT:
case VAR_ITEMDEFPOWER:
case VAR_MDEFPOWER:
return 25;
default:
return 10;
}
return 0;
}
// Remove problematic bonuses from armors
// Use getiteminfo before
// csys_ArmorFix( - )
function script csys_ArmorFix {
// Remove bonuses
array_remove(@csys_attr, IOPT_SPLASHDAMAGE);
array_remove(@csys_attr, IOPT_WALKSPEED);
array_remove(@csys_attr, HP_DRAIN);
array_remove(@csys_attr, SP_DRAIN);
array_remove(@csys_attr, IOPT_DOUBLEATTACK);
// VAR_PLUSASPDPERCENT and VAR_PLUSASPD ?
// Remove penalties
array_remove(@csys_penalty, VAR_ITEMDEFPOWER);
array_remove(@csys_penalty, VAR_MDEFPOWER);
// Save for csys_BonusCalc
@csysArmor=true;
return;
}
// csys_BonusCalc( lv1, lv2, vartp )
// Calculates the due bonus
function script csys_BonusCalc {
.@craft=getarg(0);
.@skill=getarg(1);
.@var=getarg(2);
.@mult=csys_Multiplier(.@var);
.@avmult=(.@craft+.@skill)*.@mult;
.@avg=.@avmult/10;
.@base=rand2(1, .@avg+1);
// If you are in the upper 70%, we do a re-roll
// It usually will lower the result, but is up to luck
if (.@base >= (.@avg+1)*7/10)
.@base=rand2(1, .@avg+1);
// Armor? Crap it to 25%
if (@csysArmor)
.@base=max(1, .@base/4);
return .@base;
}
// 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(2, CRAFTSYS_CURRENT);
.@lv2=csys_Generate(.@sc);
// @csys_attr → Available attributes
// @csys_penalty → Penalty attribute array
// Remove weapon-only bonuses if it is armor
delinventorylist();
getinventorylist();
if (getiteminfo(@inventorylist_id[.@id], ITEMINFO_TYPE) != IT_WEAPON)
csys_ArmorFix();
else
@csysArmor=false;
// 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, -35% each, depending on skill lv
.@base=3500-(.@lv*75);
if (rand(10000) > 10000-(.@base*.@slot))
break;
// Apply a bonus using array_pop (it was shuffled so we're fine)
.@vartp=array_pop(@csys_attr);
.@bonus=csys_BonusCalc(.@lv, .@lv2, .@vartp);
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 95% for first onus, -30% each, depending on skill lv
.@base=(3000*.@slt)+(.@lv*75);
// The bigger the base, the best for you.
// Initial bonus: 40% (lowering chance to 55%)
.@base+=40000;
// This _lowers_ base based on how many options you're using (max -30%)
// 5% per option enabled. One is always enabled so...
.@base-=limit(0, 30000, bitmask_count(CRAFTSYS_CURRENT)*5000);
// Lower based on min. tier (max -10%)
// Note higher tier inheirts all of previous penalties
.@base-=(CRAFTSYS_CURRENT >= CRGROUP_ATK ? 2500 : 0); // 1st tier
.@base-=(CRAFTSYS_CURRENT >= CRGROUP_REGEN ? 2500 : 0); // 2nd tier
.@base-=(CRAFTSYS_CURRENT >= CRGROUP_SCRESIST ? 2500 : 0); // 3rd tier
.@base-=(CRAFTSYS_CURRENT >= CRGROUP_FINAL ? 2500 : 0); // FIN tier
if (rand(10000) > 9500-.@base)
break;
// Apply a malus using array_pop (it was shuffled so we're fine)
.@vartp=array_pop(@csys_penalty);
.@malus=csys_BonusCalc(.@lv, .@lv2, .@vartp);
setitemoptionbyindex(.@id, .@slot, .@vartp, -(.@malus));
.@slot+=1;
.@slt+=1;
}
// The options have been attributed, clear temporary variables
@csysArmor=false;
return;
}
////////////////////////////////////////
/////////////////
///////
// Interface System for Options Craft
// csysGUI_Report( {silent} )
// Report craft skill levels
function script csysGUI_Report {
mes l("Crafting Skill: Lv @@", getskilllv(TMW2_CRAFT));
if (!getarg(0, false)) {
if (getskilllv(TMW2_CRAFT) >= 1) {
mes "";
mes ".:: " + l("Base Tier") + " ::.";
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_BASE), CRAFTSYS[CRGROUP_BASE]);
} else {
mes "";
mes ".:: " + l("Base Tier") + " ::.";
mes "";
mesc l("Reach level @@ to unlock this tier!", 1), 1;
}
if (getskilllv(TMW2_CRAFT) >= 2) {
mes "";
mes ".:: " + l("First Tier") + " ::.";
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_ATK), CRAFTSYS[CRGROUP_ATK]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_DEF), CRAFTSYS[CRGROUP_DEF]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_ACC), CRAFTSYS[CRGROUP_ACC]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_EVD), CRAFTSYS[CRGROUP_EVD]);
next;
} else {
mes "";
mes ".:: " + l("First Tier") + " ::.";
mes "";
mesc l("Reach level @@ to unlock this tier!", 2), 1;
}
if (getskilllv(TMW2_CRAFT) >= 3) {
mes "";
mes ".:: " + l("Second Tier") + " ::.";
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_REGEN), CRAFTSYS[CRGROUP_REGEN]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_SPEED), CRAFTSYS[CRGROUP_SPEED]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_DOUBLE), CRAFTSYS[CRGROUP_DOUBLE]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_MAXPC), CRAFTSYS[CRGROUP_MAXPC]);
} else {
mes "";
mes ".:: " + l("Second Tier") + " ::.";
mes "";
mesc l("Reach level @@ to unlock this tier!", 3), 1;
next;
}
if (getskilllv(TMW2_CRAFT) >= 4) {
mes "";
mes ".:: " + l("Third Tier") + " ::.";
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_SCRESIST), CRAFTSYS[CRGROUP_SCRESIST]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_SCINFLICT), CRAFTSYS[CRGROUP_SCINFLICT]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_MANAUSE), CRAFTSYS[CRGROUP_MANAUSE]);
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_BOSSATK), CRAFTSYS[CRGROUP_BOSSATK]);
next;
} else {
mes "";
mes ".:: " + l("Third Tier") + " ::.";
mes "";
mesc l("Reach level @@ to unlock this tier!", 4), 1;
}
if (getskilllv(TMW2_CRAFT) >= 5) {
mes "";
mes ".:: " + l("Ultimate Tier") + " ::.";
mes "";
mes l("@@: Lv @@", getitemlink(CRITEM_FINAL), CRAFTSYS[CRGROUP_FINAL]);
mes "";
} else {
mes "";
mes ".:: " + l("Ultimate Tier") + " ::.";
mes "";
mesc l("Reach level @@ to unlock this tier!", 5), 1;
}
}
mesc l("Monster Points (Mobpt): @@ | Gold: @@",
format_number(Mobpt), format_number(Zeny));
next;
return;
}
// csysGUI_CRName( cr )
// Return group name for CR
function script csysGUI_CRName {
.@cr=getarg(0);
switch (.@cr) {
case CRGROUP_BASE:
return l("T0 - Base Bonus");
// Tier 1
case CRGROUP_ATK:
return l("T1 - Attack Bonus");
case CRGROUP_DEF:
return l("T1 - Defense Bonus");
case CRGROUP_ACC:
return l("T1 - Accuracy Bonus");
case CRGROUP_EVD:
return l("T1 - Evasion Bonus");
// Tier 2
case CRGROUP_REGEN:
return l("T2 - Regeneration Bonus");
case CRGROUP_SPEED:
return l("T2 - Speed Bonus");
case CRGROUP_DOUBLE:
return l("T2 - Double Power Bonus");
case CRGROUP_MAXPC:
return l("T2 - Max Stats Bonus");
// Tier 3
case CRGROUP_SCRESIST:
return l("T3 - SC Resist Bonus");
case CRGROUP_SCINFLICT:
return l("T3 - SC Inflict Bonus");
case CRGROUP_MANAUSE:
return l("T3 - Mana Economy Bonus");
case CRGROUP_BOSSATK:
return l("T3 - Boss Techniques Bonus");
case CRGROUP_FINAL:
return l("T4 - Ultimate Bonus");
default:
return Exception("Invalid optname group: "+.@cr);
}
return Exception("Definitely Invalid optname group: "+.@cr);
}
// csysGUI_OptToogleMenu( cr )
// Returns a Toogle Menu for option group (CR)
//
function script csysGUI_OptToogleMenu {
.@sk=getarg(0);
if (getd("CRAFTSYS["+.@sk+"]")) {
if (CRAFTSYS_CURRENT & .@sk)
return "Remove "+csysGUI_CRName(.@sk);
else
return "Active "+csysGUI_CRName(.@sk);
}
return "";
}
// csysGUI_ChangeOpt( cr )
// Change option
function script csysGUI_ChangeOpt {
.@sk=getarg(0);
CRAFTSYS_CURRENT=CRAFTSYS_CURRENT^.@sk;
return;
}
// csysGUI_OptReq( cr )
// Return true if all requisites for Option were met
function script csysGUI_OptReq {
.@sk=getarg(0);
switch (.@sk) {
case CRGROUP_BASE:
return (getskilllv(TMW2_CRAFT) >= 1);
// Tier 1
case CRGROUP_ATK:
return (getskilllv(TMW2_CRAFT) >= 2 &&
CRAFTSYS[CRGROUP_BASE]);
case CRGROUP_DEF:
return (getskilllv(TMW2_CRAFT) >= 2 &&
CRAFTSYS[CRGROUP_BASE]);
case CRGROUP_ACC:
return (getskilllv(TMW2_CRAFT) >= 2 &&
CRAFTSYS[CRGROUP_BASE]);
case CRGROUP_EVD:
return (getskilllv(TMW2_CRAFT) >= 2 &&
CRAFTSYS[CRGROUP_BASE]);
// Tier 2
case CRGROUP_REGEN:
return (getskilllv(TMW2_CRAFT) >= 3 &&
CRAFTSYS[CRGROUP_ATK] &&
CRAFTSYS[CRGROUP_DEF] &&
CRAFTSYS[CRGROUP_BASE] >= 2);
case CRGROUP_SPEED:
return (getskilllv(TMW2_CRAFT) >= 3 &&
CRAFTSYS[CRGROUP_ACC] &&
CRAFTSYS[CRGROUP_EVD] &&
CRAFTSYS[CRGROUP_BASE] >= 2);
case CRGROUP_DOUBLE:
return (getskilllv(TMW2_CRAFT) >= 3 &&
CRAFTSYS[CRGROUP_ATK] &&
CRAFTSYS[CRGROUP_ACC] &&
CRAFTSYS[CRGROUP_BASE] >= 2);
case CRGROUP_MAXPC:
return (getskilllv(TMW2_CRAFT) >= 3 &&
CRAFTSYS[CRGROUP_DEF] &&
CRAFTSYS[CRGROUP_EVD] &&
CRAFTSYS[CRGROUP_BASE] >= 2);
// Tier 3
case CRGROUP_SCRESIST:
return (getskilllv(TMW2_CRAFT) >= 4 &&
CRAFTSYS[CRGROUP_MAXPC] >= 2 &&
CRAFTSYS[CRGROUP_REGEN] >= 2 &&
CRAFTSYS[CRGROUP_BASE] >= 4);
case CRGROUP_SCINFLICT:
return (getskilllv(TMW2_CRAFT) >= 4 &&
CRAFTSYS[CRGROUP_SPEED] >= 2 &&
CRAFTSYS[CRGROUP_DOUBLE] >= 2 &&
CRAFTSYS[CRGROUP_BASE] >= 4);
case CRGROUP_MANAUSE:
return (getskilllv(TMW2_CRAFT) >= 4 &&
CRAFTSYS[CRGROUP_DEF] >= 3 &&
CRAFTSYS[CRGROUP_EVD] >= 3 &&
CRAFTSYS[CRGROUP_BASE] >= 4);
case CRGROUP_BOSSATK:
return (getskilllv(TMW2_CRAFT) >= 4 &&
CRAFTSYS[CRGROUP_ATK] >= 3 &&
CRAFTSYS[CRGROUP_ACC] >= 3 &&
CRAFTSYS[CRGROUP_BASE] >= 4);
case CRGROUP_FINAL:
return (getskilllv(TMW2_CRAFT) >= 5 &&
CRAFTSYS[CRGROUP_BOSSATK] &&
CRAFTSYS[CRGROUP_MANAUSE] &&
CRAFTSYS[CRGROUP_SCINFLICT] &&
CRAFTSYS[CRGROUP_SCRESIST] &&
CRAFTSYS[CRGROUP_BASE] >= 6);
default:
return Exception("Invalid optreq group: "+.@sk);
}
return Exception("Definitely Invalid optreq group: "+.@sk);
}
// csysGUI_OptPrice( cr )
// Return group option price and requisites
function script csysGUI_OptPrice {
.@sk=getarg(0);
.@lv=getd("CRAFTSYS["+.@sk+"]")+1;
// Every 3 skills levels (including the 0), price raises in 1
.@lv+=(.@lv/3);
// Every 10 skills levels (including the 0), price raises in 2
.@lv+=((.@lv/10)*2);
// Every 15 skills levels (including the 0), price raises in 1
.@lv+=(.@lv/15);
// Every 25 skills levels (including the 0), price raises in 5
.@lv+=((.@lv/25)*5);
// Every 99 skills levels (including the 0), price raises in 7
.@lv+=((.@lv/99)*7);
switch (.@sk) {
case CRGROUP_BASE:
return 1000*.@lv;
// Tier 1
case CRGROUP_ATK:
case CRGROUP_DEF:
case CRGROUP_ACC:
case CRGROUP_EVD:
return 7200*.@lv;
// Tier 2
case CRGROUP_REGEN:
case CRGROUP_SPEED:
case CRGROUP_DOUBLE:
case CRGROUP_MAXPC:
return 18000*.@lv;
// Tier 3
case CRGROUP_SCRESIST:
case CRGROUP_SCINFLICT:
case CRGROUP_MANAUSE:
case CRGROUP_BOSSATK:
return 35000*.@lv;
// Final
case CRGROUP_FINAL:
return 45000*.@lv;
default:
return Exception("Invalid optprice group: "+.@cr);
}
return Exception("Definitely Invalid optprice group: "+.@cr);
}
// csysGUI_OptLearnMenu( cr )
// Returns the menu entry to learn the group skill.
// Cost is NOT taken as requisite, must check it later.
function script csysGUI_OptLearnMenu {
.@sk=getarg(0);
if (csysGUI_OptReq(.@sk)) {
return "Upgrade "+csysGUI_CRName(.@sk)+" for "+csysGUI_OptPrice(.@sk)+" Mobpt";
}
return "";
}
// csysGUI_RaiseOpt( cr )
// Returns true if can raise group, false otherwise
// You can't raise if max level (200) is exceeded
// At current max level (200) you'll have at most the following bonuses:
// 1 Splash Radius, 100% EXP, 500 HP, 300% SC RESIST, 80 AGI, 200 ATK, 100 VIT
// Walk Speed: 40% faster
// At ONE QUARTER max level (50) you'll have at most the following bonuses:
// 1 Splash Radius, 25% EXP, 125 HP, 75% SC RESIST, 20 AGI, 50 ATK, 25 VIT
// Walk Speed: 10% faster
// At level 10 it will be:
// 1 Splash Radius, 5% EXP, 25 HP, 15% SC RESIST, 4 AGI, 10 ATK, 5 VIT
// Walk Speed: 2% faster
// At level 1 it will be:
// 1 Splash Radius, 1% EXP, 2~3 HP, 1~2% SC RESIST, 1 AGI, 1 ATK, 1 VIT
// Walk Speed: 1% faster
function script csysGUI_RaiseOpt {
.@sk=getarg(0);
.@pc=csysGUI_OptPrice(.@sk);
.@lv=getd("CRAFTSYS["+.@sk+"]");
if (csysGUI_OptReq(.@sk)) {
if (.@lv > 200) {
mesc l("You cannot raise crafting skills beyond level @@!", 200), 1;
return false;
}
if (Mobpt >= .@pc) {
Mobpt-=.@pc;
.@lv=getd("CRAFTSYS["+.@sk+"]");
setd("CRAFTSYS["+.@sk+"]", .@lv+1);
return true;
}
}
return false;
}
////////////////////////////////////////
/////////////////
///////
// Misc Functions for Options Craft
// CsysNpcCraft( itemid, {bonus 1, value 1], {bonus 2, value 2}... )
// Create a craft item in a NPC's stead. Needless to say, never fails.
function script CsysNpcCraft {
// Illegal param number
if (getargcount() % 2 != 1)
return Exception("Invalid craft NPC argument count", RB_DEFAULT|RB_IRCBROADCAST);
// Setup variables
.@it=getarg(0);
.@opt1=getarg(1,0);
.@val1=getarg(2,0);
.@opt2=getarg(3,0);
.@val2=getarg(4,0);
.@opt3=getarg(5,0);
.@val3=getarg(6,0);
.@opt4=getarg(7,0);
.@val4=getarg(8,0);
.@opt5=getarg(9,0);
.@val5=getarg(10,0);
getitem(.@it, 1);
delinventorylist(); // Needed, because we'll rely on rfind()
getinventorylist();
.@index=array_rfind(@inventorylist_id, .@it);
// Apply the bonuses if needed
if (.@opt1)
setitemoptionbyindex(.@index, 0, .@opt1, .@val1);
if (.@opt2)
setitemoptionbyindex(.@index, 1, .@opt2, .@val2);
if (.@opt3)
setitemoptionbyindex(.@index, 2, .@opt3, .@val3);
if (.@opt4)
setitemoptionbyindex(.@index, 3, .@opt4, .@val4);
if (.@opt5)
setitemoptionbyindex(.@index, 4, .@opt5, .@val5);
return;
}
|